Release AppleM2 Server + Source [Edited]

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Sanity

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A lot of the skills are missing if i can remember, so that probably the first thing you should be doing with this source, also i'm pretty sure it already supports wzl format but it needs to changing so it reads those instead of the PAK. format. I think i didn't really look into it much.
 

daneo1989

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I'm running Delphi 2007 fine on my pc, I've been speaking to TD about getting the files to read the new map format's and from what hes to me,

I'm new to coding so adding the new map format's will be impossible for me. Unless someone could come out of the woodwork I think sticking with the old map format's is the only option
 

andykid131

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Im no expert coder so i cant comment on any of that really lol.
But if im to be honest then id say translation needs to be done as one of the first things to make the source/files more accessible to
everyday mirians such as I.

But i agree, functionality of the files needs to be looked at first, before customising them.

Can anyone tell me for sure if this source can be loaded up on windows 7 home edition and compiled without errors?
id like to know if its possible or if im just doing it wrong lol
 

MiloFoxburr

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Im no expert coder so i cant comment on any of that really lol.
But if im to be honest then id say translation needs to be done as one of the first things to make the source/files more accessible to
everyday mirians such as I.

But i agree, functionality of the files needs to be looked at first, before customising them.

Can anyone tell me for sure if this source can be loaded up on windows 7 home edition and compiled without errors?
id like to know if its possible or if im just doing it wrong lol

That's basically what we did (The Ace Team) first 8 months or so of working on the files was translation and getting them up to (or close to) Euro ideals for Skills, Feel etc
 

andykid131

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That's basically what we did (The Ace Team) first 8 months or so of working on the files was translation and getting them up to (or close to) Euro ideals for Skills, Feel etc

im guessing the majority of those 8months was spent rebalancing everything for that euro feel?
looking at the prebuilt server files, they dont seem at all Euro standard lol.
 

Sanity

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im guessing the majority of those 8months was spent rebalancing everything for that euro feel?
looking at the prebuilt server files, they dont seem at all Euro standard lol.

The files released here? I think gazza built them from scratch.
 

andykid131

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The files released here? I think gazza built them from scratch.

What do you mean "he built them from scratch" ? o.O
Are these server files here not just compiled and built from the source thats also released on first post?
 

MiloFoxburr

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im guessing the majority of those 8months was spent rebalancing everything for that euro feel?
looking at the prebuilt server files, they dont seem at all Euro standard lol.

Quite a lot yes. The Apple files are really good don't get me wrong but they're not in a condition to run a Euro type server. Not every server should be that though. You could run a server with the files translated without too much issue if you focused on the unique and new features of the code rather than making a Euro type
 

Sanity

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What do you mean "he built them from scratch" ? o.O
Are these server files here not just compiled and built from the source thats also released on first post?

Only the exe's are compiled, you have to build and script the files yourself using the commands Applem2 has.
 

andykid131

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Only the exe's are compiled, you have to build and script the files yourself using the commands Applem2 has.

Oh right I get you, yeah thats fine.. just need to figure out what commands AppleM2 has really. :P

You could run a server with the files translated without too much issue if you focused on the unique and new features of the code rather than making a Euro type

Yeah im not interested in a Euro clone, i want to have a look and the unique features these files have like you said.
I really like the look of the files. So far they run very smoothly, no stuttering like you get on the Heroes files.

On a side note, whats whith the odd symbols at the start and end of NPC names?
 

MiloFoxburr

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Yeah im not interested in a Euro clone, i want to have a look and the unique features these files have like you said.
I really like the look of the files. So far they run very smoothly, no stuttering like you get on the Heroes files.

On a side note, whats whith the odd symbols at the start and end of NPC names?

The smoothness is why I pushed the Heroes team to move to Apple originally, that plus the quest system and a few other things.

The odd symbols are probably the Chinese equivalent of [] but I don't remember, you'd have to look in the code and remove it. You'd see them properly if you set your "Language for non-Unicode programs" to Chinese(PRC) and restart. Though you might need to re-extract the code too as sometimes the formatting messes up
 

daneo1989

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the WZL format are already supported in the files, First they search for .wil if they cannot find them then they search for .wzl, Ive not really looked into this .PAK format as yet

The problems we need to sort are the Commands NPC and Map /Translations/ Finishing Skill's and getting them to a state where they could be ran without issue

First thing iv'e gone back to Euro UI,

I was working on getting the 32bit maps working but way past my experience level. so ill carry on doing Translations
 

Pete107

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The built in bot is funny on these files, remember playing with it, but yeah these files as they are it isn't ideal to run a server no matter what you script/add unless your going to re-code the majority of it.
 

andykid131

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Yeah not able to be used in a live server right off the shelf thats for sure, they're good for private use though, really like the upgrade system these have got . Once you figure out the right DB numbers for the item upgrades need that is.. lol

Can anyone tell me how the quest system/window works please? or if it works at all atm? lol
 

Samuel

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Yeah not able to be used in a live server right off the shelf thats for sure, they're good for private use though, really like the upgrade system these have got . Once you figure out the right DB numbers for the item upgrades need that is.. lol

Can anyone tell me how the quest system/window works please? or if it works at all atm? lol

It works... I think PeteTehNoob was the only person who ever figured out why.... It was so complex I ended up just coding a new one on Ace.

Sam
 

Pete107

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It works... I think PeteTehNoob was the only person who ever figured out why.... It was so complex I ended up just coding a new one on Ace.

Sam

It was enjoyable to get it working the way it was.

Anyway this is what I did (bare in mind it may differ due to the source change from base files and the source used by the Ace team.

MapQuest.txt
Code:
0		[500]	1		[500]	1		Turtle		TestMish	GROUP

MissionDsc.txt
Code:
[TestMish_¿É½Ó]
ÊÇ·ñ¹ý³Ì=0
String=Ñ*»· ²¶×½Áú¹ê ±ÈÆæÊ¡(328,266)
Map=Õäç絺,22,15
NPC_Map=±ÈÆæÊ¡
NPCX=22
NPCY=15
Ìõ¼þ_±äÁ¿=200
Ìõ¼þ_±äÁ¿Öµ=0
Ìõ¼þ_×îµÍµÈ¼¶=1
Ìõ¼þ_×î¸ßµÈ¼¶=65535

[TestMish]
ÈÎÎñ·ÖÀà=Ñ*»·ÈÎÎñ
ÈÎÎñÃû³Æ=²¶×½Áú¹ê
×¢ÏúÈÎÎñ±êʶ=1
ÊÇ·ñ¹ý³Ì=0
Òþ²ØÏÔʾ=0
NPC_Map=±ÈÆæÊ¡
NPCX=328
NPCY=266
½áÊø_ɱ¹ÖÃû³Æ1=Turtle
½áÊø_ɱ¹ÖÊýÁ¿1=5
{
#IF KILLMONCOMPLETE 1 FALSE
#WRITE Turtle Kill count : <^KILLMON1>/<^MAXKILLMON1>
#ENDIF
#IF KILLMONCOMPLETE 1 TRUE
#WRITE Go back and see <NPC1/@move(±ÈÆæÊ¡,328,266)> for your reward.
#ENDIF

{Location: =FCO=243} Bichon\ \
{Reward: =FCO=243} 1,000,000 gold\ \
You must kill Turtles£º {<^KILLMON1>/<^MAXKILLMON1>=FCO=<^CMON1(250,249)>}\
}

QuestTest.txt (inside QuestDiary/NPC folder)
Code:
[@start]
{
[@main]
#IF
CHECKMISSION [500] 0
CHECK [500] 0
#SAY
As a test we are going to ask\
you to kill 5 "Turtles"\
do you accept this task?\
<&Yes/@start>
#ELSEACT
goto @check
break

[@start]
#IF
CHECKMISSION [500] 0
CHECK [500] 0
#ACT
SET [500] 1
SETMISSION [500] 1
ADDMISSION 31 TestMish
ShowEffect [$S_Quest]
#SAY
 You must no kill them!\
<Close/@exit>\ \
#ELSEACT
goto @check
break

[@check]
#IF
CHECK [500] 1
CHECKMISSION [500] 1
CHECKMISSIONKILLMONCOUNT 31 1 ? 5
#ACT
SET [500] 0
SETMISSION [500] 0
DELMISSION 31
SHOWEFFECT [$Q_Complete]
goto @complete
#ELSESAY
You have not completed the task!\
<Close/@exit>\ \

[@complete]
#ACT
Give TownTeleport 5
goto @main
break
}

Merchant_def folder > npc配置 > npc1-0
Code:
#CALL [\\NPC\QuestTest.txt] @start

MapQuest_def > testmish.txt
Code:
[@main]
#IF
CHECKMISSIONKILLMONCOUNT 31 1 < 10
#ACT
CHANGEMISSIONKILLMONCOUNT 31 1 + 1
INC C0 1
SENDMSG 0 You have killed a turtle!

I did/do have an escort quest somewhere will have a look later on.


Found the change give item details:
Code:
#IF
#ACT
DynamicGive WoodenSword 1
CHANGEGIVEITEM 1 5
CHANGEGIVEITEM 8


0 ;not sure
1 ;expire
Example:
CHANGEGIVEITEM 1 5 (5 being amount of days)

2 ;bind
Example:
1 on 0 off
CHANGEGIVEITEM 2 0

3 ; element
1 Gold
2 Earth
3 Water
4 Fire
5 Wood
Example:
CHANGEGIVEITEM 3 4 (Gives fire element)


4 ;slots
Example:
CHANGEGIVEITEM 4 3 (3 being amount of slots (3max))


5 ;Strength amount
Example:
CHANGEGIVEITEM 5 18 (Gives a max strength amount at 18)


6 ;Enhance Level
Example:
CHANGEGIVEITEM 6 3 5(Changes Strength option)

Parma 2=0
Parma 3 changes amount/type
1-2 Accuracy
3-8 Health+
9-12  Mana+
13-15  Agil+

Parma 2=1
parma 3 changes amount/type
1-4 20- Element Defense
5-14 Additional EXP
15-19 Element Damage

Parma 2=2
Parma 3 changes amount/type
1-2 AC%
3-5 AMC%
6-10 DC
11-15 MC
16-20 SC

Parma 2=3
Parma 3 changes amount/type
1-2 Damage Bonus %
3-11 Life Magic Cap %
12-14 DamageAbsorb %

Parma 2=4
Parma 3 changes amount/type
1-2 Crit Damage %
3-23 DC/MC/SC +

Parma 2=5
Parma 3 changes amount/type
1-5 Reduce droping %


7;Additional Properties
0 AC
1 AMC
2 DC
3 MC
4 SC
5 Base AC
6 Base AMC
7 Base DC
8 Base MC
9 Base SC
Example
CHANGEGIVEITEM 7 5 10 (10 = amount so changes items Base AC to 10)

8 ;refresh DYNAMICGIVE
Refreshs the Dynamic Give and gives item to the player

Example:
Code:
[@main]
#SAY
<>\ \ \
<&See the example/@igive>\ \
<Close/@exit>

[@igive]
#IF
CHECKJOB Warrior
#ACT
DYNAMICGIVE WoodenSword 1
CHANGEGIVEITEM 1 5
CHANGEGIVEITEM 3 5
CHANGEGIVEITEM 4 3
CHANGEGIVEITEM 5 18
CHANGEGIVEITEM 6 0 2
CHANGEGIVEITEM 6 1 4
CHANGEGIVEITEM 6 2 10
CHANGEGIVEITEM 6 3 14
CHANGEGIVEITEM 6 4 2
CHANGEGIVEITEM 7 2 255
CHANGEGIVEITEM 7 7 255
CHANGEGIVEITEM 8
GOTO @GIVEN
break

#IF
CHECKJOB WIZARD
#ACT
DYNAMICGIVE WoodenSword 1
CHANGEGIVEITEM 1 5
CHANGEGIVEITEM 3 5
CHANGEGIVEITEM 4 3
CHANGEGIVEITEM 5 18
CHANGEGIVEITEM 6 0 12
CHANGEGIVEITEM 6 1 19
CHANGEGIVEITEM 6 2 15
CHANGEGIVEITEM 6 3 2
CHANGEGIVEITEM 6 4 2
CHANGEGIVEITEM 7 3 255
CHANGEGIVEITEM 7 8 255
CHANGEGIVEITEM 8
GOTO @GIVEN
break
#ELSEACT
DYNAMICGIVE WoodenSword 1
CHANGEGIVEITEM 1 5
CHANGEGIVEITEM 3 5
CHANGEGIVEITEM 4 3
CHANGEGIVEITEM 5 18
CHANGEGIVEITEM 6 0 15
CHANGEGIVEITEM 6 1 14
CHANGEGIVEITEM 6 2 20
CHANGEGIVEITEM 6 3 11
CHANGEGIVEITEM 6 4 23
CHANGEGIVEITEM 7 4 255
CHANGEGIVEITEM 7 9 255
CHANGEGIVEITEM 8
GOTO @GIVEN
BREAK

[@GIVEN]
#SAY
<>\ \ \
{You have been given a WoodenSword that =FCO=240}\
has changed stats depending on what class you\
are\ \
<&Close/@exit>
 
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daneo1989

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Yeah not able to be used in a live server right off the shelf thats for sure, they're good for private use though, really like the upgrade system these have got . Once you figure out the right DB numbers for the item upgrades need that is.. lol

Can anyone tell me how the quest system/window works please? or if it works at all atm? lol

Code:
0: Result := tm_Drug;    2: Result := tm_Restrict;
    3: Result := tm_Reel;
    4: Result := tm_Book;
    5, 6, 9: Result := tm_Weapon;
    7: Result := tm_Rock;
    8: Result := tm_Cowry;
    //
    10, 11: Result := tm_Dress;
    13: Result := tm_AddBag;
    15: Result := tm_Helmet;
    19, 20, 21: Result := tm_Necklace;
    22, 23: Result := tm_Ring;
    24, 26: Result := tm_ArmRing;//Bracelet
    25: Result := tm_Amulet;
    27: Result := tm_Belt;
    28: Result := tm_Boot;
    29: Result := tm_Stone;
    30: Result := tm_Light;
    31: Result := tm_Open;


    32, 33: Result := tm_House;
    34: Result := tm_Rein;
    35: Result := tm_Bell;
    36: Result := tm_Saddle;
    37: Result := tm_Decoration;
    38: Result := tm_Nail;


    40: Result := tm_Flesh;
    41: Result := tm_Revive; //还魂丹
    42: Result := tm_MakePropSP;
    43: Result := tm_Ore;
    44: Result := tm_MakeProp;


    45: Result := tm_Dice;
    46: Result := tm_MakeStone;
    47: Result := tm_ResetStone;
    48: Result := tm_PropSP;
    49: Result := tm_Prop;


    51: Result := tm_MissionSP;
    52: Result := tm_Mission;

Does anyone know how to put..

A.Speed on items,
Holy on Tao items,
Increase the name size I changed Name: String[14]; but gave me in game problems

Code:
TStdItem = packed record    Idx: Word;
    Name: string[14];
 
Last edited:

andykid131

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Thanks very much petesn00beh, one problem with that though lol Chinese characters dont show up properly on this my PC.. So the MissionDsc.txt part of the script you posted has got lots of random symbols. :(

Could you (or anyone) upload that MissionDesc.txt in an actual .txt file for me please?

MissionDesc.txt
Code:
[COLOR=#777777][TestMish_¿É½Ó]
[/COLOR]ÊÇ·ñ¹ý³Ì=0
String=Ñ*»· ²¶×½Áú¹ê ±ÈÆæÊ¡(328,266)
Map=Õäç絺,22,15
NPC_Map=±ÈÆæÊ¡
NPCX=22
NPCY=15
Ìõ¼þ_±äÁ¿=200
Ìõ¼þ_±äÁ¿Öµ=0
Ìõ¼þ_×îµÍµÈ¼¶=1
Ìõ¼þ_×î¸ßµÈ¼¶=65535

[TestMish]
ÈÎÎñ·ÖÀà=Ñ*»·ÈÎÎñ
ÈÎÎñÃû³Æ=²¶×½Áú¹ê
×¢ÏúÈÎÎñ±êʶ=1
ÊÇ·ñ¹ý³Ì=0
Òþ²ØÏÔʾ=0
NPC_Map=±ÈÆæÊ¡
NPCX=328
NPCY=266
½áÊø_ɱ¹ÖÃû³Æ1=Turtle
½áÊø_ɱ¹ÖÊýÁ¿1=5
{
#IF KILLMONCOMPLETE 1 FALSE
#WRITE Turtle Kill count : <^KILLMON1>/<^MAXKILLMON1>
#ENDIF
#IF KILLMONCOMPLETE 1 TRUE
#WRITE Go back and see <NPC1/@move(±ÈÆæÊ¡,328,266)> for your reward.
#ENDIF

{Location: =FCO=243} Bichon\ \
{Reward: =FCO=243} 1,000,000 gold\ \
You must kill Turtles£º {<^KILLMON1>/<^MAXKILLMON1>=FCO=<^CMON1(250,249)>}\ 
[COLOR=#777777]}[/COLOR]

I can use Notepad++ and switch encoding to Chinese GB2312 to actually view it properly that way.
 
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