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  1. Briefing & Concept Hello folks! you guess it right, it's time of Olrox free releases! I know it has been a while that due to a lot of things happening, I was not able to be active as I was before into map showcases. In fact, I have tons of map works to finish that I hope they will be out very soon. But now I'm back into map stuff and cause of this I want to share a free release among all of you; with the quality you already know! The last free prontera I shared was This Botanic Garden Prontera which has already the insane amount of 5,600+ downloads! making it the map most popular and downloaded in all time in rAthena. I hope this pack of not only one .. I mean 4 prontera seasons is gonna be a success too! About this Free Release 19-September/2013 Added the Fall Season 03-September/2013 Added the Summer Season of this pack! 29-August/2013 This pack of 4 prontera season is gonna be in showcase beginning by this day. Every 3 or 5 days I will update this thread showing another new season waiting of course of your nice welcome of this release before. We will begin with summer. This pack of prontera seasons has the intention to -preserve- the original style of Prontera, but improving it. This means, it was done by the main purpose of being a discreet and not excessive edition for servers which tends to have users that likes the old prontera behavior. Summer is about trees with some yellowish tones... kinda an semi arid place, that you can sense that the sun is hard. Video ... watch it in HD 720p! Video of this release will come at the time the 4 seasons are in showcase. Also I have to say in advance that these prontera seasons have a neat new feature in mapping that I'm sure you will love! HD Screenshots Panoramic Fall Screenshot 1 Shows the Fall prontera at a panoramic center view. As you can see, the King tristan statue is replaced by a new one from the game of Ragnarok Gate of The World. The main plaza is different on this season. Detailed Fall Screenshot 1 Floor on both sides is different on this Fall season. Panoramic Fall Screenshot 2 Its the north area of this place. Panoramic Fall Screenshot 3 Shows another angle of the center are of this Fall season. Panoramic Spring Screenshot 1 Shows the spring prontera at a panoramic center view. As you can see, the King tristan statue is replaced by a new one from the game of Ragnarok Gate of The World. The main plaza is different on this season. Detailed Spring Screenshot 1 Floor on both sides is different on this Spring season. Panoramic Spring Screenshot 2 Its the north area of this place. Panoramic Spring Screenshot 3 Shows another angle of the center are of this Spring season. Panoramic Summer Screenshot 1 Shows the summer prontera at a panoramic center view. As you can see, the King tristan statue is replaced by a new one from the game of Ragnarok Gate of The World. The Prontera Flags are taken by the game of Ragnarok 2 Legend of the second, editing the original rsm models of the lamps and making them with more altitude. Perspective Summer Screenshot 2 A custom angle that tends to shows map in a neat way. Detailed View Summer Screenshot 3 Shows the style of the floor + trees. All of the floors of these prontera seasons are different and in this summer season, the floor looks for the -stoonish- style of prontera + some vibes and yellowish tones. The trees are not from Ragnarok, they are from Dragonica Online. Download Link Download is ready! As everytime I only ask one simple thing from the community at everytime I do releases: Support! Lets make this thread popular, all I need is your feedback to reach this:[/url] A comment is totally appreciated A thumb up reputation is nice too A topic rating is a nice gesture.[/url] Following my Facebook will keep you up to date of my last map works ---> https://www.facebook.com/OlroxMaps Those are the ways you can support this release. Honestly I hope this pack will have tons of downloads. Thanks guys and good day to everyone!
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  2. We here at rAthena believe that the users have the right to know what our team believes this project should be. rAthena Goals: Emulation AccuracyOur top priority of this project should be put towards creating an experience that matches that of the official servers. Right now, we are far from reaching that goal, but with focus on this particular issue, and with the help of people like you, we can close the gap between the official servers and ourselves. While this may never reach 100% accuracy due to constantly changing aspects in official servers, we could definitely do better than where we are right now. StabilityWhile we continue to fix bugs and add additional new content, it is extremely important that we remain focused on creating a project you can rely on to manage itself while you are away from your server. We want you to feel comfortable walking away knowing that you won't come back to a downed server. Resource ConsumptionCode speed and resource reduction should remain a lower priority as accuracy and stability are more important than saving some memory or process time. A successful project requires this understanding. Sometimes we may improve code that we come across during fixing other bugs or re-writing sections of code, but at this time, we should not focus on finding and fixing some of the more resource consuming portions of code. CustomizationWe're "core" developers. We develop a platform for people to build off of. Out of the box, we aim to maintain parity with AEGIS, and beyond that, we will provide tools and support (as long as it doesn't detract from the core!) for people aiming to customize beyond that. Anything our users make and wish to have added to the public source also needs to be approved and improved on an individual basis. If you're looking to start up a server project which follows the above principles, then rAthena is the project for you.
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  3. roBrowser is an open source project that try to port Ragnarök Online in the browser using web technologies (javascript, HTML5, WebGL). It's goal for now is to match the official client, and in future add custom features on its core. As it use web technologies, it will allow to use it in all OS, and in future should work in all ables system that can render a web page. Get the source (Thanks to report all bugs) If you like roBrowser, you can help me improving it or even thinking about doing a donation ? Screenshots Some usefulls links : Source code Installation guide WebSite API Guide Forum Demo (Yep there is even a demo if you want to try it).
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  4. Fork & Pull Request on rAthena >>>> Fork & Make New Pull Request <<<< >>>> How to update your fork <<<< Introducing (a short guide to) GitHub Pull Requests Submitting a Pull Request 1. Once you've commited and squashed your changes, push them to your remote like this: git push origin newfeature 2. Then go to that page on GitHub and change branches to the one for your new feature. Submit a Pull Request! 3. Then, click on the little button that says 'Pull Request'. This will bring you to a page asking you to describe your change. Describe it thoroughly. Describe your Pull Request. 4. Then press 'Submit Pull Request'. Now, you're not quite done yet. If the maintainer finds some problems with your code, they won't want to pull your changes until you fix them. Fortunately, whenever you commit and push more things to that branch of your code, they will be included in that pull request until it is closed. Accepting And Merging a Pull Request If you're on the receiving end of a pull request, how do you merge the changes? Easy - press the button! GitHub now has an auto-merge button which does everything for you in one click. However, it doesn't always work, in which case you'll have to do the merge on your own machine, like so: And then their changes will be properly merged into your main master branch. So, Your Pull Request Was Rejected. Now What? Some forks are unavoidable. Sometimes, for technical or organizational reasons, your pull request will be rejected. This can feel really frustrating, and there are a few different ways you can proceed. Just remember to act rationally. The simplest thing is to simply accept their judgement. It's their project, and a good maintainer knows when to say "no." If their argument is logically sound, you should accept it. If you don't think it's a particularly important feature, hopefully whoever is looking at the project will check the Network and Issues tabs of the upstream project and will notice your changes. Easy to follow video http://www.youtube.com/watch?v=-CpllxXPsvw ELI5 http://www.youtube.com/watch?v=4ocbq8vx4vI Other Resources https://help.github.com/articles/using-pull-requests Original Article If you have any questions, please feel free to ask! We will try and assist you as best as we can. Users who are knowledgeable with GitHub Pull Requests are also welcome to help!
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  5. File Name: Item Binding File Submitter: Akinari File Submitted: 20 Jul 2013 File Category: Utilities Content Author: Akinari I made this while taking a short break from the normal rAthena work I do. It works with the item bound system added a little over a month ago. You need to have revision 17351 or newer for this to work. It's mostly focused around guild binding as that was the original intention of the script but I then decided to support the other types. The other types are good simply because this allows players to bind items and log these in a separate NPC table by default. You could also disable unbinding (just remove the option in the switch) and make it a better form of security for users. Features: Allows users to bind items to their account, character, or guild Multiple configuration options to choose what item types to allow Automatically builds a menu list based on your configuration Configuration: OnInit: //* Configuration *\\ //Price .bindprice = 0; .unbindprice = 100000; //What to allow to be bound - Add as necessary //1 = Equipment - 2 = Consumables - 4 = Etc .allowbind = 1; //Log binds via NPC? .logbinds = 1; //Other stuff .boundtypes$[1] = "account"; .boundtypes$[2] = "guild"; .boundtypes$[4] = "character"; end; Please report any issues and feature requests. Thanks for downloading. Click here to download this file
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  6. Hello nice people! Besides mapping, I also enjoy to do some web layouts, just for fun. Days ago I was talking with @KamiShi and this web layout I'm showing here is going to be coded and flux integrated by drawmove soon. Once it is coded it will be great, with dynamic content everywhere. I did this one by the idea to make it clean, discreet & professional; with the fact about keeping functionality/content as a priority rather than a fancy look. This is the second time in my life I do flux theme and the first one I show. Please rate if possible! I need your rating and comments to improve it, and do better ones the next time! Thank you. Full size ---> https://dl.dropboxusercontent.com/u/52175822/web2_showcase.jpg
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  7. Miner World I made 'Miner World' because my old mini-game 'Miner System' became obsolete and we need a injection of fresh blood to enjoy Ragnarok Online. - Special thanks to 'Melody' - because she asked me to build a mining game with skills, levels and experience (she pressed me to release it quite soon. ^__^) The gameplay was created by me and i hope you love it as i do. Introduction: A scientist named "David Watson" created a new kind of boots called "Driller Boots", its main feature is a big slot that allow to install "drills". To operate the boots you must rotate your body rapidly to produce an effect that breaks the hard surface and allows quick access to areas full of minerals and surprises. Wear your driller boots and whisper to "npc:mine" to search mine spots along the world, there are plenty of kinds of mines and all locations are dynamic. The mines are growing all the time, so please don't be affraid if your mine are destroyed, you can always find another one. The more you train, your mining level will increase and you will learn skills that will give you improvements and advantages in the world of mining. How to use: Wear the Driller Boots Whisp *anything* to 'npc:mine' to start the mine locator or begin the digging process if you are on the mine. Try to find maps with mine spots and digg the surface trying to keep cold the drills If you broke your Drills, create a new one whispering 'make' to npc:mine (keep trying it) If you win Miner Points (leveling up) use this points to activate skills whispering 'skill' to 'npc:mine' If you broke your boots, you have to buy a new one, sorry for that, but experienced miners never broke their equipment. Look this Video and see it in action: Available Skills: Lynx Eye: (1-10) Improved detection capability, at level 10 the player can jump directly to the mine or show it on the mini-map. Diamond Head: (1-10) Increases the heat resistance in (10 * Skill) % Faster Drill: (1-25) Increase the Drill speed in a (2 * Skill) % Lucky Miner: (1-10) Increases the chances of gain minerals (Skill / 20) % Quick Rest: (1-10) The drill turns cold faster (10 * Skill) % Money Maker: (1-20) Gives a chance of receiving 1,000 zeny every time the Drill spins. (Skill) % Merchant Blood: (1-20) Increases the power of the drill and gain more depth after each try (Skill) % (Only Merchant Class) Weight Boots: (1-45) Increases the weight limit when using Driller Boots (1 + Skill / 5) % (All Classes except Merchant) Double or Nothing: (1-100) Gives a chance of receiving 2 items at once. (Skill / 2) % Repair: (1-50) Gives a chance of cool the Drill without stop the dig process (Skill / 10) % Drill Box: (1-50) Allow you to create more than 1 Drill, +1 x skill Magical Detection: (1-100) Increase the detection range in (Skill %) Base Exp Booster: (1-100) Increase the chances of gain Base EXP during the drill process (Skill / 10) % Job Booster: (1-100) Add chances of gain Job EXP during the dig process (Skill / 10) % Boot Care: (1-100) Decrease the chances of break the Driller Boots during the dig process (Skill %) Privacy: (1) The gained items doesn't show the miner name Mine Guardian: (1-50) Gives a chance of receive damage to protect the mine from the destruction. (Skill %) Miner Aura: (1-100) Decrease the chances of receive damage during the dig process. (Skill / 2 %) Corrosive Oil: (1-100) Softens the rocks reducing the drill deterioration during the dig process. (Skill / 25) Installation: Download Miner Worldminerworld.rar minerworld.rar - MF Mirror (Skorm) In script_athena.conf we have to update the values of this 2 variables:check_cmdcount: 655360 check_gotocount: 655360 Install "LangManagement.txt" and "VarSystem.txt" included in the BotKiller 6 package, please look the installation instructions in BotKiller6.txt to install these 2 scripts.BK6.rar Copy miner_world.txt in the following path:npc/custom/miner_world.txt 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 // Miner World System npc: npc/custom/miner_world.txt If you are using BotKiller 6, you don't need the first 2 scripts because are already installed Apply the client patch included with the script package. Add the "Drill Boots" item to your item_db2 table. (or item_db2.txt) Run your server, buy your driller boots, wear it and whisp to npc:mine to check if everything is working. (go to anthell, there are basic mines for beginers) Miner World is multi-language exactly like BotKiller 6, currently support English and Spanish. (select your language whispering to 'npc:lang') - After the first run, you will see new tables in your database (mn_class, mn_item, mn_maps and mn_mine), try to understand this model to make a fine tuning to the game according with your server style - Do you need new Mine Kinds or/and change the defaults? I hope you like it! Myzter
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  8. I'm currently working on a custom client and wanted to share some screenshots about the progress. Some of you might wonder why there is again another project like this one with the same goal as the others, and why not just join the others to speed up development? In fact, I thought about this opportunity. However, I'm still learning to work with virtual reality and I want to learn as much as possible. And that's why this projects main goal is not to be finished as fast as possible. But still, it looks like I'm at good pace. I still don't have a "good" name for this project, even though there's a proto-name. One of the other goals of this project is to provide a stable client that runs on both, unix and windows systems. It is being developed in C/C++ and Ogre3D, takes advantage of multithreading where it is appropriate, uses atlas textures to reduce batch count and some other fancy algorithms to improve performance. Even though the complete terrain is being loaded instantly, it takes some milliseconds to finish the objects. That's why I'm currently working on further algorithms, allowing caching and paging of objects. I will release a working demo in the style of RagCam as soon as the new algorithms are finished and working. Here's a list of things that are implemented so far: GND (Terrain) Lightning Shadowmaps Colormaps (with reduced colors to match the original client) Vertex diffuse color Walls Smooth Normals RSM (Objects) Smooth Normals (with smooth groups) Animations Transparency Two Sided Triangle Faces (with correct normal vectors for both sides) RSW (World) Water (with texture and wave animation) Objects Ambient and diffuse lightning Performance is always a very important part for me. A lot of things are optimized as good as possible. This project will stay closed-source providing plug-in functionality in the future. Most of the information that has been used in this project has been discovered through reverse engineering of the original client. Rendering a map is almost completely done using the same and some improved approaches done by the original client itself. The main focus after this will be the visual improvement of the maps themself, like BumpMapping, Cel Shading support, etc. blah blah. When this is done also, I will focus on implementing network functionality and a GUI. I have started in november and worked effectively 5-6 weeks on this project. I had to stop at the end of december and started to work again two days ago. Enough talked, here are some screenshots using OpenGL as renderer (the results in DirectX are the same): Vertex color mapping: Each tile can have a diffuse color. This color, however, is not being applied to all four corners of a tile, but only to the bottom left vertex and all vertices that share the same coordinate. Textures have been disabled in this image to show that diffuse colors are being applied correctly. The border of a map is also being rendered correctly when vertex diffuse colors are applied. Shadowmaps: Some devs are still wondering why their shadowmaps look a bit weird. The reason is plain simple: A lightmap consists (most of the time) of 8x8 tiles, where only the 7x7 pixels in the center are used. Nothing new. However, the tiles are combined into a large texture. If texture filtering is being applied, then the borders of the different textures interpolate into each other, fatal for colormaps when they have different colors. This is called texture bleeding. Because of this, Gravity added a padding of 1 pixel to each tile (resulting in 8x8, instead of 7x7) and filled them with colors that still look nice when they are interpolated. The image below shows the correct display of shadowmaps. Colormaps: They are the same as shadowmaps, but use RGB colors instead. When applied to the terrain, they look smooth. If you look into a dungeon, you will notice that colormaps are not smooth at all. In fact, they look like the colors were reduced. This process is also called posterization. The best result are done with 16 levels. The idea is basically to use float colors, multiply them with the amount of levels, convert the result to an integer (and so dropping the decimal part) and divide the result by the amount of levels. Done. This image displays correct colormaps. Notice the borders of the lightning. Prontera indoor: Transparency: I've used BrowEdit to compare my results and found an issue that was the same as in my project. Some models had wrong depth writing. Using the correct order, it is possible to render objects regardless of their transparency. You can try to open BrowEdit and compare dicastes01 with this image. Instancing: A lot of objects in a map reference the same model, so it makes common sense to combine them for reducing the batch count. This image shows pretty could FPS, even though all objects of yuno are rendered. Instancing in prontera: I would also like to show animations, but am too lazy to upload a video. I am not generating MipMaps yet, since this will be part 2 of this project. As you can see from the screenshots, rendering itself is almost complete. Only some minor issues that have to be done. If you want to see a screenshot of a specific map, don't hesitate to ask. I will upload one. I let you guess which of the posted screenshots are made on linux and which on windows.
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  9. Thanks for your interest in this guide. The main purpose of all these lines is, to have an -advance level- resource for those guys that wish to go further with their map creations. This guide will cover a useful amount of guides that has never been out there before. Yes, this is a compilation of things I have learned so far until this day; there is more mapping than just learning browedit! Requirements You have already read Aeries Browedit tutorial ---> http://rathena.org/b...e-for-browedit/ You have completely learned Syouji Browedit Tutorial ---> http://rathena.org/b...utorial-videos/ You already have experience with mapping. More than just edit maps, I mean, building your own. You have experience doing -re texturizing- Ragnarok Models and you are able to make your browedit read them You are capable to use Image Editors. Photoshop, GIMP, ... whatever. Probably just the basics, like flipping images or cutting an image. Please... Don't ask for support if you have not fullfilled the previous points I'm listing here. Another point: This guide will not contain links to download copyright software. Here, I will only list the software you will need to follow the video tutorials I will add... it is up to you too obtain this software by purchasing it, or Google it. GR2 Granny Custom 3D models in RO Watch in Full Screen at 1080p About: "An example of how you can add your own custom 3D GR2 models as mobs in Ragnarok Online just like the WoE Guardians or the emperium. You can add them as mobs, or even as NPC. Software Requirements: Granny Pack: https://dl.dropboxusercontent.com/u/52175822/Granny.rar Granny Converter: http://rathena.org/board/files/file/3022-granny-converter-by-ricky92/ Umodel: http://www.gildor.org/downloads ActorXImporter: http://www.gildor.org/projects/unactorx RO2 GoTW: https://mega.co.nz/#F!tQwyQCTD!JNEehQnbvdl6Ww5JYo3Kcg If you want to only do a quick test maybe you can download directly the Mejonora already extracted: https://dl.dropboxusercontent.com/u/52175822/mejonora_test.rar Tips & Troubleshoting: FBX to RSM Animated Models Watch in Full Screen at 1080p About: "Importing and doing your own animated RSM Models now it is possible.." Software Requirements: RSMConverter 3.0 by @xarple ---> LINK FBX Converter 2013.3 by Autodesk ---> LINK 3DS Max 2013 or More RSW and GND Maps into FBX Watch in Full Screen at 1080p About: "Think about the possibilities you can have by importing whole Ragnarok Maps and be able to edit them with the all powerful 3DS Max design tool" ... transform ground shapes, into complex structures with curves presents for ex. modify vertices structures of map areas, etc." Software Requirements: ROMAPCONV9 by Xarple LINK FBX Converter by Autodesk LINK 3DS Max 2012 or More Importing and Editing RSM Models into 3DS Watch in Full Screen at 1080p About: "You might know that it is possible to Import 3DS to RSM ... But how about the reverse of this? In this tutorial you will learn How to Import RSM to 3DS And open your possibilities to do complex editions to default Ragnarok Models" Software Requirements: Browedit 3D Object Converter any version. 3DS Max 7 or more. I use ver 9 here. I will try to keep this tutorial updated. Volume 1 is ready, and Volume 2 is under progress... Any Inquiries, suggestion or... thanks! are very well appreciated, and will keep me motivated to add more and more videos of all of these things I have learned in years with a lot of effort!. Thanks to all and don't forget to follow this thread. Have a nice day.~
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  10. Hello everyone Before introduction, I apologize for my poor english... If you find something mean weird, please let me know. ------------------------------------------------------------------------------------------------------------------ Started: - 20/06/2013 Developer: freeman129 General Info: Items's price would change, when someone buy/sell them. Player buy many A items, and then the A item's price will be increase. Player sell many B items, and then the B item's price will be decrease. Main System: This inflation is linear formula, new_price = new_price + origin_price * buy_sell_change / inflation inflation var. is constant and it according to item's type. Init: -0.5*inflation <= buy_sell <= inflation show diagram below: ------------------------------------------------------------------------------------------------------------------ If someone buy/sell, server will add/minus sum of arithmetic sequence to your deduct/get money. The sum of arithmetic sequence just like the area of ​​the triangle. ex: If someone buy many A items and then sell all A items, just like diagram below: ------------------------------------------------------------------------------------------------------------------------------------- Other Mechanism: This system add auto-recover function, it means, manager can set timer to recover the changed items(be close to origin price). File Modification: I modify some file in conf/ conf/battle/ src/map/ src/config/ I also modify itemdb datastructure, I add 3 data are 'origin_value_buy' (int). 'inflation' (int) and 'buy_sell' (int), and change 2 data structure are 'price_buy' (float) and 'price_sell' (float). This version , dbs must on sql. Test Video: Download: Github (Git clone from rathena github, and then git push origin master on my github with inflation.) This project is not perfect, so welcome to modify it to perfect. If you want to use that, please back up your original version! and you must use item_db_inflation_re . mob_db_re and mobskill_db_re on sql. Thank you for reading~
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  11. If you're not already tired of unfinished Ragnarok client projects - read on! This is a little project of mine I've been working on for a while now. It's basically the same as KeyWorld's RoBrowser project. I thought his client looked kinda cool and got tired of waiting for it, so I decided to make my own, but it's tough work! Mostly it's a learning project for my own sake with no real roadmap. This is, this is more of a share and tell than an announcement. The code-base so far is 100% JavaScript, using WebGL for graphics, WebSocket for server connection (using a WebSocket-TCP tunnel on the server side), HTML audio API for sounds and BGM and so on. Currently only running in WebKit-based browsers I think, I'll get around to other browsers later. The long term goal is to make a client implementing the features available back in the good old days of Ragnarok, around episode 6 or so. (Meaning this is not intended to be a replacement for the official client!) It a lot of work, but I'm getting closer to my first milestone; being able to log in and walk around. Some things are still left though. I need to fix my camera, implement actors, integrate my map viewer into the client and so on. Luckily I'll soon be done with all the 3D rendering related work, which is a huge relief because I have no idea what I'm doing. Now for the screenshots... Char select (as far as I've currently implemented the actual client): Morocc the old-fashioned way. Once I get the shadowing on models up and running it'll look even prettier! Lighthalzen in all it's glory. FPS is pretty good by the way. Even large detailed maps such as this go at a solid 60FPS, even when viewing the whole map at once with models animations and all that. I make sure to merge all the static geometry and build texture atlas for the models. This slows the map loading down by 5-10 seconds and uses lots of RAM (though only for a short while), so I'm considering trying to put this on the server side somehow. Unfortunately my GPU drivers are broken and crash a lot when using larger textures, so I only use atlas textures of size 2048x1024 for now, resulting in around 10 textures or so for all the models. By using atlas texture size 4096x4096 (which should work fine for most people) you only need a single texture for the whole map, speeding things up quite a bit. For fun I also tried to get my map rendering code running on my trusty iPad 1st gen. Can't say I expected much of it though. Which was why it was pleasant to see that it actually performed much better than expected, giving a great frame rate while rendering some GNDs. However it only has a grand total of 256 megabytes of RAM, of which only about 100MB is available to the browser. Another 100MB and I could probably safely load a map, but half of Alberta was the best I could do for now: Along with some grass. Don't mind the textures here, I accidentally replaced a lot of them with textures from the Alpha client so some maps look weird. Anyway, while my old iPad is a no-go I'm hoping to get this running on some of the newer mobile hardware available eventually. I don't think Android has any working support for WebGL yet, but it'll probably come soon. That's all for now. It's been an interesting journey so far through all the insanity Gravity has pulled over the years. To be continued...
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  12. File Name: Mercenary Ranking Addon FluxCP File Submitter: Sanasol File Submitted: 26 Aug 2013 File Category: Web Resources Content Author: Sanasol Sorting by Loyalty or/and Contracts Separetely for each mercenary class Search by character name or id Sources: https://github.com/S-anasol/sanasol/tree/master/mercenary_ranking Buy me beer Click here to download this file
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  13. still occurring this problem http://rathena.org/board/tracker/issue-2386-guardian-stone-bug-in-arug-cas0405/?gopid=2386#entry2386 but in schg_cas03 The bug occurs when you defend the castle and create both Guardian Stones. After those stones get destroyed, one cannot repair them anymore, because the NPC for the stones do not appear again, even after the 5 minute delay. Only if the castle changes owner, the Stones can be repaired again. only 2nd Guardian Stone using the latest SVN
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  14. Some more updates. Mainly: Fixed a problem which made camera movement appear a bit jagged. Adapted projection & look-and-feel from Gravity's client. From what I found the correct field of view is 15 degrees, resulting in a flatter view which fits the 2.5D style much better than what I had before. Fixed the file loading routine to better accommodate sharing of processed resources. Notably sprite textures are now shared between actor instances, which gives various performance benefits. Added support for all top and mid headgear as well as the shadow sprite. Next up are weapons and shields for when I start doing interactions between actors, though I'll likely want to rework my sprite attachment system a bit. Implemented mouse picking for actors (the game knows which player you are clicking on). First attempt on in-game text. Name and chat labels for now. Added fog to the map. Will update GitHub soon!
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  15. We've made the "Recent Revisions" sidebar link to our GitHub repository. We want to start slowly transitioning users to GIT, and announcements will begin popping up soon with instructions on how to do so. You can still access Trac to view SVN revision numbers, and we have no plans at the moment to drop them.
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  16. - script AntiWPEandRPE -1,{ OnPCLoginEvent: dispbottom "Do not use WPE/RPE."; end; } Sadly, you can't do it with script.
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  17. Bump, updated the whole script to v.1.5. Check this out.
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  18. Hello, We are slowly transitioning ourselves to GIT so it may be a better idea for you to learn to use that instead
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  19. If you go to view in your computers build in calculator its got a programmers mode (Alt + 3), this works as well.
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  20. trunk/doc/item_db.txt You can use a scientific calculator instead of doing manual calculation if you're not sure or use this tool by Myzter http://rathena.org/board/topic/83421-tool-bitmask-calculator-item-jobs-monster-mode/#entry204325
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  21. this script really looks familiar anyways, just pvpon the map.
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  22. I feel It look like Autumn/Fall Prontera , IMHO The leaves of trees are green not yellow in Summer
    1 point
  23. I suggest you to try the redo http://rathena.org/board/topic/77632-devil-square/ and add the diff @@ -99,6 +99,7 @@ OnClock1600: OnClock1800: OnClock2000: OnClock2200: + if( .start ) end; .start = 1; disablenpc "Exit#DS"; mapannounce "ordeal_1-1","Devil Square is now closed", bc_map; @@ -120,6 +121,7 @@ OnClock2200: goto L_End; .start = 2; donpcevent strnpcinfo(0)+"::OnSurvive"; + donpcevent strnpcinfo(0)+"::OnIdle"; .round = 1; .mob = 75; areamonster "ordeal_1-1",183,182,246,244,"[DS] SOLDIER SKELETON",1028,10,strnpcinfo(0)+"::Ondevildead"; @@ -231,6 +233,17 @@ OnSurvive: sleep .ann_survive; } end; + +OnIdle: + sleep 120000; // wait 120 secs + while( .start ) { + sleep 2000; + for( .@i = 0; .@i < .register_num; .@i++ ) { + if ( checkidle( rid2name( .register_aid[.@i] ) ) >= 120 ) + unitkill .register_aid[.@i]; + } + } + end; } ordeal_1-1,246,245,7 script Exit#DS 51,{
    1 point
  24. - script WOE_BLOCK -1,{ OnAgitStart: OnAgitStart2: // When WOE starts, kick all GMs. addrid(0); OnPCLoadMapEvent: if ( getgmlevel() > 60 && ( agitcheck() || agitcheck2() ) && compare( strcharinfo(3),"g_cas0" ) ) { dispbottom "You can't warp in a castle during woe."; warp "prontera",0,0; } end; } aldeg_cas01 mapflag loadevent aldeg_cas02 mapflag loadevent aldeg_cas03 mapflag loadevent aldeg_cas04 mapflag loadevent aldeg_cas05 mapflag loadevent payg_cas01 mapflag loadevent payg_cas02 mapflag loadevent payg_cas03 mapflag loadevent payg_cas04 mapflag loadevent payg_cas05 mapflag loadevent prtg_cas01 mapflag loadevent prtg_cas02 mapflag loadevent prtg_cas03 mapflag loadevent prtg_cas04 mapflag loadevent prtg_cas05 mapflag loadevent gefg_cas01 mapflag loadevent gefg_cas02 mapflag loadevent gefg_cas03 mapflag loadevent gefg_cas04 mapflag loadevent gefg_cas05 mapflag loadevent Try this version Post a screenshot of your mapserv error (if you have one) Tell us what is your emulator (rathena?) and the version. For example addrid is a new command in rathena, other emu and old version doesn't support this script.
    1 point
  25. Great job Olrox thank you so much for free release the texture are very cute n.n keep working
    1 point
  26. 1 point
  27. both my script and euphy quest shop can do the trick ... https://rathena.org/board/index.php?/files/file/2504-%7B?%7D/
    1 point
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