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Showing content with the highest reputation on 11/21/12 in all areas

  1. My tool allows you to take wings/rucksacks/whatever sprites, rename them numerically to place into the tool, and will automatically output the renamed files for each class, saving you hours of time having to manually rename each file.Originally inspired by this thread: http://rathena.org/board/topic/72734-guidecustom-wings-at-robe-place/ - I created this tool as a means of saving not only myself, but others time. The script can still use some improvements (automatic creation of folders from steps 2 through 6 in the instructions below for instance), but is for all general purposes ready and working as-is. My script uses PHP and web server magic to run. Your web server will also need to be able to .tar.gz files. I don't know how to check other than running the script, so.. yeah. You will need to download the following zip which contains a robes.php file: http://jtynne.com/rAthena/robetool.zip Next, follow these instructions: 1. Upload the robes.php file to your web server. 2. Create two folders "base" and "output" 3. CHMOD both folders to 0777 4. Inside of the "base" folder, place all of your .spr/.act files for the garment sprite you'd like to create. Number these from 1 upward and remember this number for the next step. 5. Inside of the "output" folder, create an equivalent amount of folders to the same number of .spr/.act's you put in the "base" folder. If you went up to 3.spr/3.act then make three folders: 1 2 3 6. Inside EACH of the numbered folders, create two additional folders with the names "³²" and "¿©" (male/female). This is important so do it! 7. Run the robes.php script from your browser and allow it to run. It will create a .tar.gz file containing all the necessary sprite files, but your work is not yet done. 8. Inside the .tar.gz you will find an "output" folder which contains numbered folders and renamed sprite files for all classes. Take the numbered folders and place them into : data/sprite/·Îºê/ (client-side) 9. Open data/lua files/datainfo/spriterobeid.lua AND data/lua files/datainfo/spriterobename.lua YOU MUST EDIT BOTH FILES. 10. Inside spriterobeid.lua in the SPRITE_ROBE_IDs = { section, add in your new robe reference. e.g. ROBE_MYRO_1 = 1, 11. Inside spriterobename.lua in the RobeNameTable = { section, add in your new robe reference using the data from the previous step as an addendum to the syntax. e.g. [sPRITE_ROBE_IDs.ROBE_MYRO_1] = "1", 12. You can then test these out in-game with @changelook 7 # or adjust the "view" field on a garment and voila. Note: If anyone has questions, I probably won't respond very quickly as I'm busy IRL with school/running my own server/working. Help each other, it's pretty straight-forward so long as you have an understanding of client-side data. If anyone would like to create a more detailed guide, be my guest. If you modify my script, please do give credit where credit is due, as I spent a considerable amount of time making this work. Thanks!
    7 points
  2. Well, that's funny. I never saw that topic because it's hidden in the Core section. It's obviously a database issue... The poor indexing results from not knowing how the table will be used when creating it - that's kind of normal. Most of the suggestions theultramage wrote are pretty simple to see if you know how the table is used by the server. Just add indexes on the columns that are used to look up the results and the task is done. (Actually that's what theultramage suggested 3 years ago...)
    2 points
  3. 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
  4. File Name: Pvp Valkyrie File Submitter: Truly File Submitted: 25 Oct 2012 File Category: Maps & Textures Content Author: Truly Hey everyone this is another one of my favorite maps, and it is a Pvp map too! It is meant to be used in place of a sky map in the original RO map listings. I saved the file as valkyrie.rsw to replace the actual map valkyrie. You can change this name however you like, but for the sky effect to show, the file name must take the place of an existing sky map. Anywho, it is not a terribly big map but I took the time to add detail and balance it out. I hope you guys like it as much as I do! Click here to download this file
    1 point
  5. 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
  6. bugreport:3289 I've toyed around with this bug report for awhile, and we haven't acted upon it yet. Due to the nature of the bug report, possible change significance to the core, and the latter, I figured we'd create a topic after our IRC discussion we had tonight. I know there's a lot of talented DB experts on the rAthena team, and I'd like to see everyone's angle on this bug report so we can come up with a plan to implement. One of us could easily throw in fixes, and changes but I believe everyone contributing to the changes is the best idea - whether it's ideas, or code. The ultimate goal, of course, is to decrease the execution time of queries, and to improve performance. @Ind contributed a diff in the bug report tonight. It was a few changes he made while discussing with us over IRC. I'd say taking a look at the bug report, and viewing his ideas would be the best start. Finally, prior to implementing it if we do alter tables and manipulate constraints, and what-not, we'll want to publicly make it apparent (at least in my opinion) - digest, noticeable commit, and such. The goal of this thread is to make sure we fix the poor performance, and properly implement it with as least repercussions as possible. Discuss! P.S. - I'll use my server as a guinea pig as I do a lot for rA commits. My poor players. Edit #1: I forced @Trojal into #rdev last night (his precious 80 minutes of his life gone) as he didn't want to write a novel in response to this post. Here is what he came up with for indexing:
    1 point
  7. Just change the files in the GRF or edit the CSS.
    1 point
  8. Haven't Tested, Basically It Checks if Guild have the EC Skill, if yes then uses the skill,(maybe it ignores the cooldown time.) ec.txt
    1 point
  9. I recall that Using getd inside getvariableofnpc Works. Getvariableofnpc(getd("var"), <npc>) Sorry I can't test this ATM.
    1 point
  10. To duplicate the ladder you need to somehow duplicate the following variables in the script. Player scope variables: PVPKills PVPDeaths #PVPDeathsAccount @PVPDeathstoday Server scope variables: $terces_PVP_names$[] $terces_PVP_kills[] $terces_PVP_deaths[] $terces_PVP_times[] $@LadderLength (maybe a few others) The way I would do it is to simply append the map name on the end of it using setd/getd. eg instead of set PVPDeaths, PVPDeaths +1; you have setd("PVPDeaths_" + strcharinfo(3)); This kind of generic type data layout will let you very easily add as many maps as you want (provided you don't run out of memory) but is rather complex to implement.
    1 point
  11. I would change the console output from: if (char_per_account == 0) { ShowStatus("Characters per Account: 'Unlimited'.\n"); } else { ShowStatus("Characters per Account: '%d'.\n", char_per_account); } to this: if( char_per_account == 0 ){ char_per_account = MAX_CHARS; } ShowStatus( "Characters per Account: '%d'.\n", char_per_account ); Since the word "unlimited" could be missleading for some users.
    1 point
  12. As always, make sure you backup first! Read this topic first. I'd also like to add that you'll probably want to drop some status changes in your sc_data table as well (Which I didn't state in the previous topic). 3CeAM and rAthena use different enum values for 3rd class and higher status changes. Simply run this command which will just remove any active 3rd class status changes that might have been active: DELETE FROM `sc_data` WHERE `type` > '349' Technically it's not going to break anything if you don't run the above command but some player may get a status change from a different class which their class shouldn't have. You might also get console warnings as well, either way, just deleting them would be less of a hassle.
    1 point
  13. I vote for storing all maps as lowercase, so mapname lookups are case-insensitive (Arcenciel's idea). oops I replied in the bugreport before I read this topic.
    1 point
  14. Yes do that and dont forget to compile your .lua to lub if you are using luafiles514 sorry for the late reply
    1 point
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