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you used sd without checking if there's session data. also using sd on the loop is a no.. you should use the tsd. here's a last insight. struct s_dmglog { int id; //char id unsigned int dmg; unsigned int flag : 2; //0: Normal. 1: Homunc exp. 2: Pet exp } dmglog[DAMAGELOG_SIZE];2 points
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2 points
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Hey there everyone, long time no see! So it's been a very long time since I have been on these boards and I do miss it all. Feeling a little nostalgia looking through all of these, I decided to release them all to the public, completely free. Going in no particular order after the first few, they are just my favorites. I hope you guys love them as I have. Sanctum Main town oriented map. My absolute favorite and latest work (When I was mapping). The idea I had for this was a chunck of a mountain broke off and landed here, subsequently creating a waterfall from atop and surrounding the town. Giving it protection and a perfect center for life. I never got around to finishing the outside of the map, I don't even know what I thought for the surroundings, perhaps just trees. Sanctum In And here is the inside map for Sanctum. The first picture is the general area where various NPC's can be placed. The second picture is where I planned to use a script to automatically place anyone who wished to vend in the one walkable/edited Gat. It would cycle through and remove those vending for a prolonged period of time and also anyone not vending at all. Guild Base This map was designed for the top guilds or just those who hold castles to have a domain of their own. The first picture is just a hangout spot for anyone in the guild. The second picture is for any combat/training/monster summoning to be done. The third picture is for the guild master where special NPC's can be placed as the server owners desire. Novice Starter Grounds PvP Valkyrie A little small for a PvP map but I enjoyed making it and like how it turned out. Trinity The first main town I made some time back around 2010. Don't judge me on some of the rookie mistakes I made with lighting and such haha. The following Trinity ___ maps are connected via a warp on the edges of the map. Trinity In Trinity Courtyard Before the Sanctum maps, this was my favorite creation. I just liked the feel of this one. Trinity Vending Similar to the Sanctum In vending idea, I wanted to limit vending to only those tiles with the colored objects on it. Trinity Port Anexus A simple instance based map with a boss at the end. Another one of my earlier works. Works The beginnings of my templates map. I would urge any current mapper to use this technique to create unique model compilations and copy it over to the map in progress. I have used this to create a forest that looks completely customized in a matter of minutes. Well there they are, open to any and all. I hope to hear your feedback on these! Thanks, Truly ~1 point
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E - Script Collection Last Update : September 10, 2013 Refine Function SQL Mission Board Monster Marching Vendor Control Advanced Stylist Coin Exchanger Doppelganger Race Of The Day Limited Items Multi Currency Shop Random News GM Online List Link Broken E-Inquiry DotA Runes Flower Counting Game Class Restriction Chain Quest Build Manager Misc Scripts : Freebies Script Card Trader Gold Room [ Pick Gold ] Gold Room [ Guild Tax ] Map Restriction [ GM Based ] Daily Reward Monthly Reward Monster Spawner Monster Summoner with Last Summoned Display Players Stats & Equipments 3rd Job Item Giver Exchanger [ Cashpoint to Coins ] Exchanger [ Poring Coin - Zeny ] Exchanger [ Points to Tickets ] Exchanger [ Item to Item ] Exchanger [ Item to Item ] Exchanger [ Multi Item to 1 Item ] Party Match Auto Ban Over Stats Users Soul Link Buff Kill Players gain Cash Points Party Members All Get Items [ Snippet ] Message Board Stalker Class Skill Reproduce NPC Multiple Selection Quest [ Template ] In-Game Item Rewarder In-Game Points Rewarder Invasion Event Custom Item Rate Status Point Seller [ Snippet ] Anti Bot Security Script Anti Bot Script [ Code / Question ] Item Combo Restriction [ LHZ Card ] Drop Item Upon Death PVP Switcher + Announcer [ Guild Master ] Rotating Waitingroom Messages +10 Refiner [ Specific Items ] Random Rate Item Exchanger MVP Invasion Premium Users [ Boost Rates ] Display Cutin Image upon Login Custom Randomed Box Items Kick GM during WOE Custom Crafting NPC Restrict Same IP [ Certain Map ] Coloured Items Exchanger Guild Master Changer Party Team PK Match Gambling Game IRC Channel Crafting NPC Guild Storage Restriction Stage Game [ Version 4 ] Monster Wiki Event [ Version 3 ] Special Thank you for my Tutor : Notes : I am a bit lazy to write all those Script Descriptions, i do believe that all of you able to get how this script works. Anyway, i will still doing my best to write the Updated Changelog or informations about the script as detail as possible. All the Scripts above are uploaded to Pastebin . Abide the Following Rule : Scripts Error / Not Working , you have to Explain it in Details. ( Add in Images / Modified Scripts ) Do not SPAM / BUMP in my Topic. Do not ask for Support stuffs for other Scripts in this Topic. Link Down , then drop [ @Emistry ] a message. I Reserved the Right for NOT Answering your Posts if you did not abide my Topic's Rules. Keep This In Your Mind : All the Scripts i distribute here are NOT FOR COMMERCIAL USES . DO NOT remove my Credits if you are using part of the scripts to modify your own. DO NOT re-release the scripts in any form / way. If you ♥ these Scripts , Click on to Vote this Topic up. Or you may also click on at above the Topic1 point
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the link for Extended Battleground https://rathena.org/board/topic/116228-release-extended-battleground-eamod-bg/ and Extended Battleground 2.0 https://rathena.org/board/topic/121324-showcase-extended-battleground-20/ is now gone? those Custom Battlegrounds still works on the latest version of rAthena Git Hash f218994.1 point
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for(i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) { struct map_session_data* tsd = NULL; if (md->dmglog[i].flag == MDLF_SELF) { //Self damage counts as exp tap count++; continue; } tsd = map_charid2sd(md->dmglog[i].id); if (tsd == NULL) continue; // skip empty entries if (tsd->bl.m != m) continue; // skip players not on this map count++; //Only logged into same map chars are counted for the total. if (pc_isdead(tsd)) continue; // skip dead players if (md->dmglog[i].flag == MDLF_HOMUN && !hom_is_active(tsd->hd)) continue; // skip homunc's share if inactive if (md->dmglog[i].flag == MDLF_PET && (!tsd->status.pet_id || !tsd->pd)) continue; // skip pet's share if inactive if(md->dmglog[i].dmg > mvp_damage) { third_sd = second_sd; second_sd = mvp_sd; mvp_sd = tsd; mvp_damage = md->dmglog[i].dmg; } tmpsd[i] = tsd; // record as valid damage-log entry switch( md->dmglog[i].flag ) { case MDLF_NORMAL: dmgbltypes|= BL_PC; break; case MDLF_HOMUN: dmgbltypes|= BL_HOM; break; case MDLF_PET: dmgbltypes|= BL_PET; break; } } i'll give you a little insight on where you will edit ? it's somewhere here.1 point
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There's a good way to log players damage to monsters. but there's also another way for logging the players damage vs players. i just really don't know which one you are aiming. if logs between pvm or pvp. if you are focusin on pvm. you can just simply get the md->dmglog however if you want to take pvp damage logs you can do things on sd->dmglog1 point
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View File prt_filds_restyling Prontera filds restyling (only 00, 04, 05, 07, 08 and half of 06 are ready) Project in progress, just sharing what we have at this moment. All information here: Just add this as grf or install files in your data (make a backup!). After installation in client make new map_cache with updated prt maps. Or you can just take the textures instead of replacing maps, as you wish. (!) You may need New Prontera 16 ep, Lasagna, Malaya or Dewata staff Submitter w0wZukuBg Submitted 09/02/2018 Category Maps & 3D Resources Video https://www.youtube.com/watch?v=poAt1Jf5Vkk Content Author w0wZukuBg/Gravity1 point
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it's already in your script.. `killedrid` - script TFRSummoner -1,{ OnInit: setarray .Monster[1],1002,1115; setarray .Chance[1],30,5; end; OnNPCKillEvent: .@id = inarray(.Monster,killedrid); if(!.@id) end; if( rand(1,100) <= .Chance[.@id]) atcommand "@summon "+killedrid+" 60"; end; } i'll explain it because i see that you want to learn.. at OnInit i put all the Monsters ID on an array called .Monster and after that. i put the percent chance they would be summon at an array called .Chance at OnNPCKillEvent, i checked if the monster they killed is is on the .Monster array and pass it on a variable call .@id.. if the monster id is not found.. it will end there doing nothing.. however if the monster is on the array . we will create a random number from 1 to 100 that signifies percentage and then finally match it with a logical operator to check if the random is within the chance.. If the check is true. than it will summon1 point
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This is all about source.. you can start looking at pc.cpp/.hpp uint16 dmglog[DAMAGELOG_SIZE_PC]; ///target ids EDIT : however if you just want to get the damage log of a certain mob.. it's good to look at mob_dead function around mob.cpp ?1 point
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Simple way is add more maps on if ( strcharinfo(3) == "bat_c01" ) { change to if ( strcharinfo(3) == "bat_c01" || strcharinfo(3) == "bat_c02" ) { and add this on bottom of scripts. bat_c02 mapflag loadevent1 point
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Hello, If I read this post correctly : https://rathena.org/board/topic/116098-rathena-totally-support-import-foldersfiles/?do=findComment&comment=347766 You should edit the conf/import and not conf/import-tmpl that is only used if nothing is set.1 point
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UPDATED, NOW HAVE 72 HEADS UPDATED, NOW HAVE 84 HEADS !!!!! Here a Compiliation of basic customs Hairs from Ragnarok Online, This include the 29 oficial heads. All of these heads aren't made be me, with exception of #68, #69, #70 and #71 male heads and female #70 and #71 heads, this pack cames from internet and a bit of search, the authors put the credit on Spr files... But who diferent on that pack? - Repeated Heads Removed; - Missaligned Heads Fixed; (like #48 and #61) - 6 Unique Heads. - Now this pack is mixed with smokim pack (from cronus) - No Female Heads in Male pack, with exception of classic #43 I'm Still Working On this Pack to change female heads into male heads (like #43, #55, #56 etc - Male Hairstyles), to make all heads in Oficial Collors (1~7 to work with them), To Increase this into 100 Hairstyles Pack. Preview: DOWNLOAD: 84 Heads.zip Mirror 4Shared Mirror MediaFire1 point
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Hello, Since gravity has changed the itemInfo format. Recently, I have been getting quite a few requests to make something for idnum to ItemInfo converter. So here I am, made a tool + optional config in itemInfo to support older clients without changing the format. Tool Link: https://github.com/dastgir/Scripts/tree/master/Lua/multi-tools Usage is mentioned in Readme1 point
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Version 1.0.0
252 downloads
Prontera filds restyling (only 00, 04, 05, 07, 08 and half of 06 are ready) Project in progress, just sharing what we have at this moment. All information here: Just add this as grf or install files in your data (make a backup!). After installation in client make new map_cache with updated prt maps. Or you can just take the textures instead of replacing maps, as you wish. (!) You may need New Prontera 16 ep, Lasagna, Malaya or Dewata staffFree1 point -
Hello people~ These are my sprite work that I would like to share with you all. Feel free to use them after you read the Terms of Use below. Please join my Discord channel and click on #freebies to Download. Enjoy!1 point