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Showing content with the highest reputation on 12/04/12 in Posts
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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? >> reply2 points
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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
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File Name: Arch Angel Wing [1] Enchant Script [ iRO ] File Submitter: Gennosuke Kouga File Submitted: 03 Dec 2012 File Category: Scripts Content Author: Gennosuke Kouga For those who can read korean: the archangel wings enchants are listed here. You can only enchant the white archangel wings with 1 enchant. The item upgrade doesn't seem to affect the type of enchants received ( tested on +9 ~ +10 ). There is a small chance the wings will break during enchanting. Refine level of the wings do not reset if successfully enchanted or during enchant reset attempt. Possible White Arch Angel Wing [1] Enchants*: High rank and extremely rare <top 3 in the chart>: Cranial1: Increases Tolerance to Demihuman and other Players by 5% Immune1: Increases tolerance to Neutral Property monsters by 5% Heal Amount5: Increases heal efficiency by 20%, Increases SP consumption by 15% S rank Special Str: Str +1 If refined to +8 or higher, additional Str +3 If refined to +9 or higher, Atk +1 to all monster sizes If refined to +12 or higher, Aspd +1% decreases fixed cast time by 7% Special Agi: Agi +1 If refined to +8 or higher, additional Agi +3 If refined to +9 or higher, Atk +1 to all monster sizes If refined to +12 or higher, Aspd +1% decreases fixed cast time by 7%. Special Vit: Vit +1 If refined to +8 or higher, additional Vit +3 If refined to +9 or higher, Atk +1 to all monster sizes If refined to +12 or higher, Aspd +1% decreases fixed cast time by 7%. Special Int Int +1 If refined to +8 or higher, additional Int +3 If refined to +9 or higher, Atk +1 to all monster sizes If refined to +12 or higher, Aspd +1% decreases fixed cast time by 7%. Special Dex: Dex +1 If refined to +8 or higher, additional Dex +3 If refined to +9 or higher, Atk +1 to all monster sizes If refined to +12 or higher, Aspd +1% decreases fixed cast time by 7%. Special Luk: Luk +1 If refined to +8 or higher, additional Luk +3 If refined to +9 or higher, Atk +1 to all monster sizes If refined to +12 or higher, Aspd +1% decreases fixed cast time by 7%. Not so common: Heal Amount 3~4 Matk 1~2 Sharp 2~3 Spell 2~3 Expert Archer 2~3 Fighting Spirit 2~3 Common enchants: Str 1~2 Agi 1~2 Vit 1~2 Int 1~2 Dex 1~2 Luk 1~2 Click here to download this file1 point
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Hi everybody. This is my first and maybe only post here. This instance caught my attention and made me want to play it really bad but the only version release had the official korean text. So, after some hours of hard work and google translate (no, the translation I did isn't bad at all. Completely understandable since I read the manhwa and know some korean too). So, I'm releasing the translated script of Old Glast Heim Memorial Dungeon done by Ziu. Hope you like it and I expect to see it working soon so I can play it too! Instance Translation.txt1 point
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Im not EXPERT extracting scripts but i will try to extract Port Malaya, i put this in "Proyects" because it is gonna be SLOW(I think) (: so i will post here the updates of the NPC's when i get to lvl 100+ (Rune Knight) ANY support is welcome(Equip/Zeny/1 Potato?) wait for updates ! Port Malaya is designed for players of level 100+ so im getting to that lvl to extract scripts without any problem GitHub Repostory UPDATES After 5 days finally im Rune Knight. Quests apparently are the same. I just noticed of the Instance requeriments.1 point
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Hi everyone, I think we need to prioritize this matter since its the most basic system in a RPG..specially RO..I know Wilcard and Epoque already started it however they disappear for a long time or no news on their progress.. and I know there is a lot of information out there however this is not enough since most of the formula is not accurate and they vary from each other. And by having this system implemented we can clear all the concerns from items, skills and others. and here are some of my concern.. 1. Can we have a team/volunteers to gather info/test in official server?(I can provide kRO accounts if needed even though iRO/pRO is a valid source since they have the same formula) 2. Does anyone from the Dev team already working on this matter? Thank you. Information from an IRC discussion1 point
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kRO Decompiled LUA: svn link: http://krotranslatedlua.googlecode.com/svn/trunk/ Changelog r2: Added rdata.grf files, r3: Added data.grf Files r4: Added System Files r5: Added March 13 Files r6: Added System Files[13 March] and Jan13 Files(That was deleted by me accidently) r7: Added March 21 Files Files Date: 21st March 2013. Dropping New Items Project Because of Lack of Time.1 point
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go to config look for index.php look for this line showExceptions = false; // Whether or not to show exceptions (only applies to error.php) change false to true so you can exactly see your error regarding to that.1 point
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Hello folks, here's the map I came up with, the idea is to be a spooky/creepy cathedral (perhaps a dungeon?). Feedbacks/Criticism always welcome! By the way, the map doesn't have shadows. Screenshots : Direct Links : Tinypic Links : http://i50.tinypic.com/9k055z.jpg http://i46.tinypic.com/wldev5.jpg http://i50.tinypic.com/1zcnyps.jpg http://i46.tinypic.com/2m2j1ir.jpg http://i48.tinypic.com/2r2yzhx.jpg http://i45.tinypic.com/2rwlt01.jpg http://i47.tinypic.com/4fe5j.jpg http://i49.tinypic.com/15ge9k.jpg Download Links : Direct Link : Grand_Cathedral.rar Mediafire : http://www.mediafire...qoqol3kd3ecpcy21 point
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OMMMMMMGGGGGGG BRAIN PASTE. Annie your script scares me, seems larger than the rest... but maybe it is more efficient and I just don't understand it. XD In an effort to further my scripting knowledge, I am going to ask some questions on the scripts that didn't melt my brain (don't hate me Annie!). Euphy: I think I understand what's going on here. You set the shops that are moved to the front in the switch in the beginning using a function, which essentially follows the same switch I had it just is reorganized and looks nicer. The function actually runs the NPC (text and menu, etc). The part where I get confused is the function definition. I understand the part where you dynamically create the menu text which will be used in the callshop select usage. And ".@j" is used to actually set the number used to call the shop (the order that the menu options are in numbers). Since, select returns a number the player picks. The part where I lose it is the second loop. That's a bit variable right, with bit shifting (which we have discussion previously)? In hindsight I didn't even know "getargcount()" existed, which will help me improve a couple of my more dynamic scripts. So the second loop sets the rest of the .@menu$ variable so that all the other shops exist in the menu... but I can't seem to understand the dynamics of what's going on in that if statement. You're checking if the previous bit variable is true for each initial "slot" in the menu? Emistry: This looks like it's missing some of the class checks (Jobs), but I think I am meant to edit it after I understand it? So does this essentially repeat the method I was using by creating the arrays ahead of time, but in much more efficient fashion? After that I get confused. So the loop creates the menu variable for use with select(), but it's checking whether the shop name is red or blue based on the value of .@shop_list[0]? Only the item in index 0? What is the significance of index zero in this case? And the -1 to the .@shop_list variable at the end of the 'set' is because .@i is set to 1 initially, correct? Essentially, .@shop_name$ helps create the menu "list" and is then used to dynamically call the right shop with callshop, and we create a list of items that matches .@shop_list to .@menu$. Or more specifically the other way around. I'm just not understanding how that one loop determines which way to color the menu variable. I think I understand how the correct shop is called, however. Those variables never change.1 point
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hmm ... just tested your script doesn't run more like this prontera,157,178,5 script Clemy 703,{ end; OnMon0000: OnWed0000: .unhide = 0; disablenpc strnpcinfo(0); end; OnSun0000: OnTue0000: enablenpc strnpcinfo(0); .unhide = 1; goto L_start; OnInit: if ( gettime(4) != 0 && gettime(4) != 2 ) { // add this... disablenpc strnpcinfo(0); end; } else .unhide = 1; L_start: .@interval = 2; .@step = 5; while ( .unhide ) { sleep .@interval * 1000; getmapxy .@map$, .@x, .@y, 1; while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) ); npcwalkto .@npc_x, .@npc_y; npctalk callfunc( "F_RandMes", 2, "Heloo!!!", // 1 "Goodbye~!" // 2 ); } end; } suddenly feels my method without disablenpc in while-loop is more efficient ... dunno... well as long it works ...1 point
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Because it's only used in the char-server. "battle/" folder just contains data for the map-server.1 point
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Check against the "No Teleport" mapflag: { if (getmapflag(strcharinfo(3),mf_noteleport)) dispbottom "Unable to warp on this map."; else warp strcharinfo(3),0,0; },{},{}1 point
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File Name: Instanced PvP File Submitter: Hoshiro File Submitted: 06 Jan 2011 File Category: PvP, GvG, WoE http://www.eathena.ws/board/index.php?showtopic=253019 This script is a Instance Duel Pvp NPC. Here some Explanation how it works Its Working now!!!!! Explaination: It´s a new Instance that is created for exactly 2 People. The Main Npc will create the instance for you. After creating you can chose to enter the Instance. This will warp you to 1@pvp There begins an announce e.g. 4... 3... 2... 1... GO!!.. Then starts @pvpon You will fight till one die! And for the Finish it warps you back and so far it will destroy Instance after it. Guide how to add is on the Readme.txt Credits to Me for creating xDDDDD Credits to Davven for his map. Credits to Masao for his support. Click here to download this file1 point