roBrowser is an open source project that try to port Ragnarök Online in the browser using web technologies (javascript, HTML5, WebGL).
It's goal for now is to match the official client, and in future add custom features on its core.
As it use web technologies, it will allow to use it in all OS, and in future should work in all ables system that can render a web page.
Get the source (Thanks to report all bugs) If you like roBrowser, you can help me improving it or even thinking about doing a donation ?
Screenshots
Some usefulls links :
Source code
Installation guide
WebSite
API Guide
Forum
Demo (Yep there is even a demo if you want to try it).
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.
File Name: Account Bound Items
File Submitter: Xantara
File Submitted: 16 Sep 2012
File Category: Source Modifications
Content Author: Xantara, Zephyrus, RO
Information
This system would allow (non-stackable, non-pet-egg) items to be bounded onto a player's account. This means that the bounded items cannot be traded, dropped, auctioned, nor mailed. But, they can be storaged so that it can be shared among the characters of that account.
Features:
- Item coloration to distinguish bounded items and non-bounded ones (see screenshot)
- Script commands (getitembound, getitembound2, equipisbounded) to create and check for bounded items
- At commands (@itembound, @itembound2) to create bounded items
- New group permission (can_trade_bounded) to allow the group to distribute these bounded items if enabled (mostly just for High GMs / Admins)
- Changes to the SQL files to track bounded items. This would effect cart, inventory, and storage databases.
Tested on rAthena revision 17294 (using v1.5.1).
Script Command Documentations
At Commands Documentations
Known Issues
- When moving a bounded item to storage, item colouration is gone. However, re-opening the storage or re-logging will fix this issue.1
- When moving a bounded item to the cart inventory, item colouration is gone. However, re-logging will fix this issue.1
1 If you are able to find these packets (ie. PACKET_ZC_ADD_ITEM_TO_STORE3 and/or PACKET_ZC_ADD_ITEM_TO_CART3), please let me know!
Credits
Created by @Xantara
Popularized by Zephyrus
Idea by Ragnarok Online
License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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Rep up my support topic post
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I believe we should begin to have the script command "playertalk" imported into the SVN. Why? Well, there are instances that are being released by Gravity that requires the 'playertalk' command; such as Glast Heim Memorial (English: Glast Heim Memorial) and Sara's Memories Instance for example. (I currently didn't see any changes in the Trac regarding this if this was even implemented. If it was, disregard this topic).
//ADD playertalk. (credits: Karmic)
//======================================================
//script.c
// +/*==========================================
// +* playertalk (sends message to surrounding area)
// +*------------------------------------------*/
//+BUILDIN_FUNC(playertalk)
//+{
//+ int display_name;
//+ const char* message;
//+ char message_output[255];
//+ struct map_session_data *sd = script_rid2sd(st);
//+
//+ display_name = script_getnum(st, 2);
//+ message = script_getstr(st, 3);
//+
//+ if(display_name)
//+ sprintf(message_output, "%s: %s", sd->status.name, message);
//+ else
//+ sprintf(message_output, "%s", message);
//+
//+ clif_disp_overhead(sd, message_output);
//+
//+ return 0;
//+}
// /*==========================================
// * npctalk (sends message to surrounding area)
// *------------------------------------------*/
// BUILDIN_FUNC(npctalk)
//
//
//
//
// BUILDIN_DEF(npctalk,"s"), // [Valaris]
// +BUILDIN_DEF(playertalk,"is"), // [Karmic]
// BUILDIN_DEF(mobcount,"ss"),
Might as well have it in the SVN before we start adding translated instances, no? (Per this topic)
What does everyone think?
Why would you wanna put it anywhere? The function is giving items to either a Boy or Girl and at the top of your script, you have a list of getitems. Look at your script and try to figure out where you think it would make sense to be placed .
Funny...
doevent strnpcinfo(3)+"::OnStartProgressBar";
doevent strnpcinfo(3)+"::OnCheckHit";
input .@rcode;
[...]
OnStartProgressBar:
progressbar "green", 5;
end;
OnCheckHit:
for ( set .@last_life, HP; .@i<5; set .@i, .@i+1 ) {
if ( @last_life < HP )
close;
set .@last_life, HP;
sleep2 1000;
}
Try it, but: I'm not sure if it will work to close the script like this (it should since it's the same npcid...), and there is noway to remove a npc dialog/menu/input without the need of the client (or @refresh).
I'll use red potion as an example, insert that script into your custom item at
<Custom item ID>,Red_Potion,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ if(baseJob==Job_Dancer || baseJob==Job_Bard){}else{ atcommand "@changesex"; } },{},{}
Don't think i'll get around to actually writing the script but here is the model i'll use for calculating if a player had won.
Don't read if you still want to think about it and figure out your own method.
Hello,
Follow this guide http://rathena.org/wiki/Edit_Max_Level
If you havent edit or disable Renewal trunk/src/config/renewal.h , then edit the exp_db.txt inside pre-re/ folder.
Hope it helps, goodluck