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Introduction: Okay, this came out of nowhere *laughs* while browsing the RAthena Forum Member ,,Manabeast" asked for an Fishing SHop Map. Somehow the Idea overcame me to play with this Idea. While putting some textures here and some Objects there more and more Ideas came to my mind and voila~ A new Map got born! I'm just calling it the ,,Fishing Map". What you can do there? Features: 1.) There are 2 Shops. Shop#1 sells you all various Fishes and stuff related to Fish and Ocean. Shop#2 sells you Fishing utilites such as an Fishing Rod, Fishing Boots ect. 2.) Trade in Fishes. Behind the Store there is an ,,Mini-Gaming" Area. One of the Minigames is Fishing which you probably already know from ,,The Other World" Maps. It's the same system. You can fish Marlin there and trade them in for various Items such as Fish Soup (+4 Vit) or even Equipment such as ,,Fish Hat" and ,,Fish in the Mouth". 3.) Minigames: There are 3 Minigames. #1 Fishing. #2 Slot Machine. You can win some nice prices there, each try is 50k Zenny #3 Pray. Pray to one of the 2 Statues and probably your wish comes true Ingame Screenshots: (Each Jobclass represents an future NPC) Overview: Shop Area: Fishing Area: Shop Area (Detail View): Turn-In NPC Area: Minigame Area (Detail View): Outro: Like Alway this is going to be an free release including both the Map and Scripts (Shop NPC, Turn In NPC, Mini Game NPC). I am going to release this tomorrow. Please be so kind and give a honest and truthfully Rating/ Feedback For more Information please check my Facebook site (Like me^^) or my Wordpress Site (Follow me^^) Links: Facebook Wordpress Download: Link: *Click me* If there are any others, pls report them and I will fix them ASAP. Enjoy my releases~ ----- @Script Due to some Bugs I had to delay them. I should be able to put them live & downloadable by June the 20th. I apologize for that! .2 points
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Original topic and code here: link Idea: link You can enable or disable the cash / item in file db/item_vending.txt Vending title can be looks like: "[ITEM_ID] name" Version 1.8 preview: Changelog conf/battle/feature.conf db/item_vending.txt Modify your client data files: idnum2itemdisplaynametable.txt idnum2itemresnametable.txt Enjoy. New: rAthena only: ExtendedVendingSystem_1.8.1.patch ExtendedVendingSystem_1.8.patch Old:1 point
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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.patch1 point
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Hello all! Now i present to you my release : Faction system. Faction system settings: conf/battle/faction.conf Faction data base: db/faction_db.txt Faction alliances db: db/faction_alliance.txt New atcommands New Script commands New mapflag: fvf ( mf_fvf ) New map cell: nofvf ( cell_nofvf, cell_chknofvf ) Main Features: Faction versus Faction wars allowed only on FvF maps ( Min.lvl -> fvf_min_lvl: 55 ) Custom aura effects ( max is 3 by default, but you can increase it ) Aura can displaying for unit types in faction.conf: NPCs, Monsters, Pets, etc...( not only for Player ) Monster and other can change own base status to status from faction_db.txt ( race, element... ) If faction have Undead race or status faction members in this function can heal themselves ( if it allowed in faction_db.txt ) NPC shops can sell items to different factions at different prices. Now saving faction leader and relics of each faction. Multi - alliance support. Voting system ( voting for faction leader ). Relics support. Logging Faction chat. Youtube Preview http://www.youtube.com/watch?v=S7q-ExosLa8 Price: FREE PATCH FOR RATHENA REV. 17310 Faction_System_Complete_1.4_rA17310.patch FACTION.SQL Old BETA version1 point
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Loki's Achievement System with no source edit This system contains many possible kinds of achievements, getting achievement points, announcing your achievement and displaying a cutin. And all that without any source edit. Only with trigger and a cache sytem, that your sql server won't be spamed with querys! I was really frustrated that most of the source edit versions haven't worked on my server. I hope you will enjoy it I will explain it's functions below. Downloads: lokis_achivement_system_1.0.1.zip loki_achivement_demodata_1.0.zip Supported Achievements: Mode 0 = Your custom achievements, see point Custom Achivemetns below. Mode 1 = Items in your inventar. It will be checked after every login and after every time when you are killing a mob. 9 different items at once are possible. Mode 2 = Kill Mobs. Will be checked after every mob kill. 9 different mobs at once are possible. Mode 3 = Mvp kills. Will be checked after every mob kill. Only 1 value is possible (ex. Kill 15 MvPs, Kill 30 Mvps. This mode is not like Kill 10 Phreeonis, for this use Mode 2!) Mode 4 = Pvp Kills. Will be checked after every pvp kill. Only 1 value is possible (ex. Kill 1 other Player, Kill 666 other Player etc.) Mode 5 = Reach Baselevel X. Will be checked on every BaseLevel up (@commands won't effect this trigger!). Only 1 value is possible Mode 6 = Reach Joblevel X. Will be checked on every JobLevel up (@commands won't effect this trigger!). Only 1 value is possible Creating a Achievement: All achievements are in your SQL database, so we just need to insert something in the table "achievement". name = name of your achievement desc = Your description for the achievement and will only be used by Bob (see below). Can be used for your website etc. mode = Your mode (see category above this one) deleted = should ever be "n"! Due to the cache system, you should never delete a Entry by "DELETE FROM achievement WHERE id=X". NEVER! Just set deleted="y" cutin = your cutin image. If you leave this NULL or empty, no cutin will be displayed. points = how many points do the user get for this achievement? singleval = will be used for mode 3,4,5,6. It would confuse everybody, if I would save the data in val1 or anywhere else. val1 - val9 = Will be used for Mode 1 and 2. Here you will write the itemID or the monsterID. val1amount - val9amount = The amount, the user have of itemID in his inventar or how many monster the user have to kill. If you want that the player have to kill 10 porings and 20 drops, you would save the follow: val1: 1002 val1amount: 10 val2: 1113 val2amount: 20 Every received achievement will be saved in the table achievement_log. Due to that here are no @commands, the table achievement_force is made to force player to get a achievement or to reset/remove a achievement. You don't have to create any insert. Just talk to Bob (see below). Configurate your achievement system: There isn't much to configure set $a_cache_expire,120; set $a_effect_id,908; set $a_cutin_delay,8000; $a_cache_expire = in how many seconds the global cache will be expire? $a_effect_id = which effect will be displayed on the user when he received an achivement (@effect 908) $a_cutin_delay = for how many milliseconds the cutin should be displayed in the bottom of your screen? Create a custom Achievement (mode 0): You can call the achievement you want to give in any of your scripts with just writing: callfunc "achieve",<<achievementId>>; Here is an example, which I placed in my custom instance. If the user is joining there the first time, he would get the achievement 18! warp "hellfire",264,129; if(a_done_18 != 1 && $a_del_18$ == "n") { sleep2 5000; callfunc "achieve",18; } a_done_X = have user already got the achievement? 1=yes, 0=no $a_del_X$ = is achievement active and not deleted? y=yes, n=no. This both flags should be placed everywhere where you use this function. sleep2 5000; is just for skipping the delay of warping to the map. Just ignore this If you want to use custom script with trigger, you can build them like that. This script checks if your zeny is higher than the "singel_val" value in the database ($a_sval_17). You could also just write if(Zeny >= 1000000) callfunc "achieve",17; - script ach_17 -1,{ OnPCLoginEvent: OnNPCKillEvent: if(a_done_17 == 1 || $a_del_17$ == "y") end; if(Zeny >= $a_sval_17) callfunc "achieve",17; end; } This script can be found in the demodata pack with 16 other achievement If you want to make an item_use Achievement, just place the important line above in the item script. Achievement Bob (including in lokis_achievement_system_X.X): This script is made for GM's and Player. The player can get information about all achievements, which they have or have to get and how many achievement points they have. The GM Menu have many more functions: Force Player Achievement This function will save entries into the table achievement_force. It can be used to give a player an achievement or to reset an achievement. The user just have to talk to Bob after you clicked through the form. There isn't any validation. So be careful, that the user won't get a achievement 2 or more times. Enable/Disable Achievements This function just set the deleted=y or deleted=n flag. If you change something, you should clear the cache (or wait until it expires). Clear cache Set Flag to clear cache. It will be renewed when a player is login into your server. Compare log with achievement points Compares the achievement_log table with the score of achievements of the player. If there is a difference, the real value will be saved. WARNING: If you have something like a cashshop with this points, this function will destroy your database :/ Points should only be used in viewing only or for a ranking. Else you should change the core of this function. Error Handing: Due to a lot of trigger events, your server may cause some phantom errors like "players event queue is full". To fix this, just edit the src/map/map.h and increase the #define MAX_EVENTQUEUE 2 value to 20. I hope this guide helped you in this complex system Have fun with it Loki1991 lokis_achivement_system_1.0.zip1 point
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A few notes: As of r15979, "callfunc" is no longer needed. Users can call your function by only typing "achieve <ID>". You should consider using bitwise integers (or even a conversion string) to store the permanent character values, because the script would eat up a significant portion of the 256 maximum otherwise. Similarly, try to reduce permanent global variables, if you can. There's also a limit to those. If you can push values into arrays or use temporary values, it'd help a lot. Also, moving this thread into "Utility Script Releases" for now.1 point
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Oh thank you, yeah now I see this too xD I am going to fix this before I am releasing the Map ^^" Thanks for your Feedback <31 point
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Of course, we can not avoid overflows completely, but 25 days sounds way to frequent to me =(.1 point
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Released v2.2.0, with Brazilian Portuguese and a couple of fixes.1 point
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I am working on a new System with Bronce/ Silver and Gold Cards, so having them would be awesome1 point
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sad to see that some core dev. is not active but still happy to see rAthena doing there best to manage it.. thanks Ind for your hard work for this community and to all rAthena team, hope i can see more updates and bug fixes1 point
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No it will not be a paid panel. I have been very busy with work (Apple Certified Technician for CityMac) so I haven't been updating any recently. I plan on doing another major set of revision this weekend as well as the next. I have decided to just leave it open source GPLv2.1 point