Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 04/25/12 in all areas

  1. This code adds the 'item bonuses' to players without any items. The code have 3 settings if conf/player.conf I make '2' setting for faction-like systems. Just set the player variable EXTRA_BONUS to 1, and player will be received first line bonuses from db/extra_bonuses.txt You can add/change/delete bonuses in/from file db/extra_bonuses.txt Bonuses will be reloaded by @reloaditemdb command. enjoy. Extra_Bonuses.patch
    2 points
  2. Briefing & Concept Hi. So, here we are again. Bringing this old prontera edition that I did on the 2009 - 2010 year. This was my first map, and this is the third improvement of this map that, I'm sure most of you allready known. Some days ago, I was talking with one guy, that told me that my Prontera edit, is used among a lot of servers around actually. I was checking the downloads, and, I was really glad by seing the amount of downloads of this prontera edit. Also seems like I'm on the top Authors in --> http://rathena.org/board/files/ when I saw that I just say to me "Holy crap Mercurial is so close!" so I said, I must release something. On the other hand, I just noticed that actually there are a lot of free releases around. The most ones are since Syouji is into the Graphic Moderators team (That, I must give him my congratulations, he certainly deserves that job for helping a lot of guys around) So for all those reasons I decided to do 2 releases. This is the first, and the second is on the way. To all my actual customers that might read this topic... Don't take me wrong, I just worked in some small free times with this one. Your requests are on the way. Video of This map Watch it in HD 720p! Edition of my past Dark Garden Prontera. More garden style. Map in daymode, but with night tones. Black Shadows I know, this is intentional It is a Garden Map, but with an occultist essence/i] Added Ivys and leaves in almost all the structures: houses, walls, buildings, statues.. Added gardens, in south area, north area, swordman guild, and church New design on the north plaza Removed tree in south plaza. I though that the map was so overcharged with 3 big trees. Better to keep only one, to have a better cam vision. Center Overview South Area Houses. With the Ivy Textures Passages. With Dark Garden Statues and Ivy Textures Center. Custom Leaves on tree + new floor texture North passage New North Plaza Church < -- DOWNLOAD LINK --> You can consider to post, or say something to this topic. A rating, a like, a comment. Like the good reception of the first map, Please people don't download only and say nothing. You can allways contribute with a comment. Remember that I'm allways busy with paid requests, as also that in another situation, I would sell this map easily. It is hard to me to do free time, to offer something for free ... but ... I understand the priority of doing free releases to keep the community alive. All the mappers should make at least, one free release for me. So please, in exchange, share, comment, rate. I will really really appreciate that!. Bye, and thanks in advance! and happy download.
    1 point
  3. 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 Topic
    1 point
  4. As some of you may know, I've had a few scripts and releases scattered through rAthena and it was always lost in the pile since new topics were always being created. Thus, now I decided to create my own SVN for my scripts, files, releases for rAthena. With this SVN I have for my stuff, people can see what I've edited and change and easily download my stuff. Files Graphics Scripts RFYL Event Goblin Invasion Find the Mushroom Find the Mushroom - Manual [*]Coin Exchanger [*]Capture the Flag [*]Bounty Hunter [*]MvP Room [*]Juggernaut Event [*]randoms/OnDeath [*]WeaponForger [*]GuildPrizer [*]Survey NPC [*]Double EXP | On weekends [*]New~! Full Mall [*]New~! Poring Ball System New~! Ball_Main New~! Ball_Start Poring Soccer map: data.rar [*]New~! Marriage System [*]New~! Treasure Hunter Links Project Homepage Viewing SVN Changes As I release more scripts or files, I'll be updating this topic and updating my SVN. Thanks! Disclaimer Some scripts within the SVN are not totally made 100% by me, but fixed, re-edited, and organized in a way to keep it up-to-date with rAthena and to stop it from being outdated or lost.
    1 point
  5. I'm currently working on a custom client and wanted to share some screenshots about the progress. Some of you might wonder why there is again another project like this one with the same goal as the others, and why not just join the others to speed up development? In fact, I thought about this opportunity. However, I'm still learning to work with virtual reality and I want to learn as much as possible. And that's why this projects main goal is not to be finished as fast as possible. But still, it looks like I'm at good pace. I still don't have a "good" name for this project, even though there's a proto-name. One of the other goals of this project is to provide a stable client that runs on both, unix and windows systems. It is being developed in C/C++ and Ogre3D, takes advantage of multithreading where it is appropriate, uses atlas textures to reduce batch count and some other fancy algorithms to improve performance. Even though the complete terrain is being loaded instantly, it takes some milliseconds to finish the objects. That's why I'm currently working on further algorithms, allowing caching and paging of objects. I will release a working demo in the style of RagCam as soon as the new algorithms are finished and working. Here's a list of things that are implemented so far: GND (Terrain) Lightning Shadowmaps Colormaps (with reduced colors to match the original client) Vertex diffuse color Walls Smooth Normals RSM (Objects) Smooth Normals (with smooth groups) Animations Transparency Two Sided Triangle Faces (with correct normal vectors for both sides) RSW (World) Water (with texture and wave animation) Objects Ambient and diffuse lightning Performance is always a very important part for me. A lot of things are optimized as good as possible. This project will stay closed-source providing plug-in functionality in the future. Most of the information that has been used in this project has been discovered through reverse engineering of the original client. Rendering a map is almost completely done using the same and some improved approaches done by the original client itself. The main focus after this will be the visual improvement of the maps themself, like BumpMapping, Cel Shading support, etc. blah blah. When this is done also, I will focus on implementing network functionality and a GUI. I have started in november and worked effectively 5-6 weeks on this project. I had to stop at the end of december and started to work again two days ago. Enough talked, here are some screenshots using OpenGL as renderer (the results in DirectX are the same): Vertex color mapping: Each tile can have a diffuse color. This color, however, is not being applied to all four corners of a tile, but only to the bottom left vertex and all vertices that share the same coordinate. Textures have been disabled in this image to show that diffuse colors are being applied correctly. The border of a map is also being rendered correctly when vertex diffuse colors are applied. Shadowmaps: Some devs are still wondering why their shadowmaps look a bit weird. The reason is plain simple: A lightmap consists (most of the time) of 8x8 tiles, where only the 7x7 pixels in the center are used. Nothing new. However, the tiles are combined into a large texture. If texture filtering is being applied, then the borders of the different textures interpolate into each other, fatal for colormaps when they have different colors. This is called texture bleeding. Because of this, Gravity added a padding of 1 pixel to each tile (resulting in 8x8, instead of 7x7) and filled them with colors that still look nice when they are interpolated. The image below shows the correct display of shadowmaps. Colormaps: They are the same as shadowmaps, but use RGB colors instead. When applied to the terrain, they look smooth. If you look into a dungeon, you will notice that colormaps are not smooth at all. In fact, they look like the colors were reduced. This process is also called posterization. The best result are done with 16 levels. The idea is basically to use float colors, multiply them with the amount of levels, convert the result to an integer (and so dropping the decimal part) and divide the result by the amount of levels. Done. This image displays correct colormaps. Notice the borders of the lightning. Prontera indoor: Transparency: I've used BrowEdit to compare my results and found an issue that was the same as in my project. Some models had wrong depth writing. Using the correct order, it is possible to render objects regardless of their transparency. You can try to open BrowEdit and compare dicastes01 with this image. Instancing: A lot of objects in a map reference the same model, so it makes common sense to combine them for reducing the batch count. This image shows pretty could FPS, even though all objects of yuno are rendered. Instancing in prontera: I would also like to show animations, but am too lazy to upload a video. I am not generating MipMaps yet, since this will be part 2 of this project. As you can see from the screenshots, rendering itself is almost complete. Only some minor issues that have to be done. If you want to see a screenshot of a specific map, don't hesitate to ask. I will upload one. I let you guess which of the posted screenshots are made on linux and which on windows.
    1 point
  6. I'm still unsure if I should release this since I think its ugly. but meh just reply here for comments/suggestions etc. and which Thor version? You can choose wherever you want to put your server name. 1. Bloody Piamette 2. Sugar Rush 3. Golden Archbishop (too flat imo) All other copyrights and trademarks are property of Gravity., and their respective owners.
    1 point
  7. Sure Code will be like this: prontera,100,100,4 script BlahBlahBlah 100,{ mes "Blah Blah"; next; if( select("Coumpound plz", "No thank") != 1 ) close; if( countitem(5035) < 1 && countitem(2285) < 1 ) { mes "You don't have Poring Hat and Apple of Archer"; close } mes "blah blha"; delitem 5035,1; // Poring Hat delitem 2285,1; // Apple of Archer // ItemID: 20000 or something you want to add into your server // Items description: Duplicate on Apple of Archer, sprite, and name in itemdescription.txt, resname.txt, displayname.txt v.v... // Itemdb: // 20000,Apple_of_Archer_Compound,Apple of Archer,6,20,,10,,,,,,,,16,,,,,{ bonus bDex,3; },{},{} getitem2 5035,1,1,0,0,0,0,0,20000; close; }
    1 point
  8. yes it is..^^ *getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>}; *getitem2 "<Item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>}; This command will give an amount of specified items to the invoking character. If an optional account ID is specified, and the target character is currently online, items will be created in their inventory instead. If they are not online, nothing will happen. It works essentially the same as 'getitem' (it even works for negative ID numbers the same way, which is kinda silly) but is a lot more flexible, since it allows you to give the player an item altered with it's specific properties. Those parameters that are different from 'getitem' are: identify - Whether you want the item to be identified or not, 0 unidentified, 1 identified. refine - For how many pluses will it be refined. It will not let you refine an item higher than +10, if you specify more it'll still be 10. attribute - Whether the item is broken (1) or not (0) and NOT an elemental attribute. card1,2,3,4 - If you want a card compound to it, place the card ID number into the specific card slot. Card ID numbers also found in 'db/item_db.txt' Card1-card4 values are also used to store name information for named items, as well as the elemental property of weapons and armor. You can create a named item in this manner, however, if you just need a named piece of standard equipment, it is much easier to the 'getnameditem' function instead. You will need to keep these values if you want to destroy and then perfectly recreate a named item, for this see 'getinventorylist'. If you still want to try creating a named item with this command because 'getnameditem' won't do it for you cause it's too limited, you can do it like this. Careful, minor magic ahead. // First, let's get an ID of a character who's name will be on the item. // Only an existing character's name may be there. // Let's assume our character is 'Adam' and find his ID. set @charid,getcharid(0,"Adam"); // Now we split the character ID number into two portions with a binary // shift operation. If you don't understand what this does, just copy it. set @card3, @charid & 65535; set @card4, @charid >> 16; // If you're inscribing non-equipment, @card1 must be 254. // Arrows are also not equipment. set @card1,254; // For named equipment, card2 means the Star Crumbs and elemental // crystals used to make this equipment. For everything else, it's 0. set @card2,0; // Now, let's give the character who invoked the script some // Adam's Apples: getitem2 512,1,1,0,0,@card1,@card2,@card3,@card4; This wasn't tested with all possible items, so I can't give any promises, experiment first before relying on it. To create equipment, continue this example it like this: // We've already have card3 and card4 loaded with correct // values so we'll just set up card1 and card2 with data // for an Ice Stiletto. // If you're inscribing equipment, @card1 must be 255. set @card1,255; // That's the number of star crumbs in a weapon. set @sc,2; // That's the number of elemental property of the weapon. set @ele,1; // And that's the wacky formula that makes them into // a single number. set @card2,@ele+((@sc*5)<<8); // That will make us an Adam's +2 VVS Ice Stiletto: getitem2 1216,1,1,2,0,@card1,@card2,@card3,@card4; Experiment with the number of star crumbs - I'm not certain just how much will work most and what it depends on. The valid element numbers are: 1 - Ice, 2 - Earth 3 - Fire 4 - Wind. You can, apparently, even create duplicates of the same pet egg with this command, creating a pet which is the same, but simultaneously exists in two eggs, and may hatch from either, although, I'm not sure what kind of a mess will this really cause.
    1 point
  9. no, it's not recommended. it's a branch under heavy development. as its features are complete and functional they'll be added to trunk.
    1 point
  10. getitem2 script function >_<!!!
    1 point
  11. I'm not 100% sure but after my guess and some quick research makes my think that the problem is that your host is blocking outbound connections to GMail's SMTP host and port. Here are some suggestions: http://stackoverflow.com/a/6209111
    1 point
  12. I didnt really finish the scripts for this map, and I didnt make the south field map neither, sorry But I'm glad you liked it, I hope I have time to finish it sometime
    1 point
  13. Yeah, you can edit the items in the item database, but then just remember to also edit their names in the idnum2itemnametable.txt and the NPC for the item information
    1 point
  14. UPDATE: 1.0.1 - Fixed first monster spawn
    1 point
  15. This free release comprises of a Novice Training Grounds map as well as a server entrance spawn zone. The Download link is attached to the thread. The overall design is pretty simple~. Short and sweet, xD Outdoor Training Grounds Indoor Server Entrance Zone (Connects to Outdoor Training Grounds) Novice Training Grounds.7z Novice Grounds Minimaps.7z
    1 point
  16. disguise rand(1002,2000); put at OnEquip Part....and put undisguise; at OnUnEquip Part well...just show you how to use.. O.O ? but i think it is better to make a function for this.. for random a monster from ID X ~ Y then check is the ID valid or not... then only disguise the player
    1 point
×
×
  • Create New...