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  1. Preview : http://bit.ly/Z0ECZx Introduction : You can hire this npc, it will follow you and give you buff. Download : dedicated_npc_3.txt dedicated_npc_2.txt dedicated_npc.txt dedicated_npc.txt More NPC : First add new npc like this: <map>,<x>,<y>,<facing><tab>duplicate(DedicatedNPCMain)<tab><npc name><tab><sprite id> Add new name define into .npc_name$ setarray .npc_name$[0],"Dedicated Poring AAA","Dedicated Poring BBB","Dedicated Poring CCC"; Time Set : 60 seconds set getvariableofnpc(.npc_time[@id_use],"DedicatedNPCTimer"),gettimetick(2)+60; Update : 2014/02/27 : http://hercules.ws/board/topic/4107-dedicated-npc-v2/?p=27298 http://rathena.org/board/topic/74607-dedicated-npc-v2/?p=244414 2014/01/24 : Rewrite timer and npc runner. Edit : No repairall? >> reply
    3 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. 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.
    1 point
  4. Script: Quest NPCs related to Special Episode Malangdo. Ver: -.- Idioma: Castellano (Spanish "Spain") Scripter: Ziu Prerequisite: Level Base. **Las quest están creadas sobre el servidor sakray kRO hace varios años ya casi. El script está al 95%, pero es completamente jugable sin problemas. Quest: //Malangdo. 11209,0,0,0,0,0,0,0,"Penurias De Thomas" 11210,0,0,0,0,0,0,0,"La Reunión Malangdo" 11211,0,0,0,0,0,0,0,"La Reunión Malangdo" 11212,0,0,0,0,0,0,0,"La Reunión Malangdo" 11213,0,0,0,0,0,0,0,"La Reunión Malangdo" 11214,0,0,0,0,0,0,0,"La Reunión Malangdo" 11215,0,0,0,0,0,0,0,"La Reunión Malangdo" 11216,0,0,0,0,0,0,0,"La Reunión Malangdo" 11217,0,0,0,0,0,0,0,"La Reunión Malangdo" 11218,0,0,0,0,0,0,0,"La Reunión Malangdo" 11219,0,0,0,0,0,0,0,"La Reunión Malangdo" 11220,0,0,0,0,0,0,0,"La Reunión Malangdo" //Malangdo Repetible 1145,0,0,0,0,0,0,0,"Ayuda al pobre gato" 1146,0,0,0,0,0,0,0,"Ayuda al pobre gato" 1147,0,0,0,0,0,0,0,"Ayuda al pobre gato" 1148,0,0,0,0,0,0,0,"Ayuda al pobre gato" 1149,0,0,0,0,0,0,0,"Ayuda al pobre gato" 1150,0,0,0,0,0,0,0,"Ayuda al pobre gato" 1151,0,0,0,0,0,0,0,"Ayuda al pobre gato" 1152,86400,0,0,0,0,0,0,"Ayuda al pobre gato" 1153,0,0,0,0,0,0,0,"Ayuda al pobre gato" 1154,0,2197,20,0,0,0,0,"Ayuda al pobre gato" 1155,0,0,0,0,0,0,0,"Ayuda al pobre gato" //Malangdo Reparción de grietas 11221,0,0,0,0,0,0,0,"Reparación de grietas" 11222,0,0,0,0,0,0,0,"Reparación de grietas" 11223,0,0,0,0,0,0,0,"Reparación de grietas" 11224,0,0,0,0,0,0,0,"Reparación de grietas" 11225,0,0,0,0,0,0,0,"Reparación de grietas" 11226,0,0,0,0,0,0,0,"Reparación de grietas" 11227,0,0,0,0,0,0,0,"Reparación de grietas" 11228,0,0,0,0,0,0,0,"Reparación de grietas" 11229,0,0,0,0,0,0,0,"Reparación de grietas" 11230,0,0,0,0,0,0,0,"Reparación de grietas" 11231,0,0,0,0,0,0,0,"Reparación de grietas" 11232,0,0,0,0,0,0,0,"Reparación de grietas" 11233,0,0,0,0,0,0,0,"Reparación de grietas" 11234,0,0,0,0,0,0,0,"Reparación de grietas" 11235,0,0,0,0,0,0,0,"Reparación de grietas" 11236,0,0,0,0,0,0,0,"Reparación de grietas" 11237,0,0,0,0,0,0,0,"Reparación de grietas" 11238,0,0,0,0,0,0,0,"Malangdo Frutas" 11239,86400,0,0,0,0,0,0,"Malangdo Frutas" 11240,0,0,0,0,0,0,0,"Reparación de grietas" 11241,0,0,0,0,0,0,0,"Reparación de grietas" 11242,0,0,0,0,0,0,0,"Reparación de grietas" 11243,86400,0,0,0,0,0,0,"Reparación de grietas" //Malangdo - Headed Cat 5058,0,0,0,0,0,0,0,"Estado De Ánimo-(1)" 5059,0,0,0,0,0,0,0,"Estado De Ánimo-(1)" 5060,180,0,0,0,0,0,0,"Cat Shock" 5061,0,0,0,0,0,0,0,"Estado De Ánimo-(1)" 5062,0,0,0,0,0,0,0,"Estado De Ánimo-(1)" 5063,0,0,0,0,0,0,0,"Estado De Ánimo-(1)" 5064,0,0,0,0,0,0,0,"Estado De Ánimo-(1)" 5065,0,0,0,0,0,0,0,"Estado De Ánimo-(1)" 5066,0,0,0,0,0,0,0,"Estado De Ánimo-(1)" 5067,0,0,0,0,0,0,0,"Estado De Ánimo-(1)" 5068,72000,0,0,0,0,0,0,"Estado De Ánimo-(1)" 5069,3600,0,0,0,0,0,0,"Estado De Ánimo-(1)" 5070,86400,0,0,0,0,0,0,"Rock Paper Scissors" 5071,86400,0,0,0,0,0,0,"Chamchamcham" 5072,86400,0,0,0,0,0,0,"Kkongnyangkkong" 5073,86400,0,0,0,0,0,0,"Sub Quest Games" 5074,0,0,0,0,0,0,0,"Sub Quest Games" 5075,0,0,0,0,0,0,0,"Sub Quest Games" 5076,0,1282,30,0,0,0,0,"Sub Quest Games" 5077,0,1209,10,0,0,0,0,"Sub Quest Games" 5078,0,1019,50,0,0,0,0,"Sub Quest Games" 5079,0,0,0,0,0,0,0,"Sub Quest Games" 5080,0,0,0,0,0,0,0,"Sub Quest Games" 5081,0,0,0,0,0,0,0,"Sub Quest Games" 5082,0,0,0,0,0,0,0,"Sub Quest Games" //---- Malangdo Chef 7260,0,0,0,0,0,0,0,"Occurrence of insect origin" 7261,0,0,0,0,0,0,0,"Galletas De Gato - Mesa" 7262,0,0,0,0,0,0,0,"Galletas De Gato - Colchón" 7263,0,0,0,0,0,0,0,"Galletas De Gato - Reja" 7264,0,0,0,0,0,0,0,"Cat Chef" 7265,0,0,0,0,0,0,0,"Enfado Cat Chef" 7266,0,0,0,0,0,0,0,"Intenciones Cat Chef" 7276,86400,0,0,0,0,0,0,"Alimentos promesa de entrega" Download
    1 point
  5. I'd like to suggest moving the Message Of The Day to a script with OnPCLoginEvent instead of !svn/bc/16928/trunk/conf/motd.txt suggestion: trunk/npc/scripts_athena.conf // --------------------------- MOTD ----------------------------- npc: conf/motd.txt // so people will find the MOTD script in the same place it's always been // or should we go keep all NPCs in the same folder? npc: npc/motd.txt motd.txt - script rathena_MOTD -1,{ OnPCLoginEvent: if (getbattleflag("display_version")) dispbottom "SVN version: " + get_revision(); dispbottom "Welcome to rAthena SVN! Enjoy! Please report any bugs you find."; // add your custom MOTD messages and other script commands here: end; } Advantages: + easier for server owners to customize + not limited to just displaying a message + they can trigger ANY script commands (ex: a common one, atcommand "@main on" + (?) encourages new users learning rAthena to put all OnPCLoginEvent triggers in one file, thus avoiding "Event queue full" errors Disadvantages: - performance? loading one more npc script - might still cause "Event queue full" errors if they already have a bunch of separate scripts with OnPCLoginEvent.. + solution: load our MOTD script first, since it will not have any script commands that pause script execution
    1 point
  6. 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.
    1 point
  7. Edit/Update: Doesn't work even with "Read LUA before LUB", with the .lub files inside or outside of the GRF. Addendum: I'm using the proper lua files for my client. I'm not receiving any errors. It simply freezes the game client when any custom monster sprite comes on screen. Weird.. all the other files seem to work fine as .luas. Ack! I'll try that, thank you nanakiwurtz! @_@; Figured it out.. data/luafiles514/lua files/ is the new path. Sheesh. Thanks to Judas' GRF.
    1 point
  8. You forget a change: - if( .status == 0 ) + set .@type,atoi(strnpcinfo(2)); + if( getd(".n_"+.@type+"_status") == 0 )
    1 point
  9. Hi goddameit ! Did you test with multiple NPC ? I don't think it will work. You use "duplicate" and all variables are NPC variables, so all configs are share between NPC, and should be overwrite each time you ask to a new NPC to follow you.
    1 point
  10. I vote for these Astyle options for trunk/src/: # Brackets are broken from namespaces, classes, and function definitions. # Brackets are attached to statements within a function. --style=kr # Indent using tabs. Convert 4 spaces to 1 tab. --indent=tab=4 # Indent 'class' and 'struct' blocks --indent-classes # Indent multi-line preprocessor definitions ending with a backslash. --indent-preprocessor # Indent comments beginning in column one. --indent-col1-comments # When a header is built of multiple lines, the lines will be aligned with the paren on the preceding line. --min-conditional-indent=0 # Insert space padding after paren headers only (e.g. 'if', 'for', 'while'...). --pad-header # Remove extra space padding around parenthesis on the inside and outside. --unpad-paren # Don't break complex statements and multiple statements residing on a single line. --keep-one-line-statements ######################################################### # Which --align-pointer and --align-reference options? ######################################################### # Do not retain a backup of the original file. (your working copy has SVN History) --suffix=none # For each directory in the command line, process all subdirectories recursively. --recursive Also, some previous discussion: (rough draft) Scripting & Coding Style Guidelines and User:Gepard/Sandbox.
    1 point
  11. Testing with the inventory interface in-game
    1 point
  12. sword_1-1,223,243,4 script Drawing Room 483,{ OnInit: // disablenpc "Drawing Room"; // comment out this line waitingroom "Drawing Room",20,"Drawing Room::OnStartArena",1; enablewaitingroomevent; end; weird though ... its something made by developers ... EDIT: http://rathena.org/b...ra-quest-stuck/ reported in bug report EDIT2: WTF !!!! why suddenly so many staff members viewing this topic ???
    1 point
  13. what do you mean by bad lang? btw, is it fixed already? search for the fix around the board. so many people made it already. they are here, in the rAthena Board. http://rathena.org/
    1 point
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