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Showing content with the highest reputation on 12/22/13 in Posts

  1. Hi, Here's my latest public release after a very long time. An easy to use & feature packed NPC Script Editor for RO emulator(s). NPC Script Editor r600 Features NPC Script Syntax Highlighting Standard functionalities you'd expect of a editor (file, open, print etc...) Fully implemented Find & Replace (Ctrl + F / Ctrl + H) with Go To (Ctrl + G) functions Quick Find & Highlight Tabbed Editor Tab Docking Open-Source & Easy To Use Plugin System - sample "Hello World" project in "Plugins" folder (VS2012 C# .NET) Auto-Suggest/Complete Code Folding Markers / Bookmarks NPC Script Commands Bible - Free Plugin Text Translator - Free Plugin Snippets - coming soon Hotkeys Ctrl + W = Close Current Tab Ctrl + Tab = Next Tab (Cycle Forward) Ctrl + Shift + Tab = Prev Tab (Cycle Back) Ctrl + N (1 ~ 9) = Opens Nth Opened Tab (e.g. Ctrl + 2 will open 2nd open tab) Ctrl + Space = Show auto-suggest/complete for the script command you are typing F1 = Select text in editor and press F1 to open NPC Script Command Bible plugin F2 = Select text in editor and press F2 to open Text Translator plugin What's New in Version v1.0.0.600 Implemented F6 Hotkey = Parse Current NPC Script To Output Window and shows any syntax / coding errors OutputWindow cannot be closed, and it starts hidden now Improved OutputWindow handling code OutputWindow now launches in hidden mode, and reveals itself on F6 keypress (if hidden) Fixed Tab Order/Stop in Core Plugins NPCScriptCommandsBible Plugin no longer uses internal script_commands.txt script_commands.txt is converted to Windows EOL automatically before parsing - no need to manually convert it now Re-Written NPCScriptCommandsBible Plugin's script_commands.txt Parser Plugin Code Optimized Fixed unnecessary trailing space with command info parsing - NPCScriptCommandsBible Enabled word wrap and forced vertical scroll bar - NPCScriptCommandsBible F1 hotkey now guesses the word at caret position (if a selection wasn't there) New script file(s) that are opened now automatically converted to CRLF (EOL) Fixed minor bug with F1 Guess Word At Caret function Fully Implemented "Open Recent" (History) Feature U.I Improvement - If the same file is already opened, that tab window is shown instead of opening the same file twice (or more) Enabled brace matching Fixed Minor Bug With Start-Up Sequence Fixed crash bug with opening files with the editor Removed Global Hotkey and replaced with application level hotkey feature Demo Thanks for trying my editor. Any comments and feedback would be much appreciated.
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  3. hmm yeah there a possible desync here, the association is in config/core.h with the : #else #define MIN_STORAGE 650 // If the VIP system is disabled the min = max. #define MIN_CHARS 9 // Default number of characters per account. #define MAX_CHAR_BILLING 0 #define MAX_CHAR_VIP 0 #endif where that MIN_STORAGE should have been MAX_STORAGE but core.h doesn't know map stuff so eh couldn't read the value... they have the same value but it would be better to have something more linked to avoid errors.
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  4. give my 2 cents as well open item_db2.txt use notepad++, Ctrl+F, select Regular Expression Find ^([0-9]*),([^,]*),([^,]*),4, replace with \1,\2,\3,99, Find ^([0-9]*),([^,]*),([^,]*),5, replace with \1,\2,\3,4, Find ^([0-9]*),([^,]*),([^,]*),99, replace with \1,\2,\3,5, sql command update item_db2 set type = !(type -4) +4 where type = 4 or type = 5; EDIT: awww ... regular expression doesn't seem able to do numeric calculation ... I think ?
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  5. Isn't this rather in clif_joinchatok ? /// Notifies the client about entering a chatroom (ZC_ENTER_ROOM). /// 00db <packet len>.W <chat id>.L { <role>.L <name>.24B }* /// role: /// 0 = owner (menu) /// 1 = normal void clif_joinchatok(struct map_session_data *sd,struct chat_data* cd) { int fd; int i,t; nullpo_retv(sd); nullpo_retv(cd); fd = sd->fd; if (!session_isActive(fd)) return; t = (int)(cd->owner->type == BL_NPC); WFIFOHEAD(fd, 8 + (28*(cd->users+t))); WFIFOW(fd, 0) = 0xdb; WFIFOW(fd, 2) = 8 + (28*(cd->users+t)); WFIFOL(fd, 4) = cd->bl.id; if(cd->owner->type == BL_NPC){ WFIFOL(fd, 30) = 1; WFIFOL(fd, 8) = 0; memcpy(WFIFOP(fd, 12), ((struct npc_data *)cd->owner)->name, NAME_LENGTH); for (i = 0; i < cd->users; i++) { WFIFOL(fd, 8+(i+1)*28) = 1; memcpy(WFIFOP(fd, 8+(i+t)*28+4), cd->usersd[i]->status.name, NAME_LENGTH); } } else for (i = 0; i < cd->users; i++) { WFIFOL(fd, 8+i*28) = (i != 0 || cd->owner->type == BL_NPC); memcpy(WFIFOP(fd, 8+(i+t)*28+4), cd->usersd[i]->status.name, NAME_LENGTH); } WFIFOSET(fd, WFIFOW(fd, 2)); } Try this maybe: /// Notifies the client about entering a chatroom (ZC_ENTER_ROOM). /// 00db <packet len>.W <chat id>.L { <role>.L <name>.24B }* /// role: /// 0 = owner (menu) /// 1 = normal void clif_joinchatok(struct map_session_data *sd,struct chat_data* cd) { int fd; int i,t; nullpo_retv(sd); nullpo_retv(cd); fd = sd->fd; if (!session_isActive(fd)) return; t = (int)(cd->owner->type == BL_NPC); WFIFOHEAD(fd, 8 + (28*(cd->users+t))); WFIFOW(fd, 0) = 0xdb; WFIFOW(fd, 2) = 8 + (28*(cd->users+t)); WFIFOL(fd, 4) = cd->bl.id; if(cd->owner->type == BL_NPC){ char name[NAME_LENGTH+1]; char *pos; strcpy(name, ((struct npc_data *)cd->owner)->name); pos = strchr(name, '#'); if (pos != NULL) { *pos = '\0'; } WFIFOL(fd, 30) = 1; WFIFOL(fd, 8) = 0; memcpy(WFIFOP(fd, 12), name, NAME_LENGTH); for (i = 0; i < cd->users; i++) { WFIFOL(fd, 8+(i+1)*28) = 1; memcpy(WFIFOP(fd, 8+(i+t)*28+4), cd->usersd[i]->status.name, NAME_LENGTH); } } else for (i = 0; i < cd->users; i++) { WFIFOL(fd, 8+i*28) = (i != 0 || cd->owner->type == BL_NPC); memcpy(WFIFOP(fd, 8+(i+t)*28+4), cd->usersd[i]->status.name, NAME_LENGTH); } WFIFOSET(fd, WFIFOW(fd, 2)); }
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  6. about the custom aura patch. it looks like there is some issue with it. don't use it for now. about the monster change - its a new info to me too. maybe they have changed it in official recently?
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  7. Briefing and Concept Hey all! For this Christmas, myself and Olrox have decided to team up and commit our efforts in a mapping project. We want to drive a project that is unique, exciting and fresh for everyone to enjoy. The project consists of the following additions: Lutie Field Walkway Expansion (North) Lutie Field 2 (North of Lutie) Toy Factory Dungeon Level 3 (The Tower) Note: This project is still a Work in Progress. The pictures below do NOT reflect the final product of this project. About The Map 1.0 - Lutie Field Walkway Expansion Provide a texture and model edit North of Lutie to gain access to the 2nd field of Lutie Town. 2.0 - Lutie Field 2 (North of Lutie) For the first time ever, Lutie now has a 2nd field for all to enjoy. The purpose of this field is to serve as a replacement for the location and entrance to Toy Factory. Instead of entering the Factory from the locomotive in Lutie, you would now be able to walk into the building at the center of the map. The map can provide as a base for new monster locations and quests. The theme of Lutie is to be preserved and therefore the field follows a similar design of Lutie Field 1. New textures & custom models are used in this project and new ideas through this were made. Firstly, the Factory shows off it's take with the cold harsh winters. Therefore, you can see snow residues on the walls, and models of the factory. A frozen lake is available in the middle of the map for those who might want to skate! Several small homes are scattered around the map for server's to provide quests, etc. Overhead Screenshot Toy Factory Map Entrance/Exit North West Corner North East Corner South East Corner (Forest Pathway) South East Mountain Ridge Frozen Lake 3.0 - Toy Factory Dungeon Level 3 (The Tower) This new addition to the Toy Factory Dungeon will provide a unique perspective of the world around the factory itself. The tower provides a balcony players can walk around and be able to overlook both the factory and field below. The factory assembly line design theme will be conserved and used in this new dungeon level. The dungeon can be used to house a quest, custom boss or custom monsters. Preview not available. Please try again later Final Details For those who are wondering about the map project release details... This map project is completely FREE and FOR the community with an exception to those who have been naughty this year. Merry Christmas all and this is Olrox and I's gift to you~ Note: When new progress has been made, I will update the screenshots~! Download
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