I know defeating one should open the gate.... but it doesnt.... thats why i dont know how to permanent open this gate
EDIT:
-Found the problem with perm open.....(in the 65.svmap / 66.svmap is the faciton number 1001) thats the problem ( set it to the faction and it works ) * my problem is solved now *
- The first is the Job of the toon (per example : 0 for Fighters and Warriors, 1 for Defenders and Guardians, ...).
- The second is the range in metters.
- The 3rd is the map (if missing, it will use automatically the map 0)
- 4th is the X coordinate value (optional)
- 5th is the Y coodinate value (optional)
- 6th is the Z coordinate value (optional)
The mob will Recall all of Pagans/Mages within 100 metters area to the map 39 at X=65.000, Y=2.985 and Z=67.000
As i said, the coordinate value are optionals, if you just use :
Code:
Mob:LuaRecallUser(4, 100, 39)
The Pagans/Mage will be recall to the mob position.
Ofc, the mob must be in the map 39 in this case, or the pagans will be summon to this map.
And if you don't use the map arg, the toons will be summon to the map 0.
Thank you so much, this will be pretty enough for my tests. I was missing the 'job' column and after some disconnects i was about to give up. I really appreciate this. This will help me to solve most of my problems :P
-- //////////////////////////////////////////////////////////////////
-- 사용자 변수는 여기에 선언합니다.
dwNextCreateTime = 0
bMobSay = 0
bMobCreate = 0
-- //////////////////////////////////////////////////////////////////
-- 사용자 함수는 여기에 선언합니다.
-- //////////////////////////////////////////////////////////////////
function Init()
end
-- //////////////////////////////////////////////////////////////////
function OnAttacked( dwTime, dwCharID )
end
-- //////////////////////////////////////////////////////////////////
function OnAttackable( dwTime, dwCharID )
end
-- //////////////////////////////////////////////////////////////////
function OnNormalReset( dwTime )
end
-- //////////////////////////////////////////////////////////////////
function OnDeath( dwTime, dwAttackedCount )
end
-- //////////////////////////////////////////////////////////////////
function OnReturnHome( dwTime, dwAttackedCount )
end
-- //////////////////////////////////////////////////////////////////
function OnMoveEnd( dwTime )
end
-- //////////////////////////////////////////////////////////////////
function WhileCombat( dwTime, dwHPPercent, dwAttackedCount )
if ( dwHPPercent <= 95 ) then
if ( bMobSay < 1) then
Mob:LuaSayByIndex ( 12001, 200.0 )
bMobSay = bMobSay + 1
end
end
if ( dwHPPercent <= 75 ) then
if ( bMobSay < 2) then
Mob:LuaSayByIndex ( 12002, 200.0 )
bMobSay = bMobSay + 1
end
Mob:LuaCreateMob ( 1251, 5, 0.0, 0.0 )
end
if ( dwHPPercent <= 25 ) then
if ( bMobSay < 4) then
Mob:LuaSayByIndex ( 12003, 200.0 )
bMobSay = bMobSay + 1
end
Mob:LuaCreateMob ( 1251, 5, 0.0, 0.0 )
Mob:LuaAttackAI ( 173 )
end
end
- The first is the Job of the toon (per example : 0 for Fighters and Warriors, 1 for Defenders and Guardians, ...).
- The second is the range in metters.
- The 3rd is the map (if missing, it will use automatically the map 0)
- 4th is the X coordinate value (optional)
- 5th is the Y coodinate value (optional)
- 6th is the Z coordinate value (optional)
The mob will Recall all of Pagans/Mages within 100 metters area to the map 39 at X=65.000, Y=2.985 and Z=67.000
As i said, the coordinate value are optionals, if you just use :
Code:
Mob:LuaRecallUser(4, 100, 39)
The Pagans/Mage will be recall to the mob position.
Ofc, the mob must be in the map 39 in this case, or the pagans will be summon to this map.
And if you don't use the map arg, the toons will be summon to the map 0.
See you
only the coordinates are optional? what if we don't want to put the class and the range, and just summon everyone out from the map where the mob is?
Well if there isn't a value for multiple classes (have you tried higher values?), then you could always just cheat and use a for loop.
Code:
-- The classes who will be teleported
local classes = {0, 2, 3}
-- Loop through the classes and teleport those specific
for _, class in pairs(classes) do
Mob:LuaRecallUser(class, -1, 39)
Mob:LuaRecallUser(class, math.huge, 39) -- You could try something like one of these if you didn't want to specify a range
end
Thanks for the help Cups, by the way, i've tried both, and it doesn't works, also, i've tried 2 others ways:
- for variable = 0, 5, 1 do
Mob:LuaRecallUser(variable, 100, 39)
end
- i = 0
while i <= 5 do
Mob:LuaRecallUser(i, 100, 39)
i = i + 1
end
but it doesn't work, doesn't summon anyone, but by adding the right class value, like Mob:LuaRecallUser(0, 100, 39) it summons out, but just the class i insert into the lua script... a bit stuck on it
while( iclass <= 5 )
do
Mob:LuaSay ('iclass '..iclass,50) --print iclass current value (for test)
Mob:LuaRecallUser(iclass, 10, 35)
iclass = iclass + 1
end
I don't know if you're using this in the 'WhileCombat' function. If so, keep in mind that using 'local iclass = 0' will reset the value to zero each time, reseting the loop.
You could just put 'iclass = 0' at the start of the script, before all the functions.
This is the sample used as a test (tested with a fighter only):
-- //////////////////////////////////////////////////////////////////////
-- test lua 190.lua - current MobID: 835
-- //////////////////////////////////////////////////////////////////////
Mob = LuaMob(CMob)
-- //////////////////////////////////////////////////////////////////
iclass = 0
-- //////////////////////////////////////////////////////////////////
function OnMoveEnd( dwTime )
end
-- //////////////////////////////////////////////////////////////////
function OnAttacked( dwTime, dwCharID )
end
-- //////////////////////////////////////////////////////////////////
function OnAttackable( dwTime, dwCharID )
end
-- //////////////////////////////////////////////////////////////////
function Init()
end
-- //////////////////////////////////////////////////////////////////
function OnNormalReset( dwTime )
end
-- //////////////////////////////////////////////////////////////////
function OnDeath( dwTime, dwAttackedCount )
end
-- //////////////////////////////////////////////////////////////////
function OnReturnHome( dwTime, dwAttackedCount )
end
-- //////////////////////////////////////////////////////////////////
function WhileCombat( dwTime, dwHPPercent, dwAttackedCount )
while( iclass <= 5 )
do
Mob:LuaSay ('iclass '..iclass,50) --print iclass current value
Mob:LuaRecallUser(iclass, 10, 35)
iclass = iclass + 1
end
end
--/////////////////////////////////////////////////////////////////////////
-- EOF
--/////////////////////////////////////////////////////////////////////////
Add ai to any monster.
Then register the monster IDs you want to delete
Mob = LuaMob(CMob)
function Init()
--You can add as many monsters as you like
Mob:LuaDeleteMob ( 3005, 0, 0.0, 0.0, 500.0)
Mob:LuaDeleteMob ( 3006, 0, 0.0, 0.0, 500.0)
Mob:LuaDeleteMob ( 3007, 0, 0.0, 0.0, 500.0)
end
The monsters on the current map are deleted
Here spawn monsters for certain coordinates
Mob = LuaMob(CMob)
function OnDeath( dwTime, dwAttackedCount )
-- ID, number, x, z
Mob:LuaCreateMob(3015,1,150.0,535.0)
end
i think i'm getting crazy, by the way, thanks everyone for the help, i fixed the summon script and it works pretty well now... but, i can swear i saw the function OnRespawn some days ago... just figured out how i have to build the script i need, and i can't find the OnRespawn function anymore... does it exists or i just dreamed it?
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