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  1. Xantara's FluxCP Everyone knows of FluxCP. However, with the creation of rAthena, there became a need to support renewal changes and other features such as the new group system. This is where my Control Panel comes in. Xantara's FluxCP is a free and open source control panel to work with rAthena. Forked from FluxCP by Paradox924X and Byteflux at r1121. I will continually merge updates from the original FluxCP. Demo: http://web.artistic-coder.com/fluxcp-rA Note: this site is used to test new functionality and custom addons so it may not always be functioning properly Features The original/base FluxCP already comes with a lot of features. Here I will only highlight those that came after the fork. For a full list, click here. Updated Ragnarok Data Full Birthdate Functionality Working GM Group System Mob Skills SQLized Zeny Log Page Specific Item Drop Rates Toggle for Pre-Renewal or Renewal SQL Data Alchemist Ranking Blacksmith Ranking Paginated Item Shop Character/job images (static) WIP Account management system (link one or more in-game accounts to one CP account) Queued Accepted Suggestions (have suggestions? post them here!) Search in logs page Pin code functionality Character sprites with palettes (would replace static images) Requirements Apache webserver with PHP 5.2 or greater PDO extension with MySQL support (http://www.php.net/pdo) PHP GD2 for security images (Optional) Enabled Zip extension for exporting guild emblems (Optional) Apache/mod_rewrite for using the "Clean URLs" feature Download There are three ways to get a copy of this Control Panel. For detailed installation instructions, click here (TBD). 1. GIT Clone git clone https://github.com/missxantara/fluxcp-ra.git * For Windows, you can take a look at using TortoiseGit with its friendly user interface. 2. SVN Checkout svn checkout https://github.com/missxantara/fluxcp-ra/trunk/ * For Windows, you can take a look at using TortoiseSVN with its friendly user interface. 3. ZIP Download https://github.com/missxantara/fluxcp-ra/archive/master.zip Extra Downloads Extract to the root folder of your FluxCP system Job Image Files: http://missxantara.github.io/fluxcp-ra/downloads/FluxCP_Jobs_Images_2012-04-28.zip Updated details: April 28, 2013 Credits: Xantara Monster Image Files: http://missxantara.github.io/fluxcp-ra/downloads/FluxCP_Monsters_Eclage_14.2.zip Updated details: Mob ID #2380 of Eclage (Episode 14.2) Credits: Brynner Item Icon Files: http://missxantara.github.io/fluxcp-ra/downloads/FluxCP_Item_Icons_2012-04-08.zip Updated details: April 8, 2013 Credits: Latheesan's Extractor Item Image Files: http://missxantara.github.io/fluxcp-ra/downloads/FluxCP_Item_Images_2012-04-08.zip Updated details: April 8, 2013 Credits: Latheesan's Extractor Quick Links Wiki: https://github.com/missxantara/fluxcp-ra/wiki Bug/Suggestion Reports: https://github.com/missxantara/fluxcp-rA/issues GitPage: http://missxantara.github.io/fluxcp-ra Misc. Feel free to post any suggestions here. If suitable, they may be polled by general users before being decided to be implemented or not. If you have a feature already coded that you would like to share, please do send a GIT pull request or send me an SVN diff of the work - I'd love to take a look at it! Please note that working on this open-source project will furthermore serve as a learning opportunity for me. If you find that I've implemented something that could be improved, I urge you to let me know - your knowledge on this subject would be greatly appreciated! Like my work? Rep up the topic first post
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  2. File Name: VIP - Temporary Rasie Reel File Submitter: goddameit File Submitted: 04 Apr 2013 File Category: Source Modifications Content Author: Goddameit This is a researching release, maybe it will lead to something bad or you may have no idea how to use this. - Preview : - This system will create a VIP account by new script command ''setviptick'' SAMPLE (be VIP for 10 seconds) : http://pastebin.com/raw.php?i=9KdLE7yJ and when you are VIP, you will get temporary ''Token Of Siegfried'' after you dead, so you can use it to raise up yourself. This temporary ''Token Of Siegfried'' also will disappear if you relogin server, raise up by other... etc Click here to download this file
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  3. Channel System r17228 adds a system of chat channels with far greater versatility than the former @main chat. @main is now an alias for the @channel command. All settings are located in trunk/conf/channels.conf. Features New atcommands, @join and @channel, to manipulate chat channels. Speak in a #channel by either: Sending a whisper to #channel. Binding your global chat to the channel (@channel bindto <#channel_name>). Set default channels, available when the server starts: /* Default channels (available to all players) */ default_channels: { /* channel_name : channel_messages_color */ main: "Yellow" support: "Blue" trade: "Red" chat: "Default" /* Add as many channels as you'd like. */ } Automatically join local map channels (#map) and guild ally channels (#ally): /* "map_local_channel" is an instanced channel unique to each map. */ map_local_channel: true map_local_channel_name: "map" map_local_channel_color: "Yellow" map_local_channel_autojoin: true /* Disable autojoin in specific maps through mapflag 'nomapchannelautojoin'. */ /* "ally_channel" is a channel shared by all your guild allies. */ ally_channel_enabled: true ally_channel_name: "ally" ally_channel_color: "Green" ally_channel_autojoin: true Use the 'nomapchannelautojoin' mapflag to disable auto-joining the #map channel on a map:<map_name> mapflag nomapchannelautojoin Allow users to create private channels if 'allow_user_channel_creation' is true: /* Allow users to create their own (private) channels through @channels command? */ /* (must also allow players to use @channels in groups.conf) */ allow_user_channel_creation: true Create a list of colors to use in channels: /* Colors available */ colors: { Default: "0xffffff" /* Custom channels will use the first in the list unless a font is selected through @channel. */ Red: "0xff0000" Blue: "0x83cfe9" Orange: "0xe57c00" Cyan: "0x00b89d" Yellow: "0xffff90" Green: "0x28bf00" Normal: "0x00ff00" /* Add as many channels as you'd like. */ } Credits go to @Ind for the coding, and @Lighta for helping out. Feel free to post all suggestions or reports!
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  4. You'll always find them in themes/themename/modulename/actionname.php
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  5. You must restart your mapserv (@reloadscript)
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  6. I am using version 1.2 For the add.php: Use Notepad++ (you can also use the normal Notepad I think) Search for "<?=" and replace all with "<?php" Then search for "<?php h" and replace all with "<?php echo h" For department.php: Search for "<?=" and replace all with "<?php" Then search for "<?php h" and replace all with "<?php echo h" Then search for "<?php d" and replace all with "<?php echo d" Then search for "<?php g" and replace all with "<?php echo g" Then search for "<?php (" and replace all with "<?php echo (" Then search for "<?php (i" and replace all with "<?php echo (i" Change line 47 to this: For settings.php, edit.php, view.php, search.php, index.php Search for "<?= " and replace all with "<?php echo " If there's still anything not working in department.php, please reply. I may have skipped something ? If I messed up something, don't blame me. I'm just trying to help.
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  7. Common Patch: - Fixed a bug in the tutorial group paradise when checking the weight. - Added reward experencia the daily adventures for instance the temple of evil. - Added pictures to the dungeon NPC Jitterbug instance. - Added sound effects some monsters. - Sorcerer Skill Revised: In the skill [Elemental Shield] has changed the scope of enchantment with pneuma effect. - Fixed a bug with the tomb of MvP sopreponerse and they could appear in more than one screen. - Krishna Malangdo service was added as remove cards. - There was a change to recognize as MvP nightmare Jitterbug Jitterbug instance dungeon. -Shadow Chaser Skill Corrected: When you used the skill [Play] to copy the ability [Magma Eruption] the mechanic kept using it and will be corrected. Main Servers: - Begin change event cards. -> Period: 03/04/2013 to 10/04/2013 Day maintenance. - Ends the sale of the Shadow Set Box-II - Ends the event gift a box home. -Corrected Sorcerer Skill: Ability Killing Cloud anomalously state applied when creating the toxic cloud coupled with the ability and will be corrected Deadly Infection. - If the consumption of skills acquired by a item is 0 of SP and your SP is 0 is correct to use. - Fixed a bug with leveling boxes (160). Sakray Server: - The car cast the skill [Leap] prohibited maps will be corrected. -Sura Skill Fixed: When using the skill [Rising Dragon] with the letter ended incubus and its effect is not diminished your SP and will be corrected. -Rune Knight Skill Fixed: When using the skill [Dragon Breath] on someone affected by skill [Fiber Lock] is not added successfully increased fire and property damage will be corrected. - Treasure boxes of WoE TE will be modified. (For the stability of the economy of trade Zeny server boxes are changed treasures of WoE TE) (This is in addition to all treasure boxes generated apartir Day 00:00 04/04/2013). This translation was made with google translate using Ziu's spanish translation.
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  8. like this ? http://pastebin.com/raw.php?i=W4UXJLw9 OnInit: // craft settings .craft_rate = 50; setarray .item_id,607,608; setarray .item_amount,1,2; .item_id_size = getarraysize( .item_id ); // item gain .craft_gain = 7539; end;
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  9. Yes, I was actually working on that project for a while, but the problem I mentioned above still remains: There are three different ways on how to do the conversion which all have good reasons why they are close-to-official and it's hard to decide for one. Just take Scaraba Hole, on the one hand all pre-renewal monsters above level 99 have HUGE attack at least 8000 and for renewal scaraba hole monster actually do a lot of damage, but giving them 10000+ damage makes it indeed a lot harder than in renewal. Not to mention that there is later a nightmare mode, how high do you want to put the damage there? 40000+? Kinda pointless, since players can't even level above level 99 (unless the private server raises the max level). So in the end it might makes more sense to give them ~4000 attack, that reflects the difficulty better and then you still have room to make nightmare mode harder. Or maybe use an average between both versions? Not very easy to decide. And even trivial things like halving VIT is not so clear. It seems important so that AD is not overpowered, but the Biochemists on your server will totally complain about it, if you mess with that stat. So admins might still opt to leave it in just to not risk making their players angry. All these things will vary strongly on server decisions and what the players want and also custom server modifications (if they have max level 255 they might want those monster be a lot stronger). It's also possible to write a full converter via statistical evaluation. It just needs to check the differences between renewal and pre-renewal for monsters actually existing in pre-renewal and then learn by calculating average differences how much the stats are different on average for that race, size, element level and level range and then just apply those average differences on the new monster. But there are quite some monsters that got significantly changed that will make such a converter very unclean, for example the level and power and desert wolf is really high renewal, much higher than in pre-renewal, but that doesn't mean that brute fire monsters should be generally a lot weaker and lower level in pre-renewal. But maybe I'll do a release with my preferred version eventually.
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  10. Just open the ba_frostjoke or dc_scream text file, remove all the lines, and type just one line into them like Frost Joker !! or Scream !! and you should be good. Itl give the illusion of screaming the name, but itl appear on the chat window too. If thats not good enough, you'll have to do what clydelion suggested too, but itl be a good bit of work. Also note that changing the skill ID will also change the sprite animation to not do anything as well.
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  11. Have you tried to do @lostskill <skill_id> on the players? It's a crazy idea to make them forget the skill on a one-by-one basis, but it works...
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  12. prontera,155,180,5 script Random 98,{ mes .npc_name$; mes "Hello, do you want to play ?"; next; if( select( "Play !", "More Informations", "Leave" ) == 3 ) { mes .npc_name$; mes "Bye!~"; close; } else if( @menu == 2 ) { while( getd(".p"+ .@j ) ) { mes .npc_name$; mes "Item required: ^FFCC00"+ getitemname( getd(".p"+ .@j ) ) +"^000000"; mes "Chance to gain something: ^CC0000"+ getd(".p"+ .@j +"[1]" ) +"%^000000"; mes "Possible gains:"; for( .@i = 3; .@i < getarraysize( getd(".p"+ .@j ) ); .@i += 3 ) mes "^0000FFx"+ getd(".p"+ .@j +"["+ .@i +"]" ) +"^000000 "+ getitemname( getd(".p"+ .@j +"["+ (.@i -1) +"]" ) ) +" (^CC0000"+ getd(".p"+ .@j +"["+ (.@i +1) +"]" ) +"%^000000)"; .@j++; next; } } mes .npc_name$; mes "Which item do you want to use ?"; next; for( .@j = 0; getd(".p"+ .@j ); .@j++ ) if( countitem( getd(".p"+ .@j ) ) ) { .@size = getarraysize( .@menu$ ); .@menu$[ .@size ] = getitemname( getd(".p"+ .@j ) ); .@sel[ .@size ] = .@j; } .@s = .@sel[ select( implode( .@menu$, ":" ) ) -1 ]; mes .npc_name$; while (1) { mes "Here we go..."; delitem getd(".p"+ .@s ), 1; if( rand(100) > getd(".p"+ .@s +"[1]" ) )// lose mes "You got nothing"; else { .@rand = rand( getd(".totalchance"+ .@s ) ); .@r = 1; while ( ( .@rand = .@rand - getd( ".p"+ .@s +"["+ (1+ 3 * .@r) +"]" ) ) >= 0 ) .@r++; getitem getd( ".p"+ .@s +"["+ (1+ 3*.@r -2) +"]" ), getd( ".p"+ .@s +"["+( 1+3*.@r -1 )+"]" ); mes "You got ^FF00CC"+ getd( ".p"+ .@s +"["+( 1+3*.@r -1 )+"]" ) +" "+ getitemname( getd( ".p"+ .@s +"["+ (1+ 3*.@r -2) +"]" ) ) +"^000000"; } mes " "; mes "wanna try again ?"; next; if ( select( "Yes", "No" ) == 2 ) close; mes .npc_name$; if ( countitem( getd(".p"+ .@s ) ) < 1 ) { mes "it seems you have ran out of "+ getitemname( getd(".p"+ .@s ) ); close; } } close; OnInit: // (item ID need) (chance), (reward 1) (number of reward 1) (chance to gain), (reward 2) (number of reward 2) (chance to gain)... setarray .p0, 671,50, 2462,1,20, 1161,1,30, 5394,1,50; // gold coin setarray .p1, 7227,20, 2462,1,10, 2541,1,10, 1161,1,10, 13517,1,70; while ( getd(".p"+ .@j ) ) { for( .@i = 4; .@i < getarraysize( getd(".p"+ .@j ) ); .@i += 3 ) setd ".totalchance"+ .@j, getd(".totalchance"+ .@j ) + getd(".p"+ .@j +"["+ .@i +"]" ); .@j++; } .npc_name$ = "[ "+ strnpcinfo(1) +"]"; end; } This option is set here // (item ID need) (chance), (reward 1) (number of reward 1) (chance to gain), (reward 2) (number of reward 2) (chance to gain)... setarray .p0, 671,50, 2462,1,20, 1161,1,30, 5394,1,50; // gold coin setarray .p1, 7227,20, 2462,1,10, 2541,1,10, 1161,1,10, 13517,1,70; You can add more reward or add an other list following the typo I wrote
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  13. I believe that this behavior is embedded into the client. I suggest changing BA_FROSTJOKE/DC_SCREAM's skill id to achieve what you need. Unless you found a workaround. Note: You'll need to edit client side files too after changing the skill_id from the server.
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