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Showing content with the highest reputation on 01/04/13 in Posts
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Their is currently the command for @identify which only does one item at a time, but why not make a command for @identifyall in the SVN? I already made one for scripts and others have also, but why not just take it one step farther? Peopleperson492 points
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Hi, I made this tool to generate the LUA files (accesoryid.lua and accname.lua) directly from your MySQL tables (item_db and item_db2) and mixing the data with the file idnum2itemresnametable.txt The contents are generated using the Sprite Name in idnum2itemresnametable.txt and the item names in MySQL, including your custom items. Please help me to test the application and give me all your feedback to fix any problem. Download LUA Generador: http://www.4Undeads.com/uploads/LuaGenerator.1.3.rar (or download it from the attached file in the post) Regards, Myzter LuaGenerator.1.3.rar2 points
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There is no existing script command to break an item, but you could use delitem2+getitem2. getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>; Set <attribute> to 1 to make a broken item.2 points
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You will have a hard time with just a hex editor, but it's somewhat possible if you can make out the op-codes. You might want to consider getting into OllyDbg or at the very least HIEW (hex editor with basic disassembling capability, it's no longer for free, except the DOS version). And since we are already advertising, I recommend you to use HxD as hex editor.2 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: [Mapflag] Mobitemadder File Submitter: Zephyr File Submitted: 28 Dec 2012 File Category: Source Modifications Content Author: Zephyr This mapflag sets more drops for monsters at the map that it's been attached. Sintax: mapname<TAB>mapflag<TAB>mobitemadder<TAB>mob_id,item_id,drop_per{,item_id,drop_per(...)} You can set up to ~50 more items for mobs. "drop_per" is the chance of drop, from 1 (0,01%) to 10000 (100%). There's an example at the screenshot, I setted a Yggdrasil Berry with 100% of chance for the Poring at prt_fild08 map. You can set a lot of mobs, but you have to set more mapflags for your maps. Click here to download this file1 point
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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
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This small modification allow you to manage damage of skills. Request: this topic Ver.2.1: patch updated. You can change the skill damage in file db/skill_damage_db.txt (skill_damage.txt) Version 1.1: added more options for manage skills damage on specific mapflags ( QQfoolsorellina'sSuggestion ) Version 2.0: added map bitflag ( Lighta's Suggestion ) Version 2.1:(Updated 2.0) Skill_damage_v1.1.patch Manage_Skill_Damage_2.0.patch manage_skill_damage_v2.1_rAthena17121.patch1 point
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You don't want to wait because of @reloadscript only for reloading OnInit ?, you used @loadnpc and OnInit doesn't get triggered ?, You don't want to respawn your mvps with @reloadscript because you're player will kill them again ? and you players don't like delay cause of @reloadscript ? With this command it's possible to trigger OnInit for you without all of these problems. Just patch your source with my diff file. If you insert a script with @loadnpc just load the OnInit label with @oninit Syntax: @oninit <npcname> oninit.diff1 point
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O tamanho das abas é proporcional ao tamanho das palavras que você usa em cada aba. Ao 'diffar' tenha a certeza que esteja usando o 'msgstringtable.txt'. É nele que fica as palavras de cada aba. Se serve de ajuda, deixarei o meu 'msgstringtable.txt'. Ele está atualizado para a versão mais recente do RE, acredito. Qualquer problema só avisar. msgstringtable.txt = http://www.mediafire.com/?tbx45d6cu8gzqlu1 point
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normaly the skill would have a Cast duration from 2 seconds , it seem he romeved the skilk cast delay. edit: just checket the Dangerus Soul COllect it got a Cast Duration from 2 Seconds . My EXE dont got a click delay , im using 2012-04-10 too1 point
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why not just use this ? *resetstatus; This is a character reset command, which will reset the stats on the invoking character and give back all the stat points used to raise them previously. Nothing will happen to any other numbers about the character. Used in reset NPC's (duh!) for your case...you should kick the character out ...so that the data wont "rollback" after updated it.1 point
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Hi All, Here is a rather simple quest template based on arrays. It will tell users what they're missing among other things, and makes for a good way to quickly get a quest in game. //===== eAthena Script ======================================= //= Super Awesome Quest Template //===== By: ================================================== //= CalciumKid //= & Okira //===== Current Version: ===================================== //= 2.0 //===== Compatible With: ===================================== //= eAthena 1.0 Final + //===== Description: ========================================= //= Quest Template //============================================================ <map>,<x>,<y>,<facing> script <npcname> <npcsprite>,{ //===== Config: ============================================== set .npcname$,"[^FF0000 <npcname> ^000000]"; //Change to whatever you want the NPC name to be setarray .reqid[1],<id>,<id>,<id>; //Item IDs for the items, required for item checks setarray .reqn$[1],"<name>","<name>","<name>"; //These are names of the required items, for the dialogue setarray .reqa[1],<amount>,<amount>,<amount>; //These are how many of each item is required set .prize,<rewardid>; //Change this to the Item ID of the item reward set .prizen$,"<rewardname>"; //Change this to the name of your reward set .prizea,<rewardamount>; //Change this to the amount of the prize item set .zeny,20000000; //Amount of zeny for quest (set to 0 to disable) L_QUEST: mes .npcname$; mes "Hah! Hello there "+strcharinfo(0); next; mes .npcname$; mes "I don't get many visitors, so I assume you're after my legendary ^FF0000"+.prizen$+"^000000?"; menu "Of course",-,"No way",L_EXIT; next; mes .npcname$; mes "Great! I love business. I can make you a ^FF0000"+.prizen$+"^000000, but only if you bring me the materials required."; next; mes .npcname$; mes "Would you like me to make one for you?"; menu "Yes",-,"No",L_EXIT; next; mes .npcname$; mes "I'll need the following:"; for (set .@x,1; .@x < getarraysize(.reqid); set .@x,.@x + 1) { mes .reqa[.@x]+" ^FF0000"+.reqn$[.@x]+"^000000"; } if (.zeny > 0) { mes .zeny+" ^FF0000Zeny^000000"; } next; mes .npcname$; mes "Do you have those items?"; menu "Yes",-,"No",L_EXIT; next; mes .npcname$; for (set .@x,1; .@x < getarraysize(.reqid); set .@x,.@x + 1) { if(countitem(.reqid[.@x]) >= .reqa[.@x]) {mes "You've got enough ^00FF00"+.reqn$[.@x]+"^000000";} else {mes "You need more ^FF0000"+.reqn$[.@x]+"^000000";} } if (.zeny > 0) { if (Zeny < .zeny) {mes "You're missing ^FF0000Zeny^000000";} else {mes "You've got enough ^00FF00Zeny^000000";} } next; mes .npcname$; mes "Would you like to complete the quest?"; menu "Yes please!",-,"No Thanks",L_EXIT; next; for (set .@x,1; .@x < getarraysize(.reqid); set .@x,.@x + 1) { if(countitem(.reqid[.@x]) < .reqa[.@x]) goto L_EXIT2; } if (.zeny > 0) { if (Zeny < .zeny) goto L_EXIT2; } mes .npcname$; mes "Brilliant! Fantastic! Here you go."; for (set .@x,1; .@x < getarraysize(.reqid); set .@x,.@x + 1) { delitem .reqid[.@x],.reqa[.@x]; } if (.zeny > 0) { set Zeny, Zeny - .zeny; } goto L_FINAL2; close; L_EXIT: next; mes .npcname$; mes "Eh. I don't need you either. Bah!"; close; L_EXIT2: next; mes .npcname$; mes "I'm sorry, you don't have enough!"; close; L_FINAL2: next; mes .npcname$; mes "Brilliant! Fantastic! Here you go."; getitem .prize,1; close; } Just edit everywhere it has placeholders wrapped in <>. You can expand the NPC to contain as many required items as you wish, just keep adding entries to the arrays. I also have a version that doesn't require the input of item names. This version however I don't have laying around because the servers I have used this template on often have strange names for items in their item_dbs. I can recode release this version if requested. If you like my work, please rate the topic and give reputation! Thanks!1 point
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https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/db/re/item_trade.txt1 point
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The Tables doesn't exist in your DataBase. Empty the table bk_talk and follow this instructions: 1. Copy "BK6_EN.txt" as "BK6_FR.txt" 2. Open "BK6_FR.txt" and set the language code in the line 26, like this: set .@lc$,"fr"; 3. Now, translate the file in this way: Original: New: 4. Include this line in the file "scripts_custom.conf": npc: npc/custom/bk/lang/BK6_FR.txt // French Dialogs 5. Open the table "bk_lang" and search for the language "fr", then change the value of "Enabled" to 1 Restart your server and check it whispering to npc:lang It's compatible, the post is in the new eAthena forum. Are you sure you installed the cutins required by that module in your client? Ensure all the steps in the instructions are OK, then enter to the game and whisper anything to npc:bkconfig (using a Administrator account) It's simple, just whisper to npc:bk and enter 3 or more letters of the nick.1 point
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you dont need to import anything in your sql. you can do it in src/config/renewal.h comment out renewal features that you dont want or you can manually delete the specific item id's inside mob_db.txt that you dont want to drop1 point
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sure, no problem. thanks for that too. just post your question here or on my PM or on my YM. I'll be glad to help you. Have a nice day!1 point
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(Now Version : Beta 1) Main page : http://bit.ly/MTUWaY Plant System - Main This script make you can plant some plants in game. What you need to do is bring up and protect it. Some picture preview : http://goo.gl/YadzC Plant System - Dead (Beta 1) There is some way will lead your plants to dead : 1. You forgot give plants water or give too much ---> w > 20 || w < 1 2. The soil nutrient run out. 3. Other people pluck your plant Plant System - Self (Beta 1) This video show how you can do. Plant System - Other 1. Other people can do 'pluck' on your plant by searching your plant id. (Beta 1) 2. You can't plant near any npc or warp. (Beta 1) Install : 0. Download 'location_export_rA' , 'sql files' and 'Plant_system_Beta 1'. (Main Files) 1. 2. Step by step. 3. Add those into mob_avail.txt 4. Add those into mob_db.txt (rA specify) 5. Add those into item_db.txt 6. Add '17504,7504' into item_avail.txt 7. Put this script folder into your server 'npc' folder. 8. Open 'scripts_main.conf' and add those. 9. Now you can use 17504(item id) to open your menu. PS : Totally just sql + basic commands, so I think it works on rA too.1 point