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Showing content with the highest reputation on 02/11/12 in Posts
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E - Script Collection Last Update : September 10, 2013 Refine Function SQL Mission Board Monster Marching Vendor Control Advanced Stylist Coin Exchanger Doppelganger Race Of The Day Limited Items Multi Currency Shop Random News GM Online List Link Broken E-Inquiry DotA Runes Flower Counting Game Class Restriction Chain Quest Build Manager Misc Scripts : Freebies Script Card Trader Gold Room [ Pick Gold ] Gold Room [ Guild Tax ] Map Restriction [ GM Based ] Daily Reward Monthly Reward Monster Spawner Monster Summoner with Last Summoned Display Players Stats & Equipments 3rd Job Item Giver Exchanger [ Cashpoint to Coins ] Exchanger [ Poring Coin - Zeny ] Exchanger [ Points to Tickets ] Exchanger [ Item to Item ] Exchanger [ Item to Item ] Exchanger [ Multi Item to 1 Item ] Party Match Auto Ban Over Stats Users Soul Link Buff Kill Players gain Cash Points Party Members All Get Items [ Snippet ] Message Board Stalker Class Skill Reproduce NPC Multiple Selection Quest [ Template ] In-Game Item Rewarder In-Game Points Rewarder Invasion Event Custom Item Rate Status Point Seller [ Snippet ] Anti Bot Security Script Anti Bot Script [ Code / Question ] Item Combo Restriction [ LHZ Card ] Drop Item Upon Death PVP Switcher + Announcer [ Guild Master ] Rotating Waitingroom Messages +10 Refiner [ Specific Items ] Random Rate Item Exchanger MVP Invasion Premium Users [ Boost Rates ] Display Cutin Image upon Login Custom Randomed Box Items Kick GM during WOE Custom Crafting NPC Restrict Same IP [ Certain Map ] Coloured Items Exchanger Guild Master Changer Party Team PK Match Gambling Game IRC Channel Crafting NPC Guild Storage Restriction Stage Game [ Version 4 ] Monster Wiki Event [ Version 3 ] Special Thank you for my Tutor : Notes : I am a bit lazy to write all those Script Descriptions, i do believe that all of you able to get how this script works. Anyway, i will still doing my best to write the Updated Changelog or informations about the script as detail as possible. All the Scripts above are uploaded to Pastebin . Abide the Following Rule : Scripts Error / Not Working , you have to Explain it in Details. ( Add in Images / Modified Scripts ) Do not SPAM / BUMP in my Topic. Do not ask for Support stuffs for other Scripts in this Topic. Link Down , then drop [ @Emistry ] a message. I Reserved the Right for NOT Answering your Posts if you did not abide my Topic's Rules. Keep This In Your Mind : All the Scripts i distribute here are NOT FOR COMMERCIAL USES . DO NOT remove my Credits if you are using part of the scripts to modify your own. DO NOT re-release the scripts in any form / way. If you ♥ these Scripts , Click on to Vote this Topic up. Or you may also click on at above the Topic2 points
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Ghost's PvP System An automated multi-announcer + ladder pvp script with configurable features. Feeder detection with stat rollback configuration Switchable announcers (Dota and all HoN announcers) Configurable map setting, pvp ladder, reward setting, penalty setting, broadcast message and color, Payback and Nemesis Kill Death Ratio calculation (Kill/Death, popular in most first person shooting game) Russian Roulette A GM activated russian roulette mini-game script. [ Edit: Skorm ] Because this is such a popular script I updated it and fixed a few things in the process. Link to v1.4 https://pastebin.com/pX5nFgdp1 point
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Hello there! I did some loading screens to a friend, but he wont use them lol. so I want to share my work, I hope you like them. If you use them dont forget to say thanks! ^^ Example: Loading Screen.psd Password: alejandra These LoadingScreens was made in Photoshop CS5. P.S: Feel free if you want to make mirrors1 point
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May i know, who is the owner of Green-Peach website ? is it [ ToZorMan ] ?, ROCREW Team would like to sponsor webspace for his/her works related to ragnarok eAthena/rAthena. Please contact me for verifications.1 point
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Oh it's not exactly how it is/was configured; but just to anwser simply yes you did spwan monster in maze with this : "monster .garden$,0,0,"Treasure of the Secret Garden",.spawn,10,"Ancient Hero of the Garden::L_MDeath";" For what I get reading you script : Garden Entrance : anonce that the maze is open and warp you there if you have the key. Actually seing your announce you may not want it like that exactly (since every player will spawn announce...) If you have the item 7759 (I guess the key) then you warped in maze if there enough place. Ancient Hero of the Garden: Once warped we waiting there 15 player in then spawn 10 monster. automatic spawn here. (I prevent respawn but you may change it) Finally once all those 10 monster are dead the player who killed the last one get a reward. This is what more or less was coded, I least what I understand, anyway I think you understand what I meant now, good luck =)1 point
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Ok wait I'll do a pastebin with the changes so you'll see what I mean. I didn't try the script myself and it may contains other errors I didn't saw but here you are : http://pastebin.com/MC9mZpr2 I try to comment as much as possible, and rewrite it a bit. (ps, I put it public on pastebin so ask me if you want to remove it)1 point
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I've updated previous post http://rathena.org/b...dpost__p__76920 with some more details. Promised diff file is attached. Unfinished stuff: atcommand logging (logs all of them now) conf/help.txt (I did ~10 commands, but rest is untouched) conf/groups.conf (needs better default setup) add libconfig to Makefiles, CMake and VS9 project (only VS10 for now) Please review/test changes. It's a big update and there are chances that smth is wrong. I'd appreciate help with Makefiles/CMake and help.txt/groups.conf. gmsystem.patch1 point
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post your char_athena.conf map_athena.conf and subnet_athena.conf and more information svn: revision:1 point
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Na, he meant if you already had setup variable you might use it instead hardcoding name. (so if you want to change map for exemple you just need to change this variable and not the rest of the script). About the line it should be : monster .@garden$,0,0,"Treasure of the Secret Garden",.@spawn,10,"Ancient Hero of the Garden::L_MDeath"; .@0 mean you want mob to be spawn at location x and y contained in variable .@0 (even if I don't know if you can store a variable with number for reference). Anyway if it's the case .@0 may also since since because you didn't do a set .@0 before it will return 0 so we're good. To continue on variable correct me if i'm wrong here but .@var scope stop at the end of function, wich mean after end; value contained will be erased (0), so here you setup temp variable in OnInit: end; -> you did nothing. I'd consider change them for .var Last I don't see how you npc will work, how will we trigger "if(getmapusers(maze) == 15) { ", or "if(gettime(4)==6) && (gettime(3)==12) {", since you have no label before those only way I see to trigger those condition will be to click on npc. Unfortunatly if you do so you'll only trigger OnInit and end. Thus you won't reach here neither. Conider moving OnInit function on npc end, so you can click on them or juging by context you could add : OnMinute00: //checking each hours if(gettime(4)==6) && (gettime(3)==12) Or directly OnSat1200 wich trigger it each saturday at noon And for the other one : OnPCLoadMapEvent://trigger at each map entrance if(getmapusers("maze") == 15) Hope you'll understand and that I'm wrong for mistakes I pointed but I would be surprised.1 point
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Sorry for the late reply, had some other scripts to finish . Here are the 4 NPC's, the 2nd I divided into two options: Either with refine till +3 (+4 won't be accepted) or without any refine. More Info is listed in the NPC Header: Here is the link: Pastebin.com Also they are untested. Credits goes to Emistry for his example, I also put that into the header D:. Regards, Chris1 point
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The points in your list can be easily implemented with the help of a plugin system. I know how most of the users out there feel to have an open source client to add customizations to it. That's why I will focus to allow a lot of modifcations. However, as you might already read out from my first post, I don't hesitate to share the information that I have extracted from the original client. And these information are probably what most people are interested in anyway. So why am I still going for closed source? Simple: If reduced down, there are two factions of people. Those which focus to implement the ideas you're talking about and those that will use this ideas and indeed make money from the work of others (most likely how it is with eAthena/rAthena). I don't see the point why the second faction shall gain all the money without doing anything. I am working with a lot of interfaces that allow splitting very easy. Basically something like this: As you can see, those people with ideas can hook everywhere they want to extend whatever they want. They can even completely reimplement the closed parts and use it for whatever they want. Let's say if I have implemented a class that allows a sprite to run around, but someone wants a 3D character instead, he can write his own implementation and exchange it without changing any other parts. Some could even change the rendering engine from Ogre3D to Irrlich, if they want to. They just have to make sure to implement the given interfaces, which will be open source since they are only guide lines. You might still wonder what to do when some interfaces themself have to be modified. Well, I'll add the ability to hook the core which might be risky. But I assume that the one who wants to change one of the interfaces knows what he does, so that should not be a problem. This ensures that those with gread ideas have the possibility to chose if their implementations shall be closed or open source (for the same reasons as I have) and those that want only money still have to do something on their own. And even if I drop this project, as long as the base is done and available, anyone else can still further improve it. Besides that, you don't really have to worry. If I lose intereset or stop working on any of my projects, I'm gonna release the source anyway. So when I shall disappear, I will make sure to release the source (as I will do with WeeDiffGen). The only problem that might come up is the fact, that only a small amount of people are willing to continue such a project as soon as it gets open sourced. I hope you can understand this decision of mine.1 point
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So you want that the: - 1st NPC doesn't read if cards are used? - 2nd NPC doesn't read if refine (or only +4 and higher?) has been made? - 3rd NPC doesn't read anyhting? In this case: 1st NPC: getinventorylist; for(set @l,0; @l < @inventorylist_count; set @l,@l + 1) { if(@inventorylist_id[@l] == .KahoID[@Trade]) { if(countitem2(.KahoID[@Trade],1,@inventorylist_refine[@l],0,0,0,0,0)) { getitem2 .KahoID[@TradeTo],1,1,@inventorylist_refine[@l],0,0,0,0,0; unequip EQI_HEAD_TOP; delitem2 .KahoID[@Trade],1,1,@inventorylist_refine[@l],0,0,0,0,0; } } } The 2nd NPC: getinventorylist; for(set @l,0; @l < @inventorylist_count; set @l,@l + 1) { if(@inventorylist_id[@l] == .KahoID[@Trade]) { if(countitem2(.KahoID[@Trade],1,0,0,@inventorylist_card1[@l],@inventorylist_card2[@l],@inventorylist_card3[@l],@inventorylist_card4[@l])) { getitem2 .KahoID[@TradeTo],1,1,0,0,@inventorylist_card1[@l],@inventorylist_card2[@l],@inventorylist_card3[@l],@inventorylist_card4[@l]; unequip EQI_HEAD_TOP; delitem2 .KahoID[@Trade],1,1,0,0,@inventorylist_card1[@l],@inventorylist_card2[@l],@inventorylist_card3[@l],@inventorylist_card4[@l]; } } } or if you wanted that if the refine is +4 and above: getinventorylist; for(set @l,0; @l < @inventorylist_count; set @l,@l + 1) { if(@inventorylist_id[@l] == .KahoID[@Trade]) { if(@inventorylist_refine[@l] >= 4) close; if(countitem2(.KahoID[@Trade],1,0,0,@inventorylist_card1[@l],@inventorylist_card2[@l],@inventorylist_card3[@l],@inventorylist_card4[@l])) { getitem2 .KahoID[@TradeTo],1,1,0,0,@inventorylist_card1[@l],@inventorylist_card2[@l],@inventorylist_card3[@l],@inventorylist_card4[@l]; unequip EQI_HEAD_TOP; delitem2 .KahoID[@Trade],1,1,0,0,@inventorylist_card1[@l],@inventorylist_card2[@l],@inventorylist_card3[@l],@inventorylist_card4[@l]; } } } The 3rd NPC: getinventorylist; for(set @l,0; @l < @inventorylist_count; set @l,@l + 1) { if(@inventorylist_id[@l] == .KahoID[@Trade]) { if(countitem2(.KahoID[@Trade],1,0,0,0,0,0,0)) { getitem2 .KahoID[@TradeTo],1,1,0,0,0,0,0,0,0; unequip EQI_HEAD_TOP; delitem2 .KahoID[@Trade],1,1,0,0,0,0,0,0,0; } } } Note: Please use these snippets, I realized that I had an "newbie" bug in it o.o. But should be working now as it was intended. Regards, Chris1 point
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i don't think its possible =,=, im not sure but the idea is good [bump[] It is ^^, with getitem2 You just need to know which refine it is, via *getinventorylist Taking Emistry's script you need to check for the same ID after you have selected the one you want to exchange to. This is for the refine level only: Replace this getitem2 .KahoID[@TradeTo],1,1,10,0,0,0,0,0; unequip EQI_HEAD_TOP; delitem .KahoID[@Trade],1; with getinventorylist; for(set @l,0; @l < @inventorylist_count; set @l,@l + 1) { if(@inventorylist_id[@l] == .KahoID[@Trade]) { if(countitem2(.KahoID[@Trade],1,@inventorylist_refine[@l],0,0,0,0,0)) { getitem2 .KahoID[@TradeTo],1,1,@inventorylist_refine[@l],0,0,0,0,0; unequip EQI_HEAD_TOP; delitem2 .KahoID[@Trade],1,1,@inventorylist_refine[@l],0,0,0,0,0; } } } For the cards+refine: getinventorylist; for(set @l,0; @l < @inventorylist_count; set @l,@l + 1) { if(@inventorylist_id[@l] == .KahoID[@Trade]) { if(countitem2(.KahoID[@Trade],1,@inventorylist_refine[@l],0,@inventorylist_card1[@l],@inventorylist_card2[@l],@inventorylist_card3[@l],@inventorylist_card4[@l])) { getitem2 .KahoID[@TradeTo],1,1,@inventorylist_refine[@l],0,@inventorylist_card1[@l],@inventorylist_card2[@l],@inventorylist_card3[@l],@inventorylist_card4[@l]; unequip EQI_HEAD_TOP; delitem2 .KahoID[@Trade],1,1,@inventorylist_refine[@l],0,@inventorylist_card1[@l],@inventorylist_card2[@l],@inventorylist_card3[@l],@inventorylist_card4[@l]; } } } Untested though ^^. Regards, Chris Edit: I made an mistake in my snippets, forgot to add some "}" which were necessary.1 point