Pixel

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Sobre Pixel

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    Membro Sábio
  • Data de Nascimento 03-04-1993

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    Masculino

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  1. Então nesse caso não vai funcionar mesmo, te aconselho a utilizar servidor SQL, txt é muito ultrapassado e limitado.
  2. Depende, se o ranking do npc for via SQL ele não vai funcionar na versão TXT, agora se o ranking for pelas próprias variáveis sem conexão com o banco de dados era pra funcionar normalmente, de qualquer forma poste o npc aqui para verificação.
  3. Não consegui encontrar.. é só postar a parte da modificação que da pra saber aonde é o problema e resolver.
  4. Faça o teste: prontera,147,166,5<TAB>script<TAB>Ferreiro<TAB>681,{ mes "Olá, o que deseja fazer ?"; switch(select("- Refinar Itens:- Desfazer Refinamento")){ case 1: mes "Seus itens foram refinados com sucesso."; for(set @part,1;@part<11;set @part,@part+1) if(getequipisequiped(@part)) while(getequiprefinerycnt(@part) < 25) successrefitem @part; close; case 2: mes "Seus itens foram desrefinados com sucesso."; for(set @part,1; @part<11; set @part,@part+1) if(getequipisequiped(@part)) while(getequiprefinerycnt(@part) <= 25) downrefitem @part; close; } OnInit: waitingroom "Ferreiro + [25]",0; end; }
  5. Adicione o hamachi no firewall para ele permitir conexões, ou se for mais fácil desative o firewall, reinicie a maquina e faça o teste, geralmente é ele que impede a conexão externa.
  6. Poste aqui a modificação que você fez para que possa analisar o erro.
  7. Infelizmente esse servidor ai não vai durar mais que 1 ano.
  8. Tranquilo, se precisar de QUALQUER tipo de prova pode me procurar no whatsapp, vou passar com o maior prazer, odeio esse tipo de gente.
  9. Esse sensual se passou por min para tentar roubar ele, meu skype é apenas: farmpixel e eu não mexo com design(sou horrível nisso), mexo apenas com configurações de emulador e qualquer serviço referente a isso.
  10. Na linha 179, troque: OnClock0001: query_sql "UPDATE `login` SET `diasvip`=`diasvip`-1 WHERE `level`='1' AND (`diasvip` > 0)"; end; Por: OnClock0001: query_sql "UPDATE `login` SET `diasvip`=`diasvip`-1 WHERE `group_id`='1' AND (`diasvip` > 0)"; end;
  11. Na linha 153 do script: query_sql "UPDATE `login` SET `group_id`='1',`diasvip`=`diasvip`-"+.@quant+" WHERE `userid`='"+.@conta$+"'"; Adicione abaixo: query_sql "UPDATE `login` SET `group_id`='0' WHERE `diasvip`<='0' AND `group_id`='1'"; Ou você pode simplesmente aguardar até meia noite e dois do dia seguinte que o vip vai ser removido, por que tecnicamente quando você remove todos os dias de vip o do dia já entrou então não conta, mais fica a seu critério D:' OBS: Caso a pessoa esteja online ela precisa relogar para perder o vip.
  12. --------------------------------------- \\ 6,1.- Unit-related commands \\ --------------------------------------- *unitwalk <GID>,<x>,<y>{,"<event label>"}; *unitwalkto <GID>,<Target GID>{,"<event label>"}; This command will tell a <GID> to walk to a position, defined either as a set of coordinates or another object. The command returns a 1 for success and 0 upon failure. If coordinates are passed, the <GID> will walk to the given x,y coordinates on the unit's current map. While there is no way to move across an entire map with 1 command use, this could be used in a loop to move long distances. If an object ID is passed, the initial <GID> will walk to the <Target GID> (similar to walking to attack). This is based on the distance from <GID> to <Target ID>. This command uses a hard walk check, so it will calculate a walk path with obstacles. Sending a bad target ID will result in an error. An optional Event Label can be passed as well which will execute when the <GID> has reached the given coordinates or <Target GID>. Examples: // Makes player walk to the coordinates (150,150). unitwalk getcharid(3),150,150; // Performs a conditional check with the command and reports success or failure to the player. if(unitwalk(getcharid(3),150,150)) dispbottom "Walking you there..."; else dispbottom "That's too far away, man."; // Makes player walk to another character named "WalkToMe". unitwalkto getcharid(3),getcharid(3,"WalkToMe"); --------------------------------------- *unitattack <GID>,<Target ID>{,<action type>}; *unitattack <GID>,"<Target Name>"{,<action type>}; This command will make a <GID> attack the specified target. It returns 1 upon success and 0 for all failures. If <GID> is a player and a non-zero <action type> is given, the unit will perform a continuous attack instead of a single attack. --------------------------------------- *unitkill <GID>; This command will kill a <GID>. --------------------------------------- *unitwarp <GID>,"<map name>",<x>,<y>; This command will warp a <GID> to the specified map and coordinates. If <GID> is zero, the command runs for the unit that invoked the script. This can be used with "OnTouch" to warp monsters: OnTouch: unitwarp 0,"this",-1,-1; --------------------------------------- *unitstopattack <GID>; This command will make a <GID> stop attacking. --------------------------------------- *unitstopwalk <GID>; This command will make a <GID> stop moving. Note: If this is called from OnTouch, then the walktimer attached to the unit is removed from OnTouch which causes this command to not stop the unit from walking. Suggest to use 'unitblockmove' to forcefully stop the unit with OnTouch. --------------------------------------- *unittalk <GID>,"<text>"; This command will make a <GID> say a message. The display name of the <GID> won't get appended in front of the message. --------------------------------------- *unitemote <GID>,<emotion number>; This command will make a <GID> display an emotion sprite. For a full list of emotion numbers, see 'src/map/script_constants.h' under 'e_'. --------------------------------------- *unitskilluseid <GID>,<skill id>,<skill lvl>{,<target id>,<casttime>}; *unitskilluseid <GID>,"<skill name>",<skill lvl>{,<target id>,<casttime>}; *unitskillusepos <GID>,<skill id>,<skill lvl>,<x>,<y>{,<casttime>}; *unitskillusepos <GID>,"<skill name>",<skill lvl>,<x>,<y>{,<casttime>}; This is the replacement of the older commands, these use the same values for GID as the other unit* commands (See 'GID'). Skill ID is the ID of the skill, skill level is the level of the skill. Cast time is the amount of seconds to add or remove from the skill. Use a positive value to add and negative value to subtract. Using 0 or no value will use the default skill cast time. For the position, the x and y are given in the UnitSkillUsePos. --------------------------------------- *unitexists <GID>; Checks if the given Game ID exists. Returns false if the object doesn't exist, or true if it does. --------------------------------------- *getunittype <GID>; Returns the type of object from the given Game ID. Returns -1 if the given GID does not exist. UNITTYPE_PC 0 UNITTYPE_NPC 1 UNITTYPE_PET 2 UNITTYPE_MOB 3 UNITTYPE_HOM 4 UNITTYPE_MER 5 UNITTYPE_ELEM 6 --------------------------------------- *getunitname <GID>; Gets the name of the given unit. Supported types are monster, homunculus, pet, and NPC. Mercenary and Elemental don't support custom names. Returns "Unknown" if unit is not found. --------------------------------------- *setunitname <GID>,"<new name>"; Changes the name of the given unit to the new name given. Supported types are monster, homunculus, and pet. To change an NPC's name, see 'setnpcdisplay'. Mercenary and Elemental don't support custom names. Changing a homunculus or pet name will be permanent. Returns "Unknown" if unit is not found. --------------------------------------- *getunitdata <GID>,<arrayname>; *setunitdata <GID>,<parameter>,<new value>; This is used to get and set special data related to the unit. With getunitdata, the array given will be filled with the current data. In setunitdata the indexes in the array would be used to set that data on the unit. Both getunitdata and setunitdata will return -1 if the given GID does not exist. Note: When adjusting a unit's stat (STR, AGI, etc) the unit's respective statuses are recalculated (HIT, FLEE, etc) automatically. Keep in mind that some stats don't affect a unit's status and will have to directly be modified. Parameters (indexes) for monsters are: UMOB_SIZE UMOB_LEVEL UMOB_HP UMOB_MAXHP UMOB_MASTERAID UMOB_MAPID UMOB_X UMOB_Y UMOB_SPEED UMOB_MODE UMOB_AI UMOB_SCOPTION UMOB_SEX UMOB_CLASS UMOB_HAIRSTYLE UMOB_HAIRCOLOR UMOB_HEADBOTTOM UMOB_HEADMIDDLE UMOB_HEADTOP UMOB_CLOTHCOLOR UMOB_SHIELD UMOB_WEAPON UMOB_LOOKDIR UMOB_CANMOVETICK UMOB_STR UMOB_AGI UMOB_VIT UMOB_INT UMOB_DEX UMOB_LUK UMOB_SLAVECPYMSTRMD UMOB_DMGIMMUNE UMOB_ATKRANGE UMOB_ATKMIN UMOB_ATKMAX UMOB_MATKMIN UMOB_MATKMAX UMOB_DEF UMOB_MDEF UMOB_HIT UMOB_FLEE UMOB_PDODGE UMOB_CRIT UMOB_RACE UMOB_ELETYPE UMOB_ELELEVEL UMOB_AMOTION UMOB_ADELAY UMOB_DMOTION ----- Parameter (indexes) for homunculi are: UHOM_SIZE UHOM_LEVEL UHOM_HP UHOM_MAXHP UHOM_SP UHOM_MAXSP UHOM_MASTERCID UHOM_MAPID UHOM_X UHOM_Y UHOM_HUNGER UHOM_INTIMACY UHOM_SPEED UHOM_LOOKDIR UHOM_CANMOVETICK UHOM_STR UHOM_AGI UHOM_VIT UHOM_INT UHOM_DEX UHOM_LUK UHOM_DMGIMMUNE UHOM_ATKRANGE UHOM_ATKMIN UHOM_ATKMAX UHOM_MATKMIN UHOM_MATKMAX UHOM_DEF UHOM_MDEF UHOM_HIT UHOM_FLEE UHOM_PDODGE UHOM_CRIT UHOM_RACE UHOM_ELETYPE UHOM_ELELEVEL UHOM_AMOTION UHOM_ADELAY UHOM_DMOTION ----- Parameter (indexes) for pets are: UPET_SIZE UPET_LEVEL UPET_HP UPET_MAXHP UPET_MASTERAID UPET_MAPID UPET_X UPET_Y UPET_HUNGER UPET_INTIMACY UPET_SPEED UPET_LOOKDIR UPET_CANMOVETICK UPET_STR UPET_AGI UPET_VIT UPET_INT UPET_DEX UPET_LUK UPET_DMGIMMUNE UPET_ATKRANGE UPET_ATKMIN UPET_ATKMAX UPET_MATKMIN UPET_MATKMAX UPET_DEF UPET_MDEF UPET_HIT UPET_FLEE UPET_PDODGE UPET_CRIT UPET_RACE UPET_ELETYPE UPET_ELELEVEL UPET_AMOTION UPET_ADELAY UPET_DMOTION ----- Parameter (indexes) for mercenaries are: UMER_SIZE UMER_HP UMER_MAXHP UMER_MASTERCID UMER_MAPID UMER_X UMER_Y UMER_KILLCOUNT UMER_LIFETIME UMER_SPEED UMER_LOOKDIR UMER_CANMOVETICK UMER_STR UMER_AGI UMER_VIT UMER_INT UMER_DEX UMER_LUK UMER_DMGIMMUNE UMER_ATKRANGE UMER_ATKMIN UMER_ATKMAX UMER_MATKMIN UMER_MATKMAX UMER_DEF UMER_MDEF UMER_HIT UMER_FLEE UMER_PDODGE UMER_CRIT UMER_RACE UMER_ELETYPE UMER_ELELEVEL UMER_AMOTION UMER_ADELAY UMER_DMOTION ----- Parameter (indexes) for elementals are: UELE_SIZE UELE_HP UELE_MAXHP UELE_SP UELE_MAXSP UELE_MASTERCID UELE_MAPID UELE_X UELE_Y UELE_LIFETIME UELE_MODE UELE_SPEED UELE_LOOKDIR UELE_CANMOVETICK UELE_STR UELE_AGI UELE_VIT UELE_INT UELE_DEX UELE_LUK UELE_DMGIMMUNE UELE_ATKRANGE UELE_ATKMIN UELE_ATKMAX UELE_MATKMIN UELE_MATKMAX UELE_DEF UELE_MDEF UELE_HIT UELE_FLEE UELE_PDODGE UELE_CRIT UELE_RACE UELE_ELETYPE UELE_ELELEVEL UELE_AMOTION UELE_ADELAY UELE_DMOTION ----- Parameter (indexes) for NPCs are: UNPC_DISPLAY UNPC_LEVEL UNPC_HP UNPC_MAXHP UNPC_MAPID UNPC_X UNPC_Y UNPC_LOOKDIR UNPC_STR UNPC_AGI UNPC_VIT UNPC_INT UNPC_DEX UNPC_LUK UNPC_PLUSALLSTAT UNPC_DMGIMMUNE UNPC_ATKRANGE UNPC_ATKMIN UNPC_ATKMAX UNPC_MATKMIN UNPC_MATKMAX UNPC_DEF UNPC_MDEF UNPC_HIT UNPC_FLEE UNPC_PDODGE UNPC_CRIT UNPC_RACE UNPC_ELETYPE UNPC_ELELEVEL UNPC_AMOTION UNPC_ADELAY UNPC_DMOTION *Notes: - *_SIZE: small (0); medium (1); large (2) - *_MAPID: this refers to the map_data index (from src/map/map.c), not the mapindex_db index (from src/common/mapindex.c) -- For 'setunitdata', map name can also be passed in as a valid value instead of map ID - *_SPEED: 20 - 1000 - *_MODE: see doc/mob_db_mode_list.txt - *_LOOKDIR: north (0), northwest (1), west (2), etc - *_CANMOVETICK: seconds * 1000 the unit will be unable to move - *_DMGIMMUNE: unit will be immune to damage (1), or will receive damage (0) - *_HUNGER: 0 - 100 - *_INTIMACY: 0 - 1000 - *_LIFETIME: seconds * 1000 the unit will be 'alive' for - *_AMOTION: see doc/mob_db.txt - *_ADELAY: see doc/mob_db.txt - *_DMOTION: see doc/mob_db.txt - UMOB_AI: none (0); attack (1); marine sphere (2); flora (3); zanzou (4); legion (5); faw (6) - UMOB_SCOPTION: see the 'Variables' section at the top of this document - UMOB_SLAVECPYMSTRMD: make the slave copy the master's mode (1), or not (0) - UNPC_PLUSALLSTAT: same as 'bAllStats'; increases/decreses all stats by given amount Example: // Spawn some Porings and save the Game ID. // - Keep in mind, when the 'monster' script command is used, // - all the spawned monster GID's are stored in an array // - called $@mobid[]. monster "prontera",149,190,"Poring",1002,10; .GID = $@mobid[9]; // Store and modify the 10th Poring spawned to make him stronger! // Save the strong Poring's mob data in the @por_arr[] variable. (@por_arr[1] being level, @por_arr[13] being class, etc.) // With this data we can have the NPC display or manipulate it how we want. This does not have to be ran before 'setunitdata'. getunitdata .GID,@por_arr; // Set the max HP of the Poring to 1000 (current HP will also get updated to 1000). setunitdata .GID,UMOB_MAXHP,1000;
  13. Não faliu ainda ?