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Showing content with the highest reputation on 11/24/12 in Posts

  1. I'm in the process of converting SuperHulk's scripts over right now. I will be releasing in probably a day or two. I've been held back by the mass amounts of copypasta in his scripts. So I have rewritten the largest file, but it still needs half translated, and the rest should fall in place.
    2 points
  2. So to access this NPC in-game, they would have to login first right? How would players create the first account to login with?
    2 points
  3. I would like to let it like it is now, since ppl need to manually rename them in order to get them working thus knowing what they do and how they work, making it silent will just make them useless if the user doesn't know what they do also keeping them as template will not override user changes when they do svn update
    2 points
  4. Euphy's Scripts Disclaimer You may use, modify, and host all of my released scripts. You may not sell them, re-release them in any way (modified or otherwise), or remove the credits. < Event Manager > < Hunting Missions > < Queue System > < Euphy's WOE Controller > < All-In-One NPC > < Euphy's Quest Shop > < Euphy's Warper > < Item Rewards > < Custom Currency Multi-Shop > < Build Manager + > < Class Mastery System > < Class Specialization > < Badge System > < Guarantee Refine Ticket > < Item Fusion > < Euphy's MVP Ladder > < Card Trader > < NPC Duplicate Generator > < Auto-Potion >
    1 point
  5. 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
  6. Introduction : Original topic was from eAthena, but I felt it'd be nice to share this map with rAthena community as well :3 I've added a very few slight changes to make the map look a little better. Feel free to post your comments and criticism. Pictures : Video : Download : (Hunter's Village Indoor Map + BGM + Sound Effect Script) Version 1.1 - Direct Link : Hunter's Village.rar (Updated on 06/16/2012) (Hunter's Village Map) Version 1.1- Direct Link : hun_vil.zip Mirror : http://www.mediafire...s56zb92smf2n384 (NEW) (Hunter's Village Indoors Map + Warps) Direct Link : Hunter's Village In and Warps.rar
    1 point
  7. getnpcid(<type>{,"<npc name>"}) ---> return npc's Unit ID some of skills will involve with status (str,dex...) and else, will need to be solved.
    1 point
  8. Could do something like this: Index: map-server_sql.vcxproj =================================================================== --- map-server_sql.vcxproj (revision 16962) +++ map-server_sql.vcxproj (working copy) @@ -271,4 +271,15 @@ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <ImportGroup Label="ExtensionTargets"> </ImportGroup> + <Target Name="AfterBuild"> + <Copy SourceFiles="..\conf\import-tmpl\battle_conf.txt" DestinationFolder="..\conf\import\" ContinueOnError="true" /> + <Copy SourceFiles="..\conf\import-tmpl\char_conf.txt" DestinationFolder="..\conf\import\" ContinueOnError="true" /> + <Copy SourceFiles="..\conf\import-tmpl\inter_conf.txt" DestinationFolder="..\conf\import\" ContinueOnError="true" /> + <Copy SourceFiles="..\conf\import-tmpl\log_conf.txt" DestinationFolder="..\conf\import\" ContinueOnError="true" /> + <Copy SourceFiles="..\conf\import-tmpl\login_conf.txt" DestinationFolder="..\conf\import\" ContinueOnError="true" /> + <Copy SourceFiles="..\conf\import-tmpl\map_conf.txt" DestinationFolder="..\conf\import\" ContinueOnError="true" /> + <Copy SourceFiles="..\conf\import-tmpl\msg_conf.txt" DestinationFolder="..\conf\import\" ContinueOnError="true" /> + <Copy SourceFiles="..\conf\import-tmpl\packet_conf.txt" DestinationFolder="..\conf\import\" ContinueOnError="true" /> + <Copy SourceFiles="..\conf\import-tmpl\script_conf.txt" DestinationFolder="..\conf\import\" ContinueOnError="true" /> + </Target> </Project> \ No newline at end of file
    1 point
  9. heh ... fun XD prontera,156,179,5 script kdfhksdfjs 100,{ while (1) { .@menu$ = ( .@currentpage )? "Previous Page:" : ":"; copyarray .@tmp$, .itemname$[ .@currentpage * .itemperpage ], .itemperpage; .@menu$ = .@menu$ + implode( .@tmp$, ":" ); .@menu$ = .@menu$ + ( ( .@currentpage == .maxpage )? "" : ":Next Page" ); .@pick = select( .@menu$ ) -1; if ( !.@pick ) .@currentpage--; else if ( .@pick == .itemperpage +1 ) .@currentpage++; else break; } .@index = .@currentpage * .itemperpage + .@pick -1 ; dispbottom "selected :"+ .itemid[.@index] +" : "+ .itemname$[.@index]; close; OnInit: setarray .itemid, 4001,4002,4003,4004,4005,4006,4007,4008,4009; .itemperpage = 3; .@itemsize = getarraysize( .itemid ); .maxpage = .@itemsize / .itemperpage + !!( .@itemsize % .itemperpage ) -1; // meh ... while ( .@i < .@itemsize ) { .itemname$[.@i] = getitemname( .itemid[.@i] ); .@i++; } end; } still, its a script based on toasty's EDIT: damn it ... (!!(<condition>)) doesn't work ! ok it works ... but toasty's line is more efficient
    1 point
  10. The Linux build process (both make and CMake) already create the /import/ folder from the template folder. It's just the Windows build process that we need to fix. Can Visual Studio be told to copy files/folders in the compile process? If not, then maybe a batch file to do this?
    1 point
  11. This is a good idea. I'd suggest naming it "@clearstorage", and adding a subsequent "@cleargstorage" for guild storage. Any thoughts?
    1 point
  12. Should be working since r16115.
    1 point
  13. Summon = Yes. Insignia = dunno.
    1 point
  14. ITEM BOX: 29056,Auto_Attack_Box,Auto Attack Box,18,20,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ rentitem 29002,604800; },{},{} ITEM AUTO 29002,autoatk_Card,Auto Attack Card,11,0,,10,,,,,0xFFFFFFFF,7,2,,,,,,{},{ callfunc "command__"; set @at,1;},{ callfunc "command__"; set @at,0;} FUNCTION ATCOMMAND function script command__ { atcommand "@autoattack"; return;} FUNCTION CHECK - script fixautoattack -1,{ OnPCLogoutEvent: if (@at == 1) { atcommand "@autoattack"; set @at,0;}; end; } Before TEST plz unequip ITEM AUTO and turn off auto attack. Sr ! My English is very very very BAD
    1 point
  15. you can already do this using a combination of getd and setarray. setarray getd(".test[0]"), 1, 2, 3, 4, 5; Also sorry for the necro... =P
    1 point
  16. Since rathena added the string commands we can now use the implode function to create dynamic menus. prontera,156,174,4 script test 100,{ do { //Add 'Previous Page' to index 0 if needed .@menu$ = (.@page)?"Previous Page:":":"; //Add menu items copyarray .@menuar$[0], .itemsnames$[.@page * .items_per_page], .items_per_page; set .@menu$, .@menu$ + implode(.@menuar$, ":"); //Add 'Next Page' to end if needed set .@menu$, .@menu$ + ((.max_page - .@page)?":Next Page":""); //Compute number of items (I think this can look better) .@num_items_in_menu = .num_items - (.@page * .items_per_page); .@num_items_in_menu = (.@num_items_in_menu > .items_per_page)?.items_per_page:.@num_items_in_menu; .@menu = select(.@menu$) - 1; if(.@menu == .@num_items_in_menu + 1) { //next page .@page++; } else if (.@menu) { //selected item break; } else { //previous page .@page--; } } while (1); .@index = .@page * .items_per_page + .@menu - 1; dispbottom "selected: " + .itemsids[.@index] + ": " + .itemsnames$[.@index]; close; OnInit: setarray .itemsids[0],5360,5361,5363,5362,5364; .items_per_page = 15; .num_items = getarraysize(.itemsids); .max_page = .num_items / .items_per_page + ((.num_items % .items_per_page) > 0) - 1; //Prestore item names while(.@i < .num_items) { setarray .itemsnames$[.@i], getitemname(.itemsids[.@i]); .@i++; } end; }
    1 point
  17. if your using renewal go to svn/db/job_db1.txt change the hp of the class // Super Novice 23, 20000,0 ,500 ,100 ,440 ,590 ,610 ,2000 ,2000 ,2000 ,540 ,2000 ,540 ,540 ,690 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,690 ,540 JobID,Weight,HPFactor,HPMultiplicator,SPFactor,Unarmed,Dagger,1HSword,2HSword,1HSpear,2HSpear,1HAxe,2HAxe,1HMace,2HMace(unused),Rod,Bow,Knuckle,Instrument,Whip,Book,Katar,Revolver,Rifle,Gatling Gun,Shotgun,Grenade Launcher,Fuuma Shuriken,2HStaff,Shield
    1 point
  18. 2199,Ahura_Mazda,Ahura Mazdah,5,1,,10,,10000,,0,0xFFFFFFFF,7,2,32,,1,1,0,{ bonus bAllStats,50; bonus bMdef,99; bonus bShortWeaponDamageReturn,100; bonus2 bSubRace,RC_DemiHuman,95; skill "CR_FULLPROTECTION",5; Skill "WZ_ESTIMATION",1; Skill "ST_FULLSTRIP",5; Skill "HW_MAGICPOWER", 10; bonus bMaxHPRate,200; bonus bNoKnockback,0; bonus bDelayRate,-20; bonus bSpeedRate,25; bonus bIntravision,0; },{ sc_start4 SC_ENDURE,60000,10,0,0,1; },{ sc_end SC_ENDURE; } 1599,Angra_Manyu,Angra Manyu,4,1,,10,10000:10000,,2,0,0xFFFFFFFF,7,2,2,1,1,1,8,{ bonus bAllStats,50; bonus bBaseAtk,3300; bonus bMatkRate,200; bonus2 bHPDrainRate,1000,100; bonus2 bSPDrainRate,1000,20; bonus bHealPower,200; bonus2 bAddRace,RC_NonBoss,100; bonus2 bAddRace,RC_Boss,100; skill "WZ_STORMGUST",10; Skill "WZ_METEOR",10; Skill "WZ_VERMILION",10; skill "GM_SANDMAN",1; bonus bVariableCastrate,-100; bonus bFixedCastrate,-100; },{},{} { Script },{ OnEquip_Script },{ OnUnequip_Script } put this in your Item Script edit the OnEquip_Script. and add this { callfunc "gmitems"; } and this is the script function script gmitems { if( getgmlevel() < 2){ message strcharinfo(0),"You are now allowed to wear GM Items."; nude; } return; } I hope it works.
    1 point
  19. Here's a Full script. Exchanger.txt
    1 point
  20. here's a rip script, i don't know if its work.. sorry for my noobish script set @minnumber,1; set @maxnumber,10; set @input, input(@number, @minnumber, @maxnumber); mes "[Mr. Trader]"; mes "Please Input your desired points, the minimum is 1 and maximum is 10 points"; next; mes "Do you want to trade?"; switch(select("Yes:Cancel:What is the convertion?")) { case 1: if(.@input == 1) { set Zeny,Zeny+100; set #CASHPOINTS,#CASHPOINTS-1; } if(.@input == 2) { set Zeny,Zeny+200; set #CASHPOINTS,#CASHPOINTS-2; } if(.@input == 3) { set Zeny,Zeny+300; set #CASHPOINTS,#CASHPOINTS-3; } if(.@input == 4) { set Zeny,Zeny+400; set #CASHPOINTS,#CASHPOINTS-4; } if(.@input == 5) { set Zeny,Zeny+500; set #CASHPOINTS,#CASHPOINTS-5; } if(.@input == 6) { set Zeny,Zeny+600; set #CASHPOINTS,#CASHPOINTS-6; } if(.@input == 7) { set Zeny,Zeny+700; set #CASHPOINTS,#CASHPOINTS-7; } if(.@input == 8) { set Zeny,Zeny+800; set #CASHPOINTS,#CASHPOINTS-8; } if(.@input == 9) { set Zeny,Zeny+900; set #CASHPOINTS,#CASHPOINTS-9; } if(.@input == 10) { set Zeny,Zeny+1000; set #CASHPOINTS,#CASHPOINTS-10; } close; case 2: mes "Come back again."; close; case 3: mes "[Mr. Trader]"; mes "Here is the convertion."; mes "1 Point = 100z."; close; } Dastgir script is better - sorry for my noobish script
    1 point
  21. Its because of that "code" function. Anyways' here's the file. I didn't saw you have put that on Oninit: anyways, here's a working version. porint.txt
    1 point
  22. PointToZeny: dispbottom "You can get "+#CASHPOINTS*10000+" zeny"; mes "How Much Point you want to convert?"; mes "1 Point = 10k zeny"; input @ptc; if (#CASHPOINTS >= @ptc){ set #CASHPOINTS,#CASHPOINTS-@ptc; set zeny,zeny+@ptc*10000; dispbottom "Current Points:"+#CASHPOINTS; dispbottom "Current Zeny:"+zeny; close; } else{ mes "You don't have enough cash points"; } close; ZenyToPoints: dispbottom "You can get "+zeny/10000+" Points"; mes "How Much Point you want?"; mes "1 Point = 10k zeny"; input @ptc; if (zeny >= @ptc*10000){ set #CASHPOINTS,#CASHPOINTS+@ptc; set zeny,zeny-@ptc*10000; dispbottom "Current Points:"+#CASHPOINTS; dispbottom "Current Zeny:"+zeny; close; } else{ mes "You don't have enough zeny"; } close; 1 Point = 10k Zeny i.e 1000 Cash Point = 10m Zeny
    1 point
  23. if you do an input you must put a convertion of 1 point.. example 1 points = 100z
    1 point
  24. if(#CASHPOINTS >= 1000) { set Zeny,Zeny+10000000; set #CASHPOINTS,#CASHPOINTS-1000; } if(Zeny >= 10000000) { set Zeny,Zeny-10000000; set #CASHPOINTS,#CASHPOINTS+1000; }
    1 point
  25. Done decrypting to lua. Click HERE to Download.
    1 point
  26. 1) Did you put any custom modifications in your source file? Did you make sure to read proper guides? http://rathena.org/wiki/Connecting http://rathena.org/wiki/Getting_Started <-- Installation Guides 2) The answer states itself: [[ : DB error - Table 'eaglero_ragnarok.loginlog' doesn't exist[/font][/color]] [[color=#FF0000][font=helvetica, arial, sans-serif]SQL]: DB error - Table 'eaglero_logs.ipbanlist' doesn't exist[/font][/color]]. Basically, it's telling you you're missing tables. You need to install your tables properly.Especially since HelioHost is not Ragnarok based, you'll have little to no support from them whatsoever.
    1 point
  27. try add Mode=1 and Action='http://example.com' to your button section.
    1 point
  28. None of above, it's merely a configuration format not really a language.
    1 point
  29. I think GreenBox already made a plugin for that.
    1 point
  30. hurm... im not good in this.. but just want to try answer... i think.. no need to change at itemresnameable.. because that one is official item right.. just change at idnumdisplaynameable and idnumdecable... ^^
    1 point
  31. Thx EvilPuncker, I always forget. Looks good at first sight but I'll need to try it properly before commit it so probably this weekend it'll be done, or if someone wanna do it feel free. Anyway thx EP =)
    1 point
  32. Here is the proper way to delete all guilds: stop all 3 servers (login, char, map) connect to your MySQL server and execute these queries This will delete all guilds, reset all castles to no owner (and 0 economy & defense), and empty all guild storages! TRUNCATE TABLE `guild`; TRUNCATE TABLE `guild_alliance`; TRUNCATE TABLE `guild_castle`; TRUNCATE TABLE `guild_expulsion`; TRUNCATE TABLE `guild_member`; TRUNCATE TABLE `guild_position`; TRUNCATE TABLE `guild_skill`; TRUNCATE TABLE `guild_storage`; UPDATE `char` SET `guild_id`=0;
    1 point
  33. Hm, the kRO-variants of the patcher are supposed to forward the command-line, and if there is no command-line, to open the kRO website. Edit: Confirmed, it does not work. Stupid me, the command-line forwarding is in the 3.x branch of the patcher ;;
    1 point
  34. It occurs when you run the patcher outside a kRO client folder. It will not download the entire kRO client data, but starts patching at zero which is 2008-11-26rdata for the sakray patcher. So you have to fetch a client if you do not already have one, as Emistry said.
    1 point
  35. It does already, as stated in the post above yours. iRO is part of said bundle.
    1 point
  36. Bundle contains releases for almost all official RO servers, basically all-in-one.
    1 point
  37. [ 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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