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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 Topic1 point
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File Name: Flux CP CMS Addon File Submitter: CalciumKid File Submitted: 26 Feb 2012 File Category: Web Resources Features: Integrates directly into FluxCP as an Addon. Designed to comply with FluxCP PDO programming techniques. WYSIWYG Editor (TinyMCE), you may change that with some tweaks. Designed to be skinned further for Integrated website designs via FluxCP CSS edits. Public sections are SQL injection protected. Simple administration user interface. "Last modified" functions. Ability to link a "read more" url. Planned Features: Automatically load news from IPB RSS Feed Download: Password: "RAthena" Installation: Basic Setup: Download the ContentManagement1.0.zip and extract it. Open the addons folder it extracted. Copy the content_management folder inside it to your webserver's FluxCP addons folder (or write over the addons folder with the extracted addons folder) Visit your FluxCP installation. You will be redirected to the installation system. Provide it with your details and allow it to install. You should be redirected to the home page of your FluxCP. If this goes without error, we're almost there. On your webserver, visit themes\default\main and open index.php for editing. Replace everything inside the file to contain this: <?php if (!defined('FLUX_ROOT')) exit; $this->redirect($this->url('news','view')) ?> Save the file and close. Upon visiting the home page of your site you should now be presented with the News System. Job done. Celebrate having a free CMS? Adding Content: Login as an account with Admin (level 99) access. In the admin menu, either click News or Pages. Then add or edit as required. Adding/Editing links on the CMS: Visit addons\content_management\config and open addon.php for editing. Edit the array entries under "// Sample items for pages function." as required making sure to edit the "path=" section to what you defined when you created content on the CMS. Known Issues: When using CleanURLs, you must change the addon.php file to use ExtURL on it's URLs. Example: // Sample items for pages function. 'Downloads' => array('module' => 'pages','action'=>'content&path=downloads'), Becomes: // Sample items for pages function. 'Downloads' => array('exturl' => 'http://<your FluxCP Install URL>/?module=pages&action=content&path=downloads'), If you like my work, please rate the topic and give reputation! Thanks! Click here to download this file1 point
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File Name: 3 types of new cart File Submitter: QQfoolsorellina File Submitted: 18 May 2012 File Category: Carts Content Author: Gravity Basic Description: Three official Ragnarok carts by Gravity. Click here to download this file1 point
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Yes! another mirror, and some usefull separate downloads for the lazy one. Additional Content: -RSU Patcher LITE: Ragnarok and Renewal. (v2.4.1.574) -Mouse Freedom (For old Servers) -Ragnarok OpenSetup (v2.1) -Setup (in english) Compressed using: Winrar v4.0 Links Ragnarok + Sakray Renewal from 2012-07-04: Mediafire: Part 1 Part 2 Part 3 Part 4 Part 5 Part 6 Part 7 Part 8 Part 9 Part 10 Part 11 (10 Links of 200mb + 1 Link of 46mb) Copy/Paste Code (Jdownloader): - Separate download: Pack of BGMs: (*Include all BGMs from 1 to 155) Mediafire: Part 1 Part 2 (1 Link of 200mb + 1 Link of 67mb) Pack of dll files and others extensions: (*This include all the folders and files, without data.grf, rdata.grf, and the BGM folder) Mediafire: Part 1 (1 Link of 27mb || 2012/07/04) Credits to: Ai4rei for his wonderfull Patcher and Setup.1 point
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Briefing & Concept Hello!. First of all, I must give big thanks to all members that posted their feedback about my previous map. Thanks a lot for taking your time. Here we are again, with a new map in showcase. As the title says, this is a map based on Rivendel ... yes that awesome elven outpost fantasy land, that I'm sure all of us remember with our hearts... obvious, we are talking about that gold movie that is -Lord of the Rings- Rivendel is a beautiful elvish town. It is so purish, with white and clean structures with elvish decoration on walls, roofs etc. The land is represented in the movie the most times with some kind of -gold sunset- light tones that certainly gives a really warm style. This place is covered with lot of big mountains, waterfalls, nature, and rives. This request is from a new customer. I must say that one of the best I have worked for. He gave me a lot of details about the -idea- of how Rivendel is, but the most important fact is, that he had an extraordinary -patience- with his request... also he thrust me a lot to allow me do whatever I thought it would make the map look good with a lot of freedom. In result, I'm really glad that this is one of my most beautiful maps I have ever made. In fact, this was my main purpose of the map. To do something really beautiful. About this map So, what do we have new on this map? The idea of this map is, to recreate that Rivendel land. To do that, First of all the entire sctructure of the main building is placed on mountains among all the areas, but... at the backside we have some really high alltitude mountains covered by big colorfull woods that covers those mountains as they fall to a river. It was a priority to make beautiful panoramic views on the map. To do that I was in need to do almost all what I could by even adding manually leaves by leaves to enourmous trees, covering big mountain areas with woods.... Adding 6 trees variations with real life leaves on all the map, etc. Honestly I love to try new things about nature. I hope you will be pleased with what I did. Another big part of this work was with models. I must say, I increased a lot on this area. Before this request, I could only import models with pre-existing textures on a mesh. But here, All the big structure elvish houses, bridges, temples, pillars, etc. were full UV texturized and polygonal edited by me. I must say in advance, that these models were not like I picked some buildings and I added them. It was a really hard work to edit each. Some houses consists of maybe 20 models, with different alltitude and cropped all in pieces to make it compatible in RO. Last, the map has an extra feature that I must say thanks to f0xxy that helped me greatly with the script that I wanted to add as a new feature among my maps. Continue reading for more details about. Video ... watch it in HD 720p! Warning!: Map is not finished yet. Forget some random walk cells glitches and/or small fixes to do Full 1080 HD SS :: Map Sketch :: :: Full Map View :: Screens are in Full 1920x1080 HD resolution. You can allways hit the image thumbnaills to check the images on full size, and check some details that can only be appreciated in HD resolution. Rivendel Flat Panoramic Front View This is the main lower base structure of rivendel. Two big elvish houses decorated with elf style on the roofs, pillars etc. A bridge on the left, a temple on the center with waterfalls, an elf dome on the left side ... and last, some colorfull woods on a far distance that you can see nearly on the camera. Beautiful view if you ask me, that I can easily use as a wallpaper on my desktop Rivendel Flat Panoramic Aside View This correspond to the left area of the whole structure. A bridge, an elf dome, and the most important... the design of the big elf houses. They has some entrances with elf windows where I placed some benches. A very relaxing place for the users of this server Rivendel Flat Panoramic Top View This is the upper part of this rivendel land. You can see 2 houses on each side, with a lot of small decoration and elf design. A huge elvish temple on the center, with big windows. On that area we have a great panoramic view that cant be possible to see it here, because the big zoom that I needed to take the SS, but I will show you later with details about. Rivendel Sky Lower plaza View This is one of the main open areas of rivendel. A sky view... one plus of this map was the multilevel edition that I tried with some effort. I thought that I needed to improve that on my previous maps so here is the result. You will see a lot of small multilevels not only on the walkable areas, also on the bases of the structures that are on the mountains. Sky view Middle Area, core of the map and temple This is what I call the middle area. There are 2 houses with 2 floors on the sides. A mini plaza on the center, some stairs, etc. There we have the core area, a wide open area with a custom elvish texture I obtained somewhere and edited on the midle. Sky backview of the Top Area Here we have the top area. This is a backview of the area that shows the roof of the temple, and the core area of the map. Here we are at a really high alltitude. First detailed SS. Bridge Entrance When you enter rivendel, you have to walk on a bridge. This bridge -and other buildings- has some innotvation among RO maps actually, that you can walk on areas with a roof up to you. How this was possible? by making a bridge with open windows as that one... so, by a camera with the correct values on the clients, it is quite easily to walk on this bridge. High alltitude woods comes from the lower part, mountains, and finally some leaves that I placed manually to make the feeling like they are hugging the bridge from the outside areas. I think this is the area I like most. Lower platform, detailed elf monument on center area Here you can have a detailed look to the center area. We have a statue of an elf druid hero that looks really cool. Some elf style gates on the sides that I did by taking some models part here and there. The houses has some statues that I placed manually on each window... we have the elf art on that small plaza too, but in a lower scale form. To make a variation. Elf buildings on the sides, open hangout areas Each of those houses are really big. They have 2 open areas on the sides, with an elvish style. Walkable Elf dome area. You might remember this elvish dome, it appears on my initial image of this topic. That elf building is made from a lot of models... it was very tricky, since I had to use the same model and rotate it on exact rotations to make it look as it. There are some trees that covers the upper part to make it look beautiful. Perfect place for couples! Big View from Balcon 1 If you remember my previous -top and flat views Images I posted- there are 2 big houses with 2 floors on each. Well, I thought that it would be awesome to add something as a balcon, with a high alltitude on each. So, when the users walk on there they can sit around and have a panoramic view of all the town. This is the panoramic view of the balcon of the first house (the one on the right) Big View from Balcon 2 Same case as the previous one, but this one correspond to the one on the left. This panoramic view is for a lake that is on the left side of rivendel. Middle Passage This area connects the 2 houses, the lower base area, and the upper core area. It has some like a mini-plaza style with an elvish statue again, on the center. Some stairs on the back Core Area Well, this area is what I call the -core- area. It is a big open area with an elvish design on the center. It has some terrain edits on the walls on the sides, with some small models to increase the decoration. A welcome gate where you access with 2 female elf warrios that holds an eagle gives a welcome to those that may enter this sacred place! Top Area, Temple This is like the crown of all this place. The top area, the area with the highest alltitude on all the map... it is so glorious!. Again 2 elf warriors statues gives the welcome of this place. Some stairs that I did manually with terrain *I was in a need for this*. An elf statue on the center.... and the most important! if you take a look on the backside, we have a huge mountain views, that are REALLY FAR away. This was to increase the feeling that we are on a high alltitude and distant place. Top Area, Temple Ok... so this was my main purpose by making those big mountains on the backside. As I said before, to have Beautiful panoramic views was a priority on this one. Here is an example of those views on the walkable aside areas that, you can walk into the top temple. Yeah, maybe this will be the first custom map where you walk inside a closed building structure. Night Screens As I said before, I tried to add a plus on this map. I must say, I'm not that good with doing scripts, but I did some test and with a lot of help around this board... The idea was to replace the sakura and fallen leaves effects with some lamps and bubble lights effects when the Night is present on the map. Those effect lights were added on those custom lamps made with nature branches that you see around the map *did someone said teldrassil *. But they turn on only with night present! I hope you will like this extra I was thinking for this map. Detailed Night View on Core Area When night is present, rivendel spirit spheres of lights awakes all around the area! also some lamps activates on all those wood lamps that grows naturally. Details of the Lamps As I said before, this lamps grows naturally and randomly on a lot of areas of the map. here we have one that just grow up between some benchs. Also, you can walk under some of those lamps and see how the effect looks on your character. Lower Plaza With lights Same lower plaza but with night present. Lamps turns on again here, as also on all areas around the map. It took me a while to add all those effects with scripts *as also adjusting gat height to have the correct height on each invisible npc* but there is. I like this a lot! Panoramic View at night Last SS! just a panoramic view with all the map at nightmode. I must say, that I'm still fixing some small detailes on this simple script *that for me it was not that simple anymore for the fact, that the effect is not -loopeable- and that is a problem to me at the time I want to call this script and with other players present. But luckily my customer knows some good scripter that might fix this to make it full compatible when -other players- visit the map also. I'm sure this one was a very progress for me, not all my requests becomes as this one.... As I said, I had a lot of freedom to try new things and try what I though it would look great. My customer by his own initiative, paid almost the double of the price when he saw how the map was becoming at the end. He is a truly a happy map owner now! To all! Thanks for watching this map and ... thanks in advance for your comment! I appreciate every rating, like, comment or suggestion. Thank you and see you all very soon.1 point
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Did a quick round up for this one, I hope this helps. healing_item_use_interval.diff1 point
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prontera,151,179,5 script John 54,{ end; OnInit: initnpctimer; end; OnTimer120000: if(rand(1,2) == 1) { npctalk "Hi, how are you Mary?"; sleep2 3000; donpcevent "Mary::Onask1"; sleep2 5000; npctalk "Not so good, have you heard about what happened to Gabriel?"; sleep2 3000; donpcevent "Mary::Onask2"; stopnpctimer; initnpctimer; end; } else { donpcevent "Mary::Onask3"; sleep2 5000; npctalk "Me neither, but he sounded serious when he told us to. Should be something important."; sleep2 5000; donpcevent "Mary::Onask4"; stopnpctimer; initnpctimer; end; } } prontera,155,179,4 script Mary 53,{ end; Onask1: npctalk "I am doing splendid. How about you?"; end; Onask2: npctalk "Yes, I heard from Grandma Jenkins. I am sorry for your loss."; end; Onask3: npctalk "I don't know why he asked us to wait here."; end; Onask4: npctalk "I guess so. But I still don't like to be kept waiting."; end; }1 point
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Actually, GIT is very well proven, what do you think changes to the Linux kernel are tracked with? The linux kernel dwarfs *Athena both in size (millions of lines of code) and number of developers. Mercurial is also well proven, and has far better cross-platform support than GIT with all its benefits. As for the argument against people updating their servers, it's about as simple as installing the software and checking out the new repo, essentially zero difference. Sure, people who made custom modifications would have a harder time changing, but no more than if they had switched from eA to rA (most people making custom modifications are probably advanced enough to make the migration anyhow). Under windows the tools are similar enough to SVN that migration would be pretty easy for most people (TortoiseHG actually has a far better interface than TortoiseSVN). For a small project, such as *Athena, I can fully attest that using a distributed system does indeed improve workflow immensely. I'm a senior full-time student at DigiPen, and we not only do a ton of individual projects for our CS degree program, we also have 4 individual years of small to large team collaborative game projects (my last team in Fall was 12 people). When it all comes down to it, HG/GIT beat SVN hands down for every case I've used it for. First and foremost, a distributed source control system doesn't have a single point of failure like SVN does. Switching to a mirror if another goes down is a pain in the ass in SVN, where in GIT/HG you just add another remote server entry and go. We actually had a situation like that last semester when the school repository server died for us near the end of the semester, we seamlessly migrated to bitbucket within a few minutes. Then just synced it back to the schools servers when they were back online. But during my first year something similar happened while we were using SVN and it caused the entire game team to be dead in the water. Now I will admit that there are some issues with distributed systems like GIT/HG. But these are issues that *Athena will never run into. Generally you run into problems when you need to often update large files. No I'm not talking a large code file (trivial because they can be compressed very well), but things like game art, audio, and video assets (which a server has none of). Now when it comes down to doing something like, say, a complete refactor of how an entire system works, this is where GIT and HG really shine. You can easily create a local branch and work on the changes, while keeping it merged and up-to-date with upstream changes. Then when you're done, you can easily merge those changes back into the main branch and close your branch. At no point outside pulling upstream changes are you required to communicate with the server itself, hell not even then (you can sync from -any- copy of the repository). The choice to commit the actual branch upstream is totally up to you. Also, comparing the size of the GIT vs. SVN repository isn't really fair. You need to actually understand how each technology works, but overall GIT/HG would end up being larger repos in the long run. Sure, initially it may be smaller, but keep in mind that since it's a distributed source control, even though the data is compressed, it's all there. You can roll all the way back to the very first commit in GIT if you want to without ever contacting the server (which is why it has problems with art assets and such). Essentially, it retains -everything- while SVN only checks out the latest copies of the files locally. For the arguments about using both, I'd highly suggest against doing that. The majority of your users are just going to be doing a clone checkout and running with it, with occasional updates. Hell, most of them probably don't even want to do that, they'd rather download and unpack a zip file. Very few people will likely be making pushes to change the code itself. Using two version control systems just means that you get to manually apply patch files between the systems, which is why doing both is a nightmare (as other devs pointed out). Though as a counter argument, setting up TortoiseGIT is far harder for most people than TortoiseSVN and TortoiseHG. You can't just install it and go, you have to install both TortoiseGIT *AND* MSysGit to use it (which can have many problems of its own). The ease of use is why I'd suggest Mercurial over GIT. It's essentially the exact same thing, just with better tools and simple setup.1 point