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  1. File Name: Support Ticket for FluxCP - FREE File Submitter: Feefty File Submitted: 23 Mar 2013 File Category: Web Resources Content Author: Feefty FluxCP Addon [support Ticket] Features: Title Notification (ex. Flux Control Panel (1) - means you have 1 unread support ticket.) Sidebar Notification (ex. View Tickets [3] - means you have 3 unread support ticket) You can easily subscribe/unsubscribe to a ticket even a staff member can unsubscribe to a support ticket. Subscribing (0 to disable the subscribing or 1 to enable. This will affect everyone.) Ticket Delay (0 to disable this feature. They have to wait for 'TicketDelay' hours to open a new ticket.) Priority (Low, Medium or High. To help organize the priority - Can be edited by the staff if it's misleading) Status (Closed, Open, Resolved, Replied) Department (You can add, edit or delete a Department. Group is for the level of the department that can be handled by the staff members.) Reply (Staff Reply will be highlighted and will have an icon to avoid the confusion.) WYSIWYG Settings (For staff only) Nickname (Use ~ character if you want to use your username. By default it will use your username when replying to a ticket.) Email (This email will only be used for support ticketing. Use ~ character if you want to use your account email. By default it will use your account email when receiving emails.) Subcription (Receive email notifications when someone opened or updated a support ticket.) 'Last updated on' will show right next to Save Button. [*]Character affected (Select the character where the problem occurred. Disabled if the account doesn't a character yet.) [*]Search Engine (If your account is a staff member you can search using their account id, email, char id) [*]Ticket Editing (Only the staff can edit a support ticket.) [*]Ticket Listing (List of all support tickets. For staff only.) [*]Unread ticket will be highlighted in the list. [*]Normal Player can open/close their own ticket and only a staff member can resolve/delete a ticket. [*]Player/Staff can use @checkunread/@cu in-game to check if they have an unread support ticket. [*]PM me if i miss something. Compability: Tested on Xantara's FluxCP for rAthena - https://github.com/m...ntara/fluxcp-rA Tested on FluxCP for eAthena - https://code.google.com/p/fluxcp/ Rules: Do not steal the credit of this work. How to Install: Make a folder named support in addons folder. Extract the files to support folder. Copy the file inside the addons/support/support_templates and paste it to data/templates folder. Add the line below themes/default/header.php - Before: <?php if (!defined('FLUX_ROOT')) exit; After: <?php if (!defined('FLUX_ROOT')) exit; require_once(FLUX_ROOT.'/'.FLUX_ADDON_DIR.'/support/modules/support/function.php'); themes/default/main/sidebar.php - Before: (You will get 2 results. You will have to do it twice too.) <span><?php echo htmlspecialchars($menuItem['name']) ?></span> After: <?php if ($menuItem['module'] == 'support'): ?> <span><?php echo sprintf($menuItem['name'], " [<strong".($unread > 0 ? " style='color:#d84646'" : "").">".$unread."</strong>") ?>]</span> <?php else: ?> <span><?php echo htmlspecialchars($menuItem['name']) ?></span> <?php endif ?> [*]Update your database and make sure cp_support_tickets, cp_support_reply, cp_support_dep and cp_support_settings does exists [*]Add a Department first so players can open a ticket. [*]Copy addons/support/npc/ticket_notification.txt to your server npc/custom folder or whataver folder you want. [*]Paste this line npc: npc/custom/ticket_notification.txt inside your npc/scripts_custom.conf [*]You can find all the configuration in addons/support/config/addon.php [*]Done. If you find a bug, please contact me. Github Download: https://github.com/Feefty/FluxCP_Addons-SupportTicket/archive/master.zip Github: http://github.com/Feefty Email: [email protected] rAthena: Feefty Feel free to buy me a coffee Paypal: [email protected] Click here to download this file
    2 points
  2. Fiz em Português, traduza para o Espanhol: http://pastebin.com/raw.php?i=qVCdE56T ​Boa sorte!
    2 points
  3. File Name: UFC Strikeforce PvP Arena File Submitter: Olrox File Submitted: 12 Mar 2013 File Category: Maps & 3D Resources Video: Content Author: Olrox Join my facebook: https://www.facebook.com/OlroxMaps < -- For Video of this Map Click Me--> Important: if you use 2012 clients, you must beware that animation is not supported to these clients yet. To avoid an error, please install the files in 2012 directory inside the pack and the map will run just normal, but without animation. UFC Strikeforce Arena is, a small arena designed for pvp events 1vs1, (just as the real UFC), although you can use it for more people if you want. The whole octagon was a model and the textures were made by me (although I used some metal patterns in PS and real life photos to make for example, the corner bags) The white octagon area has a trick, to be possible to iluminate it it was necessary to not make it as a model (since models can't be iluminated) so, a set of custom textures with magenta present did the trick! This arena is very nice. However, the most particular feature it has, is the TV Screen since it is Animated and it shows different images of Ragnarok and Real UFC images in different sequences. Anyone interested in this map can change those images with particular adds of his server, or, lets say: players of the month/guild of the month, top ranked players, or important server announcements. It is easy, just to replace some images file. IMPORTANT This map comes with 2 versions in the same pack. One with spectators walkable cells enabled, and another one with only the pvp arena walkable cells enabled. It is up to your choice! The list of images you can edit to show your own server art is listed below: *data/texture/ta1.bmp (...) ta4.bmp *data/texture/tb1.bmp (...) tb4.bmp *data/texture/tc1.bmp (...) tc4.bmp. *data/texture/td1.bmp (...) td4.bmp. Click here to download this file
    1 point
  4. Euphy's Scripts Disclaimer You may use, modify, and host all of my released scripts. You may not sell them, re-release them in any way (modified or otherwise), or remove the credits. < Event Manager > < Hunting Missions > < Queue System > < Euphy's WOE Controller > < All-In-One NPC > < Euphy's Quest Shop > < Euphy's Warper > < Item Rewards > < Custom Currency Multi-Shop > < Build Manager + > < Class Mastery System > < Class Specialization > < Badge System > < Guarantee Refine Ticket > < Item Fusion > < Euphy's MVP Ladder > < Card Trader > < NPC Duplicate Generator > < Auto-Potion >
    1 point
  5. Hello all! Now i present to you my release : Faction system. Faction system settings: conf/battle/faction.conf Faction data base: db/faction_db.txt Faction alliances db: db/faction_alliance.txt New atcommands New Script commands New mapflag: fvf ( mf_fvf ) New map cell: nofvf ( cell_nofvf, cell_chknofvf ) Main Features: Faction versus Faction wars allowed only on FvF maps ( Min.lvl -> fvf_min_lvl: 55 ) Custom aura effects ( max is 3 by default, but you can increase it ) Aura can displaying for unit types in faction.conf: NPCs, Monsters, Pets, etc...( not only for Player ) Monster and other can change own base status to status from faction_db.txt ( race, element... ) If faction have Undead race or status faction members in this function can heal themselves ( if it allowed in faction_db.txt ) NPC shops can sell items to different factions at different prices. Now saving faction leader and relics of each faction. Multi - alliance support. Voting system ( voting for faction leader ). Relics support. Logging Faction chat. Youtube Preview http://www.youtube.com/watch?v=S7q-ExosLa8 Price: FREE PATCH FOR RATHENA REV. 17310 Faction_System_Complete_1.4_rA17310.patch FACTION.SQL Old BETA version
    1 point
  6. File Name: [Label] OnPCAttackMobEvent File Submitter: Zephyr File Submitted: 28 Dec 2012 File Category: Source Modifications Content Author: Zephyr (rAthena or brAthena) This label is invoked everytime a player attacks in a certain map flagged with "attackmobevent". Sintax: OnPCAttackMobEvent: (...) Mapflag: mapname<TAB>mapflag<TAB>attackmobevent It works ONLY in the maps with the mapflag "attackmobevent". Click here to download this file
    1 point
  7. Ragnarok Renders What is a render? A render is basically an image where an object in the image has a transparent background. Think of transparency as something invisible. In this case the object(s) are monsters, characters, items, etc. How do I make a render? Well there are several ways, my easy solution is just to use the magic eraser tool in Photoshop CS5. You use that and click the background, the more solid the outline of the object the easier it is to render. Some objects you may have to trace the lines so that way the eraser doesn't erase a part of the image its not supposed to. This takes much trial and error, and don't worry, as long as you don't mess up on the tracing, you can't tell its been traced. What does the packages contain? A: NPC cutins, official wallpapers, and fankit images. There are also login screens that have been put together, as well as loading screens. It will also have all the original images for people who want to help out or just to see what the render came from; however, wallpapers are not included because it makes the package too large. What format are the images in? The images are saved in .PNG format. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------Downloads http://mysterious-project.googlecode.com/svn/trunk/Renders/Renders.zip Renders Package (Renders [10-2-2010]) http://mysterious-project.googlecode.com/svn/trunk/Renders/Renders.zip Updated: Added blank card templates, as well as blank flags. Card Images http://mysterious-project.googlecode.com/svn/trunk/Renders/Card Images.zip Comment: I don't know if this will be useful to anyone, but I figured why not. From the data.grf. NPC Cutins http://mysterious-project.googlecode.com/svn/trunk/Renders/NPC%20Cutins.zip Info: The NPC images without a transparent background. Also from the data.grf. jRO NPC Cutins (2012) http://mysterious-project.googlecode.com/svn/trunk/Renders/jRO%20Cutins.rar Info: Thanks to Bahamut for supplying them. I made them into Renders. Additional Renders (Thursday September 27th 2012) 1st-Humanish.zip 2nd-Humanish.zip Trans-Chibish.zip ThirdJob-Chibish.zip Info: Was gathered from here.
    1 point
  8. Since i havent seen a topic with this info (atleast not in full), thought i will share what i found so far. One handed Swords = 1100-1149, 13400-13499 Two handed Swords = 1150-1199, 21000-21999 Knives, Daggers etc = 1200-1249, 13000-13099 Katars = 1250-1299 One handed Axes = 1300-1349 Two handed Axes = 1350-1399 One handed Spears = 1400-1449 Two Handed Spears = 1450-1471, 1474-1499 Maces = 1500-1549, 16000-16999 Books = 1550-1599 Knuckles = 1800-1899 One Handed Staves/Rods = 1600-1699 Two Handed Staves/Rods = 1472,1473,2000-2099 Bows = 1700-1749, 18100-18499 Guitars = 1900-1949 Whips = 1950-1999 Handguns = 13100-13149 Other guns = 13150-13199 Ninja weapons = 13300-13399 All the other ids are currently being ignored. Disclaimers: 1) Applicable to 2012-04-10a and older client which don't use the iteminfo.lua file for getting information. 2) I have not tested the entire range of values. They are inferences i got from the client exe file. If you are interested in making the item id flexible try my modified client =>http://rathena.org/board/topic/79646-release-2012-04-10a-with-no-weapon-item-id-restriction/?view=findpost&p=184288
    1 point
  9. Since the advent of Custom 3D Monster Project, I have been looking into assembly again and looking into the RAGEXE client to see what can be done about some limitations we have with respect to adding custom weapons & jobs. I managed to do some edits and it came with satisfying results for me. Disclaimer: I have not done extensive tests with all the weapons but i have tested custom weapons in id ranges outside that of the default ones. Let me know if you see any bugs/crashes. Components: 1) Client: 2012-04-10aRagexeRE_M (I know i should have called it W but hey i like M better ) \ Only patches present in there are the "SKIP PACKET HEADER OBFUSCATION" and my own edit. And yes you can add all the other patches to this one. http://www.mediafire.com/download.php?wgn4f52hpy11c42 2) Lua File: weaponoverride.lua You need to keep this file in luafiles514/lua files/datainfo folder. any new weapon addition requires the item id to be specified in this file ( the format is specified in there) http://www.mediafire.com/download.php?s43q5gpiab42cbw I am not planning to carry over this edit to other older clients as of right now since i am also focusing on the second task unless I get some free time.
    1 point
  10. So, another suggestion I would like to make. Converting from SVN to GIT. GIT has more functionality and has stronger compression methods. I heard when Mozilla moved FireFox from SVN to GIT they saved 80% of memory. Also it seems to be faster, it's easier to work in teams and the branching makes it possible to work on something while still getting updates and also creating hotfixxes. Opinions? P.S.: There are tools to convert SVN to GIT. I think it's called GIT-SVN under Linux.
    1 point
  11. I propose to add multilingual support. Player's language stored in the database (sd-> lang_id, for ex.), default 0 - English language. The idea is to read multiple files msg_conf different languages. sd->lang_id = 0 // English sd->lang_id = 1 // Spanish sd->lang_id = 2 // German etc... For add the new language we must add a new parameter like 'read_msg: 1,map_msg_sp.conf', where '1' - is Language ID 'map_msg_sp.conf' - spanish translation. In-game example: if player havent language (sd->lang_id = 0), he will recive 'Character not found' if(sd->lang_id = 1) // Spanish he will recive 'El carácter no se ha encontrado'. Thus, each player will receive messages from the server in understandable language.
    1 point
  12. http://www.2shared.com/file/j1zBX13B/WDGRemoveLoginAutoClose.html if anyone else want it
    1 point
  13. prontera mapflag nocommand 99
    1 point
  14. here is 1 way to do it http://www.youtube.com/watch?feature=player_embedded&v=OmpgiiWLC00
    1 point
  15. I wrote an online tool some months ago : http://www.robrowser.com/prototype/vdk/ (required a recent browser). It's not a complete tool (only work with version 1.1 and not sure it work with all vdk files), but if you don't want to install a software in your computer or don't want to extract the whole archive, it do the job.
    1 point
  16. Use https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/db/mob_item_ratio.txt
    1 point
  17. I've been trying to figure out 'clif_skill_damage' and 'clif_damage' in src\map\clif.c and was wondering if it's possible for it to show damage above 999,999 by showing damage/1000 + "k" So 1,020,342 damage would show up as 1020k. Just having it display the number is easy enough, and I just made it show an effect whenever the damage exceeds 1 million, but if anyone knows how I could get it to show the letter at the end, that'd be much appreciated! Or even how I could change the color of the numbers shown. For reference, I'm using rAthena rev. 15399 and the 2011-06-14b RagexeRE client.
    1 point
  18. /*========================================== * Check if player can drop an item *------------------------------------------*/ int pc_candrop(struct map_session_data *sd, struct item *item) { if( item && item->expire_time ) return 0; if( !pc_can_give_items(sd) ) //check if this GM level can drop items return 0; if ( pc_get_group_level(sd) == 50 ){ // your group you want to disable clif_displaymessage (sd->fd, msg_txt(426)); return 0; } return (itemdb_isdropable(item, pc_get_group_level(sd))); } you have to put the curley bracket if the contents inside the IF-ELSE statement has more than 1 lines
    1 point
  19. Run all the scripts in the trunk/sql-files/upgrades/ directory, in ascending order.
    1 point
  20. @iraciz, i think he meant Emistry has submitted report about the timeout bug not about your post
    1 point
  21. Little optimized map,146,139,5 script Arena Master 808,{ if( select("PVP Room [ "+getmapusers("arena02")+"/50 ]:Cancel") == 1 ) { if( getmapusers("arena02") >= 50 ) { mes "[Arena Master]", "I'm sorry but the PVP Room is already full!"; close; } addtimer 300000,"Arena Master::OnTimeout"; warp "arena02",0,0; percentheal 100,100; } close; OnPCDieEvent: getmapxy .@map$, .@x, .@y, 0; if( .@map$ != "arena02" ) end; sleep2 2; warp .@map$, .@x, .@y; percentheal 100,100; end; OnTimeout: dispbottom "5 minutes has been elapsed."; warp "SavePoint",0,0; end; }
    1 point
  22. Little optimized lunar01,219,180,4 script Dreamworks Coins 807,5,5,{ OnTouch: if ( @HD > gettimetick(2) ) end; makeitem 1022, 10, "lunar01", rand(214, 217),rand(177,184); set .@Delay,1; // In Seconds if ( .@Delay ) set @HD, gettimetick(2)+.@Delay; end; } or lunar01,219,180,4 script Dreamworks Coins 807,5,5,{ OnTouch: if ( @delay_item ) end; @delay_item = 1; makeitem 1022, 10, "lunar01", rand(214, 217),rand(177,184); sleep2 1000; // 1000 = 1 sec of delay @delay_item = 0; // automatically reset the variable end; }
    1 point
  23. map,146,139,5 script Arena Master 808,{ if( select("PVP Room [ "+getmapusers("arena02")+"/50 ]:Cancel") == 1 ) { if( getmapusers("arena02") >= 50 ) { mes "[Arena Master]", "I'm sorry but the PVP Room is already full!"; close; } addtimer 300000,"Arena Master::OnTimeout"; warp "arena02",0,0; atcommand "@heal"; } close; OnPCDieEvent: atcommand "@alive"; atcommand "@heal"; end; OnTimeout: dispbottom "5 minutes has been elapsed."; warp "SavePoint",0,0; end; } arena02 mapflag pvp arena02 mapflag nocommand 80 arena02 mapflag nomemo arena02 mapflag nosave SavePoint arena02 mapflag noteleport arena02 mapflag nowarp arena02 mapflag nowarpto arena02 mapflag noreturn arena02 mapflag nobranch
    1 point
  24. Here you have all new items since last lub file You can merge that with your file without risk to translate that in further http://pastebin.com/DtJf5sxn
    1 point
  25. lunar01,219,180,4 script Dreamworks Coins 807,5,5,{ set .@Delay,1; // In Seconds ​if (@HD > gettimetick(2)) end; makeitem 1022, 10, "lunar01", rand(214, 217),rand(177,184); end; OnTouch: makeitem 1022, 10, "lunar01", rand(214, 217),rand(177,184); if (.@Delay) set @HD, gettimetick(2)+.@Delay; end; }
    1 point
  26. nar01,219,180,4 script Dreamworks Coins 807,5,5,{ if(gettimetick(2) < #delay) { mes "you have to wait a minute."; close; makeitem 1022, 10, "lunar01", rand(214, 217),rand(177,184); set #delay,gettimetick(2) + 60; end; OnTouch: makeitem 1022, 10, "lunar01", rand(214, 217),rand(177,184); set #delay,gettimetick(2) + 60; end; } EDIT: oh you wanted just a second... so sir emistry is right^^
    1 point
  27. like this ? sleep2 1000; makeitem.........
    1 point
  28. Change this part in the setting .max_hat_id = 5859; // max ID .min_hat_id = 5001; // min ID range .hat_type = 1|256|512; // delete this variable ( delete .hat_type ) and while( ( getiteminfo( .@r,5 )&.hat_type ) == 0 || compare( .black_list$, .@r +"" ) ); to while( getiteminfo( .@r,2 ) != 2 || compare( .black_list$, .@r +"" ) ); for Usable item or while( getiteminfo( .@r,2 ) != 3 || compare( .black_list$, .@r +"" ) ); for Etc item or while( ( getiteminfo( .@r,2 ) != 2 && getiteminfo( .@r,2 ) != 3 ) || compare( .black_list$, .@r +"" ) ); for etc + usable according to the table Type: 0 Healing item. 2 Usable item. 3 Etc item 4 Weapon 5 Armor/Garment/Boots/Headgear 6 Card 7 Pet egg 8 Pet equipment 10 Ammo (Arrows/Bullets/etc) 11 Usable with delayed consumption (item is lost from inventory after selecting a target, for use with skills and pet lures) 18 Another delayed consume that requires user confirmation before using item. @donkeyg What kind of error ?
    1 point
  29. k3dt, do athena a favour, and dont make the RE clients, these are for the sakray server. instead you should force athena to use the main server client, ragexe.exe <3
    1 point
  30. I sure do prefer git to SVN, it makes merging changes from rAthena & branching really bloody easy. I set up a git mirror of official rAthena here: https://github.com/nevelis/rAthena It's updated every few minutes so it's recent. I would strongly encourage the core dev team move to git too - this will allow people to send in pull requests for features & bug fixes.
    1 point
  31. bump on this? github now has a "svn emulator" that can be used to checkout/commit and track revisions as numbers so it will not be a problem for the users/developers that don't know how to use Git.
    1 point
  32. As posted on eA. Freshly made website designs. All names used are fiction. Any resemblance to another server is merely coincidence and unintended. PM me for information. (1) DoodleRO (2) JuiceRO (3) CherryRO (4) DiorRO (5) SyndromeRO (8) KraashRO (9) NumbRO (10) AmberRO (11) StrikeRO new: (12) Va Va VoomRO - credits to KeyWorld
    1 point
  33. can i use this script to automatically read all line in my item_db.txt? if yes how to? what is the command? im using windows and strawberry perl
    1 point
  34. Actually, GIT is very well proven, what do you think changes to the Linux kernel are tracked with? The linux kernel dwarfs *Athena both in size (millions of lines of code) and number of developers. Mercurial is also well proven, and has far better cross-platform support than GIT with all its benefits. As for the argument against people updating their servers, it's about as simple as installing the software and checking out the new repo, essentially zero difference. Sure, people who made custom modifications would have a harder time changing, but no more than if they had switched from eA to rA (most people making custom modifications are probably advanced enough to make the migration anyhow). Under windows the tools are similar enough to SVN that migration would be pretty easy for most people (TortoiseHG actually has a far better interface than TortoiseSVN). For a small project, such as *Athena, I can fully attest that using a distributed system does indeed improve workflow immensely. I'm a senior full-time student at DigiPen, and we not only do a ton of individual projects for our CS degree program, we also have 4 individual years of small to large team collaborative game projects (my last team in Fall was 12 people). When it all comes down to it, HG/GIT beat SVN hands down for every case I've used it for. First and foremost, a distributed source control system doesn't have a single point of failure like SVN does. Switching to a mirror if another goes down is a pain in the ass in SVN, where in GIT/HG you just add another remote server entry and go. We actually had a situation like that last semester when the school repository server died for us near the end of the semester, we seamlessly migrated to bitbucket within a few minutes. Then just synced it back to the schools servers when they were back online. But during my first year something similar happened while we were using SVN and it caused the entire game team to be dead in the water. Now I will admit that there are some issues with distributed systems like GIT/HG. But these are issues that *Athena will never run into. Generally you run into problems when you need to often update large files. No I'm not talking a large code file (trivial because they can be compressed very well), but things like game art, audio, and video assets (which a server has none of). Now when it comes down to doing something like, say, a complete refactor of how an entire system works, this is where GIT and HG really shine. You can easily create a local branch and work on the changes, while keeping it merged and up-to-date with upstream changes. Then when you're done, you can easily merge those changes back into the main branch and close your branch. At no point outside pulling upstream changes are you required to communicate with the server itself, hell not even then (you can sync from -any- copy of the repository). The choice to commit the actual branch upstream is totally up to you. Also, comparing the size of the GIT vs. SVN repository isn't really fair. You need to actually understand how each technology works, but overall GIT/HG would end up being larger repos in the long run. Sure, initially it may be smaller, but keep in mind that since it's a distributed source control, even though the data is compressed, it's all there. You can roll all the way back to the very first commit in GIT if you want to without ever contacting the server (which is why it has problems with art assets and such). Essentially, it retains -everything- while SVN only checks out the latest copies of the files locally. For the arguments about using both, I'd highly suggest against doing that. The majority of your users are just going to be doing a clone checkout and running with it, with occasional updates. Hell, most of them probably don't even want to do that, they'd rather download and unpack a zip file. Very few people will likely be making pushes to change the code itself. Using two version control systems just means that you get to manually apply patch files between the systems, which is why doing both is a nightmare (as other devs pointed out). Though as a counter argument, setting up TortoiseGIT is far harder for most people than TortoiseSVN and TortoiseHG. You can't just install it and go, you have to install both TortoiseGIT *AND* MSysGit to use it (which can have many problems of its own). The ease of use is why I'd suggest Mercurial over GIT. It's essentially the exact same thing, just with better tools and simple setup.
    1 point
  35. I approve the change. The servers shouldn't be affected. The staff can still mantain a read-only SVN mirror of the Git repository.
    1 point
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