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Good morning, For the last months I've been working on a mod that would allow deeper ai conditions. Here is how the config file looks like : - friendrecoverable: # arbitrary name tag - or: - friend sleep - friend stone - friend stun - friend freeze - selfcellempty: - not self safetywall - not self pneuma - not self landprotector - not self icewall - friendcellempty: - not friend safetywall - not friend pneuma - not friend landprotector - not friend icewall Then you can add or modify lines in the usual mob_skill_db.yml file : 1639,Kathryne Keyron@MG_SAFETYWALL,anytarget,12,10,3000,0,10000,yes,self,expanded,selfcellempty,,,,,,, #use tag "expanded" then the name 1639,Kathryne Keyron@MG_SAFETYWALL,anytarget,12,10,3000,0,10000,yes,friend,expanded,friendcellempty,,,,,,, 1637,Margaretha Sorin@PR_STRECOVERY,any,72,1,10000,1000,10000,no,friend,expanded,friendrecoverable,,,,,,, I also added 2 new modes to complement these new behaviors : Modes: SkillOnly: true PcSkillBehavior: true SkillOnly will disable basic attacks and PcSkillBehavior will modify its skills' ranged/melee flag depending on range and not distance, as players' behave. Link : https://github.com/Singe-Horizontal/rathena/tree/mod/expanded_ai Quick design video : It is my first c++ project mod and contribution with git, I gave all the care I could but unoticed things may have slipped out.2 points
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View File Unimplemented Official Skills After the success of our previous release Battleground Extended , Mystic Project has decided to release another work for free in the community of rAthena - The Gravity's Unimplemented Official Skills. We've long heard about them since the beginning. I've seen posts of people wondering if there was any releases of them. It took a while but here it is. We did some researches about what was intended by Gravity. I think we came close to the initial project with a few modifications. What are the Unimplemented Official Skills ? Unimplemented Official Skills are skills designed by Gravity long ago that have never been released. They were forgotten / dropped by Gravity. On iRO official wiki, you can see some informations about them. For example: Fire Ivy - iRO Wiki Classic Forgotten Skills List and Effect: Fire Ivy: Wizard has plenty of fire skills, as it was supposed to be an immobile skill that causes damage, we've renamed it to Wind Ivy and made it Wind. It can stop the target and does damage each second. Can be stackable up to 5. Class: Wizard Fury: The LK enters a Fury Phase. Each attack received increases LK's ATK by 1 each 500 damage (up to 5). Some damage are being absorbed and reduced depending of current maxhp. Class: Lord Knight Steal Backpack: Steal 1 stuff / item of Players directly in the inventory. Item is sent to the storage and the Stalker will have it as a rental for 5 minutes. If used on monsters, does a AOE Steal/Steal Coin Class: Stalker System Creation: Auto-Attack system of Whitesmith was designed to summon small devices to attack targets. There are ATK/MATK devices depending on level. Iron is required to make the device. Class: Whitesmith Synthesis Potion: Creates a rental potion that lasts 5 min for the whole party around the Creator if items requirements met. It costs 3 misc items to create a potion. Amount of players in the party increases the amount of items required. Those items are healing potions (heal over 10 seconds), ATK/MATK/Flee/Hit potions. Class: Creator Ragnarok: Ensemble Skill done by a bard and a dancer together. It causes damage in the area, as well as abnormal statuses. Allies receive buffs. Buffs and abnormal statuses are random each second. (similar to gospel) Class: Bard/Dancer Hallucination Walk: Summons a clone of self and cloak the SinX. If used while being cloaked: uncloaked the SinX and causes Hallucination in an area. Class: Assassin Cross Biotechnology: Passive skill. Increases chance to create an embryo and MaxHP of Homunculus by 2% per level. Class: Alchemist Drill Master: Passive skill. Increases damage of homunculus by 2% per level. Class: Alchemist Heal Homunculus: Same as Potion Pitcher lv 4 but targets directly the homunculus by using it without having to click on the homunculus. Class: Alchemist Flame Control: Alchemist inflicts damage linked to the homunculus based on homunculus's ATK and MATK. Chances to inflict a common status depending on homunculus type. Class: Alchemist Twilight Alchemy IV: Creates 200 blue potions if all requirements are met. Bonus - Extra Custom Skills: Earth Wall: Same as Ice Wall but it is indestructible and one cell only. 5 instances maximum. Class: Wizard Earthquake: Adapted version of Earthquake for Wizard. Part of ATK and MATK are defining damage. Class: Wizard Installation and Compatibility: I did put some instructions in the read me file regarding the installation. The diff is compatible with the latest rathena but it is easy to adapt to any version really. Any Questions ? You can contact me on Discord: Grenat#5220 for support regarding the installation. Submitter grenat50 Submitted 01/21/2022 Category Source Modifications Video Content Author Grenat1 point
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Version 1.3
68 downloads
The new @security system does all those old and clunky security systems did (not so well) in the past and much more, without source modifications! Protects the player items and zeny with a password (that can be as long and complex as the player wants), if hacked or they share their account Allows the player to temporary disable the system and play as usual, so when the player logs out, the system reactivates When an intruder fails to enter the password X times (configurable), the system resets the player's account password and kicks the intruder out Available in English and Spanish PS.: If you have any idea or suggestion for new features or improvements, feel free to tell me and I'll add them to the system! By buying this script, you agree to these terms: You are not allowed to redistribute this script in any way, shape, or form. Chargeback scams are not tolerated and will get you punished on rAthena. I (Daegaladh) still retain all rights to this script. Terms above may be changed or adjusted without prior notification. © Daegaladh 201710.00 USD1 point -
update your emulator and move anything your edit in old server1 point
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https://github.com/rathena/rathena/blob/master/npc/custom/barters.yml you need to understand this barter shop system workflow. this is an example to the first item on your picture , NPC located on prontera,156,183 and selling holy water and cursed water for 1 bloody coins : Body: - Name: Barter Shop Map: prontera X: 156 Y: 183 Direction: South Sprite: 2_F_SIGN1 Items: - Index: 0 Item: Holy_Water RequiredItems: - Index: 0 Item: Bloody_Coin Amount: 1 - Index: 1 Item: Water_Of_Darkness RequiredItems: - Index: 0 Item: Bloody_Coin Amount: 1 Result Picture :1 point
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its a Dynamic shop . But you need to learn how to understand the script flows1 point
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Version 4.0
2682 downloads
This is an archive of all 'item' and 'collection' .bmp's in data.grf and rdata.grf - extracted and converted from upto-date GRF's. Images extracted, converted to .png and replaced #FF00FF with transparency, then saved as their item ID e.g: File for apple image »¡°£Æ÷¼Ç.bmp converted and renamed to 501.png. Ideal for uploading to websites/control panel shop pages. Please note: This is a .7z file. You will need 7-Zip or a capable version of (Win/un)RAR to unpack it.Free1 point -
Script from Toast of Doom's topic - http://www.eathena.ws/board/lofiversion/index.php/t186284.html //============================================================ //= Preview Item Script //===== By: ================================================== //= iHeart //===== Current Version: ===================================== //= 1.0 //===== Description: ========================================= //= A method to allow headgear sprites to be previewed without //= being 'stolen' //============================================================ prontera,155,156,5 script PreviewStuff 813,{ //save current look for later set @bottomview, getlook(3); set @topview, getlook(4); set @midview, getlook(5); //doesn't actually execute until just before a 'close' statement, or when the char leaves the npc's control addtimer 1000, "PreviewStuffGlobal::On_Leave"; INTRO: mes "Welcome to the preview NPC"; mes "Please input an itemID you would like to preview"; input @itemid; //modifies char's look based on item set @equip, getiteminfo(@itemid, 5); set @view, getiteminfo(@itemid, 11); if(@equip != -1 && @view > 0) { //note: yes...i'm using atcommand here cause for some reason // 'setlook' has permanent effects...last time i checked at least if(@equip & 1) atcommand "@changelook 3 " + @view; if(@equip & 256) atcommand "@changelook 1 " + @view; if(@equip & 512) atcommand "@changelook 2 " + @view; } next; mes "Would to like to preview something else?"; if(select("Yes", "No") == 1) { goto INTRO; } //*preview wears off automatically here due to delayed timer*// close; } - script PreviewStuffGlobal ,{ On_Leave: atcommand "@changelook 1 " + @topview; atcommand "@changelook 2 " + @midview; atcommand "@changelook 3 " + @bottomview; close; } One more similar script - http://rathena.org/board/topic/94401-just-need-a-item-preview-script/1 point