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Showing content with the highest reputation on 12/16/11 in all areas

  1. This is the discussion topic for the implementation and maintenance of a 'status database'. Information The concept behind this change would be to remove the entirely hard-coded current 'status table' system, and move the flags into a database file. This database file would be editable and customisable by any server owner, and would allow much more flexible implementations of things. Example Currently the source stores status related information in tables in status.c: static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status static int StatusIconChangeTable[sC_MAX]; // status -> icon unsigned long StatusChangeFlagTable[sC_MAX]; // status -> flags static int StatusSkillChangeTable[sC_MAX]; // status -> skill The first step in reforming this system would be to allow a status database (ie, status_db.txt) to define the characteristics of the statuses. This would mean the status icon displayed and the status change flag (which determines which statuses should be recalculated once it starts). However these are not the only areas left to be defined. The source dictates which statuses can: Be retained when the Sage skill Dispel is used Be retained when a character logs out Be retained when a character dies Override or cancel previous statuses Override the previous status active on the user To tackle these hard-coded solutions, it would then be plausible to implement a 'flag' column (for defining features such as 'buff' status, 'debuff' status, 'un-dispellable') and have an additional column to list statuses which are cancelled when the status is activated. Of course some areas of the status system will be kept in the source, mainly the actual bonuses (such as in the status_calc_* functions) and status specific checks (some statuses cannot be activated when another is active etc.) Proposition The idea would be to have a database in the format: <status id>,<status icon>,<recalculate flag>,<status flags>,{ <override status 1>, <override status 2> ... } The purpose of this topic is to collect additional ideas for this implementation, and thoughts on using a database like this.
    3 points
  2. I tried my best If you want any changes, I'll try my best to accomodate it.
    3 points
  3. //~~~~~~~~~~Scripts Made By Karul~~~~~~~~~~ ~Terms of Agreement~ You can NOT take credit for any script that I have made or others that have edited and was posted on this topic. You can NOT remove the credit tags saved on the scripts and re edit & repost my work. You can NOT redistribute my work into any other websites without my consent. You CAN edit my work, but leave the credit tags. Rate my work and PM if there is anything wrong. If my work is found on any other site besides eAthena, PM me at once, with the information of the website & link. By downloading and using it on your server, you accept the Terms of Agreement above. Thank You for using Karul's Scripts. Also, please thank those who edit these script and has been posted here. ~ Arigatou Gozaimas ~ ** Sorry, I don't make automated events because I dislike them ** Support NPC Game Master Event Starter! support.txt broadcaster.txt TCG Event.txt satancatcher.txt crack the safe.txt gmeventroom.txt
    1 point
  4. This is a little statistics module devellop by Luxation and me for "Legend of Fea" back in the days. It's goal is to record, dammages, skills, kills, heal, items used during woe. This code is working but not currently maintained and probably need improvment. I suggest you'll consider it as an example to do your, still if you did good improvment and want to share it I'd be glad to update topic. statslof.c : [http://pastebin.com/aNyGFuQ7 statslof.h http://pastebin.com/DCMVmVEw atcommand.c : http://pastebin.com/mARm7DFB now the calls : http://pastebin.com/aT4ZvFsr http://pastebin.com/mARm7DFB sql-tables http://pastebin.com/rmXxzWpB makefile.in : http://pastebin.com/tyVsRShz Reconfigure remake and should be ok ./configure && make clean && make sql
    1 point
  5. Be careful with your language, we are not all here for money; I never gained one dollar from all my work and contribution on RO, it was for free each time; and I hope some persons here share this feeling. So now, why I don't code a fix right now ? 1) I don't have the time (and don't want to get the time). 2) Hackers will know this issue and will hack all old revisions (95% of actuals pservers ?). 3) It's not so easy to perform and required some parameters (that's why I don't think a lot of person know this hack). 4) I don't love fluxCP mentality (donation module). Now if fluxCP devs pm me, I will say them how to fix this problem. But I don't want to take my time to talk to them to secure noobs-donations servers that have no knowledge about coding/administrate a server.
    1 point
  6. Click the "delete" buttom in the character select page? o_o.
    1 point
  7. May be that account haven't any row in table yet, Because I haven't seen any "Insert" in your code.so It can't UPDATE to the table that haven't any row yet. I suggest you to use "REPLACE" instead of "UPDATE", It let you inset a new row if it haven't and replace it if it already have it. (Make sure you set accountid to primary key). query_sql("REPLACE INTO `v4p_voters_info` SET `accountid` = '"+getcharid(3)+"',`points` = '"+.@new+"'"); PS. IF you have other filed just set it to in replace, otherwise your data will lost T T Or another way Is check that if he don't have the point,you insert it and if he already have it, you update it. But i think use replace is more easy. By the way it's your choice
    1 point
  8. Here is a good one that i use http://www.mediafire.com/?bueavej85f900kh
    1 point
  9. You shouldn't have gotten those errors if you used the data. The data I just linked you to contains all of the files you listed. Adding working third jobs to rAthena requires source edit..sorry can't help you with that. I don't mess around with the source. rAthena supports all 3.1x classes -- we'll get to 3.2 once we're done clearing up eAthena's flooded bug tracker -- we've sorted a few hundred reports since last week already.
    1 point
  10. I kind of agree to removal for this, but there are still pros and cons to this issues. Sometime simple can also help others such as newbies who totally know nothing regarding to scripting. This can improve their scripting skill or at least able to modify the script to what they need. Advanced script is usually useful but does not mean everyone can modify the script since the way that the owner script is way too advanced. Although, it's really annoying for same script released on the board.
    1 point
  11. I agree that scripts that are the -same- should be removed. Who wants to see 25 coin exchangers when they all do the same thing? Not I. But if there is only 1 simple script for a mini game, no matter HOW SIMPLE the mini game is, it shouldn't be removed, just because its 'simple'. Now if the game was improved upon, I suppose so. I'm not really sure since I don't script and I don't really know whats 'good' and 'bad' as far as scripting is concerned. But I do know that if there are 25 of the same 'script' so to speak, then i'd want 24 of them to be removed. As far as simplicity is concerned, saying if the script is simple don't allow it to be released, that's like saying if a map is too simple don't release it or if some loading screens / web design is too simple don't release it. We all started out somewhere, right?
    1 point
  12. They already spawn in random coordinates in your vicinity...now all you have to do is to @jump around and then spawn them yourself.
    1 point
  13. http://creativetechs.com/tipsblog/build-animated-gifs-in-photoshop/ or: http://www.photoshopatoms.com/tutorials/animating-in-photoshop-cs3/ It explains pretty well how you can create animations. However you need some experience with photoshop itself to create the effect you want. But yea, google is your best friend.
    1 point
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