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Showing content with the highest reputation on 11/17/12 in all areas
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Hi All, Just making this project public. This is just an interim project for now while the team works out what to do in the future about raCP. I basically forked the original fluxCP project and have applied Xantara's rA patch for those of you who are too lazy/don't know how. I have installed it to github because it allows you to easily download a zip copy of the latest SVN with no client necessary. Find the project here: https://github.com/calciumkid/fluxcp-renewal If anyone wishes for commit rights, let me know. I'm interested in getting a team together for Facebook login API integration. Calcium NOOB TUTORIAL: To download the latest copy of fluxcp-renewal, simply go here: https://github.com/calciumkid/fluxcp-renewal/zipball/master Extract and install as you would FluxCP.1 point
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Briefing & Concept Hello all. I'm back to the map showcase to post here something that brings some new elements I have tried so far. Going back to the map from scratchs, particullary into Map Ports, here I'm showing another map I did. Based on a dungeon of Persona 3 from PS2 One thing particular in this map, it is the fact that it is my first one to use my own ripped 3d models and resources of that game. Ripping models from an ISO of a PS2 game is sometimes a hard task. Not all games are compatible, and there are plenty of methods to do it sucessfully. The method I used is somewhat rustic, but it is versatil, since it is compatible with all PS2 games. I'm glad with the final results. About this map So, what do we have new on this map? Harabah Dungeon is, in short words, a surrealistic map. Vivid colors, a place of a wicked dream. Originally the floors I played at the time I did this request, were pretty near from each other... thats why the map is uniformly the same style all across it. Dont expect multilevels, or complex ways here. THe sketch my customer provided to me was clear, and the style of the dungeon original of the game was about only pathways. linear.- And since it is a dungeon I choosed to preserve an uniform style all over it. I think the best part comes with the recreation itself. Moreover, this map comes with something new to the map scene. It is about the "hologram style" I have tried... by following an idea I had about 3D Metric Rules. Yeah, I'm talking about those rules maybe you used as me, when we were childs. Those that when you move it or shake them, they had something like an hologram style. I'm talking about this rules ---> http://img.diytrade.com/cdimg/1934376/28622690/0/1347959700/3D_Lenticular_Rules_Lenticular_3D_Stereoscopic_Plastic_Rules.jpg The idea of those rules is adding layers with less or more opacity, .... that is what I did in this map. By adding different layers made as custom 3d models from scratch, using opacity trough TGA alpha channel in textures, I did a really good effect among some areas acrossfloor and walls in this map. Video ... Watch it in 720p! HD Screenshots Screens are in Full HD resolution. You can allways hit the image thumbnaill to check the images on full size, and check some details that can only be appreciated in HD resolution. Detailed Hologramic Floor Style 1 It is hard to see the effect on floor in a ScreenShoot (since it needs movement that can be only appreciated in game) but, if you pay attention at the foots of the thanatos dolors, you will notice that this is not a normal tile flat texture floor. The effect is only added on the pink rounded rings Detailed Hologramic Floor Style 2 Same as the Screen before, but shows another perspective Hologramic Walls Those are not normal walls too. In this screen by moving my character near the walls the effect is highly noticable. The effect is really nice considering this is a surrealistic map, as also, it is nice to see the monsters coming from inside the walls sometimes. Remember this is a dungeon Harabah Area 1 Shows the first area example, that corresponds of the entrance. Those Pillars are ripped from the game... all the textures from the game iso too. There are something like a "pulse" or "ghost" effect on floor that can be only appreciated by hitting the image and looking at it at Full Size Harabah Area 2 Shows a passage with a nice camera angle. Those rainbow style grids on there... I did those by myself, since, -rainbow- brightness in PS2 games, is somewhat complex to rip off. So, I did those, and for me they look really near as in Persona 3 Harabah Area 3 Reward room or like the final place of this quest. Those weird things have animation, and rotate themself. Those are not ripped from the game, just retexturized from a default RO model, but of course using the ripped textures of the ISO Harabah Area 4 Boss Area, where the final boss appears. The effect on the center is edited by editing the tga texture of the effect list. Wish I could make it more red, but it was not possible for a random reason. Overviews Just some overviews. I left these ones at the end, since, they are not that great, since this map was not about doing panoramic views. But here you have I really enjoyed this map if you ask me... to much new things I have learned about it. Ripping models from ps2 ISOs is something new that changes acordly the game we are talking for. Hope you will like this map I did with dedication. Comments or Suggestions are allways welcome and highly appreciated, I only ask though, to read the lines before commenting somethings that maybe you will point out are often made in my own purpose. Have a nice day!1 point
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@Euphy erm..ya...i know about that ... just that...i believe not all event could even have more than 70 ~ 100 player to join...at least i didnt saw this happen in 99% of server out there.. i know some server did have this much of player to join...but..not really happen everytime.. and yes i should add a check on it...just quite lazy to add alot checking stuff while write it in hurry..>.<1 point
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Data.ini [Data] 0=YOURCUSTOMGRF.grf <----------------------------- 1=rdata.grf 2=data.grf Do not diff for this file when you diff the client Read Data Folder First1 point
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set .@num, atoi( ""+getarg(0) ); actually this problem has been fixed and asked several times in board....1 point
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First, do the changes I told you to do to fiz the warnings. then, just change the values of those 3 variables as you like. Set a '0' as .rentcost if you want players not to pay Zeny for renting the room. Also, set a number X>0 as the amount of .rentitem item you want players to pay for renting. If you want a "free" renting, just leave .rentitem = 674 and the other 2 at 0.1 point
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trunk/doc/item_bonus.txt bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless)1 point
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@Nexus change it to whst @Ryokem mentioned in post#41 point
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inside LUA / LUB .... the very last data you add....shouldnt have a comma in the behind... change both ACCESSORY_lightblue_fly = 906, [ACCESSORY_IDs.ACCESSORY_snow_fly] = "_snow_fly", into ACCESSORY_lightblue_fly = 906 [ACCESSORY_IDs.ACCESSORY_snow_fly] = "_snow_fly"1 point
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this can be easily done in src..and I'll show you some easy way.. make used of this variable in your npc set NEW_SKILL, skill_id; set NEW_SKILL_LV, skill_lv and force the character to relog.. but after that add this line in pc.c under 'pc_reg_received' then recompile if ( (i = pc_readglobalreg(sd,"NEW_SKILL")) > 0 ) { int lv = pc_readglobalreg(sd,"NEW_SKILL_LV") sd->status.skill[i].id = sd->cloneskill_id; if( lv > 0 ) sd->status.skill[i].lv = lv; else sd->status.skill[i].lv = 1; sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; } enjoy.. NB. not yet tested..and please check what will happen if you equip an item with same skill cause I used 'SKILL_FLAG_TEMPORARY'1 point
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Ehh, sorry lol. We all make mistakes lol. And yeah, Annieruru made the changes in her script. I always forget the @menu-1 lol.1 point
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menu .@menu$,-; .... setlook(0,.@jobs[(.@i-1)]); shouldn't that be setlook(0,.@jobs[(@menu-1)]); @GmOcean wow your script no longer looks messy, LOL1 point
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To clean a single value in an array use: cleararray .@arrary[1],0,1; OR set .@array[1],0; Either one of those will work, additionally, you can use copyarray to simply move values [2]->[127] down 1 thus, replacing [1] with [2], technically this removes [1]'s orignal value, but keeps the array in tact if you needed to add stuff to the end of the file. But the quick solotions i give in the code.1 point
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Lol, cuz i wrote it from my phone @.@; normally when i reply to requests, or support, i double check the functions of script commands, but meh, too slow internet to bother going to the svn location lol. So i just wrote what i knew off hand 100% lol. Edit: Updated the script for item_id fixes and jobname() suggestion lol. Edit2: I keep looking back at everyone's scripts using switch(select); I just can't bring myself to use it lol, i like menu, even though switch(select) is better in the long run for eliminating the use of Labels, and much more.1 point
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Try this: { .npc$ = "[Dr. Ibarra]"; mes .npc$; if (Class != Job_Novice) { mes "Who are you? Get away from here."; close; } mes "What job do you want?"; next; set .@i, .Jobs[select(.menu$)-1]; if(Sex==1 && .@i==jobname(4042)) set .@i,jobname(4043); else if(Sex==1 && .@i==jobname(4020) set .@i,jobname(4021); else if(Sex==0 && .@i==jobname(4043)) set .@i,jobname(4042); else if(Sex==0 && .@i==jobname(4021)) set .@i,jobname(4020); else mes .npc$; mes "You have changed into the ^0055FF"+jobname(.@i)+"^000000 class!"; skill "NV_BASIC",9,0; // Give Basic Skill instantly jobchange .@i; BaseLevel = 100; //set base level JobLevel = 50; // set job level SkillPoint = SkillPoint + 118; // Set Skill Point to max specialeffect2 413; close; OnInit: setarray .Jobs[0],4008,4009,4010,4011,4012,4013,4015,4016,4017,4018,4019,4020,4021,4049,4047,23,24,25,4023,4024,4025,4026,4027,4028,4029,4030,4031,4032,4033,4034,4035,4037,4038,4039,4040,4041,4042,4043,4045; set .menu$,""; for(set .@i,0; .@i<getarraysize(.Jobs); set .@i,.@i+1) set .menu$, .menu$+jobname(.Jobs[.@i])+":"; end; } I haven't tested it yet.1 point
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here's a diff I've been keeping years ago. it is from sirius And I'm to support jTynne's input on this. This would really help admins to keep track of their player's whereabouts. serial-sirius_white.diff1 point