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  1. File Name: Account Information System File Submitter: tr0n File Submitted: 18 Sep 2012 File Category: Utilities Content Author: tr0n This is a script I made for people who wants to have a feature for gamemasters or even admins without giving them access to server/db files to identify accounts/characters and investigate suspicious people. You whisper the char name to a invisible npc and a menu appears. Available features: - Check Account Informations - See all characters of this acc. in a menu - Check general informations about all characters - Check stats of the characters - Check equipment(with card slots) of the characters (they must be online to use this feature) If you have any questions or need support, feel free to msg me in rAthena. tr0n Click here to download this file
    2 points
  2. File Name: Account Bound Items File Submitter: Xantara File Submitted: 16 Sep 2012 File Category: Source Modifications Content Author: Xantara, Zephyrus, RO Information This system would allow (non-stackable, non-pet-egg) items to be bounded onto a player's account. This means that the bounded items cannot be traded, dropped, auctioned, nor mailed. But, they can be storaged so that it can be shared among the characters of that account. Features: - Item coloration to distinguish bounded items and non-bounded ones (see screenshot) - Script commands (getitembound, getitembound2, equipisbounded) to create and check for bounded items - At commands (@itembound, @itembound2) to create bounded items - New group permission (can_trade_bounded) to allow the group to distribute these bounded items if enabled (mostly just for High GMs / Admins) - Changes to the SQL files to track bounded items. This would effect cart, inventory, and storage databases. Tested on rAthena revision 17294 (using v1.5.1). Script Command Documentations At Commands Documentations Known Issues - When moving a bounded item to storage, item colouration is gone. However, re-opening the storage or re-logging will fix this issue.1 - When moving a bounded item to the cart inventory, item colouration is gone. However, re-logging will fix this issue.1 1 If you are able to find these packets (ie. PACKET_ZC_ADD_ITEM_TO_STORE3 and/or PACKET_ZC_ADD_ITEM_TO_CART3), please let me know! Credits Created by @Xantara Popularized by Zephyrus Idea by Ragnarok Online License This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Like my work? Rate/vote this download Rep up my support topic post Do not mirror without my consent. Click here to download this file
    2 points
  3. RO Open Setup About Clone of the default game setup application, shipped with every RagnarokOnline installation. It works on every 32-bit Microsoft* Windows* platform. Source is available for customizations. Known Issues None. Translations English - 100% (primary) French - 100% (Valioukha) German - 100% (Xalion) Brazilian Portuguese - 100% (EvilPuncker) Czech - 100% Japanese - 100% (Mintmoon) Russian - 100% (Jarek) Simplified Chinese - 100% (tinpont) Spanish - 100% (jaBote) Thai - 100% (iSuzutsuki) Traditional Chinese - 100% (Angelmelody) translate OpenSetup into your language Q & A Why does the client not use the Lua settings? Use latest OpenSetup version. If that's already the case, use newer client. Why does OpenSetup not let me to save without Administrator? A few settings are still written to a location in the registry, that needs Administrator rights. I have have issues with OpenSetup, is there something I should add to my report? When you experience the issue, press Shift+Esc inside the OpenSetup window until it closes and provide the generated log file (exename.log) along with your report. Download & Website http://ai4rei.net/p/opensetup (discord available for real-time support) License This work is licensed under a Creative Commons Attribution-Noncommercial 3.0 Unported License.
    1 point
  4. This is my 2nd script release Market Bulletin (SQL) Version 1.9 Compatibility - rAthena SVN Requirement - MySQL - run this SQL on your RO database or import the attached .sql file CREATE TABLE IF NOT EXISTS `market_bulletin` ( `id` int(11) NOT NULL AUTO_INCREMENT, `type` varchar(1) NOT NULL DEFAULT 'O', `char_name` varchar(23) NOT NULL, `message` varchar(70) NOT NULL, `post_time` datetime NOT NULL DEFAULT '2012-01-01 00:00:00', PRIMARY KEY (`id`) ) ENGINE=InnoDB DEFAULT CHARSET=latin1 AUTO_INCREMENT=2 ; -- -- Dumping data for table `market_bulletin` -- INSERT INTO `market_bulletin` (`id`, `type`, `char_name`, `message`, `post_time`) VALUES (1, 'S', 'Testing', 'Test message', '2012-01-01 00:00:00'); Description - A bulletin where players can read and post market offers like buying, selling, trading and others. Additional Info - Player can have a maximum of 5 posts by default. - Posting fee is 1M. Player can also post and broadcast at the same time. Broadcasting fee is 3M zeny. - Includes managing of posts where the player can edit, delete or broadcast their posts. - Also includes search function. - Posts will be deleted after 72 hours (3 days) by default. Special Thanks - Venom --- Please report bugs here if you found any. Market_Bulletin_SQL.txt mbsql.sql
    1 point
  5. File Name: No @go when Player died File Submitter: EliteBlack File Submitted: 12 Aug 2012 File Category: Source Modifications Content Author: EliteBlack Information This simple modification that players will not allow to use @go when they died in a battle. User may apply the patch and re-compile. Mirror No @go when players died Click here to download this file
    1 point
  6. Loki's Achievement System with no source edit This system contains many possible kinds of achievements, getting achievement points, announcing your achievement and displaying a cutin. And all that without any source edit. Only with trigger and a cache sytem, that your sql server won't be spamed with querys! I was really frustrated that most of the source edit versions haven't worked on my server. I hope you will enjoy it I will explain it's functions below. Downloads: lokis_achivement_system_1.0.1.zip loki_achivement_demodata_1.0.zip Supported Achievements: Mode 0 = Your custom achievements, see point Custom Achivemetns below. Mode 1 = Items in your inventar. It will be checked after every login and after every time when you are killing a mob. 9 different items at once are possible. Mode 2 = Kill Mobs. Will be checked after every mob kill. 9 different mobs at once are possible. Mode 3 = Mvp kills. Will be checked after every mob kill. Only 1 value is possible (ex. Kill 15 MvPs, Kill 30 Mvps. This mode is not like Kill 10 Phreeonis, for this use Mode 2!) Mode 4 = Pvp Kills. Will be checked after every pvp kill. Only 1 value is possible (ex. Kill 1 other Player, Kill 666 other Player etc.) Mode 5 = Reach Baselevel X. Will be checked on every BaseLevel up (@commands won't effect this trigger!). Only 1 value is possible Mode 6 = Reach Joblevel X. Will be checked on every JobLevel up (@commands won't effect this trigger!). Only 1 value is possible Creating a Achievement: All achievements are in your SQL database, so we just need to insert something in the table "achievement". name = name of your achievement desc = Your description for the achievement and will only be used by Bob (see below). Can be used for your website etc. mode = Your mode (see category above this one) deleted = should ever be "n"! Due to the cache system, you should never delete a Entry by "DELETE FROM achievement WHERE id=X". NEVER! Just set deleted="y" cutin = your cutin image. If you leave this NULL or empty, no cutin will be displayed. points = how many points do the user get for this achievement? singleval = will be used for mode 3,4,5,6. It would confuse everybody, if I would save the data in val1 or anywhere else. val1 - val9 = Will be used for Mode 1 and 2. Here you will write the itemID or the monsterID. val1amount - val9amount = The amount, the user have of itemID in his inventar or how many monster the user have to kill. If you want that the player have to kill 10 porings and 20 drops, you would save the follow: val1: 1002 val1amount: 10 val2: 1113 val2amount: 20 Every received achievement will be saved in the table achievement_log. Due to that here are no @commands, the table achievement_force is made to force player to get a achievement or to reset/remove a achievement. You don't have to create any insert. Just talk to Bob (see below). Configurate your achievement system: There isn't much to configure set $a_cache_expire,120; set $a_effect_id,908; set $a_cutin_delay,8000; $a_cache_expire = in how many seconds the global cache will be expire? $a_effect_id = which effect will be displayed on the user when he received an achivement (@effect 908) $a_cutin_delay = for how many milliseconds the cutin should be displayed in the bottom of your screen? Create a custom Achievement (mode 0): You can call the achievement you want to give in any of your scripts with just writing: callfunc "achieve",<<achievementId>>; Here is an example, which I placed in my custom instance. If the user is joining there the first time, he would get the achievement 18! warp "hellfire",264,129; if(a_done_18 != 1 && $a_del_18$ == "n") { sleep2 5000; callfunc "achieve",18; } a_done_X = have user already got the achievement? 1=yes, 0=no $a_del_X$ = is achievement active and not deleted? y=yes, n=no. This both flags should be placed everywhere where you use this function. sleep2 5000; is just for skipping the delay of warping to the map. Just ignore this If you want to use custom script with trigger, you can build them like that. This script checks if your zeny is higher than the "singel_val" value in the database ($a_sval_17). You could also just write if(Zeny >= 1000000) callfunc "achieve",17; - script ach_17 -1,{ OnPCLoginEvent: OnNPCKillEvent: if(a_done_17 == 1 || $a_del_17$ == "y") end; if(Zeny >= $a_sval_17) callfunc "achieve",17; end; } This script can be found in the demodata pack with 16 other achievement If you want to make an item_use Achievement, just place the important line above in the item script. Achievement Bob (including in lokis_achievement_system_X.X): This script is made for GM's and Player. The player can get information about all achievements, which they have or have to get and how many achievement points they have. The GM Menu have many more functions: Force Player Achievement This function will save entries into the table achievement_force. It can be used to give a player an achievement or to reset an achievement. The user just have to talk to Bob after you clicked through the form. There isn't any validation. So be careful, that the user won't get a achievement 2 or more times. Enable/Disable Achievements This function just set the deleted=y or deleted=n flag. If you change something, you should clear the cache (or wait until it expires). Clear cache Set Flag to clear cache. It will be renewed when a player is login into your server. Compare log with achievement points Compares the achievement_log table with the score of achievements of the player. If there is a difference, the real value will be saved. WARNING: If you have something like a cashshop with this points, this function will destroy your database :/ Points should only be used in viewing only or for a ranking. Else you should change the core of this function. Error Handing: Due to a lot of trigger events, your server may cause some phantom errors like "players event queue is full". To fix this, just edit the src/map/map.h and increase the #define MAX_EVENTQUEUE 2 value to 20. I hope this guide helped you in this complex system Have fun with it Loki1991 lokis_achivement_system_1.0.zip
    1 point
  7. pretty sure it's supposed to be like this: haven't tried it tho
    1 point
  8. Firstly I'd like to clarify as I said I did not make the original file structure the BlackHoleEvent was made by a different scripter of unknown origin and later modified by me as my file states. Secondly, yes, the above script does use permanant global variables which it then DELETES! right after that player logsout. * I really get frusterated with mods feeling the need to 1UP everyone else here. Here's a hint Capuche there are hundereds of unanswered SCRIPT REQUESTs out there that I'm sure would love your scripting expertise how about you do one of those, and leave my posts alone. Thanks~
    1 point
  9. No offense to Skorm but his script consume too much permanent variable for me - script view_map -1,{ OnInit: .size_name = query_sql( "SELECT `name` FROM `char` WHERE `online` = 1 LIMIT 128", .name$ ); end; OnPCLoginEvent: .name$[ .size_name ] = strcharinfo(0);// max 128 players .size_name++; OnEventView: .@name_self$ = strcharinfo(0); sleep2 2; while( playerattached() && @item_equipped ) { .@map_self$ = strcharinfo(3); for( .@i = 0; .@i < .size_name; .@i++ ) { if( .name$[ .@i ] != .@name_self$ ) { getmapxy .@map$, .@x, .@y, 0, .name$[ .@i ]; if( .@map$ == .@map_self$ ) { .@size_tmp++; viewpoint 1, .@x, .@y, .@size_tmp, 0xFF0000; } } } sleep2 2000; for( .@i = 1; .@i < .@size_tmp +1; .@i++ ) viewpoint 2, 0, 0, .@i, 0xFF0000; .@size_tmp = 0; } end; OnPCLogoutEvent: while( .@i < .size_name && .name$[ .@i ] != strcharinfo(0) ) .@i++; if( .@i == .size_name ) end; deletearray .name$[ .@i ], 1; .size_name--; end; } Item sample - must be equipped 2201,Sunglasses,Sunglasses,5,5000,,100,,0,,0,0xFFFFFFFF,7,2,512,,0,0,12,{ doevent "view_map::OnEventView"; },{ set @item_equipped, 1; },{ set @item_equipped, 0; }
    1 point
  10. W_Disable: setcell "guild_vs3",19,44,19,55,cell_walkable,1; setcell "guild_vs3",18,44,18,55,cell_walkable,1; setcell "guild_vs3",80,55,80,44,cell_walkable,1; setcell "guild_vs3",81,44,81,55,cell_walkable,1; for( .@i = 5; .@i > 0; .@i-- ) { mapannounce "guild_vs3","Ready ON "+ .@i,0; sleep2 1000; } for( .@i = 1; .@i < 25; .@i++ ) disablenpc "WALL#"+ .@i; disablenpc "Arena Buffer#1"; disablenpc "Arena Buffer#2"; mapannounce "guild_vs3","Walls are now Disabled.",0; mapannounce "guild_vs3","Events STARTS GO GO GO.",0; pvpon "guild_vs3"; if( playerattached() ) close; end;
    1 point
  11. you can try these https://rathena.org/board/index.php?/files/file/2504-%7B?%7D/ or trunk/npc/custom/quests/quest_shop.txt
    1 point
  12. You need to modify the drop list on the mob db txt files if you want to disable the drops, same as modifying their drop rate percentages Checkout this link for better information: http://rathena.org/wiki/Custom_Mobs
    1 point
  13. @Euphy, i finish the code and I'll test it
    1 point
  14. done some of part for chinese http://pastebin.com/t5j0Q933
    1 point
  15. - script announcer -1,{ OnMinute09: // Set on minute 09, with it means, every hour in minute 09 will start this annoucement. mapannounce "guild_vs3","Ready on 5",0,0x99FFCC; sleep 1000; mapannounce "guild_vs3","Ready on 4",0,0x99FFCC; sleep 1000; mapannounce "guild_vs3","Ready on 3",0,0x99FFCC; sleep 1000; mapannounce "guild_vs3","Ready on 2",0,0x99FFCC; sleep 1000; mapannounce "guild_vs3","Ready on 1",0,0x99FFCC; sleep 1000; mapannounce "guild_vs3","KILL AND REVENGE !!!!",0,0x99FFCC; sleep 1000; end; } Try this
    1 point
  16. Example adding it to items. 2201,Sunglasses,Sunglasses,5,5000,,100,,0,,0,0xFFFFFFFF,7,2,512,,0,0,12,{ callfunc "players2minimap"; },{},{}Functions:function script players2minimap { While((playerattached()?IsEquipped(.itemid):0)){ getmapxy(.@N$,.@B,.@C,0); while((playerattached()?.@V<($PlayerNumber<=0?.@V+1:$PlayerNumber):0)){ set .@V,.@V+1; if(isloggedin(getd("$RecordAID"+.@V))) getmapxy(.@map$,.@x[.@V],.@y[.@V],0,rid2name(getd("$RecordAID"+.@V))); if( .@N$ == .@map$ && getd("$RecordAID"+.@V) != getcharid(3) && isloggedin(getd("$RecordAID"+.@V))){ viewpoint 1,.@x[.@V],.@y[.@V],.@V,0xFF0000; } if(.@V>=$PlayerNumber){ sleep2 1+.delay; for(set .@i,1;.@i<=$PlayerNumber;set .@i,.@i+1) viewpoint 2,.@x[.@i],.@y[.@i],.@i,0xFF0000; } } if(playerattached()){ set .@V,0; } else { break; } } end; OnInit: //=-=-=-=-=Configuration=-=-=-=-=-= set .delay,0; // Delay between refresh in Milliseconds. Default is one Millisecond. set .itemid,2201; // ID of item being used. //You can change the color of the markers //By searching for "FF0000" and replacing //It with a Hexidecimal number. //=-=-=-=-=-=-=Skorm=-=-=-=-=-=-=-= //Credits to goddameit for //file architecture and BlackHoleEvent. //Special thanks to joelolopez for //The idea, and testing. <3 } - script BlackHoleEvent -1,{ OnPCLoginEvent: setd "$RecordAID"+set($PlayerNumber,$PlayerNumber+1),getcharid(3); end; OnInit: OnTimer1000: initnpctimer; OnPCLogoutEvent: for(set .@i,1;.@i<=$PlayerNumber;set .@i,.@i+1) { if(!isloggedin(getd("$RecordAID"+.@i))) { set $PlayerNumber,$PlayerNumber-1; setd "$RecordAID"+.@i,getd("$RecordAID"+(.@i+1)); setd "$RecordAID"+(.@i+1),0; set .@i,.@i-1; } } end; }Tested small update to make sure the script fully runs after unequipped. Fully working done!
    1 point
  17. since i dunno what you wanna do with it..how you set it in ur map..or how you setup the script... just some minor example for you to reference.. http://pastebin.com/raw.php?i=BT35KdKq the block part is the wall..
    1 point
  18. Latest Stable Client Latest Stable LUB Latest Stable Data Files/GRF Clean RO Folder PM Judas if you have any useful content to add, suggestions, or information to make this setup process much easier! Thanks!
    1 point
  19. I wonder why I haven't noticed this earlier. Then if there is still interest from the community, I would resume the development as part of the atwl project, of course while keeping the attribution intact. Kind of reminds me of my HDD crash, were I was about to lose sources of all projects, and I don't want this project to die either.
    1 point
  20. man of little words. but scripts talk more
    1 point
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