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Showing content with the highest reputation on 10/11/19 in Posts

  1. short description There are 3 different generations of laboratory monsters: 1. Egnigem, Wickebine, Laurell, Errende, Josephina, Kavach, Armeyer 2. Seyren, Eremes, Kathryne, Margaretha, Cecil, Howard 3. Randel, Gertie, Celia, Chen, Trentini, Alphoccio, Flamel I collect them, correct mistakes, add every possible class to each monster, recolor them in 3 official color sets and improve their aura. As a basis, I took the logic of the first implemented sprites at lhz_dun01-03 If you compare the following kRO sprites with corrections in the changelog you will notice that the logic has ceased to be respected and the sprites do not even have sounds! LINK TO FILE: https://mega.nz/file/tGFCxRSL#y5S8uLWw0cMCrLt059ycmZSeeFY1oLYTSVJwa0BoEWs [DONE] 1st class 2nd class advanced class 3rd class 3rd japan edition class 4th class latest expanded classes previous versions of some classes custom extended classes The total number of sprites in the pack: all classes from novice to 4th class (with different types of weapons) x 3 official color sets = 600 sprites changelog: (!) Below are the non-clean gifs recorded using GifCam.exe over the Act Editor (!) So these can brake or accelerate and do not serve as an accurate image. These gifs are added just for reference For clarity, the background of the laboratory is taken, and the sprites are shown in transparent blue 969F9EE7 and with improved aura Seyren Windsor Eremes Guile Kathryne Keyron Margaretha Sorin Cecil Damon Howard Alt-Eisen Randel Lawrence Gertie Wie Celia Alde Chen Lio Trentini Ilaria Alphoccio Basil Flamel Emure Egnigem Chenia Wickebine Tres Laurell Weinder Errende Ebecee Josephina Kavach Icarus Armeyer Dinze
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  2. Hello nice people! Besides mapping, I also enjoy to do some web layouts, just for fun. Days ago I was talking with @KamiShi and this web layout I'm showing here is going to be coded and flux integrated by drawmove soon. Once it is coded it will be great, with dynamic content everywhere. I did this one by the idea to make it clean, discreet & professional; with the fact about keeping functionality/content as a priority rather than a fancy look. This is the second time in my life I do flux theme and the first one I show. Please rate if possible! I need your rating and comments to improve it, and do better ones the next time! Thank you. Full size ---> https://dl.dropboxusercontent.com/u/52175822/web2_showcase.jpg
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  3. This is a tutorial on how to Open Port on Google Cloud for your rAthena server to be online! Linux only for now How to Open Ports on Google Cloud VPS for rAthena Linux Machines First, go to your Google Cloud Dashboard Click Networking > VPC Network > Firewall Rules After that, click Create Firewall Rule On name, put a Name you desire On the Targets, change it to: All instances in the Network Put 0.0.0.0/0 on Source IP Ranges On Protocol and ports, choose Specified Protocols and Ports Place these default ports: tcp: 5121,6121,6900; udp: 5121,6121,6900; If you have different ports, change it! ( 5121: Map 6121: Char 6900: Login ) ( Optional ) On your firewalls, add those Ports, UDP and TCP
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  4. questinfo( QTYPE_QUEST, QMARK_YELLOW, "!isbegin_quest(14656) && BaseLevel >= 130 && BaseLevel <= 175" );
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  5. mac ? if you have GePard this should work prontera,0,0,0 script qqqqqq 444,{ if(inarray($UNIQUEIDLIST_REWARDS1$,get_unique_id()) == -1 && inarray($IPLIST_REWARDS1$,getcharip()) == -1 ){ if($REWARDS1 < 50){ //the rewards here! //------------ getitem 502,1; //------------ $UNIQUEIDLIST_REWARDS1$[getarraysize($UNIQUEIDLIST_REWARDS1$)] = get_unique_id(); $IPLIST_REWARDS1$[getarraysize($IPLIST_REWARDS1$)] = getcharip(); $REWARDS1++; mes "you got the reward"; end; } mes "you missed the reward";//50 player already got the reward end; } mes "you already got the reward"; end; }
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  6. @BeWan He is asking for a source not script. since script will still make you attack speed max with 30,000 agi. Solution: status.cpp look for status->adelay = 2 * status->amotion; } else { // Mercenary and mobs and add this above - switch(sd->status.weapon){ case W_DAGGER: status->amotion = cap_value(amotion, 2000 - 190 * 10 , 2000); break; case W_BOOK: status->amotion = cap_value(amotion, 2000 - 180 * 10 , 2000); break; case W_STAFF: status->amotion = cap_value(amotion, 2000 - 170 * 10 , 2000); break; case W_FIST: case W_1HSWORD: case W_2HSWORD: case W_1HSPEAR: case W_2HSPEAR: case W_1HAXE: case W_2HAXE: case W_MACE: case W_2HMACE: case W_BOW: case W_KNUCKLE: case W_MUSICAL: case W_WHIP: case W_KATAR: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: case W_HUUMA: case W_2HSTAFF: case W_DOUBLE_DD: case W_DOUBLE_SS: case W_DOUBLE_AA: case W_DOUBLE_DS: case W_DOUBLE_DA: case W_DOUBLE_SA: default: status->amotion = cap_value(amotion, battle_config.max_aspd , 2000); break; } I made it like this wherein you need to compile it everytime you want to change. but i can change it where you just need to use @reloadbattleconf to change the values. NOTE: Right now you just need to think hard code each weapon
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