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Showing content with the highest reputation on 11/19/12 in Posts

  1. Fimbulwinter Client http://blog.fimbulwinter.org/ Overview Yes, this is another client project as I'm not satisfied with the current ones. FimbulwinterClient is developed in C++ using a barebone engine called YA3DE that I developed for use on it, remembers a lot XNA. The project was being developed in C# but with the release of MSVC11 with almost full C++11 support I decided to port it to C++ to take advantage of the new features. I don't plan to target old compilers that doesn't support the new spec as the major compilers already support it. YA3DE YA3DE(Yet Another 3D Engine) is a 3d engine that I developed to use it in my client. It remembers a lot of XNA but is in C++ and uses only OpenGL 3. Roadmap Map rendering: Done, perhaps the normal calculation isn't good at the moment. Mode rendering: Same as above. GUI: In development. Actors rendering: To be done. Network: To be done. Source code and license The project is licensed under GNU GPLv3 and the source can be found on my github repository: https://github.com/g...al/fimbulclient Screenshots Playing with the new GUI system Prontera prt_maze with surface colors Castle Prontera indoors Niflheim Comodo About the GUI https://github.com/greenboxal/fimbulclient/wiki/GUI-Overview I'll use the Awesomium project to create the game GUI, it's a hacked source of Chrominium that can be rendered and used in any project. Yes, the GUI will be done using HTML5+CSS3, but we have a problem: I suck at web programming and I really need help to develop a pretty GUI. So, if anybody is willing to help you can contact me Just for clarification, the 3d rendering is not web based, just the GUI. The world rendering is done with OpenGL and YA3DE. I'm developing the project alone and it's really a painful but rewarding task and I would be really thankful if someone helped me on this project. Thanks for your time, The green hollow cube.
    5 points
  2. All headgear official bRO, cRO, euRO, fRO, idRO, iRO, jRO mysgRO, twRO, tRO Update November 2022 Headgear November 2022.7z Iclude list and miss headgear
    1 point
  3. 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 Topic
    1 point
  4. If you're not already tired of unfinished Ragnarok client projects - read on! This is a little project of mine I've been working on for a while now. It's basically the same as KeyWorld's RoBrowser project. I thought his client looked kinda cool and got tired of waiting for it, so I decided to make my own, but it's tough work! Mostly it's a learning project for my own sake with no real roadmap. This is, this is more of a share and tell than an announcement. The code-base so far is 100% JavaScript, using WebGL for graphics, WebSocket for server connection (using a WebSocket-TCP tunnel on the server side), HTML audio API for sounds and BGM and so on. Currently only running in WebKit-based browsers I think, I'll get around to other browsers later. The long term goal is to make a client implementing the features available back in the good old days of Ragnarok, around episode 6 or so. (Meaning this is not intended to be a replacement for the official client!) It a lot of work, but I'm getting closer to my first milestone; being able to log in and walk around. Some things are still left though. I need to fix my camera, implement actors, integrate my map viewer into the client and so on. Luckily I'll soon be done with all the 3D rendering related work, which is a huge relief because I have no idea what I'm doing. Now for the screenshots... Char select (as far as I've currently implemented the actual client): Morocc the old-fashioned way. Once I get the shadowing on models up and running it'll look even prettier! Lighthalzen in all it's glory. FPS is pretty good by the way. Even large detailed maps such as this go at a solid 60FPS, even when viewing the whole map at once with models animations and all that. I make sure to merge all the static geometry and build texture atlas for the models. This slows the map loading down by 5-10 seconds and uses lots of RAM (though only for a short while), so I'm considering trying to put this on the server side somehow. Unfortunately my GPU drivers are broken and crash a lot when using larger textures, so I only use atlas textures of size 2048x1024 for now, resulting in around 10 textures or so for all the models. By using atlas texture size 4096x4096 (which should work fine for most people) you only need a single texture for the whole map, speeding things up quite a bit. For fun I also tried to get my map rendering code running on my trusty iPad 1st gen. Can't say I expected much of it though. Which was why it was pleasant to see that it actually performed much better than expected, giving a great frame rate while rendering some GNDs. However it only has a grand total of 256 megabytes of RAM, of which only about 100MB is available to the browser. Another 100MB and I could probably safely load a map, but half of Alberta was the best I could do for now: Along with some grass. Don't mind the textures here, I accidentally replaced a lot of them with textures from the Alpha client so some maps look weird. Anyway, while my old iPad is a no-go I'm hoping to get this running on some of the newer mobile hardware available eventually. I don't think Android has any working support for WebGL yet, but it'll probably come soon. That's all for now. It's been an interesting journey so far through all the insanity Gravity has pulled over the years. To be continued...
    1 point
  5. Hey Guys here are some of my designs, i hope you like it and rate it =) (1-10) Banners: 468x80 animated 468x60 (with Shadows) 468x80 468x60 (with Shadows) Flux Themes: Splash Enter Site: Thor-Patcher: (One of my first Works) Neoncube: (3 Work) Triad Patcher: Logos: Greetings Musashi444
    1 point
  6. Hmm...haven't done this for a while so lets see how it goes. (forgive any syntax errors, still setting up my server so I can't test =P) This one is abit different. During dispell only needs to loop as many times as needed without having to do any comparisons. Buff list was taken from the dispell skill inside source. - script dispeller -1,{ function DispellBuff; OnInit: freeloop(1); DispellBuff(SC_WEIGHT50); DispellBuff(SC_WEIGHT90); DispellBuff(SC_HALLUCINATION); DispellBuff(SC_STRIPWEAPON); DispellBuff(SC_STRIPSHIELD); DispellBuff(SC_STRIPARMOR); DispellBuff(SC_STRIPHELM); DispellBuff(SC_CP_WEAPON); DispellBuff(SC_CP_SHIELD); DispellBuff(SC_CP_ARMOR); DispellBuff(SC_CP_HELM); DispellBuff(SC_COMBO); DispellBuff(SC_STRFOOD); DispellBuff(SC_AGIFOOD); DispellBuff(SC_VITFOOD); DispellBuff(SC_INTFOOD); DispellBuff(SC_DEXFOOD); DispellBuff(SC_LUKFOOD); DispellBuff(SC_HITFOOD); DispellBuff(SC_FLEEFOOD); DispellBuff(SC_BATKFOOD); DispellBuff(SC_WATKFOOD); DispellBuff(SC_MATKFOOD); DispellBuff(SC_DANCING); DispellBuff(SC_EDP); DispellBuff(SC_AUTOBERSERK); DispellBuff(SC_CARTBOOST); DispellBuff(SC_MELTDOWN); DispellBuff(SC_SAFETYWALL); DispellBuff(SC_SMA); DispellBuff(SC_SPEEDUP0); DispellBuff(SC_NOCHAT); DispellBuff(SC_ANKLE); DispellBuff(SC_SPIDERWEB); DispellBuff(SC_JAILED); DispellBuff(SC_ITEMBOOST); DispellBuff(SC_EXPBOOST); DispellBuff(SC_LIFEINSURANCE); DispellBuff(SC_BOSSMAPINFO); DispellBuff(SC_PNEUMA); DispellBuff(SC_AUTOSPELL); DispellBuff(SC_INCHITRATE); DispellBuff(SC_INCATKRATE); DispellBuff(SC_NEN); DispellBuff(SC_READYSTORM); DispellBuff(SC_READYDOWN); DispellBuff(SC_READYTURN); DispellBuff(SC_READYCOUNTER); DispellBuff(SC_DODGE); DispellBuff(SC_WARM); DispellBuff(SC_SPEEDUP1); DispellBuff(SC_AUTOTRADE); DispellBuff(SC_CRITICALWOUND); DispellBuff(SC_JEXPBOOST); DispellBuff(SC_INVINCIBLE); DispellBuff(SC_INVINCIBLEOFF); DispellBuff(SC_HELLPOWER); DispellBuff(SC_MANU_ATK); DispellBuff(SC_MANU_DEF); DispellBuff(SC_SPL_ATK); DispellBuff(SC_SPL_DEF); DispellBuff(SC_MANU_MATK); DispellBuff(SC_SPL_MATK); DispellBuff(SC_RICHMANKIM); DispellBuff(SC_ETERNALCHAOS); DispellBuff(SC_DRUMBATTLE); DispellBuff(SC_NIBELUNGEN); DispellBuff(SC_ROKISWEIL); DispellBuff(SC_INTOABYSS); DispellBuff(SC_SIEGFRIED); DispellBuff(SC_FOOD_STR_CASH); DispellBuff(SC_FOOD_AGI_CASH); DispellBuff(SC_FOOD_VIT_CASH); DispellBuff(SC_FOOD_DEX_CASH); DispellBuff(SC_FOOD_INT_CASH); DispellBuff(SC_FOOD_LUK_CASH); DispellBuff(SC_SEVENWIND); DispellBuff(SC_MIRACLE); DispellBuff(SC_S_LIFEPOTION); DispellBuff(SC_L_LIFEPOTION); DispellBuff(SC_INCHEALRATE); DispellBuff(SC_ELECTRICSHOCKER); DispellBuff(SC__STRIPACCESSORY); DispellBuff(SC_COCKTAIL_WARG_BLOOD); DispellBuff(SC_MINOR_BBQ); DispellBuff(SC_DROCERA_HERB_STEAMED); DispellBuff(SC_PUTTI_TAILS_NOODLES); DispellBuff(SC_NEUTRALBARRIER_MASTER); DispellBuff(SC_NEUTRALBARRIER); DispellBuff(SC_STEALTHFIELD_MASTER); DispellBuff(SC_STEALTHFIELD); DispellBuff(SC_GIANTGROWTH); DispellBuff(SC_MILLENNIUMSHIELD); DispellBuff(SC_REFRESH); DispellBuff(SC_STONEHARDSKIN); DispellBuff(SC_VITALITYACTIVATION); DispellBuff(SC_FIGHTINGSPIRIT); DispellBuff(SC_ABUNDANCE); DispellBuff(SC__SHADOWFORM); DispellBuff(SC_LEADERSHIP); DispellBuff(SC_GLORYWOUNDS); DispellBuff(SC_SOULCOLD); DispellBuff(SC_HAWKEYES); DispellBuff(SC_GUILDAURA); DispellBuff(SC_PUSH_CART); DispellBuff(SC_RAISINGDRAGON); DispellBuff(SC_GT_ENERGYGAIN); DispellBuff(SC_GT_CHANGE); DispellBuff(SC_GT_REVITALIZE); DispellBuff(SC_REFLECTDAMAGE); DispellBuff(SC_INSPIRATION); DispellBuff(SC_EXEEDBREAK); DispellBuff(SC_FORCEOFVANGUARD); DispellBuff(SC_BANDING); DispellBuff(SC_DUPLELIGHT); DispellBuff(SC_EXPIATIO); DispellBuff(SC_LAUDAAGNUS); DispellBuff(SC_LAUDARAMUS); DispellBuff(SC_GATLINGFEVER); DispellBuff(SC_INCREASING); DispellBuff(SC_ADJUSTMENT); DispellBuff(SC_MADNESSCANCEL); DispellBuff(SC_ASSUMPTIO); DispellBuff(SC_BERSERK); DispellBuff(SC_SATURDAYNIGHTFEVER); freeloop(0); end; OnDispell: while(.@i < .buffCount) { sc_end getd(".buff_" + .@i); .@i += 1; } end; function DispellBuff { //<buff_id> setd(".buff_" + .buffCount, getarg(0)); .buffCount += 1; return; } } Run using doevent "dispeller::OnDispell";
    1 point
  7. @goddameit, it won't works, for target except ALL_CLIENT, it must declare the bl.. struct block_list *bl; bl = map_id2bl(sd->bl.id); clif_broadcast2(bl, output, (int)strlen(output)+1, battle_config.drop_announcecolor, 0x190, 12, 0, 0, ALL_SAMEMAP); @Zack-, I'm done.. I'll send you the final file..
    1 point
  8. Current development uses 2012-07-02aRagexeRE as reference. In short: yes.
    1 point
  9. Since my test has finished last week...and no assignment task to do....while browsing the forum.....and i saw this topic again..xD so i would like to give this a try haha ~ Script : http://pastebin.com/raw.php?i=0CiT9zY3 TODO : Preview : Create Room : Join an IRC Room IRC Chit Chat : [MOD] : Able to Invite / Kick users in his IRC Channel. ( Only the 1st User in this IRC Channel will be a [MOD] )
    1 point
  10. One more translation bit (context-help on "Restrict mouse to window" setting): IDCHECKBOX_MOUSEEXCLUSIVE, "Turns mouse movement constraints on and off.\r\n\r\n Enables you to restrain all mouse movements to the game window as long the window is active. To escape the constraint use Windows-Key or Alt+Tab.\r\n NOTE: This setting has the same effect as ROExt's Mouse Freedom." Thanks in advance.
    1 point
  11. erm...i dont think it's a good way to do it using npc script if you want to limit all player with 3 skull.. because it will required to create / save alot data using variable for each player he/she killed .. imagine if your server everyday having 100 player killing each other...about 20,000 ( AID + Count ) variable is needed ...O.O anyway you can try this.. http://pastebin.com/raw.php?i=1pBA4HBM by default only limited to 3 players....
    1 point
  12. Please use the search button... ._.
    1 point
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