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Showing content with the highest reputation on 05/07/13 in all areas
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File Name: Pilipinas Cap File Submitter: Anakid File Submitted: 06 May 2013 File Category: Headgears Content Author: Calv, Anakid Here's a customized Pilipinas cap made by my friend Calv(He's not that active here in rAthena so I asked him if I'm able to upload one of his works and give it for free). This File Includes: Pilipinas Spr and Act File BMP Item Icon BMP Collection Icon Inventory Spr and Act File Rules: Please don't claim it as yours. Do not pass my work to other people. Do not remove my signature on Collection image. Click here to download this file4 points
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File Name: Town Invasion File Submitter: Anakid File Submitted: 04 May 2013 File Category: Games, Events, Quests A simple town invasion event that spawn Boss(Bring it On!) monster in a random town. You can set the event time: OnClock0800: OnClock1400: OnClock2000: OnClock0200: Set the prize: OnInvadeKill: announce "Good job, for keeping our city safe!!",bc_all,0x00FFFF; getitem 675,1; end; TownInvasion.txt2 points
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Hello, Just want to share my rAthena Userbar, you can use this userbar if you want. Userbar 1: Userbar 2:2 points
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Development have been at a standstill for a while for various reasons, but for the last few days I've worked hard to put all the pieces together. I ended up (re)writing a couple of thousand lines of code, so I'm happy to finally have map rendering, sprite rendering and networking working together. If everything goes according to plan I'll implement some network packets in the following days, and hopefully some very basic game-play isn't too far off!2 points
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BotKiller 6 BotKiller 6 is a powerfull antibot system based on Scripts, useful to detect Bots without modify your server executables nor install external libraries. Features BK6 support external modules, giving flexibility and security to your server. BK6 was integrated with a new multi-language system that support multiple languages at the same time, the users can change the default language whispering to npc:lang BK6 give you enough time to find a safe place before initiate the interrogatory, during that time the player will glow to visually alert to other players about this process. During the interrogatory, the player will see the remaining time to respond in real time. BK6 rewards player when their effectiveness is OK responding the antibot (AGI,DEX,Zeny,Exp) BK6 will try to bypass recently interrogated players and definitely will ignore chatting or vending players. The Administrators are allowed to send a manual interrogatory to anyone in any moment. The players are allowed to send a manual interrogatory to any other common player, excepting players chatting, vending or in locked places (whisp to npc:bkconfig to configure BK6 safe zones) BK6 now uses "real time" in prison, the countdown only works when the guy remains logged in the jail. When the countdown is over, the player have to respond a new interrogatory to be sure is a human. if failed, the countdown is restarted and the Bot player is kicked from the server. BK6 store logs that helps administrators to detect Bots Players and apply other sanctions. Installation: Download the script: bk6.rar (6.17) Additional Languages: Portuguese: BK6_PT.txt (by Pedro Brito) Modify "script_athena.conf" setting this values to the check_* parameters. check_cmdcount: 655360 check_gotocount: 655360 Create this folders in your server root: npc/custom/bk npc/custom/bk/lang npc/custom/bk/mods Copy this scripts in the following paths: npc/custom/bk/LangManagement.txt npc/custom/bk/VarSystem.txt npc/custom/bk/BotKiller6.txt npc/custom/bk/lang/BK6_EN.txt npc/custom/bk/lang/BK6_ES.txt npc/custom/bk/mods/BK6_Asc2Num.txt npc/custom/bk/mods/BK6_Asc2Word.txt npc/custom/bk/mods/BK6_Fakename.txt npc/custom/bk/mods/BK6_Img2Num.txt npc/custom/bk/mods/BK6_SMath.txt npc/custom/bk/mods/BK6_Lie2Me.txt npc/custom/bk/mods/BK6_WordNum.txt To use Img2Num Module, use this client patch: BK6_Img2Num.rar Edit npc/scripts_custom.conf adding the following lines: // Unlimited Variable System npc: npc/custom/bk/VarSystem.txt // Multi-Language System npc: npc/custom/bk/LangManagement.txt // Translations npc: npc/custom/bk/lang/BK6_EN.txt // English Dialogs npc: npc/custom/bk/lang/BK6_ES.txt // Spanish Dialogs // Remember to copy and declare here any additional language // BotKiller Main Script npc: npc/custom/bk/BotKiller6.txt // BotKiller Modules npc: npc/custom/bk/mods/BK6_Asc2Num.txt npc: npc/custom/bk/mods/BK6_Asc2Word.txt npc: npc/custom/bk/mods/BK6_Fakename.txt npc: npc/custom/bk/mods/BK6_Img2Num.txt npc: npc/custom/bk/mods/BK6_Lie2Me.txt npc: npc/custom/bk/mods/BK6_SMath.txt npc: npc/custom/bk/mods/BK6_WordNum.txt Run your server and whisp to npc:bkconfig to configure BotKiller 6. * Note: BotKiller 6 doesn't work on TXT based servers, please don't request it * Some Demos: Basic Demo: Modules: Lie2Me Module: Asc2Number Module: Img2Num Module: Simple Math Module: Asc2Word Module: Word Num Module: Testing GM Commands trying to ByPass BotKiller 6: History: 2011-05-01: 6.0 - New version, a friendly Police in Midgard! 2012-01-18: 6.1 - Using the new version of Unlimited Variable System! 2012-01-19: 6.11 - Fixed some problems in the jail! 2012-01-19: 6.12 - Fixed another wierd function in the jail! 2012-01-28: 6.13 - npc:bk don't show player selector when found only 1' 2012-01-28: 6.13 - removed some useless variables in functions1 point
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Translated iteminfo/cskroption.lub (Lua_Project: Revision 272) w/ additional item translations (2011~2012++ items) for 2012-04-18 RagexeRE Clients & up (Sakray) 2012-07-10 Ragexe Clients & up (Main) ■Updates -Initial Realease: Translated malangdo/ bio labs 4 & vellum weapons (rev1) -Update #1: Added translations for some armors/shield/footgears/garments (rev2) -Update #2: Added translations for more weapons/sealed cards and malangdo related stuffs (rev3) -Update #3: Major Cleanup; Added/Translated/Updated/Reworked usable items & more (rev4) -Update #4: Translated Uprade Items/Metal Weapons/Costume Items & etc (rev 5) -Update #5: Merged items up to 03/21/2013, Etc item revamp, Tanos Weapons, bunch of official non-kRO items & more (rev 6) Read the Changelog.txt for more info ■Downloads -cskroption beta 1.rar -cskroption beta 2.rar -cskroption rev 3.rar -cskroption rev4.rar -cskroption rev5.rar -cskroption rev6.rar ■Notes: -Translations for new items(kRO) which are not yet translated in English on any official RO are "Google Translated" which are reworked and rephrased by me (to the best of my knowledge). -This also applies on official non-kRO items from aRO,bRO,cRO,jRO,ruRO,twRO which are not present on any English Server -Also note that many official item descriptions were modified/reworked bec. of official grammatical errors (we all know that) ■Credits: -Lua Project Team members -& all ■Pls visit my post here if you have time... (maybe you can help me.) kindly spare a sec and give me a click if you find my work somewhat helpful or useful.1 point
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My 2-teams battleground (5vs5) based idea: At the center of the map, will be a Fort, with an Emperium (fortified). The objective of the groups is to gain control of the Fort (destroying the Emperium) and remains with the Fort for 10 minutes. If the team remains with the Fort for 10 minutes, they win. It's complicated to gain control of the Fort, the Emperium will cause massive damage around it (5x5 cells, attack 300~1000, 1 attack per second, only on enemies). Each team has a Minor Fort, that create monsters to help. Created monsters has a view area of entire map and will attack the first enemy at sight (including the Emperium or enemy monsters). Staying near of your Minor Fort, it will recover 10% of HP and SP per second and if someone dies, they will be warped to their Minor Fort and can't move for (BaseLevel / 3) seconds. If someone go to the enemy's Minor Fort, they will receive massive damage (9999 per second). Map: bat_c01 (a copy) Example: Emperium: Vit 5, Int 80, Def 50, MDEF 70, massive damage around 5x5 cells with an attack of 300~1000, 1 attack per second, 600.000 HP, holy, angel, large. Spawned monsters: Zenorc sprite, Vit 1, Int 50, Str 50, Attack 200~500, 2 attacks per second, Bash, Heal ~1500 (heal allies, like Drosera), Meteor Assault, change target, holy, medium, angel, 5.800 HP.1 point
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Change the delay to 0 ...<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event> Change the coordinates to 0 to randomize the spawn <map name>,<x>,<y>,<xs>,<ys>%TAB%...1 point
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by default....emperium only immune to skill when it's inside the gvg castle...out of the castle...you need to do other custom src mod to support it.1 point
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I can't check the files since I'm not on my PC, but probably the problem is related to the image format. A basic thing in RO spriting (even more important that pixeling skill itself) is understanding the bmp format. All RO sprites (except for TGA sprites, which aren't going to be considered in this post) are made up of a collection of 8-bits bmp images, with a single shared palette file. This means that if you aren't experienced enough, if you don't start with a 8-bit bmp you will most likely get errors. Each one of those images probably have it's own palette (not a shared one), so when you create the sprite, all the images except the first one will look weird, because all the images will use the palette file located in the first bmp image. Besides, the BG color is not transparent. If you keep track of your palette pixeling your sprite in a 8 bit bmp (working with a Pixel Art friendly software is the best way to use your palette properly) you will easily apply the background color (transparent color) by getting the first color in your palette and draw the background with it. Other way to get a transparent color without using the first color in the palette (though I dislike it) is drawing the BG with magenta (#FF00FF). It's better to use the first color since you can choose any color you like (makes pixeling easier and better, since you can choose a neutral non-saturated color instead of magenta). To fix the error: In Photoshop: Convert all your images to RGB (Image-Mode-RGB), then index (selective) the first image, get the color palette (Image-Mode-Color Table-Save (as Microsoft Palette)), index the rest of the images (click custom index, instead of selective), load the palette you've recently saved, save the image as bmp (8 bit). Create the sprite again using the new images.1 point
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look for this file dude "skill_cast_db.text" you can locate this here: rathena\trunk\db\re\ // Structure of Database: // SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down,Fixed Casting Time //-- RK_DRAGONBREATH 2008,0:0:0:1000:1000:1000:1500:1500:2000:2000,0,0,10000,0,0,500 so in this case dragon breath's fixed cast time is "500"1 point
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Ok so I have a working VIP System that is fully configurable (with support from Akinari and Lighta) following this: http://irowiki.org/wiki/IRO_Servers_Comparison The only things that aren't completed are the NPC related things but technically that can easily be done with a group ID check in the NPCs. I'm going to go over it once more and possibly add in the NPC related things.1 point
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Try to increase max quest db in src/common/mmo.h #define MAX_QUEST_DB 2400 //Max quests that the server will load1 point
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@offtopic: Eso pasa por comprarse tanto portatil.... donde esté un pc de sobremesa que son indestructibles... aun tengo y funciona un penitum-II 333MHZ del año 1999 con la bio's modificada para poder cargar más de 256MB de RAM y reconocer discos duros de más 30 GiB y funciona y funciona...1 point
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Your bug is related to if(!$Rank$) { $Rank$ is not a number, it's a string => if($Rank$ != "") { btw if you re-start the server, .numMaxLevel become 0, then the ranking is wrong1 point
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@suyothegreat Another Scene, Char 1 Sells Banana for 1 cash Char 2 buy the banana on the side of Char 1 on the Chatbox says; Revenue from "Char2" is: 0 but the item is sold and cash is reduce from char 2 what would be the possible problem for this ? Tax Kadze already fix that. Fix for 1.8.3 -Added new rev 17288 -Fix Tax Credit to @kadze [Note] Always have a backup and use first on test server. ExtendedVendingSystem_1.8.3.patch1 point
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1) (Euphy ways): function script getEquip { // get all equipped item IDs for (set .@i, 1; .@i < 11; set .@i, .@i + 1) { if (-1 != getequipid(.@i)) { set @items[.@idx], getequipid(.@i); set .@idx, .@idx + 1; } } return @items; } callfunc("getEquip"); // @items 2) Your way:function script getEquip { // get all equipped item IDs for (set .@i, 1; .@i < 11; set .@i, .@i + 1) { if (-1 != getequipid(.@i)) { set .@items[.@idx], getequipid(.@i); set .@idx, .@idx + 1; } } return .@items; } copyarray .@items, callfunc("getEquip"), 128; 3) By reference:function script getEquip { // get all equipped item IDs for (set .@i, 1; .@i < 11; set .@i, .@i + 1) { if (-1 != getequipid(.@i)) { set getelementofarray( getarg(0), .@idx), getequipid(.@i); set .@idx, .@idx + 1; } } return @items; } callfunc("getEquip", .@items);1 point
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Alternatively, you can set a temporary character array (@var) instead of scope and clear it afterwards (probably more efficient than string manipulation).1 point
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return .@items; is similar to return .@items[0]; A function can only return one value. I suggest to convert your numeric array to string array, return the concatenate array (Implode), then use Explode outside the function to retrieve the values.1 point
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Ya veo que eres el primero en aportar traducciones tanto que criticas... Y aprende a diferenciar, no es crítica, son hechos, proyectos como este ha habido cientos, y se acaban abandonando por falta de tiempo y malas colaboraciones. Ojalá por fin después de tanto tiempo tuvieramos rAthena/eAthena o lo que fuera traducido al español y ojalá pudiera ser este el principio de esto. También es desagradable ver a gente echar pestes a cosas que se dicen sólo para intentar evitar que proyectos como este vuelvan a ser lo de los anteriores, es decir, que acaben en nada.1 point