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Showing content with the highest reputation on 12/31/12 in all areas

  1. Year-End Digest 2012 The following digest covers November and December 2012. As many of you are aware, a lot of changes have taken place in these past two months. This digest offers a summary of major events. Administration Arcenciel has been promoted to Administrator. Maki has been moved from Administrator to Forum Manager. Ind has been moved from Administrator to Core Developer. Kenpachi has been moved from Administrator to Script / DB Developer. Jman is no longer Administrator. Managers Euphy has been promoted to Script / DB Dev Manager. Cookie has been moved from Core Dev Manager to Core Developer. Akkarin is no longer Documentation Maintainer. Development Team The following have joined as Core Developers: MarkZD, mkbu95, Zephyr, Aleos [*]The following have joined as Script / DB Developers: Gennosuke Kouga [*]The following are no longer Core Developers: Castor, Epoque, Igniz, Protimus, Salepate, Wildcard, Xantara, xazax [*]The following are no longer Script / DB Developers: Daegaladh, JayPee, jTynne, Kisuka, Spyra Development Highlights Major Renewal updates: Homunculus S skills implemented (r16914) Elemental summons update (r17014) Renewal MATK formula (r16981) Renewal Def/MDef formulas updated (r17062) [*]Major script updates: All third job quests updated and standardized (r17028) El Dicastes scripts updated to official scripts (r17009) Gradual implementation of Malangdo scripts (r17056, r17060) Initial implementation of Somotology Laboratory F4 quest (r17063) [*]Other noteworthy changes: Optional size and AI parameters added to mob spawn (r16904, r16962) New @commands: @clearstorage, @cleargstorage, @clearcart (r17029) @breakguild, @hommutate (r17038) @refreshall (r17035) @cleanarea (r16971) [*]Item database milestone (r16940, r16955) [*]Safer multiplication in battle formulas (r17004, r17017) [*]Checkweight modified to allow multiple parameters (r16941) [*]'npcskill' command added (r17048, r17049) [*]Cleanup of console messages (r16936) [*]HTML readme files replaced with README.txt (r16976) Misc. Stats During the period there were 213 commits. Of these 213 commits 107 included bug-fixes.
    6 points
  2. 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
  3. 8/21: Sup all! hope you like my releases Note: No 3ceam patches for now. Please convert them by manually looking at the whole patch file. changelog: 8/15 original script [no patch file] 8/16 8/17 8/21 credits to Lighta for methods of improvements My MODS: [0] Read Custom Conf Framework Description: This is a prerequisite to all of my mods. allows reading of conf/custom.conf upon runtime. download: custom framework.zip Instructions: [1]EDP+SL MOD Description: A Mod for enabling/disabling EDP+SL via conf/custom.conf download: sl + edp.patch download: additional.patch Instructions: screenshots: [2]GUILD MOD: Description: A Mod for adjusting Min/Max/GuildExtension Guild options via conf/custom.conf download: guild mod.patch Instructions: screenshots: [3]HARDCORE MODE: Description: A Mod similar to the Diablo's HARDCORE Mode mechanics. In this Mod, you will be teleported to a certain pvp map if you die, you'll get [HC] tag in your name if you choose to be a hardcore char, @hardcoreon/@hardcoreoff commands, and script functions f_hardcoreon/f_hardcoreoff. Settings are inside custom.conf. Side Note: I'd really appreciate if someone can redo the scripting of the NPC's >_< I admit that I really suck at it. by the way, I used scripting for the new atcommand so you really need it. download: hardcore_mode.patch download: hardcore_mode.txt Instructions: screenshots:
    1 point
  4. If you're not already tired of unfinished Ragnarok client projects - read on! This is a little project of mine I've been working on for a while now. It's basically the same as KeyWorld's RoBrowser project. I thought his client looked kinda cool and got tired of waiting for it, so I decided to make my own, but it's tough work! Mostly it's a learning project for my own sake with no real roadmap. This is, this is more of a share and tell than an announcement. The code-base so far is 100% JavaScript, using WebGL for graphics, WebSocket for server connection (using a WebSocket-TCP tunnel on the server side), HTML audio API for sounds and BGM and so on. Currently only running in WebKit-based browsers I think, I'll get around to other browsers later. The long term goal is to make a client implementing the features available back in the good old days of Ragnarok, around episode 6 or so. (Meaning this is not intended to be a replacement for the official client!) It a lot of work, but I'm getting closer to my first milestone; being able to log in and walk around. Some things are still left though. I need to fix my camera, implement actors, integrate my map viewer into the client and so on. Luckily I'll soon be done with all the 3D rendering related work, which is a huge relief because I have no idea what I'm doing. Now for the screenshots... Char select (as far as I've currently implemented the actual client): Morocc the old-fashioned way. Once I get the shadowing on models up and running it'll look even prettier! Lighthalzen in all it's glory. FPS is pretty good by the way. Even large detailed maps such as this go at a solid 60FPS, even when viewing the whole map at once with models animations and all that. I make sure to merge all the static geometry and build texture atlas for the models. This slows the map loading down by 5-10 seconds and uses lots of RAM (though only for a short while), so I'm considering trying to put this on the server side somehow. Unfortunately my GPU drivers are broken and crash a lot when using larger textures, so I only use atlas textures of size 2048x1024 for now, resulting in around 10 textures or so for all the models. By using atlas texture size 4096x4096 (which should work fine for most people) you only need a single texture for the whole map, speeding things up quite a bit. For fun I also tried to get my map rendering code running on my trusty iPad 1st gen. Can't say I expected much of it though. Which was why it was pleasant to see that it actually performed much better than expected, giving a great frame rate while rendering some GNDs. However it only has a grand total of 256 megabytes of RAM, of which only about 100MB is available to the browser. Another 100MB and I could probably safely load a map, but half of Alberta was the best I could do for now: Along with some grass. Don't mind the textures here, I accidentally replaced a lot of them with textures from the Alpha client so some maps look weird. Anyway, while my old iPad is a no-go I'm hoping to get this running on some of the newer mobile hardware available eventually. I don't think Android has any working support for WebGL yet, but it'll probably come soon. That's all for now. It's been an interesting journey so far through all the insanity Gravity has pulled over the years. To be continued...
    1 point
  5. Hello rAthena, this is my first script sharing. I made this script for my little home server. To the point, this script let your player earn EXP while afk AKA Praying/Blessing (i prefer to call it Blessing). SCREENSHOOT DESCRIPTIONS -To start Blessing, you must be inside defined map, then whisper to npc:blessme. -Exp earned every 10 second and calculated based on Level, Blessing Exp Rate, and your setting in "quest_exp_rate". -Additionally you can set item to make double exp earning while Blessed. Just put in your inventory and it will be consumed every 10 second of Blessing. -Changing map/log off will make Blessing stopped. -Normal class earn half exp than advance class. -Good for Low-Mid rate server. CONFIGURATION //=========================SETTING============================ OnInit: set .bless_need, 523; //Require item to start Blessing. Default 523 (Holy Water) 0 to disable. set .bless_needs,0; //Item require setting, 0 = only need it in inventory 1 = consumed every time Blessing started. set .bless_item,607; //Item for double exp earning. Consumed 1 item/10 seconds, 360/hour, 8640/day set .bless_map$,"prontera"; //Map require for Blessing set .bless_mname$, "Prontera City"; //Map name that will be told to player set .bless_adj,2; //Normal class will earn exp/2 while advance class not set .bless_rate,1; //Blessing exp rate set .server_rate,getbattleflag("base_exp_rate")/100; //Your server exp rate. Needed to for dispbottom part. end; //============================================================ DOWNLOAD blessing v1-2.txt -fix multiple player blessing -add level restriction,player below level 20 is not available for Blessing blessing v1-3.txt -add end; on OnInit -add item requirement support CREDIT Capuche goddameit
    1 point
  6. I asked this in IRC and I want to ask it here too.. This is about Epoque's skill_amotion_leniency.. http://pastebin.com/raw.php?i=37nBw8im The aim of this new config is to prevent casting another skill while skill motion is not yet finished. It should wait for amotion to finish. But as it is right now, it is waiting for 2x (or +90%) the amotion. Is this intended? I used this to monitor it in-game. Spam skills like meteor assault, or any skill with zero to little delay. Also, I think this is the reason why users feel a slightly longer delay even in default settings. This is based on my understanding, sorry if I am wrong.
    1 point
  7. guess we can add those but in something more general to not but overflowed with more and more npc command, trying to regroup them with topic. Beside that for issit isstand I think it's better to use the readparameter, (like weight, baseclass and such) wich allow to know the value directly in script. (from what I got this function is just made to know player info so would be better to continue there then to create new one)
    1 point
  8. If you still need the VIP + 1500KP thing send me a PM containing information on how I could pay for it.
    1 point
  9. Random progress. ~ Prevent Client from Closing ~ Disregarding, that I have no idea where to begin, I need some information on the desired behavior. In-game - Exit to Windows Assume that should remain as it always was, quit to windows. Char Select - Cancel Used to return to the login window, but since there is not any, it quits. Char Select - Connection Reset Used to return to the login window, but since there is not any, it quits. Login - Error Used to return to the login window, but since there is not any, it quits. Login - Connection Reset Used to return to the login window, but since there is not any, it quits. ... Anything I missed? The situation, of course, changes when restore login window is in effect (not quite sure whether there is still enough code to restore the window in 2012 clients). ~ Rain ~ It turned out, that just mapping all functions will not work, as most of the structures grew in the mean time and there's also the compiler change to VC9.
    1 point
  10. ..............{ atcommand "@autoloot"; },{},{}
    1 point
  11. You can do this in your conf/battle/drops.conf file: // The rate the common items are dropped (Items that are in the ETC tab, besides card) item_rate_common: 100 item_rate_common_boss: 100 item_drop_common_min: 1 item_drop_common_max: 10000 // The rate healing items are dropped (items that restore HP or SP) item_rate_heal: 100 item_rate_heal_boss: 100 item_drop_heal_min: 1 item_drop_heal_max: 10000 // The rate at which usable items (in the item tab) other then healing items are dropped. item_rate_use: 100 item_rate_use_boss: 100 item_drop_use_min: 1 item_drop_use_max: 10000 // The rate at which equipment is dropped. item_rate_equip: 100 item_rate_equip_boss: 100 item_drop_equip_min: 1 item_drop_equip_max: 10000 Change all the _boss fields.
    1 point
  12. do you mind showing us the code?
    1 point
  13. File Name: Lutie Town & Field Expansion File Submitter: Syouji File Submitted: 29 Dec 2012 File Category: Maps & Textures Content Author: Syouji & Olrox This mapping project was created by myself and Olrox. For complete background information of this project please see this thread here. Once you download and use this package you agree to the following terms: YOU cannot claim our work as yours YOU are NOT permitted to use this work for commercial purposes YOU can edit the maps as you wish but credit must always be due to the original creators (myself and Olrox) Enjoy the maps, and I hope this expansion adds a little more fun to Lutie~ Don't forget to give Olrox a +1 for his hard work! More rep to him Click here to download this file
    1 point
  14. prontera,150,150,5 script ijko 666,{ //- Delay (seconds) .@DL = 1800: //- ID item(s) setarray .@It[0], 601; //- How much each setarray .@Cn[0], 1; if( getarraysize( .@It ) != getarraysize( .@Cn ) ) { mes "An error has occured."; close; } // dispbottom #Giftchoidk_$; mes "Gift"; mes "Blablabla.... blablabla. Blo !"; next; explode(.@UI_$, #Giftchoidk_$, "|"); if( gettime(8) != atoi(.@UI_$[0]) ) { .@UI_$[0] = gettime(8); .@UI_$[2] = 1; } else { if( atoi(.@UI_$[2]) > 4 ) { mes "Gift"; mes "Enough for today."; close; } if( ( .@T = atoi(.@UI_$[1]) - gettimetick(2) ) > 0 ) { mes "Gift"; mes "Not yet. You must wait "+ (.@T/60) +" minute(s)."; close; } .@UI_$[2] = atoi(.@UI_$[2]) + 1; } .@UI_$[1] = gettimetick(2) + .@DL; set #Giftchoidk_$, implode(.@UI_$,"|"); mes "For you " +(Sex ? "sexy boy":"babe")+ "."; for( .@i = 0; .@i < getarraysize( .@It ); .@i++ ) getitem .@It[.@i], .@Cn[.@i]; close; } 5 Gifts for 1 account, every 30 minutes everyday. Players must click on the npc. Edit: optimized.
    1 point
  15. try editing individual drop rates in mob_db.txt thats what i did in my card drop rates
    1 point
  16. bg_pvp_leader_0.1.txt just optimization ... not bug or anything bg_pvp_leader_0.2.txt
    1 point
  17. I'm thinking in use a more modern UI like WOW and other newer games at least for the login/char selection. The in game UI could be the same but maybe with more modern elements.
    1 point
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