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  1. View File GRF Editor Hey everyone, This is a GRF tool I started to develop for my own personnal use, but I thought I'd share it since I've upgraded the UI. Its primary goal is to be easy to use while offering a wide variety of options and customizations. The software is quite stable and can handle large operations easily. How to install Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/?aflylbhblrzpz0h Install the application with GRF Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it. Once you are done, you can start the program from the link on your desktop. Key features Overall speed is faster (or at least equal) than any GRF tool. Common operations : add, delete, merge, extract, preview, save. Undo and redo for any operation. It can open any GRF file. Clean and very interactive interface. Saving formats supported : 0x200, 0x103 and 0x102 (through the Settings page) and conversion to the Thor format. Instant filter and search options (example : "map .gat"). File association and context menus integration for .grf, .gpf, .rgz and .thor (through the Settings page). Can rebuild separated images into one file easily. Drag and drop (with the ALT key, can be modified in the Settings page). This is a big part of the software; most of the items can be moved around within the application itself or from/to Windows Explorer. Tools Sprite editor : a simple sprite editor with powerful features. Semi-transparent images can be added, you can easily change the order or replace images, etc. This tool can convert images in the wrong type by showing you multiple solutions (merging a new palette, dithering the image by using current palette, using the closest color, and a few more). Grf validation : allows you to validate a GRF with multiple settings. It can detect corrupted GRF entries, invalid sprites, empty files, non-GRF files, duplicate files and a lot more. Flat maps maker : generates flat maps from .gat and .rsw files. Useful to generate WoE maps or to fasten up the loading time. Patch maker : generates a GRF patch based on two different GRFs. Hash viewer : shows the hash code (both CRC32 and MD5) for files. Image converter : converts an image to any format requested (BMP, PNG, JPG, TGA). GrfCL : used to create batch files (.bat) which can automate tasks on GRF files. See the content in GrfCL.rar in the download for more information. This tool can be customized from the sources as well. Palette recolorer : creates new sprites by changing their colors (this tool is now deprecated). Client database editor : allows modifications of the database client files (txt and lua) with easy and simple tools. Work in progress. Grf encryption The encryption feature has been enabled again. It's similar to what it used to be and it has been tested on client versions ranging from 2012-08-01 to 2014-02-05. Some error messages will be displayed if necessary. If you have an issue, copy the error message (with the code, if there's one) and send me the client executable with the cps.dll file generated by GRF Editor. There shouldn't be compatibility issues anymore though! Thor files Thor files are patches used by Thor Patcher ( http://thor.aeomin.net/ ). Because of their similarity with the GRF file structure, they have been integrated within GRF Editor. The primary utility of this feature is that it allows you to add encrypted files to a Thor patch. All the other options can be achieved by using Thor Maker. You'll find the necessary steps below, but test your patches before sending them off to players (I've done a lot of testing on my end, but better be safe). If you're using SecureGRF, then make a new GRF, add the files and encrypt it. In GRF Editor, open the encrypted GRF you just made, use "Save as" and name the new file with a .thor extension. That's it, if you want to change the output directory, click on the root node of the project and select the tab "Container options". You can select the output mode and the GRF to merge the patch with. Simply save again if you change these properties. If you're using GRF Editor's encryption, then make a new Thor file (File > New > New Thor) and add the files you want to patch it with. Right-click on the files you want to encrypt and use Encryption > Encrypt. Technical stuff Requires .Net Framework 3.5 (SP1) Client Profile to run (3.5 or more will work as well). Automatically converts file name encoding to their proper values (you can change the encoding). Data virtualization is used as much as possible to preview files, meaning the files aren't completely loaded. Right-clicking an item will bring up the available options with that file. Preview file formats : txt, log, xml, lua, lub, bmp, png, tga, jpp, db, ebm, pal, gnd, rsw, gat, rsm, str, spr, act, imf, fna and wav. Services are "crash ready", meaning that you will be warned about a failed operation and no work will be lost (the application won't close and crash). It tries to continue operating even if it meets unsual conditions. Operations can be cancelled by clicking on the button near the progress bar. The warning level can be changed to avoid messages like "Please select a folder first." When prompted with an error, use Ctrl-C to copy the current dialog's content. Some screenshots! 1) Previewing an act file, while showing the search feature 2) Preview of a model file (rsm) 3) Preview of GrfCL with the MakeGrf command 4) Preview of maps 5) Preview of Grf validation 6) Search feature (press Ctrl-F or Ctrl-H to bring up within a text editor) Got a feedback? I'd gladly hear you out and fix issues you have with the program. Submitter Tokei Submitted 01/11/2013 Category GRF Files Video Content Author Tokeiburu  
    4 points
  2. E - Script Collection Last Update : September 10, 2013 Refine Function SQL Mission Board Monster Marching Vendor Control Advanced Stylist Coin Exchanger Doppelganger Race Of The Day Limited Items Multi Currency Shop Random News GM Online List Link Broken E-Inquiry DotA Runes Flower Counting Game Class Restriction Chain Quest Build Manager Misc Scripts : Freebies Script Card Trader Gold Room [ Pick Gold ] Gold Room [ Guild Tax ] Map Restriction [ GM Based ] Daily Reward Monthly Reward Monster Spawner Monster Summoner with Last Summoned Display Players Stats & Equipments 3rd Job Item Giver Exchanger [ Cashpoint to Coins ] Exchanger [ Poring Coin - Zeny ] Exchanger [ Points to Tickets ] Exchanger [ Item to Item ] Exchanger [ Item to Item ] Exchanger [ Multi Item to 1 Item ] Party Match Auto Ban Over Stats Users Soul Link Buff Kill Players gain Cash Points Party Members All Get Items [ Snippet ] Message Board Stalker Class Skill Reproduce NPC Multiple Selection Quest [ Template ] In-Game Item Rewarder In-Game Points Rewarder Invasion Event Custom Item Rate Status Point Seller [ Snippet ] Anti Bot Security Script Anti Bot Script [ Code / Question ] Item Combo Restriction [ LHZ Card ] Drop Item Upon Death PVP Switcher + Announcer [ Guild Master ] Rotating Waitingroom Messages +10 Refiner [ Specific Items ] Random Rate Item Exchanger MVP Invasion Premium Users [ Boost Rates ] Display Cutin Image upon Login Custom Randomed Box Items Kick GM during WOE Custom Crafting NPC Restrict Same IP [ Certain Map ] Coloured Items Exchanger Guild Master Changer Party Team PK Match Gambling Game IRC Channel Crafting NPC Guild Storage Restriction Stage Game [ Version 4 ] Monster Wiki Event [ Version 3 ] Special Thank you for my Tutor : Notes : I am a bit lazy to write all those Script Descriptions, i do believe that all of you able to get how this script works. Anyway, i will still doing my best to write the Updated Changelog or informations about the script as detail as possible. All the Scripts above are uploaded to Pastebin . Abide the Following Rule : Scripts Error / Not Working , you have to Explain it in Details. ( Add in Images / Modified Scripts ) Do not SPAM / BUMP in my Topic. Do not ask for Support stuffs for other Scripts in this Topic. Link Down , then drop [ @Emistry ] a message. I Reserved the Right for NOT Answering your Posts if you did not abide my Topic's Rules. Keep This In Your Mind : All the Scripts i distribute here are NOT FOR COMMERCIAL USES . DO NOT remove my Credits if you are using part of the scripts to modify your own. DO NOT re-release the scripts in any form / way. If you ♥ these Scripts , Click on to Vote this Topic up. Or you may also click on at above the Topic
    2 points
  3. File Name: Denny's Map Pack File Submitter: Ridley File Submitted: 17 Jul 2012 File Category: Maps & Textures Content Author: Denny Full Credit's to Denny who made these maps, I'm just sharing them (of course with her permission) :> This Map Pack Contains: Glastheim Restored Uncursed Glastheim. All textures are cleaned, light maps edited, models changed. The Map comes with: - 10 Indoor maps - text file with all the warps for the indoors. - BGM that I felt will be a proper for the map Glastheim Winter Add-on Simple textures edit. You will still need the restored version first. Geffenia Restored Geffenia (or part of it anyway). The server where it was used had three races living there thus the map appears as if divided between elves and fiaries. Map comes with: - Indoor map. - text file with all the warps for the indoors. - BGM that I felt will be proper for the map. - Couple of NPCs - Mini Map Yggdrasill Tree Village A village situated at the Yggdrasill Tree`s roots. It is supposed to go with Geffenia. The Map comes with: - Mini Map Heidelberg Village situated south of Glastheim. It is meant to go with the Glastheim map. It is rather huge for a village actually. Map comes with: - Mini Map New Prontera A redesigned Prontera and I don`t mean retextured. This map is not meant to be placed over the old Prontera map. Sadly I lost the warp fixes so you have to adjust the warps on your own. Map comes with: - BGM that I felt will be proper for the map. - Mini Map Izlude Fair Izlude map redesigned for a fair. You know, like in Chrono Trigger only not as cool and awesome.Map comes with: Simple Arena Map Well if you want a simple medieval arena with like thrones for the royalties for whatever reasons, feel free to use this one. Map comes with: - BGM that I felt it will be proper for the map Shroom Underground Village A village for a race or people who live under ground. Base used for this was the cave map. Map comes with: - BGM that I felt it will be proper for the map. - Mini Map Click here to download this file You can also find the files on http://insanesoft.org
    2 points
  4. Just a comment function getPoints { set .@account_id,getarg(0); query_sql ("SELECT `credits` FROM `cp_votes` WHERE account_id="+.@account_id+" LIMIT 1",.@points); } maybe your problem is because you don't return a value from your function ? function getPoints { set .@account_id,getarg(0); query_sql ("SELECT `credits` FROM `cp_votes` WHERE account_id="+.@account_id+" LIMIT 1",.@points); return .@points; }
    2 points
  5. @darristan nice xD @others... here is a small pack of status icon taken from Official KRO Grf...xD you might wanna give it a try .... http://www.mediafire.com/?oz29u521dwcy3f1 some icon might have existed in latest server ... i just upload part of icon that we seldom seen it. forget to inform you guys.... my computer cant read Korean text by default....so..some of these file's name might be broken. you can choose to rename the file / extract it from ur kRO grf.
    2 points
  6. Hello guys I would like to share my Soul Link Scrolls very good for Small Servers that some Players doesn't want to Create a Soul Linker Character. I've also added some Client Files for those who are not yet knowledgeable with adding custom items. Instructions: Copy the text from the Pastebin link and paste it at the bottom of your item_db2.txt located on your db folder http://pastebin.com/raw.php?i=h33rNwKc then download the Attached file data.rar and extract the 3 file on to your data folder which is on your Ragnarok Client. idnum2itemdesctable idnum2itemdisplaynametable idnum2itemresnametable Done. I've also attached my item_db2.txt Enjoy data.rar item_db2.txt
    1 point
  7. I'm currently working on a custom client and wanted to share some screenshots about the progress. Some of you might wonder why there is again another project like this one with the same goal as the others, and why not just join the others to speed up development? In fact, I thought about this opportunity. However, I'm still learning to work with virtual reality and I want to learn as much as possible. And that's why this projects main goal is not to be finished as fast as possible. But still, it looks like I'm at good pace. I still don't have a "good" name for this project, even though there's a proto-name. One of the other goals of this project is to provide a stable client that runs on both, unix and windows systems. It is being developed in C/C++ and Ogre3D, takes advantage of multithreading where it is appropriate, uses atlas textures to reduce batch count and some other fancy algorithms to improve performance. Even though the complete terrain is being loaded instantly, it takes some milliseconds to finish the objects. That's why I'm currently working on further algorithms, allowing caching and paging of objects. I will release a working demo in the style of RagCam as soon as the new algorithms are finished and working. Here's a list of things that are implemented so far: GND (Terrain) Lightning Shadowmaps Colormaps (with reduced colors to match the original client) Vertex diffuse color Walls Smooth Normals RSM (Objects) Smooth Normals (with smooth groups) Animations Transparency Two Sided Triangle Faces (with correct normal vectors for both sides) RSW (World) Water (with texture and wave animation) Objects Ambient and diffuse lightning Performance is always a very important part for me. A lot of things are optimized as good as possible. This project will stay closed-source providing plug-in functionality in the future. Most of the information that has been used in this project has been discovered through reverse engineering of the original client. Rendering a map is almost completely done using the same and some improved approaches done by the original client itself. The main focus after this will be the visual improvement of the maps themself, like BumpMapping, Cel Shading support, etc. blah blah. When this is done also, I will focus on implementing network functionality and a GUI. I have started in november and worked effectively 5-6 weeks on this project. I had to stop at the end of december and started to work again two days ago. Enough talked, here are some screenshots using OpenGL as renderer (the results in DirectX are the same): Vertex color mapping: Each tile can have a diffuse color. This color, however, is not being applied to all four corners of a tile, but only to the bottom left vertex and all vertices that share the same coordinate. Textures have been disabled in this image to show that diffuse colors are being applied correctly. The border of a map is also being rendered correctly when vertex diffuse colors are applied. Shadowmaps: Some devs are still wondering why their shadowmaps look a bit weird. The reason is plain simple: A lightmap consists (most of the time) of 8x8 tiles, where only the 7x7 pixels in the center are used. Nothing new. However, the tiles are combined into a large texture. If texture filtering is being applied, then the borders of the different textures interpolate into each other, fatal for colormaps when they have different colors. This is called texture bleeding. Because of this, Gravity added a padding of 1 pixel to each tile (resulting in 8x8, instead of 7x7) and filled them with colors that still look nice when they are interpolated. The image below shows the correct display of shadowmaps. Colormaps: They are the same as shadowmaps, but use RGB colors instead. When applied to the terrain, they look smooth. If you look into a dungeon, you will notice that colormaps are not smooth at all. In fact, they look like the colors were reduced. This process is also called posterization. The best result are done with 16 levels. The idea is basically to use float colors, multiply them with the amount of levels, convert the result to an integer (and so dropping the decimal part) and divide the result by the amount of levels. Done. This image displays correct colormaps. Notice the borders of the lightning. Prontera indoor: Transparency: I've used BrowEdit to compare my results and found an issue that was the same as in my project. Some models had wrong depth writing. Using the correct order, it is possible to render objects regardless of their transparency. You can try to open BrowEdit and compare dicastes01 with this image. Instancing: A lot of objects in a map reference the same model, so it makes common sense to combine them for reducing the batch count. This image shows pretty could FPS, even though all objects of yuno are rendered. Instancing in prontera: I would also like to show animations, but am too lazy to upload a video. I am not generating MipMaps yet, since this will be part 2 of this project. As you can see from the screenshots, rendering itself is almost complete. Only some minor issues that have to be done. If you want to see a screenshot of a specific map, don't hesitate to ask. I will upload one. I let you guess which of the posted screenshots are made on linux and which on windows.
    1 point
  8. Hmm.. Well, I have drew 3 icons for Cursed Water, Elemental Resist Potions and Undead Scrolls and decided to share with rA community. Also, this is not really what so call 'design'. My skills are very limited in Photoshop Requirement Basic knowledge on text editing. Basic knowledge on compiling your rA source code. Installation GuideServer Side 1. Open status.c, go to line 761 and add these lines: StatusIconChangeTable[SC_ENCHANTARMS] = SI_ENCHANTARMS; StatusIconChangeTable[SC_ARMOR_ELEMENT] = SI_ARMOR_ELEMENT; StatusIconChangeTable[SC_ARMOR_RESIST] = SI_ARMOR_RESIST; 2. Open status.h, go to line 1348 and add these lines: SI_ENCHANTARMS = 900, // Elemental Converter SI_ARMOR_ELEMENT = 901, // Resist Potion SI_ARMOR_RESIST = 902, // Undead Scroll 3. Compile your source.Client Side 1. Download clean stateiconinfo.lua, efstids.lua and stateiconimginfo.lua files from here. (Credits to the SVN owner.) 2. Open efstids.lua, go to line 669 and add these lines: EFST_ENCHANTARMS = 900, EFST_ARMOR_ELEMENT = 901, EFST_ARMOR_RESIST = 902, 3. Open stateiconinfo.lua, go to line 2297 and and these lines: StateIconList[EFST_IDs.EFST_ENCHANTARMS] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Enchant Weapon", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"Temporarily enchants property to the user's weapon."}, } } StateIconList[EFST_IDs.EFST_ARMOR_ELEMENT] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Enchant Armor", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"Temporarily enchants property to the user's armor."} } } StateIconList[EFST_IDs.EFST_ARMOR_RESIST] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Enchant Resistance", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"Temporarily grants resistance to Fire/Water/Wind/Earth property attack."} } } 4. Open stateiconimginfo.lua, go to line 39 and add these lines: [EFST_IDs.EFST_ENCHANTARMS] = "ENCHANTARMS.TGA", [EFST_IDs.EFST_ARMOR_ELEMENT] = "ARMOR_ELEMENT.TGA", [EFST_IDs.EFST_ARMOR_RESIST] = "ARMOR_RESIST.TGA", DownloadsLink - http://rathena.org/b...a-status-icons/ Mirror - MediaFire Do not take credit for my work as if they were your own.
    1 point
  9. Hola! este es el post oficial de traduccion rAthena donde traduciremos rA a el idioma español siendo lo mas cuidadosos posibles, estamos reclutando traductores para en un futuro cuando hayamos completado la carpeta NPC abrir un foro oficial de suporte srAthena(srathena.org) el cual ofrecera soporte a los usuarios de rAthena que hablan español. Como ayudar? http://www.youtube.com/watch?v=NmQoJoG9alE Este es el repostorio en: GitHub Ahora estamos en la fase de reclutamiento y trabajamos en GitHub asi que si quieres unirte, que esperas!? Puedes ayudar al proyecto de muchas formas: Traduccion Revision Retocador Revision de actualizaciones Actualizador Pullers(Publico) Traductor: - Es el encargado de traducir scripts y subirlos a GIT. Revisador: - Encargado de revisar los scripts y ver que sean adaptables a la mayoria de las variaciones de español. Retocador: - Es el mismo trabajo que traductor pero a menor escala, repara errores ortograficos de los traductores. Revision de actualizaciones: - Es el encargado de estar atento a los cambios del folder NPC de rAthena para implementar igualmente los cambios a srAthena. Actualizador: - En caso de haber actualizaciones en el folder NPC este puede actualizar las secciones modificadas. Pullers(Publico): - Explotemos el potencial de GIT! si solo son usuarios y no forman parte del proyecto y encuentran alguna falla de ortografia o equivocacion en el syntax de algun script pueden repararla y pedir un Pull en GIT!. Interesados en participar manden PM con el puesto que desean, pueden escojer varios.. por ejemplo: ("Revision de actualizaciones", "Actualizador") se lleban bien =). En el Mensaje deben añadir su cuenta de GitHub porque ahi es donde trabajaremos. Para tener mas orden y control de las traducciones e impedir intruciones de codigo, espero y todos apoyemos este aspecto. Herramientas Utiles: (Las herramientas de sAthena fueron omitidas) Traductor Google: http://translate.goo...x/?hl=es&tab=wT NPC Translator: http://www.mediafire...ycl3xefsb2wscec Notepad++: http://notepad-plus-plus.org/ (util para checar el syntax de los archivos)
    1 point
  10. This command doesn't work for costume. Maybe this is not very useful since we can use getinventorylist command to check. Edit : Well I haven't properly argued :x It would probably help in some script, like in this request since it's easier to use getequipid than getinventorylist.
    1 point
  11. Hello! how to add script to bypass the gm level 99 mapflag nocommand script ? // Please VOTE UP my post if I helped. // Script By: Anubis - script nocommand -1,{ OnInit: setarray .woe_cas$,"coliseum","poring_w02"; // Add more maps here. for ( set .@x, 0; .@x < getarraysize(.woe_cas$); set .@x, .@x +1 ) setmapflag .woe_cas$[.@x], mf_nocommand; end; }
    1 point
  12. ROFL !! - script gm_build_array_online -1,{ OnInit: .gm_level = 60; // set min gm level here if ( getusers(1) ) end; deletearray $gm_online_aid; $gm_online_count = 0; end; OnPCLoginEvent: if ( getgmlevel() < .gm_level ) end; // WAHAHAHAHHA $gm_online_aid[ $gm_online_count ] = getcharid(3); $gm_online_count++; end; OnPCLogoutEvent: if ( getgmlevel() < .gm_level ) end; // totally forgot x.x while ( $gm_online_aid[.@i] != getcharid(3) && .@i < $gm_online_count ) .@i++; if ( .@i == $gm_online_count ) end; // prevent @loadnpc/@reloadscript bug becos not in the array deletearray $gm_online_aid[.@i], 1; $gm_online_count--; end; } - script announce_every_player -1,{ OnPCLoginEvent: for ( .@i = 0; .@i < $gm_online_count; .@i++ ) message rid2name( $gm_online_aid[.@i] ), strcharinfo(0) +" has online"; end; OnPCLogoutEvent: for ( .@i = 0; .@i < $gm_online_count; .@i++ ) message rid2name( $gm_online_aid[.@i] ), strcharinfo(0) +" has offline"; end; }
    1 point
  13. It's a problem with windows XP and indexed colors (it should be fixed now). Thanks for finding this bug ;P. Oh also, you can select any encoding you want. HOWEVER, watch out for the automatic file name translation. There will be no problems if you work with Korean or ANSI file names, but if you add japanese file names, it might have issues detecting the proper encoding (so select the japanese codepage before dropping the files with japanese characters).
    1 point
  14. You can use a floating NPC as header. -(TAB)script(TAB)Greet(TAB)-1,{ end; OnPCLoginEvent: if(Class == Job_Novice && !BaseExp){ announce " "+strcharinfo(0)+" joined server.",0; set BaseExp,1; } end; }
    1 point
  15. go into your Server Folder open SRC/COMMON/ and look for the MMO.H and change line as Brainsteal said Try change you packetver in mmo.h #ifndef PACKETVER #define PACKETVER 20120410 // Change to 20110526 //#define PACKETVER 20111116 #endif Recompile your emulator, and try again.
    1 point
  16. DevilEvil tiene razón! Hola, perdón si estoy sendo indiscreto, pero creo que si usted quiere hacer un proyecto destinado a convertir el proyecto rAthena para el español, debe tener un proyecto listo para lanzar este tipo de propuestas, igual la brAthena: http://www.eathena.ws/board/index.php?showtopic=214750 Usted podría revolucionar el Spanish Support si esta idea no se desvinculasse de el proyecto rAthena, y sobre todo si esa misma idea desarrollar aquí mismo! A lo sumo, buena suerte. Brainsteal.
    1 point
  17. i Uploaded you a GRF for 2012-04-10 exe , it contain latest translation and the Correct LUB files (you can edit them ) , and all missing textures for a 2012 client be sure too have a EXE wher the diff "READ DATA FOLDER FIRST" and "LOAD LUA FOR LUB" is NOT DIFFED. just put the GRF in your data ini. 0=CUSTOM.GRF 1=radata.grf 2=data.grf http://www.mediafire.com/download.php?jh75b4h1n7cqk67 tell me if it works
    1 point
  18. Bueno, este es un foro español para rAthena en realidad . Por mi parte, si quieres poner esfuerzo y horas en un proyecto de traducción, trataremos de ofrecer todo lo que sea necesario desde aquí, pero la idea es un poco como comentan los demás. Crear otro foro es desvincularse y perder más sostenibilidad, basta con que el proyecto pierda fuerza unos meses para que se cierre. Sin embargo, lo planteas como un proyecto de larga duración, abierto, y en una comunidad que parece que le quedan años todavía, entonces tiene más viabilidad y no desaparece a la primera de turno.
    1 point
  19. be sure you are using the Correct packet_db for your client , its locatet in DB/packet_db for 2012-04-10 you need this packet DB //2012-04-10aRagexeRE 0x01FD,15,repairitem,2 0x089C,26,friendslistadd,2 0x0885,5,hommenu,2:4 0x0961,36,storagepassword,0 0x0288,-1,cashshopbuy,4:8 0x091C,26,partyinvite2,2 0x094B,19,wanttoconnection,2:6:10:14:18 0x0369,7,actionrequest,2:6 0x083C,10,useskilltoid,2:4:6 0x0439,8,useitem,2:4 0x0945,-1,itemlistwindowselected,2:4:8 0x0815,-1,reqopenbuyingstore,2:4:8:9:89 0x0817,2,reqclosebuyingstore,0 0x0360,6,reqclickbuyingstore,2 0x0811,-1,reqtradebuyingstore,2:4:8:12 0x0819,-1,searchstoreinfo,2:4:5:9:13:14:15 0x0835,2,searchstoreinfonextpage,0 0x0838,12,searchstoreinfolistitemclick,2:6:10 0x0437,5,walktoxy,2 0x0886,6,ticksend,2 0x0871,5,changedir,2:4 0x0938,6,takeitem,2 0x0891,6,dropitem,2:4 0x086C,8,movetokafra,2:4 0x08A6,8,movefromkafra,2:4 0x0438,10,useskilltopos,2:4:6:8 0x0366,90,useskilltoposinfo,2:4:6:8:10 0x0889,6,getcharnamerequest,2 0x0884,6,solvecharname,2 0x08E5,41,bookingregreq,2:4 //Added to prevent disconnections 0x08E6,4 0x08E7,10,bookingsearchreq,2 0x08E8,-1 0x08E9,2,bookingdelreq,2 0x08EA,4 0x08EB,39,bookingupdatereq,2 0x08EC,73 0x08ED,43 0x08EE,6 0x08EF,6,bookingignorereq,2 0x08F0,6 0x08F1,6,bookingjoinpartyreq,2 0x08F2,36 0x08F3,-1 0x08F4,6 0x08F5,-1,bookingsummonmember,2:4 0x08F6,22 0x08F7,3 0x08F8,7 0x08F9,6 0x08FA,6 0x08FB,6,bookingcanceljoinparty,2 0x0907,5,moveitem,2:4 0x0908,5 0x08D7,28,battlegroundreg,2:4 //Added to prevent disconnections
    1 point
  20. You can find the npc at 'trunk\npc\merchants\enchan_arm.txt' The armor enchant will add random +1 ~ +3 orb to armor's 'hidden socket' The script will delete your chosen armor, and recreate a new one with this command: getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
    1 point
  21. ahaha, you forgot to put OnNight: end; otherwise the server will spam error like [Error]: npc_event: event not found [Nightmare::OnNight]
    1 point
  22. As for the favorite tab issue: http://rathena.org/b...em/#entry153055 Use the attached msgstringtable.txt there. Perhaps he meant @produce
    1 point
  23. You need the new msgstringtable that can be found in our forums. However, for the Navigation window, all that is all hard coded into 2012-04-10aRagexeRE clients. More information can be found here regarding that. From the looks of it, your data folder is really outdated and should be updated. You would always want current stuff. As for the GM Command... I'm not sure if you wanna refer to @item2 o_o
    1 point
  24. can you please screen shot ?
    1 point
  25. check here http://rathena.org/board/topic/70962-recommended-client-setup/page__hl__2012-04-10
    1 point
  26. - script Nightmare -1,{ OnMinute00: if (gettime(3)%2 || .Active) end; // Activate every 2 hours. set .Active,1; night; // Spawn monsters with this format: monster "map_name",x,y,"name",mobID,amount,strnpcinfo(0)+"::OnNight"; end; OnMinute30: if (gettime(3)%2 || !.Active) end; // Activate every 2 hours. set .Active,0; day; killmonster "map_name",strnpcinfo(0)+"::OnNight"; end; OnNight: end; }
    1 point
  27. Recommended http://rathena.org/board/topic/70962-recommended-client-setup/page__hl__2012-04-10
    1 point
  28. In R_yes6: next; mes "[^0000FFClaudia^000000]"; mes "This is what you need"; mes "^ff0000 100 Little Evil Horn^000000."; mes "^ff0000 20 Dragon Scale^000000."; mes "^ff0000 20 Evil Horn^000000."; mes "^ff0000 20 Little Evil Wing^000000."; mes "^ff0000 20 Wings of Dragonfly^000000."; mes "And finally 10m Zennies"; next; if (countitem(1038)<100)goto broke; if (countitem(1036)<20)goto broke; if (Countitem(7064)<20)goto broke; if (Countitem(946)<50)goto broke; if (countitem(1039)<20)goto broke; if (zeny <10000000)goto broke; next; delitem 1038,100; delitem 1036,20; delitem 923,20; You have an error if (Countitem(946)<50)goto broke; delitem 923,20; You haven't the same ID in count and delitem
    1 point
  29. 2012-04-10 client it's working perfectly.
    1 point
  30. Wooo! This is great nice work Tokei!
    1 point
  31. Yes. if you are using SQL server yeah! you need to compile it.
    1 point
  32. I think better go for SQL coupon_giver0.1.txt kinda lazy to add something like giving a signed item ... and lousy dialog at the moment getitemname2 function btw
    1 point
  33. @status.c change add_sc( SM_MAGNUM , SC_WATK_ELEMENT ); to set_sc( SM_MAGNUM , SC_WATK_ELEMENT , SI_ENDURE , SCB_NONE ); and change SI_ENDURE to your desire status icon....
    1 point
  34. http://rathena.org/board/index.php?app=downloads&module=display&section=file&id=2608 is this what you looking for? i guess no one will help you with that since someone already provide that in paid
    1 point
  35. prontera,154,175,5 script dkfjhsdfkj 100,{ query_sql "select id from item_db where equip_locations & 769 and type = 5 order by rand() limit 1", .@id; getitem .@id, 1; } use this snippet and apply it into your item_box function
    1 point
  36. Hello, What you need to do is backup your server files and mysql database then move to another computer. if you are using phpmyadmin for mysql, theres export button for you to backup your database, point it to your "ragnarok" and "logs" database. For server files, just copy the "rathena" folder then move to another computer, import database and start the server. Hope it helps, goodluck.
    1 point
  37. hi! i´m only interesting in the image as chibi, this images are of some Memorial Packages and miscellaneous ^^ hope serve http://www.mediafire.com/?akuwk8yubpcylpt
    1 point
  38. agree with this, search button madami ka makikita with latest svn
    1 point
  39. Try search here: http://www.google.co...iw=1366&bih=587 And here: http://beta.photobucket.com/images/ragnarok%20online You can, also, go to DeviantART Brain.
    1 point
  40. I've also posted it in rAthena a while back. http://rathena.org/board/topic/66658-ragnarok-renders/page__hl__renders Though, I have to update the preview images since they're broken.
    1 point
  41. i have a problem with my custom map, someone can help me how to put custom map using rathena.
    1 point
  42. You can relocate strings to anywhere in the client. The downside (well not particulary with job names, but other strings) is, that you have to update all references to point to the new location. Let's say, you have and put the new name at offset 0x008966aa, then you have to update the assembly to point to that location Make sure you pick a place that is really unused. For example, area before the code section 0x400400~0x400FFF or the end of the code section.
    1 point
  43. Old status icons are embedded in the client. In old Ragexe, you need to hexed the client in order to add custom status icons. Here is my example of custom icons, using 2010-28-07aRagexe.
    1 point
  44. The points in your list can be easily implemented with the help of a plugin system. I know how most of the users out there feel to have an open source client to add customizations to it. That's why I will focus to allow a lot of modifcations. However, as you might already read out from my first post, I don't hesitate to share the information that I have extracted from the original client. And these information are probably what most people are interested in anyway. So why am I still going for closed source? Simple: If reduced down, there are two factions of people. Those which focus to implement the ideas you're talking about and those that will use this ideas and indeed make money from the work of others (most likely how it is with eAthena/rAthena). I don't see the point why the second faction shall gain all the money without doing anything. I am working with a lot of interfaces that allow splitting very easy. Basically something like this: As you can see, those people with ideas can hook everywhere they want to extend whatever they want. They can even completely reimplement the closed parts and use it for whatever they want. Let's say if I have implemented a class that allows a sprite to run around, but someone wants a 3D character instead, he can write his own implementation and exchange it without changing any other parts. Some could even change the rendering engine from Ogre3D to Irrlich, if they want to. They just have to make sure to implement the given interfaces, which will be open source since they are only guide lines. You might still wonder what to do when some interfaces themself have to be modified. Well, I'll add the ability to hook the core which might be risky. But I assume that the one who wants to change one of the interfaces knows what he does, so that should not be a problem. This ensures that those with gread ideas have the possibility to chose if their implementations shall be closed or open source (for the same reasons as I have) and those that want only money still have to do something on their own. And even if I drop this project, as long as the base is done and available, anyone else can still further improve it. Besides that, you don't really have to worry. If I lose intereset or stop working on any of my projects, I'm gonna release the source anyway. So when I shall disappear, I will make sure to release the source (as I will do with WeeDiffGen). The only problem that might come up is the fact, that only a small amount of people are willing to continue such a project as soon as it gets open sourced. I hope you can understand this decision of mine.
    1 point
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