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1 point
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Client side GRF > data > luafiles514 > lua files > skillinfoz > skilldescript.lub1 point
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Hi all ? I haven't written any updates for a long time. Causes covid, life, work and more... Other full server configuration , i decide to implements a visual scripting editor like Blue Print (Unreal Engine) How to work is very simple, Just connect Node to Node, setting value, and the program, generate the npc script. The source code work like that. All nodes contains this function to generate code relative to parameters setting. public string CreateCode() { return map.Text + "," + x.Text + "," + y.Text + "," + dir.Text + " script " + name.Text + " " + graphics.Text + ",{"; } Really simple. And, this is Frontend Hope like this new NPC Editor. Actually need more time to create all Node and function relative to all npc command and sql operation. Follow for more news or join in rAthena Studio on discord ??1 point
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Hello, I think you have to use uid to move (unitwalk) and check if there's any player in the area around the monster and make it attack the player (unitattack). As long as you make the unit walk he won't attack automatically. To ge the monster uid you can catch the id return by the monster command. The doc: *unitwalk <GID>,<x>,<y>{,"<event label>"}; *unitwalkto <GID>,<Target GID>{,"<event label>"}; This command will tell a <GID> to walk to a position, defined either as a set of coordinates or another object. The command returns a 1 for success and 0 upon failure. If coordinates are passed, the <GID> will walk to the given x,y coordinates on the unit's current map. While there is no way to move across an entire map with 1 command use, this could be used in a loop to move long distances. If an object ID is passed, the initial <GID> will walk to the <Target GID> (similar to walking to attack). This is based on the distance from <GID> to <Target ID>. This command uses a hard walk check, so it will calculate a walk path with obstacles. Sending a bad target ID will result in an error. An optional Event Label can be passed as well which will execute when the <GID> has reached the given coordinates or <Target GID>. Examples: // Makes player walk to the coordinates (150,150). unitwalk getcharid(3),150,150; // Performs a conditional check with the command and reports success or failure to the player. if (unitwalk(getcharid(3),150,150)) dispbottom "Walking you there..."; else dispbottom "That's too far away, man."; // Makes player walk to another character named "WalkToMe". unitwalkto getcharid(3),getcharid(3,"WalkToMe"); --------------------------------------- *unitattack <GID>,<Target ID>{,<action type>}; *unitattack <GID>,"<Target Name>"{,<action type>}; This command will make a <GID> attack the specified target. It returns true upon success and false for all failures. If <GID> is a player and a non-zero <action type> is given, the unit will perform a continuous attack instead of a single attack. Note: Using unitattack with <GID> 0 means that it will use the currently attached unit. For players any attack requests will fail, because talking to an NPC prevents attacking a monster. Therefore you need to detach the player from the NPC before using this command.1 point
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Version 1.0.0
488 downloads
Hi, there! this functions is ideal for newbie scripters or just someone who wants to "add" or "modify" scripts with rewards. It may be item or variables such as points or stuff... This function can also be used by experienced scripters who are lazy to code and stuff xD. Easy to use and all ? Here are the sample npcs on how to use it. (included in the downloadable files) // Sample NPC for using F_Reward_Item and F_Reward_Var // For beginners. prontera,150,180,0 script F_Reward_Test 123,{ mes "What do you want to get?"; switch(select("Item","Points")) { case 1: F_Reward_Item("501:10,502:5,503:10"); break; case 2: F_Reward_Var("#CASHPOINTS","Cash Points",100); break; } mes "Enjoy!"; close; } // This is just a pseudo-code, you can understand what I mean by this xD // For advance scripters. You can do something like. prontera,150,180,0 script F_Reward_Test 123,{ mes "get items"; close2; F_Reward_Item(.itemlist$); end; OnInit: .itemlist$ = "501:10,502:5,503:10"; end; } I hope this will help! Keep those upvotes coming to motivate me moooore ? Enjoy the rest of the day!Free1 point -
Version 2.2.0
40740 downloads
Third Job Costumes + New Classes The Correction With the advent of jRO releasing new Job Costumes, and also, the new classes from the Taekwon branch, many of server owners want to replace the vanilla sprites or even, implement the bodystyle system. But, there's a catch! Originally jRO, and now, even kRO spriters, have made it completely off of the default pattern of palette. In a classic example, you can notice the pattern of the RO palettes. What matters is the position of the colours, as an example, for all jobs, the white-ish tones will be always on the same row, so we can use it to create custom palettes. See how it works: But jRO didn't follow the classic pattern, making it incompatible with custom palettes (@Kamishi ones included). So, I edited frame by frame of each job sprite, of each gender, mounted or not, correcting them, converting them in a way so many of the previously created palettes will work. This package includes: Alternate Outfits: Alternate Royal Guard M/F + Gryffon Battlemount + Lion Mount Alternate Ranger M/F + Warg Battlemount + Ostrich Mount Alternate Minstrel/Wanderer + Ostrich Mount Alternate ArchBishop M/F + Alpaca Mount Alternate Warlock M/F + Fox Mount Alternate Mechanic M/F + Savage Mount Alternate Genetic M/F + Savage Mount Alternate Guillotine Cross M/F + Hyena Mount Alternate Shadow Chaser M/F + Hyena Mount Alternate Sorcerer M/F + Fox Mount Alternate Sura M/F + Alpaca Mount Alternate Rune Knight M/F + Dragon Battlemount + Lion Mount New Classes Star Emperor M/F + Wolf Mount Soul Reaper M/F + Wolf Mount As requested by @Emistry, I also added an extra, making it more compatible to default palettes: Kagerou/Oboro + Frog Mount Following the another @Emistry's request, all files are now already on GRFs. The previous version had no Cashmount palette included, this one fixes the issue. Only the already released costumes are supported at this moment. The Rune Knight seems to be the last of them, it's over a year from the first release! As a final part of the package, I'm including Classic Palettes for all Alternate Costumes. Enjoy the final product!Free1 point -
Version 3.0
13512 downloads
This pack corrects the bad pixels on ragnarok classes and heads with nose or coloured eyes. It makes palletes looks better in general. Take a look at the screenshots for samples. Contains: First classes corrected 2nd Job classes corrected Rebirth classes corrected Special classes corrected (Ninja, taekwon..) Gryphon corrected (for Rune Knight) Official Head Sprites from 1 to 27 corrected. Also contains an extra file: FIX FOR WARLOCK (Credits to Vach ). Use it only if you experience issues with Warlock sprite. If you get any issue with one of the sprites (that shouldn't happen though ), like gravity error when using skill, or moving, just delete the bad-working sprite, update it to the last gravity official version, and make me know about it. Sometimes gravity update a sprite (it happened once in 6 years...so...) and it can crash with new clients. I'm able to fix it very quickly if it happens. If you want the best looking palettes with this pack, take a look at my free Palettes and my 700 Palettes set!Free1 point -
Version 2.2.6
7383 downloads
!! UPDATE !! If there is still interst in this project, and you really would like a update with better performance. Write me a private message. I would like to renew this, but i dont have any server to test it. Also if no one want a new version, i dont see any reason to rewrite it. -- -- -- -- -- -- -- -- This application is made for windows servers, since it doesn't make much sense to have something like this on a linux system. Login-, Char- and Map-Server gets started without a window. All Output is redirected to this application so you can see all 3 windows in 1 application. Version 2.2.6 is really old, but still have some "nice" features like coloring of [info], [status], etc. Also it counts different messages. (Error, Warning, ...) [How-To] 1. Download the newest Version. 2. Unrar it & Place it where you want. 3. Start the Application and go to "Options". 4. Configurate the Path to your executables. 5. Click on Start. Have fun. [source] I'm sorry. This project is by the time i changed this, about 4,2 years old. After cleaning my github i deleted it without thinking about it. The only thing i can say is.. it was a horrible source code... I'm sorry for all the developers who looked at it. ^^ >> Please, no mirrors without asking. <<Free1 point