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  • ICrit

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    Posts posted by ICrit

    1. 9 minutes ago, ADMIN said:

      This is what a flex means, trying to shine with easy piece of codes that you don't have any idea if they are compatible with our emulator or not. Why Gion said that? Simple, we don't have direct source code access (which none of the respectable emulators does offer, lul), so we're limited enough to our lua extension. And, if you would even read what Gion referred to is the possibility to "make sure" that such feature would not be abused by alts / different connections from same person, but hei, why to read when we can just throw some random code and prove what we're made of.

      Unless you want to impress some other people from here go for it & continue, you may get some fans. If you do it for "us", you can stop and better focus on your "projects", if they still exist.

      You just love to hate.. Got it, lol. The balance would be kept even if alts are involved, why, cause the alts are conditioned by the same system in the same way as the newbies.

      As per the rest of the hate speach, just get over it mate, I don't care to impress unkown people over the internet and I've moved a long time ago from MU "projects', there are other projects far more complex and well paid in the IT industry without the need of a headache from 'players, hackers and other non-nice things' that MU brings with it.

      Am not here to impress or bother anyone, Odi and Neby corrupted me to play (as you may have well noticed by now) and left me alone after you know what shit server opened :) I'm just enjoying it with some other old and new people I met (by also being afk 90% of the time kekw). Offtopic: that MG is not me :)

      Again, chill, peace and gratz on the nice config. Sorry if you felt offended in any way and no worries I'll stop giving 'flexes' as you call them, lel.

       

    2. 11 minutes ago, ADMIN said:

      Weird flex, mister Fr33. We know what things to do and how to do them here, but thanks for the "lua lesson".

      So when your staff asks for a "how you'd do that" and I give an answer I flex? Wtf? Weird answer since your staff asked a 'how'. Also, it's not a lua lesson, it's a multi-part integration that requires to have access to source code or that the providers of said service-files have the access, mood, time to code it in (which isn't a really hard implementation);

      Also, in my profession I actually need to 'speak in the common tongue', which translates to detail and say things so people that are less tech/code inclined understand them, that isn't flexing or giving lessons, but explaining things in a matter that a wide area of people can remotely understand. Also the lua + setting files would grant you some access to said 'black box code' from within the game-server itself (in case you don't have access to it's source code) and that code snippet is so the devs understand the big-picture while you, your staff and your players also understand how a said implementation of a system could be possible.

      But hey, if you feel offended, I'll just stop offering. As a last thing, congratz on the server config, seems decent and balanced in an overall aspect.

    3. 17 hours ago, Gion said:

      It is very hard to be implemented, nearly impossible. Think about the alts, like Deadcat said, and we cannot limit their characters because what will be the condition for checking if one guy has an alt? We might figure out, but not with 100% accuracy so this means risk. 

      Not even speaking about the guys with multiple devices and connections. If you think about a solution in which there is no risk please let us know, it might work 

      Just implement a system where the goldens do reduced dmg and take increased dmg to/from characters that are 'lower' while they do increased dmg and take reduced dmg to/from characters that are 'higher' based on the total number of points a player has (str+agi+vit+ene+lvl-up points);

      An example using lua script files and settings files from data folder or wherever you have them would be something like this:

      -- monsterDmg is the dmg the monster has assigned per file settings
      -- minPoints is a constant that you can come up with depending on what type of golden we\'re talking about (Eg: for golden + 1 the points a player would have at 1 or 2 resets)
      -- maxPercentage a safeguard to not punish your higher reseted players let\'s say 500% - you can also insert a maxPoints to check against
      -- player - the Player object stats table that contains str, agi, vit, ene, cmd and level up points
      def function getDmgDone(monsterDmg, minPoints, maxPercentage, player)
        local totalPoints = player['str'] + player['agi'] + player['vit'] + player['ene'] + player['cmd'] + player['lpoints']
        if (totalPoints < minPoints) then
          return monsterDmg 
        else
          local percentage = minPoints * totalPoints / 100
          if (percentage > maxPercentage) then
            percentage = maxPercentage
          end
        	return monsterDmg * percentage / 100
        end
      end
      
      -- The same function can be applied for defense of a monster against a player
      -- Eg function in case you want a maxPoints check also
      def function getDmgDone2(monsterDmg, minPoints, maxPoints, maxPercentage, player)
        local totalPoints = player['str'] + player['agi'] + player['vit'] + player['ene'] + player['cmd'] + player['lpoints']
        if (totalPoints < minPoints) then
          return monsterDmg 
        else
          if (totalPoints >= maxPoints)
            return monsterDmg * maxPercentage / 100
          end
          local percentage = minPoints * totalPoints / 100
          if (percentage > maxPercentage) then
            percentage = maxPercentage
          end
        	return monsterDmg * percentage / 100
        end
      end
      
      -- For the dmg taken by the golden function you just change the monsterDmg with the player['dmg'] eg:
      def function getDmgTaken(minPoints, maxPoints, maxPercentage, player)
        local totalPoints = player['str'] + player['agi'] + player['vit'] + player['ene'] + player['cmd'] + player['lpoints']
        if (totalPoints < minPoints) then
          return player['dmg']
        else
          if (totalPoints >= maxPoints)
            return player['dmg'] * maxPercentage / 100
          end
          local percentage = minPoints * totalPoints / 100
          if (percentage > maxPercentage) then
            percentage = maxPercentage
          end
        	return player['dmg'] * percentage / 100
        end
      end
      
      -- You are free to play with this code however you see fit and you could potentialy load the minPoints, maxPoints, maxPercentage variables from a settings files depending on the golden/monster in question 
      -- EG (based on whatever I think may be in the code):
      -- in a header file, or whatever kind of file is used to populate your C/C++ structures is used
      -- lobj->loadSpecialMonsterSettings('...whatever path'); // this function populates the structure/sub-structure/class/whatever with multiple instances of other sub-structures/sub-classed that hold the monsterID, the minPoints, the maxPoints and the maxPercentage [from the said settings file]
      -- .... here goes a lot of shit ton of code for whatever purposes and stuff ... and wherever/whenever it gets to the function that computes the dmg the  monster does/takes, right before they start or inside it wherever you see fit:
      -- .... code that's used before the call to the function to get monster dmg against player
      -- 
      -- /* you can insert the mentioned above functions here like:
      -- here is the block of code that you would call in a way to compute that monster dmg modification
      -- if (lobj->SpecialMonsters->isSpecialMonster(lobj->monster->getId()) {
      --		char[] luaFunction = "getDmgDone2";
      --		Array<vector> functionArgs[6];
      --		Array<vector> playerTable = ['str' -> lobj->player->getStr(), 'agi' -> lobj->player->getAgi(), 'vit' -> lobj->player->getVit(), 'ene' -> lobj->player->getEne(), 'cmd' -> lobj->player->getCmd(), 'lpoints' -> lobj->player->getLvlUpPoints()];
      -- 		functionArgs['monsterDmg'] = lobj->monster->getDmg();
      -- 		functionArgs['minPoints'] = lobj->SpecialMonsters->getMinPoints(lobj->monster->getId();
      -- 		functionArgs['maxPoints'] = lobj->SpecialMonsters->getMaxPoints(lobj->monster->getId();
      -- 		functionArgs['maxPercentage'] = lobj->SpecialMonsters->getMaxPercentage(lobj->monster->getId();
      --		functionArgs['player'] = *playerTable;
      -- 		lobj->monster->setDmg(lobj->callToLuaFunction('..path to lua file', luaFunction, *functionArgs));
      -- }
      --
      -- And that is end of the code of block
      -- you can use the block here before this return
      -- return lobj->monsterDmgDoneTopPlayer(lobj->monster->getDmg(), lobj->player, lobj);
      -- 
      -- ..... other code or whatever .....
      -- 
      -- double monsterDmgDone(monster, player, lobj) {
      -- 		or you could call that block of code here to compute the monster dmg modification
      --		... code bla bla ...
      -- 		or you could call that block of code here to compute the monster dmg modification
      --  	return whateverComputedMonsterDmg // you could use that block of code as a function and wrap the whateverComputedMonsterDmg in that function
      -- }
      -- 

       

    4. 5 hours ago, Hvman said:

      Give me your main-char name in game. I don't wanna f**k with a guy that can code.

      ONTOPIC: I think your improvement is a lot better for the simple eye. 

      It's written in the post itself lel. Anw, that's not really what I would call coding. The template itself doesn't look like that and it includes alot of PHP code most likely (unless it has a frontend written fully in JS), either way if needed I can help pin-point the exact changes (it's not really a big of a 'code change' it's just some remake of the elements style, that's really all);

      • Character Name: CritsKills
      • Suggestion Type: Website
      • Suggestion content:
        • The recent market history table update is a really nice improvement from the old 'template', but it can go even further, especially the table displaying the details of each transaction since it looks like this currently:
          • image.png.0783dc13d74008505e9c070401a066fe.png
        • All that's needed is just some tiny tweeks to the 'style="..."' attribute of the cells and it could end up looking somewhere closer to this:
          • image.png.e3d5b40718cd2b08887c32633f81317e.png
        • An example of that code for that would be this: 
          • <spoiler>

            <table class="ranking-table" style="line-height:15px;">
            	<thead>
            		<tr class="main-tr">
            			<th style="text-align:center;">#</th>
            			<th style="text-align:center;">Item</th>
            			<th style="text-align:center;">Added on</th>
            			<th style="text-align:center;">Merchant</th>
            			<th style="text-align:center;">Buyer</th>
            			<th style="text-align:center;">Bought On</th>
            			<th style="text-align:center;">Price</th>
            		</tr>
            	</thead>
            	<tbody>
            		<tr>
            			<td style="align-content:center; border: 1px solid black;">1</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<span id="market_item_223619" data-info="0101530015343402009000FFFFFFFFFF">
            					<a style="cursor:pointer"><span style="color:green;font-family: tahoma;font-size: 12px;">Exl. Dragon Pants </span></a>
            				</span>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">05/11/2020 15:11</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<a href="https://mu.oldsquad.ro/details/character/50657750657743726974/Max30RR">PewPewCrit</a>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<a href="https://mu.oldsquad.ro/details/character/4861646573/Max30RR">Hades</a>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">10/11/2020 05:37</td>
            			<td style="align-content:center; border: 1px solid black; width: 100px;">
            				<span class="market_bless " style="">
            					1 x <img width="30" height="50"  style="padding-right: 10px;" src="https://mu.oldsquad.ro/assets/jewels/bless.gif"
            							 alt="MuOnlineWebs" title="Jewel of Bless" />
            				</span>
            				<br/>
            			</td>
            		</tr>
            		<tr>
            			<td style="align-content:center; border: 1px solid black;">2</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<span id="market_item_223297" data-info="10C250001325FE00004000FFFFFFFFFF">
            					<a style="cursor:pointer"><span style="color:#E68A2E;font-family: tahoma;font-size: 12px;">Saint Crossbow +8</span></a>
            				</span>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">05/11/2020 15:12</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<a href="https://mu.oldsquad.ro/details/character/50657750657743726974/Max30RR">PewPewCrit</a>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<a href="https://mu.oldsquad.ro/details/character/5461646575737a/Max30RR">Tadeusz</a>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">09/11/2020 17:38</td>
            			<td style="align-content:center; border: 1px solid black; width: 100px;">
            				<span class="market_bless " style="">
            					1 x <img width="30" height="50"  style="padding-right: 10px;" src="https://mu.oldsquad.ro/assets/jewels/bless.gif"
            							 alt="MuOnlineWebs" title="Jewel of Bless" />
            				</span>
            				<br/>
            			</td>
            		</tr>
            
            		<tr>
            			<td style="align-content:center; border: 1px solid black;">3</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<span id="market_item_222098" data-info="0040D400156A3C0000C000FFFFFFFFFF">
            					<a style="cursor:pointer"><span style="font-family: tahoma;font-size: 12px;">Wings of Elf +8</span></a>
            				</span>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">05/11/2020 15:11</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<a href="https://mu.oldsquad.ro/details/character/50657750657743726974/Max30RR">PewPewCrit</a>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<a href="https://mu.oldsquad.ro/details/character/43756d7061/Max30RR">Cumpa</a>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">07/11/2020 15:03</td>
            			<td style="align-content:center; border: 1px solid black; width: 100px;">
            				<span class="market_chaos " style="">
            					5 x <img width="30" height="50"  style="padding-right: 10px;" src="https://mu.oldsquad.ro/assets/jewels/chaos.gif"
            							 alt="MuOnlineWebs" title="Jewel of Chaos" />
            				</span>
            				<br/>
            			</td>
            		</tr>
            
            		<tr>
            			<td style="align-content:center; border: 1px solid black;">4</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<span id="market_item_222094" data-info="0B0229001098190A00B000FFFFFFFFFF">
            					<a style="cursor:pointer"><span style="color:green;font-family: tahoma;font-size: 12px;">Exl. Silk Boots </span></a>
            				</span>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">05/11/2020 15:11</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<a href="https://mu.oldsquad.ro/details/character/50657750657743726974/Max30RR">PewPewCrit</a>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<a href="https://mu.oldsquad.ro/details/character/43756d7061/Max30RR">Cumpa</a>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">07/11/2020 15:01</td>
            			<td style="align-content:center; border: 1px solid black; width: 100px;">
            				<span class="market_chaos " style="">
            					3 x <img width="30" height="50"  style="padding-right: 10px;" src="https://mu.oldsquad.ro/assets/jewels/chaos.gif"
            							 alt="MuOnlineWebs" title="Jewel of Chaos" />
            				</span>
            				<br/>
            			</td>
            		</tr>
            
            		<tr>
            			<td style="align-content:center; border: 1px solid black;">5</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<span id="market_item_221603" data-info="0338A00010F6450000C000FFFFFFFFFF">
            					<a style="cursor:pointer"><span style="font-family: tahoma;font-size: 12px;">Wings of Spirits +7</span></a>
            				</span>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">06/11/2020 00:07</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<a href="https://mu.oldsquad.ro/details/character/50657750657743726974/Max30RR">PewPewCrit</a>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">
            				<a href="https://mu.oldsquad.ro/details/character/6c4368756b756e646168/Max30RR">lChukundah</a>
            			</td>
            			<td style="align-content:center; border: 1px solid black;">06/11/2020 16:11</td>
            			<td style="align-content:center; border: 1px solid black; width: 100px;">
            				<span class="market_credits " style="">
            					250 x <img width="30" height="50"  style="padding-right: 10px;" src="https://mu.oldsquad.ro/assets/jewels/credits.gif"
            							   alt="MuOnlineWebs" title="Credits" />
            				</span>
            				<br/>
            				<span class="market_bless " style="">
            					30 x <img width="30" height="50"  style="padding-right: 10px;" src="https://mu.oldsquad.ro/assets/jewels/bless.gif"
            							  alt="MuOnlineWebs" title="Jewel of Bless" />
            				</span>
            				<br/>
            				<span class="market_soul " style="">
            					30 x <img width="30" height="50"  style="padding-right: 10px;" src="https://mu.oldsquad.ro/assets/jewels/soul.gif"
            							  alt="MuOnlineWebs" title="Jewel of Soul" />
            				</span>
            				<br/>
            				<span class="market_chaos " style="">
            					5 x <img width="30" height="50"  style="padding-right: 10px;" src="https://mu.oldsquad.ro/assets/jewels/chaos.gif"
            							 alt="MuOnlineWebs" title="Jewel of Chaos" />
            				</span>
            				<br/>
            			</td>
            		</tr>
            	</tbody>
            </table>

            </spoiler>

        • These changes can be made in the market history template that dynamicaly generates the view (populates it with real dynamic data), but I think you already know what I'm talking about;
      • How this would bring value: Well that's straight forward, it is a really easy and fast to do modification that improves how all of us visualise that history table and allows us to cleanly and fastly read through it without having to stress our eyes trying to distinguish column from column, row from row, etc. It's a quality of life improvement that I'm sure no one will really have anything against it.
      • How would I personally implement it: Well I already left you a picture and a code snip of a 'sketch' that already improved the visualisation of the table :)
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