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Lemon last won the day on June 18

Lemon had the most liked content!

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About Lemon

  • Rank
    Rarely Does Things
  • Birthday November 3

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    Lemon, Lime
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    I am a bot, please delete this account
  • Location
    Somewhere between the clouds
  • Interests
    Sleeping, Reading, Cooperation, Watching people get frustrated, Giving back to the community.

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  1. You get a list by larva and I'll show you how to code it. charge arms?
  2. Most of these are event items. When you can hunt event items: Mostly up to date list of event items: More information on all game items can be found here: https://www.phantasystaronline.net/forum/index.php?/wiki/items/
  3. So items are stored in 16 bytes, and I assume we'd cap the pd at 65535 to be nice and easy (0xFFFF). A couple inherent problems with this idea based on how sega set up the game. 1) All items given in quest are spawned client-side. Meaning that the server is not informed of it and has no say in how they are spawned. There is security in place to stop people form hacking certain items, but since the quest code is stored in client memory there is no way of knowing for sure if a client is spawning the right item for the quest or not without a restructure of the entire system. This means that we can only blacklist\whitelist items from being generated through this type of operation, and thus your suggestion would destroy that security measure. 2) The opcodes for quest programming are not all discovered or documented. Currently the best we can do is use item_pack to get the first 12 bytes of an item from the inventory. This is enough for every item in the game except mags. So this means we'd have to add our own opcodes (program in assembly into the game). which seems, at least to me, to be a very dangerous route since we don't really know if we're overwriting a current opcode. 3) There is no way (in quest opcodes) to generate a list of all the items being sold. The closest thing we have is the undocumented opcode used in Momoka's shop, but that still reads static data from the qst file, so we'd have to auto generate the qst file every time the server would send the file to a client loading the quest. 4) If the player is paid up front for the item, then this system would be HUGELY abused. If they have to wait until someone buys it, how would they then get the pd? That kind of information can't really be safely sent to a client without either A. writing a new opcode in (see above) or B. overwriting one of the player's qflags which would only take effect on reloading the block. Also those qflags aren't documented, so it could very easily be overwriting something very important. 5) Also, how would you submit your pd amount? A list has a limited number of options and those are hardcoded. The only other way would be to use the keyword opcode that reads the text you say. Which seems REALLY sketchy to me. As you can see, there is quite a bit that we can't do right now that makes this idea impractical. However, a web based system would not have these limitations and could be done, though it represents a huge amount of work to make and kept safe and secure. Good thinking though, keep the ideas coming!
  4. Lol that would do it xD
  5. Happy Birthday

  6. O.o why do you say that?
  7. Happy Father's Day to all the fathers on Ultima!

  8. You got my bad side Dx
  9. That was/is what noob/hp is for
  10. yellow ult ep2 delbiter normal drop (some umbrella thing)
  11. I'd say just PM Soly. I'm pretty sure he's the only one that can reaet your password anyway. It's just always better to exhaust the automated options first to save him work.
  12. Well if ypu can guess at the email this will help: https://www.phantasystaronline.net/forum/index.php?/account-management/account-recovery/ kinda hard to prove you're you without either of those. If this doesn't help I'll move this thread to bugs and crashes where it'll have a better chance of getting resolved.
  13. That sounds extremely useful, but also decently hard to implement. I'd personally love to see this done.
  14. 1) PSO are the initials for the game. 2) You are only allowed 1 forum account.