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Showing content with the highest reputation on 10/27/12 in Posts
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4 points
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Extended War of Emperyum Castles by Olrox Briefing Hello. Let me introduce myself. I'm Olrox, that guy you might remember that has to do with all it comes about "mapping". First of all, I was not sure to post this thread in this area of the forum. I was more about posting it into the "map showcase". But since it is a -long time- project that consist of more than realising a single map (so as it has to do with adding new scripts and maybe new source patchs), I thought it would be fine here. Back to the thread... you might ask. What is this "Extended Castles" stuff??? Well. Maybe all of you have wondered for ex. Why Morroc doesn't have a castle in all those realms we have as "Prontera", "Aldebaran", "Payon", and so on. Morroc is my favorite city. I have been allways wondered why Morroc didn't deserve a WoE Castle by default? (alpha RO doesn't counts ) I don't know... but what I'm sure it is that this idea has crossed my mind since ever. It was only some days ago that I was thinking what could be awesome to share as a free release to the whole community. Actually I don't run a server as most of the people around, but I believe I have to be thankfull by some way to all here. Then, this Idea crossed my mind. How about making that Morroc WoE Castle I have allways dreamed for? .. but hey -I said to myself-, why we can't give other cities in ragnarok the same chance as morroc too? Okay, but WoE Castles are for me, the most complex maps of all. It requires a lot of time, effort, and well... motivation. A map of this kind for me are almost priceless and seriously I must be crazy to think about doing this kind of work for Free! even when my time to work on this kind of works is very limited .... but as I said before I want to do something really good in exchange to all. Basic Features This project is about making a set of High Quality WoE 2.0 castles. We will begin with Morroc City, but other cities are crossing my mind to being in the list: Brasilis, Amatsu, Glast Heim, Gonryun. Those are glorious cities that it can be possible to recreate a WoE 2.0 area based on those of course. It is a matter of imagination and conceptualization of developing ambience and recreation for each to make them sucessfull. I'm sure a set of castles of this kind would be a very attractive PLUS to all the private servers out there. Just try to remember those old days when we knew that new 2.0 castles were comming from gravity. I was so excited. The idea is to make only one WoE 2.0 castle per realm. But in addition, this WoE Castle will recreate the most representative areas of the realm it is about. Let me explain with an example. This is arug_cas03 map sketch that is intented to be a guide of what I'm doing. In the case of Morroc: - Pink area: Morroc Interiors style - Red area: A mix between Sphinx/Pyramids ambience style - Blue area: Sograt dessert ambience. - Yellow area: Throne area, inspired in the Morroc city central structure (before satan morroc) - Green area: Assasins Guild inspired. - Orange area: Rogue Guild inspired Remaining areas are still in my mind. But for now, this idea is very promising. At least for enclosing what it is "All Morroc" about in only 1 castle. Changelog and Progress I'm still in my initial state of this idea. My free time to even think about invest my time for something for free is very limited, due to the high amount of requests from my customers that I have. However, I took my time the past weeks to begin building the initial idea of the pink and red area of the sketch that corresponds to the first main area, so as the entrance of the castle. The following screens are from a scratch -under development- map stage: Lights, structures, empty areas, textures, objects... might be are only for reference and take this as a far teaser of the final work. It shows roughly how the entrance with the morroc interior style, so as the pyramid/sphinx ambience applied with some sort of a small maze in the entrance. Maze style that is common in the sphinx dungeon area The idea is becoming good. Being an initial state of a work of some days it is getting really promising. The entrance maze is somewhat the idea of the sphinx area. Some hieroglyphics, some sphinx tombs. At the time we will work with effects, there will be better lights, torch effects etc. This is like provisional, and not the serious thing, But I had to show something more than words here, so there you have it. My intention is that when the castle is ready, they will be posted in the Map Showcase Forum. Until that time I will ask for help from scripters/database editors around to adapt the castle and release the scripts and maps bundled up in the download module of rathena forum. People that might be interested into the database/script area are welcome. But only at the time the first map is ready.(I don't want to waste your time with something that is still in the initial state). Consider to Support this! This is a LONG TERM project. I have to say it again.... this is a LONG TERM Project seriously! Please consider that my free time to work on this is very limited, as also doing a map takes a lot of time... more with the castle style ones. To have even the first woe castle will take 2,3 months, more or less, no one knows. Updates will be really sporadics. I will appreciate to not ask very often when it will be ready. Remember this is a Free Release project made for the community. Easily I could make this first castle and the other ones in the future with the only intention to make a profit... or well, I could invest this time on this in my current paid requests. But I'm not doing that!. If you like the idea, if you think this worths the time... consider post your feedback. Follow this thread, rate it with starts. Motivation takes a big part in this cases. Reading all your feedback here is for me, the only motivation I need to make this possible. I believe there are people out there that appreciate a lot my work. Private or Free ones all counts... For those people that might be interested, you can go far and try this userbar I did with my limited photoshop abilities but with all my heart on it! Thank you all. And have a nice day.3 points
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Full English Translated Dewata Quests till October 2012. Note: Translation is done by me alone. No Credits stealing. Wait for my next translations. Next release will be malaya quest translated, expected date - 14 november (I will be busy till10 nov) v1.0: localquest.zip v1.1: Click HERE (Wait for mod to approve it) Changelogs v1.0 - Have only dewata v1.1 - Included Beginner's Quest Please don't steal credits.2 points
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http://www.w3schools.com/sql/sql_insert.asp http://dev.mysql.com/doc/refman/5.1/en/insert.html2 points
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No, the project is far away from being dead. I've got a new job more than a month ago and this caused the project to slow down quite a bit. I've spent a lot (and I mean a lot) time with investigating a good way to allow scriptable effects (since I'm too lazy to implement all of them myself) that can be created easily even by non-developers. I think this is one of the most crucial steps to make this project a success. Everything else (besides rendering itself) is just some easy stuff. Also, there was a major cleanup which allows everyone to customize almost everything they want easily. I've splitted the code base into two seperate projects, which consist of the rendering part (world, gui, ...) and the content creation (networking, data storage, ...). These can be used like frameworks or be completely replaced without breaking the other part. For example, someone could inherit the content creation and add advanced control that allows to interact with a modified rendering part which displays 3D characters that move around like inside a first person shooter. Both parts are combined inside a core library, which represents the controller. So yes, the project now uses the MVC pattern and everyone of you should know yourself what benefits this has. Here are two small screenies. But don't expect too many visual improvements, since I have worked more on the code instead of the rendering. And don't worry, I will still make sure to release the source code as soon as I have either no interest anymore or when the project is in a usable (for others to develop with) state. Thanks for everyone who is supporting this project! PS: I don't have a cool project name, any ideas? I thought of WeeRagnarokClient or WeeClient, but dunno. Or maybe rMinerva Client, because of Athene and Minerva, lol.2 points
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Make your custom wing just like official items robe archangel wings and fallen angel wings. What you need is : 1. data exture\À¯ÀúÀÎÅÍÆäÀ̽º collection (image in description) item (image in inventory and equipment) 2. data\sprite ¾ÆÀÌÅÛ (drop items) ¾Ç¼¼»ç¸® (image appear on the character) 3. inside data\sprite\¾Ç¼¼»ç¸® ¿© (female) ³² (male) 4. data\sprite\·Îºê (robe) bloodwings (this is my folder names for custom wing) you can change it,later we talk about it. 5. inside data\sprite\·Îºê\bloodwings ¿© (female) ³² (male) 6. data\luafiles514\lua files\datainfo spriterobeid.lub or spriterobeid.lua spriterobename.lub or spriterobename.lua (read folder at data\sprite\·Îºê (robe) ) 7. data\cskroption.lub MORE DETAILS GUIDEs : 1. You can copy all names job from data\sprite\·Îºê\õ»ç³¯°³ (this is folder Fallen Angel Wings). NOTICE : male have 110 of act,110 of spr and female have 120 of act,120 of spr format from ¾Ç¼¼»ç¸® folder. Can check picture at above on inside data\sprite\·Îºê\bloodwings. ?male ´ÑÀÚ_³² ¸¶¹ý»ç_³² ¸ùÅ©_³² ¸ùÅ©¾ËÆÄÄ«_³² ¿©¸§_³² ¿©¿ì¸¶¹ý»ç_³² ¿©¿ì¿ö·Ï_³² ¿©¿ì¼¼ÀÌÁö_³² ¿©¿ì¼Ò¼·¯_³² ¿©¿ìÀ§Àúµå_³² ¿©¿ìÇÁ·ÎÆä¼_³² ¿©¿ìÇÏÀÌÀ§Àúµå_³² ¿¬±Ý¼ú»ç_³² ¿ö·Ï_³² ±¸ÆäÄÚÅ©·ç¼¼ÀÌ´õ_³² ±×¸®Æù°¡µå_³² ±â»ç_³² ±Ã¼ö_³² ±æ·Îƾũ·Î½º_³² ±Ç¼º_³² ±Ç¼ºÀ¶ÇÕ_³² ±Ç¼ºÆ÷¸µ_³² »çÀÚ±â»ç_³² »çÀڷ鳪ÀÌÆ®_³² »çÀڷε峪ÀÌÆ®_³² »çÀڷξⰡµå_³² »çÀÚÅ©·ç¼¼ÀÌ´õ_³² »çÀÚÆÈ¶óµò_³² »êŸ_³² »óÀÎ_³² »óÀθäµÅÁö_³² °¡µå_³² °áÈ¥_³² °Ç³Ê_³² °Ë»ç_³² µµµÏ_³² µÎ²¨ºñ´ÑÀÚ_³² µÎ²¨ºñ¼Ò¿ï¸µÄ¿_³² ·¹ÀÎÁ®_³² ·¹ÀÎÁ®´Á´ë_³² ·é³ªÀÌÆ®_³² ·é³ªÀÌÆ®»Ú¶ì_³² ·Î±×_³² ·Îµå³ªÀÌÆ®_³² ·ÎµåÆäÄÚ_³² ¼¼ÀÌÁö_³² ¼Ò¿ï¸µÄ¿_³² ¼Ò¼·¯_³² ¼ºÁ÷ÀÚ_³² ½¦µµ¿ìüÀ̼_³² ½´¶ó_³² ½´¶ó¾ËÆÄÄ«_³² ½´ÆÛ³ëºñ½º_³² ½´ÆÛ³ëºñ½ºÆ÷¸µ_³² ½ÅÆäÄÚÅ©·ç¼¼ÀÌ´õ_³² ½º³ªÀÌÆÛ_³² ½ºÅäÄ¿_³² ¾ÆÅ©ºñ¼ó_³² ¾ÆÅ©ºñ¼ó¾ËÆÄÄ«_³² ¾î¼¼½Å_³² ¾î½Ø½ÅÅ©·Î½º_³² ¹Î½ºÆ®·²_³² ¹ÌÄÉ´Ð_³² ¹ÌÄɴиäµÅÁö_³² ¹Ùµå_³² ³ëºñ½ºÆ÷¸µ_³² Á¦³×¸¯_³² Á¦Ã¶°ø_³² Á¦Ã¶°ø¸äµÅÁö_³² èÇÇ¿Â_³² èÇÇ¿Â¾ËÆÄÄ«_³² ŸÁ¶±Ã¼ö_³² ŸÁ¶·¹ÀÎÁ®_³² ŸÁ¶½º³ªÀÌÆÛ_³² ŸÁ¶¹Î½ºÆ®·²_³² ŸÁ¶¹Ùµå_³² ŸÁ¶Å©¶ó¿î_³² ŸÁ¶ÇåÅÍ_³² À§Àúµå_³² Å©¸®¿¡ÀÌÅÍ_³² Å©¸®¿¡ÀÌÅ͸äµÅÁö_³² Å©·ç¼¼ÀÌ´õ_³² Ŭ¶ó¿î_³² űǼҳâ_³² űǼҳâÆ÷¸µ_³² ÆäÄڰdzÊ_³² ÆäÄÚ°Ë»ç_³² ÆäÄÚÆäÄÚ_±â»ç_³² ÆäÄÚÆÈ¶óµò_³² ÆÈ¶óµò_³² Ãʺ¸ÀÚ_³² Ä̺£·Î½º±æ·Îƾũ·Î½º_³² Ä̺£·Î½ºµµµÏ_³² Ä̺£·Î½º·Î±×_³² Ä̺£·Î½º½¦µµ¿ìüÀ̼_³² Ä̺£·Î½º½ºÅäÄ¿_³² Ä̺£·Î½º¾î½ê½Å_³² Ä̺£·Î½º¾î½ê½ÅÅ©·Î½º_³² ÇÁ¸®½ºÆ®_³² ÇÁ¸®½ºÆ®¾ËÆÄÄ«_³² ÇÁ·ÎÆä¼_³² ÇåÅÍ_³² ÇÏÀÌÀ§Àúµå_³² ÇÏÀÌÇÁ¸®_³² ÇÏÀÌÇÁ¸®½ºÆ®¾ËÆÄÄ«_³² ÈÀÌÆ®½º¹Ì½º_³² ÈÀÌÆ®½º¹Ì½º¸äµÅÁö_³² frog_kagerou_³² kagerou_³² º¹»ç¾ËÆÄÄ«_³² female ´ÑÀÚ_¿© ¸¶µµ±â¾î_¿© ¸¶¹ý»ç_¿© ¸ùÅ©_¿© ¸ùÅ©¾ËÆÄÄ«_¿© ¿©¸§_¿© ¿©¿ì¸¶¹ý»ç_¿© ¿©¿ì¿ö·Ï_¿© ¿©¿ì¼¼ÀÌÁö_¿© ¿©¿ì¼Ò¼·¯_¿© ¿©¿ìÀ§Àúµå_¿© ¿©¿ìÇÁ·ÎÆä¼_¿© ¿©¿ìÇÏÀÌÀ§Àúµå_¿© ¿¬±Ý¼ú»ç_¿© ¿¬±Ý¼ú»ç¸äµÅÁö_¿© ¿î¿µÀÚ_¿© ¿î¿µÀÚ2_¿© ¿ø´õ·¯_¿© ¿ö·Ï_¿© ¿þµù ±¸ÆäÄÚÅ©·ç¼¼ÀÌ´õ_¿© ±×¸®Æù°¡µå_¿© ±â»ç_¿© ±Ã¼ö_¿© ±æ·Îƾũ·Î½º_¿© ±Ç¼º_¿© ±Ç¼ºÀ¶ÇÕ_¿© ±Ç¼ºÆ÷¸µ_¿© »çÀÚ±â»ç_¿© »çÀڷ鳪ÀÌÆ®_¿© »çÀڷε峪ÀÌÆ®_¿© »çÀڷξⰡµå_¿© »çÀÚÅ©·ç¼¼ÀÌ´õ_¿© »çÀÚÆÈ¶óµò_¿© »êŸ_¿© »óÀÎ_¿© »óÀθäµÅÁö_¿© °¡µå_¿© °áÈ¥_¿© °Ç³Ê_¿© °Ë»ç_¿© µµµÏ_¿© µÎ²¨ºñ´ÑÀÚ_¿© µÎ²¨ºñ¼Ò¿ï¸µÄ¿_¿© ·¹ÀÎÁ®_¿© ·¹ÀÎÁ®´Á´ë_¿© ·é³ªÀÌÆ®_¿© ·é³ªÀÌÆ®»Ú¶ì_¿© ·Î±×_¿© ·Îµå³ªÀÌÆ®_¿© ·ÎµåÆäÄÚ_¿© ¼¼ÀÌÁö_¿© ¼Ò¿ï¸µÄ¿_¿© ¼Ò¼·¯_¿© ¼ºÁ÷ÀÚ_¿© ½¦µµ¿ìüÀ̼_¿© ½´¶ó_¿© ½´¶ó¾ËÆÄÄ«_¿© ½´ÆÛ³ëºñ½º_¿© ½´ÆÛ³ëºñ½ºÆ÷¸µ_¿© ½ÅÆäÄÚÅ©·ç¼¼ÀÌ´õ_¿© ½ÅÆäÄÚÅ©·ç¼¼ÀÌ´õ_h_¿© ½º³ªÀÌÆÛ_¿© ½ºÅäÄ¿_¿© ¾ÆÅ©ºñ¼ó_¿© ¾ÆÅ©ºñ¼ó¾ËÆÄÄ«_¿© ¾î¼¼½Å_¿© ¾î½Ø½ÅÅ©·Î½º_¿© ¹«Èñ_¿© ¹«Èñ_¿©_¹ÙÁö ¹«Èñ¹ÙÁö_¿© ¹ÌÄÉ´Ð_¿© ¹ÌÄɴиäµÅÁö_¿© ³ëºñ½ºÆ÷¸µ_¿© Á¦³×¸¯_¿© Á¦³×¸¯¸äµÅÁö_¿© Á¦Ã¶°ø_¿© Á¦Ã¶°ø¸äµÅÁö_¿© èÇÇ¿Â_¿© èÇÇ¿Â¾ËÆÄÄ«_¿© ŸÁ¶¿ø´õ·¯_¿© ŸÁ¶±Ã¼ö_¿© ŸÁ¶·¹ÀÎÁ®_¿© ŸÁ¶½º³ªÀÌÆÛ_¿© ŸÁ¶¹«Èñ_¿© ŸÁ¶Â¤½Ã_¿© ŸÁ¶ÇåÅÍ_¿© À§Àúµå_¿© À©´õ·¯_¿© Å©¸®¿¡ÀÌÅÍ_¿© Å©¸®¿¡ÀÌÅ͸äµÅÁö_¿© Å©·ç¼¼ÀÌ´õ_¿© űǼҳâ_¿© űǼҳâÆ÷¸µ_¿© ÆäÄڰdzÊ_¿© ÆäÄÚ°Ë»ç_¿© ÆäÄÚÆäÄÚ_±â»ç_¿© ÆäÄÚÆÈ¶óµò_¿© ÆÈ¶óµò_¿© Ãʺ¸ÀÚ_¿© Ä̺£·Î½º±æ·Îƾũ·Î½º_¿© Ä̺£·Î½ºµµµÏ_¿© Ä̺£·Î½º·Î±×_¿© Ä̺£·Î½º½¦µµ¿ìüÀ̼_¿© Ä̺£·Î½º½ºÅäÄ¿_¿© Ä̺£·Î½º¾î½ê½Å_¿© Ä̺£·Î½º¾î½ê½ÅÅ©·Î½º_¿© Áý½Ã_¿© ÇÁ¸®½ºÆ®_¿© ÇÁ¸®½ºÆ®¾ËÆÄÄ«_¿© ÇÁ·ÎÆä¼_¿© ÇåÅÍ_¿© ÇÏÀÌÀ§Àúµå_¿© ÇÏÀÌÇÁ¸®_¿© ÇÏÀÌÇÁ¸®½ºÆ®¾ËÆÄÄ«_¿© ÈÀÌÆ®½º¹Ì½º_¿© ÈÀÌÆ®½º¹Ì½º¸äµÅÁö_¿© frog_oboro_¿© º¹»ç¾ËÆÄÄ«_¿© oboro_¿© 2. You copy and paste the act,spr files from data\sprite\¾Ç¼¼»ç¸® into data\sprite\·Îºê\bloodwings then rename it into job class. 3. You will need spriterobeid.lub/lua and spriterobename.lub/lua. Can find it at data\luafiles514\lua files\datainfo. Add this stuff into your spriterobename.lub/lua ROBE_BLOODWINGS = 5 Notice : The end of word doesnt have "," Add this stuff into your spriterobename.lub/lua RobeNameTable = { [SPRITE_ROBE_IDs.ROBE_BLOODWINGS] = "bloodwings", RobeNameTable_Eng = { [SPRITE_ROBE_IDs.ROBE_BLOODWINGS] = "_bloodwings", Notice : The end of word need have "," 4. Last thing you need do is open data\cskroption.lub and add this stuff [29005] = { unidentifiedDisplayName = "Blood Wings", unidentifiedResourceName = "_bloodwings", unidentifiedDescriptionName = { "Unidentified item, can be identified with [Magnifier].", }, identifiedDisplayName = "Blood Wings", identifiedResourceName = "_bloodwings", identifiedDescriptionName = { "Large, Blood Wings of a fallen dark angel.", "All Stats + 1.", "Base stats (without modifiers) is equal to 20 or higher,", "-Str -> Attack + 1", "-Int -> Magic Attack + 1", "-Vit -> Tolerance to Neutral Property + 1%", "-Agi -> Increase ASPD (After Attack delay -1%)", "-Dex -> Ranged Attack +1%", "-Luk -> Inflict 1% more critical attack.", "Class : ^777777Garment^000000", "Defense : ^77777718^000000", "Weight : ^77777720^000000", "Required Level : ^7777771^000000", "Applicable Job : ^777777Every Job^000000", }, slotCount = 1, ClassNum = 5 }, 5. my SS for Bloodwings1 point
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Hey guyz, watching the request for woe status, I thought of making a simple script for it: It has 3 files 1.sql table for keeping track of status and time 2.script to update table. 3.php file to view the status online. For version2 please go through Readme file too. WOE STATUS V2 Woe status V11 point
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from eathena Download: [paste=7207eo0p96gx] new method and examples -> just visit the one in hercules forum .... lazy to copy and paste http://hercules.ws/board/topic/4570- Note: bg_kickall has been removed so no need to recycle the team ID ----------------------------------------- [spoiler=OLD method - eAthena period] Download: battleground_16873.diff ----------------------------------------- *createbgid <respawn map>, <respawn x>, <respawn y>, <On Quit event>, <On Death event>; create a specific battleground ID, for the rest .... refer to doc ----------------------------------------- *setbgid <battleground ID> {, <player name> }; player attached to the script will join the battleground team, but if a player name ( or account ID ) is specify, will let that player join the battleground team the command returns positive number ( > 0 ) if the function is successful if it return negative :- -1: the battleground team haven't create yet ... has to be create with createbgid -2: the team already full, it reached MAX_BG_MEMBERS = 30 which can increase at src\map\battleground.h -3: player not found ... happens when the input <player name> is not online or not found -4: invalid battleground ID ... currently only accept ID range within 1~1000 -5: the player already join the battleground ID that you specify if the player has joined battleground ID 500, and you use setbgid 700; this will force the player to leave battleground ID 500 and join battleground ID 700 without any notification only when the player joined bg ID 500, and use setbgid 500; then only the command return -5 <-- failed setbgid 0; is equal to bg_leave; and setbgid 0, "annie"; or setbgid 0, 2000000; will make the player "annie" ( or account id "]2000000 ) leave the battleground team without using attachrid + bg_leave ----------------------------------------- *getbgusers <battleground ID>; similar to getpartymember <party ID>, 2; // <-- return account ID this will create an array "$@arenamembers" holding all the player's account ID from the battleground team and $@arenamembersnum is equal to bg_get_data(<battleground ID>, 0), just like $@partymembercount ----------------------------------------- *bg_kickall <battleground ID>; kick every player out from the battleground team this command is counter-part from bg_destroy ----------------------------------------- . [spoiler=OLD method - rAthena period]----------------------------------------- *createbgid <respawn map>, <respawn x>, <respawn y>, <On Quit event>, <On Death event>; create a specific battleground ID, for the rest .... refer to doc .red = createbgid( "guild_vs3", 13,50, strnpcinfo(0)+"::Onredout", strnpcinfo(0)+"::Onreddead" ); .blue = createbgid( "guild_vs3", 86,50, strnpcinfo(0)+"::Onblueout", strnpcinfo(0)+"::Onbluedead" ); -----------------------------------------*setbgid <battleground ID> {, <player name> }; *setbgid <battleground ID> {, <player account ID> }; player attached to the script will join the battleground team, but if a player name ( or account ID ) is specify, will let that player join the battleground team warpwaitingpc "guild_vs3", 0,0; for ( .@i = 0; .@i < $@warpwaitingpcnum; .@i++ ) setbgid ( .@i % 2 )? .red : .blue, $@warpwaitingpc[.@i]; the command returns positive number ( > 0 ) if the function is successfulif it return negative :- -1: the battleground team haven't create yet ... has to be create with createbgid -2: the team already full, it reached MAX_BG_MEMBERS = 30 which can increase at src\map\battleground.h -3: player not found ... happens when the input <player name> is not online or not found -5: the player already join the battleground ID that you specify if the player has joined battleground ID 500, and you use setbgid 700; this will force the player to leave battleground ID 500 and join battleground ID 700 without any notification ( player who same group will receive a message mention that "player xxx leaving battlefield" ) only when the player joined bg ID 500, and use setbgid 500; then only the command return -5 but the script will still continue running without posting any error, so don't worry setbgid 0; is equal to bg_leave; and setbgid 0, "annie"; or setbgid 0, 2000000; will make the player "annie" ( or account id 2000000 ) leave the battleground team without using attachrid + bg_leave ----------------------------------------- *getbgusers <battleground ID>; similar to getpartymember <party ID>, 2; // <-- return account ID this will create an array "$@arenamembers" holding all the player's account ID from the battleground team and $@arenamembersnum is equal to bg_get_data(<battleground ID>, 0), just like $@partymembercount getbgusers .red; for ( .@i = 0; .@i < $@arenamembersnum; .@i++ ) getitem 501, 1, $@arenamembers[.@i]; -----------------------------------------*bg_kickall <battleground ID>; kick every player out from the battleground team this command is counter-part from bg_destroy ----------------------------------------- currently don't have enough samples for this new method, because I've done a few battleground script ... and it seems members are prefer not to use source modification ... o.o remember these steps use OnInit with createbgid use setbgid to let player join don't use bg_destroy command, but use bg_kickall command instead remember different script use different teams, there's a limit of 30 players on each team only <- can increase at src/map/battleground.h#L10 eg: this battleground script use bg id 1 & 2, next battleground script use bg id 3 & 4 ( bg id is self generated in ascending order )Example ... npc "aaa" doesn't use any custom script command npc "bbb" is the one that using these script commands difference is quite a lotalthough both also can achieve the battleground team creation, but its obvious the 2nd one is much much cleaner and more feature Example : use OnInit + createbgid, then use setbgid to attach 2 teams on the event controller npc if your script assigned bg_id 1 & 2, then your script use bg_warp 1 ... and bg_warp 2 ... EDITED SCRIPT : prontera,155,181,5 script Sample 100,{ mes "Battlegound"; if ( select ( "join/leave", "warp all bg members to you" ) == 1 ) if( getcharid(4) ){ bg_leave; dispbottom "Leave BG"; }else{ setbgid .bg_id; dispbottom "Joined BG"; } else if ( getcharid(4) == 0 ) dispbottom "you didn't join a battleground team"; else { getmapxy .@map$, .@x, .@y, 0; bg_warp .bg_id, .@map$, .@x, .@y; } close; OnInit: getmapxy .@map$, .@x, .@y, 1; .bg_id = createbgid( .@map$, .@x, .@y, "", "" ); end; } the current sample script should be look like this now .... battleground will auto generate the Battle Group ID , you cant assign the ID. tested and work fine in rev 17532 ... [spoiler=Archive] battleground_16819.diff battleground_16873.diff battleground_17101.diff battleground_17102.diff1 point
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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 ~ Xantara1 point
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Hi All, Here is a rather simple quest template based on arrays. It will tell users what they're missing among other things, and makes for a good way to quickly get a quest in game. //===== eAthena Script ======================================= //= Super Awesome Quest Template //===== By: ================================================== //= CalciumKid //= & Okira //===== Current Version: ===================================== //= 2.0 //===== Compatible With: ===================================== //= eAthena 1.0 Final + //===== Description: ========================================= //= Quest Template //============================================================ <map>,<x>,<y>,<facing> script <npcname> <npcsprite>,{ //===== Config: ============================================== set .npcname$,"[^FF0000 <npcname> ^000000]"; //Change to whatever you want the NPC name to be setarray .reqid[1],<id>,<id>,<id>; //Item IDs for the items, required for item checks setarray .reqn$[1],"<name>","<name>","<name>"; //These are names of the required items, for the dialogue setarray .reqa[1],<amount>,<amount>,<amount>; //These are how many of each item is required set .prize,<rewardid>; //Change this to the Item ID of the item reward set .prizen$,"<rewardname>"; //Change this to the name of your reward set .prizea,<rewardamount>; //Change this to the amount of the prize item set .zeny,20000000; //Amount of zeny for quest (set to 0 to disable) L_QUEST: mes .npcname$; mes "Hah! Hello there "+strcharinfo(0); next; mes .npcname$; mes "I don't get many visitors, so I assume you're after my legendary ^FF0000"+.prizen$+"^000000?"; menu "Of course",-,"No way",L_EXIT; next; mes .npcname$; mes "Great! I love business. I can make you a ^FF0000"+.prizen$+"^000000, but only if you bring me the materials required."; next; mes .npcname$; mes "Would you like me to make one for you?"; menu "Yes",-,"No",L_EXIT; next; mes .npcname$; mes "I'll need the following:"; for (set .@x,1; .@x < getarraysize(.reqid); set .@x,.@x + 1) { mes .reqa[.@x]+" ^FF0000"+.reqn$[.@x]+"^000000"; } if (.zeny > 0) { mes .zeny+" ^FF0000Zeny^000000"; } next; mes .npcname$; mes "Do you have those items?"; menu "Yes",-,"No",L_EXIT; next; mes .npcname$; for (set .@x,1; .@x < getarraysize(.reqid); set .@x,.@x + 1) { if(countitem(.reqid[.@x]) >= .reqa[.@x]) {mes "You've got enough ^00FF00"+.reqn$[.@x]+"^000000";} else {mes "You need more ^FF0000"+.reqn$[.@x]+"^000000";} } if (.zeny > 0) { if (Zeny < .zeny) {mes "You're missing ^FF0000Zeny^000000";} else {mes "You've got enough ^00FF00Zeny^000000";} } next; mes .npcname$; mes "Would you like to complete the quest?"; menu "Yes please!",-,"No Thanks",L_EXIT; next; for (set .@x,1; .@x < getarraysize(.reqid); set .@x,.@x + 1) { if(countitem(.reqid[.@x]) < .reqa[.@x]) goto L_EXIT2; } if (.zeny > 0) { if (Zeny < .zeny) goto L_EXIT2; } mes .npcname$; mes "Brilliant! Fantastic! Here you go."; for (set .@x,1; .@x < getarraysize(.reqid); set .@x,.@x + 1) { delitem .reqid[.@x],.reqa[.@x]; } if (.zeny > 0) { set Zeny, Zeny - .zeny; } goto L_FINAL2; close; L_EXIT: next; mes .npcname$; mes "Eh. I don't need you either. Bah!"; close; L_EXIT2: next; mes .npcname$; mes "I'm sorry, you don't have enough!"; close; L_FINAL2: next; mes .npcname$; mes "Brilliant! Fantastic! Here you go."; getitem .prize,1; close; } Just edit everywhere it has placeholders wrapped in <>. You can expand the NPC to contain as many required items as you wish, just keep adding entries to the arrays. I also have a version that doesn't require the input of item names. This version however I don't have laying around because the servers I have used this template on often have strange names for items in their item_dbs. I can recode release this version if requested. If you like my work, please rate the topic and give reputation! Thanks!1 point
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File Name: Icecrown Citadel Main + Interior Dungeon File Submitter: Olrox File Submitted: 26 Oct 2012 File Category: Maps & Textures Video: Content Author: Olrox You read it well! Icecrown Citadel Main Map + Interior Dungeon Map ... Equals 2 big sized maps with custom 3D content from World of Warcraft game at a very special price!. < -- For Video of this Map Click Me--> *Note: Due to time reasons, video only shows icecrown exterior. For the Interior Map references, look at the Screens* The first available for public map under the cathegory of "map ports" is here. A World of Warcraft map, using real elements from the game, and doing a dungeon that consist of a citadel inspired in the main icecrown citadel area. A total of ... 70+! models and 60+ textures extracted from the game and used to make this dungeon look ubelievable!. The dungeon exterior consists basically about: entrance, 2 towers, center, wrathgate, and icecrown fortress. The dungeon Interior is about a ring shaped area, with necromancy elements, decoration and with an ice tower central structure! An original work that I did with a lot of inspiration and effort. Map Includes: * BGM used in video * Icecrown Citadel Exterior [big Size Map] * Icecrown Interior Dungeon [big Size Map] * Minimaps * All files ready to be patched in your data folder or GRF. Click here to download this file1 point
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maybe you want to try this for palette later (after updating the clients) http://rathena.org/board/topic/72866-palette-36-kamishis-unique-dyes-with-brown-skin/page__hl__kagerou hmm,I will PM you for the flux.1 point
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(Spoiler Tags because of large post) I love your post, very thorough and way better than how I was trying to say it. Primarily the last couple paragraphs which are very true indeed. It's like when someone interviews for a job and they have had 3 interviews - at that point the company is wasting money if they don't hire the person because they've spent so much time on just "interviews." Gravity would be wasting manpower and money to effectively get nothing (okay I see no similarities... but wasting money bad!!). The one thing I think many people have forgotten is that Gravity owns the graphical assets, whether they have released the client software for free or not... so people will use them on sites or in a way that could be misread as "Stealing Profit;" common examples are in ad-banners to sites that do have other revenue or or the aforementioned "VIP Private Servers."1 point
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Ada dua perkara utama jika terjadi masaalah berkenaan (berdasarkan pengalaman sahaja): 1. clientinfo.xml (mungkin sudah nama lain) terdapat kesilapan seperti <tagging> yang salah. 2. file yang diperlukan oleh login client berkenaan tidak ada.1 point
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The translations haven't changed much. Scroll through the topic, there are mirrors. If not let me know and I'll upload it. Judas also has a post on here somewhere he made this week but I can't find it at the moment. You need the exe, translated data folder and luas, and then the actual client. The client data is the big download, 1.5 gor so. Most people here use miruku. After you have the exe you need to diff it, use Shinsdiffpatcher, and make a clientinfo.xml that points to your VPS properly. Edit: Here it is http://rathena.org/board/topic/70962-recommended-client-setup/1 point
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for for 20110315 use this 2011-02-23 Lub Files [Translated].rar 2011-03-16 Lub Files [Translated].rar you can download them here http://subversion.as...ub Files 5.0.2/ just use one. you cant use both of them at the same time. For 20110609 use this 2011-06-08 Lub Files [Translated].rar you can download it from the given link above1 point
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oh, okay. it's good to hear that your problem is solved. eehh.. packet_ver_flag: 0xFFFFFFF it means 268,435,455, not 255 XD1 point
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Disable "Encode" in the BMP2SPR window (SPR Conview).1 point
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Hi WillSuranol, CSF can not protect well against true DDOS attacks, however, it does well against small DOS attacks. I would suggest to see if your VPS provider has enabled the IPTables modules for your service first... if not, setting CONNLIMIT and PORTFLOOD is absolutely useless since it can not track any of the connections properly... cd /etc/csf ./csftest.pl If it works, then I would recommend reading this over: http://configserver.com/free/csf/readme.txt1 point
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The color posterization is done with the following formulas: r = (int)(r / LEVEL_COUNT) * LEVEL_COUNT g = (int)(g / LEVEL_COUNT) * LEVEL_COUNT b = (int)(b / LEVEL_COUNT) * LEVEL_COUNT In RO, LEVEL_COUNT is 16. @edit For javascript it would be c = floor(c / LEVEL_COUNT) * LEVEL_COUNT; where c is each color component prt_maze01 gl_church This is not WeeClient but renders it as the official client too1 point
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Does anyone of you got the old male GM sprite? This GM Sprite. Or has anyone got a working link?1 point
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Change dr_time$ to #dr_time$ to make it account-based. Blocking multiple IPs is more complicated. The basic form would be: Create a new SQL table, ex. `daily_ip`. Query attached player's `login`.`last_ip` into `daily_ip`. Check if other players' IPs are in `daily_ip` (more queries!). Each new day (OnHour00), clear `daily_ip`.1 point
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AFK Hat- http://rathena.org/board/topic/54294-dl-collection-of-hats-from-jrotwrobroiro/ Look for ACCESSORY_JRO_13 = 1212 Samurai Shadow: http://rathena.org/board/files/file/1782-incantation-samurai-shadow/ Sorry this is all I could find.1 point