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  1. All headgear official bRO, cRO, euRO, fRO, idRO, iRO, jRO mysgRO, twRO, tRO Update November 2022 Headgear November 2022.7z Iclude list and miss headgear
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  2. 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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  3. File Name: Daily Monster Hunt v1.2 File Submitter: sandbox File Submitted: 11 Mar 2014 File Category: Game, Event, Quest Content Author: sandbox Script Details & Usage It's a script that can hand out dynamic 'kill this' quests for your players without the need of questlog. It assigns a player a random amount of a random monster to kill within a random amount of time. Randomception! Installation Enable the script on your NPC folder Carefully read the comments I made inside the script and make sure to configure it properly Terms & Conditions You are not allowed to reproduce or make profit of this script You are not allowed to take credit for this script. Though you can modify/edit it to your liking. I can give you support, but please, do not message me. It is your own responsibility to create a backup before implementing anything new. Pastebin: http://rathena.org/board/pastebin/4dcsjtt3buvi/ Special thanks to: @KeyWorld, @Kido, @nanakiwurtz,@NeoMind for helping me with this script! hunt.txt
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  4. Shin's Diff Patcher Info: Supports all Windows 32 bit versions (Windows XP SP2 and higher) and probably all 64 bit versions. Features: Plug-in based Uses list view instead of two seperate list boxes for easier selection Shortcuts to simplify your work Resizable window Inline diff descriptions (as long as the plug-in supports it) Auto-save and load of diffs Includes PlainDiffPlugin which provides support for *.diff files Allows items to be sorted either by type, group or diff name Prevents diff collision when selecting diffs that reference the same group CRC file check Data missmatch check Downloads: ShinsDiffPatcher SVN (Version 1.1.3b; 198kb) WeeDiffPlain Plugin Src SVN (Version 1.0; 11kb) Quick Usage 1. Select patch engine. 2. Select client exe. 3. Select diff file (if plug-in needs it). 4. Select output exe. 5. Click on "Patch It!" 6. Done. All patches that you have selected are automatically saved and will be restored the next time you select a diff file. You can also use the following shortcuts: - Ctrl + A = Select all diffs (only one item from each group if any) - Ctrl + D = Deselect all selected diffs - Ctrl + C = Copy all selected diffs into Clipboard Notes: You may think "What? Another patcher? Man..". Yes, another one. I'm not quite satisfied with the currently available diff patchers because they either lack of features or just don't provide the freedom I would like to have. I think I have chosen this name for the patcher because it's kinda convention to use his own name in the title bar (even though the initial name is WeeDiffPatcher). This is just an alpha release since there are some optimizations I would like to complete before I release a final version. I've included the source code for the DiffPlainPlugin to show you how you can implement your own plug-ins in order to get them working with my patcher. I would still like someone else to implement a proper plain diff plug-in because I haven't focused to optimize it to it's best (even though I have removed all possible memory leaks) since I developed this patcher for another plug-in based solution. If you have any suggestions or features that your plug-in needs in the future, don't hesitate to ask.
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  5. 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.
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  6. I believe its this part. set $@FishingMode,1; // 0 = Lil Troll Version (with Encounters and Rewarding Moments scene. // 1 = Automatic Fishing without Encounter and Rewarding Moments scene. (Grass Version) set $@GrassNonAbuse,3; // Set value to "rand(1,$@GrassNonAbuse)", for non-abusive Grass Version(Fish still hides recommended is 3). You need to set the value of "set $@GrassNonAbuse,3;" to either a high number or try to disable it by putting //infront of it Thx for the answer. Another question, I have found an error everything I try to open Fishing Manual. And I can't get the item @item 31005,Manual_,Fishing Manual,,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ getitem 31005,1; callfunc "Fishing_Manual";},{},{} Other items just fine Thats because you need to add the item into your item_db lol once you add it in; you'll have to either restart the server or @reloaditemdb; After that you @item 31005 This is my item_db.txt //Fishing 31000,FishingBox,FishingBox,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ getitem 31000,1; callfunc "Fishing_Box_Menu";},{},{} 31001,Fish_,Hook Level-1,3,6,,10,,,,,,,,,,,,,{},{},{} 31002,Fish_,Line Level-1,3,6,,10,,,,,,,,,,,,,{},{},{} 31003,Rotten_Fish,Rotten Fish,3,6,,10,,,,,,,,,,,,,{},{},{} 31004,Fish_,Fishing Rod,4,10,,10,10,,1,0,0xFFFFFFFF,7,0,34,0,0,0,0,{},{},{} // TWO HANDED FISHING ROD, DONT CHANGE THIS! 31005,Fishing_Manual,Fishing_Manual,,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ getitem 31005,1; callfunc "Fishing_Manual";},{},{} Only @item 31005 Error other just fine. I think because of callfunc "Fishing_Manual" ? Thx for fast reply Your first error is 31005 has no itemtype. your second issue is you have getitem 31005,1; in the itemscript. lol 31005,Fishing_Manual,Fishing_Manual,11,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ callfunc "Fishing_Manual";},{},{}
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  7. hehe don't worry, any grf editor tool is good as long as you know ho to use it, i personally like this one http://rathena.org/board/files/file/2766-grf-editor/ this should work let me know if you need anything else o:
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  8. Find the comment "//Weapon Reward" then add more class and their corresponding reward in the switch statement. //===== rAthena Script ======================================= //= Job Master //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.4 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.1 Fixed reset on Baby job change. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. //= 1.3 Kagerou/Oboro added. //= 1.4 Rebellion added. //============================================================ trinity,99,154,5 script Job Master 635,{ function Job_Menu; mes "[Job Master]"; if (Class > 4049) { mes "No more jobs are available."; close; } if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding."; close; } if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } set .@eac, eaclass(); set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class); if (.@i > 6 && .@i < 22) { if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel; mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue."; close; } if (Class > 21) { mes "Switch to third class?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while(1) { mes "Select an option."; next; set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000"); if (.@i==3) close; mes "[Job Master]"; mes "Are you sure?"; next; Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD))); mes "[Job Master]"; } } set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2); if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99; if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0],.@j1,70; if (.@exp[0] && .SecondExpanded) { if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel; mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue."; close; } mes "Switch to "+jobname(.@exp[0])+"?"; next; Job_Menu(.@exp[0]); close; } if (.@eac&EAJL_2) if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) { mes "No more jobs are available."; close; } if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) { if (JobLevel < .JobReq[0]) mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class."; else if (Class == 4001 && .LastJob && lastJob) { mes "Switch classes now?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else switch(Class) { case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023); case 4001: Job_Menu(4002,4003,4004,4005,4006,4007); case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045); default: mes "An error has occurred."; break; } close; } if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) mes "No more jobs are available."; else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1]) mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class."; else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) { mes "Switch classes now?"; next; Job_Menu(lastJob+4001); } else Job_Menu(.@j1,.@j2); close; function Job_Menu { while(1) { if (getargcount() > 1) { mes "Select a job."; set .@menu$,""; for(set .@i,0; .@i<getargcount(); set .@i,.@i+1) set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":"; set .@menu$, .@menu$+" ~ ^777777Cancel^000000"; next; set .@i, getarg(select(.@menu$)-1,0); if (!.@i) close; if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) { mes "[Job Master]"; mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+"."; close; } mes "[Job Master]"; mes "Are you sure?"; next; } else set .@i, getarg(0); if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) { mes "[Job Master]"; mes "You are now "+callfunc("F_InsertArticle",jobname(.@i))+"!"; if (.@i==4001 && .LastJob) set lastJob, Class; jobchange .@i; switch(Class) { //Weapon Reward case 1: getitem2 1108,1,1,10,0,0,0,0,0; break; //+10 Blade for Class 1 = Swordsman case 7: getitem2 1408,1,1,10,0,0,0,0,0; break; //+10 Pike for Class 7 = Knight default: break; } if (.@i==4001 || .@i==4023) resetlvl(1); specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) callsub Get_Platinum; close; } if (getargcount() == 1) return; mes "[Job Master]"; } end; } Get_Platinum: skill 142,1,0; switch(BaseClass) { case 0: if (Class !=23) skill 143,1,0; break; case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break; case 2: skill 157,1,0; break; case 3: skill 147,1,0; skill 148,1,0; break; case 4: skill 156,1,0; break; case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break; case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break; default: break; } switch(BaseJob) { case 7: skill 1001,1,0; break; case 8: skill 1014,1,0; break; case 9: skill 1006,1,0; break; case 10: skill 1012,1,0; skill 1013,1,0; break; case 11: skill 1009,1,0; break; case 12: skill 1003,1,0; skill 1004,1,0; break; case 14: skill 1002,1,0; break; case 15: skill 1015,1,0; skill 1016,1,0; break; case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break; case 17: skill 1005,1,0; break; case 18: skill 238,1,0; break; case 19: skill 1010,1,0; break; case 20: skill 1011,1,0; break; default: break; } return; OnInit: setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class set .ThirdClass,0; // Enable third classes? (1: yes / 0: no) set .SecondExpanded,0; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no) set .SNovice,10; // Minimum base level to turn into Super Novice set .LastJob,1; // Enforce linear class changes? (1: yes / 0: no) set .SkillPointCheck,1; // Force player to use up all skill points? (1: yes / 0: no) set .Platinum,0; // Get platinum skills automatically? (1: yes / 0: no) end; }
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  9. Actually, this is the script she wanted if(BaseLevel >= 50 && BaseLevel <= 149) { bonus bAllStats,70; } else {if(BaseLevel >= 150) { bonus bAllStats,5; }} She just needs to change the >= 150 bonus stats to what she wantsThanks for this request Yoona. I'm in need to quickly get my scripting skills back up and learning stuff like this will come in handy when I start making my own server.
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  10. Yep, that's exactly what it's for xD! All the files are grouped together in the same interface and you can add new items made from your item_db directly in the txt/lua files with little effort (and it fills in all the fields with a proper description based on the item type). But yeah, it's a test project, no idea if people will like it or not (I had fun while making it at least!). So... I'm a bit curious about what people would think. Ultimately though, all the methods and libraries were meant to be used for managing the server txt database files. It's mostly already ready for that, but I wanted to finish the client side part of the project since it's much easier to do. It would be similar to "rAthena Database Editor" though in the end, except you would be able to load all the existing tables with their references (and it won't be part of GRF Editor since it wouldn't be related to the client files). (The project you see up there can already be used from GRF Editor > Tools > Client Database Editor)
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  11. Hey guys, I just finished a new feature up to a satisfying point, so here goes (coding wise, it's kinda big)! Client Database Editor - Getting started! This tool is meant to modify items from a client quickly and easily. If you set it properly, the modifications can be done directly in the GRF files as well.The first thing you'll want to do is create a new project : File > Save projet info... This file will keep your settings for your next usage. Go in the Settings tab and select from which mode you want to read the database items (from txt files or lua files). You can convert one to another by going to File > Export... Once you're set, you need to add paths for the resources. Basically drop your GRF files in there, in the same order as the client will read it (if you're not sure, open DATA.INI from your RO folder). You'll want to drop a data folder as well and move it to the top so that it gets read first. The options are entirely up to you at this point . Also, you can view the path detected for a file by putting your mouse on top of the description (a tool tip should show up!). A red background indicates that the file hasn't been found. The database can work without all the files loaded though, so it's not an issue. You can work with only one file if you want, it's very flexible. Only the files in use will be overwritten. If you change tab, the database will start loading (should take a few seconds xD). And... there you go! You can start messing around with your items. If you don't want to erase your files from the sources directly, use the export method instead : File > Export project to... Search feature The search feature is quite advanced and the results should be almost instantaneous. The option you'll like the most is the range one, which allows you to view only a subset of items instead of the whole database. The syntax is rather straightforward as well. The search is actually better than the one currently being used by GRF Editor, you can use quotes for group of words and change the mode of the search from narrow to widen. A narrow search requires all the keywords to be present in the item, while a widen search only requires one of the keywords. Autocompletion feature The buttons "Quick edit..." and "Autocomplete" will be quite useful while making new items. The "Quick edit" feature knows what item is being edited and it will provide the fields for you automatically. The text colors and format will be generated based on the official items' descriptions. The Applicable Job can be converted from the hex value to the string value and vice versa. The "Autocomplete" feature fills the unidentified fields for the item. This should help remove mistakes and confusion by making the descriptions more uniform . Database comparer feature You can get to it from Tools > Compare database. This option requires item_db.txt to be loaded (from the settings page, at the bottom). What it does is... compare your database with the item descriptions. There are a wide variety of settings and it doesn't allow many mistakes, so you'll want to grab only a subset of items before running a database check. Each issue found will have an automatic fix (right-click > Fix). What the database comparer can detect : missing items, missing resources, missing description parameters, invalid description (an applicable job isn't showing, an extra job is being shown, etc) This tool is still a work in progress, meaning you may find some bugs, have some unexpected behaviors so, as always, back up your work (via the export feature for more safety). If you have suggestions or a feedback, please let me know!
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