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  1. Euphy's Scripts Disclaimer You may use, modify, and host all of my released scripts. You may not sell them, re-release them in any way (modified or otherwise), or remove the credits. < Event Manager > < Hunting Missions > < Queue System > < Euphy's WOE Controller > < All-In-One NPC > < Euphy's Quest Shop > < Euphy's Warper > < Item Rewards > < Custom Currency Multi-Shop > < Build Manager + > < Class Mastery System > < Class Specialization > < Badge System > < Guarantee Refine Ticket > < Item Fusion > < Euphy's MVP Ladder > < Card Trader > < NPC Duplicate Generator > < Auto-Potion >
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  2. 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
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  3. Shin's Diff Patcher Info: Supports all Windows 32 bit versions (Windows XP SP2 and higher) and probably all 64 bit versions. Features: Plug-in based Uses list view instead of two seperate list boxes for easier selection Shortcuts to simplify your work Resizable window Inline diff descriptions (as long as the plug-in supports it) Auto-save and load of diffs Includes PlainDiffPlugin which provides support for *.diff files Allows items to be sorted either by type, group or diff name Prevents diff collision when selecting diffs that reference the same group CRC file check Data missmatch check Downloads: ShinsDiffPatcher SVN (Version 1.1.3b; 198kb) WeeDiffPlain Plugin Src SVN (Version 1.0; 11kb) Quick Usage 1. Select patch engine. 2. Select client exe. 3. Select diff file (if plug-in needs it). 4. Select output exe. 5. Click on "Patch It!" 6. Done. All patches that you have selected are automatically saved and will be restored the next time you select a diff file. You can also use the following shortcuts: - Ctrl + A = Select all diffs (only one item from each group if any) - Ctrl + D = Deselect all selected diffs - Ctrl + C = Copy all selected diffs into Clipboard Notes: You may think "What? Another patcher? Man..". Yes, another one. I'm not quite satisfied with the currently available diff patchers because they either lack of features or just don't provide the freedom I would like to have. I think I have chosen this name for the patcher because it's kinda convention to use his own name in the title bar (even though the initial name is WeeDiffPatcher). This is just an alpha release since there are some optimizations I would like to complete before I release a final version. I've included the source code for the DiffPlainPlugin to show you how you can implement your own plug-ins in order to get them working with my patcher. I would still like someone else to implement a proper plain diff plug-in because I haven't focused to optimize it to it's best (even though I have removed all possible memory leaks) since I developed this patcher for another plug-in based solution. If you have any suggestions or features that your plug-in needs in the future, don't hesitate to ask.
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  4. 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.
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  5. Hello All Member For rATHENA im newbie in design but i need u guys rate and comment hehehe here my 1st Flux CP Design.Before this me got post 2 type design(ceres cp) please rate 1 - 10 here my design
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  6. A newbie-friendly Lua to Lub compiler for folders! What This program allows you to compile a whole "lua files" folder's LUA files into LUB files. I found it annoying that I'd need to do it manually for each file (Or maybe there is a simpler way, I just didn't know how). I know not every file needs to be protected since not all LUA files are customized by most RO server owners but oh well. The files are saved in their corresponding folders. How to use Save the RAR file in a simple directory like C:/lua2lub/ or D:/lua2lub/. Extract in the same folder so that the 2 applications and the lua files folder are in the D:/lua2lub/ folder. Run lua2lub.exe Set the directory path ( option 2 ) Start compiling ( option 1 ) Exit ( option 4 ) Credits Revisions and downloads Version 1.0 : May 20, 2012 First release. Basic functions. Side note: I've always dreamed of contributing to eAthena (Ragnarok Online Private Server community in general) since I was 12 years old. 7 years later, here I am.
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  7. Monthly Digest #1 Hello and welcome, this is rAthena's first development digest. Below is a small report for the past 30 days. Development Team Rytech joined as Core Developer Z3R0 returned as Script / DB Developer GreenBox joined as Core Developer Castor joined as Core Developer Sirius_Black joined as Core Developer Malufett joined as Core Developer Development Highlights 3rd Classes were completed MvP Tomb System Script Engine Update New Development Branch: bs-coreoptimize Under Sirius_Black hawk eyes. The branch aims at developing several core features that'll be later added to trunk when completed, to name a few: Threading Support Script Engine Improvement Socket Rework [*]rAthena has reached it's 1000th commit in r16000, April 29th. [*]@command suggestion system [*]Many many and many performance improvements, for instance @reloadscript and shutdown processing are much faster. [*]@accinfo command was added Misc. Stats In the past 30 days there were 246 commits. Of these 246 commits 58 were bug-fixes. Note: If anyone feels this list is missing something please feel free to reply and we will add it! This is a good way to keep track of 'milestones' and such that some users have been looking for! Important bug fixes, features, optimizations, etc etc are just a few examples.
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  8. Actually I would prefere a script argument to switch between the 2 mode presented instead a battleflag : instance_check_party <party_id>{,<menbers needed>,<min lvl>,<max lvl>.<behaviour flag>} This will allow to use it in both way for different script, like for instance x we need to kick player that doesn't have the good requirement while in instaqnce y ok doesn't matter... Also few notes : dunno why it's name instance_* as this is more generally for all party matters. dunno why you checking if party_id exist, you said it was required in comment and either way you didn't had a fallback like player attach to script if not.. finally as Lemongrass pointed out many time they don't know that they need to kick that people or nor who doesn't fit the requirement so perhaps adding some clif_message may be interesting.
    1 point
  9. Strange, its supposed to have a 3 day cooldown by default... Normally you change it in quest_db.txt: 3135,259200,0,0,0,0,0,0,"Nidhoggur's Nest" 3136,14400,0,0,0,0,0,0,"Nidhoggur's Nest Time Limit"
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  10. try this one it should be on this folder data/sprite/Àΰ£Á·/ÇåÅÍ ÇåÅÍ_³²_18104.spr ÇåÅÍ_³²_18104.act ÇåÅÍ_¿©_18104.spr ÇåÅÍ_¿©_18104.act remove this one _°Ë±¤
    1 point
  11. great your finally here together with your scripts good job, more power
    1 point
  12. it depends, if i have php tags php format should be use. just a simple margin: 0 auto; width: 1024px; height: 768px; and you cannot just set the margins to auto without specifying the width of the block. The method above is the standard technique for centering a DIV block using standards-compliant CSS. With this, you can center your blocks without using deprecated HTML tags like <center>. same above.. margin: 0 auto; width: 1024px; height: 768px;
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  13. This should work: http://upaste.me/56be420aebc922c
    1 point
  14. Luckily you won't have to know that since they won't be the ones judging
    1 point
  15. ../src/map/atcommand.c put this above atcommand_basecommands function static int count_mob(struct block_list *bl, va_list ap) // [FE] { struct mob_data *md = (struct mob_data*)bl; short id = va_arg(ap, short); if (md->class_ == id) return 1; return 0; } ACMD_FUNC(mapmoblist) // [FE] { char temp[100]; bool mob_searched[MAX_MOB_DB]; bool mob_mvp[MAX_MOB_DB]; // Store mvp data.. struct s_mapiterator* it; unsigned short count = 0, i, mapindex = 0; int m = 0; memset(mob_searched, 0, MAX_MOB_DB); memset(mob_mvp, 0, MAX_MOB_DB); if (message && *message) { // Player input map name, search mob list for that map mapindex = mapindex_name2id(message); if (!mapindex) { clif_displaymessage(fd, "Map not found"); return -1; } m = map_mapindex2mapid(mapindex); } else { // Player doesn't input map name, search mob list in player current map mapindex = sd->mapindex; m = sd->bl.m; } clif_displaymessage(fd, "--------Monster List--------"); sprintf(temp, "Mapname: %s", mapindex_id2name(mapindex)); clif_displaymessage(fd, temp); clif_displaymessage(fd, "Monsters: "); //Looping and search for mobs it = mapit_geteachmob(); while (true) { TBL_MOB* md = (TBL_MOB*)mapit_next(it); if (md == NULL) break; if (md->bl.m != m || md->status.hp <= 0) continue; if (mob_searched[md->class_] == true) continue; // Already found, skip it if (mob_db(md->class_)->mexp) { mob_searched[md->class_] = true; mob_mvp[md->class_] = true; // Save id for later continue; // It's MVP! } mob_searched[md->class_] = true; count = map_foreachinmap(count_mob, m, BL_MOB, md->class_); sprintf(temp, " %s[%d] : %d", mob_db(md->class_)->jname, md->class_, count); clif_displaymessage(fd, temp); } mapit_free(it); clif_displaymessage(fd, "MVP: "); // Looping again and search for mvp, not sure if this is the best way.. for (i = 1000; i < MAX_MOB_DB; i++) { //First monster start at 1001 (Scorpion) if (mob_mvp[i] == true) { count = map_foreachinmap(count_mob, m, BL_MOB, i); sprintf(temp, " %s[%d] : %d", mob_db(i)->jname, i, count); clif_displaymessage(fd, temp); } } return 0; } below ACMD_DEF(set), ACMD_DEF(mapmoblist), ../conf/atcommand_athena.conf mapmoblist: ["ml"] ../conf/groups.conf commands: { ... mapmoblist: true ... }
    1 point
  16. Try this, and please next time use a codebox. 17004,Luna_Card,Luna Card,6,20,,10,,,,,,,,008,,,,,{ skill "AL_INCAGI",8; skill "AL_BLESSING",8; skill "ALL_RESURRECTION",1; },{},{} 21138,U_PDamageMatk1,Unique P.Damage+5%/MATK+5%,6,20,,10,,,,,,,,16,,,,,{ bonus2 bAddRace,RC_Boss,5; bonus2 bAddRace,RC_NonBoss,5; bonus2 bMatkRate,5; },{},{} 21139,U_PDamageMatk2,Unique P.Damage+7%/MATK+7%,6,20,,10,,,,,,,,16,,,,,{ bonus2 bAddRace,RC_Boss,7; bonus2 bAddRace,RC_NonBoss,7; bonus2 bMatkRate,7; },{},{}
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  17. getmapmob has been dropped in rAthena.. r15530 use *mobcount("<map name>","<event label>")
    1 point
  18. Another note that may interest, It is not required to compile the lua, a simple rename to .lub and the client can read it without problem Compiled lua is harder to read, but anybody with common sense can decompile Yom <3
    1 point
  19. Hi Igniz, You need to configure with this... ./configure --enable-debug=gdb Make sure you have GDB installed already on your system.
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  20. I found several sites that supply custom textures where most are 512x512 and are seamlessly tileable. These can be useful for all sorts of map themes. Source - 1 Source - 2 Source - 3 Source - 4 Source - 5
    1 point
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