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  1. no problem i hope i help you....thats your last choice to test miruku client
    2 points
  2. the username and password wrong where this says? flux or logins in you server? if in your server try to check the MD5 if in your flux check the database carefully and best it if you get miruku since you use 2012
    2 points
  3. 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 Topic
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  4. Mail via Scriptcommand With this mod, you can do something like this.. (The sample code in the background is outdated) This is a scriptcommand I wanted when I still had a server. It can be used in Achievement Systems, WoE prizes, and other events. This is better than getitem because the recipient doesn't need to be online. Usage: * sendmail <Recipient's Char ID>,"<Sender's Name>","<Title>","<Body>",<zeny>,<item_id>,<amount>{,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>}; Description: Uses the same functions as the default mail system, but this time, it is done via script. All item, recipent, message, and title assignment are done in the background. Enjoy this free release. PS: This have not been used on a live server, if you discover a bug (or if there's something wrong with my coding) let me know. My sample script: This code will give the player a +10 Knife and 10,000 zennies upon reaching job level 10. -<tab>script<tab>Mail Test<tab>-1,{ OnPCJobLvUpEvent: if(JobLevel != 9) end; set .charid, getcharid(0); set .sender$, "Achievement System"; set .title$, "Basic Skills"; set .itemid, 1201; set .itemamount, 1; set .zeny, 10000; set .refine, 10; set .body$, "You have successfully unlocked the achievement '"+.title$+"'. You have received "+.itemamount+" "+getitemname(.itemid)+"s and "+.zeny+" zennies."; sendmail .charid,.sender$,.title$,.body$,.zeny,.itemid,.itemamount,.refine; end; } PS: This wasn't used on a live server, please report any bugs you encounter. DIFF LINK
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  5. Aerie's Guide for BrowEdit HTML version The aim of this guide is to help BrowEdit users, and novices, to realize a good map. There are already a number of guides on mapping for Ragnarok, especially for BrowEdit, I don't wish here to make here a simple overview of the steps, but add a real value. I will present, but briefly, the major steps for creating a map. I will focus in each part on advices, tips and possible difficulties. Many links, programs, methods, images are also available for you to build up tools for a good mastery of BrowEdit. I will also detail the addition of textures, models, water and effects. I recommand you the YukiTsuki guide for know how use BrowEdit : http://browedit.excalibur-nw.com/?a=viewtopic&id=533 And another, really important for get all keys with a nice interface, made by Steph81 : http://mappingro.prauds.fr/ (Click on BrowEdit, I'll refer to other sections too) If you want to know all possibilities (with keys) of each section. I wanna render thanks to Borf and his team for have create this program. (I'm still talking about BrowEdit ;D) Let me know if you want me to develop another part in this guide or to discuss another concept. (If a moderator thinks, it's not in the right section, please move it in the proper one. I've choose to put this guide here because it's for mappers or interested people, I hope they won't miss it ;D). Table of Contents : Configuration of BrowEdit I - Create a map and Apply textures. II - Relief III - Models IV - Gat V - Walls VI - Editing Water VII - Lightmaps VIII - Effects IX - Finishes X - Add Custom Textures XI - Add Custom Models XII - Tips Configuration of BrowEdit. Open data/configs/rocheaptop.xml per default in some versions or look for your configuration file, you must open and follow the link given in config.txt in the BrowEdit folder. Let's see what we can see in : <config> <ro directory="c:\program files\gravity\ro\"> <grf>c:\program files\gravity\ro\sdata.grf</grf>[color="#FF0000"] //You must configure it for link your grf, the program'll only read ressources linked[/color] <grf>c:\program files\gravity\ro\data.grf</grf> </ro> <files> <models> [color="#FF0000"] //Change it, if you want use alternate list of items, check [url="http://mappingro.prauds.fr/"]http://mappingro.prauds.fr/[/url] , you can get alternate list, classed by theme[/color] <model>data/romodels.txt</model> <model>data/alphamodels.txt</model> <model>data/randommodels.txt</model> </models> <textures> <texture>data/rotextures.txt</texture> <texture>data/texturescustom.txt</texture> </textures> <sounds> <sound>data/rosounds.txt</sound> </sounds> </files> <graphics>[color="#FF0000"] //You can choose the resolution of BrowEdit to fit it to size of your screen[/color] <resx>1024</resx> <resy>768</resy> <fullscreen>false</fullscreen> [color="#FF0000"] //write true for fullscreen mod[/color] <bpp>32</bpp> <font>tahoma</font> [color="#FF0000"] //check other font in data/fonts[/color] <skin>data/skins/hamvista.xml</skin> [color="#FF0000"] //Checl skins in data/skins[/color] <notilecolor>FFFF80</notilecolor> <bgcolor>8000FF</bgcolor> </graphics> <undo size="50" /> <language>english</language> <firstmap>prontera</firstmap> <splash>data/hamtaro.tga</splash> <water> [color="#FF0000"] //Check water section of the guide[/color] <directory>data\texture\¿öÅÍ\</directory> <extension>.jpg</extension> <count>8</count> </water> <gattiles> <tile>0</tile> <tile>1</tile> <tile>2</tile> <tile>3</tile> <tile>4</tile> <tile>5</tile> <tile>6</tile> </gattiles> <wm> [color="#FF0000"] //Here for a modification of some windows, don't need to be detailled[/color] <minimap> <x>598<> <y>70</y> </minimap> <hotbar> <x>744<> <y>0</y> </hotbar> <sprite> <x>237<> <y>184</y> </sprite> <textures> <x>25<> <y>25</y> <w>974</w> <h>718</h> </textures> <modelswindow> <x>25<> <y>25</y> <w>974</w> <h>718</h> </modelswindow> <texturetools> <x>0<> <y>586</y> <w>56</w> <h>124</h> </texturetools> <texturebrush> <x>56<> <y>53</y> <w>905</w> <h>665</h> </texturebrush> </wm> </config> ________________________________________________________ I - Create a map and Apply textures. - Under the version 600, create a map by File/New/ occure some problems. You can use File/Open From Grf/ save the map and with Tools/Clear Map, clear it. - An important things too, is the border of the map. If you don't let 2 tiles, you'll have dirty borders after when you'll add lightmaps. So, I always using a black border like that : It'll really usefull for make clean borders. Players won't see under the map when they approching sides : I don't have many things to say about this part, for know keys and opportunities, please refer to Steph81's work : http://mappingro.prauds.fr/ ________________________________________________________ II - Relief : Some Maps are particularly flat monotone, you must use the terrain, here in two parts, I'll show you how to make a single mountain, and then show you how to use the inclined surfaces and walls while using the copy / paste in BrowEdit. 1) Make Mountains : Place textures : With F2 mod chosse the height of the upper part : F3 mod and F key for link texture, soft it with S key after. 2) Tilt & Walls : This is an important part, you can make many things with it and it'll done a complexe relief to your map. How tilt textures : Then like the previous step for keys : The aim is to alternate tilts, flat textures and walls, for doing something like that : You must use copy/past system who is really usefull for make. With F2 mod select a part of your map or a tile and past where you want. It breaks the monotony of flat maps with a few simple walls. With some try you should obtain more complexe forms, like that : ________________________________________________________ III - Models : 1) Choose the right size : Always check the size of your models, you don't need to wait for a test IG, you can use Edit Mode/ Sprite Edit. Once selected make ctrl + Left Click : A Random character'll appears, and'll serve of scale. Another advice is the utilisation of different Scales, turn them, also use different rotations. It'll adding a new kind of variety in your models : Only one model used. 2) Using Object Group Edit: This is an important part to know for be faster. (F11 mod) Use different models and size like that : Select them and press D (for Duplicate), you can rotate them too. It's the better way for make maps with different models, a huge vegetation and a variety of situations. ________________________________________________________ IV - Gats : It's an easy part, you'll not have difficulties. But some notes : If you can't move in your map IG, it can be due to the creation of map in BE versions under 600, who don't support New Maps option. If you modify an original map, becareful with the priority read of gat files by the emulator (if use grf enable) and to rebuilt your mapcache if you're using it. In the gat mod, you can use the key I in the tile choosen for get exacts coordinates. (Usefull for place NPC on not walkable tiles) 1) Different type of Gat : Let's see what we get in src/map/map.c : inline static struct mapcell map_gat2cell(int gat) { struct mapcell cell = {0}; switch( gat ) { case 0: cell.walkable = 1; cell.shootable = 1; cell.water = 0; break; // walkable ground case 1: cell.walkable = 0; cell.shootable = 0; cell.water = 0; break; // non-walkable ground case 2: cell.walkable = 1; cell.shootable = 1; cell.water = 0; break; // ??? case 3: cell.walkable = 1; cell.shootable = 1; cell.water = 1; break; // walkable water case 4: cell.walkable = 1; cell.shootable = 1; cell.water = 0; break; // ??? case 5: cell.walkable = 0; cell.shootable = 1; cell.water = 0; break; // gap (snipable) case 6: cell.walkable = 1; cell.shootable = 1; cell.water = 0; break; // ??? default: ShowWarning("map_gat2cell: unrecognized gat type '%d'\n", gat); break; } Walkable : Where players and monsters can walk Not Walkable : Unvaible part of the map (but you can place npcs) Not Walkable (no snipe) : You can't walk and can't snipe too Not Walkable (snipable) : You can't walk but you can snipe. The Yellow wakable seems be used for skills who requieres water. (Holy Water) Use them in PvP / GvG maps or for your scenari. Here an, attack of a lime : 2) Tilt Gats : When you have finished your map relief, you can started the gat editing. First you are gats aren't at the good level if you have using F3 mod and a big pencil. You have different tools proposed for automatic gat editing : - Edit / Set Gat Height : You must use it each time you arrive at this step. All tiles will become similar in level and angle to the ground under them. - Edit / Set Gat Collision : Make walkable all flat ground and non-walkable all section inclined. (like mountains). - Edit / Set Gat Collision 2 : This option will calculate all models and make non-walkables tiles under them. But It's not perfect and you must verifiy everywhere. So I recommand you to use Gat Height, then increaze the size of the pencil and make all your map non-walkable, then only use walkable option. It'll be faster. Becareful for suspended tiles, when done don't use Set Gat Height option or you'll be ready to restart all again ;D You can make tilt gat, copy and past them, ... refet to the Relief section for get some keys. 3) Using Scripting for more type of gat : As we have see, we're limited in the choice of gat. Only use detailled one. Now, I'll present you some new cell type and a basic script for using them : - script Chat-Vending Zone -1,{ OnInit: setcell "prontera",0,0,360,360,cell_novending,1; setcell "prontera",137,268,147,235,cell_novending,0; setcell "prontera",163,267,172,235,cell_novending,0; setcell "prontera",0,0,360,360,cell_nochat,1; setcell "prontera",139,173,147,153,cell_nochat,0; setcell "prontera",163,267,172,235,cell_nochat,0; } (Here the 1 = means activate) Here, I'm forbidden the using of vending and chat in the City of Prontera, but i'm giving some exceptions on specific zones. Can be use in temporary scripts, for non-walkable per example. List of avaible cell : (db/const.txt) cell_walkable cell_shootable cell_water cell_npc cell_basilica cell_landprotector cell_novending cell_nochat ________________________________________________________ V - Adding Walls : Here, we'll see how set a wall. Really interesting to put some walls, you'll get less limitations, it's open you new possibilities of complexe maps. First, you must select a texture, you're permitted to use a part of the texture. You got upper and lower part of the wall, apply textures depending of your orientation in the map. 1) Automatic mod : Press : or ; touch for set walls, one click and it'll be one part who'll be set : Let this touch press then you'll get the texture fit along the entire wall. (Sometimes, this function doesn't work, depending of version of program and the loading of the program ... try to relaunch it, 3-4 times) Now, you can apply a texture well sized. Press Z touch (or Z and sweep along the purple wall indication OR alt + Z). Depending of position of the wall. You can also set a part of a texture and fit it automatically to the wall : (Same keys) 2) Manual mod : With F4 mod you can open the WallTexture window. You can flip to horizontal or vertical. And also selecting with a square the part of the texture, you can move each sommet for get original part of the selected texture. ________________________________________________________ VI - Editing Water : 1) Configure water in my map : This part is kinda easy to understood : Windows/Water You got 6 options, I'm gonna present them : - Amplitude : (0 = none) means the movement of the water, for a rough sea or a calm one. - Height : (0 = default height of map) positive figures = the water goes deeper under default height / negative figures = the water goes upper the default height. - Phase : the speed of the amplitude resolution. - SurfaceCycle : The speed of the texture moving (a water type is composed of 32 frames) - Type : Change the texture of Water - Speed : ... 2) Create new water type : A water is composed by 32 frames in *.jpg format. They are read continuously for make an animation. An automatic transparency effet happens too. Create a folder data/texture/¿öÅÍ/ It'll be in this folder that you'll put all your water files. All files must be in this format : So you have to make 32 textures for an entire water cycle. XX means the number type of your water (Check step 1 / Type option). I've created 8 new waters type, you can get them here : http://www.eathena.ws/board/index.php?showtopic=253679 3) Adding new water type : Make a grf in 0x200 format with your data. You must configure BrowEdit so the program can read the addition : Go to BrowEdit folder : data/configs/rocheaptop.xml (Don't forgot to link the grf, open data/configs/rocheaptop.xml per default in some versions or for nom your configuration file, you must open and follow the link given in config.txt in the BrowEdit folder.) Now take your configuration file : And modify your water count. Water count must be equal to latest XX + 1 (previous step). ________________________________________________________ VII - Lightmaps : Generally, it's the most dfficult part to configure, many mappers asking for it in support section. You have two parts to configure a global one who gives the ambiance of your map, and lightmaps for make some touches of colored lights in parts of your map. I'll also present you how make shadows and some tools. Don't forgot, lightmaps looks generally pretty with Browdit but IG you'll have some dirty apply, if it's your first time, take time for check them before know exactly what you're doing. 1) Global Lighting : Windows/ Global Lighting : Diffuse Light gives you the light of shadows cast by the position of the sun. (In models and in textures). You can choose with the longitude and latitude angle for the basic sun. Colors should never be upper 1, it's in RGB colors (check tools in the last part). Ambient Light, it's a kind of filter on your textures and models. It's in RGB system too. Intensity'll be another way of configure darkness / brightness. 2) Lightmaps Configuration : Light windows : Color stil works in RGB system. Intensity : Generally I'm using 127, upper it's really to pronounce (depends of your idea) Max Light Increment : It's for make priority between different lightmaps. (Just becareful for the shadow light, 4) section). Casts Shadows : recommand you to desactivate it, except for the one who'll serve for make global shadows. 3) Favorite Lights : It's very helpful, for be faster, you won't configure each time a light with same properties. Configurable in Windows/ Favorite lights. Here, I'll share my lightmaps, you'll have some colors and well configured. In your BrowEdit folder : data/lights.txt (replace lines) <?xml version="1.0" encoding="UTF-8" ?> <lights> <light> <name>default</name> <color r="0" g="0" b="0" /> <range>200</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>0</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <name>ambient light</name> <color r="0" g="0" b="0" /> <range>200000</range> <brightness>127</brightness> <maxlight>127</maxlight> <givesshadow>1</givesshadow> <lightfalloff>0.00001</lightfalloff> <height>50</height> </light> <colors> <light> <name>red</name> <color r="0.5" g="0" b="0" /> <range>200</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <name>green</name> <color r="0" g="0.5" b="0" /> <range>200</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <name>blue</name> <color r="0" g="0" b="0.5" /> <range>200</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0.5" g="0" b="0.5" /> <name>purple</name> <range>100</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0.5" g="0.2" b="0.2" /> <name>Torche</name> <range>100</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> </colors> <MyLight> <light> <color r="0.6" g="0.4" b="0.2" /> <name>Jaune Sombre</name> <range>30</range> <brightness>300</brightness> <maxlight>200</maxlight> <givesshadow>0</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="1" g="1" b="0" /> <name>Jaune</name> <range>100</range> <brightness>70</brightness> <maxlight>256</maxlight> <givesshadow>0</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="1" g="0" b="0" /> <name>Rouge</name> <range>100</range> <brightness>100</brightness> <maxlight>256</maxlight> <givesshadow>0</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0" g="0" b="0" /> <name>Lumiere</name> <range>70</range> <brightness>500</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0" g="0" b="1" /> <name>Bleu</name> <range>100</range> <brightness>100</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0" g="1" b="1" /> <name>Cyan</name> <range>50</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>0</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="1" g="0.9" b="0.9" /> <name>Blanche</name> <range>50</range> <brightness>100</brightness> <maxlight>256</maxlight> <givesshadow>0</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0.5" g="1" b="0.5" /> <name>Verte</name> <range>60</range> <brightness>120</brightness> <maxlight>256</maxlight> <givesshadow>0</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0.5" g="0" b="0.5" /> <name>Violet</name> <range>50</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>0</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0.6" g="0.4" b="0.2" /> <name>Orange (mine)</name> <range>50</range> <brightness>500</brightness> <maxlight>256</maxlight> <givesshadow>0</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0" g="0" b="0" /> <name>Orange leg</name> <range>100</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="1" g="0" b="1" /> <name>Rose</name> <range>40</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>0</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0" g="0" b="0" /> <name>Rose</name> <range>100</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0" g="0.3" b="0.3" /> <name>cyan dark</name> <range>30</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0.3" g="0" b="0.3" /> <name>rose dark</name> <range>40</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> <light> <color r="0" g="0" b="0" /> <name>rose dark</name> <range>100</range> <brightness>127</brightness> <maxlight>256</maxlight> <givesshadow>1</givesshadow> <lightfalloff>1</lightfalloff> <height>10</height> </light> </MyLight> </lights> 4) How make Shadows ? It's really simple, when you put all your lightmaps for color, you'll adding the two last one for create shadows. It should seems like that : First Light : Second Light : The first'll cast shadows and the second one mitigate the previous one. (Without it's really too dark, but if you prefer don't put the second one). Color 0,0,0 is the perfect light (you can of course modificate it for get another color but Global Lighting is generally enough). The Second light must be always inferior to the first or you'll not have shadows. Once calculate, use Generate/Smooth lightmaps. (2-3 times is enough) 5) Tools : For RGB colors : http://www.drpeterjones.com/colorcalc/ ________________________________________________________ VIII - Effects : 1) How Using an Effects ? Easy to use, but difficult to make them useful, why ? Because the loop time still don't work under BrowEdit, so with many effects (more than 4 seconds of duration)'ll be flooded IG and your game'll become really slow (or Freeze). Thats why, I'm using some of them directly by Script : - script EP7_lightanim -1,{ OnLight: donpcevent "#ep7effectAby1::OnAction"; sleep2 1000; donpcevent "EP7_lightanim::OnLight"; end; } //=============== ars_fild58,95,103,0 script #ep7effectAby1 139,{ OnAction:specialeffect 14;end; } Place the npc on the coordinates you wish and choose the loop with the sleep2. Here for the list of effects and images : http://mappingro.prauds.fr/ 2) Testing Effects : For make an effect avaible, you need to have ressources in your client and also them hexed in your launcher. BrowEdit list effects can be updated in data/effects.txt, just add in this format some lines : Tested them until you get a Gravity Error ;D 3) Tips for set the Loop Time : This method have been report by Akira-Toriyama : http://board.frathena.net/index.php?showtopic=1453&hl= Put your effect, then open the window Effect. For each change in each case you must press Enter touch before click on ok button. Re-open the window and your Loop Time have been changed ;D ________________________________________________________ IX - Finishes of a Map : This is an important part of this guide, you should apply this method for each maps, don't do it will occure problems, like black textures (cliping effect) and missing models. I recommand you to work on the version 586 of BrowEdit, available here : http://browedit.excalibur-nw.com/release/ (Use svn tool) for his stability and his saves function. 1) What is a Quadtree ? Quadtrees are a division of the map in small square for make a faster loading of the map. The map'll be loading gradually when the player walk onto, but the problem is the reading speed of the client, it never goes enough fast so many black textures (cliping)'ll appears. 2) Why I've got missing models when I'm IG? This happens when you use the quick save. The quick save don't calculate each models per quadtree but make a whole one, fatest yes, but occure some random vanish models. You should always use the classical Save, by the way take of your BrowEdit version, some of them only does quick save (like version 620). For be sure about your version, check your console during the save : If you got this, change your BE version : 3) How fix the Cliping Effect ? Operation to make each time you modify your maps when done. You'll need a hexadecimal editor for realize this. Example : http://www.pspad.com/en/ (freeware) Select your *.rsw files and open it with your hexadecimal editor : Look to 3rd column, first line. Here 0201, modify to 0109 and save ! Don't forget : BrowEdit always saves your map in 0x201 version. Each time you'll save your map, you must restart this manipulation. 4) How fix vanish models ? Tips from Angst. The first way can works but you will sometimes get some vanish models (with 0x201 version). The 201 version seems to don't accept objects to high. Please follow the process if you get vanish models : 5) Make a Minimap : It's really simple, when your map is done, just click on View/Top Camera. Then press Alt + Print Screen, and paste it on Paint (or another program, if you have). Save in *.bmp format / 256 colours. Name your file with the same name as your map, and put it in : Should look like that : You can resize it for save some Ko. (I'm using 400*400 generally) ________________________________________________________ X - Adding new textures : Note before, you must respect the original format : *.bmp / 256*256 / 24 bits / 71 ppp, or it won't be read by the program. 1) Where put them in the client side ? Make a folder "data", open it, inside create a one "texture" called, open it, then another called "event" (for example, if you decide to use another one, you must change the adresse in the step 2) and put all your custom textures in. (TEXTURENAME.bmp) 2) How adding them to BrowEdit ? In your BrowEdit folder : data/texturescustom.txt Open it and write with this format for each textures added : 3) Link textures to BrowEdit You must repack your data folder in 0x200 grf format for be read by BrowEdit. (Don't forgot to link the grf, open data/configs/rocheaptop.xml per default in some versions or for nom your configuration file, you must open and follow the link given in config.txt in the BrowEdit folder.) 4) Add transparency effect to a model or texture : You can apply some transparency effect on your models / textures. You must have a program using layers like photoshop : (explanations from Angst) TGA format(Photoshop): File>Save: (In the save dialogue make sure "Alpha Channels" is Checked. A popup will ask : Also on the Alpha 1 channel I find the client can't read anything below 15-25% transparency. (Black/white value) IG it shows up as fully invisible if the transparency is set below the values stated above.. Also I've found you can use larger textures for better resolution IG (Less pixelation) Common size: 256x256 Higher res: 512x512 Even Higher res: 1024x1024 Note: these sizes are for custom models using textures you create, not ones used with the RSM Editor. Wall images can be any size, though I generally do not go less than 256 wide. Please follow instructions in Adding texture part for adding it to your browedit / client. Here some examples of works on : http://www.eathena.ws/board/index.php?showtopic=269326 / http://www.eathena.ws/board/index.php?showtopic=272164 You can also get examples of TGA files in those map packs. 5) Add new water type : You can get here my new water pack : http://www.eathena.ws/board/index.php?showtopic=253679 How install them ? - Go to BrowEdit folder : data/configs/rocheaptop.xml - You must link the grf first (water.grf) in <grf></grf> - Change the count of water type like this (depending of the total of water type : officials + customs) : For make a new one, look to texture/¿öÅÍ/ . There is 32 images in jpg format per water type. So texture/¿öÅÍ/water800.jpg means 8th type frame 00 (00 to 31). You can go upper like 15th type frame : it will looks like texture/¿öÅÍ/water1502.jpg ________________________________________________________ XI- Adding new models : I recommand you first to create a database of models (and also textures who are very usefull for editing them or get the good format of models's textures). You should decompress all your grf and keep only "model" & "texture" folders (make this operation for all your grf with this kind of stuff). Then apply Unbollox to get the right names, like those one uses in BrowEdit. I'll not speak about 3ds models here, just show how add a new model and retexturing it. (For a custom one, it's the same schema). I'll also show you how use Arcturus models separately. 1) How find a model and isolate it ? Choose a model : It's this link in my database : Make a folder "data", open it, then a folder called "model", open it, then another called "event" (for example, if you decide to use another one, you must change the adresse in the step 3) and put all your custom models in. (MODELNAME.rsm) Copy and paste in : 2) Editing your model : Select Windows/RSM Editor, and select your custom model (or the copy in your data/model/event/) As you can see, you can modify the used texture (here only one), just double click in the mini-texture and a new windows'll open then choose a new texture. (For adding a custom texture check the previous chapter.) Save it. (Sometimes the mini-texture don't change until a save or reboot program). *You must replace and repack the grf used by this model each time you editing it.* 3) How adding your model in BrowEdit ? In your BrowEdit folder : data/romodels.txt Open it and write with this format for each models added : 4) Link models to BrowEdit : You must repack your data folder in 0x200 grf format for be read by BrowEdit. (Don't forgot to link the grf, open data/configs/rocheaptop.xml per default in some versions or look for your configuration file, you must open and follow the link given in config.txt in the BrowEdit folder.) 5) Using Arcturus Models : Here a special note for Arcturus model a previous game of Gravity using the same client mechanisms and formats. Link to the pack : http://www.eathena.ws/board/index.php?show...amp;hl=arcturus [by Akayoo] Check his indications for know how adding this pack, all have been already preparate in BrowEdit for those models. It can provide an interesting quantity of models and textures really useful for made original maps. But be careful you must relink all models and textures by adding them separetly. So use the Adding textures / Adding custom sections. Please don't use the whole pack for your map, it'll be really useless, nobody wants a maps with a grf of 200 Mo ;D ________________________________________________________ XII- Tips : I'll put here some tips for BrowEdit, you can of course prupose yours. 1) Two Maps in one window Launch your program, then open a map, then another one. Now you can press the tabulation touch and switch from a map to another. You can pick an object and put it in the other map. You can also copy/paste entire parts of the map. If you copy a part of a map on another becareful of Global Lighting they must be the same. When you paste, save, you'll get a Sanitary Lightmap : Boundary Light map. After saved, just relaunch the programm and it'll be done ;D 2) Added Blue Sky This question frenquently remains. It's possible to make it but you're really limited. So, I'll explain you 3 differents method for make this effect. First method : Replace an existing map with this effect. I list here all maps : Second method : Use a Hexadecimal editor, open your executable with it then search for a map with sky effect. Replace the name found by the name of your map : Third method, use a blue texture around your map and use mapflag clouds / clouds2. (Check Arcturus grf for get some sky textures.) When you're creating your map, you must put per default yellow texture and let it empty. I'll do some tests for get other effects maps like bilfrost or thanatos one. ________________________________________________________
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  6. Peopleperson49's Script Collection Please enjoy my work. If you have any suggestions or find any issues/bugs please let me know! If you like or download my work please click the "Vote this post up" button to the right of the post and check out my server Ragnarok Underground. My scripts are written as I would use it for my Ragnarok Underground server, you might need to configure them before use. My scripts are written to work with the rAthena emulator. When reporting and bug/error/suggestion in this topic please give the emulator version, version of the script your using, and the issue in detail! Super Magnifier Identifys all unidientified items a player is holding at once. I made this a long time ago for my server, but I added here for Nipsino after reading a post he left. Function_SuperMagnifier.txt Rock, Paper, Scissors Roulette This was one of my first scripts I ever made. I learned to script by breaking these type of scripts down and recreating them from scratch. This script was recreated in this same way. It is very similar to the original in design. Allows the player to play roulette with a 5 chamber pistol. Only one bullet is loaded at a time. The script will continue to loop until somebody is shot. Version 2.0: rpsroulette.txt BlackJack Scratchcard Blackjack script that designed to work like a scratchcard. It is based on using eight decks or cards and both numbers and suits determine winning hands. Buster prize for scoring a 30 or 31, which can only be done if you already have a 20 or 21 adding one more element of gambling to it. Item data is included at the bottom of the script. Version 3.3: Scratchcard_BlackJack.txt Powerball Lottery This was one of my first scripts I ever made. I learned to script by breaking these type of scripts down and recreating them from scratch. This script was recreated in this same way. It is very similar to the original in design. Powerball lottery picks 5 miniballs and 1 powerball. Different pay amount based on type of matches made. Version 1.7: lottery.txt Advanced Banker This was one of my first scripts I ever made. I learned to script by breaking these type of scripts down and recreating them from scratch. This script was recreated in this same way. It is very similar to the original in design. Bank with varying account and interest based directly on balance. Also has trustfund which pays out only when the character reaches BaseLevel 150. Most of my scripts give trustfund bonuses and also 1% of any zeny spent goes toward the trustfund. Version 1.4: bank.txt Heads Or Tails This was one of my first scripts I ever made. I learned to script by breaking these type of scripts down and recreating them from scratch. I remember making this one, but I'm not sure if I based it off of another script or not. Player starts by betting 500z and then flips a coin. If heads their money is disabled, if tails they loose all their money. Version 2.4: hot.txt Jackpot Leon This was one of my first scripts I ever made. I learned to script by breaking these type of scripts down and recreating them from scratch. This script was recreated in this same way. It is very similar to the original in design, however I'm not sure where to find that script anymore. The script picks a number between 1 and 100. The player pays 10,000z to make a guess. Each guess increases the size of the Jackpot by 9,000z until somebody wins. Version 2.3: jackpot.txt Double Dice Roll Very simple dice gambling game created for my custom Comodo casino package. You bet various amounts of zeny and roll two dice. The winner is the one with the highest total score. This was created from scratch as part of my casino package and had nothing to do with the rolladice script. Version 2.1: roll_a_dice.txt Saving Angel This script was written for my lovely wife after we were player and our whole party was wiped out in majos. It allows a character to resurrect another character anywhere in the server for a fee. Version 1.8: Saving_Angel.txt Magic 8 Ball Custom script that works just like using a magic 8 ball. Version 2.2: MagicEightball.txt Wishing Well Custom script that allows a player to throw zeny into the wishing well and make a wish. The wish is then sent to any online GM using @request. It is restricted to one use per day to help prevent annoying the crap out of the GM's! Version 1.7: WishingWell.txt Arch Bishop Job Quest This script was written for MelMel on rAthena.org. It is a compltely new version of the third job change quest for an Arch Bishop. I did not use any other scripts as a base. It allows a Priest/High Priest to gather items and then change jobs to an Arch Bishop. The Sub-scripts can be completed in any order and all work off of each other. Version 1.1: Job_AB.txt Guillotine Cross Job Quest This script was written to supplement the fact that the Guillotine Cross still has no official script release on rAthena.org. It is a compltely new version of the third job change quest for a Guillotine Cross. I did not use any other scripts as a base. It allows a Assassin/Assassin Cross to gather items and then change jobs to a Guillotine Cross. Version 1.2: Job_GC.txt Monster Of The Day Another Monster Of The Day script. I made this one from scratch to be very simple and work automatically. Uses almost the full list of monsters from the mob_branch. I included the dispbottom here when players login, but I actually perfer to use a login script with this in it. Version 1.4: MOTD.txt Security Manager Allows a player to set up a password to help protect their account. It uses a simple OnWhisperGlobal function. I nolonger support the use of the whisper system in my Security Manager script after version 1.3. I will still provide support for other issues that might be discovered in scripts prior to v1.4, but they will be fixed in a version that now uses bindatcmd. Version 1.5: Security_Manager.txt GM Headquarters Allows access to a part of the sec_in01 map that doesn't have any warps anyway. This is a nice areas to setup special NPC's or events. Whatever anybody wants to do with it. However the secutiry code is fun for everybody to try to crack. This script currently has shops that be used once a day as a reward for cracking code. It's my intent to eventually add a full warper script that can be used once a day also. Version 1.3: GMHeadquarters.txt Monster Hunter This script was written for vgrebirth on rAthena.org. It allows one party at a time to do the Monster Hunter event. If any member is killed the entire party looses and are warped out. If you kill all the mini-boss monsters the boss monster is spawned. Version 2.7: Monster_Hunter.txt
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  7. My tool allows you to take wings/rucksacks/whatever sprites, rename them numerically to place into the tool, and will automatically output the renamed files for each class, saving you hours of time having to manually rename each file.Originally inspired by this thread: http://rathena.org/board/topic/72734-guidecustom-wings-at-robe-place/ - I created this tool as a means of saving not only myself, but others time. The script can still use some improvements (automatic creation of folders from steps 2 through 6 in the instructions below for instance), but is for all general purposes ready and working as-is. My script uses PHP and web server magic to run. Your web server will also need to be able to .tar.gz files. I don't know how to check other than running the script, so.. yeah. You will need to download the following zip which contains a robes.php file: http://jtynne.com/rAthena/robetool.zip Next, follow these instructions: 1. Upload the robes.php file to your web server. 2. Create two folders "base" and "output" 3. CHMOD both folders to 0777 4. Inside of the "base" folder, place all of your .spr/.act files for the garment sprite you'd like to create. Number these from 1 upward and remember this number for the next step. 5. Inside of the "output" folder, create an equivalent amount of folders to the same number of .spr/.act's you put in the "base" folder. If you went up to 3.spr/3.act then make three folders: 1 2 3 6. Inside EACH of the numbered folders, create two additional folders with the names "³²" and "¿©" (male/female). This is important so do it! 7. Run the robes.php script from your browser and allow it to run. It will create a .tar.gz file containing all the necessary sprite files, but your work is not yet done. 8. Inside the .tar.gz you will find an "output" folder which contains numbered folders and renamed sprite files for all classes. Take the numbered folders and place them into : data/sprite/·Îºê/ (client-side) 9. Open data/lua files/datainfo/spriterobeid.lua AND data/lua files/datainfo/spriterobename.lua YOU MUST EDIT BOTH FILES. 10. Inside spriterobeid.lua in the SPRITE_ROBE_IDs = { section, add in your new robe reference. e.g. ROBE_MYRO_1 = 1, 11. Inside spriterobename.lua in the RobeNameTable = { section, add in your new robe reference using the data from the previous step as an addendum to the syntax. e.g. [sPRITE_ROBE_IDs.ROBE_MYRO_1] = "1", 12. You can then test these out in-game with @changelook 7 # or adjust the "view" field on a garment and voila. Note: If anyone has questions, I probably won't respond very quickly as I'm busy IRL with school/running my own server/working. Help each other, it's pretty straight-forward so long as you have an understanding of client-side data. If anyone would like to create a more detailed guide, be my guest. If you modify my script, please do give credit where credit is due, as I spent a considerable amount of time making this work. Thanks!
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  8. //------------------------------------------------------------------ Design / Manufacture : Goddameit Idea : Emistry Map : Syouji Preview : Introduction : Try to arrive the destination by using ASDW controller. //------------------------------------------------------------------ Script download : Rainbow Surfers.txt Map download (map name : r_road) : http://rathena.org/b...0-rainbow-road/ Item_db download : http://pastebin.com/....php?i=QGf762qH Item_avail : 17506,2410 17507,501 17508,502 17509,503 17510,504 //------------------------------------------------------------------ Modify source code : clif.c add this //------------------------------------------------------------------ YOU MUST DO ALL OF BELOW THINGS Hotkeys set : Ban keyboard : Item place : //------------------------------------------------------------------
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  9. So this is kinda old stuff but I think we should take more in accounts warnings and if possible fix them. Currently we only have fews build who throwing out warnings : (http://build.rathena...ings (40)]NMAKE[/url]) cause other one are either set as silent or don't got a warnings level sufficient. I'm suggesting to change visual warnings rom lvl 3 to lvl 4 and modify configure to remove -Wno parenthese, -Wno unused -Wno-sign-compare -Wno-pointer-sign. For configure since we trying to optimise and make the code stronger those silent warnings serve againt our purpose, Why do we need to silent parenthese, bettter to let us know if a condition is dubious : if(a && b || c) => do you mean ((a && || c) or (a && (b || c)). unused is trivial and worse is done in Vcc but not in Gcc cause we tell him to shut us, what the logic in that ? The only one I believe should stay is -Wno switch cause we using lot of switch and enum, and he will complaint to not have them all, well we could always put a default path for all of them. If there still some warnings and you feel we should silent them, let at least do it if degug mode is off (--enable debug) so we can easely take a look at it later. Of course I also believe buildbot should have debug mode on for compile so we know what missing. Configure diff Vcc Files If you doing this you'll see those kind of warnings : http://upaste.me/e1dc170363199020 So quick study of them we assigning to smaller type a bigger type like : short a = int b, so ofc only half of b will be assign. Signed to unsigned or unsigned to signed short a = unsigned short b; unsigned short a = short a; So ofc after SHRT_MAX will have some issue of sign nonstandard extension used : bit field types char a:1; unsigned short a:1; All useless we said we wanted only 1 bit assign for this type, putting short or char is useless as we still only gonna have 1bit This only bring confusion as expected type, real declaration is : int a:x (x = number of bit) etc... So just changing those ain't hat hard and will put the code more coherent, they were mostly done by optimisation attempt, like we change mapid to short but not in function call causing those issues or trought scanf... This will also optimise the code cause we will reduce in most case type so less ram reserved. I already starting doing the change, ain't that easy to explain rule change but it's basically : -1) keep struct assign in type if optimise; -2) harmonize other struct we have the same index in there. -3) Update local variable for correct match -4) Update function parameter call -5) cast Here what I've done for the moment : ra_warns2.diff So tell me what u think about it
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  10. i guess this is the when the events ends? or something? here;s the script //===== rAthena Script ======================================= //= Poring Summoner //===== By: ================================================== //= Bahmut (Made it automated) //= MoonlightRO (Original) //===== Current Version: ===================================== //= 1.4 //===== Compatible With: ===================================== //= TXT & SQL //===== Link to orginal: ===================================== //= [url="http://www.eathena.ws/board/index.php?showtopic=236779"]http://www.eathena.w...howtopic=236779[/url] //============================================================ - script Poring Summoner -1,{ OnInit: //---- NPC Config ----- set .SpecialPorings,100; set .NormalPorings,100; //--------------------- initnpctimer; end; OnSpecialKill: set .SpecialPorings[1],.SpecialPorings[1]-1; announce strcharinfo(0) + " got a " + getitemname(.ItemID) + "!",bc_map; // getitem .ItemID,1; set PoringPoint,PoringPoint+1; dispbottom "You got 1 Poring Point"; dispbottom "Total Poring Points:"+PoringPoint; goto PoringCount; OnNormalKill: set .NormalPorings[1],.NormalPorings[1]-1; goto PoringCount; PoringCount: announce "Special Poring: " + .SpecialPorings[1] + " || Normal Poring: " + .NormalPorings[1],bc_map; if(!.SpecialPorings[1]) goto EndEvent; end; OnTimer3300000: RestartEvent: killmonster .Map$,"All"; set .Event,0; set .SpecialPorings[1],0; set .NormalPorings[1],0; removemapflag .Map$,mf_noskill; set $@ran, rand(1,10); if ($@ran == 10) set .Map$,"lighthalzen"; if ($@ran == 9) set .Map$,"louyang"; if ($@ran == 8) set .Map$,"comodo"; if ($@ran == 7) set .Map$,"xmas"; if ($@ran == 6) set .Map$,"aldebaran"; if ($@ran == 5) set .Map$,"izlude"; if ($@ran == 4) set .Map$,"payon"; if ($@ran == 3) set .Map$,"geffen"; if ($@ran == 2) set .Map$,"morocc"; if ($@ran == 1) set .Map$,"prontera"; setmapflag .Map$,mf_noskill; monster .Map$,0,0,"Poring",1002,.SpecialPorings,"Poring Summoner::OnSpecialKill"; monster .Map$,0,0,"Poring",1002,.NormalPorings,"Poring Summoner::OnNormalKill"; set .SpecialPorings[1],.SpecialPorings; set .NormalPorings[1],.NormalPorings; announce "The Poring Event has begun!",bc_all; announce "Location: " + .Map$,bc_all; announce "Special Poring: " + .SpecialPorings,bc_all; announce "Normal Poring: " + .NormalPorings,bc_all; setnpctimer 0; end; } is this OnTimer3300000: = 55 minutes? uhm,or should i use OnMinutes: ? on timer means it will start 55minutes right?
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  11. I'm FOR doing this. We replace with the source from r16967, which was actually last-modified in r16966 (doesn't matter much). Then we could do this: • Either every one recommit their own commit, so blame will be properly placed which will take more time (depends on that dev's activity) which I strongly recommend we do this, regardless of revision number, at least we'd have blame righty (partially, source-related would be different but still blame the same person). Also I'd go for keep commit AS IS even if they would be reverted or follow up'd after, for the sake of blame. • Otherwise we take a single person to recommit everything and even though we'd have less "useless" revisions (or follow ups), blame would be broken. (which I don't like) And since this code style thing is giving so much trouble (which I thought it wouldn't), personally I don't want this kind of headache anymore, so leave it be. List of commits envolving source modifications and its authors: http://trac.rathena.org/changeset/16988/rathena - malufett http://trac.rathena.org/changeset/16987/rathena - ligtha http://trac.rathena.org/changeset/16986/rathena - mkbu95 http://trac.rathena.org/changeset/16985/rathena - mkbu95 http://trac.rathena.org/changeset/16984/rathena - markzd http://trac.rathena.org/changeset/16981/rathena - malufett http://trac.rathena.org/changeset/16980/rathena - markzd http://trac.rathena.org/changeset/16979/rathena - markzd http://trac.rathena.org/changeset/16977/rathena - akkarin http://trac.rathena.org/changeset/16974/rathena - mkbu95 http://trac.rathena.org/changeset/16973/rathena - mkbu95 http://trac.rathena.org/changeset/16971/rathena - mkbu95 http://trac.rathena.org/changeset/16969/rathena - lighta
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  12. any errors? and try to check the firewall
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  13. Description: It works on similar lines of Jtynne's Garment Robe Generator => http://rathena.org/b...enerator-v10/.This tool copies the collection/item bmps as well as drop and equip sprites/act files to proper locations in the target folder specified. Just like the Garment Generator this one is also a php script and therefore can be added to your webserver to use directly. Pre-requisites: This is also mentioned in the page that pops up 1) Source folder name must be the headgear name (without blankspaces in between) 2) The tool looks for the following files in the source location: collection.bmp item.bmp drop.spr drop.act main.spr main.act 3) Any missing file will not cause error - and therefore this can also be used for other Equipment data such as armors and shields. 4) Destination folder specified will be created if not found. Instructions: 1) Prepare your source folder with the data. 2) Run the script & Enter the paths. 3) Click the Copy Files button 4) The result page shows what all files were copied. 5) At the end of the result page you will find a list of lines you can copy to your accname.lua file. Download: http://www.mediafire...b03868og5sh2z7a Try it out and let me know if you need help or find some issues :-) . Hope this is useful. If you modify the script, please do give credit where credit is due. I am completely new to php and it took sometime to get everything properly done in this script.
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  14. You can find it here => http://www.mediafire.com/download.php?4o7m0tq3ss8ah9b
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  15. 1 point
  16. if ( sd->status.account_id != 2000001 && sd->status.account_id != 2000002) your account ID cant be 2000001 and 2000002 at the same time...that why you cant use OR Operator in the condition checking..
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  17. Yes, now SVN Blame will blame the person who committed the TAB-to-spaces conversion. And when we revert this, SVN Blame will blame that person too! We'll have to do two "Blame previous revision" lookups to find out who actually added/edited a line! The only way to prevent that is: undo r16968 by doing SVN Replace on the whole /trunk/src/ (replace it with revision 16967 of /trunk/src) have everyone re-commit r16969 to r16991 (13 commits to /trunk/src) then do the proper AStyle conversion (4 spaces = 1 tab) - this will still cause converted lines to blame the wrong person (and when looking up SVN Blame you have to do "Blame previous revision") + but at least you only have to do Blame previous revision ONCE + and it will only be for the lines that were space-indented, then converted to tabs (I'm guessing less than 5% of the code? The majority of it was already indented with TABs prior to r16968.)
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  18. It will break diffs either way if we switch to spaces or tabs -- that is, if we change existing code just because we think it "looks better" -- the style discussed here really must only apply to new code, not blindly applied to existing code. Can we in the meantime revert Greenbox's commit where he changed the leading whitespace of thousands of lines ?
    1 point
  19. As of now, it detects the recipient's name automatically from the given charid.. and you can get anyone's charid using getcharid(0,"Rad").. And this doesnt need to use attachrid, as long as you have a charid you can use it (unless I didnt get what you're saying). ah damn .. I just say something stupidactually, what I meant is getcharid( 0, "Annieruru" ) will only return the result when the user is online and if the user is offline, even there's no source command can get the user CharID <-- totally forgotten about this the only way is use *query_sql in scripts or Sql_Query in source ... ok I'm wrong about this one yeah ... in scripts if want to send a mail to an offline user, should've save the array of char_id first hand so can forget about adding "<Recipient name>" optional field EDIT: in clif.c if (!intif_Mail_send(sd->status.account_id, &msg)) mail_deliveryfail(sd, &msg); I just read this part perhaps your script command should also do something like if ( sendmail(..... ) ) mes "mail sent successfully !"; else mes "mail sent failure !"; hmm ... let me check what are the conditions for mail sent to fail EDIT2: no.1 ... mail box is full ... -> #define MAIL_MAX_INBOX 30 .. in mmo.h no.2 ... specify zeny in negative value .. no.3. ... invalid item ID ... no.4 ... gives zeny more than MAX_ZENY variable in mmo.h ... no.5 ... MAIL_TITLE_LENGTH -> #define MAIL_TITLE_LENGTH 40 no.6 ... MAIL_BODY_LENGTH -> #define MAIL_BODY_LENGTH 200 I think that's all ... guess the rest about special attributes about items can refer to getitem2 script command
    1 point
  20. erm...i think wiki will give you the best answer you want.... refer this Permanent_Monster_Spawn
    1 point
  21. An unsafe action to generally take is to convert spaces to tabs or vice-versa in the entire repository. The biggest problem this causes is that history is lost from before and after this change. I would highly advise against changing the formatting of large blocks of code in the current repository so as not to break diffs and lose history for those sections of code. For example, if I went and changed every indendation of every file in the repository from spaces/tabs to non-breaking spaces (hypothetically), any diffs that I had would no longer work with the updated repository files. I don't know about SVN, but when we are using git, a developer can create filters that are executed when 1. adding files to the repository or 2. checking out files from the repository at which point one can convert from spaces to tabs or vice-versa (http://git-scm.com/b...yword-Expansion). I would recommend that a standard be decided, and that new code must either follow the standard or follow the style of the file that the code is being added to, if it differs consistently from the proposed standard.
    1 point
  22. Я делал замену треков стандартных на обычные песни 192 битрейта, и не было воспроизведения в игре. сталкивался с такой хренью, оказалось дело в отсутствующем файле... файла дескрипта музыки небыло... его вкинул- заработало... мб там еще и не тока в битрейте дело ,мб в чемто еще. Надо экспериментировать. я заменил всего 3 саунда, все 3 пошли
    1 point
  23. If you guys having a problem regarding to resetpos,resetlook and ETC here's what i've discover a little fix for you UNAUTORIZED as you see flux is based for renewal as of now so the fix for the pre-renewal users will be this method if you do config/error.php and turn it to true and config/application.php debugmode = true you will see exactly what errors you've got so here's the little fix. STEP BY STEP 1.Go to your webhosting or what you use for your flux control panel then go to modules/account/view.php search for item_db and replace it as item_db_re and for the item_db2 leave it alone since item_db2 dnt have re. 2.After done in 1st step go to modules/item/view.php and again replace item_db to item_db_re This will fix for your unautorized resetpos,resetlooks and item viewing....just do the same method for others like mob_db and set this to YES //Use SQL item_db, mob_db and mob_skill_db for the map server use_sql_db: no If you dont want to replace them NOTE: this guide is only for pre-renewal if you are going to ask if your database gonna effected or something NO it wont harm anything unless you do a correct thing. i will update this thread for more pre-renewal things. thank you
    1 point
  24. so owner can sell or drop their castle?
    1 point
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