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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 >1 point
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Ghost's PvP System An automated multi-announcer + ladder pvp script with configurable features. Feeder detection with stat rollback configuration Switchable announcers (Dota and all HoN announcers) Configurable map setting, pvp ladder, reward setting, penalty setting, broadcast message and color, Payback and Nemesis Kill Death Ratio calculation (Kill/Death, popular in most first person shooting game) Russian Roulette A GM activated russian roulette mini-game script. [ Edit: Skorm ] Because this is such a popular script I updated it and fixed a few things in the process. Link to v1.4 https://pastebin.com/pX5nFgdp1 point
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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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Ragnarok Renders What is a render? A render is basically an image where an object in the image has a transparent background. Think of transparency as something invisible. In this case the object(s) are monsters, characters, items, etc. How do I make a render? Well there are several ways, my easy solution is just to use the magic eraser tool in Photoshop CS5. You use that and click the background, the more solid the outline of the object the easier it is to render. Some objects you may have to trace the lines so that way the eraser doesn't erase a part of the image its not supposed to. This takes much trial and error, and don't worry, as long as you don't mess up on the tracing, you can't tell its been traced. What does the packages contain? A: NPC cutins, official wallpapers, and fankit images. There are also login screens that have been put together, as well as loading screens. It will also have all the original images for people who want to help out or just to see what the render came from; however, wallpapers are not included because it makes the package too large. What format are the images in? The images are saved in .PNG format. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------Downloads http://mysterious-project.googlecode.com/svn/trunk/Renders/Renders.zip Renders Package (Renders [10-2-2010]) http://mysterious-project.googlecode.com/svn/trunk/Renders/Renders.zip Updated: Added blank card templates, as well as blank flags. Card Images http://mysterious-project.googlecode.com/svn/trunk/Renders/Card Images.zip Comment: I don't know if this will be useful to anyone, but I figured why not. From the data.grf. NPC Cutins http://mysterious-project.googlecode.com/svn/trunk/Renders/NPC%20Cutins.zip Info: The NPC images without a transparent background. Also from the data.grf. jRO NPC Cutins (2012) http://mysterious-project.googlecode.com/svn/trunk/Renders/jRO%20Cutins.rar Info: Thanks to Bahamut for supplying them. I made them into Renders. Additional Renders (Thursday September 27th 2012) 1st-Humanish.zip 2nd-Humanish.zip Trans-Chibish.zip ThirdJob-Chibish.zip Info: Was gathered from here.1 point
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File Name: Alexandria Town from Final Fantasy IX File Submitter: Olrox File Submitted: 28 Sep 2012 File Category: Maps & Textures Video: Content Author: Olrox < -- For Video of this Map Click Me--> *** Note: Map usually has a price of $40.00, but here in rathena has a special price of $35.00 *** Hi. You might remember this map if you have played Final Fantasy IX before. "Alexandria Town" Is a map that recreates that town in Final Fantasy IX as how it shows here in this screen. Alexandria, is a beautiful town that works pretty well for new servers. It has a good work with lighs, high detailed decoration and... it is very unique due to the fact, that it is possible to walk on the roofs of the houses just as how it is in the FF game. For more reference about that last feature, please look at the video. Map includes also 3 indoor rooms, BGM, script portals, etc. I'm sure your server users will love Alexandria. It is certainly a beautiful and fun map. Map Includes: * BGM used in video * Alexandria Town * Inns (x3 total) * Minimap * Script with warp portals that leads to the inns * Instructions to install the map correctly Click here to download this file1 point
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Toasty's Warper by: ToastOfDoom So this is a project I've been working on and off for a while and only really just had it done to a release standard recently. The original reason I started this script was cause of Annie's Favorite Warper script. While pretty original in that I think it was the 1st one to implement a favorites menu in a warper, I absolutely detested how ugly that script looked. No offence to annie, but it looked like an absolute nightmare to configure (menu structure in one area, warp data in another, lots of duplicated data all over the place making it very easy to make a mistake). So I set out to write a warper that meets this one objective: Be able to portray the configuration of all map and menu structure data in a single glance. Features: Easy to configure layout Zeny cost configuration on menu/submenu/map levels Configurable dynamic access to menus and maps Remembers last warps Brain hurting complexity in other parts of the script (not guaranteed) Download: ver 1.32 - 21-04-2011 (r14682 trunk) ver 1.31 - 27-04-2011 (r14682 trunk) ver 1.30 - 26-04-2011 (r14682 trunk) ver 1.20 - 12-02-2011 (r14682 trunk) ver 1.10 - 13-01-2011 (r14413 trunk) ver 1.00 - 08-01-2011 (r14413 trunk) Mirrors: ver 1.32 - 21-04-2011 (r14682 trunk) How to configure: Look for the 'LoadData' label in the script (line 184). All menu and map data is stored in this one subroutine. Configuring the menus is as easy as moving lines around. Details for each function as follows. AddLastWarpNode(): Will add a menu item to access previously used warps. The maximum amount of stored last maps is 64, however by default it has been set to 10 (.numLastWarps) AddNode(<node_name>{, <modifier>, <modifier_value>{, <modifier>, ...}}): This will add a submenu to the current menu. The cost value for zeny is optional. The cost value will carry on to all nodes and maps within the submenu unless overwritten but another cost value either at a lower node or map. Setting cost to 0 will cancel any costs from being carried down. //Eg. This will make a menu called "Dungeons" with a menu called "Abbey, Cursed Monastery" within StartNode("Dungeons"); StartNode("Abbey, Cursed Monastery"); AddMap("Abbey, Cursed Monastery - Level 1", "abbey01", 51, 14); AddMap("Abbey, Cursed Monastery - Level 2", "abbey02", 150, 11); ... EndNode(); EndNode(); EndNode(): This will exit the current menu that was opened with AddNode() and go back to the parent menu of that menu. Consider it like brackets. All StartNode()s must end somewhere with an EndNode(). AddMap(<map_title>, <map_name>, <x>, <y>{, <modifier>, <modifier_value>{, <modifier>, ...}}): This will add a map to the current menu. //Eg. This will make a menu called "Towns" and place 5 maps within StartNode("Towns"); AddMap("Alberta", "alberta", 28, 234); AddMap("Aldebaran", "aldebaran", 140, 131); AddMap("Amatsu", "amatsu", 198, 84, 5000); AddMap("Ayothaya", "ayothaya", 150, 163); AddMap("Comodo", "comodo", 209, 143); EndNode(); Modifiers: With the 'AddNode' and 'AddMap' commands you are able to add modifiers to either give a set price or dynamically allow access to the specified menu or map (and some other things). All modifiers will cascade down all children nodes until overwritten by another modifier. You can apply multiple modifiers but only one of each (ie..can't use 2x "gm" modifiers, but you can use 1x "gm", 1x "woe") Descriptions of all avaiable modifiers and examples follow: "zeny" - This sets a zeny cost to either all maps within the set node or the set map depending on how it was used. //Eg. This will make all maps within the 'Dungeons' menu cost 1000z StartNode("Dungeons", "Zeny", 1000); StartNode("Abbey, Cursed Monastery"); AddMap("Abbey, Cursed Monastery - Level 1", "abbey01", 51, 14); AddMap("Abbey, Cursed Monastery - Level 2", "abbey02", 150, 11); ... EndNode(); EndNode(); "gm"- This limits access to the menu/map according to the player's gm level. If set to positive it will check if the player's gm level is above or equal. If set to negative, it will check if the player's gm level is below or equal to the absolute of the value //Eg. This will make all maps within the 'Fields' menu accessible to only GMs above or equal to level 20 StartNode("Fields", "gm", 20); StartNode("Amatsu Fields"); AddMap("Amatsu Field 1", "ama_fild01", 190, 197); EndNode(); StartNode("Ayothaya Fields"); AddMap("Ayothaya Field 1", "ayo_fild01", 173, 134); AddMap("Ayothaya Field 2", "ayo_fild02", 212, 150); ... EndNode(); EndNode(); //This will make all maps within the 'Fields' menu accessible to only players below or equal to level 40 StartNode("Fields", "gm", -40); StartNode("Amatsu Fields"); AddMap("Amatsu Field 1", "ama_fild01", 190, 197); EndNode(); StartNode("Ayothaya Fields"); AddMap("Ayothaya Field 1", "ayo_fild01", 173, 134); AddMap("Ayothaya Field 2", "ayo_fild02", 212, 150); ... EndNode(); EndNode(); "woe"- This limits access to the menu/map according to the current state of WoE. This relies on the OnAgitStart/OnAgitEnd events at the end of the script. //1: active when woe inactive //2: active when woe active //3: active regardless of woe setting(default) //Eg. This will only allow access to the Castles menus and maps when WoE is active StartNode("Castles", "woe", 2); StartNode("Aldebaran Castles"); AddMap("Neuschwanstein(Aldebaran)", "alde_gld", 48, 83, "mapUsers", "aldeg_cas01"); AddMap("Hohenschwangau(Aldebaran)", "alde_gld", 95, 249, "mapUsers", "aldeg_cas02"); ... EndNode(); EndNode(); "job"- This limits access to the menu/map according to the player's current job. Calculation method is exactly the same as the one used for jobs in item_db (ie..add up the bitmasks) (S.) Novice (2^00): 0x00000001 Swordman (2^01): 0x00000002 Mage (2^02): 0x00000004 Archer (2^03): 0x00000008 Acolyte (2^04): 0x00000010 Merchant (2^05): 0x00000020 Thief (2^06): 0x00000040 Knight (2^07): 0x00000080 Priest (2^08): 0x00000100 Wizard (2^09): 0x00000200 Blacksmith (2^10): 0x00000400 Hunter (2^11): 0x00000800 Assassin (2^12): 0x00001000 Unused (2^13): 0x00002000 Crusader (2^14): 0x00004000 Monk (2^15): 0x00008000 Sage (2^16): 0x00010000 Rogue (2^17): 0x00020000 Alchemist (2^18): 0x00040000 Bard/Dancer (2^19): 0x00080000 Unused (2^20): 0x00100000 Taekwon (2^21): 0x00200000 StarGladi (2^22): 0x00400000 Soul Linker (2^23): 0x00800000 Gunslinger (2^24): 0x01000000 Ninja (2^25): 0x02000000 //Eg. This will only allow access to the Payon dungeons to Wizards and Hunters and only when WoE is inactive StartNode("Payon Dungeon", "job", 0x00000A00, "woe", 1); AddMap("Payon Dungeon - Lvl 1", "pay_dun00", 21, 183); AddMap("Payon Dungeon - Lvl 2", "pay_dun01", 19, 33); AddMap("Payon Dungeon - Lvl 3", "pay_dun02", 19, 63); AddMap("Payon Dungeon - Lvl 4", "pay_dun03", 155, 159); AddMap("Payon Dungeon - Lvl 5", "pay_dun04", 201, 204); EndNode(); "upper"- This limits access to the menu/map according to wherever the player is a normal/high/baby class. Like with 'job' this works the same as the 'upper' value in item_db. //1: Normal jobs //2: Upper jobs //4: Baby jobs //Eg. This will only allow access to the casino to baby classes AddMap("Casino", "cmd_in02", 179, 129, "upper", 4); "gender"- This limits access to the menu/map according to the sex of the player. 0 is female, 1 is male, 2 for both. "blvl"- This limits access to the menu/map according to the base level of the player. This works exactly the same as with "gm" except with baselevels instead of gmlevels. "flag"- This will limit access to the menu/map depending on the value of a specified variable. This is very useful for restricting access to things when an event is on or wherever the player as passed a certain quest. //Eg. This will only allow access to the guild dungeons if the global variable $@testEvent is not set to 0. StartNode("Guild Dungeons", "flag", "$@testEvent"); AddMap("Baldur Guild Dungeon", "gld_dun01", 119, 93); AddMap("Luina Guild Dungeon", "gld_dun02", 39, 161); AddMap("Valkyrie Guild Dungeon", "gld_dun03", 50, 44); AddMap("Britoniah Guild Dungeon", "gld_dun04", 116, 45); EndNode(); "function"- This will limit access to a menu/map depending on the output of a specified function. Works very similar to the 'flag' modifier only will allow greater control but is also alot more computationally expensive. Recommend only using when needed and to keep things simple in the function. The script will automatically pass the following variables to the function: //Node: "Node", <nodeid>, <nodename> //Map: "Map", <mapid>, <maptitle>, <mapname>, <mapx>, <mapy>, <mapcost> //Eg. This will only allow access to the Thanatos tower to players that are in a party and above or equal to level 90 StartNode("Thanatos Tower", "function", "PartyCheckFunc", "blvl", 90); AddMap("Thanatos Tower - Lvl 1", "tha_t01", 150, 39); AddMap("Thanatos Tower - Lvl 2", "tha_t02", 150, 136); AddMap("Thanatos Tower - Lvl 3", "tha_t03", 220, 158); AddMap("Thanatos Tower - Lvl 4", "tha_t04", 59, 143); AddMap("Thanatos Tower - Lvl 5", "tha_t05", 62, 11); ... EndNode(); ... function script PartyCheckFunc { return strcharinfo(1) != ""; } "mapUsers"- This will change the map used for the getmapusers() calculation. This allows you to warp to one map, but display the user count for another map (like for castles) Other Settings: .showNodeUserCount: 0/1 turns on/off the user count display for nodes/menus .showMapUserCount: 0/1 turns on/off the user count display for maps Important Notes: In the case that you add a map that doesn't exist a message will be displayed within your map server console indicating the name of the map. There is a limit to the length of the menu can reach. This limit is defined by 2047 characters. When this limit is reached the client will crash. The script has measures to prevent client crashes, but the menu in question will still be broken. A message in the map server console will display indicating the affected menu. Please modify the structure of the menu to prevent the overflow. Additionally all GMs above the set .gmAccessLvl will have the option to check which menus will overflow. Likewise this overflow problem will also affect the lastwarp menu so it is advised you keep the .numLastWarp value to a reasonable value (10-20) Technical stuff: Just some data on the structure of the script for those who want to modify functions (read this if you are interested in picking apart the script) ShowMenu(): Displays the menu and returns the map id of the selected map ComputeMenu(<menu_ptr>): Generates menu string. Modify this to change how you want the menus to look SelectMap(<mapid>): Does the final zeny subtraction and warping to the map after selection. You can modify this to have it do other things with the cost value (eg, subtract coins instead) All map data are stored in an infinite style array of the following names: # = index / 128, % = index % 128 .maps_name_#[%] .maps_map_#[%] .maps_x_#[%] .maps_y_#[%] .maps_cost_#[%] Node data are stored in the following manner: node_ptr$ = .menu_<nodeid>$ node[0] = Node title node[1] = Basic precomputed node menu string node[2+] = Either a pointer to a map or another node_ptr$. If it is a number it is a map id otherwise it is the menu pointer for the next submenu. Last warp menu is simply a pointer to "@menu_lastwarps$" As always will appreciate bugs reports, suggestions & criticism. This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License1 point
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Introduction : Allows you to refine every of a single item type in your inventory at the same time. You can also trigger a quick refining function, making it a thousand times easier for over-refining things. Explanation : I Readjusted the normal refiner npc (the infamous Hollengrhen) to be able to refine many equipments at the "same time". Actually it does not refine them at the same time, but it allows you to refine everything in a lightning speed, compared to what it was before (selecting the menu each time you wanted to refine once). I also made a secondary script to work for past +10 equipments, these use Bradiums and Kaluniums instead. I could've put them all in the same NPC, but that would be sort of messy and confusing to edit, so i chose to make them two separated NPCs (Just like gravity did, when they first implemented the past +10 refine). When you refine, you now get a last option, this last option allows you to increase the speed you will refine your equipments. Once you select the equipment you want to refine, you may now choose to refine every item of the same item ID in your inventory to that desired refine rate. Obviously the NPC will charge you for all the eluniums and zeny cost summed up together, but it takes out the items for each refine done, therefore the chances of actually losing an item (or money) using this script have been minimized. Pictures : Video : Warning : - The refine.txt script is already a official normal script inside rAthena. Make sure you disable the other one, I believe it is located in scripts_athena.conf, under Merchants. But that may differ depending on your server. - The quick refining function uses a "sleep2" command to delay between refines. If your server lags insanely, you may have to increase that sleep2 value. By default it is 300, but perhaps if your server is big, you may want to increase it past that. - Eluniums and armors weight a lot, depending on your server rates, some players might not be able to carry all the armors and eluniums together to over refine them at once. (That's not really a bug, its supposed to be like that, but if you wish, you can remove eluniums weight or something.) (Fixed) - The script does not check for overweight characters, this means they could drop their items by refining at past 90%... (To be fixed) Information : To change the safe refine rates, materials consumed, or prices, look for the following piece of script : Just change the values in the variables. .@price = Price for that refine .@material = Material ID consumed for that refine .@safe = Safe refine rate of that type of refine // ----------- Refine Prices, Materials and Safe Refines ---------- // case 0: //Refine Armor set .@price,2000; set .@material,985; set .@safe,4; break; case 1: //Refine Level 1 Weapon set .@price,50; set .@material,1010; set .@safe,7; break; case 2: //Refine Level 2 Weapon set .@price,200; set .@material,1011; set .@safe,6; break; case 3: //Refine Level 3 Weapon set .@price,5000; set .@material,984; set .@safe,5; break; case 4: //Refine Level 4 Weapon set .@price,20000; set .@material,984; set .@safe,4; break; case 5: //Refine other stuff? set .@price,2000; set .@material,985; set .@safe,4; break; // ----------------------------------------------------------------- // Download : Version 1.1 (High Refine), Version 4.1 (Refine) - Direct Link : Refine.rar (OUTDATED) Version 1.0 (High Refine), Version 4.0 (Refine) - Direct Link : Refine.rar MediaFire : http://www.mediafire...eudlm1m42ymid2l 4Shared : http://www.4shared.c...lqH/Refine.html1 point
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File Name: Kuroyukihime Wings File Submitter: Taeko File Submitted: 23 Sep 2012 File Category: Wings Content Author: Taeko, Wings, Anime hello! i was look Accel World and I liked these wings I wanted them but my shading is not very good hope you like PS: these are my first wings so I'm not 100% if the acting was good of this item please report any defects over here, thank you very much! Excuse me my english Click here to download this file1 point
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trunk/doc/script_commands.txt Zeny - Amount of Zeny. Hp - Current amount of hit points. MaxHp - Maximum amount of hit points. Sp - Current spell points. MaxSp - Maximum amount of spell points. StatusPoint - Amount of status points remaining. SkillPoint - Amount of skill points remaining. BaseLevel - Character's base level. JobLevel - Character's job level. BaseExp - Amount of base experience points. JobExp - Amount of job experience points. NextBaseExp - Amount of base experience points needed to reach the next level. NextJobExp - Amount of job experience points needed to reach the next level. Weight - Amount of weight the character currently carries. MaxWeight - Maximum weight the character can carry. Sex - 0 if female, 1 if male. Class - Character's job. Upper - 0 if the character is a normal class, 1 if advanced, 2 if baby. BaseClass - The character's 1-1 'normal' job, regardless of Upper value. For example, this will return Job_Acolyte for Acolyte, Priest/Monk, High Priest/Champion, and Arch Bishop/Sura. If the character has not reached a 1-1 class, it will return Job_Novice. BaseJob - The character's 'normal' job, regardless of Upper value. For example, this will return Job_Acolyte for Acolyte, Baby Acolyte, and High Acolyte. Karma - The character's karma. Karma system is not fully functional, but this doesn't mean this doesn't work at all. Not tested. Manner - The character's manner rating. Becomes negative if the player utters words forbidden through the use of 'manner.txt' client-side file.1 point
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Is you server open to public yet? If not there's no harm to try: // Gunslinger 24, 28000,88 ,200 ,450 ,540 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,490 ,590 ,440 ,940 ,1040 ,2000 ,2000 ,6001 point
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4th number (HP Multiplicator) to percentage you want. (100 = 100%) I am not quite sure with this, someone please correct me if I am wrong. Here is the formula of character HP growth: Red text above is value in red:1 point
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Just change the 0 to 2 and this changes will only happen when leveling. Means changing this wouldn't help any player that is already maxed level. Edit: I think is 0 to 200 because it will divided by 100. Which mean is a percentage. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];1 point
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To increase HP factor, change the following value: // Gunslinger 24, 28000,88 ,0 ,450 ,540 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,490 ,590 ,440 ,940 ,1040 ,2000 ,2000 ,600 to For damage, I think it is under source.1 point
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i think you can try this.. trunk/db/re/job_db1.txt double the value for every number here... // Gunslinger 24, 28000,88 ,0 ,450 ,540 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,490 ,590 ,440 ,940 ,1040 ,2000 ,2000 ,600 except the 1st two number.......which indicated the JobID and Weight ...1 point
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wrong section i think you better go through src editing in the Source Section1 point
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Fix Backpack Crusader animate walking The Official KRO Bug. Extract to data\ and compress to .grf Enjoy ! Download : FixBackpackSprite.zip1 point
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Do pets/monsters speak Korean with 'recent clients' or do they not speak at all? If not at all, then I assume it's a job for the server now, to make them speak. Edit: Since there were little file parse difficulties in the translation plug-in, I had to alter the file format a little. This is current candidate for implementation: // WDGTranslateClient.txt // // == Format ======================================================= // // Only comments recognized are lines prefixed with '//'. Indented // and trailing comments are not supported. // // Each translation is a set of two lines, the earlier being the // original text (CP949, EUC-KR is fine too; UNICODE/UTF-8 is not) // and the latter being the translation to place into the client. // // The length of the translation is limited to the length of the // original string plus 1 aligned to be multiple of 4, minus 1. // // Example: // - "asdf" = 4 +1 (zero termination of the string) = 5 // - Next multiple of 4 for 5 is 8 (2x4) // - 8 -1 = 7 characters usable for translation string // // Lines to look for start with 'F:', lines with replacement string // start with 'R:'. The line syntax is the same as the one used for // matches within the plugins. That is, literal strings are enclosed // in ' everything else is interpreted as hexadecimal bytes. // // Example: // | // Bytes can be separated by spaces... // | F:C4 C9 B8 AF C5 CD 20 B8 B8 B5 E9 B1 E2 // | R:'Make Character' // | // | // ...but do not need to. // | F:28C4B3B8AFC5CD2FC3D120BDBDB7D429 // | R:'(Used / Total)' // // Do not use byte 00 at the end of strings, as it is appended auto- // magically. Do not use it within strings either, unless you have a // really good reason to do so. // // Partial strings are not matched, the original string is always // assumed to be complete. Since mismatches are still likely to // occur for shorter strings, place longer strings at the beginning // and the short ones and the end of the file. // // ================================================================= // Translate Delete Time // F:2564BFF9202564C0CF202564BDC3202564BAD0202564C3CA R:'Delete: %d/%d - %d:%d:%d' F:2564B3E2202564BFF9202564C0CF202564BDC3202564BAD0202564C3CA20 R:'%d/%d/%d - %d:%d:%d'1 point
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If you remember before I said it was easier to use rand(1,100) instead of rand(1,10). That is because if you want a 1% chance then all you do is make it if(rand(1,100)==1). To get the 10% as I stated earlier it was 1 of 10 which equal 10%. If you use 1 of 100 it equals 1%. Peopleperson491 point
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http://www.mediafire.com/?31gh61q9jx8pzqc http://www.mediafire.com/?1sd8t8s8qm8x27a Recolour Kawai Ribbon http://www.mediafire.com/?fbiw8cdgluilz2g War Helm http://www.mediafire.com/?84l3qlbq5yob1381 point
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Monthly Digest #5 Hello and welcome, this is rAthena's fifth development digest. Below is a small report for August 14th - September 30th period (past 47 days). As you may have noticed this digest has taken some additional time to come out, we delayed it intentionally so that all upcoming digests will refer to its own month -- in November the 1st we'll post a October digest, and so on. Development Team Akkarin joined as Documentation Mananger -- and has been doing great, I must add. Masao is no longer a Script / DB Developer Gepard is no longer a Core Developer Development Highlights Updated msg_athena table (credits to mkbu95! thanks!) Updated Renewal Casting System Implemented Official Monster HP Bar ERS System Redesign - by GreenBoxImproves overall server performance as it is used by our red-black tree memory database which is then used by a handful of features [*]Client MD5 Hash Check Support [*]@commands @reloadquestdb @unloadnpcfile @addperm/@rmvperm (mostly useful for permission debugging) @cart (required since @option doesn't work for new carts) @newmount is now @mount2 [*]Many Documentation updates by Akkarin, Arcenciel and Euphy [*]As usual many great skill behavior fixes by Malufett and team, and I feel I must emphasize this. Skill behavior fixing is often troublesome and takes time, for our team has to get on their official server characters and test reports in order to code them in rAthena. [*]And Euphy's and Joseph's impressive slaughter spree of script file sizes (aka optimizations all over the place). Misc. Stats During the period there were 172 commits. Of these 172 commits 85 were bug-fixes.1 point
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File Name: Manananggal Wing File Submitter: Taeko File Submitted: 26 Sep 2012 File Category: Wings Content Author: Ragnarok Staff, Taeko hello! This wings are a copy of a sprite that new mob called Manananggal hope you like it Click here to download this file1 point
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This design is not yet coded. If someone is interested to code it, please PM me Give rate, comments and suggestions as well. My last webdesign was last year, and now I suck. hahahaha - Loouuiiss GFX1 point
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È帰 ´ÞºûÀÇ È¯»ó Paste it in Notepad++, select Encoding>Character sets>Korean>EUC-KR, 흐린 달빛의 환상 and translate it. Blurred vision of the moon1 point