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Now Available on GitHub! As some of you might have noticed already, rAthena now has an up-to-date repository on GitHub. We've added basic support for it in our repository, so you'll be able to choose between running a GIT- or SVN-based server. Why GIT? GIT's non-linear environment allows users to choose specific commits to merge, making updating less of a hassle for more-customized servers. Users can easily submit pull requests to add their own code to rAthena, following a review by our developers. GitHub also allows users to comment on commits and specific lines of code, and offers its own code viewer and Timeline for commits. How this affects you If you're happy with SVN (still hosted by SourceForge), this change will not affect you at all. All of our GIT commits will be automatically pushed into our SVN, so you'll be--at most--one minute behind on updates. We'll continue to reference changes with revision numbers. And even though we now have GIT Timeline, Trac will remain available for use. Thanks for reading!6 points
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ROChargenPHP Features Core Support for .spr, .act, .pal, .grf, ... .act file completed support (transparency, scale, color, rotate, ...) Characters fully implemented ( body, head, hats, weapon, shield, robe, mount) with palettes support. Can modify action, animation and direction. Class to generate : Full Character / Character Head only / Monster-NPC-Homunculus / Avatar / Signature. Cache system available (and can be set off) with configurable time to cache. Emblem Loader available. Client Data.ini file support (to list your GRFs) Support GRF (0x200 version only without DES encryption - repack before uploading) - the data folder is always read first. Auto-Extract files from GRF if needed (optimize performance) Updater script available to convert some lua files to PHP. How to use Really url-friendly: myserver.com/chargen/<controller>/<data> // with url-rewriting myserver.com/chargen/index.php/<controller>/<data> // without url-rewriting Example for my character called "KeyWorld": myserver.com/chargen/avatar/KeyWorld // avatar myserver.com/chargen/signature/KeyWorld // signature myserver.com/chargen/character/KeyWorld // full Character myserver.com/chargen/characterhead/KeyWorld // Character's head You can change the default link by modify the array $routes in the index.php file: // $routes['url'] = controller $routes['/avatar/(.*)'] = 'Avatar'; $routes['/character/(.*)'] = 'Character'; $routes['/characterhead/(.*)'] = 'CharacterHead'; $routes['/monster/(\d+)'] = 'Monster'; $routes['/signature/(.*)'] = 'Signature'; Custom display At least, the tool is really easy to use, here an example on how to display a static character: $chargen = new CharacterRender(); $chargen->action = CharacterRender::ACTION_READYFIGHT; $chargen->direction = CharacterRender::DIRECTION_SOUTHEAST; $chargen->body_animation = 0; $chargen->doridori = 0; // Custom data: $chargen->sex = "M"; $chargen->class = 4002; $chargen->clothes_color = 0; $chargen->hair = 5; $chargen->hair_color = 12; // ... head_top, head_mid, head_bottom, robe, weapon, shield, ... // Generate Image $img = $chargen->render(); imagepng($img); Examples / Demos Sources Get the source (Thanks to report all bugs) License Instead of selling it, I give a try to "Open Source project with Donation". So if you think, you would have buy it if i was selling it, think to give a donation ? Notes A directory "client" is in the project, it will be a good idea to move it to a directory not accessible by the user (for example /home/client/). If you use generate images from GRFs you have to know it's a little slower, i recommend you in this case to allow the "AutoExtract" option to gain performance. GRFs have to be save as 0x200 version without any encryption (even the official DES), good idea is to remove unused folders ( textures, wav, models).. If you use the options Cache and AutoExtract, don't forget the script need to have a write access to the client and cache folder. Thanks to Khazou for the acces to his server to fully testing the tool2 points
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2 points
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Hello rAthena, (no drama please) So here it is The Updated & Released Castle City of Invek, or just Invek for short. Sorry for any delay in the release of the map but I hope it has been worth the wait. I have struggled with all of the bugs and issues when using BrowEdit, and I believe it has finally paid off! Here is my first public map release and I hope you all enjoy it ! I plan to Release many more maps, and even take requests from time to time. I would GREATLY appreciate any opinions, or general enthusiasm's, after all I could just keep my maps to myself but they are intended to benefit the Community ! If you download my free map release please offer me your input ! -Updated Screen Caps- July 14, 2013 I have included the invek.extra file incase you wish to make a change to the map. You may use this map as you wish, however please do not redistribute as your own work or offer my work at any other location. I do not require being credited for this map. This is intended to be used with sky background, if you have trouble changing the background, installing the map, or making a fix then drop me a PM and I will gladly help support you. DOWNLOAD: (since I apparently can not link you) it is available over on Herc.~1 point
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17/07/2013 - Mantenimiento kRO ※ ¡¡Puede contener errores de interpretación!! ■ Inspection Time - Mains: 02:30 to 05:27 (Hora españa) - Sakray: 02:30 to 09:30 (Hora españa) Common Patch: - Corregido un error con los emblemas que se sobreponian en los battlefield. Mains Servers: - Warlock habilidad corregida: Cuando usas la habilidad [Chain Lightning] y a al vez te movias esta volvia a re-castearse parando el cast anterior este fenomeno será corregido. - Se modifica la forma de abrir artículos para evitar desplazamientos de los mismos de forma erronea. - Mechanic habilidad corregida: Corregido el rango de la habilidad [Flame Launcher]. - Corregido un error con el artículo explosive kunai al que afectaba las propiedades elementales. - Kagerou habilidad corregida: Cuando usabas la habilidad [Pure Soul] y eras golpeado no se finalizaba la habilidad y será corregido. - Corregido un error con el estado anormal [Fear] que lanzaba un estado igual al [Pure Soul]. - Kagerou/Oboro habilidad corregida: Corregido un error con la formula de éxito de la habilidad [Rapid Throw]. - Kagerou habilidad corregida: Corregido un error en la duración de tiempo de la habilidad [illusion-Death]. Sakray Server: - Se añade la extensión del trabajo gunslinger hacia rebellion. -> Para iniciarte en el trabajo rebellion dirígete hacia morocc (moc_fild12), el cambio directo está disponibel en prontera. - Se añade al maestro de paradise group la posibilidad de eliminar misiones antiguas. -> Halloween 2012, Memorial RWC, Xmas Event Jumping. -> 2013 operaciones en equipo con los GM, San valentin, el mes de la familia. - Se modifica para que los monstruos que son invocados por otros monstruos sean tipo G_ y no dejen caer artículos ni ganar zenys. - Ranger Ataque normal corregido: Cuando golpeas a monstruos tipo boss fuera del rango estos se veian afectados y será corregido. - Warlock habilidad corregida: Corregido un problema con la habilidad [Reading Spellbook] que no permitia usar correctamente las ranuras cuando [Freezing Spell] no era level 5. - Paquete de habilidades oboro/kagerou corregidas: -> Corregido un error que no se aplicaba correctamente el retraso de movimiento de ataque(velocidad de ataque). -> Oboro/Kagerou habilidad corregida: La habilidad [shadow Hiding] cambia las pisadas creadas en el suelo. (La habilidad [Harmonize] de los minstrel no afecta.) -> Oboro habilidad corregida: La habilidad [Moonlight Fantasy] cuando era copiada reflejaba el daño y será corregido. -> Kagerou habilidad corregida: La habilidad [shadow Warrior] contenia un error donde no se apreciaba el efecto y será corregido. -> Kagerou/Oboro habilidad corregida: La habilidad [16th Night] completa su cooldown, y vuelves a iniciar la habilidad el tiempo del efecto de la misma se reiniciaba y será corregido. -> Kagerou habilidad corregida: Cuando usabas la habilidad [Charm-Ice] no aplicaba el estado [COLD] y será corregido. -> Oboro/kagerou habilidad corregida: Si tienes equipado un arco o un escudo activaba un solo estado de la misma y será corregido. -> Kagerou habilidad corregida: La habilidad [Kunai Splash] cambia el efecto visual incluso cuando no le haces daño a ningún monstruo. Extra INFO:1 point
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No - you have to read your variables. .@map$ refers to the name of the floor ([1-6]@tower) the function is invoked from. Level 49 is on floor 2, while Level 99 is on floor 4. case 49: warp instance_mapname("4@tower"),309,12; break;1 point
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File Name: [Recolor] Minstrel Song Hat File Submitter: Taeko File Submitted: 16 Jul 2013 File Category: Recolours Content Author: Taeko, Ragnarok Hi this a recolor of minster hat enjoy 9 diferent colors ^^ Click here to download this file1 point
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2.0 Thank you again for your feedback. It actually let me to making some runtime analaysis (I wrote a custom script command to do so) and if I store the data in server variables instead of MySQl, the script will be about ten folds faster. Thus, here is the new version without MySQL! 2.1 - Changed the length of the variable names.1 point
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they are important if you have custom items., they are like descriptions and view id's for item that are from other Characters for example you warp on a certain Map and there's a Player with a Custom Item and if it couldn't find the proper view id's, or name for that certain Item the Client will Crash. also if you have added Items as Drop from Monsters you should also add it on those text file if not Client will Crash. make it a habit every time you add Custom or New Stuffs don't forget to add on those Text files.1 point
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Both would involve setting and checking a variable upon executing your commands. You can set a bit variable via source upon executing "@channel leave <>", or bind the atcommand to a script and set the variable that way. Much easier. Bind an atcommand that sets the variable. - script #chan_control -1,{ OnInit: bindatcmd("channeljoin",strnpcinfo(0)+"::OnChannelJoin"); end; OnChannelJoin: set channel_join_off, !channel_join_off; message strcharinfo(0),"Channel auto-join is now "+((channel_join_off)?"disabled":"enabled")+"."; end; OnPCLoginEvent: if (!channel_join_off) { atcommand "@join #main"; atcommand "@join #support"; atcommand "@join #trade"; } end; }1 point
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prontera,206,188,5 script GiveItem 100,{ if(getgmlevel()<10) end; mes .npc$; mes "Hi, I can give items out"; mes "even if the person isn't online O_O"; next; mes .npc$; mes "Please input the persons name."; input(.@a$); next; if(query_sql("SELECT `char_id`,`account_id` FROM `char` WHERE `name` = '"+.@a$+"'",.@char_id,.@account_id)) { if(!isloggedin(.@account_id)) { mes .npc$; mes "I've found ("+.@a$+")!"; mes "What would you like to give them?"; mes "(Input an Itemid)"; next; while(getiteminfo(.@a,2)<0) { input(.@a); dispbottom "Please enter a valid ID!"; } mes .npc$; mes "Now the amount you'd like to send."; input(.@; next; mes .npc$; query_sql("INSERT INTO `inventory` (`char_id`, `nameid`, `amount`, `equip`, `identify`) VALUES ("+.@char_id+", "+.@a+", "+.@b+", 0, 1)"); mes "Item sent!"; } else { mes .npc$; mes "This person seems to be"; mes "online right now."; mes "Would you like me to"; mes "Send the item anyways?"; next; if(select("Yes:No")&2) { mes .npc$; mes "Alright maybe next time"; close; } mes .npc$; mes "Ok input id of the desired item."; while(getiteminfo(.@a,2)<0) { input(.@a); dispbottom "Please enter a valid ID!"; } mes "Now the amount you'd like to send."; input(.@; next; mes .npc$; getitem(.@a,.@b,.@account_id); mes "Item sent!"; } } else { mes .npc$; mes "I can't seem to find that person check your spelling."; } close; OnInit: set .npc$, "[GiveItem]"; } Primitive.... but it's what you want... You could also use @mail or something...1 point
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Custom_Pets Your problem may be related to that. I suggest to make a menu to give yours pets with a npc using makepet1 point
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it should be occupied the castle first. or try to enable the settings that will warped you outside if the castle was not active.1 point
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1 point
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Did the copied map at least follow your cursor when you opened a new map, or did nothing happen at all? I repeated those steps just to double check if I haven't made any mistakes and it still worked for me. If you really can't figure it out and feel comfortable with it, I wouldn't mind doing it for you. Just send me a private message with the files. -------- As for Crystilia; the DL is in the attachment. Sorry for not stating the song! Crystilia.rar1 point
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I've been using addrid for years myself and while I've seen the arguments of this being too processor intensive, it has never caused issues for me. Really it goes back to how the scripts are written. The added usefulness for custom scripts, especially event types, makes this an extremely powerful command and I would like to see this added into rAthena myself. Yes, that's a +1 from me.1 point
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Same experience I had last May. I had my files and backup files 'accidentally' deleted. They did refund my money back though. This is the problem with hosting companies that are managed by kids. By kids, I mean, lack of experience in the industry. I suggest to look for another host, and never look back. LOL!1 point
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Have you only done the texturing and modeling? Or lights, gats and whatsoever as well? If yes, this would be a little trickier. However, you could try doing the following: Open your map > Edit Mode > Global Height Edit > Click ctrl + C > Check everything > Press "Ok" Now open a new map > Pick your desired size > Click to paste your copied map into the new map. If you crash, try to remove your lightmaps, that usually does the trick.1 point
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Regular emotions -- use the emotion script command. emotion e_no1, 0;to show that "Event" speech bubble, use the showevent script command.showevent 1,2;1 point
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sec_pri,21,63,4 script JailTime 123,{ mes "Hi here's your jail time"; atcommand "@jailtime"; close; } sec_pri.gat,47,63,4 duplicate(JailTime) JailTime#h1-1 836 sec_pri.gat,73,63,4 duplicate(JailTime) JailTime#h1-2 8361 point
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Nice! well if you kill the npc with right click then there is no way for you to load it unless you specify a path where the script resides which somehow a little bit hard. It will make the work easy if right click there is a menu like "Reload" then it will kill the target npc and will load automatically after a second or two or more...1 point
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Like this? prontera,150,150,0 script Sample 100,{ query_sql "SELECT `name` , `class` FROM `char` WHERE `online` = '1'", .@name$, .@class; mes "-----------------------------------"; mes "Online Users: " + getusers(1); mes "-----------------------------------"; for( set .@a,0; .@a < getarraysize(.@name$); set .@a,.@a + 1) mes .@name$[.@a]+ " | Job: " +jobname(.@class[.@a]); mes "-----------------------------------"; close; }1 point
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I'm sorry Mr BrycE, but currently I'm not doing any LUA/LUB translation Hmm this one isn't really a translation, but towards more into client hexing, this time is "How to disable Navigation Button": Open your hex editor, find "5C6E617669676174696F6E5F696E746572666163655C62746E5F4E617669676174696F6E" Then, to disable the button, you just need to edit 1 pair of the digit into something else. For example, the first pair --> 5F6E617669676174696F6E5F696E746572666163655C62746E5F4E617669676174696F6E Run your client and voila, the Navigation button is now gone!1 point