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  1. Little Preview : --------------------------------------------------------------------------------------------- Script : recaptcha.txt SQL : recaptcha.sql PHP : recaptchalib.php example-captcha.php --------------------------------------------------------------------------------------------- Setup : 1. Go to https://www.google.com/recaptcha/admin/create http://i.imgur.com/NspKgmY.png 2. Type your domain http://i.imgur.com/5d7pFCe.png 3. Click it for showing info http://i.imgur.com/DVjwHs4.png 4. There are your public key and private key http://i.imgur.com/6Np67km.png 5. Open example-captcha.php and set your key $publickey = "your_public_key"; $privatekey = "your_private_key"; 6. Set your mysql access $link = mysqli_connect('your_mysql', 'your_mysql_account', 'your_mysql_password', 'your_mysql_db') 7. Set your table $query = "DELETE FROM `hercules`.`recaptcha` 8. Upload example-captcha.php and recaptchalib.php to your server 9. Open script and change this to what it should be http://127.0.0.1/recaptcha/example-captcha.php 10. Now you can login server and click NPC and see is everything all right. http://i.imgur.com/VjUBpaB.jpg http://i.imgur.com/sysbsnH.jpg http://i.imgur.com/OWTia2R.png
    3 points
  2. if you want to use please read topic reference ref topic : http://rathena.org/board/topic/60817-extended-vending-system-18/ this version fix & cleanup support rAthena only update : 23/11/2015 enjoy upgrade_extended_vending_item.sql ExtendedVendingSystem_1.9.patch ExtendedVendingSystem_1.9.1.diff ExtendedVendingSystem_1.9.1_r17704.diff ExtendedVendingSystem_1.9.2.diff ExtendedVendingSystem_1.9.3_r12836.diff ExtendedVendingSystem_1.9.4_r15149.diff
    1 point
  3. Disable skill or item usage in certain maps. Add a new txt in your db folder.. item_mapdeny.txt //<nameid>:<map1>{,<map2>,<map3>,<map4>,...} //Disables Red Potion usage in Prontera and Payon 501:prontera,payon skill_mapdeny.txt //<skillid>:<map1>{,<map2>,<map3>,<map4>,...} //Disables skill TF_HIDING usage in Prontera and Lighthalzen 51:morocc,lighthalzen That's it, nothing much to say. skill_and_item_mapdeny(rAthena17100).diff skill_and_item_mapdeny(rAthena17100)_v2.diff - Supports multiple maps per line skill_and_item_mapdeny(rAthena171278).diff Please click the button if I have helped you. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    1 point
  4. Introduction Well this idea came up when evilpunker asked about the possibility of having a patch which loads a second file which overrides the iteminfo file. But there is a better way to do that with lua itself. How to do it? The key idea is that the item information is added using the main function by the client. so in your custom file you just need to modify the main function to accept your items. Here is how it can be done. -- Load the original file. As you might have guessed you can also load your translated file here instead -- (just make sure the "tbl" array contains your item info) dofile("System/iteminfo.lub") -- Now as a simple example . I am simply going to change name of Red Potion to Crimson Potion. -- But you can add anything in the same way. Format is same as the original one, just -- the table name is different tbl_custom = { [501] = { unidentifiedDisplayName = "Crimson Potion", unidentifiedResourceName = "»¡°£Æ÷¼Ç", unidentifiedDescriptionName = { "A potion made from", "grinded Red Herbs that", "restores ^000088about 45 HP^000000.", "^ffffff_^000000", "Weight: ^7777777^000000" }, identifiedDisplayName = "Crimson Potion", identifiedResourceName = "»¡°£Æ÷¼Ç", identifiedDescriptionName = { "^000088HP Recovery Item^000000", "A potion made from", "grinded Red Herbs that", "restores ^000088about 45 HP^000000.", "^ffffff_^000000", "Weight: ^7777777^000000" }, slotCount = 0, ClassNum = 0 }, } -- Now for a helper function because i hate repetitions -- It adds items from curTable if it is not present in refTable function itemAdder(curTable, refTable) for ItemID,DESC in pairs(curTable) do if refTable == nil or refTable[ItemID] == nil then result, msg = AddItem(ItemID, DESC.unidentifiedDisplayName, DESC.unidentifiedResourceName, DESC.identifiedDisplayName, DESC.identifiedResourceName, DESC.slotCount, DESC.ClassNum) if not result then return false, msg end for k,v in pairs(DESC.unidentifiedDescriptionName) do result, msg = AddItemUnidentifiedDesc(ItemID, v) if not result then return false, msg end end for k,v in pairs(DESC.identifiedDescriptionName) do result, msg = AddItemIdentifiedDesc(ItemID, v) if not result then return false, msg end end end end return true, "good" end -- And the newly designed main function function main() result, msg = itemAdder(tbl_custom, nil) -- add custom items (including official overrides) if result then result, msg = itemAdder(tbl, tbl_custom) -- add non-overridden official items end return result, msg end How is it useful? Think how item_db2.txt is useful for adding custom items in a server. Its the same strategy here. You can keep your official items in a base file (or you can just use the official iteminfo.lub file if you want the korean names) and keep your custom items in a different file (make sure the first dofile function calls the base file). The above code is error free, so feel free to copy and add your items . Hope the topic was not too confusing The lua code can be further expanded for overriding only parts of an official item. But i will leave that update for the future P.S. The client should be patched to accept your custom file not the base file.
    1 point
  5. So i was playing with my src folder and happened to find somethings for backslide animation. I'm not sure if this 100% safe, but its working fine no errors on my server. So i thought id share it, I do not recommend this if you don't know what your doing. Please make a backup as this may be different for you. In cliff.c Find the line 1997 Or if it's different for your svn, search the text below. void clif_blown(struct block_list *bl) //FIXME: This needs a better behaviour than just sending 2 position fixes { clif_fixpos(bl); } void clif_blown_slide(struct block_list *bl) { clif_slide(bl, bl->x, bl->y); void clif_fixpos(struct block_list *bl) Replace with: void clif_blown(struct block_list *bl) { // clif_fixpos(bl); clif_slide(bl, bl->x, bl->y); } void clif_fixpos(struct block_list *bl) Save, Recompile and test it out! please report any errors, leave some feedback...
    1 point
  6. use your imagination when apply the effects prontera,155,174,5 script sdhfdjskf 100,{ mes "select left, center or right"; next; .@s = select( "left", "center", "right" ); mes "now firing"; close2; specialeffect EF_BEGINSPELL3; sleep 1000; donpcevent "#meteorstorm"+ .@s +"::OnEffect"; end; } - script meteorstorm -1,{ end; OnEffect: specialeffect EF_METEORSTORM; sleep 1000; getmapxy .@map$, .@x, .@y, 1; addrid 4, .@map$, .@x-2, .@y-2, .@x+2, .@y+2; announce strcharinfo(0) +" has been hit by the catapult", bc_map; // add this for adding shame percentheal -100, 0; end; } prontera,148,167,5 duplicate(meteorstorm) #meteorstorm1 100,{} prontera,156,167,5 duplicate(meteorstorm) #meteorstorm2 100,{} prontera,163,167,5 duplicate(meteorstorm) #meteorstorm3 100,{}with your post count and the difficulty of this question is,I assumed the countitem and getcastledata check is not a problem for you EDIT: added shame announcement
    1 point
  7. block movement pcblockmove getcharid(3), 1;. . there is no block skill command, but the nearest I would go with setoption, option_xmas, which also blocked attack
    1 point
  8. My first idea is to use the admin skill "Good night sweethart" on the player with an ontouch npc (infinite sleep, no immunity, can't be canceled). Or you can try other statuses as well like silence+magnetic earth, spider web, frozen, sleep, stone curse (but I'm not sure if you can apply them with script so they don't take in account resistances.).
    1 point
  9. http://rathena.org/board/topic/81302-im-using-annie-koe-script-but-need-some-modifications/?p=237227 apply that patch should work if ( battle_getcurrentskill(src) > 0 ) return 0;this will make ALL SKILLS (santuary included) will be disable to use skill on this emperium
    1 point
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