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Showing content with the highest reputation on 08/24/14 in all areas

  1. Couldn't you just download jRO's GRF with a patcher (RSU)? Anyway, here they are (the patches are attached to this post) : For other jRO patches, you could just get the files from the links below. Patch list : http://httppatch.ragnarokonline.jp/patch30/patchbbs/patch2.txt Patches : ftp://ftppatch.ragnarokonline.jp/pub/dl-gunghoftp/roftp/ ³²_¹ý»ç°ü ³²_¹Ù´ÏÇìµåµå·¹½º ³²_ÇǸ°Æ®½ºÄ«ÇÁ Can be found in 2014-3-4Costama_Egg20.gpf ³²_Áúdz½Å·Ú ³²_´õºíº»Ç︧ ³²_»çÀ̱׷é2 Can be found in 2014-2-4Costama_Egg19.gpf ³²_±â¿øÀǺ¢²É ³²_ÃÊ¿øÀǹٶ÷ ³²_ÆÄ¶õÀå¹ÌÀå½Ä Can be found in 2014-4-1Costama_Egg21.gpf 2014-3-4Costama_Egg20.gpf 2014-2-4Costama_Egg19.gpf 2014-4-1Costama_Egg21.gpf
    2 points
  2. File Name: (HANSIP) Skill Spam Protection File Submitter: Kichi File Submitted: 29 May 2014 File Category: Source Modifications Content Author: Kichi Info & History Info: HANSIP Protection is a src modification to make sure NDG,speed hack, WPE Users still follow the rules. History: This is a simple code, which we have made since long to minimize the NDG User. The first way to solve NDG, we add a cooldown for skills that dosn't has a fixed cooldown (Sonic Blow, Cross Impact, etc). But the player doesn't allowed to do double cast. Finaly we made this code that minimize the NDG users, but still keep the original feature that is double cast for some skills (Sonic Blow, Cross Impact, etc). Implementation & Feature Implementation: Download the file Apply manual "rA - Hansip Protection.diff" to your src. Paste "battle_conf.txt" to conf/import/ Don't forget to recompile your server. All done Features: The user still able to use double SB / CI / etc. You may switch on and off. Very simple Skill Packet Spam detector . Note: 2013 client already detect modified file (after act delay). so i've tested this using WPE. i got the number from comparing with and without *cheat. Supported Skills: Bash Sonic Blow Arrow Vulcan Double Strave Bowling Bash Ninja Kouenka Ninja Hyousensou Jupitel Thunder Cross Impact Dragon Breath Fire & Water Change Log: 1.1 -Add archer double strave skill 1.2 -Add support for some skills 1.3 -Change name from NDG to Hansip -Add skill packet spam detector & punishment -Support PRE-RE Click here to download this file
    1 point
  3. Ya know this is my map that you edited and are selling along with t he script. Whilst I understand that you are PROBABLY just selling the script and map together, it really bothers me that you did not even discuss with me about this since it is MY map.
    1 point
  4. Actually, the side boxes (in the order they are) are just fine. However, if we are going to consider anything of the sort, perhaps we should have it user based and save to profile. ex. By default, it'll be in the order it is since, that is how it should be, it allows the community to see exactly the progress the developers have done and how fast. This is definately a must since if the community sees a lack in development then yes, it will slowly decline. ex2. If you log in, then you can drag+drop those into an order you see fit. (I've seen this done on numerous websites, however I'm not sure this forum will support that. If it doesn't then well, just scrap this particular idea). As stated in ex2, this may not be possible with this forum. If that is the case, then perhaps, a user voted layout. Seeing as how there are FAR less developers than there are users, we can give those developers a boost in vote points, each user = 1 vote, each dev = 1-10? depending on what would make it fair. This way, developers can vote to get it to have a layout that supports their interests. @Offtopic - Lastly, I don't think the current decline of rA vs eA is anywhere near comparable. rA is far from being anywhere near that state, however, as with all projects like these, there will be a slow decline in forum activity IF the content lacks anything new. For instance, eA at one point (back before renewal) was at a decline and a fast one at that. However, when kro released renewal, interests sparked and productivity boosted, and the community flocked back to amounts larger than ever. Basically the same thing is happening with rA (i'd actually say the opposite is true, where its still growing). Currently, there just isnt much interest in rA atm because there isn't much happening in kro right now. In eA,rA and hercules, there is about a 80% user base that is pure leechers. 15% is people actively asking for help, and providing it. 5% is the developers working their best to bring new content to us while also improving functionality that 90% of users won't really understand/appreciate since it holds no interests to them. All in all, rA's doing fine. @OnTopic - If it's possible, a customize able forum layout attached and saved to each person's indivisual profile. If not, then perhaps a vote should be issued so we can have a majority decision. You can do this via a poll, where you have people vote for which windows they want where: ex. Window 1 = Recent Topics, Window 2 = Recent Revisions, Window 3 = Badge Nominees.... etc... Something to think about D:
    1 point
  5. Warper: http://pastebin.com/ZjJzEf3U It should work. I have not tested it yet. For the second script can you be more specific?
    1 point
  6. That mean, the player after 60 seconds select the first menu at npc Seiyablem. src/config/security.h /** * @INFO: This file holds optional security settings **/ /** * Optional NPC Dialog Timer * When enabled all npcs dialog will 'timeout' if user is on idle for longer than the amount of seconds allowed * - On 'timeout' the npc dialog window changes its next/menu to a 'close' button * Comment to disable the timer. **/ #define SECURE_NPCTIMEOUT /** + * Number of seconds after an 'input' field is displayed before invoking an idle timeout. + * Default: 180 **/ #define NPC_SECURE_TIMEOUT_INPUT 180 /** + * Number of seconds after a 'menu' is displayed before invoking an idle timeout. + * Default: 60 **/ #define NPC_SECURE_TIMEOUT_MENU 60 /** + * Number of seconds after a 'next' button is displayed before invoking an idle timeout. + * Default: 60 **/ #define NPC_SECURE_TIMEOUT_NEXT 60 /** * (Secure) Optional NPC Dialog Timer * @requirement : SECURE_NPCTIMEOUT must be enabled * Minimum Interval Between timeout checks in seconds * Default: 1s **/ #define SECURE_NPCTIMEOUT_INTERVAL 1
    1 point
  7. not somehow sure if ***** or ***** (read it: aladeen or aladeen) are you using the renewal system and is confused between non-renewal and renewal? disable the renewal. comment every renewal configuration on src/config/renewal.h
    1 point
  8. This is coming along great. Though I have just a few quests. 1. Will the configure window allow for changing the mouse keys? ( Left click to function as Middle wheel click does for moving around the map). 2. Are there already keys configured to show/hide the effects/lighting/sounds on the map? And lastly, it seems, that expanding the object window, and then unexpanding it results in a client crash. (rev.272). This happens when trying to expand the window and then un-expand the window on the default map loaded (prontera by default). Good luck with the production, hope it picks up speed. If only I had knowledge in programing T.T; Edit: Also, just wanted to know how far along custom map support has come, along with the ability to " start " creating new maps using BE2.
    1 point
  9. Ja, das hätte ich oben schon verstanden. Ich meinte wie du denn Bug behoben hast, falls jemand das selbe Problem haben sollte.
    1 point
  10. this may help too http://rathena.org/wiki/Clientinfo.xml (:
    1 point
  11. //===== eAthena Script ======================================= //= eAthena Jobchanger AKA Job Master //===== By: ================================================== //= eAthena Dev Team [Ori:LunatikBunnie] [Cur:Lance] //===== Current Version: ===================================== //= 1.5a //===== Compatible With: ===================================== //= eAthena SVN Trunk 6674 //===== Description: ========================================= //= Changes your job without asking too much //= For other info, please contact me at [email protected] //= Editted menu to avoid button mashing. //= 1.3 Added TK/SL/SG, thanks to Haplo. Fixed minor bugs [Lupus] //= script leaves grabage variable: 'lastJob' //= 1.4 Added NJ/GS, changed all job numbers to Job_* constants. //= All credits go to pxxx [Skotlex] //= 1.5 Rewrite everything from scratch. [Lance] //= 1.5a fixed Baby -> Super Baby change. Switched to JobName() [Lupus] //============================================================ prontera,153,193,6 script Job Master 123,{ mes "^ff0000[Job Master]^000000"; if(Upper == 1 && Class >= Job_Lord_Knight) goto L_noReq; if(SkillPoint != 0){ mes "I'm sorry, please use up all your skill points before changing jobs"; mes "Please come again soon!"; close; } if(JobLevel < 10) goto L_LvError; switch(Class){ case Job_Novice_High: case Job_Baby: case Job_Novice: skill 142,1,0; skill 143,1,0; mes "Welcome, please select the job you wish to change into"; if(lastJob != 0 && Class == Job_Novice_High){ switch(lastJob){ case Job_Knight: case Job_Crusader: set @target_job, Job_Swordman_High; break; case Job_Monk: case Job_Priest: set @target_job, Job_Acolyte_High; break; case Job_Alchemist: case Job_Blacksmith: set @target_job, Job_Merchant_High; break; case Job_Rogue: case Job_Assassin: set @target_job, Job_Thief_High; break; case Job_Wizard: case Job_Sage: set @target_job, Job_Mage_High; break; case Job_Hunter: case Job_Bard: case Job_Dancer: set @target_job, Job_Archer_High; break; } } else { switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief", "Super Novice","Taekwon","Gunslinger","Ninja")){ case 7: if(Class == Job_Novice_High) goto L_noReq; if($@JC_SupNovM > BaseLevel) goto L_BvError; if(Upper == 2) set @target_job, Job_Super_Baby; else set @target_job, Job_SuperNovice; break; case 8: if(Class == Job_Novice_High) goto L_noReq; if(Upper == 2) goto L_noReq; set @target_job, Job_Taekwon; break; case 9: case 10: if(Class == Job_Novice_High || Upper == 2) goto L_noReq; set @target_job, @menu + 15; break; default: set @target_job, @menu; if(Class == Job_Novice_High) set @target_job, @target_job + 4001; break; } } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes") == 2){ callfunc "Job_Change", @target_job; if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; break; default: if(JobLevel < $@JC_MinimumJB) goto L_LvError; deletearray @job_opt, getarraysize(@job_opt); if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){ if(lastJob != 0){ set @target_job, lastJob + 4001; } else { switch(Class){ case Job_Swordman_High: case Job_Baby_Swordman: case Job_Swordman: set @job_opt[0], Job_Knight; set @job_opt[1], Job_Crusader; break; case Job_Mage_High: case Job_Baby_Mage: case Job_Mage: set @job_opt[0], Job_Wizard; set @job_opt[1], Job_Sage; break; case Job_Archer_High: case Job_Baby_Archer: case Job_Archer: set @job_opt[0], Job_Hunter; if(Sex == 0) set @job_opt[1], Job_Dancer; else set @job_opt[1], Job_Bard; break; case Job_Acolyte_High: case Job_Baby_Acolyte: case Job_Acolyte: set @job_opt[0], Job_Priest; set @job_opt[1], Job_Monk; break; case Job_Merchant_High: case Job_Baby_Merchant: case Job_Merchant: set @job_opt[0], Job_Blacksmith; set @job_opt[1], Job_Alchemist; break; case Job_Thief_High: case Job_Baby_Thief: case Job_Thief: set @job_opt[0], Job_Assassin; set @job_opt[1], Job_Rogue; break; default: set @job_opt[0], Job_Star_Gladiator; set @job_opt[1], Job_Soul_Linker; break; } mes "Welcome, please select the job you wish to change into"; set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1]; if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001; } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes")==2){ callfunc "Job_Change", @target_job; if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; } if(checkfalcon() || checkcart() || checkriding()) goto L_remove; if((Class >=Job_Knight) && (Class <=Job_Crusader2)){ mes "Do you want to reborn?"; if(select("Yes","No")==1){ if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh; set lastJob, Class; if(Class == Job_Knight2){ set lastJob, Job_Knight; } else { if(Class == Job_Crusader2){ set lastJob, Job_Crusader; } } jobchange Job_Novice_High; resetlvl(1); skill 142,1,0; skill 143,1,0; } close; } } mes "I'm sorry, there are no further classes for your job."; close; L_GivePlat: if (BaseClass==Job_SuperNovice) goto L_sSuperN; if (BaseClass==Job_Swordman) goto L_sSword; if (BaseClass==Job_Mage) goto L_sMage; if (BaseClass==Job_Archer) goto L_sArcher; if (BaseClass==Job_Acolyte) goto L_sAcolyte; if (BaseClass==Job_Merchant) goto L_sMerchant; if (BaseClass==Job_Thief) goto L_sThief; close; L_sSuperN: skill 142,1,0; close; L_sSword: skill 142,1,0; skill 144,1,0; skill 145,1,0; skill 146,1,0; close; L_sMage: skill 142,1,0; skill 157,1,0; close; L_sArcher: skill 142,1,0; skill 147,1,0; skill 148,1,0; close; L_sAcolyte: skill 142,1,0; skill 156,1,0; close; L_sMerchant: skill 142,1,0; skill 153,1,0; skill 154,1,0; skill 155,1,0; close; L_sThief: skill 142,1,0; skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; close; L_cantCh: mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_LvError: mes "I'm sorry, you do not seem to have enough Job Levels"; mes "Please come again soon!"; close; L_BvError: mes "I'm sorry, you do not seem to have enough Base Levels"; mes "Please come again soon!"; close; L_noReq: mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_remove: mes "Please remove your cart,falcon or peco"; mes "Please come again soon!"; close; OnInit: // Variable Setup set $@JC_MinimumJB, 40; //Minimum job level for changing between 2nd and advance Class (Default : 40) set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes) set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45) end; } Credits to eAthena.
    1 point
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