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A lot you may have noticed frequent of Staff Changes the past few days...Hopefully this would be the last slew of changes for quite some time (however we still do have positions that need filling)... First and foremost, the Development Admin position has been dissolved as it does not serve the purpose it was intended for. Kenpachi has graciously agreed to be moved to the Script/DB Developer group. He will still continue contributing to the project as he had done before but would no longer be holding Administrative responsibilities. rAthena's Development will now be lead jointly by Euphy and Cookie, our Script/DB Dev Manager and Core Dev Manager, respectively. My promotion to Community Administrator has left the Forum Manager position open however as you may have noticed the past couple of days, it is now a role being filled by Maki. Concerns that you may have regarding the forums can be direct to his inbox, the appropriate forum, or me. Major decisions concerning rAthena's Community or Development are now strictly made jointly by Administrators and Managers alike. International Moderator Positions We would like to welcome OnNplay back as an Indo/Malay Moderator. Helping him with the section is Feistz, someone who have been recommended by OnNplay himself. Lastly, someone probably more familiar to you guys who frequent in our Ragnarok News section, Ziu, has been charged to take care of our Spanish Section. Help us congratulate and wish them luck by posting below! Other positions mentioned in this topic still remains unoccupied so please send in your applications if you're interested and haven't done so yet. Community Contributors The following individuals have been moved to the Community Contributor group: Celsius, Gomen, Shinju, Terces. Thanks for all the time and efforts you've put into rAthena. Closing of irc.rathena.org In the interest of decreasing rAthena's expenses and services to manage, we've come to a decision to permanently close down our IRC server and migrate to Rizon, where we previously were. Our channels will remain as they are so feel free to come over, join us and chat, or just plain idle. Click here We will officially make the move sometime this Saturday, December 15 2012. A majority of you should not be affected by this but I do I apologize in advance to any individuals or established channels this change may greatly affect. That is all! Thanks for your continued support and understanding!3 points
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Perhaps it has already been completely finalized, but if there is a possibility of someone supporting the cost of the irc server, would it be an option to maintain its use ? If it's possible, I'd like the name of someone I could contact privately regarding the idea.2 points
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BotKiller 6 BotKiller 6 is a powerfull antibot system based on Scripts, useful to detect Bots without modify your server executables nor install external libraries. Features BK6 support external modules, giving flexibility and security to your server. BK6 was integrated with a new multi-language system that support multiple languages at the same time, the users can change the default language whispering to npc:lang BK6 give you enough time to find a safe place before initiate the interrogatory, during that time the player will glow to visually alert to other players about this process. During the interrogatory, the player will see the remaining time to respond in real time. BK6 rewards player when their effectiveness is OK responding the antibot (AGI,DEX,Zeny,Exp) BK6 will try to bypass recently interrogated players and definitely will ignore chatting or vending players. The Administrators are allowed to send a manual interrogatory to anyone in any moment. The players are allowed to send a manual interrogatory to any other common player, excepting players chatting, vending or in locked places (whisp to npc:bkconfig to configure BK6 safe zones) BK6 now uses "real time" in prison, the countdown only works when the guy remains logged in the jail. When the countdown is over, the player have to respond a new interrogatory to be sure is a human. if failed, the countdown is restarted and the Bot player is kicked from the server. BK6 store logs that helps administrators to detect Bots Players and apply other sanctions. Installation: Download the script: bk6.rar (6.17) Additional Languages: Portuguese: BK6_PT.txt (by Pedro Brito) Modify "script_athena.conf" setting this values to the check_* parameters. check_cmdcount: 655360 check_gotocount: 655360 Create this folders in your server root: npc/custom/bk npc/custom/bk/lang npc/custom/bk/mods Copy this scripts in the following paths: npc/custom/bk/LangManagement.txt npc/custom/bk/VarSystem.txt npc/custom/bk/BotKiller6.txt npc/custom/bk/lang/BK6_EN.txt npc/custom/bk/lang/BK6_ES.txt npc/custom/bk/mods/BK6_Asc2Num.txt npc/custom/bk/mods/BK6_Asc2Word.txt npc/custom/bk/mods/BK6_Fakename.txt npc/custom/bk/mods/BK6_Img2Num.txt npc/custom/bk/mods/BK6_SMath.txt npc/custom/bk/mods/BK6_Lie2Me.txt npc/custom/bk/mods/BK6_WordNum.txt To use Img2Num Module, use this client patch: BK6_Img2Num.rar Edit npc/scripts_custom.conf adding the following lines: // Unlimited Variable System npc: npc/custom/bk/VarSystem.txt // Multi-Language System npc: npc/custom/bk/LangManagement.txt // Translations npc: npc/custom/bk/lang/BK6_EN.txt // English Dialogs npc: npc/custom/bk/lang/BK6_ES.txt // Spanish Dialogs // Remember to copy and declare here any additional language // BotKiller Main Script npc: npc/custom/bk/BotKiller6.txt // BotKiller Modules npc: npc/custom/bk/mods/BK6_Asc2Num.txt npc: npc/custom/bk/mods/BK6_Asc2Word.txt npc: npc/custom/bk/mods/BK6_Fakename.txt npc: npc/custom/bk/mods/BK6_Img2Num.txt npc: npc/custom/bk/mods/BK6_Lie2Me.txt npc: npc/custom/bk/mods/BK6_SMath.txt npc: npc/custom/bk/mods/BK6_WordNum.txt Run your server and whisp to npc:bkconfig to configure BotKiller 6. * Note: BotKiller 6 doesn't work on TXT based servers, please don't request it * Some Demos: Basic Demo: Modules: Lie2Me Module: Asc2Number Module: Img2Num Module: Simple Math Module: Asc2Word Module: Word Num Module: Testing GM Commands trying to ByPass BotKiller 6: History: 2011-05-01: 6.0 - New version, a friendly Police in Midgard! 2012-01-18: 6.1 - Using the new version of Unlimited Variable System! 2012-01-19: 6.11 - Fixed some problems in the jail! 2012-01-19: 6.12 - Fixed another wierd function in the jail! 2012-01-28: 6.13 - npc:bk don't show player selector when found only 1' 2012-01-28: 6.13 - removed some useless variables in functions1 point
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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).1 point
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Preamble I have written an achievement system I want to share with you. It is not the best way to solve achievement systems nor is it very efficient(though it might be more efficient than NPC scripting) and if you already have an achievement system(src or npc) and it's working for you, please don't change to mine. Mine is rather old(about half a year or more) and back then it was the first time I wrote something completly new for eAthena. What I did today was applying the system to rA and create a working diff. If you are willing to use this system then I beg you to report any bug found. Also, if there is enough demand, I might consider re-writing it from scratch, because I am overall unhappy with the system, but not really motivated to further work on it in greater detail. Also the code-style I used back then is totally going against the one I am using nowadays... Don't judge me! Functions There are pre-defined types of achievements in this system Monsterkill Achievements Itemfind Achievements (Only use this for Items NOT trade/drop/storage-able, or else it will result in abuse) Itemuse Achievements Explore Achievements Quest Achievements Special Achievements Let me explain them one after another: Monsterkill Achievements(0): Well, name says it mostly, but there is a bit more to it. You can define different types per achievement. The types are counting by ID(0), by size(1), by race(2), by element(3) or for all MvPs(4). And if player A has killed X monsters that meet the requirement, then he gets the achievement. Itemfind Achievements(1): Again, name says what it does. If you find certain items, you get the achievement. Make sure you only use it on non tradeable etc. items or it will be abused. It can also be filtered into types. They are the following: ID(0), Equip(1)[see item_db->equip), Type(2)[see item_db->type]. It will count if you drop it and pick it up again, so really, only use it on items not storageable, tradeable and dropable! Itemuse Achievements(2): Its porpuse is to count every item used. This achievement might be bugged, report anything you find fishy! It uses the same filtering as Itemfind, so please refer to that. Explore Achievements(3): When entering a map, the system checks whether the map is inside the database for explore achievements and if so, it sets the count. If the player visited all maps for one achievement, then he receives the achievement. Quest Achievements(4): When finishing certain quests, you are able to gain quest achievements. Simple as that! Special Achievements(5): This are achievements in the achievement database. But they are only applicable over @achieve from a GM or with the achieve script_command. This achievement has Event porpuses and is only added for a complete database for your website etc. Now comes the technical stuff... How to install the achievement system 1. Download the *.diff and the *.sql file(they are in the *.rar provided). 2. Import the *.sql into your rAthena database. 3. Apply the *.diff onto your rAthena server. 4. Check your ./conf/battle/exp.conf and ./conf/battle/misc.conf: Two new configs have been added: achievement_cutin_duration and achievement_exp_rate. Read the conf files for more information and change it to whatever you wish it to be. 5. Add the two new files ./src/map/achievement.c and ./src/map/achievement.h to your MAKEFILE or to your project solution and recompile! (^ Up to this point, I won't provide ANY support ^) How to add achievements Well, that is mainly why I would like to find another way of solving the achievement system. But currently it is like this: 1. Add your achievement to achievement_db. Here is a brief summary of the columns: If you chose 5 as type, you are nearly done, skip step 2. If you chose another type, please read on. 2. Go to the respective table of your chosen type: 0->mob_achievement 1->item_achievement 2->itemuse_achievement 3->explore_achievement 4->quest_achievement Now add an entry for your newly added achievement. The columns are rather similiar, but I'll explain in greater detail: mob_achievement: achievement_id: Set to ID assigned by achievement_db for your new achievement type: See description of Mobkill Achievements. There are numbers in brackets for each filtering type valueX: The value for what to filter. I.e. if you chose ID, then place an ID here. If you chose elements, place a number from the element enum here (see script_commands or src for reference) amountX: How many to kill itemfind_achievement: itemuse_achievement: achievement_id: Set to ID assigned by achievement_db for your new achievement type: See description of Itemfind Achievements. There are numbers in brackets for each filtering type valueX: The value for what to filter. I.e. if you chose ID, then place an ID here. amountX: How many to find/use explore_achievement: achievement_id: Set to ID assigned by achievement_db for your new achievement mapX: Name of the map. I.e. prontera quest_achievement: achievement_id: Set to ID assigned by achievement_db for your new achievement questX: ID of the quest 3. Last step is to reload the AchievementDB ingame via @reloadachievement or restart your server. Atcommands So, I added two atcommands working together with this System: @achieve <Achievement_ID> <Player_Name>. Give <Player_Name> Achievement with <Achievement_ID> as ID. IT DOES NOT CHECK WHETHER HE MEETS THE REQUIREMENTS! Built in for debugging and special achievements @reloadachievements. Reload the Achievement DBs. Helpfully if you added new achievements and don't want to restart the server. Scriptcommands *Achieve( <AchievementID>{, <Account_ID>}); Same as the Atcommand. If no account_id is given, use attached player. Does also not check if player meets requirements. Intended for special achievements *GetAchievementInfo(<AchievementID>, <flag>); Flag determines what to return: 0 = type, 1 = bexp, 2 = jexp, 3 = nameid, 4 = points, 5 = status 5 Only works with attached players and returns 1 if the player finished the achievement and 0 otherwise. *GetAchievementName(<AchievementID>); Returns the name of the achievement *GetAchievementCutin(<AchievementID>); Returns the name of the cutin of the achievement I think this is about all you need to know. Please report any bugs and post any suggestions. If you overwhelm me enough, I might rework it to be more user-friendly! Only post bugs and suggestions after you've read through the whole article. I will notive if you haven't. At last Download achievement.patch achievement.sql €dit: I really want to stress the following facts again: Read the whole article! Only use if you are unable to script/code a system that is suficient to suit your needs or this system matches your needs perfectly(well, w/e)! Report any found bug! €dit²: Forgot to mention. The last achievement is stored within the permanent playervariable "LastAchievement" and it stores the ID of the achievement. So you can check it via NPC script etc. Changelog: 1.0 FIrst version 1.1 Fixxed bug of not deleting the cutins properly [Thanks Dexter] 1.2 Fixxed cutin bug fully, fixxed typos in config1 point
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File Name: Deck The Halls Prontera Christmas File Submitter: Olrox File Submitted: 02 Nov 2012 File Category: Maps & 3D Resources Video: Content Author: Olrox Like my facebook: https://www.facebook.com/OlroxMaps First and only one Prontera Christmas edition made by me in all this time! It was the 2011 year when someone requested a prontera christmas edition to me. Now a year later I take that work and Imake a completely revamped version available to all. Deck the Halls Prontera is a prontera edition with a christmas style with a lot of "life" and "happiness" around. A very great work of patience and now comes at its second version. A big santa holding a poring on the center of Prontera, Giant Gingerbread man shaped cookies, Jingle Bells Angels, Giant Xmas Cards customizables with your server logo, enormous ribbons, real shaped winter style trees.... Is just a taste of what this prontera has to offer to your server!. Map Includes: * BGM used in video * Prontera Christmas Edition * Minimaps * All files ready to be patched in your data folder or GRF. Note: -- To use your custom server logo in the cards: Look for data/texture/jz_xmas/xmas_card1b.bmp file and edit photoshop, save it .bmp format 24 bits.... IMPORTANT: save it Flipped Horizontaly just as how the original file is and done. Click here to download this file1 point
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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?1 point
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File Name: Fallen Season Prontera by Olrox File Submitter: Olrox File Submitted: 29 Dec 2011 File Category: Maps & Textures Video: Content Author: Olrox < -- For More Screenshots, Videos, and Support of this Map Click Me --> A fallen season prontera made with this real fallen season leaves ... that your users will love for sure! This wonderfull prontera is just your right choice for the autumn season in your time zone. This is the first and unique release that recreates the autumn season so nearly, by adding colorfull trees from red, orange, to yellow, by using mapple trees. Any question please refer to the support topic. File attaches is in 7z (7-zip) pack, that you can extract with 7-zip or winrar. Click here to download this file1 point
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Thank you for the generous offer but the decision has indeed been finalized.1 point
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I think I can go out on a limb and say Jman as long as he has been around in any form has been a pillar of the community in times of activity and inactivity and will always be considered and looked to as a leader within the community as long as he doesn't disappear completely. Were poised to keep moving forward, if I'm not mistaken was one main purpose of rAthena is to be capable to move forward unrestricted even in times of inactivity (Remembers the days of getting Delta to do something) haha! @Arcenciel - Thank you for Accepting the responsibilities of leading1 point
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Nice changes Arc, it's good to see rA going forward ^o^1 point
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@Shogun: Depends how you want to do it... if you can edit the script directly, @unloadnpcfile/@loadnpc would do it, otherwise you can add an OnWhisperGlobal label (or menu option, if you want): // Whisper to WOE_CONTROL: // itemID:amount{:itemID:amount{:...}} OnWhisperGlobal: if (getgmlevel() < .GMAccess) end; dispbottom " "; dispbottom "Current rewards:"; for(set .@i,0; .@i<getarraysize(.Reward); set .@i,.@i+2) dispbottom " > "+.Reward[.@i+1]+"x "+getitemname(.Reward[.@i]); dispbottom "------------------------------------"; dispbottom "New rewards:"; explode(.@j$,@whispervar0$,":"); for(set .@i,0; .@i<getarraysize(.@j$); set .@i,.@i+2) { if (getitemname(atoi(.@j$[.@i])) == "" || getitemname(atoi(.@j$[.@i])) == "null" || .@j$[.@i+1] == "" || atoi(.@j$[.@i+1]) == 0) { dispbottom "**** Invalid parameters "+.@j$[.@i]+":"+.@j$[.@i+1]+" ****"; end; } dispbottom " > "+.@j$[.@i+1]+"x "+getitemname(atoi(.@j$[.@i])); setarray .@k[getarraysize(.@k)],atoi(.@j$[.@i]),atoi(.@j$[.@i+1]); } if(select(" > ^0055FFConfirm...^000000: > ^777777Cancel^000000") == 1) { deletearray .Reward[0],getarraysize(.Reward); copyarray .Reward[0],.@k[0],getarraysize(.@k); dispbottom "Done."; } close;1 point
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I'm not sure but I had a similar issue one day with a map, years ago 1 - Try: Generate Lightmaps without shadows, and test in game. If the marks are removed then: 2- Try: fill all the 'yellow' colored areas (that means empty areas) in browedit with a black texture, and calculate lightmaps with shadows. If it doesnt work, maybe you can upload your map, or a small area of it. (assuming you cant upload it full maybe cause it is for a private use) So me or Syouji can check it out and do our own tests to fix it. Edit. Oh yes I remember now. I had this issue quite a while1 point
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Thanks all the people for getting this one!. This kind of work is very suitable for all. Since it is possible to offer a really high quality map for a very low price. Usually a map of this quality with this custom content made for someone for private would have this price x4 or x5 times. The fact it is if it is reliable to do it or not. And since it has been comissioned 8 times in rathena, and maybe 5 times by my own site, that pretty says that this one was a great hit for sure. Thank you all again, if you are looking for a high quality christmas prontera for your server, go on with this one it is pretty stable, and I'm sure your users will love it.1 point
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Nuevo video: Aquí teneis una imagen del nuevo morocc... empezando a reconstruirse..1 point
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Dowload the latest DATA FOLDER and 20101126LubFiles Edit: http://svn6.assembla.com/svn/ClientSide/Translation_Project/data/ - Data Folder http://code.google.com/p/renewalproject/downloads/list - LUB Files1 point
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Back on this thread, I must give big thanks to all those people that has purchased this map until this day. Thank you all, and if there is someone interested on it, dont hesitate to get it. It has a good rating.1 point
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Thanks a lot for those words. And, one of your free releases helped me greatily with lights. This is the first one with some new paramters I saw from yours oh :3 may I ask why?1 point
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you like it? :> thanks. To have a positive feedback from other mappers is a honor to me.1 point
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Thanks bud wish I can map for you again.! Thanks, I love gingerbread too > I was not sure to add them but at the time I did and tested I was very proud of how they look! Thanks a lot! =D! wait... yeah they look as those ones :> I'm just figuring it right now! XD what a coincidence. Thanks all for your feedback!1 point
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I found a way to rid the click delay and need you to confirm Judas. When testing while the mouse is set to be locked in the window, there's no delay. BUT when testing while the client's intergraded mouse freedom is enabled the delay appears which I think is because the client is checking every 500ms (half a second) to see if the mouse is still in the window. Ive fixed the problem completely by turning off the clients intergraded one to lock the mouse in the window, but then added the old custom mouse freedom plugin (the dinput.dll file) in and I can have freedom without delay. So its possible to enable or disable the mouse freedom by using the dinput.dll file and leaving the client's intergraded one disabled. Test and confirm please.1 point
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Okay I will explain. This topic was made automatically by the -download module- of the rAthena download section. I uploaded this map, as a test of the "Nexus" paid module for the download resources in rAthena more info here --> http://rathena.org/b...ow-operational/ What happened? seems like there was an error or whatever with that module. They fixed it, but the nexus or paid downloads in that module doesnt work (or it works now, dunno exactly,) To be honest, I dont have in mind to post another map on that module, at least not the paid ones, and not for now, since I don't know certainly how many people got this one, after the vulnerability, or error, or bug, or by moderators apart of the administrators, that had access to it whatever it was happening on the nexus at that time. So, I prefer better, to keep my files locally from that day. To all: you can seek for my free releases here --> http://rathena.org/board/files/ For the paid ones, or for custom map request, you can take a peak here --> http://rathena.org/b...s-now-revamped/ I really appreciate all the nice words of my work. Sorry for the misunderstanding, I understand that you might though that this one was for free, but, as I explained, this topic is an error by itself. Thanks.1 point
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Edit your inter_athena.conf to your database. In this case it would look like this. // MySQL Log SQL Database log_db_ip: 127.0.0.1 log_db_port: 3306 log_db_id: ragnarok log_db_pw: ragnarok log_db_db: log log_codepage: log_login_db: loginlog1 point
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Your sql log settings are enabled but your database names is still using txt settings. To fix this, open your log_athena.conf and read the contents below the "Logging tables/files" title. Notice that there are two "names" for every log database; the first is the txt (defaulted), and the second one is the SQL (which is commented out). Edit: QQ, sorry, I misread. Lol Try checking your conf/inter_athena.conf and conf/import/inter_conf.txt file for the log_db_db setting. Make sure it says 'log' instead of 'ragnarok'?1 point