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December Digest 2018 The following digest covers the month of December 2018. Staff Changes: None Development Highlights: CORE: Fixed possible string out of bounds in configurations (9dbd3cb) Corrected White Imprison and reflected damage (40a4edc4) Corrected vector issue (2f5e1203) Fixed Renewal bBaseAtk readparam returning wrong value (32c68c73) Fixed clearing of sp_vanish_race (4cff45b8) Fixed missing login date for guild members (18f9574a) Fixed Skill Damage Database parsing (2d4a5949) Fixed pre-renewal atk (e8a7daec) Fixed homunculus auto feed for broken luas (9183a54a) Fixed SU_GROOMING while being frozen (7fa903ce) Fixed CN Meteor and Lunatic Carrot Beat damage (faee0cde) Fixed zero termination for bg messages (742232d5) Corrected some Summoner skills (570c07d5) Removed deprecated SI constants from src (e3dd6238) Fixed wrong replacements of CD_CURRENT_ECONOMY (732059ac) Unified infinite tick usage (016d15b7) Corrected AutospellOnSkill (75aef6a5) Fixed autobonus removal (fb81e2d7) Switched supported client to Ragexe (ec3b7077) Fixed unknown map in character select (1c987de7) Added support for viewpointvalue command (49444912) Corrected some statuses and Mado Gear interaction (0d816975) Added support for 64bit ticks (01f61cfa, 46138645) Added a missing check to TK_HIGHJUMP (63bfd611) Fixed reloadmobdb status calculation (8e58f2ce) Initial Release of Equipment Switch (818ff109, f5f377a7) DATABASE: Updated Lasagna Boss spawn (9f24814a) Changed equippable jobs for some items in pre-re/item_db.txt (93cf1881) Changed Thanatos gears to Thanos in item_db.txt (f5b546d6) Corrected job mask of some items (818f35ab) SCRIPT: Ghost Palace instance NPC name fixes (b87a1758) Fixed Taekwon Jobchanger Location (200b55e0) OTHERS: Fixed a documentation typo for bDropAddClass (9f880768) Disabled iterator sanity checks on VS (7c271d7e) Added epoll support on linux (eb2e40c3) List of Contributors: @4144, @admkakaroto, @aleos89, @Atemo, @AzarthMZintos, @Balferian, @Encon21, @Everade, @exneval, @Haikenz, @laziem, @Lemongrass3310, @MathReaper, @mrjnumber1, @nubspixel, @Playtester, @RadianFord, @reunite-ro, @Rolfxx, @secretdataz, @teededung, @Tokeiburu, @vstumpf, @whupdo, @yoonjunho72, @zackdreaver January Digest 2019 The following digest covers the month of January 2019 Staff Changes: None Development Highlights: CORE: Fixed Full Blast delay on attack and using items (4ec0c010) Corrected item bonus FixedCastRate (59593652) Fixed Reflect Damage not reflecting damage (7282dd87) Adjusted reload item database (444d7394) Refactored achievement conditions (4706115d) Fixed points command using negative numbers (6c1d1a84) Fixed a few more leftovers from 64bit tick (a5fc39e0) Corrected skills that give bonuses while sitting (b1865b31) Fixed CDP not failing when haven't met the requirements (a9f868f8) Corrected a few potential crash points (6c864927) Fixed a crash from MVP Ladder Warper (db3267a8) Updated Quagmire status removal list (626c2b7f) Disconnect player on map-server switch failure (19eef173c) Corrected status attack's element (298cfefd2) DATABASE: Corrected Honor Token weight (246dd2aa) Corrected Faceworm Larva Card bonus (1d0a2238) Corrected Cat Ear Beret bonus (6c6baff1) Fixed Costume Pocketwatch Hair Ornament location (394b16b8) Corrected Palace Guard Cap bonus (24c121b7) Added missing Costume Flying Galapago (f49c68f7) Fixed duration for items 12274 and 12275 (39906dac2) Corrected Shadow Staff script error (8839fe95) Corrected Owl Viscount Silk Hat script error (ec305337) Fixed pre-re Barricade HP value (d5ca1c73) Corrected Card/Enchant Combos (6bea2da3) Item db update (9cd9cab2) Update re/item_trade.txt based on itemmoveinfov5 (54b2cf32) Corrected Sarah's Battle Robe bonus (9d272f8f) Corrected Sling Item bonuses (fe12d6f0) SCRIPT: Added Clothing Effect Removal Service (8ed8fd1a) Change Magic Gear Master NPC name to Mado Gear Armourer for Renter Merchants (02c69f64) Added new Rebellion Shops (f3bb7e4b) Fixed wrong exp values on 13.1 and 13.2 quests and other minor fixes (c96671fc) Removed noicewall mapflag from several instance maps (79dffbd7) Updated OnTouch Royal messenger NPC (53498865) Updated NPC locations according client's navi file (b1b9720f) Fixed variable typo in agit_main_se.txt (43b3bc08) Fixed Hunting Missions (ad960e47) OTHERS: Allow increasing connection limit on linux (8ae788b6) Add missing unit type documentation (de70e498) Added MS support for the function macro (e415e642) Changed skip into error (de8c707f) List of Contributors: @aleos89, @Angelic234, @Atemo, @attackjom, @Badarosk0, @Balferian, @bgamez23, @BrOgBr, @cydh, @Daegaladh, @danielbernard, @darhylism, @Everade, @Indigo000, @Kezzo, @laziem, @Lemongrass3110, @LunarSHINING, @mrjnumber1, @Normynator, @nubspixel, @RadianFord, @rAthenaCN, @sigtus, @teededung, @Tokeiburu, @zackdreaver5 points
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Bonus Expansion Pack Introduction As some of you may know, a long time ago I made a patch for eAthena which included an expanded collection of bonus script commands which could be used on items. I'm guessing this was somewhere in the region of 10 years ago now, so I think it's probably fitting that a newer version be developed. So, development hasn't started yet as I need to dig up the old list and identify which ones haven't already been implemented/which ones can actually be implemented against the new code base. Requests This topic will serve as the base for any and all requests. The purpose of this project is to develop new bonus script commands, or augment existing ones by adding more specific or extra versions. I'm open to the community for any suggestions and requests for the bonuses which will be introduced. Please don't request things like new at-commands or new script commands as I'd like to keep this project specific to bonuses, however I might end up developing some script commands if I find that they're necessary to accomplish a bonus. Pending Implemented Usage The development will take place on a fork of rAthena under a separate branch. Once the initial version is complete I will generate a patch file which can be applied against the master branch of an rAthena repository. Please be advised that I won't be providing support for previous revisions (for example, if you're running a version of rAthena which was available 4 months prior to my patch.) My intention is to keep the forked branch up-to-date with periodic merges of the master branch, and produce new patch files whenever this takes place (and keep historical patches) Thanks2 points
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I'm developing a server based on a game called Harvest Moon. Conclude the Farm system, it will accept trees, vegetables and animals. What do you think? Any suggestions? Content of the video in Portuguese.2 points
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Version 1.0.0
1362 downloads
CHESHIRE SET CUSTOM HEADGEAR & CUSTOM ROBE Greetings again, rAthena! I'm Haziel, once more, I'm back planning on new freebies every week! Cheshire Set consists in a one Custom Headgear and a Custom Garment, Cheshire Ears and Cheshire Tail. I hope you enjoy the final product! If you're interested on my work, reach me at: By downloading this file, you agree with my Terms of Service: • YOU WILL NOT remove my signature from any of the included files. • YOU WILL NOT alter, edit, recolour any of my files unless for your personal use. • YOU WILL NOT repost, repass or mirror my work nor edited versions of it anywhere. • YOU WILL NOT sell, resell or in any manner, ask money or rewards using my work as exchange. • YOU WILL NOT claim my work as yours.Free1 point -
1. Is there anything that can be done for changing the mercenaries AI to be more aggressive (auto attack everything) than what is is now (passive)? 2. about clones: the test case here is master(player) has more damage compare to clone but slower aspd, while clone(slave / evil) has lower hit rate, faster aspd with lower damage) but both doesn't seem to have equip bonuses applied at all. so matter of the question does clone get equip bonuses like player? 3 is aspd inherited on creation of clone? (which from test case would seems to say otherwise)1 point
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Refined and can easily configured. - script Ragnarok#2 -1,{ OnClock0135: OnClock0235: OnClock0335: OnClock0435: OnClock0535: OnClock0635: OnClock0735: OnClock0835: OnClock0935: OnClock1035: OnClock1135: OnClock1235: OnClock1335: OnClock1435: OnClock1535: OnClock1644: OnClock1735: OnClock1835: OnClock1935: OnClock2035: OnClock2135: OnClock2235: OnClock2335: OnClock0035: OnTest: setarray .@MobName$[0],"Amon Ra","Atroce","White Lady","Baphomet","Dark Lord","Detardeurus","Doppelganger","Dracula","Drake","Eddga","Evil Snake Lord","Garm","Turtle General","Golden Thief Bug","Gopinich",",Incantation Samurai","Stormy Knight","Amon Ra","Lady Tanee","Lord of Death","Maya","Mistress","Moonlight Flower","Orc Hero","Orc Lord","Osiris","Pharaoh","Phreeoni","RSX-0806","Tao Gunka","Turtle General","Vesper"; setarray .@MobID[0],1511,1785,1630,1039,1272,1719,1046,1389,1112,1115,1418,1252,1312,1086,1885,1492,1251,1511,1688,1373,1147,1059,1150,1087,1190,1038,1157,1159,1623,1583,1312,1685; .@mapName$ = "jawaii"; .@x = 0; .@y = 0; $Monsters_2 = getarraysize(.@mobName$); announce (" .@mapName$ :: " + .@mapName$ + " .@x " + .@x + " .@y " + .@y ),bc_all; announce (" mobname size :: " + getarraysize(.@MobName$) + " MobID size " + getarraysize(.@MobID) ),bc_all; announce "Se ha iniciado una Invasion en la Ciudad de Jawaii !!!!",bc_all; for ( .@i = 0 ; .@i < getarraysize(.@mobName$); ++.@i) { monster .@mapName$,.@x,.@y,.@mobName$[.@i],.@mobID[.@i],1,"Ragnarok#2::OnMyMobDead"; } end; OnMyMobDead: announce strcharinfo(0) + " has 1 RPs gained ",bc_all; #RPs += 1; $Monsters_2 -= 1; if ($Monsters_2 > 0) { announce "Felicidades " + strcharinfo(0) + " que mato al ultimo invasor que quedaba",bc_all,"008800"; } else { announce "Queda " + $Monsters_2 + " monstruo en jawaii.",bc_all; } end; } jawaii,247,190,1 script Hefesto#Jea1 813,{ mes "Bem Vindo"; mes "Hoje estamos vendendo diversos Conjuntos de Itens Especiais."; next; mes "Como você prefere pagar?"; if ( getgmlevel() >= 90 ) { switch(select("RPs Point","RPs Shop","Test Event","Bye~")) { case 1: #RPs = #RPs + 1000; dispbottom ( " #RPs :: " + #RPs ) ; close2; end; case 2: callshop "shop3#xJea",1; end; case 4: close; case 3: close2; donpcevent "Ragnarok#2::OnTest"; end; } } if ( getgmlevel() < 90 ) { switch(select("RPs Shop","Bye~")) { case 1: callshop "shop3#xJea",1; end; case 2: close; } } } - pointshop shop3#xJea -1,#RPs,4001:11 point
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1. Make a plant vs zombie then if you did that plant thing and make custom seed to plant those plant to defend against zombie... that would make a new event or game mode if you do finish this project of farm system 2. Climate is missing?? since you are doing plant thing .. weather is important eg. when raining fewer produce? or can't use fertilizer or anything? 3. limit specific cell to which you can plant anything on. or certain map you so that people won't plant everywhere.. 4. Day night cycle missing... faster growth day? no produce night??1 point
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Interesting idea, but again I think this falls out of scope of the project. The intention is for these to be item bonuses, not additions or changes to configuration files. Please see the examples under the Pending section of the original post ? That's the same place I managed to dig up the original, obviously it needs bringing up-to-date (the last past on that topic was 2013, ouch) and I'm sure there's room for more bonuses now. I have a few new ideas I'd like to throw in the mix. As for the plugin, that's an interesting suggestion. I think I might get the initial development done using the usual method, and then perhaps look at the plugin mechanism. The only problem there is I'll need to learn the new system just to support the new bonuses, so it'll probably come last. The reason I was thinking about creating a separate branch in a separate fork is just to make merging easier. Granted I'm fairly new to properly leveraging GIT to it's fullest extent, I'll have a poke around and see if I can dig up a good reason to have it all on the master branch. PS: Long time no see!1 point
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Just walked by and fixed some bugs: http://roworkshop.com/Browedit.rar You need to put this EXE into the latest BrowEdit from github's "vs2015" subfolder. And don't forget to download "blib" git repository contents into the "blib" subfolder of BrowEdit, or you will experience a gray square bug like @vBrenth did ? Bugs fixed: - data directory is now read with higher priority than GRF files which fixes the bug when BrowEdit loaded an unmodified map after modification and saving into data folder - implemented a (custom and basic) colors support when generating light map from light objects - fixed not reading / not saving light objects "range" param - fixed not saving light object "color" param after object edit - fixed crash when selecting any light in object edit mode - note: custom light intensity parameter is now ignored Source code: https://github.com/Bynsu/browedit https://github.com/Bynsu/blib Fixed some more bugs: - Fixed lightmap calculation Z being a bit more offset than light position - (texture edit) Can now add tiles with mouse drag - (object edit) Can now select lights with mouse - (object edit) Presing P will now open selected objects properties Full: http://roworkshop.com/BrowEdit_full.rar EXE only: http://roworkshop.com/Browedit.rar1 point
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compile your server with disable all the renewal settings https://github.com/rathena/rathena/blob/master/src/config/renewal.hpp yeah, everyone miss that old Ragnarok and the Renewal is bullshit sucks1 point
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LMAO !!! this script was made for over 4 years, and only today I found out it has a bug http://herc.ws/board/topic/11445-sameip-command-for-rathena/ .@nb = query_sql( "select name, char_id, account_id as aaa, ( select last_ip from login where account_id = aaa ) from `char` where online = 1", .@name$, .@aid, .@cid, .@ip$ ); look closely, name, char_id, account_id, === BUT .@name$, .@aid, .@cid up version 0.3 //===== Hercules Script ====================================== //= @sameip //===== By: ================================================== //= AnnieRuru //===== Current Version: ===================================== //= 0.3 //===== Compatible With: ===================================== //= Hercules 2019-02-01 //===== Description: ========================================= //= list all players with same ip address //===== Topic ================================================ //= https://rathena.org/board/topic/118137-error-buildin_getmapxy/ //===== Additional Comments: ================================= //= it always list all players online, unable to limit to a single map currently //============================================================ - script kjdshfksfj FAKE_NPC,{ OnInit: bindatcmd "sameip", strnpcinfo(0)+"::Onaaa"; end; Onaaa: freeloop true; .@nb = query_sql( "select name, char_id, account_id as aaa, ( select last_ip from login where account_id = aaa ) from `char` where online = 1", .@name$, .@cid, .@aid, .@ip$ ); for ( .@i = 0; .@i < .@nb; ++.@i ) { for ( .@j = 0; .@j < .@ip_list; ++.@j ) if ( .@b_ip$[.@j] == .@ip$[.@i] ) break; if ( .@j == .@ip_list ) { .@b_ip$[.@j] = .@ip$[.@i]; ++.@ip_list; } setd ".@b_ip"+ .@j +"_name$["+ .@b_ip_size[.@j] +"]", .@name$[.@i]; setd ".@b_ip"+ .@j +"_cid["+ .@b_ip_size[.@j] +"]", .@cid[.@i]; setd ".@b_ip"+ .@j +"_aid["+ .@b_ip_size[.@j] +"]", .@aid[.@i]; ++.@b_ip_size[.@j]; } dispbottom "===== SAME IP Searching ====="; for ( .@i = 0; .@i < .@ip_list; ++.@i ) { if ( .@b_ip_size[.@i] > 1 ) { dispbottom " == The IP ["+ .@b_ip$[.@i] +"] has "+ .@b_ip_size[.@i] +" players."; for ( .@j = 0; .@j < .@b_ip_size[.@i]; ++.@j ) { getmapxy .@map$, .@x, .@y, UNITTYPE_PC, getd( ".@b_ip"+ .@i +"_aid["+ .@j +"]"); dispbottom " = "+( .@j +1 )+". ("+ getd( ".@b_ip"+ .@i +"_cid["+ .@j +"]" ) +") "+ getd( ".@b_ip"+ .@i +"_name$["+ .@j +"]") +" -> "+ .@map$ +" "+ .@x +" "+ .@y; } ++.@result; } } dispbottom ">>> "+ .@result +" results found."; end; } EDIT: I think should write another version 0.4 since rathena has already upgrade the script engine quite some time ago the only optimization I can think of is using inarray script command, so nah1 point
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OnClock<hour><minute>: OnMinute<minute>: OnHour<hour>: On<weekday><hour><minute>: OnDay<month><day>: This will execute when the server clock hits the specified date or time. Hours and minutes are given in military time. ('0105' will mean 01:05 AM). Weekdays are Sun,Mon,Tue,Wed,Thu,Fri,Sat. Months are 01 to 12, days are 01 to 31. Remember the zero. OnWed1930:1 point
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yes , I have encounter the same issue at the same line in one of the server (it was beta test) and after the gepard is on the problem just disappear it make sense to be 3rd party software however I couldn't find what was the issue I think the best thing to do is make the delitem command return the number of the deleted items as extra check for those who done have any protection on their servers or does the script auto stop on fail , I just woke up xD1 point
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is anyone has @logout or @afk or @sleep command working on latest Git ? thanks1 point
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This command functions like this @inventory command: - con [store all items from players consumable tab into players storage] - eqp [store all items from players equipment tab into players storage] - etc [store all items from players etc tab into players storage] - all [store all items from players inventory.]1 point
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Version 1.1.0
648 downloads
This is an expansion to currently existing vending module. It allows listing of all vending items and filter list by item name. Installation: Download the file Extract it to addons folder of flux That's it. Click the Vending Info menu then click the List Items sub menu.Free1 point -
Version 1.2.5
13416 downloads
Heya, This tool is an action file editor, it edits Act and Spr files. You will find similarities with ActOR in its design, but it should be much more enjoyable to edit animations ;]. Special thanks to Nebraskka for testing this software in its early days. All the suggestions and feedbacks made this software much better. How to install Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/file/uoymx2vni249mlu Install the application with Act Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it. Once you are done, you can start the program from the link on your desktop. Key features The software has many, many features available. It would take too long to describe each one of them, so I've only focussed on the more impotant ones. You can undo and redo everything, scripts included. You can edit and add sounds easily. Powerful and easy to use palette editor. Sprite types have been abstracted - you don't have to worry or care about that. Animation speed can be changed easily. Most components have a drag and drop feature. Advanced scripting engine (C# language). The scripts can also be used to customize the software menus. Error checking when saving the act/spr to avoid invalid files. The sprite version will be automatically downgraded if RLE compression is not available. Frame interpolation (inbetweening/tweening) is possible via the Animation menu. Prompts you with an image converter dialog if the added image is invalid. Allows advanced edition for actions and frames via their respective menus. You can load files from GRFs directly (and save in the GRFs directly as well). Technical stuff Requires .Net Framework 3.5 (SP1) Client Profile to run (3.5 or more will work as well). When prompted with an error, use the "Copy exception" button to copy the debugging info. I will need this to fix the issue you're encountering. The editor's primary window The interface is really straightforward and similar to ActOR. I'll only focus on new elements! Rendering mode : This option changes the behavior of how layers are rendered. If you use 'Editor', you'll clearly see all the pixels when zooming in. If you use 'Ingame', it will use a linear scaling instead, which is closer to what the client does. References : These allow you to know where your item will be positionned (the yellow marker is the anchor, see below). Color mask : To edit the color of a layer, simply click on the color rectangle. You can also drag and drop the colors between different layers to quickly modify many of them. Common shortcuts : You can manipulate layers by using common shortcuts. More can be found from the Edit menu. These below are only the primary ones. Ctrl-A : Select all layers. Ctrl-C : Copy the selected layers. Ctrl-V : Paste the copied layers. Ctrl-X : Cut the selected layers. Alt-C : Copy current action. Alt-V : Paste current action. Advanced action and frame editions These expose all the available methods of the editor. You can remove a range of frames or copy a frame 10 times very quickly and easily. This dialog is found in Action/Frame > Advanced edit... Anchors You can edit anchors from the editor directly. Anchors are points that connect frames together, from different act files. Here's an example without and with anchors : This is mostly useful when you're using reference sprites (on the right panel). Clicking on the anchor button will let you choose where to attach the sprite (this is set semi-automatically for you though). You can edit those from the Anchors menu, but it is recommended to start from a pre-existing act to avoid doing this tedious process. Palette editor The palette editor allows you to quickly recolor sprites with an intuitive interface. Only indexed images can be edited (it's a palette editor after all) and three modes are available. The gradient mode changes an existing gradient to another color while keeping the original saturation and brightness of the colors - this makes the gradients blend in better. If there are no gradient (usually because it's a custom sprite), there's always the Adjust color mode. This one changes all color from a specified range to another one (Photoshop has a similar feature, which does work better). You can click on the image (on the left) to automatically select the palette indexes. These will be highlighted for a few seconds to show you what you're about to edit. Interpolation (tweening) This script can be accessed via Animation > Interpolate frames. This process fills the images between two frames by detecting the changes applied to the layers. Here's a simple example of how it can be used : Script engine The script engine can be accessed via Scripts > Script Runner. This is a big feature of Act Editor, it allows you to automate all your work with the act and much more. Click on the Help button for guides and available methods (don't hesitate to try out a script; if an error occurs the act will be reversed to its previous state). The documentation doesn't cover all of the available options and methods for obvious reasons (the .net framework is huge). Doc example : The language used by the script engine is C#. If you're not familiar with it, simply check out the script samples (Scripts > Open scripts folder)! I won't go into details here, questions can be asked in the support thread regarding addiotional features and methods. If you believe your script should be added in the program, send it to me and I'll probably add it. Customizable The settings dialog allows you to modify all colors in the editor easily. You'll also find the sound resources (GRFs and folders) that can be set up in the Sound tab. The Shell integration tab can associate the .act files with the software to edit them more easily. Don't hesitate to give me a feedbacks or suggestions!Free1 point -
Hi, I can't seem to find a working @auraset command that will work with the latest update. anyone can share it if someone has it? Thanks1 point