Leaderboard
Popular Content
Showing content with the highest reputation on 08/04/12 in all areas
-
Hi all, In my opinion, the current FluxCP default theme is just .... bleh. So, I've decided to create a theme that will be included in the main branch of my " Xantara's FluxCP for rAthena" project. I'm not sure if I should replace the current default theme with this or just add it in as a custom theme. Anyways, please let me know what you like and dislike about this design~ Please don't just say "8/10" without explaining. Click image to see it in full dimensions. Note: I'm planning to make the navigation be able to dropdown but I forgot to show it in the design. Home Page: Things to Note - Server status will be extended to include WoE status and player online peak information - A "remember me" feature for logins - Rotating banner/screenshots (with FancyBox popups?) - Automatic RSS news (first shows full message, links to second and third previous) - Breadcrumb - Server logo in top left and middle footer Viewing Accounts Page: Things to Note - Account Management (link several in-game accounts to one CP account) - Avatar (linked to an in-game account for quicker recognition of which account you are currently using to view) - Generic class pictures (to be also used in ranking pages and such) - Better pagination system (includes "jump to page" selector and "display amount per page" dropdown) - Tables are skinned - More graphical approach to message displays for errors, success, etc Navigation Setup Page: SOON TO COME! Yes, it will be an admin page. Should be do-able without too much work... xD; Other Pages: There are quite a few more features that I have planned but I don't want to reveal too much just yet =p ~ Xantara3 points
-
This is designed for the incompetent. The same information can be found in my nfo file. If you wish to keep a little pice of me with you. You can download it off of my public cloud. Spread me around like a cancer! Pour some sugar on me~ P.S. This will be updated, improved regularly. If I miss something please get in touch with me. Keep it up everyone, let's work together! ^_^V SVN rAthena GIT~ https://github.com/rathena/rathena SVN Downloader TortoiseSVN ~ http://tortoisesvn.net/downloads.html Codeplex ~ http://downloadsvn.codeplex.com/ SmartSVN ~ http://www.syntevo.c...n/download.html KRO Installer Miruku ~ http://miruku.rathena.org/ RateMyServer ~ http://ratemyserver....wnload_kROLinks RSU ~ http://nn.nachtwolke.com/dev/rsu/ Clients & Diff Patchers k3dT 2013 Clients - http://k3dt.eu/Ragexe/unpacked/ Weetools Clients ~ https://subversion.a...etools/clients/ Supportmii Clients ~ http://supportmii.com/ro1/Clients/ Earthlingz CleintSide ~ http://www.assembla....bversion/nodes/ ShinsDiffPatcher ~ https://subversion.a...insDiffPatcher/ rAthena's Online Diff Patcher ~ http://rathena.org/t...iff_patcher.php LUA/LUB & Data LUA/Data ~ http://svn6.assembla...svn/ClientSide/ LUB ~ http://code.google.c.../downloads/list Packet_dbs & Packet_lengths Packets ~ http://svn6.assembla...ntSide/Packets/ actRO, Browedit, GRF, Sprite, Client Tools Ratemyserver Tools ~ http://ratemyserver....e=download_tool Supportmii Tools ~ http://supportmii.com/ro1/tools/ Browedit ~ http://browedit.exca...com/?a=download Shins Programs WeeMapCache ~ https://subversion.a...nk/WeeMapCache/ WeeThumbnail ~ https://subversion.a...k/WeeThumbnail/ rAthena's Tools rA's Login Background Screen Generator ~ http://rathena.org/t...gin_background/ Game Server Patchers Thor ~ http://thor.aeomin.net/ Triad ~ http://www.nitroconc...d/index_eng.php Control Panels FluxCP ~ https://github.com/c.../fluxcp-renewal CeresCP ~ http://sourceforge.n.../cerescp/files/ Guides & Info Judas Bible ~ http://supportmii.co.../JudasBible.pdf rAthena Wiki ~ http://rathena.org/wiki/ Misc Helpful Links eAthena Board ~ http://eathena.ws/forum/ RMS Sprite Bible ~ http://ratemyserver....riot_bible_main Web Host Talk ~ http://www.webhostingtalk.com/ Codes / Scripts Paste Sites kPaste ~ http://rathena.kpaste.net/ uPaste ~ http://upaste.me Pastebin ~ http://pastebin.com/ Security / Client Protection Harmony ~ https://harmonize.it/ Setup.exe BlueGhost Setup.exe ~ http://rathena.org/b...up/#entry144124 OpenSetup ~ http://www.mediafire...abj2jau2wxbvoiu1 point
-
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
-
Active Members: Doss, Ricky92, Olrox, Ai4rei, curiosity, Lemongrass Supporters And Special Thanks to: Shinryo, Yommy, Greenbox Briefing & Concept Greetings Let me introduce myself. I'm Doss, from Thailand. Olrox is my friend and he accepted gladly to join. He accepted to keep this thread updated In case you wonder why he is edit this thread. For a long time I have been involved into RO -graphic related- stuff. Some people might remember my works with 3D editions, Sprites, Maps, etc. Today I'm glad to announce an open project, were all the people with the skills in RO client stuff (hex, packets etc)/ 3D designers/ Enthusiast / Supporters/Scripters are welcome to join. Back to the project itself: For years since eAthena emulator exists, we have been witnesesses of great progress in this emulator.... scripts, source, maps, sprites, etc. All this progress have been possible this far with the enormous contribution of a lot of people. Now, we are happy to try a new feature that for years, it has not t been possible to add it in the RO private history. I'm talking about the possibility to Add Custom 3D Monsters in Ragnarok. All we know what the emperium is. You might know that that kind of model, is an animated 3D one.... with the possibility to walk, attack, die, or whatever you wish. Other examples of this kind of monsters are: War of Emperyum Guardians, War of Emperyum Flags, etc. As those monsters, our intention with this project is to do the same, but, with outsides resources available in this format, that can be implemented to being used in RO. With this being said as a briefing;. We proceed to explain this project. Terminology Common words that you will encounter with on this thread. Granny2.dll: Granny external library, allways included in every instalation pack of Ragnarok Online. Ragnarok Version: 2.1.0.5 Granny SDK: Granny development tool kit. Only for those who pays the granny license that is around $10,000.- and for serious Official licensed Games. Granny Viewer: Free software that allows you to view a full gr2 model, with his animations/bones/skins/textures. .gr2: Granny extension for gr2 models. About the Project Basically the idea of the project is, making possible to use Granny animated Models, from recent versions, to being imported into the particular old Ragnarok version one that is: 2.1.0.5 Our main problem since almost a year, is the fact that RO can only work with exactly that version, and obtaining a Granny SDK from that date, is an impossible thing. Since the file is from the far 2000~2003 year. Even, if you have 10,000k dollars to buy it, you will get only the lastest versions (this year) and, getting the lastest version is truly impossible. Luckily we could find that RIcky92 did a tool to import granny newer versions to older ones. We asked him to join our project and he accepted gladly to develop the same tool, but now adapted to RO granny 2.1.0.5 version. Right now, our state is very early, and we are contacting people to join this project.... but the most important thing is, we we are waiting for the feedback of the community. Since this tool will be released for free, then, we really need to see if the community is interested for such a tool like this one. All the people that is interested, or, thinks that this is going to be a good hit, please, post it. A single post encourages all of us, to work on this. Screenshots/Videos and Examples Old video! Wait for the updated one that shows now animation added to custom mobs ids in LUAs Changelog 2013/January: Curiosity sucessfully releases a 2012-04-10a client able to read full animations of custom GR2 mobs. 2013/January: Ai4rei joins and explains how the granny structure works inside the client. He also points a restriction of the actual RO clients that are not showing animation for WoE Flags. 2013/January: Yommy shares a very useful ragnarok debug client resources to the team. 2013/January: Lemongrass joins the team. 2013/January: After some tests, the team realized that it is truly necessary to include people with the skills to dissamble the client functions. Curiosity Joins and adds a hex change which fixes the animation indexes for custom mobs IDs besides the standing animation. This files of custom 3D mobs are released. 2013/January: Olrox continues his tests and now adds a video about animation with bones present. Our issue: It is only possible by replacing a existing gr2 ID in the client. 2013/January: Olrox begins looking at how animation is handled in the gr2 files of Ragnarok Online. After some tests the first video with the default animation present is released. 2013/January: Olrox finds some issues with multi mesh support, which Ricky92 finds a great solution for it. 2013/January: Doss asks Olrox his full atention to the further graphic tests of the project. Due to real life and university, he might be a little away from the project from now. 2013/January: Doss shows a static animated mob imported from RO 2 GoW 3D mob, thanks to the Granny Converter of Ricky92 2013/January: Doss test the tool. Some errors and issues are pointed to Ricky92 who releases a second Beta of his amazing tool. 2013/January: Project gets back. Ricky92 finally releases the Granny Converter tool as a beta state. 2012/November: After a lot of inquiries from the community, Olrox explains that the project is still alive, and Ricky92 is very busy in real life terms. Project is on hold. 2012/October: Ricky92 continues with the tool which is now in a final state. Donation info for ricky92 is added, as an appreciation to his time to this community. 2012/September: Doss adds handy info about how gr2 mobs are recalled by the client. And add a example of it. 2012/September: Greenbox adds useful info about Granny 2.1.05 functions regarding Animation Indexes 2012/September: Ricky92 begins to test animation support for his converter. 2012/September: Ricky92 fix this issue with his converter and now adds support for bink 0 compression. A fox is released for testing and works pretty well. 2012/September: Ricky92 releases a testing pyramid .gr2 no animated mob converted mob thanks for his tool. After some tests, Ricky92 realized that Granny 2.1.0.5 doesn't support bink 1 compression in textures. 2012/August: Ricky92 shows the first known screen of a custom 3D animated resource imported sucesfully from Granny 2.4 to granny 2.1.0.5 2012/August: Doss notices that someone developed a converter for further Granny Versions (for another game, that is not RO) Olrox contacts Ricky92, a well known contributor in the metin2 Game Community, developer of the Granny Converter for that version. He accepted and joined our team gladly. 2012/August: Project is finally released to the public. Shinro helped with some commits and ideas about the Granny 3D version limit. Yommy joins and accepted gladly to do some tests about bypassing the Granny verification. 2012/June: The idea of this project takes Olrox's atention and he accepted to join. Also he suggested to launch this project openly. 2011/August: Doss (Also known as Charamel, Lemara) does his first tests and begin to ask for support in eAthena Attached Files and Useful Links Granny.rar 3dmobtest.grf1 point
-
File Name: FluxCP Addon: Vote For Points File Submitter: JayPee File Submitted: 23 Mar 2012 File Updated: 26 Mar 2012 File Category: Web Resources This is my vote for points addon for FluxCP that I code from scratch. Features: Added Anti-Proxy using PHP $_SERVER['HTTP_X_FORWARDED_FOR'] - I hope it work NPC Script is included see npc script folder You can turn off the IP blocking feature which will result to account base blocking system. Allowed image to be uploaded to the database is .gif | .jpeg | .jpg | .png Some Guides: To disable the ip blocking feature just set the 'IP_BLOCKING' to FALSE at config/addon.php To edit the max file size upload just edit 'MAX_FILE_SIZE' to whatever file size you want at config/addon.php Note: If the IP Blocking System is turn on, the blocking system is IP Address Based and Account Based. While if the IP Blocking System is turn off the blocking system is Account Based only. ( IF YOU FOUND BUGS OR SECURITY EXPLOITS PLEASE REPORT IT TO ME IMMEDIATELY) Click here to download this file1 point
-
View File 34 Kamishi's Clothes Dyes (Updated 2018!!) Support All classes including new Mounts, Oboro, Kagerou and costumes! Yay!. =3 The palettes are ranged from 0 to 35. For this pack to look the best you must use my corrected classes sprites ! These palettes are from my big 700 palette pack ! If you want more clothes dyes, you may consider asking for one of my Paletting services (More than 700 Palettes, Races and Colors! :3). Thank you very much! Submitter KamiShi Submitted 06/24/2012 Category Palettes Content Author Kami-shi1 point
-
Toasty's WoE Controller So...once upon a time when I did have a server to run and one of the few questions that would always come up was..."What time was WoE and what region was it?" (WoE on this server was broken up into regions). Usually I didn't know the answer and so I had to go through the awful task of trying to find it in the forums and eventually I just directed everyone to it. And then there's the issue with people not understanding timezones or knowing how to substract. Soo...one day i got off my lazy ass and wrote this little thingymabob that would tell people exactly how long left it is till WoE, where it was and other random tiddy-bits of info. Worked pretty well. Anyways...just recently I was pretty bored and decided to clean it up abit and thought...well...since it's already keeping time..why not just let it do all the agit_controller stuff too. So I added that and presto!....this came out." Features: WoE 2.0 ready Novice WoE ready Real-time updated time display of how much longer till WoE starts/ends WoE configurable on a Castle level basis Useful castle owner listing feature Even more useful region map warper feature Some random skip/start/end WoE functions for GMs Auto-Restart WoE after server crash Now with a mildly easy to use online generator script. Though tested on trunk, will very much likely work on stable (provided you tick the correct box while generating the script) Description: Basically what you get is a little banner NPC with a chatroom on it who's title updates with the amount of time left till WoE starts or ends. (Little idea stolen from one of annie's scripts =P...some mvp arena i think) Clicking on the NPC (the npc not the chatroom) opens up a menu with a couple useful options which are self-explanatory. Note: Castle Owner listing is only for castles of the current/upcoming WoE session. Too much spam to print all Scripts: ver 1.22 - 26-05-2011 (r14829 trunk) (Mirror) (Mirror) ver 1.21 - 21-12-2010 (r14413 trunk) ver 1.20 - 18-10-2010 (r14413 trunk) ver 1.11 - 25-01-2009 (r13435 trunk) ver 1.10 - 03-01-2009 (r13405 trunk) ver 1.02 - 09-10-2008 (r13271 trunk) ver 1.01 - 21-09-2008 (r13091 trunk) ver 1.00 - 10-09-2008 (r13091 trunk) Backup ver1.22 Installation: Generate the script by inputting the times you require and any options you may want in the generator form Install the script as you would for any NPC. Depending if you want to use this to replace agit_controller.txt or not you can replace the contains of ./npc/guild/agit_controller.txt with this script. IF you use this script to manage your WoE timings (which you prob would..). Remove any existing WoE timing management scripts. By default... ./npc/guild/agit_controller.txt -if you didn't replace it with this script ./npc/guild2/agit_start_se.txt -for woe2 controller If you want to use any of the Novice castles make sure you enable them in ./npc/scripts_athena.conf npc: npc/events/nguild/nguild_dunsw.txt npc: npc/events/nguild/nguild_treas.txt npc: npc/events/nguild/nguild_guardians.txt npc: npc/events/nguild/nguild_warper.txt npc: npc/events/nguild/nguild_ev_agit.txt npc: npc/events/nguild/nguild_flags.txt npc: npc/events/nguild/nguild_managers.txt npc: npc/events/nguild/nguild_kafras.txt Restart/Startup server...enjoy =D Limitations: Since WoE can be run in pretty much any format, it's kinda impossible for this script to accommodate for all types of WoE. Anyways...here are the limitations of this script. WoE sessions have to start and end on the same day (usually the case but good to state) Only one WoE session is available at a time. In order to start another one, you must end the current one. The generator will complain if you try to overlap sessions. Standard array/variable limits. 128 for number of WoE sessions and separate regions. 31 different castles per region(Not that anyone is gonna use all that...unless they're planning like an all world WoE extravaganza). Time is actually updated using an infinite loop. Depending on the refresh rate setting timing can be off sync with the time WoE actually starts/end (default 500ms/half a second. This isn't a problem if you are using the built in controller) Due to the way in which the original WoE scripts were coded and how I implemented the castle based controller (calls OnAgitEnd/2 events) castles MAY remain open if they do not have an owner. Notes: Yup...idea for timer based waitingroom was stolen from annie's Mvp Ladder script This script is semi-protected against @reloadscript/@loadnpc commands. Though not recommended that you load the script using this manner, if you must after loading the scripts, to restart the script click each NPC (one NPC only needs to start to initialise the floating main script that controls the WoE timing, but each banner NPC needs to be clicked to start the waitingroom) When doing the timings, it is VERY IMPORTANT that you have the times in order from sunday to saturday and starting time. If you don't do this it'll skip over them till the next week. WoE happens in the order that the timings are specified. Sometimes it may be desirable to have them out of order so it can do one region this week and another one a different week...But this is only a side-effect to the timing design and weird things might happen..so do it at your own risk. (This is no longer a problem in ver 1.10 provided you didn't mess with the config after generating the script) You can change the rate at which the banner is updated by modifying the ".banner_refresh_rate" value in the CONFIG section. The banner will update every '.banner_refresh_rate' seconds. This script is rather dynamic and so adding additional castles just involves modifying and adding arrays. Adding castles to existing regions should be self-explanatory. But setting up a new region...maybe not.. Steps to setup a new region are as follows: Make up a prefix for the region you are adding (in this example I am using "test" Put all the maps for the castles in an array named ".castles_***" (eg. .castles_test$) Put all the put all the woe ending function addresses into an array named "woe_kill_***" (eg. .woe_kill_test$) Go to the constants section in the script (search for CONSTANTS START) Add the castles and portals in the corresponding sections Add the prefix to the end of the array .regions$, the name of the region in .region_names$ and the map that contains all the castle entrances in the array .region_maps$ Tah da!! you have now added a new region. Feel free to test the hell out of this and report bugs/suggestions/criticism. This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License1 point
-
Heya all, I have been questioned many times how to fix the problem antivirus falsely reporting thor patcher as virus (those bas%$#^). So I figured the easiest solution would be separate configuration data instead embed into the patcher. I know it's not the way thor patcher use to be, but I think it's not bad idea after all. To continue provide conflict-free among servers, the config file will have the same filename except the extension as the patcher. This is just a mere separation of data stream, so all your fancy button images what not will also be in this new config file. So cast your vote. If you choose "other" though, please reply your thought.1 point
-
are you referring to this hardcoded check inside the ragexe limiting the use of granny dll YomNom <31 point
-
1 point
-
Lemara is my friend, and he wants help with this (if possible). He is from thailand, and he is not used to english, so, you can allways contact me or him, and I will try to explain to him. What Lemara is doing, is, the possibility to add granny .gr2 3D models with animations, as monsters. You might remember some of those RO monsters... as, WoE Castles Emperium Guards The problem he had since almost a year ago, is, that the granny2.dll version of Ragnarok is an old one. I can't remember of what year, but it is impossible to have it, even if you purchase granny for a licence of thousands of $$$ green ones . What he is refering with this link --- http://www.elitepvpe...er-80xxx10.html is that there are people capable to bypass the granny2.dll. What he is trying now is Hex editing the granny2.dll in Ragnarok Version to bypass the check and being possible to use a further version as, the current days ones. He posted examples of his testings in images. Those 2 images are about hex editing the granny2.dll original and after the hex edit. But, seems that the client has some kind of another verification and we are stucked in that step. Any kind of help will be really appreciated. This is a project that will be for the community, and Lemara is just asking help from the community to make it possible. I know we have people really good in client reingenering, and the possibility to add custom Ragnarok 3D Monsters would be incredible. Just imagine the possibilities. Please any questions about, ask here, and me or Lemara will reply you back as possible. Thanks1 point
-
you can use this. msgstringtable.txt if i am not mistaken should be line #2053 Drop an item lock#1 point
-
open your msgstringtable.txt For Usable/Item its in line 1466 For Equipment its in line 2051 For Etc its in line 1472 For Personal/Private its in line 20521 point
-
[sKID.KO_YAMIKUMO] = { "Darkness", "Max Level:^777777 1 ^000000", "Effect : ^777777 Hide one's presence. Similar to Thief hide skill.", "Using this skill again and when SP becomes 0.", "Continuously drains a certain amount of SP while this state is active.^000000", }, [sKID.KO_YAMIKUMO] = { "Dark Cloud", "Max Level:^777777 1 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Hiding Status", "Continued use of Hiding until SP runs out. ^000000", }, [sKID.KO_RIGHT] = { "Right-Hand Mastery", "Max Level:^777777 5 ^000000", "Type:^000099 Passive ^000000", "Effect:^777777 Recovers ATK penalty while dual wielding.", "Level 4-5 increases the damage done while dual wielding. ^000000", }, [sKID.KO_LEFT] = { "Left-Hand Mastery", "Max Level:^777777 5 ^000000", "Type:^000099 Passive ^000000", "Effect:^777777 Recovers ATK penalty while dual wielding.", "Increases ATK power in the Left hand while dual wielding. ^000000", }, [sKID.KO_JYUMONJIKIRI] = { "Cross Slasher", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Deals damage to a target in range.", "This skill will leave a debuff on the target which increases the damage taken from subsequent Cross Shlasher. Can only be used while equipped with Two-handed weapon or One-handed weapons. ^000000", }, [sKID.KO_SETSUDAN] = { "Sever", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 State of Soul to attack opponent.", "When in Soul State, additional damage is added. Damage increases depending on Soul State level ^000000", }, [sKID.KO_BAKURETSU] = { "Exploding Kunai", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Throws explosive kunai at a target location, dealing damage to all targets in range.", "Consumes 1 Explosive Kunai. ^000000", }, [sKID.KO_HAPPOKUNAI] = { "Eight-Step Kunai", "Max Level:^777777 1 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Splash Attack Kunai Throw.", "Consumes up to 8 kunai.", }, [sKID.KO_HUUMARANKA] = { "Launch Humma Shuriken", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Powered-up version[Throw Humma Shuriken] skill. Launches Humma Shuriken at a target location, dealing damage to all targets in range.", "A Humma Shuriken exclusive skill. ^000000", }, [sKID.KO_MAKIBISHI] = { "Makibishi", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Throws caltrops on the ground around the Caster.", "Targets that walk on the caltrops will take minor damage and be immobilized or stunned. ^000000", }, [sKID.KO_MUCHANAGE] = { "Reckless Throw", "Max Level:^777777 10 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Consumes zeny to deal damage, ignoring target's defense.", "Damage against boss type monsters are decreased by half. ^000000", }, [sKID.KO_MEIKYOUSISUI] = { "Clear Meditation", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Meditates for 10 seconds, regenerating HP and SP.", " Caster cannot move during the skill duration and deflects damage taken by a certain chance. ^000000", }, [sKID.KO_ZANZOU] = { "Illusion: After Image", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Creates an image of self with certain amount of HP.", "Image disappears at the end of skill duration or if its HP reaches 0. ^000000", }, [sKID.KO_KYOUGAKU] = { "Illusion: Shock", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Reduces target's Stat and forcibly changes its appearance to resemble a monster.", "Target cannot switch or de-equip equipments during skill duration. Target's INT affects the success rate and skill duration. Does not affect monsters. ^000000", }, [sKID.KO_JYUSATSU] = { "Illusion: Killing Curse", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Reduces target's HP and inflicts Curse status effect on it.", "If the target is equal or lower in level than the Caster, target will be inflicted with Coma status at a certain chance. Target's INT affects the success rate and skill duration. Does not affect monsters. ^000000", }, [sKID.KO_GENWAKU] = { "Illusion: Attraction", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Switches position with a target.", "Both the Caster and taget have a chance of being inflicted with Stun status effect. Target's INT affects the success rate. ^000000", }, [sKID.KO_IZAYOI] = { "16th Night", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Removes Ninja skills' variable cast time and reduces fixed cast time in half.", "Increases Caster's MATK. ^000000", }, [sKID.KO_KAHU_ENTEN] = { "Fire Seal: Scorching Fire", "Max Level:^777777 1 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Summons a Fire aura using Fire talisman..", "Number of Fire aura summoned affects the damage done by Fire elements ninja skills and increases resistance against Fire elemental attacks. Summoning 10 aura will endow the Caster's weapon with Fire element. Consumes 1 Fire Talisman. Increases party members' ATK if they are equipped with fire element weapon(s). ^000000", }, [sKID.KO_HYOUHU_HUBUKI] = { "Water Seal: Snowstorm", "Max Level:^777777 1 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Summons a Water aura using Water talisman..", "Number of Water aura summoned affects the damage done by Water elements ninja skills and increases resistance against Water elemental attacks. Summoning 10 aura will endow the Caster's weapon with Water element. Consumes 1 Water Talisman. Increases party members' ATK if they are equipped with water element weapon(s). ^000000", }, [sKID.KO_KAZEHU_SEIRAN] = { "Wind Seal: Turbulent Air", "Max Level:^777777 1 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Summons a Wind aura using Wind talisman..", "Number of Wind aura summoned affects the damage done by Wind elements ninja skills and increases resistance against Wind elemental attacks. Summoning 10 aura will endow the Caster's weapon with Wind element. Consumes 1 Wind Talisman. Increases party members' ATK if they are equipped with wind element weapon(s). ^000000", }, [sKID.KO_DOHU_KOUKAI] = { "Earth Seal: Steel", "Max Level:^777777 1 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Summons a Earth aura using Earth talisman..", "Number of Earth aura summoned affects the damage done by Earth elements ninja skills and increases resistance against Earth elemental attacks. Summoning 10 aura will endow the Caster's weapon with Earth element. Consumes 1 Earth Talisman. Increases party members' ATK if they are equipped with earth element weapon(s). ^000000", }, [sKID.KO_KAIHOU] = { "Release Seal", "Max Level:^777777 1 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Releases all summoned auras on a target, dealing damage.", "Damage element depends on the element of summoned auras and the number of auras affects the damage done. ^000000", }, [sKID.KO_ZENKAI] = { "Expand Seal", "Max Level:^777777 1 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Releases all summoned aura on 5x5 cell target ground, creating an energy field.", "Energy field duration is determined by the number of summoned auras. ^000000", }, [sKID.KG_KAGEHUMI] = { "Shadow Step", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Immobilizes all targets in range taht are currently under the effect of certain skills.", "Reveals hidden enemies. ^000000", }, [sKID.KG_KYOMU] = { "Shadow Void", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Removes a target's physical and magical reflect capabilities for the skill duration.", "Target's skill cast has a chance of failing during the skill duration. ^000000", }, [sKID.KG_KAGEMUSYA] = { "Shadow Warrior", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Can be used on self or another target to allow the use of [Double Attack] skill.", "During skill duration, target will lose 1 SP per second. Changing or de-equipping weapon(s) will cause the skill to end. ^000000", }, [sKID.OB_ZANGETSU] = { "Distorted Crescent Moon", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Can be used on self or another target to randomly increase or decrease ATK or MATK.", "On enemy use is reduced. ^000000", }, [sKID.OB_AKAITSUKI] = { "Ominous Crimson Moonlight", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 When cast on a target, reverses HP recovery skills to deal damage on the target instead of healing it.", "Damage done by HP recovery skills on the target will be 50% of the HP recovery value. Can only be used on monsters in non PVP/WoE maps. Cannot be used on Boss monsters. ^000000", }, [sKID.OB_OBOROGENSOU] = { "Misty Illusion", "Max Level:^777777 5 ^000000", "Type:^000099 Active ^000000", "Effect:^777777 Randomly change the target of HP and SP.", "Splash attack magical damage. Cannot be used on monsters. ^000000", }, Here.. try it1 point
-
@Yuki You're welcome. Knowing how this works, you can manipulate the code to display it like this I used RMS forum as a source by the way, and unfortunately Newest members are not publicly view-able. (they are using SMF)1 point
-
Só lembrando que para clients 2012+ deve adicionar também no itemInfo.lua se não fica como unknow item. System/itemInfo.lua Procure: [25008] = { unidentifiedDisplayName = "Beast Powder Box", unidentifiedResourceName = "²öÀû²öÀûÇѵ¶box", unidentifiedDescriptionName = { "Beast_Powder_Box", }, identifiedDisplayName = "Beast Powder Box", identifiedResourceName = "²öÀû²öÀûÇѵ¶box", identifiedDescriptionName = { "Beast_Powder_Box", }, slotCount = 0, ClassNum = 0 }, Basta adicionar abaixo o custom item seguindo o modelo: [iDDOITEM] = { unidentifiedDisplayName = "NOMEDOITEMNOCLIENT", unidentifiedResourceName = "NOMEDASPRITE", unidentifiedDescriptionName = { "NOMEDASPRITE", }, identifiedDisplayName = "NOMEDOITEMNOCLIENT", identifiedResourceName = "NOMEDASPRITE", identifiedDescriptionName = { "NOMEDASPRITE", }, slotCount = QUANTIDADEDESLOTS, ClassNum = 0 }, Em breve vou fazer uns tutoriais para a galera Br do RAthena, mesmo sendo poucos.. deixa só eu folgar mais um pouco.1 point
-
1 point
-
Why don't you just download them? O_O (Yes you can download them from there) Anyway here's a mirror for it: http://www.mediafire.com/download.php?jnwl2bqjoo2k2g31 point
-
https://rathena.svn....tle/homunc.conf // Does autoloot work, when a monster is killed by homunculus only? homunculus_autoloot: yes https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/conf/battle/player.conf // Idle characters can receive autoloot? // Set to the time in seconds where an idle character will stop receiving // items from Autoloot (0: disabled). idle_no_autoloot: 01 point
-
@EvilPuncker: lol, it's 4211/4212. :3 (or check post above for roclass/eaclass)1 point
-
Well, I've been there aswel. Here's what I've learnt. http://www.eathena.ws/board/index.php?s=&showtopic=279556&view=findpost&p=1531554 Referring to the second post on that topic.1 point
-
There's one right here...but it's not entirely integrated within the forum http://irc.rathena.net/chat.php1 point