Jump to content

Rika

Members
  • Posts

    77
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by Rika

  1. Rika

    Broken quests.

    Alrighty, I know why it's crashing now. Quest has some measures that won't allow it to give out items if certain things happen. Completing the quest will less than 3 people is one of them. This is because if 2 people tried to do the quest I thought 1 of 2 things would occur. They run out of time or they both die. I don't like cheating at that is why it's in place, however this quest was designed with "default" servers in mind. No tweaked items, no new items that could potentianally let you actually complete the quest with 2 people. Lee said he will do something about it this weekend, however I will not (since the quest to me is still functioning how it's supposed to). 3+ players are no problem. Edit: Still don't know why the forest offensive console is bugging. When someone starts forest offensive on the counter it should have "Ver1.21" somewhere. If it has something else maybe it's the wrong version.
  2. Rika

    Broken quests.

    1007: call 1001 call 1002 call 1003 ret 1005: leti R186, 00000001 leti R187, 00000065 sync gettime R189 get_random R186, R188 sub R189, R188 let R188, R189 sub R187, R186 div R189, R187 mul R189, R187 sub R188, R189 add R188, R186 jmpi_>= R188, 00000048, 1007 jmp 1006 ret 1006: window_msg 'Received <color 3>Photon drop<color 0>!' winend leti R200, 00000003 leti R201, 00000010 leti R202, 00000000 leti R203, 00000000 item_create2 R200, R204 ret 1001: leti R90, 00000001 leti R91, 00000065 sync gettime R93 get_random R90, R92 sub R93, R92 let R92, R93 sub R91, R90 div R93, R91 mul R93, R91 sub R92, R93 sub R92, R90 jmpi_>= R92, 00000055, 1100 jmpi_>= R92, 0000004B, 1101 jmpi_>= R92, 00000041, 1102 jmpi_>= R92, 00000037, 1103 jmpi_>= R92, 0000002D, 1104 jmpi_>= R92, 00000023, 1105 jmpi_>= R92, 00000019, 1106 jmpi_>= R92, 0000000F, 1107 jmp 1108 ret 1002: leti R95, 00000001 leti R96, 00000065 sync gettime R98 get_random R95, R97 sub R98, R97 let R97, R98 sub R96, R95 div R98, R96 mul R98, R96 sub R97, R98 add R97, R95 jmpi_= R97, 00000064, 1316 jmpi_= R97, 00000063, 1316 jmpi_= R97, 00000061, 1316 jmpi_> R97, 0000005A, 1315 jmpi_> R97, 00000055, 1314 jmpi_> R97, 00000050, 1313 jmpi_> R97, 0000004B, 1312 jmpi_> R97, 00000046, 1311 jmpi_> R97, 00000041, 1310 jmpi_> R97, 0000003C, 1309 jmpi_> R97, 00000037, 1308 jmpi_> R97, 00000032, 1307 jmpi_> R97, 0000002D, 1306 jmpi_> R97, 00000028, 1305 jmpi_> R97, 00000023, 1304 jmpi_> R97, 0000001E, 1303 jmpi_> R97, 00000014, 1302 jmpi_> R97, 0000000A, 1301 jmp 1300 ret 1003: sync call 2100 leti R204, 00000000 leti R205, 00000000 item_create2 R200, R208 switch_call R94, 9:1400:1401:1402:1403:1404:1405:1406:1407:1408 ret 2100: leti R150, 00000001 leti R151, 00000065 sync gettime R152 get_random R150, R185 sub R152, R185 let R185, R152 sub R151, R150 div R152, R151 mul R152, R151 sub R185, R152 sub R185, R150 jmpi_>= R185, 00000054, 2116 jmpi_>= R185, 00000044, 2115 jmpi_>= R185, 00000034, 2114 jmpi_>= R185, 00000024, 2113 jmpi_>= R185, 00000014, 2112 jmp 2111 ret 2111: leti R206, 00000000 ret 2112: leti R206, 00000001 ret 2113: leti R206, 00000002 ret 2114: leti R206, 00000003 ret 2115: leti R206, 00000004 ret 2116: leti R206, 00000005 ret 1400: window_msg 'Received <color 4>YASMINKOV 9000M<color 0>!' winend ret 1401: window_msg 'Received <color 4>SAMBA MARACAS<color 0>!' winend ret 1402: window_msg 'Recevied <color 4>EARTH WAND: BROWNIE<color 0>!' winend ret 1403: window_msg 'Received <color 4>VALKYRIE<color 0>!' winend ret 1404: window_msg 'Received <color 4>YASHA<color 0>!' winend ret 1405: window_msg 'Received <color 4>RED SWORD<color 0>!' winend ret 1406: window_msg 'Received <color4>EVIL CURST<color 0>!' winend ret 1407: window_msg 'Received <color 4>NUG2000-BAZOOKA<color0>!' winend ret 1408: window_msg 'Received <color 4>RAIKIRI<color 0>!' winend ret 1100: leti R200, 00000000 leti R201, 0000006C leti R202, 00000000 leti R203, 00000000 leti R94, 00000000 ret 1101: leti R200, 00000000 leti R201, 00000048 leti R202, 00000000 leti R203, 00000000 leti R94, 00000001 ret 1102: leti R200, 00000000 leti R201, 0000000C leti R202, 00000007 leti R203, 00000000 leti R94, 00000002 ret 1103: leti R200, 00000000 leti R201, 0000000B leti R202, 00000007 leti R203, 00000000 leti R94, 00000003 ret 1104: leti R200, 00000000 leti R201, 0000008A leti R202, 00000001 leti R203, 00000000 leti R94, 00000004 ret 1105: leti R200, 00000000 leti R201, 00000034 leti R202, 00000000 leti R203, 00000000 leti R94, 00000005 ret 1106: leti R200, 00000000 leti R201, 00000051 leti R202, 00000000 leti R203, 00000000 leti R94, 00000006 ret 1107: leti R200, 00000000 leti R201, 0000008D leti R202, 00000000 leti R203, 00000000 leti R94, 00000007 ret 1108: leti R200, 00000000 leti R201, 00000010 leti R202, 00000007 leti R203, 00000000 leti R94, 00000008 ret 1300: leti R207, 00000005 ret 1301: leti R207, 0000000A ret 1302: leti R207, 0000000F ret 1303: leti R207, 00000014 ret 1304: leti R207, 00000019 ret 1305: leti R207, 0000001E ret 1306: leti R207, 00000023 ret 1307: leti R207, 00000028 ret 1308: leti R207, 0000002D ret 1309: leti R207, 00000032 ret 1310: leti R207, 00000037 ret 1311: leti R207, 0000003C ret 1312: leti R207, 00000041 ret 1313: leti R207, 00000046 ret 1314: leti R207, 0000004B ret 1315: leti R207, 00000050 ret 1316: leti R207, 00000055 ret Start at function 1005. This determines if you get a pd or "something else". It rolls 1-100. If it rolls 72 or higher you get something else, else a pd. Now let's say it rolled 72 or greater we go to function 1007. Here we called several functions 1001,1002,1003. So let's start with 1001. So on this function we're gonna do another 1-100. This will determine what kind of something else we're gonna get based on what is rolled. r200, r201, r202, r203 are now reserved for the item type. Now let's do function 1002. This will do another 1-100. This will be the value of the % value. Anyway the % value will go into r207. Now to 1003. Function 1003 pretty much immediately calls 2100, so let's go there. Now we're gonna roll for the % type. 1-100 again. 84 or higher? You get hit. Else 64 or higher? Dark. Else 52 or higher? Machine. Else 36 or higher? A.Beast. Else 20 or higher? Native. Else nothing. You have a 1/5 chance of getting no %. Anyway the % type goes in r206. r204 and r205 are set to 0. Now our item is created. aa = r203 bb = r204 cc = r205 gg = r206 hh = r207 aabbccdd,eeffgghh, (if you were were making a item with your own server that's how it would be structured) Anyway if you are not getting any percents like you say either someone messed with it or your pretty unlucky. About why I selected which reward to what they are is, I picked 3 rares for each class. Each rare would be one of the following: -Unobtainible -Not super rare, but could be useful with high percents -super rare drop (This of course may not apply to ultima). Each class has one of those rares. Larva is free to pick whatever rares he wants, just that was my mind set when selecting them. The percents you could get could go all the way to 85%. Now I'm not saying my code is perfect, it is far from that, but it should work. I've played the quest plenty of times myself and got %s. I think this quest is VERY VERY generous. Also remember, not only you get a item, everyone else does too. Statistically on average at least 1 person should get something other than a pd. Also I looked at forest offensive and see nothing wrong with it. D:
  3. Rika

    Broken quests.

    Have fun!!!! I'm surprised you never looked at any of my quests. I would fix/test them myself, but I can't motivate myself to. If I remember I almost finished a quest in September, all I needed to do was test it and fix a few more bugs and couldn't motivate myself to do it. I'm so lazy at the moment. XD
  4. Rika

    Broken quests.

    For forest offensive: Either sounds like the most recent version of the quest isn't up, or whoever crashed cheated. Pretty sure it was working correctly the last time I touched it. For mine offensive: With the boxes your chances of getting something unless it was changed is around 10% for most items. You have a much higher chance of getting something in ROCT because that quest is far harder. Could have coded this a lot better since I have a better understanding of coding now, but it was working fine. Although, I did make one change that may or may not have broke the drops. I think all the items have a FF added onto them which if I rememeber was for another server's code to make the item's % random. That may have broke the drops, I'm not sure. Now that I think about it, server coding could have made making this quest a lot easier. xD In my opinion the boxes are better to have than a console that gives them for several reasons, not saying why though.
  5. I suggest you just get the floors out of a phantasmal world quest if your making a quest with those areas if you really need them. You can take the "map_seabed02_01_00e.dat" or "map_seabed02_01_00o.dat" or "map_seabed02_01_00.evt" files for 1 of the lower seabed maps (there are others). You can't go to tower in a normal game if I remember so the files for that aren't present in the client.
  6. No, you can't make a new monster. What do you mean by character?
  7. http://www.mediafire.com/?2211r86f5fvjrow I'm just putting these here if that's okay for archival purposes since I had no where else to post these. Enjoy whoever downloads them. 2 unfinished quests. Crater Offensive and a MSB redo. MSB was almost done script wise I think if I remember (this is a complete redo of the quest from scratch), but needs most of the monsters/objects re-added. Temple is now a bonus part and is only playable after you finish the quest without dying if I remember. Seaside is playable though so far. Crater Offensive was no near done. Does have one playable area though. I don't know if I'll ever finish them. Anyone is free to finish them if they want. Added the 3 Max Attack S event quests (I still need to get to making a non-event version of these sometime). I however purposely broke them (however they are extremely easy to fix any quest editor can). They will not load up untouched. This is so most people can't just grab em and put them on their server. This is just for informational purposes really (hence why I broke it) so if anyone was interested of making their own similar event. Also, if you do get them to work, keep in mind they change global flags and shouldn't use them if you don't know what your doing, unless you want some of your character data broken. Added 9 "fixed" quests that I worked on at some point(or made them go from GC format to BB format). Most are custom quests. Quest 22 is a 1 player story quest. It worked fine, but Sega took out a way to get a item from it, I fixed that. All the others were just taken from GC format to BB. I'd only use some of these to learn really or use them on personal servers since these don't belong to me. If someone else fixed them, I'm sorry, I thought everything in my fixed folder I worked on. xD This was posted on Eden, but I thought Id leave this here now.
  8. I never really left it (the the quest the system is inside I didn't plan on finishing), and I don't start school till September Larva. =p I did start some code of it sometime ago in my Crater Offensive quest (which is publically availible if you look for it). Pretty much the system for detecting which item is what and how much to sell it for it there. Only each item has to be individually added. I would have added each item in a list created to the quest if someone made one (I don't want to decide how much something is worth, nor do I want to be bothered to figure it out, this is a system you guys want not me).
  9. Been thinking the same thing since the topic was created.
  10. Thanks for releasing your program Lee!
  11. A label is just the start of a function. It can be just about any number like I said in the previous post. Just make sure the npc and the script match or it obviously won't work. I showed you a example in my previous post as well. xD
  12. Can be any number (i would use between 100 and 255). Number I used was a example. Just make sure they match the script! -hopes i remembered it right, haven't looked at qedit for awhile- This is from memory. XD Character ID has to match the dword for the message op code in the script (character id on the character is in decimal, in the op code in the script is default hex (you can switch it to decimal in the script window). Function on the character has to match the script function, but can be any number (0-65535 (don't use 0 since that's always the start function)). Example: -on the character- Character id: 105 Function: 2000 -on script- 2000: message, 00000069, Hi, I'm a window bubble. mesend ret (105 in hex is 69)
  13. With max attack S episodes 1,2, and 4 yup. The script in the code box is from the actual quests. Global flag 8 was used to store a currency that you could buy things with. Global flag 3 was used to track how many kills you got total. The code not in the box is a example, but should work if you threw it into a quest. The example only uses 1 global flag and doesn't multiply it based on difficulty though.
  14. I'm bored, so I randomly decided to type this. Keep in mind you'll need to know qedit a little to understand this. This is to create a thread that updates the amount of kills you get in real time and save them. Firstly, you need to decide of a Global flag to use. Now, pretty much all of them are in use, but you can always take the quests that use them away temporarily or remove the global flag from them. Refer to this topic to see which flags do what. http://www.edenserv.net/forum/viewtopic.php?f=21&t=1801 Let's use global flag 8 for example. Now let's make a thread. The threaded function for this example will be 1325. So, on every floor we will do thread_stg 1324 when you arrive. Now for the actual function. (Keep in mind anything with a // is a comment). 1324: jmpi_= r8, 00000001, 1 //if r8 is set the function will jmp to function 1 and basically "turn off". 1325: sync // 1 frame addi, r1, 00000001 // this is for a "update" throttle. jmpi_< r1, 00000258, 1325 //until r1 is not 0x258 or less, it's gonna keep going back to the start of the thread. 0x258 is 600 in decimal. This is to calculate 600 frames have passed. 600 frames if I remember is 20 seconds. clear r1 Reset's r1, so it starts at 0 for the next pass. chk_ene_num r2 //This calculates how many monster's have been killed and stores it in r2. let r3, r2 //this stores the value of r2 into r3. I used r3 to scrolls text to display kills for the quest in a different function using <r3>. This function isn't necessary though. jmp_!= r4, r2, 1326 //compares r4 and r2. If they aren't equal, go to 1326. Since r4 starts at 0, just getting a kill will make them unequal. If they are still equal it will skip this. jmp 1324 //goes back to the beginning. Only happens if a kill hasn't happened in the current pass. 1326: read_global_flag 00000008, r5 //read's the value of global flag 8 and stores it in r5. (flag 8 is to be our kill count) let r6, r2 //put's the amount of monster's we killed since the last pass into r6. sub r2, r4 //subtracts r4 from r2 let r4, r6 //put's r6 into r4 let r7, r2 //put's r2 into r7 add r5, r7 //put's r7 into r5 write_global_flag 00000008, r5 //stores the new amount of kills into flag 8 jmp 1324 //goes back to function 1324. Let's say you had 2 kill's in the last pass and got 3 more this pass (thus you have 5 this pass). Basically, here's what the code does. It counts 600 frames. After it checks how many enemies were killed (which would be 5). It then copies that number to another register for use to display on a scroll screen (which I didn't show the code for). Now it compares the last pass with this pass. 2 different then 5? Yes? Okay let's go to 1326. Now let's read global 8 and put it in r5. Now we put the amount of kills we have on this pass (5) into r6. Now we subtract r4 from r2 (5-2) which is 3 (r2 = 3). Now we put r6 into r4 (both r6 and r4 are now 5). We put r2 (3) and put it in r7 (now 3). Now we add r7 to r5 (3+2 = 5). We now write 5 to global 8. Then we start over. Sorry if I made any typos with the registers. But with this code, every 20 seconds, the quest will compare the amount of kills you last had, with the ones you have now, and add them to your global flag. Setting r8 will shut the thread off. I'd do that after the quest is pretty much over. Here's how I did this with Max Attack S. I'm not commenting it and it's slightly different. It multiplies based on difficulty (r83 is the difficulty). Function 95 is the start of the thread. Each map would thread_stg 95. Also, global flag 8 was the currency (which could be spent). Flag 3 was total kills by you (which couldn't be spent). Flag 3 was what was displayed on the event site (Tofu did all that). 91: muli R11, 00000001 ret 92: muli R11, 00000002 ret 93: muli R11, 00000006 ret 94: muli R11, 00000014 ret 95: sync addi R14, 00000001 jmpi_< R14, 00000258, 95 clear R14 chk_ene_num R19 let R234, R19 jmp_!= R15, R19, 96 jmp 95 96: read_global_flag 00000008, R12 read_global_flag 00000003, R13 let R16, R19 sub R19, R15 let R15, R16 let R11, R19 switch_call R83, 4:91:92:93:94 add R13, R19 add R12, R11 write_global_flag 00000008, R12 write_global_flag 00000003, R13 jmp 95 Questions, comments? Post is from Eden. This is basically how you can create a currency of some sort for a event quest.
  15. The Empress and Rainbow are just edits of items that already existed, but were locked in the game client (which can be easily unlocked, Ultima probably has the said addresses unlocked). Larva could easily edit a few locked items to be exclusive for Ultima though. Here's a list of them: His program can actually add weapons (among other things besides just items themselves) to the file. Empress and Rainbow weren't added like that. To actually add stuff to the file you need to actually add the said data (which is easy). Then you have to fix all... what was it 300 ish pointers because they all need to be change due to the expanded file (you ain't doing that manually with a hex editor). People should be thankful for the editor he released in the first place though, if it wasn't for that you would still have completely default items now. Oh also, you'll only be able to convince him with words. He'll never give it for money, lol.
  16. I would keep practicing and learning qedit more before submitting quests. Quests with just tweaked spawns aren't really "new" that go the same exact path with the same exact script. I would personally, learn how Lost Heat Sword works completely (script, wave patterns and all). That's the best quest to learn a lot of stuff off of. You should know how to create a basic quest after learning from Lost Heat Sword, then you can look at harder things. Also, Lee and Larva are giving you constructive critisism from what I see here.
  17. Not really. Haven't had much interest working on it. That and no one made a list.
  18. In my opinion, if you want this stuff, your better off playing on a private server for blue burst. I'm not really sure, but you can probably add gc versions of the quests to your memory card. If you want the exp rates to be 2x, your gonna probably have to edit the game disk with the said exp you want. I'm not sure how skins really work on the gamecube work, but probably another game disk change. If you just want it easier, just use a private server for blueburst.
  19. There are no prizes for not dying (goodluck with not dying). Your lucky enough just to survive the quest. There are random prizes for completing the quest though, well unless Larva changed it, which I doubt.
  20. It should appear in the same exact spot as the first, however I think you only get 1 item in the first place in BPD2 on this server.
  21. Larva didn't put the yellow ring on the allow list so you didn't get it I guess. This is a easily fixed problem though if Larva see's this. Also, you didn't finish Challenge mode fast enough to get a S rank, that's why it didn't pop up.
  22. On floors 10-18 I counted there are 17 of them. Up to 3 at once. Of those, a few of them can teleport around. I would bring a party with at least one force that can buff and debuff (if you don't you'll be debuffed the entire time unless you use pb). The Force can also revive anyone. Also, a Ranger with a Bringer's Rifle (it has pretty long range if I remember) and a Frozen Shooter/Snow Queen. The other 2 members can be anything. All your party members should have 10 moons and maybe a few scapes (unless your all about to die, try letting your force revive people mostly/only use moons on the force). The Twins pb if I remember can also revive people. Just make sure you got four people otherwise you might not even beat the timer. I've beaten this quest before/I made the quest. =p
  23. Well, I coded it and it works. It's really easy to add items and prices for them now. It also, gives a propt if you wanna sell or not, default is no. I just need a list of items/prices for them still (which I might end up tweaking a little). Only things that he'll take right now are flowen swords (the common version) and last suvivors which I did to test it. Anyone willing to make that list? I would rather make quest (which by the way is barely started, all I did really so far was make some unique ish npcs with special functions, like this one) then do this list/pricing. Whoever does it, thankyou. o-o
  24. Well, I think I know an easy way to impliment this into my quest. Anyone wanna make a list of what items should be sellable (try to keep em not really hard to get or anything) for me?
×
×
  • Create New...