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  1. Download Samples, click rAthena Logos, Icons, Banners collection The vector file (CorelDraw X5 file) can be found in vector folder, link above. Info This is NOT official release for rAthena, only owner/admin that own it. This is "cover" rAthena logo created by me -cydh- originally, item placements and colors maybe are NOT same like original ones. Feel free to download, edit, or redistribute this creation, but PLEASE don't forget my name -cydh- at least in your memories. And I hope, for you guys that using rAthena emulator, why don't put "rAthena" on your loading screen, "supported by" sign, it's just a simple way of tons ways to support rAthena. Not for money! Enjoy!
    2 points
  2. tr0n's Questboard With this questboard you can easily add new quests! 2 categories are available (collection quests and hunting quests). Thanks to Michy, Jaypee, Euphy and everyone else who helped me A LOT with this <3 (sry if I didn't mentioned someone..) Files tr0ns_questboard_1.0.0.txt tr0ns_questboard_1.2.0.txt tr0ns_questboard_1.2.1.txt tr0ns_questboard_1.3.1.txt tr0ns_questboard_1.3.2.txt tr0ns_questboard_1.3.3.txt tr0ns_questboard_1.3.4.txt tr0ns_questboard_1.4.4.txt tr0ns_questboard_1.5.4.txt tr0ns_questboard_1.6.4.txt tr0ns_questboard_1.6.5.txt Changelogs 1.0.0 Release 1.1.0 Added zeny reward 1.1.0 Minor text fixes 1.2.0 Rewrote checkmob and killcounter 1.2.1 Fixed "currentquest$" (was set to 0 after finished quest) 1.3.1 Added level restriction 1.3.2 Fixed a bug in AddCollection function 1.3.3 Fixed a bug in AddHunting function 1.3.4 Added Reward Item Amount 1.4.4 Added Quest delay 1.5.4 Added repeatable Quests 1.6.4 Added party support (Thanks to Euphy for helping me) 1.6.5 Bug fixes for party support How to add new Quests There're two types of quests you can add, collection and hunting quests. Collection Quests: AddCollection("<Quest Name>",<Min Lvl>,<Max Lvl>,<Reward|Item ID>,<Reward|Item Amount>,<Zeny Reward>,<Base EXP>,<Job EXP>,<Item ID>,<Item Amount>,...); Hunting Quests: AddHunting("<Quest Name>",<Min Lvl>,<Max Lvl>,<Reward|Item ID>,<Reward|Item Amount>,<Zeny Reward>,<Base EXP>,<Job EXP>,<Monster ID>,<Monster Amount>,...); Features You can activate|deactivate categories (they're predefined) Add easily new quests shows dispbottom of each killed monster you can add as many items or mobs you want You can activate|deactivate if quests are repeatable or not You can activate|deactivate party support Change the range of party members to make kills count Change the delay of repeatable quests Terms of Use You are not allowed to reproduce or make any profit of this script! You are not allowed to take credits for this script! You are allowed to modify this script for your needs but not to repost it anywhere as your own work! I am not responsible of any damage on your server! Use at your own risk! How can you help me ? Give me feedback Report bugs Tell me if you like it If you like my script please support me. Thanks!
    1 point
  3. Euphy's Scripts Disclaimer You may use, modify, and host all of my released scripts. You may not sell them, re-release them in any way (modified or otherwise), or remove the credits. < Event Manager > < Hunting Missions > < Queue System > < Euphy's WOE Controller > < All-In-One NPC > < Euphy's Quest Shop > < Euphy's Warper > < Item Rewards > < Custom Currency Multi-Shop > < Build Manager + > < Class Mastery System > < Class Specialization > < Badge System > < Guarantee Refine Ticket > < Item Fusion > < Euphy's MVP Ladder > < Card Trader > < NPC Duplicate Generator > < Auto-Potion >
    1 point
  4. According to kRO: Maintenance Thread on iRO Wiki forums, there are some items (raw datas) that rA don't have yet. 2013-03-06: @Antares Added 2013-03-13 src: @Ziu's idnum2descnametable.txt @Cydh Added 2013-03-20 src: @Ziu's idnum2descnametable.txt @Cydh Added 2013-04-03 src: @Ziu's idnum2descnametable.txt @Cydh Added 2013-04-10 src: @Ziu's idnum2descnametable.txt @Cydh Added 2013-04-17 src: @Ziu's idnum2descnametable.txt @Cydh Added 2013-05-02 src: @Ziu's idnum2descnametable.txt @Cydh Added 2013-05-22 src: @Ziu's idnum2descnametable.txt @Cydh Added 2013-06-05: @Antares, @nanakiwurtz Added Pull: 19/a522286, Pull: 22/fca883b 2013-06-12: @Lilith Added bd2503e 2013-06-19: @Lilith Added fba3ed9 2013-07-03: @Lilith Added fba3ed9 2013-07-17: @Cydh Added 2013-07-24: @Lilith Added 2013-07-24 #2: @nanakiwurtz Added Pull: 18/2755164 2013-07-31: @Lilith Added c81607f 2013-08-07: @Lilith Added c81607f 2013-08-14: @nanakiwurtz Added Pull: 23/5c698ef 2013-08-21: @nanakiwurtz Added Pull: 24/5c3a1ab 2013-08-29: @Cydh Added 2013-09-25: @Kido, @Cydh Added 2013-10-02: @Cydh Added 2013-10-08: @Cydh Added 2013-10-23: @Akkarin Added c611840 2013-10-30: @Cydh Added 2013-11-06: @Cydh Added 45951b6 2013-11-13: @Cydh Added 2013-11-27: 2013-12-04: @Kido, @Cydh Added 2013-12-13: @Kido, @Cydh Added 2013-12-19: @Kido, @Cydh Added 2013-12-24: @Wolf, @Cydh Added 2013-12-30: @Cydh Added 2014-01-08: @Cydh Added 2014-01-15: @Cydh Added 2014-01-22: @Cydh Added 2014-02-29: @Cydh Added 2014-02-05: @Cydh Added 2014-02-19: @nanakiwurtz Started 2014-03-05: @nanakiwurtz Started 2014-03-12: @nanakiwurtz Started 2014-03-19: @nanakiwurtz Started 2014-03-26: @nanakiwurtz Started 2014-04-02 (Just item changes): 2014-04-16 (Just item changes): 2014-04-23: @nanakiwurtz Started 2014-04-30: @nanakiwurtz Started 2014-04-30: @nanakiwurtz Started 2014-05-14: @nanakiwurtz Started 2014-05-21: @nanakiwurtz Started 2014-05-28: @Cydh Added 516a094 Anyone can contribute (by replying the item_db as comment or ask pull request on rAthena GitHub) to add them, but before it, please reply this post first, so I can put ur name behind the item link. Make sure other doesn't work on same items. On those links, you will meet not only items, but there are NPC, monster also skill update. As this post title, you can focus only on item_db, but if you want to add NPC name/id, can put them on db/const.txt and the monster on monster_db.txt. If you think the items need new SC_ and if you can add/make it, it's ok to give a try or maybe can use simple bonus_script script command, or if you don't have idea for it, just give comment /* TODO */ on the item script. If you see/know other emulator that has the item data you working for, feel free to use from them, and don't forget gave credits to them on commit logs. And, for item name, you can follow idnum2itemdisplaynametable.txt and idnum2descnametable.txt from @Ziu (post: Descripciones/Articulos Solo kRO). @nanakiwurtz gave some help with auto-parsing those links to empty item_db datas, http://pastebin.com/gFp5VUTf and http://pastebin.com/WEgQuWLj Thank you guys for attention and help.
    1 point
  5. New at commands @itembound and @itembound2 used to create bounded items on the fly. Account bound items can be stored in account storage and in cart. Guild bound items can be stored in guild storage and traded to other guild members.When a character leaves or is expelled from the guild, these bounded items are automatically returned to guild storage. Party bound items cannot be stored but only traded to other party members. These are temporary and will be deleted on party deletion or when leaving the party. Credits to Xantara for the initial diff and Lighta for helping with the guild bound system. Please report all issues/bugs in the proper bug report section. Don't forget to update your SQL tables with upgrade_svn17351.sql! I have seen that the itembound is still working even though the entry of data is not complete so i wish it would be change what i mean is this both works @itembound Poring_coin 1 <====== THIS IS INCORRECT BUT WORKING @itembound poring_coin 1 1 <==== THIS IS CORRECT and WORKING so i am suggesting that it would be changed into something incomplete data should not work the problem with this @itembound poring_coin 1 <==== it was like @item command doesn't make sense so i tried to make some configuration and it works! src/map/atcommand.c JUST A SUGGESTION
    1 point
  6. I must agree to Jman here. I remember there was one on RUNE, and it had a reason to be there (avoiding the release of sprites in those places). Besides, it fit the type of community RUNE was. I can't find any reason to have one in rA though. We have had took action against scammers but we have never had a blacklist in any athena community. I just feel it would be a pain in the neck to moderate properly such a list. In the other hand Kido, we would have a lot of problems regarding the Data Protection laws, and I see no easy way to handle such data and apply such treatments to it. If you want less risk, then sign a contract. I do so with customers outside of the RO scene. I don't expect anyone to trust me nor I'm going to blindly trust my customers. When accepting certain payment terms (that translate into 100% risk on you) without even signing a contract, don't blame the scammer.
    1 point
  7. err, we need fansub to make subtitle for every video that Ziu gives. I don't understand, but I bet it's something interesting
    1 point
  8. welcome senang jawaban saya bisa membantu.
    1 point
  9. just follow this guide.. http://www.cyberciti.biz/faq/centos-fedora-redhat-linux-installing-phpmyadmin-webtool/
    1 point
  10. it not on our current plan no, we might extend or add some db to offert you guys more configuration possibility and allow for us to add content without hardcoding them but nothing like reformat those to LUA like. From Herc they claim 2 point : -readibility : ok ye sure for 1 item but for many boarf, (just because you don't always know wich column is what in our format but you can insert it in any tabler like excel say csv and poof all good. -faster : yeah, well this is mainly due to libconfig, when you parse with it you have to specify what kind of type is each field. Since parsing bool or int is faster then parsing string then it's normal. -inherit : use definition of another item and add stuff to it, (well @override mostly), not that used but this could be usefull ye why not, but we just need to add a column to this to our current format.
    1 point
  11. Hmm I've been missing for months already. I'll see if I fit into one of the position, but I'm still a newbie
    1 point
  12. updated instance_enter commit: 1f426bc, d068dff, 233d7ac Added 2 optional parameters 'x' and 'y' instance_enter("<instance name>"{,<x>,<y>}); cartdelitem <item id>,<amount>{,<account ID>} commit: 01c30bf Delete item from player's inventory storagedelitem <item id>,<amount>{,<account ID>} commit: 01c30bf Delete item from player's storage cartcountitem <item id&gt commit: 01c30bf Count item from player's inventory storagecountitem <item id&gt commit: 01c30bf Count item from player's storage Well, also the cartdelitem2, storagedelitem2, cartcountitem2, and storagecountitem2.
    1 point
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  14. There are two problems when you are new to TGA sprites: 1. Understanding the TGA format (which requires general understanding of digital graphics). 2. Knowing the process and common errors linked to RO TGA sprites creation. 1- TGAs are 32 bits images. 8 bit images (which are the ones we usually use for sprites, in bitmap format) store the color in a color table or palette (something you already know due to your recent problem with a color mess up). However, TGA images, and all RGB (3 channels, red green blue) images actually, store the color information in the same image. So the pixel in these images stores the color value (it's not a pixel with a number that refers to an index of a color stored in a color table, in an external file called palette. The pixel itself stores the color). Three channel images have 24 bits (RGB), however, TGA images we use in RO are 32 bits images, which means we are using an extra channel. This channel is known as Alpha channel (32 bits = RGBA, red green blue alpha), and it stores the opacity information. So each pixel doesn't only store an RGB color, but also the opacity value (this is what let us apply different opacity values to all pixels, instead of all pixels sharing the same opacity value, which is what happens when we use 8 bits bmp images and modify the opacity via ActOR). We only use one single alpha channel per frame. 2. We open our frame in Photoshop, go to the Channels tab (in the layers window), click on new channel, and this channel should be called Alpha 1 probably or something like that. In this channel, we don't draw the sprite, we just specify what is visible and what not. Pure white is 100% opaque, pure black is 0% opaque (transparent). So what we first do, is select the background in the RGB channel, then go to the alpha channel, and paint the selection with black, and by inverting the selection, we will get the shape of our sprite. We shall paint it with white or grey, depending on the opacity we want to apply. In the example you put, it would be grey. When we finish, we have to twirl it vertically (not with the rotation tool, we have to select it and apply a vertical twirl). Then save it as a TGA image. Open your sprite in ActOR (if you don't have one yet, open any sprite that is similar to your is size and frame number, as well as in function obviously). Select the frame in the bottom menu and click on replace frame. Load your TGA image. Do this for all frames, delete frames that aren't needed. All the frames must be TGA. Once you finished, save your sprite. If you are in ActOR 1, open it with ActOR2. In ActOR 2, run the script 8 to 32 bits. It will change the SprType value in all your actor frames, so it won't give an error ingame when you use the sprite. It should work with this. Feel free to ask if there is a problem.
    1 point
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