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Messages - Gibraldi

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1
RPGWO Chat / Re: 2 Modern World Ideas
« on: October 26, 2012, 10:39:09 am »
I just want a modern world asap. release anything then work out the kinks

Well your wish might be granted, I am trying to reach a host to host the last modern world files for V2. There's kinks and stuff I want to change but it is a ready world, it has already ran a server so I know the files are ready for people, I just need a host and make some maps

2
RPGWO Chat / Re: New skill Idea's
« on: October 10, 2012, 11:57:13 am »
I am seeing an increased interest in modern worlds all of a sudden, which is weird because when I last played it was modern that was as good as dead. I would host a world if I had the time but sadly I don't (it requires some fixes like the mass pile of ores obtained like, I believe it was, Greatest pointed out in one of the V4 topics). However if anyone needs help I am more than willing to help out, just keep in mind I am rather busy (however do not ask me for ini's for I will not hand those out).

3
1.15 Servers / Re: A way to reset the monstersectorcatagorys?
« on: October 07, 2012, 05:04:29 pm »
Have you tried setting it to 0 or a category that does not have any monsters in it? If disabling wild spawns for a certain sector is what you are looking for then I think that should help you

4
v2 Servers / Re: Item Init failing?
« on: September 19, 2012, 09:30:59 am »
try seeing if maybe the server's log (can be found in the server's main directory in one of the folders it creates I believe) gives you any clues. then you can try if maybe the item.ini has a wrong float (.4 instead of 0.4) after that I am afraid unless you have a hunch yourself, you're going to have to split the file up to find the problem

5
v2 Servers / Re: Item and spell area of affect?
« on: September 06, 2012, 08:33:31 pm »
I'd also like to add that as far as I know, all items are spawned following a certain pattern, even tames (I don't know if you are familiar with card casting on modern worlds) spawn according to this same pattern, it always goes in "rings" (technically they're squares) starting at the top left, going down, then the next column down and so on so lets say you spawn 26 items or monsters (I'll use alphabet for this) then this will be the order:

z
 joqsu
 kbegv
 lcahw
 mdfix
 nprty

a bit messy but if you can read it you get the idea, every item will be spawned according to this pattern so if you can spawn invisible items that rot fast along with the actual item you want in your shape you could technically achieve this, however this is theoretical and I don't think anyone has ever tried it before

6
v2 Servers / Re: Item and spell area of affect?
« on: September 06, 2012, 05:34:02 pm »
We had a jackhammer on modern worlds, it gave 3 ore however it'd only mine one square so basically you just got three times as much ore for the same area you mine

7
v2 Servers / Re: Item and spell area of affect?
« on: September 05, 2012, 12:39:56 pm »
I wouldn't necessarily call it tricky, but it is extremely limited because of the way itemuses are done. There is no way to check if item x is near the square you performed the use to perform the use on all instances of x within the use's AoE. This limits you to multiplough type of uses and even then the AoE is only one square around the square you perform the use on.

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v2 Servers / Re: Item and spell area of affect?
« on: September 04, 2012, 05:59:13 pm »
no problem, do keep in mind the limitations, you can only do this with the successitem, therefore this is only useful for uses on the ground (like ploughing), also do keep in mind this can be done at any square within range=range from the player and will give the same result

so lets say range=1 (default) x=player, y=square use is performed, z=resulting effect with the item (ignore the invisible for this):

  x    x
  y  zzz

  y  zzz
  x    x

xy  xzz  (with another object underneath the player)

do keep this in mind, I see this as a limitation myself but I don't know what you intend to use it for

9
v2 Servers / Re: Item and spell area of affect?
« on: September 04, 2012, 12:08:40 am »
the range tag could be of use, though it'll focus on the use position, not the player, so 1 will be the square you applied the use on

10
v2 Servers / Re: Item and spell area of affect?
« on: September 03, 2012, 04:43:52 pm »
you'd have to spawn 8 objects for the desired effect in your first post, item 3, 1 & 8 being the item you want, the others (2, 4, 5, 6 & &) would be invisible, do keep in mind you have to remove this invisible object first and until it is removed it can affect uses on that spot

11
v2 Servers / Re: Item and spell area of affect?
« on: September 03, 2012, 10:54:28 am »
This is possible with itemuses yes if you use a temp invisible object that destroys itself after one tick if you know how the successitems 1-10 are spawned

I believe the order is:
257
318
469

but don't quote me on that

12
RPGWO V4 / V5 / Re: Grinding Sucks
« on: July 11, 2012, 05:48:00 pm »
wouldn't adding a plant material to your alloy make it a lot weaker? this comes with an idea though, your bonus (added by the plant used in the alloy) comes at the price of a weaker weapon, the more ingredients/tiers, the more bonuses you get, but the faster your weapon will break

13
General Chat / Re: The Wonders of Randomness in RPGWO
« on: August 13, 2010, 08:01:13 am »
you missed one line:
20:28.05 : Levandis globals:  Did you just admit in wanted to have buttsex with me?

20:28.39 : Levandis globals:  *Bends over*

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1.15 Servers / Re: hmm i wonder
« on: August 10, 2010, 02:51:57 pm »
No, I've seen worlds using in the 40's on item#.bmp

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1.15 Servers / Re: Plz Help
« on: July 06, 2010, 04:15:32 am »
All, it was done to prevent admins from using the best weapon or armor right away against players (I think) and because admins shouldn't be violent. but you can make a character without the admin part infront of its name on the same account & be able to equip things

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RPGWO Chat / Re: With the server files released for 1.15
« on: December 03, 2009, 01:50:35 am »
You could just give them all landrights on that plot? That's at least how they did the free player plots on some of the modern servers. just do not forget to make everything you do not want the players to touch unmovable & without a usage, the command is, if I am correct: /landrights *

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1.15 Servers / Re: run-time error "340"
« on: November 19, 2009, 03:09:14 pm »
If it indeed has something to do with the clock of your pc than you can find a better solution than setting your date back every once in a while here http://rpgwoforums.net/index.php?topic=4100.0 it allows you to still have your pc's clock to be the correct date.

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1.15 Servers / Re: Serious issue
« on: November 16, 2009, 02:33:12 pm »
Yeah, I just figured that out thanks to another post made by you, we're however not so very eager(?) to set our clock's date back every so often and are looking for another solution which does just that for the server only, if it works...:P

thanks anyways though

EDIT: We have found an easier way, we "virtually" changed our clock & made it static, the server thinks it's say the 13th, while your own clock will still be saying the correct date. http://www.nirsoft.net/utils/run_as_date.html try this

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1.15 Servers / Serious issue
« on: November 16, 2009, 12:50:23 pm »
Hello,

All of a sudden my server (including all the back-ups) stopped processing items & things like food, life, stamina. Anyone has a clue on how I can fix this?

Gib

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