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File Name: UFC Strikeforce PvP Arena File Submitter: Olrox File Submitted: 12 Mar 2013 File Category: Maps & 3D Resources Video: Content Author: Olrox Join my facebook: https://www.facebook.com/OlroxMaps < -- For Video of this Map Click Me--> Important: if you use 2012 clients, you must beware that animation is not supported to these clients yet. To avoid an error, please install the files in 2012 directory inside the pack and the map will run just normal, but without animation. UFC Strikeforce Arena is, a small arena designed for pvp events 1vs1, (just as the real UFC), although you can use it for more people if you want. The whole octagon was a model and the textures were made by me (although I used some metal patterns in PS and real life photos to make for example, the corner bags) The white octagon area has a trick, to be possible to iluminate it it was necessary to not make it as a model (since models can't be iluminated) so, a set of custom textures with magenta present did the trick! This arena is very nice. However, the most particular feature it has, is the TV Screen since it is Animated and it shows different images of Ragnarok and Real UFC images in different sequences. Anyone interested in this map can change those images with particular adds of his server, or, lets say: players of the month/guild of the month, top ranked players, or important server announcements. It is easy, just to replace some images file. IMPORTANT This map comes with 2 versions in the same pack. One with spectators walkable cells enabled, and another one with only the pvp arena walkable cells enabled. It is up to your choice! The list of images you can edit to show your own server art is listed below: *data/texture/ta1.bmp (...) ta4.bmp *data/texture/tb1.bmp (...) tb4.bmp *data/texture/tc1.bmp (...) tc4.bmp. *data/texture/td1.bmp (...) td4.bmp. Click here to download this file2 points
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Hello, It's been a while! Within the past few days rAthena has gone through another round of changes and we just wanted to inform everyone on what is going on (as some of you may have noticed already). Community Participation Badges We have have been working on this for a while and decided it was time to implement our very own Awards system. It is a 'for fun' mod, similar to an achievement system, and meant to to encourage people to give back to the community. About the badges There are two kinds of badges: Normal and Unique. Normal community participation badges can be attained by everyone (shown below). Unique community participation badges are given to only a few people and typically unprecedented. Normal badges use a leveling system There are three levels: Lv 1, 2, and 3. Each level has its own unique art. E.g. "Bug Reporter" rank 1 has 10 confirmed bug reports, next rank has 20, next rank has 30 and so on. How do I obtain one There are currently two ways of gaining a badge: nominate someone (including yourself) or receive a nomination. E.g. user Bob wants the Bug Reporter badge, he has to send an application stating what award he's going for and proof that he has 10 confirmed bug reports. After it is approved, the badge will be added to his profile. The Badges Bug-related Awards: Wiki Badges: Scripting Awards: Souce Awards: Client side Awards: Mapping Awards: Spriting Awards: Paletting Awards: Arcenciel's Resignation Arcenciel decided to step down as Community Administrator as of March 2nd, 2013. He stated that he no longer has the time to perform his duties. On behalf of the staff, I'd like to thank you for everything you've done and have taken care of! Enjoy your apple. Development Archives Just a small note to inform everyone: We have recently begun to clean up our staff development forum; a bunch of topics were moved from our staff forums into the public archives (rAthena Development Archives). We would like to start becoming more transparent and allow more insight as to what goes on behind the curtains. Downloads rule change We have changed our policy on uploading sprite edits to rAthena Downloads. You can now upload any recolours or sprite edits of Gravity's sprites; meaning all those poring recolours we denied before will now be approved.2 points
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from eathena Download: [paste=7207eo0p96gx] new method and examples -> just visit the one in hercules forum .... lazy to copy and paste http://hercules.ws/board/topic/4570- Note: bg_kickall has been removed so no need to recycle the team ID ----------------------------------------- [spoiler=OLD method - eAthena period] Download: battleground_16873.diff ----------------------------------------- *createbgid <respawn map>, <respawn x>, <respawn y>, <On Quit event>, <On Death event>; create a specific battleground ID, for the rest .... refer to doc ----------------------------------------- *setbgid <battleground ID> {, <player name> }; player attached to the script will join the battleground team, but if a player name ( or account ID ) is specify, will let that player join the battleground team the command returns positive number ( > 0 ) if the function is successful if it return negative :- -1: the battleground team haven't create yet ... has to be create with createbgid -2: the team already full, it reached MAX_BG_MEMBERS = 30 which can increase at src\map\battleground.h -3: player not found ... happens when the input <player name> is not online or not found -4: invalid battleground ID ... currently only accept ID range within 1~1000 -5: the player already join the battleground ID that you specify if the player has joined battleground ID 500, and you use setbgid 700; this will force the player to leave battleground ID 500 and join battleground ID 700 without any notification only when the player joined bg ID 500, and use setbgid 500; then only the command return -5 <-- failed setbgid 0; is equal to bg_leave; and setbgid 0, "annie"; or setbgid 0, 2000000; will make the player "annie" ( or account id "]2000000 ) leave the battleground team without using attachrid + bg_leave ----------------------------------------- *getbgusers <battleground ID>; similar to getpartymember <party ID>, 2; // <-- return account ID this will create an array "$@arenamembers" holding all the player's account ID from the battleground team and $@arenamembersnum is equal to bg_get_data(<battleground ID>, 0), just like $@partymembercount ----------------------------------------- *bg_kickall <battleground ID>; kick every player out from the battleground team this command is counter-part from bg_destroy ----------------------------------------- . [spoiler=OLD method - rAthena period]----------------------------------------- *createbgid <respawn map>, <respawn x>, <respawn y>, <On Quit event>, <On Death event>; create a specific battleground ID, for the rest .... refer to doc .red = createbgid( "guild_vs3", 13,50, strnpcinfo(0)+"::Onredout", strnpcinfo(0)+"::Onreddead" ); .blue = createbgid( "guild_vs3", 86,50, strnpcinfo(0)+"::Onblueout", strnpcinfo(0)+"::Onbluedead" ); -----------------------------------------*setbgid <battleground ID> {, <player name> }; *setbgid <battleground ID> {, <player account ID> }; player attached to the script will join the battleground team, but if a player name ( or account ID ) is specify, will let that player join the battleground team warpwaitingpc "guild_vs3", 0,0; for ( .@i = 0; .@i < $@warpwaitingpcnum; .@i++ ) setbgid ( .@i % 2 )? .red : .blue, $@warpwaitingpc[.@i]; the command returns positive number ( > 0 ) if the function is successfulif it return negative :- -1: the battleground team haven't create yet ... has to be create with createbgid -2: the team already full, it reached MAX_BG_MEMBERS = 30 which can increase at src\map\battleground.h -3: player not found ... happens when the input <player name> is not online or not found -5: the player already join the battleground ID that you specify if the player has joined battleground ID 500, and you use setbgid 700; this will force the player to leave battleground ID 500 and join battleground ID 700 without any notification ( player who same group will receive a message mention that "player xxx leaving battlefield" ) only when the player joined bg ID 500, and use setbgid 500; then only the command return -5 but the script will still continue running without posting any error, so don't worry setbgid 0; is equal to bg_leave; and setbgid 0, "annie"; or setbgid 0, 2000000; will make the player "annie" ( or account id 2000000 ) leave the battleground team without using attachrid + bg_leave ----------------------------------------- *getbgusers <battleground ID>; similar to getpartymember <party ID>, 2; // <-- return account ID this will create an array "$@arenamembers" holding all the player's account ID from the battleground team and $@arenamembersnum is equal to bg_get_data(<battleground ID>, 0), just like $@partymembercount getbgusers .red; for ( .@i = 0; .@i < $@arenamembersnum; .@i++ ) getitem 501, 1, $@arenamembers[.@i]; -----------------------------------------*bg_kickall <battleground ID>; kick every player out from the battleground team this command is counter-part from bg_destroy ----------------------------------------- currently don't have enough samples for this new method, because I've done a few battleground script ... and it seems members are prefer not to use source modification ... o.o remember these steps use OnInit with createbgid use setbgid to let player join don't use bg_destroy command, but use bg_kickall command instead remember different script use different teams, there's a limit of 30 players on each team only <- can increase at src/map/battleground.h#L10 eg: this battleground script use bg id 1 & 2, next battleground script use bg id 3 & 4 ( bg id is self generated in ascending order )Example ... npc "aaa" doesn't use any custom script command npc "bbb" is the one that using these script commands difference is quite a lotalthough both also can achieve the battleground team creation, but its obvious the 2nd one is much much cleaner and more feature Example : use OnInit + createbgid, then use setbgid to attach 2 teams on the event controller npc if your script assigned bg_id 1 & 2, then your script use bg_warp 1 ... and bg_warp 2 ... EDITED SCRIPT : prontera,155,181,5 script Sample 100,{ mes "Battlegound"; if ( select ( "join/leave", "warp all bg members to you" ) == 1 ) if( getcharid(4) ){ bg_leave; dispbottom "Leave BG"; }else{ setbgid .bg_id; dispbottom "Joined BG"; } else if ( getcharid(4) == 0 ) dispbottom "you didn't join a battleground team"; else { getmapxy .@map$, .@x, .@y, 0; bg_warp .bg_id, .@map$, .@x, .@y; } close; OnInit: getmapxy .@map$, .@x, .@y, 1; .bg_id = createbgid( .@map$, .@x, .@y, "", "" ); end; } the current sample script should be look like this now .... battleground will auto generate the Battle Group ID , you cant assign the ID. tested and work fine in rev 17532 ... [spoiler=Archive] battleground_16819.diff battleground_16873.diff battleground_17101.diff battleground_17102.diff1 point
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The very first map I made and first released a couple of years ago I just recently made some changes. This is my Hyrule Town v2.0 based on The Legend of Zelda: Minish Cap game. Overview Center (Lower, Mid, Upper) The Dragon Dojo Church Place Legendary Mana Tree The Statue Tropical Palace The Legendary Four Sword Airship Picori Mushroom Floating Island Water Mill Changelog: v1.0 - 1st release (April 17, 2011) v1.3 - Added some visual effects, fixed few gat tiles, modified the lightmap (April 22, 2011) v2.0 - added more and replaced some objects, added a visual effect (January 5, 2013) Thanks and credits: Nintendo & Capcom for the original concept of the map. Kenedos for inspiring me to try RO mapping You may redistribute but you may NOT alter this file, and please don't forget to give me credits if you want to share this to other sites. Also hit if you downloaded this map. Thanks This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. Hyrule.rar1 point
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There was a mistake in killmonsterall, sorry //======================================== // Auto Cleaner ========================== //======================================== - script DBArenaCleaner -1,{ OnPCLoadMapEvent: if( !compare( .map_checker$, strcharinfo(3) ) ) end; // check if a player is on a map in the setting .@m$ = strcharinfo(3); if( getd( "."+ .@m$ ) ) end; // check if already a loop for the map setd "."+ .@m$, 1; while( .timer_clean ) { sleep 5000; if( getmapusers( .@m$ ) ) .@count = 0; else { .@count++; if( .@count == .timer_clean * 12 ) goto L_clean; } } L_clean: setd "."+ .@m$, 0; killmonsterall .@m$; end; OnInit: // setarray .map_mvp$, "prontera","geffen","payon"; setarray .map_mvp$, "dbarena1","dbarena2","dbarena3","dbarena4","dbarena5"; .map_checker$ = implode( .map_mvp$, "|" ); for( ; .@i < getarraysize( .map_mvp$ ); .@i++ ) setmapflag .map_mvp$[.@i], mf_loadevent; .timer_clean = 5; // Hier stellt man den Timer ein. end; }1 point
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Hello King555, Be very careful when accessing data.grf. those data belongs to kRO. If you have made (well, I believe you have) a custom client, you should have downloaded the corresponding lua files. check it under /data/lua files/ folder (if you haven't moved them to a grf) and edit the file you need / wish to edit. If you are using LUB files, then, you may edit it using Notepad++ (same as LUA files). If you get the LUB files encrypted (written in strange characters), then you may want to change to lua files. Have a nice day!1 point
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prontera,129,216,4 script Sala de Cultivo 975,{ set @name$,"[ ^CC00CCSala de Cultivo^000000 ]"; set $lugar$,"sec_in02"; set @corx,19; set @cory,30; if(Class == 4019){ mes @name$; mes "Olá, Sou o Teleportador para a Sala de Cultivo."; mes "Ela pode ser utilizada para facilitar a vida de cultivo dos criadores."; mes "Você deseja entrar nela?"; if(select("Acessa-lá:Não, obrigado") == 2){ mes @name$; mes "Volte quando precisar de meus serviços"; else { mes @name$; mes "You are not a creator dude!!"; close; } } hope this could work.1 point
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Hi, is your IMG folder in my drawmove theme empty? o.O It doesn't seems to find the pictures.1 point
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Hi, I have a quick question. Take a look at this list of script command definitions (from http://svn.rathena.org/svn/rathena/trunk/src/map/script.c): Can someone help me understand what these values specified inside the double quotes, next to each function name. for e.g: s l * i ? v r I am guessing "s" is string and "i" is int, but what do others means? Also, if nothing is specified within double quotes, does that mean that particular script command doesn't take any arguments? Thanks.1 point
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645,Center_Potion,Concentration Potion,2,800,,100,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_ASPDPOTION0,1800000,0; },{},{} 656,Awakening_Potion,Awakening Potion,2,1500,,150,,,,,0xFFF7FEEF,7,2,,,40,,,{ sc_start SC_ASPDPOTION1,1800000,0; },{},{} 657,Berserk_Potion,Berserk Potion,2,3000,,200,,,,,0x01E646A6,7,2,,,85,,,{ sc_start SC_ASPDPOTION2,1800000,0; },{},{} //ASPD in RE they give a fixed +4/+6/+9 ASPD 645,Center_Potion,Concentration Potion,2,800,,100,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_ASPDPOTION0,1800000,4; },{},{} 656,Awakening_Potion,Awakening Potion,2,1500,,150,,,,,0xFFF7FEEF,7,2,,,40,,,{ sc_start SC_ASPDPOTION1,1800000,6; },{},{} 657,Berserk_Potion,Berserk Potion,2,3000,,200,,,,,0x01E646A6,7,2,,,85,,,{ sc_start SC_ASPDPOTION2,1800000,9; },{},{} In pre-renewal, POTION0 gives +10% ASPD (i.e. -10% delay between attacks), POTION1 gives +15% ASPD and POTION2 gives +20% ASPD. In renewal it gives as much ASPD as specified in the parameter between the duration. If you use a renewal compile and the potions don't add any ASPD, it could be that you are using a pre-renewal item db.1 point
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From what you described it looks like the client is picking up info from all the text files properly (else you wouldnt see the item in the inventory or its description). Therefore you only need to fix up your lua files. Your accname.lua is expected to create a table called AccNameTable which maps your view ids to the filename suffix to use to get the sprite names. You will be seeing lines like [ACCESSORY_IDs.ACCESSORY_GREENBUNNY_HAIRBAND] = "_±×¸°Åä³¢¸Ó¸®¶ì", You need to insert a line similar to this at the end just before the closing brace } for each custom headgear you add format => view id = "prefix", Now lets say your view id is 1500 and your sprites are named like 32_AvianWings.spr then the above line will become 1500 = "_AvianWings", yes the _ is required if you put an _ after the 32 in your headgear sprite The only problem with using numbers directly like this is readability. If you have a lot of items added and your headgear's filename isn't following the dbname you provided for your server you are bound to get confused at some point later. This is where accessoryid.lua comes in. Similar to accname, there is a second table in accessoryid.lua called ACCESSORY_IDs. Format to use in accessoryid.lua: "itemname" = viewid, itemname can be any string that helps you remember (usually we put something similar to the item name used in the server) For the example above lets say i was calling it Aviator in the game and decided to use the same in accessoryid. "AVIATOR" = 1500 now i can use this instead of 1500 in the accname.lua as follows [ACCESSORY_IDs.AVIATOR] = "_AvianWings", This much should be enough for your client to pick it up. Now one more thing to watch out for is the luafiles514 folder. Since you are using 2012-04-10a client the "lua files" folder is expected to be present inside the data\luafiles514 folder. Hope it was helpful to understand the working of these files.1 point
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great map olrox! so real *0* i like it it´s awesome keep working!!1 point
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//Author-Script PHiLiP prontera,156,180,6 script DeathMatch 733,{ mes "[DeathMatch Warper]"; mes "Do you really wanna go to the Arena?"; switch(select("Yeah:Nope")) { case 1: announce "["+strcharinfo(0)+"] Has Enter DeathMatch Arena",bc_all,"0xFF0066",FW_BOLD,10; warp "pvp_n_1-5",0,0; end; case 2: mes "Ok,see you later."; close; } OnPCKillEvent: if( killedrid == getcharid(3) || strcharinfo(3) != "pvp_n_1-5" ) end; announce strcharinfo(0)+" has killed "+ rid2name( killedrid ), 0; .@killed = killedrid; if( getd( "@timer_pvp"+ .@killed ) < gettimetick(2) ) { setd "@points_pvp"+ .@killed, 0; setd "@timer_pvp"+ .@killed, 0; } if( getd( "@points_pvp"+ .@killed ) > 2 ) { dispbottom "[Battle Points] : You already kill "+ rid2name( .@killed ) +" more than 3 times in the last 5 min."; if( attachrid( .@killed ) ) { sleep2 100; atcommand "@Alive"; warp strcharinfo(3),0,0; } end; } else if( getd( "@points_pvp"+ .@killed ) == 0 ) setd "@timer_pvp"+ .@killed, gettimetick(2) + .delay * 60; setd "@points_pvp"+ .@killed, getd( "@points_pvp"+ .@killed ) + 1; set #dmpoint, #dmpoint + 2; dispbottom "[Battle Points] : +2 Deathmatch Points, Current Points = "+#dmpoint; if( attachrid( .@killed ) ) { sleep2 100; atcommand "@Alive"; warp strcharinfo(3),0,0; set #dmpoint, #dmpoint - 1; dispbottom "[Battle Points] :-1 Deathmatch Points, Current Points = "+#dmpoint; } end; OnInit: .delay = 5; // 5 mins end; } // ----------- Heal Buff Repair ----------- pvp_n_1-5,96,69,5 script Healer 936,{ if(TimeHealed > gettimetick(2)) { mes "[Healer]"; mes "I am sorry, but I am not a robot."; mes "I am still exhausted from the last time I healed you."; close; } sleep2 100; skilleffect 34,0; sc_start SC_BLESSING,300000,10; skilleffect 29,0; sc_start SC_INCREASEAGI,300000,10; percentheal 100,100; emotion e_no1; set TimeHealed, gettimetick(2) + 10; while (getbrokenid(1)) { repair(1); set .@a, .@a +1; } if (.@a) dispbottom .@a + " items repaired."; end; } // --------------- Exit --------------------- pvp_n_1-5,103,69,5 script Exit 902,{ warp "prontera.gat" ,155,176; } // --------------Enter/exit from heaker---------- pvp_n_1-5,99,83,2 script Enter 964,{ warp "pvp_n_1-5" ,99,66; } pvp_n_1-5,99,73,5 script Back To Arena 964,{ warp "pvp_n_1-5" ,0,0; } // --------------- Wall --------------------- pvp_n_1-5,103,60,5 script wall -1,{ OnInit: setcell "pvp_n_1-5",101,62,98,82,cell_walkable,0; end; } //mapflags pvp_n_1-5 mapflag pvp pvp_n_1-5 mapflag nosave pvp_n_1-5 mapflag noteleport pvp_n_1-5 mapflag nowarpto pvp_n_1-5 mapflag nowarp pvp_n_1-5 mapflag nogo pvp_n_1-5 mapflag nobranch1 point
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http://pastebin.com/raw.php?i=AC0CquTa Requires an SQL mob database.1 point
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New Monsters: Grand Pere Brinaranea Morroc Adult Morroc Kid Muspell Sköll Pere (1) Pere (2) Pere (3) Pere (4) New Skills: ab_offertorium all_full_throttle gc_darkcrow gm_item_atkmax gm_item_atkmin all_full_throttle gm_item_matkmin gn_illusiondoping lg_kings_grace nc_magma_eruption ra_unlimit rk_dragonbreath_water sc_escape so_elemental_shield sr_flashcombo wl_telekinesis_intense wm_frigg_song 2013-03-06data_sakray_k2.gpf data\luafiles514\lua files\stateicon\stateiconinfo.lub data\questid2display.txt (Nothing to mention in this patch file.) 2013-03-06data_true.gpf data\luafiles514\lua files\effecttool\[email protected] data\luafiles514\lua files\effecttool\[email protected] data\luafiles514\lua files\skillinfoz\skilldescript.lub data\luafiles514\lua files\skillinfoz\skillid.lub data\luafiles514\lua files\skillinfoz\skillinfolist.lub data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item\gm_item_atkmax.bmp data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item\gm_item_atkmin.bmp data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item\gm_item_matkmax.bmp data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item\gm_item_matkmin.bmp (Nothing to mention in this patch file.) 2013-03-06data_true_k2.gpf data\luafiles514\lua files\stateicon\stateiconinfo.lub (Nothing to mention in this patch file.) 2013-03-06data2_true.gpf data\luafiles514\lua files\skillinfoz\skilldescript.lub data\luafiles514\lua files\skillinfoz\skillinfolist.lub data\sprite\¾ÆÀÌÅÛ\ÅäÀÚ¸®½ºÅ©·Ñ.act data\sprite\¾ÆÀÌÅÛ\ÅäÀÚ¸®½ºÅ©·Ñ.spr data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\collection\ÅäÀÚ¸®½ºÅ©·Ñ.bmp data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item\ÅäÀÚ¸®½ºÅ©·Ñ.bmp (Nothing to mention in this patch file.)1 point