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  1. I propose to add multilingual support. Player's language stored in the database (sd-> lang_id, for ex.), default 0 - English language. The idea is to read multiple files msg_conf different languages. sd->lang_id = 0 // English sd->lang_id = 1 // Spanish sd->lang_id = 2 // German etc... For add the new language we must add a new parameter like 'read_msg: 1,map_msg_sp.conf', where '1' - is Language ID 'map_msg_sp.conf' - spanish translation. In-game example: if player havent language (sd->lang_id = 0), he will recive 'Character not found' if(sd->lang_id = 1) // Spanish he will recive 'El carácter no se ha encontrado'. Thus, each player will receive messages from the server in understandable language.
    2 points
  2. 2013-03-20eRagexe-nohs.exe - latest RagEXE with hackshield disabled (may contain some more patches.. for testing only)
    2 points
  3. Initial support to read multiple 'msg_conf' files... Need tests. Change 'lang' column in table 'login' for change language id... By default, lang ID = 0 its English Examples: (in char_athena.conf, login_athena_conf and map_athena_conf ) Diff: http://www.mediafire.com/?uita4m3p4e9uovu SQL Query: ALTER TABLE `login` ADD `lang` TINYINT( 3 ) UNSIGNED NOT NULL DEFAULT '0'
    2 points
  4. Maybe this ? http://lmgtfy.com/?q=Reaction+Event+eathena First link First post
    2 points
  5. My tool allows you to take wings/rucksacks/whatever sprites, rename them numerically to place into the tool, and will automatically output the renamed files for each class, saving you hours of time having to manually rename each file.Originally inspired by this thread: http://rathena.org/board/topic/72734-guidecustom-wings-at-robe-place/ - I created this tool as a means of saving not only myself, but others time. The script can still use some improvements (automatic creation of folders from steps 2 through 6 in the instructions below for instance), but is for all general purposes ready and working as-is. My script uses PHP and web server magic to run. Your web server will also need to be able to .tar.gz files. I don't know how to check other than running the script, so.. yeah. You will need to download the following zip which contains a robes.php file: http://jtynne.com/rAthena/robetool.zip Next, follow these instructions: 1. Upload the robes.php file to your web server. 2. Create two folders "base" and "output" 3. CHMOD both folders to 0777 4. Inside of the "base" folder, place all of your .spr/.act files for the garment sprite you'd like to create. Number these from 1 upward and remember this number for the next step. 5. Inside of the "output" folder, create an equivalent amount of folders to the same number of .spr/.act's you put in the "base" folder. If you went up to 3.spr/3.act then make three folders: 1 2 3 6. Inside EACH of the numbered folders, create two additional folders with the names "³²" and "¿©" (male/female). This is important so do it! 7. Run the robes.php script from your browser and allow it to run. It will create a .tar.gz file containing all the necessary sprite files, but your work is not yet done. 8. Inside the .tar.gz you will find an "output" folder which contains numbered folders and renamed sprite files for all classes. Take the numbered folders and place them into : data/sprite/·Îºê/ (client-side) 9. Open data/lua files/datainfo/spriterobeid.lua AND data/lua files/datainfo/spriterobename.lua YOU MUST EDIT BOTH FILES. 10. Inside spriterobeid.lua in the SPRITE_ROBE_IDs = { section, add in your new robe reference. e.g. ROBE_MYRO_1 = 1, 11. Inside spriterobename.lua in the RobeNameTable = { section, add in your new robe reference using the data from the previous step as an addendum to the syntax. e.g. [sPRITE_ROBE_IDs.ROBE_MYRO_1] = "1", 12. You can then test these out in-game with @changelook 7 # or adjust the "view" field on a garment and voila. Note: If anyone has questions, I probably won't respond very quickly as I'm busy IRL with school/running my own server/working. Help each other, it's pretty straight-forward so long as you have an understanding of client-side data. If anyone would like to create a more detailed guide, be my guest. If you modify my script, please do give credit where credit is due, as I spent a considerable amount of time making this work. Thanks!
    1 point
  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. 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 file
    1 point
  8. Ragnarok Renders What is a render? A render is basically an image where an object in the image has a transparent background. Think of transparency as something invisible. In this case the object(s) are monsters, characters, items, etc. How do I make a render? Well there are several ways, my easy solution is just to use the magic eraser tool in Photoshop CS5. You use that and click the background, the more solid the outline of the object the easier it is to render. Some objects you may have to trace the lines so that way the eraser doesn't erase a part of the image its not supposed to. This takes much trial and error, and don't worry, as long as you don't mess up on the tracing, you can't tell its been traced. What does the packages contain? A: NPC cutins, official wallpapers, and fankit images. There are also login screens that have been put together, as well as loading screens. It will also have all the original images for people who want to help out or just to see what the render came from; however, wallpapers are not included because it makes the package too large. What format are the images in? The images are saved in .PNG format. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------Downloads http://mysterious-project.googlecode.com/svn/trunk/Renders/Renders.zip Renders Package (Renders [10-2-2010]) http://mysterious-project.googlecode.com/svn/trunk/Renders/Renders.zip Updated: Added blank card templates, as well as blank flags. Card Images http://mysterious-project.googlecode.com/svn/trunk/Renders/Card Images.zip Comment: I don't know if this will be useful to anyone, but I figured why not. From the data.grf. NPC Cutins http://mysterious-project.googlecode.com/svn/trunk/Renders/NPC%20Cutins.zip Info: The NPC images without a transparent background. Also from the data.grf. jRO NPC Cutins (2012) http://mysterious-project.googlecode.com/svn/trunk/Renders/jRO%20Cutins.rar Info: Thanks to Bahamut for supplying them. I made them into Renders. Additional Renders (Thursday September 27th 2012) 1st-Humanish.zip 2nd-Humanish.zip Trans-Chibish.zip ThirdJob-Chibish.zip Info: Was gathered from here.
    1 point
  9. Preamble I have written an achievement system I want to share with you. It is not the best way to solve achievement systems nor is it very efficient(though it might be more efficient than NPC scripting) and if you already have an achievement system(src or npc) and it's working for you, please don't change to mine. Mine is rather old(about half a year or more) and back then it was the first time I wrote something completly new for eAthena. What I did today was applying the system to rA and create a working diff. If you are willing to use this system then I beg you to report any bug found. Also, if there is enough demand, I might consider re-writing it from scratch, because I am overall unhappy with the system, but not really motivated to further work on it in greater detail. Also the code-style I used back then is totally going against the one I am using nowadays... Don't judge me! Functions There are pre-defined types of achievements in this system Monsterkill Achievements Itemfind Achievements (Only use this for Items NOT trade/drop/storage-able, or else it will result in abuse) Itemuse Achievements Explore Achievements Quest Achievements Special Achievements Let me explain them one after another: Monsterkill Achievements(0): Well, name says it mostly, but there is a bit more to it. You can define different types per achievement. The types are counting by ID(0), by size(1), by race(2), by element(3) or for all MvPs(4). And if player A has killed X monsters that meet the requirement, then he gets the achievement. Itemfind Achievements(1): Again, name says what it does. If you find certain items, you get the achievement. Make sure you only use it on non tradeable etc. items or it will be abused. It can also be filtered into types. They are the following: ID(0), Equip(1)[see item_db->equip), Type(2)[see item_db->type]. It will count if you drop it and pick it up again, so really, only use it on items not storageable, tradeable and dropable! Itemuse Achievements(2): Its porpuse is to count every item used. This achievement might be bugged, report anything you find fishy! It uses the same filtering as Itemfind, so please refer to that. Explore Achievements(3): When entering a map, the system checks whether the map is inside the database for explore achievements and if so, it sets the count. If the player visited all maps for one achievement, then he receives the achievement. Quest Achievements(4): When finishing certain quests, you are able to gain quest achievements. Simple as that! Special Achievements(5): This are achievements in the achievement database. But they are only applicable over @achieve from a GM or with the achieve script_command. This achievement has Event porpuses and is only added for a complete database for your website etc. Now comes the technical stuff... How to install the achievement system 1. Download the *.diff and the *.sql file(they are in the *.rar provided). 2. Import the *.sql into your rAthena database. 3. Apply the *.diff onto your rAthena server. 4. Check your ./conf/battle/exp.conf and ./conf/battle/misc.conf: Two new configs have been added: achievement_cutin_duration and achievement_exp_rate. Read the conf files for more information and change it to whatever you wish it to be. 5. Add the two new files ./src/map/achievement.c and ./src/map/achievement.h to your MAKEFILE or to your project solution and recompile! (^ Up to this point, I won't provide ANY support ^) How to add achievements Well, that is mainly why I would like to find another way of solving the achievement system. But currently it is like this: 1. Add your achievement to achievement_db. Here is a brief summary of the columns: If you chose 5 as type, you are nearly done, skip step 2. If you chose another type, please read on. 2. Go to the respective table of your chosen type: 0->mob_achievement 1->item_achievement 2->itemuse_achievement 3->explore_achievement 4->quest_achievement Now add an entry for your newly added achievement. The columns are rather similiar, but I'll explain in greater detail: mob_achievement: achievement_id: Set to ID assigned by achievement_db for your new achievement type: See description of Mobkill Achievements. There are numbers in brackets for each filtering type valueX: The value for what to filter. I.e. if you chose ID, then place an ID here. If you chose elements, place a number from the element enum here (see script_commands or src for reference) amountX: How many to kill itemfind_achievement: itemuse_achievement: achievement_id: Set to ID assigned by achievement_db for your new achievement type: See description of Itemfind Achievements. There are numbers in brackets for each filtering type valueX: The value for what to filter. I.e. if you chose ID, then place an ID here. amountX: How many to find/use explore_achievement: achievement_id: Set to ID assigned by achievement_db for your new achievement mapX: Name of the map. I.e. prontera quest_achievement: achievement_id: Set to ID assigned by achievement_db for your new achievement questX: ID of the quest 3. Last step is to reload the AchievementDB ingame via @reloadachievement or restart your server. Atcommands So, I added two atcommands working together with this System: @achieve <Achievement_ID> <Player_Name>. Give <Player_Name> Achievement with <Achievement_ID> as ID. IT DOES NOT CHECK WHETHER HE MEETS THE REQUIREMENTS! Built in for debugging and special achievements @reloadachievements. Reload the Achievement DBs. Helpfully if you added new achievements and don't want to restart the server. Scriptcommands *Achieve( <AchievementID>{, <Account_ID>}); Same as the Atcommand. If no account_id is given, use attached player. Does also not check if player meets requirements. Intended for special achievements *GetAchievementInfo(<AchievementID>, <flag>); Flag determines what to return: 0 = type, 1 = bexp, 2 = jexp, 3 = nameid, 4 = points, 5 = status 5 Only works with attached players and returns 1 if the player finished the achievement and 0 otherwise. *GetAchievementName(<AchievementID>); Returns the name of the achievement *GetAchievementCutin(<AchievementID>); Returns the name of the cutin of the achievement I think this is about all you need to know. Please report any bugs and post any suggestions. If you overwhelm me enough, I might rework it to be more user-friendly! Only post bugs and suggestions after you've read through the whole article. I will notive if you haven't. At last Download achievement.patch achievement.sql €dit: I really want to stress the following facts again: Read the whole article! Only use if you are unable to script/code a system that is suficient to suit your needs or this system matches your needs perfectly(well, w/e)! Report any found bug! €dit²: Forgot to mention. The last achievement is stored within the permanent playervariable "LastAchievement" and it stores the ID of the achievement. So you can check it via NPC script etc. Changelog: 1.0 FIrst version 1.1 Fixxed bug of not deleting the cutins properly [Thanks Dexter] 1.2 Fixxed cutin bug fully, fixxed typos in config
    1 point
  10. File Name: Support Ticket for FluxCP - FREE File Submitter: Feefty File Submitted: 23 Mar 2013 File Category: Web Resources Content Author: Feefty FluxCP Addon [support Ticket] Features: Title Notification (ex. Flux Control Panel (1) - means you have 1 unread support ticket.) Sidebar Notification (ex. View Tickets [3] - means you have 3 unread support ticket) You can easily subscribe/unsubscribe to a ticket even a staff member can unsubscribe to a support ticket. Subscribing (0 to disable the subscribing or 1 to enable. This will affect everyone.) Ticket Delay (0 to disable this feature. They have to wait for 'TicketDelay' hours to open a new ticket.) Priority (Low, Medium or High. To help organize the priority - Can be edited by the staff if it's misleading) Status (Closed, Open, Resolved, Replied) Department (You can add, edit or delete a Department. Group is for the level of the department that can be handled by the staff members.) Reply (Staff Reply will be highlighted and will have an icon to avoid the confusion.) WYSIWYG Settings (For staff only) Nickname (Use ~ character if you want to use your username. By default it will use your username when replying to a ticket.) Email (This email will only be used for support ticketing. Use ~ character if you want to use your account email. By default it will use your account email when receiving emails.) Subcription (Receive email notifications when someone opened or updated a support ticket.) 'Last updated on' will show right next to Save Button. [*]Character affected (Select the character where the problem occurred. Disabled if the account doesn't a character yet.) [*]Search Engine (If your account is a staff member you can search using their account id, email, char id) [*]Ticket Editing (Only the staff can edit a support ticket.) [*]Ticket Listing (List of all support tickets. For staff only.) [*]Unread ticket will be highlighted in the list. [*]Normal Player can open/close their own ticket and only a staff member can resolve/delete a ticket. [*]Player/Staff can use @checkunread/@cu in-game to check if they have an unread support ticket. [*]PM me if i miss something. Compability: Tested on Xantara's FluxCP for rAthena - https://github.com/m...ntara/fluxcp-rA Tested on FluxCP for eAthena - https://code.google.com/p/fluxcp/ Rules: Do not steal the credit of this work. How to Install: Make a folder named support in addons folder. Extract the files to support folder. Copy the file inside the addons/support/support_templates and paste it to data/templates folder. Add the line below themes/default/header.php - Before: <?php if (!defined('FLUX_ROOT')) exit; After: <?php if (!defined('FLUX_ROOT')) exit; require_once(FLUX_ROOT.'/'.FLUX_ADDON_DIR.'/support/modules/support/function.php'); themes/default/main/sidebar.php - Before: (You will get 2 results. You will have to do it twice too.) <span><?php echo htmlspecialchars($menuItem['name']) ?></span> After: <?php if ($menuItem['module'] == 'support'): ?> <span><?php echo sprintf($menuItem['name'], " [<strong".($unread > 0 ? " style='color:#d84646'" : "").">".$unread."</strong>") ?>]</span> <?php else: ?> <span><?php echo htmlspecialchars($menuItem['name']) ?></span> <?php endif ?> [*]Update your database and make sure cp_support_tickets, cp_support_reply, cp_support_dep and cp_support_settings does exists [*]Add a Department first so players can open a ticket. [*]Copy addons/support/npc/ticket_notification.txt to your server npc/custom folder or whataver folder you want. [*]Paste this line npc: npc/custom/ticket_notification.txt inside your npc/scripts_custom.conf [*]You can find all the configuration in addons/support/config/addon.php [*]Done. If you find a bug, please contact me. Github Download: https://github.com/Feefty/FluxCP_Addons-SupportTicket/archive/master.zip Github: http://github.com/Feefty Email: [email protected] rAthena: Feefty Feel free to buy me a coffee Paypal: [email protected] Click here to download this file
    1 point
  11. Hello rAthena, this is my first script sharing. I made this script for my little home server. To the point, this script let your player earn EXP while afk AKA Praying/Blessing (i prefer to call it Blessing). SCREENSHOOT DESCRIPTIONS -To start Blessing, you must be inside defined map, then whisper to npc:blessme. -Exp earned every 10 second and calculated based on Level, Blessing Exp Rate, and your setting in "quest_exp_rate". -Additionally you can set item to make double exp earning while Blessed. Just put in your inventory and it will be consumed every 10 second of Blessing. -Changing map/log off will make Blessing stopped. -Normal class earn half exp than advance class. -Good for Low-Mid rate server. CONFIGURATION //=========================SETTING============================ OnInit: set .bless_need, 523; //Require item to start Blessing. Default 523 (Holy Water) 0 to disable. set .bless_needs,0; //Item require setting, 0 = only need it in inventory 1 = consumed every time Blessing started. set .bless_item,607; //Item for double exp earning. Consumed 1 item/10 seconds, 360/hour, 8640/day set .bless_map$,"prontera"; //Map require for Blessing set .bless_mname$, "Prontera City"; //Map name that will be told to player set .bless_adj,2; //Normal class will earn exp/2 while advance class not set .bless_rate,1; //Blessing exp rate set .server_rate,getbattleflag("base_exp_rate")/100; //Your server exp rate. Needed to for dispbottom part. end; //============================================================ DOWNLOAD blessing v1-2.txt -fix multiple player blessing -add level restriction,player below level 20 is not available for Blessing blessing v1-3.txt -add end; on OnInit -add item requirement support CREDIT Capuche goddameit
    1 point
  12. Hi.. I got another rare 2nd and 3rd jobs render from this game [Ragnarok Online Guild Masters] Sorry for late post this file. I'm busy with my own server RO Guild Masters.zip RO Guild Masters 2.zip RO Guild Masters 3.zip RO Guild Masters 4.zip
    1 point
  13. Hi.. If its possible I would like to request an edited version of rAthena's job changer script wherein players need to pay an amount of zeny everytime they uses it.. E.G. Is it possible? Thank you!
    1 point
  14. Try this one - script spawn_woe -1,{ OnAgitStart:// when woe start sleep 2; for( .@i = 0; .@i < .size_mob; .@i++ ) { for( .@j = 0; .@j < .size_map; .@j++ ) monster .map_woe$[.@j],0,0,"--ja--", .mob_ID[.@i], .mob_count[.@i],""; } end; OnAgitEnd:// when woe end sleep 2; for( .@i = 0; .@i < .size_map; .@i++ ) { sleep2 1; killmonsterall .map_woe$[.@i]; } end; OnNPCKillEvent: sleep2 1; if( agitcheck() && compare( .mob_id_c$, killedrid +"" ) && compare( .map_woe_c$, strcharinfo(3) ) )// check is woe on + if mob in .mob_ID list + map in .map_woe$ list monster strcharinfo(3),0,0,"--ja--", killedrid,1,""; end; OnInit: // ------- setting setarray .mob_ID, 1638, 1639; // add more mob id setarray .mob_count, 40, 40;// number of mobs summoned / .mob_ID array column setarray .map_woe$, "aldeg_cas01", "aldeg_cas02"; // yours woe map //-------- end of setting .size_mob = getarraysize( .mob_ID ); .size_map = getarraysize( .map_woe$ ); for( .@i = 0; .@i < .size_mob; .@i++ ) .@tmp$[.@i] = .mob_ID[.@i]; .mob_id_c$ = implode( .@tmp$, "|" ); .map_woe_c$ = implode( .map_woe$, "|" ); end; } and add in npc/guild/agit_main.txt donpcevent "spawn_woe::OnAgitStart"; after announce "The [" + getcastlename(strnpcinfo(2)) + "] castle has been conquered by the [" + getguildName(.@GID) + "] guild.",bc_all|bc_woe;
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  15. Hoi, nice idea I had the same actually but never finish it, anyway here my input/ remark on this : - not official blabla, so I was thinking of just a mod but I'm agreeing with Euphy stating it's a good plus so we might put in in svn. (ok but then I think we need #define to not increase ram consumtion for people who's interested in 1 lang only. (each lang take 1 more msg_conf comsumtion, not that big but there no reason to increase it if you wont use it especially when is not that hard to prevent it...) - we was thinking of #define LANG (bitmask) so you can choose wich lang to choose. - if msg from user lang not define return default lang msg. (fallback) That general concept now to speak more about diff : -I don't like new structure of msg_txt(lang,int), I think lang could be taken in msg_txt() fonction without being assign as argument. -store data is duplicated, I mean on each serv you have assigned a var to config wich lang you want. (duplication => posssible mistmatch => possible failure), I personnaly hate duplication for this. I was thinking mmo_status could do it fine. mmo is char wide yeah but since we have one at the time I think it's ok, we wont lose ram. - New row in login is good but that could be stored as global_reg as well. Global_reg table offert the possibility of scripts/atcommand interaction while login table shouldn't if we want to respect schema/server independancy. Plus present to not need a whole new colum for that. That all anyway thx Lilith, didn't have time to properly try it yet but I'll.
    1 point
  16. I don't quite understand what's so difficult about finding this page you can also go to Category: Customization I think the problem here is simply that you don't know how to use the wiki. Anyways I wish the best of luck with your wikia but without a large amount of contributors it will go nowhere (no offence) I just hate to see your hard work be unused. but hey I may be wrong but that's just my opinion.
    1 point
  17. I thought it would be much more useful to make a diff file which can be used in k3dts diff patcher or Shins Diff patcher(Plain Diff Plugin). Here is the Link => http://www.mediafire.com/?b091kc2sxn7050c I found two locations for the diffs "call select korea" and "Enforce Official Login" So you will find a 2nd one for both of them.
    1 point
  18. Think it should be worked now ragexe instead of ragexeRE. Reason: with less bugs, and supported the cash button.
    1 point
  19. Setz einfach das encoding auf ANSI dann kannst du sonderzeichen einfach verwenden. Das geht in der regel im text editor den du benutzt um die npcs zu bearbeiten. Ich kann da Notepad++ empfehlen.
    1 point
  20. Well it is and it isn't. Disable the guild storage command, and instead use an npc like this. prontera,165,188,4 script Guild Warehouse 112,{ cutin "kafra_06",2; mes "[Guild Warehouse Coupler]"; mes "This is the guild warehouse coupler service."; next; menu "Access Guild Warehouse", GS_OPEN, "Set Guild Warehouse Password", GS_PASS, "Exit", GS_EXIT3; GS_OPEN: if(getd("$gspass"+getcharid(2)+"$")!=""){ mes "Please input your guilds password."; input(.@gspass$); if(.@gspass$==getd("$gspass"+getcharid(2)+"$")){ mes "Welcome!"; } else { mes "I'm sorry but that's incorrect, please try again later."; goto GS_EXIT4; } } set @flag,guildopenstorage; if(@flag == 1) goto GS_EXIT1; if(@flag == 2) goto GS_EXIT2; goto GS_EXIT4; GS_PASS: if(!getcharid(2)) { mes "I'm sorry but you don't have a guild."; goto GS_EXIT4; } query_sql("SELECT `master` FROM `guild` WHERE `guild_id` = '"+ getcharid(2) +"';",.@b$); if(.@b$!=strcharinfo(0)){ mes "I'm sorry but you're not the leader of "+strcharinfo(2)+"."; goto GS_EXIT4; } if(getd("$gspass"+getcharid(2)+"$")!=""){ mes "Did you forget, your guild password is "+getd("$gspass"+getcharid(2)+"$")+". Do you still want to change it?"; if(select("Yes:No")-1) goto GS_EXIT4; } mes "Please Input your new guild password."; input(.@gspass1$); mes "Again."; input(.@gspass2$); if(.@gspass1$==.@gspass2$){ setd "$gspass"+getcharid(2)+"$",.@gspass1$; } else { mes "I'm sorry, but your passwords didn't match, please try again."; goto GS_PASS; } mes getd("$gspass"+getcharid(2)+"$")+" has been set as your password."; goto GS_EXIT4; GS_EXIT1: mes "[Guild Warehouse]"; mes "The guild warehouse is being used right now."; mes "Please wait a while, then come back."; goto GS_EXIT4; GS_EXIT2: mes "[Guild Warehouse]"; mes "You can't use this service if you're not in a guild!"; goto GS_EXIT4; GS_EXIT3: mes "[Guild Warehouser]"; mes "Come back whenever you want."; GS_EXIT4: cutin "kafra_06",255; close; }Warning if the guild is broken this script will leave unused global variables in your global_reg_value table.This script hasn't been tested yet. If you want the npc to be mobile... change the top line. - script gstorage -1,{ OnWhisperGlobal:Will be accessed from whisper menu with npc:gstorage.Also remember to modifiy the Kafra's inside of the guild bases because I think they allow guild storage access.
    1 point
  21. very good idea, the brazilian project has a similar system. http://svn.brathena.org/brAthena/testes/conf/lang/
    1 point
  22. Its in Episodes and I realized the EP got typoed. Its EP14.3 Part 2
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  24. How do I write a website page that mimics the setup of RMS for items and mobs? I want it for my custom items and mobs on my fluxCP. I just can't seem to get it right. Peopleperson49
    1 point
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