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Showing content with the highest reputation on 10/31/12 in Posts
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The project is not dead, I'm sorry. I haven't been able to work on it much, and, quite honestly, I had almost forgot about it. The converter is working (at least I hope), but it can just convert one file at a time, and it is still full of memory leaks. I will need just a week or so to tweak it and maybe make a graphical interface for it. In the meantime, if anyone wants to donate for my work: I've put a lot of effort into this converter, and I will offer it free of charge. Any donation is greatly appreciated.2 points
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(Not only magic, but also all damage skill) Picture preview : http://goo.gl/91vrl Video preview : Introduction : hmm... let skill attack also has critical hit. (damage x2) /////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////// Download : Critical_hit_on_Magic_2.patch Critical_hit_on_Magic_1.patch Critical_hit_on_Magic.patch /////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////// Update : 1. Show Full hit combo 2. Fix exp not gain and1 point
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*NOTE: The following clientside are default settings that allow clients to function properly. They do not contain full translations, just the ones from the svn repository. http://svn6.assembla...n_Project/data/ These clients should be the base to use, since there are many client dates, the main ones I will use are 2010-06-16, 2011-12-28, and 2012-04-10. *NOTE2: If you use any other client, than I probably won’t be able to help. If you have any suggestions or tweaks to add, please PM me. *NOTE3: It’s recommended you install the latest Ragnarok from here if you don’t have one already http://rathena.org/b...enewal-20120605 *NOTE4: The client side files I use will be in lub format *NOTE5: People will say they don’t experience click delay in 2011-03-15, but other players will/may experience as well. So that isn’t a good solution to use these clients. If I forget anything, let me know. *More in-depth guide is in the following PDF - Too much links and diffs suggestions that would fill this topic **All of these setup has been tested and hotkeys, typing, and resolution works, as long as you have them in a clean base ragnarok install, and it's not conflicting with other server data http://supportmii.co...ntSide_Area.pdf Thanks to Ind for going through with my request to push ahead to new client support..It's about time =)1 point
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File Name: No @go when Player died File Submitter: EliteBlack File Submitted: 12 Aug 2012 File Category: Source Modifications Content Author: EliteBlack Information This simple modification that players will not allow to use @go when they died in a battle. User may apply the patch and re-compile. Mirror No @go when players died Click here to download this file1 point
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File Name: Account Bound Items File Submitter: Xantara File Submitted: 16 Sep 2012 File Category: Source Modifications Content Author: Xantara, Zephyrus, RO Information This system would allow (non-stackable, non-pet-egg) items to be bounded onto a player's account. This means that the bounded items cannot be traded, dropped, auctioned, nor mailed. But, they can be storaged so that it can be shared among the characters of that account. Features: - Item coloration to distinguish bounded items and non-bounded ones (see screenshot) - Script commands (getitembound, getitembound2, equipisbounded) to create and check for bounded items - At commands (@itembound, @itembound2) to create bounded items - New group permission (can_trade_bounded) to allow the group to distribute these bounded items if enabled (mostly just for High GMs / Admins) - Changes to the SQL files to track bounded items. This would effect cart, inventory, and storage databases. Tested on rAthena revision 17294 (using v1.5.1). Script Command Documentations At Commands Documentations Known Issues - When moving a bounded item to storage, item colouration is gone. However, re-opening the storage or re-logging will fix this issue.1 - When moving a bounded item to the cart inventory, item colouration is gone. However, re-logging will fix this issue.1 1 If you are able to find these packets (ie. PACKET_ZC_ADD_ITEM_TO_STORE3 and/or PACKET_ZC_ADD_ITEM_TO_CART3), please let me know! Credits Created by @Xantara Popularized by Zephyrus Idea by Ragnarok Online License This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Like my work? Rate/vote this download Rep up my support topic post Do not mirror without my consent. Click here to download this file1 point
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Well, the code is kinda simple and since most people don't know about it yet, I'm releasing a diff for those who want it, it is just a piece of code copied from char.c and pasted into login.c to make the client send "rejected from the server" on wrong password, so it will not close anymore, and you can edit your msgstringtable.txt to show "wrong password/rejected from the server", hope you enjoy. view it here download it here raw file here1 point
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Here: C4 C9 B8 AF C5 CD 20 B8 B8 B5 E9 B1 E2 change it to 43 72 65 61 74 65 20 50 6C 61 79 65 72 to show as "Create Player" @judas thanks for that better string name.. my 1st share ~1 point
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As of r16771, the login-server can perform a server-side check of the client MD5 hash, ensuring that the client was not tampered. The client only send the correct MD5 hash on certain server types/server types so a diff is needed to ensures that it will send the hash, for this you can use this WeeDiffGen plugin. Check conf/login_athena.conf for instruction on how to enable it.1 point
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Here's a rAthena implementation of Ind's handy guild commands from eAthena. Tried and tested working on rA rev. 16365 Ind's Handy Guild Tools (rA port by Jhedzkie).patch1 point
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find the MVP spawn script in this file.. trunk/npc/mobs/ and edit the spawn time ... refer this.. Permanent_Monster_Spawn1 point
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As in one of the latest revisions a TXT file for the level penalties was added and this is basically a renewal functionality as also mentioned inside this file, I would suggest to move it into /db/re/. I know that this feature could also be a benefit for non renewal servers, but the internal organization should be clearly structured. Thanks for your attention.1 point
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you can also do it like this.. when failed in refine..... change your downrefitem <equipment slot>; into while( getequiprefinerycnt( <equipment slot> ) > 10 ) downrefitem <equipment slot>;1 point
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LOL....did they saw this by any chances ??? or they cant understand what is "FREE" and "$15.00" ??1 point
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In battle.c line 2672: #ifndef RENEWAL_EDP case ASC_BREAKER: case ASC_METEORASSAULT: break; #else case AS_SONICBLOW: case ASC_BREAKER: case GC_COUNTERSLASH: case GC_CROSSIMPACT: ATK_RATE(50); // only modifier is halved but still benefit with the damage bonus You might want to move Sonic Blow before #else.1 point
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blame yourself.....you didnt mention about it .... - script Sample -1,{ OnPCLoginEvent: if( Class >= 4054 && !DONE && BaseLevel >= 150 && JobLevel >= 50){ resetskill; set DONE,1; set SkillPoint,168; message strcharinfo(0),"Skill Resetted."; } end; } ok tnx ill use this one. . . . thnx for the effort guys. btw the real skill point to be given is 167 because when my character's skill have already reset, the basic skills will not be reset. so it will be a minus 9 to the skill points1 point
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@GmOcean yes, I was the one who said that and I just found the original topic that I learned that from Yhn http://www.eathena.ws/board/index.php?showtopic=151290 Google Translation - Dutch -> English quite understandable1 point
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File Name: Palette File Tool File Submitter: clydelion File Submitted: 18 Jul 2012 File Category: Spriting & Paletting Tools Content Author: clydelion a.k.a. Rad/Skullcandy First of all, I would like to thank jTynne, DevilEvil, and kami-shi for lending their expertise of this matter. Without them, I couldn't release this program too soon. This tool allows you to generate palettes with ease. It generates all files from a "master" palette with their name according to how it is read by the client. each file name generated follows the pattern <jobname>_<gender>_<palette id>.pal, ex. ¸¶¹ý»ç_¿©_4.pal (as read by the client) The jobs lacking are: Summer, Santa This is free, but if you find this tool useful, you can express your love through my paypal email: [email protected] Click here to download this file1 point
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I believe, there was a way around this... i think someone said to remove those level's from exp db, or set them to 0. I believe it's the first. Theoretically, this will prevent them from leveling up to those levels, but commands such as, @blvl will still work.1 point
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It's a nice solution, but that prevents the player to gain exp from killing monsters only, not from all other script sources (like quests, for example). Even if, I must agree there is no way to prevent a script command to work, unless the proper source modifications. You should be more detailed about "which" exp you want players not to gain: only EXP from killing monsters, only EXP from other script souurces, or both.1 point
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You can try this script: OnNPCKillEvent: if (BaseLevel >= 150) getexp - getmonsterinfo(killedrid,3), - getmonsterinfo(killedrid,4); end; Somehow feels like AnnieRuru gonna come in and shoots at me1 point
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You should start from http://rathena.org/wiki/Main_Page and http://rathena.org/board/index.php?app=core&module=search1 point
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trunk/doc/item_bonus.txt skill i,n; Gives skill #i at level n (supports skill names)1 point
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You can check all the item_bonus things in the rAthena SVN under trunk/doc/item_bonus.txt So for that it would be : bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when attacking (supports skill names) i: 0=cast on self 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus4 bAutoSpell,378,3,100,0;1 point
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r16471 this is the diff file... and not sure its compatible with eA or not ...since rA got alot things changed ~ beside....if you check the Old eA Forum ... i believe you can find it mod made by @ToastOfDoom in source release section.1 point
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Very nice!! This is great in conjunction with HackShield! My suggestion is to use battle_config.client_hash_check instead, so it can be reloaded via @reloadbattleconf, thus a restart is not required when changing clients.1 point
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did you edit any thing in the script ? the default setting...the flower is spawn at the below part of center of prontera... for( set .@x,153; .@x <= 159; set .@x,.@x + 1 ) for( set .@y,146; .@y <= 153; set .@y,.@y + 1 ){ start from Coordinate 153,146 until 159,153 ..... if you have moved the npc to other map..then make sure the coordination is accessable... and ...this flower event..is not an auto event...it required GM Staffs to start the event manually.1 point
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actually...it doesnt affect anything here...just a simple warning show you that the item that currently selling in this shop might be abused due to player can farm zeny buy purchase the item from the shop and sell back to shop because they can earn the zeny due to cost of purchase is lower than amount of gain... - shop Emistry_Shop -1,512:1 change the value 1 to any value with higher than the overchanged price of Apple....1 point
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read here CaseCH: switch(getarg(0)) { Case 1: // Item Currency set @Currency,7227; // Item ID Lists setarray .ItemLists[0],2301,2302,2303,2304,2305,2306; // Item Price setarray .ItemPrice[0],1,2,3,4,5,6; return; Case 2: // Item Currency set @Currency,7539; // Item ID Lists setarray .ItemLists[0],2301,2302,2303,2304,2305,2306; // Item Price setarray .ItemPrice[0],1,2,3,4,5,6; return; Case 3: // Item Currency set @Currency,909; // Item ID Lists setarray .ItemLists[0],2301,2302,2303,2304,2305,2306; // Item Price setarray .ItemPrice[0],1,2,3,4,5,6; return; // Case 4,5,6.....etc... default: mes "Wrong Selection / Configurations"; close; up to any refine you want also can....all is 100% rate for refine1 point
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[ Update ] : Updated Refine Function Script : Description : It is a Function Script for Refine Equipment without Failure Rate. The script are now able to use indenpendently in a NPC or an Item. Which mean, you can create multiple or numerous NPC Script + Items Script for Refining in your server. All of the Setting are independent..will not affect each others. This Script will be able to answer / solve those below problems. The BitMask Table : //--- Bitmasks ---- // 1 - Top Headgear // 2 - Armor // 4 - Left Hand // 8 - Right Hand // 16 - Garment // 32 - Shoes // 64 - Left Accessory // 128 - Right Accessory // 256 - Middle Headgear // 512 - Lower Headgear If you want to allow the refine on those part....then just put in the Number ( for Single Part Refiner ) or Add in all the Number ( for Multiple Part Refiner ) For Example : A Refiner that can refine Top Headgear Only ( BitMask = 1 ) A Refiner that can refine Both Left / Right Accessory Only ( BitMask = 126 + 64 = 190 ) A Refiner that can refine Armor / Garment / Shoes Only ( BitMask = 2 + 16 + 32 = 50 ) and etc..... Function Script Calling : callfunc( "RefineFunc",<itemID>,<BitMasks>,<MaxRefine>,<CheckEquip>,<RefineMode> ); Explaination on Each Argument : // itemID -> Item that will be used. // BitMask -> Refer to above bitmask table. // MaxRefine -> What is the Max Refine. [ Can Bypass Default Server Max Refine ] // CheckEquip -> Check Equipments is Refineable or not. [ 0 = Disable / 1 = Enable ] // RefineMode -> +1 / Max Refine. [ 0 = +1 Refine / 1 = Max Refine ] Sample Script : Use as Item ( Refine Ticket ) : 501,Red_Potion,Red Potion,11,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ callfunc( "RefineFunc",501,63,10,1,1 ); },{},{} Caution : Change Item Type to 11 Use as NPC Script ( Custom 100% Refiner ) : prontera,155,181,5 script Refiner 757,{ callfunc( "RefineFunc",501,63,10,1,1 ); } You can create as many NPC / Items for refine as you want to... just make sure youprovide the correct Settings. With this script, you can create several NPC that can allow users to refine items 100% success using certain items and different max refine level. So, that your server wont need to focus on using 1 NPC. You can make 1 NPC for refine +5 / +6 / +7 using Elunium without fail, then you can further the refine to +8 / +9 using another NPC with different Items, and lastly +10 another NPC. It is all up to you. Refine Function [ Version 4 ] Changelog : Scripts : View ♥ Download Please spend your time to read all the things i have write / mentioned in the post before you asking any questions. if got bug / problems please do report to me.1 point
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during i write this script....coz of lazy of thinking of what MVP should i put it....so i just use the Bloody Branch script to summon the MVP Monster Randomly.... anyway..if you wan to change...just edit this line. monster .Map$,0,0,"[ Farm Zone ] Guardian",-3,5,strnpcinfo(0)+"::OnBossKill"; change the Number -3 to MVP Name that you want...just make sure you remain the OnBossKill Event Label add prize ? but make sure it is below these lines... iRight: if( #EventDelay > gettimetick(2) ){ dispbottom "Sorry, Time Penalty : Remain "+( #EventDelay - gettimetick(2) )+" seconds."; }else{ find this line ( or somewher around this line ) npctalk "[ "+strcharinfo(0)+" ] , You're Correct."; ' add below / above.... getitem <itemID>,<Amount>;1 point
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OnNormalKill: if( rand(100) < 100 ) RandomizeItem( 0,rand(1,3) ); when i adjust the script ( Rate ) to higher....everything work just fine...perhap just the rate you set is too low... ( 5 / 100 to get 1 items ) just adjust the rate and try again ....... anyway.....2 getarg(0) also check for equal to 1 ?? i though suppose to be one is 0 and the other one is 1 ??? // Normal Monster in Zone Drops Lists if( getarg(0) == 0 ) setarray .ItemList[0],13550,7420,12114,12115,12116,12117,12075,12090,12085,12080,12095,12100; // Normal Boss in Zone Drops Lists if( getarg(0) == 1 ) setarray .ItemList[0],29000,29001,29002,29003,29004,29005,29006,29007;1 point
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Based on Post#43 Script : Multi Currency Shop Fixed several typo of Scripts and Re-Organize parts of the Scripts. Those who have downloaded it early...please re-download it. Thank you.1 point
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Well..this is my First Release for the year 2012 ~ and also a Release before i away from rAthena Works for few weeks... Dx [ Update ] : Added a Multi Currency Shop Script : Description : It is a Simple Shop take use Item Currency to Buy items. It Support Multiple Shop in 1 NPC. This Script is based on the Idea of those other TCG / POD / etc Shop that users keep requesting. The only different is, this Script only use 1 NPC + 1 Shop ( Invinsible ) NPC to settle all your Problems. Of Course, that this script can fulfill certain User Request like , You can add around ~128 Shop in this NPC. Add the Shop Selection at the Menu / New Cases for each of it. Simple Explaination : A Script that allow setup several Shop that using Different Items as Currency to buy Items for the Corresponding Shop... Multi Currency Shop [ Version 3 ] Changelog : Scripts : View ♥ Download Please let me know if there is any problems. As well as any Suggestion to Improve it.1 point
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you can edit like this at line 82 or 87 ....the RandomizeItem Function calling there... 10% Rate if( rand(100) < 10 ) RandomizeItem( 1,rand(1,3) ); 5% Rate if( rand(100) < 5 ) RandomizeItem( 1,rand(1,3) );1 point