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Showing content with the highest reputation on 04/15/19 in all areas

  1. Hey guys, I'm working on a project that translates item scripts into item descriptions. The source is available at github. The idea is simple. For example, the item script from item id 1310 (Glorious Cleaver) { bonus2 bAddRace,RC_DemiHuman,75; bonus2 bAddRace,RC_Player,75; bonus2 bIgnoreDefRaceRate,RC_DemiHuman,20; bonus2 bIgnoreDefRaceRate,RC_Player,20; bonus bUnbreakableWeapon; .@r = getrefine(); if(.@r>5) { bonus2 bAddRace,RC_DemiHuman,pow(min(14,.@r)-4,2); bonus2 bAddRace,RC_Player,pow(min(14,.@r)-4,2); bonus2 bIgnoreDefRaceRate,RC_DemiHuman,5; bonus2 bIgnoreDefRaceRate,RC_Player,5; bonus bAspdRate,5; } if(.@r>8) { bonus bAspdRate,5; bonus3 bAutoSpell,"NPC_CRITICALWOUND",1,50; bonus4 bAutoSpellOnSkill,"MC_MAMMONITE","NPC_CRITICALWOUND",2,200; } } is converted into Increase physical damage by 75% against demihuman enemies. Increase physical damage by 75% against player enemies. Pierce physical defense by 20% of demihuman enemies. Pierce physical defense by 20% of player enemies. Weapon is indestructible. [Refine Count is 6 - 15] Increase physical damage by 6% ~ 15% (Refine Count) against demihuman enemies. Increase physical damage by 6% ~ 15% (Refine Count) against player enemies. Pierce physical defense by 5% of demihuman enemies. Pierce physical defense by 5% of player enemies. Attack Speed +5% [Refine Count is 9 - 15] Attack Speed +5% Add a 5% chance to cast Critical Wounds of level 1 on each normal attack. Add a 20% chance to cast Critical Wounds of level 2 when using Mammonite. Another example, the item script from item id 1311 (Vecer Axe) { if(readparam(bLuk)>=90) { bonus bBaseAtk,20; } if(readparam(bDex)>=90) { bonus bCritical,5; } if(readparam(bDex)>=90&&readparam(bLuk)>=90) { bonus2 bSkillAtk,"MC_MAMMONITE",15; } } is converted into [LUK is 90 - 150] Base ATK +20 [DEX is 90 - 150] Critical +5 [DEX is 90 - 150 and LUK is 90 - 150] Increase damage of Mammonite by 15%. The tool has a few limitations regarding non-trivial code structures and unsupported statements, functions, and etc. However, the tool's one major advantage is that there is no mismatch between the server's item scripts and client's item descriptions. If this sounds familiar, then you may remember me from this thread. Unlike the previous project, you can translate the json data files into another language, which is used to generate item descriptions. Project Language: C License: Public Domain Platform: Windows, Linux, Mac OS X Dependency: jansson (MIT License) Build: Visual Studio 2017, makefile Support: rAthena (renewal) To Do lua format flavour text [optional] I Need Help I need multiple sources for flavor text in English. If you have any links or files, then feel free to send them to [email protected]. For example, the item id 1186 (Death Guidance) has the flavor text (from RMS). All present for the destruction of weapons that exist cursed. The sword is the curse of his master, and is the owner and make someone unhappy.
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  2. It would be nice to have a plugin system or some sort of system that would allow you to transfer your custom src edits easily. Example i currently use stormbreaker and a custom title system, pretty nice mod but any time i update my svn its a headache to get it working again. It be nice to be able to add the custom mods to the server as easy as dragging a custom folder to src and compiling. Not sure if rathena does or can support this. Thank you
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  3. Applied some fixes, should work now Yet another fork: https://github.com/S-anasol/FluxCP_Addons-VoteForPoints
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  4. Could maybe shorten it to... prontera,255,255,3 script Equip Freebies 123,{ getinventorylist; copyarray .@inventory[0],@inventorylist_id[0],getarraysize(@inventorylist_id); for(.@i = 0; .@i < .len; .@i++){ if(!isequipped(.equip_id[.@i]) && inarray(.@inventory, .equip_id[.@i]) == -1) { getitem .equip_id[.@i],1; equip .equip_id[.@i]; } else .@fail++; } mes "[ Freebies ]"; if(!.len - .@fail){ mes "It looks like you already have all the freebie(s)."; close; } else if (.@fail) mes "It looks like you already have "+.@fail+" freebie(s)."; mes "Here is your freebies."; close; OnInit: setarray .equip_id, 1208, 2154; // Add your ID's here. .len = getarraysize(.equip_id); } Although in this case if the user was able to store/trade the freebies he could get more, but it would also allow the list of freebies to be updated. Also my example is completely untested so... Edit: I think equipped items might already show up in the @inventorylist_id so I might not even need isequipped().
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  5. Geez, Gravity. https://ragnarok.gamepedia.com/RO_Patch_(2019_Mar._06) Why is it always the classes I want to make AI for? I'm stuck on 1st classes because of the ongoing rebalancing of those and now it's ninjas? Although having seen what Throw Huuma Shuriken does currently, yeah, anything is better than that. So I guess I put my Ninja away for a year now, waiting for this to get into Rathena? Eh, whatever, I can change the casting time and such myself.
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  6. you didn't mention about being equipped on the topic. prontera,255,255,3 script Equip Freebies 123,{ if(#claimed){ mes "[ Freebies ]"; mes "You alreay receieved your freebies."; close; } getinventorylist; for(.@i = 0; .@i < 20; .@i++){ .@id = getequipid(.@i); if(.@id == -1) .@equip_id[.@i] = 0; // Dummy Data else .@equip_id[.@i] = .@id; } for(.@i = 0; .@i < getarraysize(.equip_id); .@i++){ if(inarray(.@equip_id[0],.equip_id[.@i]) >= 0 || inarray(@inventorylist_id[0],.equip_id[.@i]) >= 0){ .@fail = 1; break; } continue; } if(.@fail){ mes "[ Freebies ]"; mes "You already have a duplicated freebies in your inventory/equipment."; close; } #claimed = 1; for(.@i = 0; .@i < getarraysize(.equip_id); .@i++){ getitem .equip_id[.@i],1; equip .equip_id[.@i]; } mes "[ Freebies ]"; mes "Here is your freebies."; end; OnInit: setarray .equip_id,1208,2154; // Add your ID's here. end; } Here is the new script that it will automatically equip it after receiving :))
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  7. I think this is an encoding issue. Make sure your text editor's encoding is set to EUC-KR before editing and saving. This is something you can configure on your text editor (notepad++, Visual Studio Code). I use VS Code (see the attachment). Change whatever encoding (e.g. UTF-8) into the appropriate LUA encoding (EUC-KR).
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  8. - script costume_drop -1,{ OnNPCKillEvent: .@index = inarray(.mob_id[0],killedrid); if(.@index < 0) end; if(rand(1,10000) <= .chance){ explode(.@ID$,.drop_data$[.@index],":"); announce "Congratulations to the player "+ strcharinfo(0) +" who, after killing a "+ getmonsterinfo( killedrid, MOB_NAME ) +" in "+ strcharinfo(3) +", got a rare costume!",0,0x00FF00; getitem atoi(.@ID$[1]),1; deletearray .@ID$[0],getarraysize(.@ID$); } end; OnInit: .chance = 3; setarray .drop_data$, "1001:501","1002:502","1003:503","1005:504"; //= "Mob ID:Costume ID" for(.@i = 0; .@i < getarraysize(.drop_data$); .@i++){ explode(.@mob_id$,.drop_data$[.@i],":"); .mob_id[.@i] = atoi(.@mob_id$[0]); deletearray .@mob_id$[0],getarraysize(.@mob_id$); } end; } I haven't tested this yet, but it should work fine :))
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  9. Version 1.0

    4321 downloads

    Hi all, This is a basic damage font alternative which can be used to bring a little more high definition resolution to Ragnarok! I made this purely because I was tired of staring at the hideously stretched and over-pixelated damage numbers while I was doing some testing. Feel free to give it a try! There is a slightly wider spacing between digits that I wasn't able to close off because the client must determine spacing/positionings between, but if you want to reduce some of the spacing I have provided another .act file suffixed "_larger" which reduces the spacing but makes the damage text a bit larger. Thanks
    Free
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  10. Briefing & Concept Hello rathena. This is one of those special times were I'm ready to post one of my most beautiful works all the time. A map that goes well for this holiday season and... it is really unique for it. This map is used for event purposes for the server who comissioned me to make it possible. The idea is to celebrate -christmas- in a very innovate way with what I name as "The Ice Palace". I have to say that I had to give all my experience with this one. All these time I have worked with numerous .Winter. style maps: Jazeera Xmas, Icecrown citadel, Prontera Deck Halls, Lake Bresha Map. Each map, have teached me very well that it is NOT the same to deal with making Crystal, Ice, Frost Ice, or Snow. Each element is different and to recreate the presention of the difference of each one is a hard task. All that experience is now present in this palace that is, like something made from a dream. I have to say, the map is beautiful, and I'm really proud of the final result. Hope you will like this work I did with a lot of effort About this map So, what do we have new on this map? Ice Palace is, a really beautiful high class place... made completely with ice!. It was necesary to try some innovations on this map to have this concept sucessfull. I will point 3 of them, that are mentioned in the previous 3 images: Multi Layer Ice Glass: The main dance area that has a big glass on center, is made with, 8 different levels of opacity multilayers textures to have the "frozen" effect. Reflection is added by duplicating the chandelier on top. "Frozen" effect increases by adding frost diffusing light, a technique that I tried first in my Lake Bresha Map Ice Behaviour Interior room Structure: This is really a new concept for interior maps. When I was doing the map I realized that "Ice" grows in no particular way. Ice grows everywhere and it attachs into every possible area it can do. To make a "Rough" room with 4 walls was not a good idea and it would be against the ice principles. The idea was, to make the effect like the "Ice" cropped some walls on the palace. That means, like the ice made some holes on the palace walls and commed out from there, or even, like if the Ice eated some walls in the palace, BUT WITH a lot of caution. This is a palace afterall and make the effect to presencial, would harm the main idea of this. You will surely notice this addition, if you take a look at the walls on the map. They dont end in normal corners Multi Opacity Models: All, all the models of this map, have opacity levels made with TGA Textures. I cant count how many levels of different opacities I did, but... the fun thing of this map is, that everywhere you walk you can see your character trough the ice. Making the ice recreation even better. Recreative Video! ... Watch it in 720p! This is a very VERY SPECIAL VIDEO... not like the others. The first one of what I call as "Recreative Videos". It means they are videos of an example of implementation of the map, with quest, dialogues, fun moments. Watch it enterily You will love it! HD Screenshots Screens are in Full HD resolution. You can allways hit the image thumbnaill to check the images on full size, and check some details that can only be appreciated in HD resolution. Beautiful View 1 Beautiful views are, views that comes out of the camera limits of an interior map just to show a pretty view of it. This view says it all... an angel statue on center, a big stained glass window on the back. An Ice chandelier on top reflected on a ice dance floor area, Ice winter blowing effect crossing the air, sunlight from the roof, ... all matches and gives a very beautiful view here! Beautiful View 2 Angle that is out of the limits of the map, but I liked it. Shows the palace way across the bar room, and hang out area. Overview 1 Shows the main area, entrance and dance area of the ice palace. Overview 2 Shows the midle center of the map. Overview 3 Overview 4 Here we have the same areas, another angle. Detailed 1 Shows the entrance of the palace. If you pay attention, the tiles on the floor are not linear. The ice is even represented on that too, since, Ice covers the floor in random way, that is how I did it... On the back area, you have what I was naming as "Ice Behaviour", where the fountain is. That is what I name as really "an Ice Wall". Detailed 2 The dance area... one of my favorites. Reflection is well represented here, and the ice dance area is really well done. It all matches. Detailed 4 Yeah... an Ice Piano. Model fully texturized by me, to make it look as made of ice. Detailed 5 Oh one of my favorites. The ice stained glass window. It is a huge stained glass window made by me... it is covered all with ice. To make the "structure" looks like that it was necessary a HIGH amount of models and a lot of ice styles. It was REALLY necessary to make the stained glass looking as "coming out of the ice", like something that the ice itself molded by magic. It had to look like that, and not like I just placed it. Detailed 6 Opacity. Shows an example of the ice angel on center, how opacity is managed and you can see your character in almost all the structures in the map. Detailed 7 Passage. Some Ice Lions wall fountains on the back. And here is also well represented the Ice Behaviour Walls. Ice is growing from the roof of that wall and ends, by cropping it on the left and right corner of this wall. Detailed 8 Hang out area. An ice fountain on center with a great detail on top to make all this place looks so high class really Detailed 9 Entrance to the bar area. Again, Ice is cropping the walls! Detailed 10 The ice bar. A very great place where seems like the ice molded those stained glass windows and let that corner be alive.! Okay, that was all. Really guys, this is one of these maps were, I come so far and here is where I believe I have learned a lot from the previous requests. Without the experience of doing custom maps for someone, this map could not be possibe as how it looks here! I hope you will like this map! I know it is only a showcase but particulary this map brings new elements to the map scene, that I'm sure a lot of mappers will find helpfull. Thank you all for all the comments. Every rate counts!. Dont forget the video, to see a teaser of a quest idea of this map... it is really enjoyable. See you later!
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  11. Briefing & Concept Hi. It has been a long time since I posted something here. Don't take me wrong I'm allways mapping every day; and now better than ever...! I have tons of great work to show you all for this month, the bad part is that it came all among at the same time, thats why I have been, really busy these days. Anyway I thought that it was a good idea to show this one, as a recent work, so as to be not that innactive around the board. This is a request under the cathegory of: "Main Town Editions" of my services. I don't remember exactly which was the last prontera edition I posted here, but I'm glad that I'm back into this cathegory to show you something. About the map: The idea of this map is, a Prontera Ruins. I know, maybe you have seen a prontera edition of this style before. I remember one or two. My idea with this prontera was, to make a ruined prontera, but with real -prontera ruins models- I mean, my intention was, to make the feeling that you are really visiting a destroyed prontera, that was destroyed recently. You will notice a lot of texturized prontera models, to make them look like destroyed models. Yeah I used a lot of magenta transparency to make Ruined holes on the roofs, walls, PS brushes with scratchs styles etc. Also, I added a lot of custom sounds (burning flames custom sound effect, crows sound effect...) Also I added visual effects as: Ashes (to increase the feeling of a burned or destroyed desolated area), earthquake effect, and burning flames. Please, check the video in HD to see how the effects looks on the map. I'm afraid that the quality is not that good to show how nice the ashes blowing effect looks as how they look in real game, but you can Maximize the Images here And you will notice the effect for sure Video of This map Watch it in HD 720p! Again, please watch it, SS dont show all the effects I added! Prontera Edition, tried to keep the basic walkways all among the map Map in daymode, but with a lot of dark tones Added fog in this one. Black fog when you zoom out the camera, gives a really destroyed area feeling Custom models from scratch (just a little, those pikes barricades), custom sound effects that I explained before... etc Previews Now the previews. Images are in High Quality, if you can, it will be really better if you maximize the images than watching it from the thumbnail on the post here. To appreciate detailes etc. Prontera South Entrance Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Center Area, Back View Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Prontera Ruined Model, ex 1 Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Prontera Ruined Model, ex 2 Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Prontera Ruined Model, ex 3 Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Prontera Ruined Model, ex 4 Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! North Passage, I added Some crows, to increase the desolated style Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! North Plaza View Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! East Passage Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Castle View Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Church View Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Fog Effect + Zoom out with dark sky Ok the last one is more like an... idea I had. I thought that it would be nice to add that one into this map. But I dont like that much the lacking opacity of that fog effect (practical reasons, I mean the users will not see nothing lol), thats why I didn't added it by default on the map. But on the other hand I really love how the fog effect matches the dark sky effect, I really like that. So, anyway... thats why I posted -here- some ideas about the transparency, but I didn't had luck -thanks Keyworld in advance for the idea, but I didn't had time to do that. Anyway, it is my customer decition to add it or not, or maybe he will add a timer script, to add that effect on certains hours? dunno. If you want maybe you can give me your opinions about this That is all. If you really like this prontera edition, well, maybe you can comment about it, or ... maybe you have ideas to make it look better? if so... Please comment! I remember some maps before that all of you commented and did some changes to look it better, so, really, ideas are allways welcome. Thanks in advance, and see you soon on the next map. Map that in fact, will be my first one to include some new things I have learned recently
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