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Showing content with the highest reputation on 01/31/13 in Posts

  1. Splitting PRE-RE and RE in 2 branches is double work for us devs, that's why we merge the scripts and created the checkre() command.
    3 points
  2. @Antares: We're a group of volunteers. We're not paid, and we're not machines. If you have the time and drive to contribute, you are welcome to do so. Otherwise your post is incredibly disrespectful.
    2 points
  3. So I finally found why is there no progress. Okay, so whoever or whatever is the cause, please stop b*tchi'n around! Issues are starting to flood the bug section and there are only a few devs who do their job, but as I see they are starting to get tired. Please, leave the f*cking politics to the government, we don't need this around here. I don't know how many devs are here, but it's ridiculous that there are managers/leaders for every section, but only a few dev develops the whole project. Pz stop sitting on your thrones and start coding/developing. In many cases the community gives you the solution for a problem, but there is no response at all. I'm only a nobody, but many friends struggle to keep alive their servers, because players are leaving coz of the major issues that are unsolved for almost a year now. This makes me very angry. We switched to this fork because it seemed this is a rapidly developing one with a bright future. Don't ruin it!
    2 points
  4. Who will adapt all the documentation if this is made? For instance, in the Spanish ragnarök community where I work, we have recently adapted everything to SVN rAthena RE & PRE, to encourage our users to run their servers with rAthena, and thus push this community a bit forward... if you come with this now I will kill myself... or what is most simple yet, I will go back to eAthena (or Hercules, which still keeps PRE without branching), and readapt all the material to that, which would be easier for me than to switch all the guides to github and this new branching.
    2 points
  5. Sorry, I didn't have much time to work on it since november because of all birthdays and celebrations (why everyone born around december ?). I'm not able to add the important speed up update on the loading. It was an idea to use multiple threads to parse the client files (using 4 threads is 4 times faster) but it seems we can't load multiple part of a file at the same time. But I don't care, I did some good optimization (on zlib, and file parsing) and the loading is still faster : 4.5 seconds to load Prontera (you can compare with the video, it's ~4 time faster). I still need to optimize one part of the loading, when a map have a lot of instances of the same models it's really slow : yggdrasil01 take 17 secs to load (wtf ?!). I did some improvements on the TGA Manager due to NPOT textures causing problems. I also add a DB file to add the blue sky (note: I don't plane to add the cloud features in the near future). I have to say also, this project will be (source) released this year, finished or not. There is no way to donate ----------------------------------------------------------------------- Offtopic: I also played a little with RO2 VDK file archive. It's one of the easier format I find in my life, ~10 minutes to understand the structure, ~15 minutes to write a loader... Funny to see how this file is build... Note: no I don't plane to do a ro2browser...
    2 points
  6. All headgear official bRO, cRO, euRO, fRO, idRO, iRO, jRO mysgRO, twRO, tRO Update November 2022 Headgear November 2022.7z Iclude list and miss headgear
    1 point
  7. Hi there! This is a converter that allow users convert their fbx files to rsm format with a better conversion You can get this result easily: Screenshot: Notice: * The converter DOESNT convert scaling animations since rsm doesn't includes these informations. * The converter would ONLY convert the first node of the scene, you have to set the parent-child relationship. * The texture wrap mode of official client is clamping, this means that UV will be valid only between 0.0 - 1.0. * The converter WONT handle skeleton animation, it only handle node animation. * Use 2013.3 version of fbx file is recommended. * 'Smooth Shading' is smooth group shading, the converter can also convert smooth groups. * The converter would automatically convert all opaque textures to BMP, and convert all transparent textures to TGA. * Make sure the dimension of your textures is power of two (256x256, 512x512, 256x512, ...), otherwise the client will resize them without scaling. History: 1.4: * Fixed texture name codepage problem. 1.3: * Fxed texture name case problem. 1.2: * Animation speed more customizable. 1.1: * Fixed animation length problem. * Added animation speed setting. 1.0: * Fixed UV flipping problem. * Fixed texture name locale problem. * Added Rsm to Fbx conversion method. beta 1: * Initial release. Download: RsmConverter 1.4: http://www.mediafire.com/download/ba1xsxgpvkh44wc/RsmConverter20130724.zip Enjoy!
    1 point
  8. tr0n's Questboard With this questboard you can easily add new quests! 2 categories are available (collection quests and hunting quests). Thanks to Michy, Jaypee, Euphy and everyone else who helped me A LOT with this <3 (sry if I didn't mentioned someone..) Files tr0ns_questboard_1.0.0.txt tr0ns_questboard_1.2.0.txt tr0ns_questboard_1.2.1.txt tr0ns_questboard_1.3.1.txt tr0ns_questboard_1.3.2.txt tr0ns_questboard_1.3.3.txt tr0ns_questboard_1.3.4.txt tr0ns_questboard_1.4.4.txt tr0ns_questboard_1.5.4.txt tr0ns_questboard_1.6.4.txt tr0ns_questboard_1.6.5.txt Changelogs 1.0.0 Release 1.1.0 Added zeny reward 1.1.0 Minor text fixes 1.2.0 Rewrote checkmob and killcounter 1.2.1 Fixed "currentquest$" (was set to 0 after finished quest) 1.3.1 Added level restriction 1.3.2 Fixed a bug in AddCollection function 1.3.3 Fixed a bug in AddHunting function 1.3.4 Added Reward Item Amount 1.4.4 Added Quest delay 1.5.4 Added repeatable Quests 1.6.4 Added party support (Thanks to Euphy for helping me) 1.6.5 Bug fixes for party support How to add new Quests There're two types of quests you can add, collection and hunting quests. Collection Quests: AddCollection("<Quest Name>",<Min Lvl>,<Max Lvl>,<Reward|Item ID>,<Reward|Item Amount>,<Zeny Reward>,<Base EXP>,<Job EXP>,<Item ID>,<Item Amount>,...); Hunting Quests: AddHunting("<Quest Name>",<Min Lvl>,<Max Lvl>,<Reward|Item ID>,<Reward|Item Amount>,<Zeny Reward>,<Base EXP>,<Job EXP>,<Monster ID>,<Monster Amount>,...); Features You can activate|deactivate categories (they're predefined) Add easily new quests shows dispbottom of each killed monster you can add as many items or mobs you want You can activate|deactivate if quests are repeatable or not You can activate|deactivate party support Change the range of party members to make kills count Change the delay of repeatable quests Terms of Use You are not allowed to reproduce or make any profit of this script! You are not allowed to take credits for this script! You are allowed to modify this script for your needs but not to repost it anywhere as your own work! I am not responsible of any damage on your server! Use at your own risk! How can you help me ? Give me feedback Report bugs Tell me if you like it If you like my script please support me. Thanks!
    1 point
  9. File Name: Flux CP CMS Addon File Submitter: CalciumKid File Submitted: 26 Feb 2012 File Category: Web Resources Features: Integrates directly into FluxCP as an Addon. Designed to comply with FluxCP PDO programming techniques. WYSIWYG Editor (TinyMCE), you may change that with some tweaks. Designed to be skinned further for Integrated website designs via FluxCP CSS edits. Public sections are SQL injection protected. Simple administration user interface. "Last modified" functions. Ability to link a "read more" url. Planned Features: Automatically load news from IPB RSS Feed Download: Password: "RAthena" Installation: Basic Setup: Download the ContentManagement1.0.zip and extract it. Open the addons folder it extracted. Copy the content_management folder inside it to your webserver's FluxCP addons folder (or write over the addons folder with the extracted addons folder) Visit your FluxCP installation. You will be redirected to the installation system. Provide it with your details and allow it to install. You should be redirected to the home page of your FluxCP. If this goes without error, we're almost there. On your webserver, visit themes\default\main and open index.php for editing. Replace everything inside the file to contain this: <?php if (!defined('FLUX_ROOT')) exit; $this->redirect($this->url('news','view')) ?> Save the file and close. Upon visiting the home page of your site you should now be presented with the News System. Job done. Celebrate having a free CMS? Adding Content: Login as an account with Admin (level 99) access. In the admin menu, either click News or Pages. Then add or edit as required. Adding/Editing links on the CMS: Visit addons\content_management\config and open addon.php for editing. Edit the array entries under "// Sample items for pages function." as required making sure to edit the "path=" section to what you defined when you created content on the CMS. Known Issues: When using CleanURLs, you must change the addon.php file to use ExtURL on it's URLs. Example: // Sample items for pages function. 'Downloads' => array('module' => 'pages','action'=>'content&path=downloads'), Becomes: // Sample items for pages function. 'Downloads' => array('exturl' => 'http://<your FluxCP Install URL>/?module=pages&action=content&path=downloads'), If you like my work, please rate the topic and give reputation! Thanks! Click here to download this file
    1 point
  10. January Digest 2013 The following digest covers the month of January, 2013. Things have been settling down since the last digest, at long last. Here is a summary of what's taken place over the past month. Administration Maki has been reinstated as Administrator. Development Team Lemongrass has joined as Script / DB Developer. Daegaladh has rejoined as Script / DB Developer. Kenpachi has been moved to Community Contributors. Ind has been moved to Community Contributors. Cookie has been moved to Community Contributors. Development Highlights Updated all Renewal cast delays for non-third job skills. (r17069) Implemented official walk path dealing with obstacles. (r17091) Implemented Unique Item IDs for non-stackable items, switched off by default. (r17080, r17081, r17086) Added and updated many Renewal item scripts. (r17103, r17104, r17105). Implemented Sealed MVP cards. (r17104, r17105). Reduced default and minimum value of skill_amotion_leniency. (r17072) Distinguished main database from log database SQL upgrade files. (r17102) Misc. Stats During the period there were 47 commits. Of these 47 commits 34 included bug-fixes.
    1 point
  11. Always check your map-server for errors. new_1-1,57,114,2 <tab> script <tab> Greeter NPC <tab> 108,{ Second question, include an OnTouch label with an x,y radius after sprite (in the header): new_1-1,57,114,2 script Greeter NPC 108,2,2,{ // ... close; OnTouch: npctalk "You stepped within 2 cells of me!"; end; }
    1 point
  12. Forgive me is this sounds off topic but as a "product" rathena wasnt suppose to supply the "consumers" needs? I know, im a user not a dev but i think that splitting may turn the things more complicated to the ones who use RE features mixed w/ Pre-RE in a try to balance things up. just a thought, idk if its valid but its just something that came up in mi mind...
    1 point
  13. Noreturn description What you want is mapflag nosave. Nosave description
    1 point
  14. @Kiritoryu This script works only with rathena. Be sure you set a correct groupid for your GM. @icabit You can use getgroupid() instead of query_sql "SELECT `group_id` FROM `login` WHERE `account_id` ="+getcharid(3),.@getgroupid; No need to put an end; after close;
    1 point
  15. you sure ?however my result is getting more lengthy variable instead of shorter prontera,155,180,5 script ksdfhksfjs 100,{ .@a$ = "32767"; mes .@a$ +" = ["+ getstrlen(.@a$) +"]"; mes axtoi(.@a$) +" = ["+ getstrlen( axtoi(.@a$) ) +"]"; close; } I start to doubt this also after change value[1000]and use this script prontera,155,180,5 script ksdfhksfjs 100,{ for ( .@i = 0; .@i < 20; .@i++ ) a$ = a$ +"#"+ .@i; dispbottom getstrlen(a$) +""; end; } I still getting the limit at 255 char and my SQL query also getting a very weird result ALTER TABLE `ragnarok`.`global_reg_value` MODIFY COLUMN `value` text NOT NULL; getting same result I've found this method though http://rathena.org/board/topic/73223-bitshifting-data/#entry151036 prontera,155,180,5 script ksdfhksfjs 100,{ .@a = 32767; query_sql "select unhex("+ .@a +")", .@b$; dispbottom .@b$; query_sql "select hex('"+ escape_sql(.@b$) +"')", .@c; dispbottom .@c +""; end; }
    1 point
  16. For me , I prefer to use mapflag if(getmapflag(strcharnifo(3),mf_gvg)){
    1 point
  17. Simple yet Artistic!. i rate it 10/10 good design.
    1 point
  18. Give members a title and give yourself the same title. Or you know, stop being corrupt.
    1 point
  19. atcommand.c, inside who3, who2, and who there are these lines iter = mapit_getallusers(); for( pl_sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); pl_sd = (TBL_PC*)mapit_next(iter) ) { pl_GM_level = pc_isGM(pl_sd); -if(!( (battle_config.hide_GM_session || (pl_sd->sc.option & OPTION_INVISIBLE)) && (pl_GM_level > GM_level) )) +if(!( ((battle_config.hide_GM_session && pl_GM_level > 40) || (pl_sd->sc.option & OPTION_INVISIBLE)) && (pl_GM_level > GM_level) )) {// you can look only lower or same level pl_GM_level > 40 can be change with battle_config.hide_GM_sessionLv. battle.h int bg_misc_damage_rate; int bg_flee_penalty; +int hide_GM_sessionLv; } battle_config; void do_init_battle(void); battle.c { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, }, { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, }, +{ "hide_GM_sessionLv", &battle_config.hide_GM_sessionLv, 10, 0, 100, }, }; int battle_set_value(const char* w1, const char* w2)
    1 point
  20. Dito ka mag edit ng slots para sa Client side.(Dapat na ayos mo na ung sa Item DB bago mo edit yan) itemslotcounttable Halimbawa: 1101#3# Kungs TestRO lang diff mo nlng ung Client mo ng "Read Data Folder First" para di ka mahirapan Or gamit ka ng Thor Patcher.
    1 point
  21. // Show eAthena version to users when the login? display_version: yes to // Show eAthena version to users when the login? display_version: no Any. You can use LUA or LUB it depends on how you diff your Cient.
    1 point
  22. You mean... when you reset your skill, you lost your platinum skills ? >> prontera,150,193,4 script Reset Girl 124,{ setarray .@Reset, 5000, 5000, 9000; // Zeny for stat reset - skill reset - both together mes "[Reset Girl]"; mes "I am the Reset Girl."; mes "Reset Stats: "+ .@Reset[0] +"z"; mes "Reset Skills: "+ .@Reset[1] +"z"; mes "Reset Both: "+ .@Reset[2] +"z"; mes "Please select the service you want:"; next; if( select("^FF3355Reset Stats:Reset Skills:Reset Both^000000:Cancel") == 4 ) close; mes "[Reset Girl]"; if( Zeny < .@Reset[ @menu-1] ) { mes "Sorry, you don't have enough Zeny."; close; } set Zeny, Zeny - .@Reset[ @menu-1]; if( @menu != 1 ) { sc_end SC_ALL; ResetSkill; callsub Get_Platinum; } if( @menu != 2 ) ResetStatus; mes "There you go!"; close; Get_Platinum: skill 142,0,0; switch(BaseClass) { case 0: if (Class !=23) skill 143,0,0; break; case 1: skill 144,0,0; skill 145,0,0; skill 146,0,0; break; case 2: skill 157,0,0; break; case 3: skill 147,0,0; skill 148,0,0; break; case 4: skill 156,0,0; break; case 5: skill 153,0,0; skill 154,0,0; skill 155,0,0; break; case 6: skill 149,0,0; skill 150,0,0; skill 151,0,0; skill 152,0,0; break; default: break; } switch(BaseJob) { case 7: skill 1001,0,0; break; case 8: skill 1014,0,0; break; case 9: skill 1006,0,0; break; case 10: skill 1012,0,0; skill 1013,0,0; break; case 11: skill 1009,0,0; break; case 12: skill 1003,0,0; skill 1004,0,0; break; case 14: skill 1002,0,0; break; case 15: skill 1015,0,0; skill 1016,0,0; break; case 16: skill 1007,0,0; skill 1008,0,0; skill 1017,0,0; skill 1018,0,0; skill 1019,0,0; break; case 17: skill 1005,0,0; break; case 18: skill 238,0,0; break; case 19: skill 1010,0,0; break; case 20: skill 1011,0,0; break; default: break; } return; }
    1 point
  23. atcommand.c inside ACMD_FUNC(who){... } for( pl_sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); pl_sd = (TBL_PC*)mapit_next(iter) ) { pl_GM_level = pc_isGM(pl_sd); + if ( pl_GM_level == ? ) continue; if(!( (battle_config.hide_GM_session || (pl_sd->sc.option & OPTION_INVISIBLE)) && pl_GM_level > GM_level )) {// you can look only lower or same level
    1 point
  24. No need to post a bug report. I tested it and the name of the NPC were the problem, like you said.
    1 point
  25. @zmref See this topic: http://rathena.org/board/topic/71122-2012-client-translation/
    1 point
  26. You don't have to hex your client in order to translate those buttons, because buttons are images.
    1 point
  27. change setnpcdisplay "Disguise Event" into setnpcdisplay strnpcinfo(0) when compare to original script, seems like you have change the npc name Disguise Event into Disguise [Event] yeah maybe can make a bug report
    1 point
  28. @AppleGirl: You don't know nothing about their reasons so stop your stupid comments please. If you'd know what happens behind the scenes of rA you would not post shit like this. (Actually you could have noticed it by yourself when looking at the amount of staff members who quit in the last weeks.)
    1 point
  29. Hey, today I have completed the update of this tool Now that is possible to convert any rsm model to fbx, and convert it back without any differences. The tool make the conversion as much as possible to keep original infos (parent-child relationships, transforms, animations, smooth groups, texture names). So we can easily modify details of official models, like below. BTW, browedit still will crash that way. I have emailed borf, hopes he notice my mail and can be interested to debug it
    1 point
  30. I really really wanted to avoid weighing in on this, mostly because of how I feel guilty about just disappeared from the scene, but what the hell. I am not saying I'd resume working as a dev on rA if the switch to GIT and a RE-branch was made. That would be grossly unfair, untrue and I am not sure I would have the time and motivation to go through with it. But I will say that not adressing my issues with the code bloat from #defines has played a part in my silent retirement and cease to work on RE-atk. In my opinion, to do RE right, it has to be done.We know so much more about the internal workings of AEGIS these days that rewriting the atk/battle system should come with a complete revision of a LOT of parts of the code. And that is just plainly not doable without breaking the compatibility of that branch with pre-RE. For those who care, here is what I think would need to happen for a really good implementation fo RE-atk, gathered in my months of working on it: Item DB needs a column for MDef (in addition to the script command). The reason for this is complicated (lr_flag) Item scripts would need a complete overhaul. Race/Size/Ele/Range/Etc modifiers need to be changed to a format that more closely follows AEGIS' (to simplify battle calcs); struct weapon_data needs to follow suit The special treatment of the arrow equip slot needs to be changed. It results in so much redundant, unnecessary code (lr_flag) A lot of the status code needs adapting to those new formats (most prevalently, status_calc_def2) A few side effects should be put from the battle calcs to more fitting places. A calc function should be able to be called without side effects I'm sure I'm forgetting something A lot of stats/substats need to be re-typed to signed types (atk, def...). this is probably one of the biggest ones on my list I dont think a "proper" solution is possible without branching. One could argue for putting those db/script changes into pre-re as well, but I plainly don't see that happening. There are too many unknowns. All that said, this is just my rambling as a short-time ex-dev. You guys have to find your own priorities, and I cannot promise you I will ever find the drive to work on rA again. I wish I could! Best of luck with the project, Wildcard
    1 point
  31. Our server will likely be 200/99. map.h: #define MAX_LEVEL 200 conf/battle/client.txt max_lv: 200 I've also set db/re/exp.txt to be 199 per job/tier. Max in-game level is still 199, not sure if a script can push this further or not. Okay now do @blvl 1 at level 199 and see if you get to 200.
    1 point
  32. Our server will likely be 200/99. map.h: #define MAX_LEVEL 200 conf/battle/client.txt max_lv: 200 I've also set db/re/exp.txt to be 199 per job/tier. Max in-game level is still 199, not sure if a script can push this further or not.
    1 point
  33. False, even bRO started a Pre-Re server. Well, in my sicere opinion, which is the same of 90% of nowadays players I know (and I know a lot of...), Renewal wasn't a good idea. To be honest, players hate most of things that came with Renewal, even the 3rd Jobs. Everytime players of mine asked for 3rd classes, for example, everything I needed to say is: 'Go to another server, and try renewal mechanics.', and them, they goes, and came back in a week. You, people who works with Renewal have all my respect, but I work for years for players who will never like Renewal. I did edits, reworks, adaptations, all to new features can fits the Transclass playing way and it was important to them; You say that's important to clean pre-renewal to preserve and enhance rAthena to Emulation proposition. So, why should contribute to something that will not be useful for everyone who uses it now? So...
    1 point
  34. How about we end things with a cliche quote? "If it ain't broke, don't fix it."
    1 point
  35. this ? map/itemdb.h #define MAX_ITEMDB 0x8000 ⇩ #define MAX_ITEMDB 0x10000 1~65535 and uint16 type of nameid in struct item_data should be redeclared a wide range of type
    1 point
  36. The easy and ONLY way to do it is to use the following tool built in BrowEdit. Tools -> Lightmap -> Export Open the PNG file containing the shadow placements. It looks like this: e.g) 1@tower Notice how I changed all of the grey spots to white spots at the top left hand corner. This will remove the shadows. Once you have completed this, go to Tools -> Lightmap -> Import and it should select the shadow lightmap after you hit OK. End Result Difference. Perhaps I'll make a BrowEdit tutorial on this in the future.
    1 point
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