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File Name: Advanced Bank with nearly unlimited maximum balance File Submitter: DeadlySilence File Submitted: 06 Jun 2013 File Category: Utilities Content Author: DeadlySilence This is my bank NPC which I made since I couldn't find any bank that can store huge amounts of Zeny. Special Credits: Thanks to Anakid for the great idea to implement an @bank command. The NPC supports the following features: Deposit Withdraw Transfer Zeny to other player's bank accounts (by name or account id) Password protection Transaction log (deposits, withdrawals, incoming and outgoing transfers) daily interest (every morning at 6 o'clock server time, default: 5%, can be changed) maximum amount per process is only determined by the server's input_max_value and the script's .maxInput vast amounts of Zeny can be stored (the MySQL column is BigInt, so you can store up to 18,446,744,073,709,551,615 Zeny, that's more than 18,000,000,000 deposits of 1,000,000,000 Zeny) other features are planned and I take feature requests, if I think they make sense (you can ask directly in the thread, but I prefer private messages or emails [address provided in both scripts]) The @bank command supports the following features: the same as the NPC, but more versatile higher limits (as it is not connected to the input_max_value, default value per process is 1,000,000,000 Zeny) shortcuts for @bank <function> commands: @info, @deposit, @withdrawl, @transaction, @password The @bankadmin (exclusively for admins) command supports the following features: @bankadmin <option> returns the current value of an option @bankadmin <option> <value> sets the value of an option Valid options are name, maxinput, maxzeny, interest, whereas name must be a string and the other three have to be integers. The name can also be written with a colour code (like "@bankadmin set name "^F68712Banker^000000"" [please note the the ^000000 after the NPC's name to make the text after the name black again]) You need to read the README.txt file to get the database creation commands and some basic information on how to install the script. Changelog: Downloads:2 points
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View File GRF Editor Hello everyone, GRF Editor is an open-source tool for editing GRF files (https://github.com/Tokeiburu/GRFEditor). It offers a wide variety of features and customizations. The software is very stable and responsive, it can handle large operations without lagging your computer. How to install Download the zip archive provided from the download link at the bottom of this description or directly from there: http://www.mediafire.com/?aflylbhblrzpz0h Install the application with GRF Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it. Once you are done, you can start the program from the link on your desktop. Key features Overall speed is faster (or at least equal) than any GRF tool. Common operations: add, delete, merge, extract, preview, save. Undo and redo for any operation. It can open any GRF file format. Clean and very interactive interface. Saving formats supported : 0x300, 0x200, 0x103 and 0x102 (through the Settings page) and conversion to the Thor format. Instant filter and search options (example : "map .gat"). File association and context menus integration for .grf, .gpf, .rgz and .thor (through the Settings page). Can rebuild separated images into one file easily. Drag and drop (with the ALT key, can be modified in the Settings page). This is a big part of the software; most of the items can be moved around within the application itself or from/to Windows Explorer. If drag and drop does not work, it is most likely because you've started the program using administrator privileges. GRF Editor does not requires administrator privileges to run. Tools Grf validation: allows you to validate a GRF with multiple settings. It can detect corrupted GRF entries, invalid sprites, empty files, non-GRF files, duplicate files and a lot more. Flat maps maker: generates flat maps from .gat and .rsw files. Useful to generate WoE maps or to fasten up the loading time. Patch maker: generates a GRF patch based on two different GRFs. Hash viewer: shows the hash code (both CRC32 and MD5) for files. Image converter: converts an image to any format requested (BMP, PNG, JPG, TGA). GrfCL: used to create batch files (.bat) which can automate tasks on GRF files. See the content in GrfCL.rar in the download for more information. This tool can be customized from the sources as well. Grf encryption The encryption feature has been enabled again. It's similar to what it used to be and it has been tested on client versions ranging from 2012-08-01 to 2024-01-01. Some error messages will be displayed if necessary. If you have an issue, copy the error message (with the code, if there's one) and send me the client executable with the cps.dll file generated by GRF Editor. There shouldn't be compatibility issues anymore though! Thor files Thor files are patches used by Thor Patcher ( https://github.com/rathena/rathena/wiki/Thor-Patcher ). Because of their similarity with the GRF file structure, they have been integrated within GRF Editor. The primary utility of this feature is that it allows you to add encrypted files to a Thor patch. All the other options can be achieved by using Thor Maker. You'll find the necessary steps below, but test your patches before sending them off to players (I've done a lot of testing on my end, but better be safe). If you're using SecureGRF, then make a new GRF, add the files and encrypt it. In GRF Editor, open the encrypted GRF you just made, use "Save as" and name the new file with a .thor extension. That's it, if you want to change the output directory, click on Edit > Edit Grf/Thor settings. You can select the output mode and the GRF to merge the patch with. Simply save again if you change these properties. If you're using GRF Editor's encryption, then make a new Thor file (File > New > New Thor) and add the files you want to patch it with. Right-click on the files you want to encrypt and use Encryption > Encrypt. Technical stuff Requires .Net Framework 4.0 to run (4.0 or more will work as well). Automatically converts file name encoding to the currently selected encoding (you can change the encoding in the Settings page). Data virtualization is used as much as possible to preview files, meaning the files aren't completely loaded. Right-clicking an item will bring up the available options with that file. Preview file formats: txt, log, xml, lua, lub, bmp, png, tga, jpp, db, ebm, pal, gnd, rsw, gat, rsm, str, spr, act, imf, fna, bson, csv, ezv and wav. Services are "crash ready", meaning that you will be warned about a failed operation and no work will be lost (the application won't close and crash). It tries to continue operating even if it meets unsual conditions. Operations can be cancelled by clicking on the button near the progress bar. The warning level can be changed to avoid messages like "Please select a folder first." When prompted with an error, use Ctrl-C to copy the current dialog's content. Some screenshots! 1) Previewing an act file, while showing the search feature 2) Preview of a model file (rsm or rsm2) 3) Preview of GrfCL 4) Preview of maps 5) Preview of Grf validation 6) Search feature (press Ctrl-F or Ctrl-H to bring up within a text editor) Got a feedback? I'd gladly hear you out and fix issues you have with the program. Submitter Tokei Submitted 01/11/13 Category GRF Files Video Content Author Tokeiburu1 point
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Officially supported client versions and changes to support policies on client-related bugs Hello! Here at rAthena we try our best to provide a stable server to build around. Unfortunately we've had a rash of commits in the past few months that have introduced client bugs that hadn't existed before. This is unacceptable and we apologize for any downtime or issues this may have caused. There has also been a large number of bug reports involving unusual client versions, resulting in significantly wasted time and effort on our behalf trying to track down bugs that may or may not actually exist. So as such we have as a team decided to tighten down the list of officially supported clients for rAthena. These clients will be tested against on any major update or commit that affects any packet or client-facing code to make sure new bugs are not introduced. Other client versions will be supported on an as-is basis. Basically, you are free to use any client version you wish, but for stability reasons we highly recommend sticking to the officially sanctioned list as those will be the ones we test against. If an update breaks support for a client that isn't on the approved list then it may be taken care of at a lower priority than bugs affecting officially approved versions. This does not mean we will intentionally be breaking support for clients that are not officially sanctioned, this merely means support will be tailored to those first and foremost, and any bugs or bad behaviors may go unnoticed or corrected. If there any conflicting changes that would break support on one of the officially sanctioned versions, those bugs will definitely not be fixed. What does this mean to you, the server admin? It means you can pick from one of our officially supported client versions and rest assured we will tailor support specifically to those and will aim for stability for those clients. We will do everything we can to make sure client bugs are not introduced during updates so you don't have to waste your time troubleshooting, or have to deal with angry players if something breaks. And in the unlikely event something does break, we will put the highest priority on fixing bugs affecting the officially supported clients. Here are the following clients and which server mode we support them for. Pre-Renewal: 2010-07-30aRagexeRE Renewal 2012: 2012-04-10aRagexeRE Renewal 2013: 2013-08-07aRagexe 2013-12-23aRagexe Renewal 2014: 2014-10-22aRagexe Renewal 2015: 2015-05-03aRagexe 2015-11-04aRagexe We are not supporting 2012 era Ragexe clients, only RagexeRE. Use those at your own peril. Bug reports for any other client will only be accepted at a core developer's discretion, if at all. We reserve the right to close and ignore any bug reports coming from clients other than the ones listed above. Clients older than 2010-07-30aRagexeRE are considered depreciated and while they work for the time being, support may be removed at any time. It is highly recommended you move your servers to 2010-07-30aRagexeRE or newer as soon as possible. An announcement will be made if support for clients older than 2010-07-30aRagexeRE is intentionally removed, but be warned it may break at any time and bug reports will not be accepted for fixing them.1 point
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2013 Ragexe ( Thanks to Yommy for all the scripts and the great help Thanks to MStream for his help to the project and for adding patches Thanks to k3dt for unpacking/hosting all the exe and hosting the diff files ) Things you have to do to make it works Open your clientinfo.xml Search <servertype></servertype> Set it to primary Search <langtype></langtype> Set it to 0 Open your db/packet_db.txt in your rathena folder Search the version who match why your ragexe's date choice ex ://2013-05-22 Ragexepacket_ver: 36 So your version will be in clientinfo.xml :36 src/common/mmo.h Search #define PACKETVER YYYYMMDD And match it with the date version you choosed for your client ex : #define PACKETVER 20130522 Clean and re-build the solution of your emulator after it !!! Those patchs has been removed : Restore Login Window - Disable rag1&sak1 - Skip Service Select bug for a lot of people, please don't use it if it's not for testing purpose and use that software : Loki Launcher (It's a ro launcher : you have to use it to log in the game) http://hercules.ws/board/topic/1070-loki-launcher/ or R.O.L.e.X : http://hercules.ws/board/topic/930-rolex/ Ragexe (thx to k3dt) - The patchs support version of Ragexe >= 2013 03 20 http://k3dt.eu/Ragexe/unpacked/ Diff Patcher v2 http://www.mediafire.com/?fibc47gzvdshp8o Diff files http://k3dt.eu/Ragexe/unpacked/Diffs/ Data folder If you have some problem with your lua files, please delete your old data/luafiles514 folder And put those files in your ragnarok folder : https://subversion.assembla.com/svn/client-side-translation/ Finally, change all lua extension to lub extension, place this script in your data/luafiles514 folder Windows : http://www.mediafire.com/?jvtac0j8f6m604v Linux : http://www.mediafire.com/?r72dz8mpk83dvsr If you still have trouble with lub files, you can use my own luafiles514 folder (delete your own luafiles514 folder before !!!) http://www.mediafire.com/?uudw9u0siwnycwz Packets 2013-03-20 - Packets : Encryption keys 2013-05-15 - Packets : Encryption keys 2013-05-22 - Packets : Encryption keys 2013-05-29 - Packets : Encryption keys 2013-06-05 - Packets : Encryption keys 2013-06-12 - Packets : Encryption keys 2013-06-18 - Packets : Encryption keys 2013-06-26 - Packets : Encryption keys 2013-07-03 - Packets : Encryption keys 2013-07-10 - Packets : Encryption keys 2013-07-17 - Packets : Encryption keys 2013-07-24 - Packets : Encryption keys 2013-07-31 - Packets : Encryption keys 2013-08-07 - Packets : Encryption keys Any error ? Look this Support Topic first Working : @ Chat Fix Allow Chat Flood (X lines) Allow Space In Guild Name Arial on All Langtypes Change Gravity Error Handler Chat Color GM Chat Color Guild Chat Color Main Chat Color Party Other Chat Color Party You Chat Color Player Other Chat Color Player You Custom Window Title Disable 4 letter charname limit Disable 4 letter username limit Disable 4 letter password limit Disable Nagle Algorithm Disable Ragexe Filename Check Disable rag1&sak1 Disable Hallucination Wavy Screen Disable HShield Disable Packet Encryption Disable Quake Skill Effect Disable Swear Filter Enable Ascii Enable Custom 3D Bones Enable Multiple Grf Enable Official Custom Fonts Enable Title Bar Menu Enable 64k Hairstyle Enable DNS Support Enforce Official Login Background Extended Chat Box Extended Chat Room Box Extended Npc Box Extended PM Box Fix Camera Angles (Full, Less, Recommended) HKLM to HKCU Increase Headgear View ID to 5000 Increase Zoom Out (50% - 75% - Max) Increase Screenshot Quality Ignore Missing File Error Ignore Missing Palette Error Korea Service XML Fix Only First Login Background Only Second Login Background Packets Keys Change Read Data Folder First Read lua before lub (ItemInfo.lub) Read msgstringtable.txt Read questid2display.txt Remove GM Sprites Remove Gravity Adds Remove Gravity Logo Remove Hourly Annonce Remove Serial Display Shared Body Palettes Shared Head Palettes Skip Licence Screen Skip Ressurection Button Translate Client in English Use Custom Aura Sprites Use Normal Guild Brackets Use Plain Text Descriptions Use Ragnarok Icon Use SSO login packet for all Langtype1 point
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function script Ramvp_M { setarray .mvpList$[0], "Orc Lord:1190:2000000", "Orc Hero:1087:3000000", "Phreeoni:1159:4000000", "Turtle General:1312:5000000"; mes "How do you need help?"; menu "Summon Mvp",L_Spawn,"Heal Please",L_Heal,"Leave",L_Leave; L_Spawn: for(set .@i,0; .@i < getarraysize(.mvpList$);set .@i, .@i + 1){ explode(.mvpData$,.mvpList$[.@i],":"); if(.@i == 0) set .@menu$, .mvpData$[0]; else set .@menu$, .@menu$ + (":"+.mvpData$[0]); } set .@choice,select(.@menu$); explode(.mvpSpawn$,.mvpList$[.@choice - 1],":"); mes "You want to spawn: "+.mvpSpawn$[0], "It cost: "+.mvpSpawn$[2]; next; switch(select("Yes","No")){ case 1: if(ZENY >= atoi(.mvpSpawn$[2])){ set ZENY, ZENY - atoi(.mvpSpawn$[2]); monster strcharinfo(3),0,0,.mvpSpawn$[0],atoi(.mvpSpawn$[1]),1; } else { mes "You don't have enough zeny."; close; } end; case 2: mes "Ok, Come back when you get ready!"; close; } end; L_Heal: mes "Ok, the heal cost 1M Zeny, do you still want i heal you?"; next; switch(select("Ok","No")){ case 1: if(ZENY >= 1000000){ set ZENY, ZENY - 1000000; percentheal 100,100; } else { mes "I'm sorry you don't have enough zeny."; close; } } end; L_Leave: warp "prontera",156,179; close; } I just test it and it works fine, hope you won't get an error xD1 point
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@Erba @delux21 @Catastrophe: Thank you! @orange You don't need to realocate any prontera npc. They will load just fine in each of the 4 seasons. @everyone Update! now here you have the fall season. I think this one looks pretty good (the floor is amazing in my opinion) kinda too much to be a free release I think but who cares. I want to be a top author at the downloads again! Now all is left is the winter season. And I'll be ready to upload it. Please comment what do you think about the fall edit1 point
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Yes it's correct however you can delete the attachrid part when giving an item for ( .@i = 0; .@i < .@count; .@i++ ) { getitem 7773,20, .@account_id[.@i];1 point
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else set .@menu$, .@menu$ + (","+.mvpData$[0]); By: else set .@menu$, .@menu$ + (":"+.mvpData$[0]); Sorry for all those mistakes i can't test it :/1 point
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headgears have a max limit on the view id which we increase with the "Increase Headgear View ID" patch. For other items I have not seen any limitations other than maybe 32k (2^15-1) on the item id1 point
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remove this npc.c char time[10]; strftime(time, sizeof(time), "%H:%M", localtime(&nd->u.tomb.kill_time)); and this snprintf(buffer, sizeof(buffer), msg_txt(sd,659), time); clif_scriptmes(sd, nd->bl.id, buffer);1 point
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how about for custom items ? i have 20120410aRagexe cause i'm going to create a custom : Coins Headgears Armors and Accesories so i want to know the item id ranges for them The id ranges for weapons (and probably shields as well) on which the client can correctly display the specific sprites are hardcoded in the client. So unless you have a modified client to support other ids/ranges, you need to use the ids in the listed ranges for displaying the weapons properly.The item types you're asking about don't have any special requirements for their functionality, so nearly every id for them is alright.1 point
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Updated to 1.3.1, many updates have been done so I'll cut to the important ones. - Previous settings will be erased due to the new way they're saved, not a big issue. ACT to GIF option ACT to GIF is now possible with GrfCL, the command will look like the code sample below. It has many optional arguments that you can check out with "-help gif". The background will always be transparent regardless of the /bColor chosen, this parameter will only be useful if you smooth the edges with the /scaling=HighQuality option. GrfCL.exe -gif C:\myGifs "C:\RO data\data\sprite\¸ó½ºÅÍ\*.act" 1 /bColor=White /ignore=True -break Example with lost_dragon.act/spr (image is big, here's the link instead) : http://img402.imageshack.us/img402/986/wa1.gif Palette recolorer This tool is meant to recolorer generic sprites which use gradients in their palettes. That means it's useless if the palette has no "logic" in it. The goal of it is really to generate good looking palettes with little effort. It's based on pattern detection to identify gradients that are most likely related (therefore there are no specific configuration for sprites - hair, character, mob... they're all treated the same). Creating character palettes will work, but it's not very convenient (there are better tools on rA for that). How to use it Load a sprite (directly from the GRF or a folder), in this example I'm using acidus.spr because it's an easy one. The palette of this sprite is a total mess. Anyway... you'll notice global settings at the top for the sprite. To see them in action, you will have to change the current seed, because the seed 0 is treated differently (initial palette, not affected by settings). To do that, simply press Next. You should have gotten a relatively "nice" sprite already, but it's possible to do better. Gradient scale : The amount of variation of the gradients. Themes coherance : A theme has multiple gradients and they all use the same color (hence the term 'theme'). Decreasaing this value will make each of these colors change a little (creating a variation between similar gradients). Brightness : Increase or decrease the luminosity of the gradients. Grayscale : Decreasing this setting will make the colors 'stronger' while increasing it will make the colors look flat. Pattern search : the range of the search for connecting gradients. Increasing this value will generate less themes (and connect more gradients together). Auto color : Auto color will change the luminosity of the gradient according to the original palette. Decreasing this value will usually create bad looking sprites. Pixels coherance : Indicates the correlation between the new sprite and the old sprite (higher = better). Seed : The seed to generate the palette. The seed can be used with different sprites to generate a set; it's a controlled seed and it's not entirely random. For example, if the seed generates a full red palette, you can change the settings, load a different sprite and it will still be a full red palette. If you keep pushing the Next button, you'll notice the tail of the acidus doesn't always have the same color as the main body. To fix this, you have two options : automatic fix or manual fix. The first option is to simply increase the pattern search until the tail has the same color as the body. This works well in most cases, but it might not be the best option here. Instead, search for the main body gradients (press Shift while hovering on the palette), then press Ctrl to select the connected gradients. Now you have to add the tail to the theme, so keep using Shift until you find the tail gradient and left click on it to select it as well. Once you're done, go to edit and "Make a new theme" (Ctrl-M). If you change the color while selecting these palettes, it will also create a new theme automatically, but the auto color feature will be turned off (so you might want to turn it back on). Here's what you should end up with : Now you can simply keep pressing Next and always have nice looking acidus. If you go the sprite image #50, you'll probably have a weird looking fire ball. This happens because the palette is so messed up that the gradient was detected as not a gradient. The color of the gradient will be linked to other gradients in the palette when that happens, but this solution might fail (like it's the case here). To fix this, you can set the original gradient as a fixed theme (it won't be modified by any settings). This is done via Specials -> Replace selection with original palette (the gradients you have to select in this case are 7, 12, 14, 16, 18, 20, 22 and 24; using shift to find them makes it quite easy). I ended up Save your palette themes for another use with File -> Save settings. This will save your seed, your global settings and your custom themes on the right panel. You can copy the initial palette by clicking on Default, then Edit -> Generate custom themes from connected themes -> Press Next. This tool was made for fun; I've decided to add it because it actually works well for regular sprites. GRF Encryption Custom encryption of files in the GRF for version 0x200 is possible. See the application's description for a simple how-to-use guide. It's rather simple though... To get you started, go in Tools -> GRF encryption. Have fun and leave a comment/suggestion!1 point