Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 04/09/13 in all areas

  1. I deleted some sentences here, and I forgot what they were. so this mod, will gives script bonus for specified armor or weapon level at specified refine. Example, 0,10,{ bonus bVit,5; } it will makes all armors that +10, player will get VIT +5. 4,10,{ bonus bStr,5; bonus bInt,5; } all +10 level 4 weapons, will give bonus stat +5 STR and INT Download: refine-bonus-rA-20150913-f6964717.diff [spoiler=old releases] refine_bonus-rA-20140125.diff (Tested on latest Git) How if **Please report any bug found, and if there is suggestion too**
    3 points
  2. Hello everyone! I'm sad, and a bit upset, because the things on the client side are worse than they should be. Yes, there is a recommended client post pinned into the main topic, but that is getting outdated, and if I try to find newer luas, datas, table files, I'm only gonna struggle in that with no result. Guys, please. The server is useless without a proper client. Who will play if the client has so many unfinished content, that even our first players got into them on their first day? The quest menu is a nightmare... Unicode garbage that was a korean text once, korean buttons in some places, unknown items in the quest guides and if I click on them the game crashes, and I could go on like for hours. This is not good. The whole client side should have a dev team as well just as the server side has with svn support, because fishing files from all over the web from over advertised, deadlink media share sites is just not the proper way! Please consider this: start an rAthena client project, with it's own support system and repository. This way it would be far easier to manage luas, datas, clients, everything together, in one place, and setting up a server with the newest client wouldn't be a week's job...
    2 points
  3. Bahasa Indonesia is updated for svn17232 msg number 1040
    2 points
  4. Dear Brynner, First of all, I wasn't telling anyone what to do. I was merely proposing an idea of how to make server owners' life easier. Second, I wasn't judging anyone or anything. I'm using my free time to maintain a server for free, just many do with this project. I highly respect this. But this is not the question of the people, this is the question of the efficiency of the whole project. One of the main factors of efficiency, is the flow of information, and the organized work. Everyone would benefit if everything was much more easier to understand, and develop. Scattered forum posts are the most annoying things to search in if someone needs information on an issue. Also, If there isn't a main place where everyone can track the development of both the client and the server, then many redundant, and non compatible updates may appear. Avoiding this would make developers life easier as well, not only the "customers'". I bet neither the devs, nor the "customers" have the luxury of doing the same work twice or searching for hours just to make something work. There are many problems already, why is that bad if I ask for something that could make things easier? "Work smarter, not harder"
    2 points
  5. 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
  6. 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!
    1 point
  7. Hello guys, I'm brazilian and I was using the brAthena so decided test the rAthena. I had a problem here with the max length size, that problem when the npc's name are too long. I looked on brAthena and could do the modification on NPC name length, to possibilite the brazilian users keep using their old npcs on rathena, so lets do it! First you have to open your emulator folder src/map/script.c change the bold line to: Nice! Close the script.c and open your npc.c You will do the same thing right here. Change all the bold parts to NPC_NAME_LENGTH Open your npc.h and do the same, changing all the NAME_LENGTH TO NPC_NAME_LENGTH Great! After that, open src/common/mmo.h and add this: Finished! After you did it just recompile your emulator and test, in my case it worked perfectly. Credits: Protimus, the admin of brAthena, he was the responsable to do the source modification, I just posted here to help someone that had this problem, like me Hope you enjoy!!
    1 point
  8. File Name: Client Cleaner File Submitter: Hiero File Submitted: 06 Apr 2013 File Category: Client Tools Content Author: Hiero Hi everyone, Few mounths ago, I decided to develop a software which is able to clean all the files useless to the private server creation process in official Ragnarök Online client. It deletes by default all the files related to the client's protection such as nProtect GameGuard and HackShield. Moreover, it is simply customizable thanks to its interface. Key features : Multilingual software (English and French) Management interface Selecting files to delete Add a file to delete Delete a file added Restore the default files Add / read the description of a file Restore default descriptions Choice to create a zip file containing deleted items (folder "backup" to the root of the executable) Things to do : Complete the database Saving preferences Restore backup with software Code optimization if necessary (bug(s) correction, improvements to the developer maniac I am, etc.) Sharing sources if you wish This application is developed in C# with WinForms, if you don't have an updated Windows, you must download the .NET Framework 4. Several features will be created based on the feedback I have. Also, sorry for my bad english. I hope it will be useful ! Click here to download this file
    1 point
  9. Please use the search function next time .. dont worry it doesnt bite 2012-04-10 client picks up the tab names from msgstringtable.txt . The fourth tab is the Favorites tab (Need i say more? put your fav items in there) See this page about the locations in msgstringtable => http://rathena.org/wiki/Favorite_tab FYI the height is dependent on the longest tab name
    1 point
  10. I've also updated string no 1040. Thanks Cydh for the reminder!
    1 point
  11. i'm all for people wanting to protect their work, and normally i don't comment on this type of stuff much, but threatening to ddos people that pirate it? laff if i ever get my hands on an updated copy i'd take out the backdoors myself.. because fuck that kind of attitude tbh.
    1 point
  12. very possible i attached some diffs i used it as my base diff the @warp@godelay patch will make it possible after you apply this diff in your svn replace your @aura in atcommand.c with this /*========================================== * Auras personalizadas *------------------------------------------*/ int atcommand_aura(const int fd, struct map_session_data* sd, const char* command, const char* message) { struct map_session_data *pl_sd = 0; int type = 0; if( !pc_get_group_level(sd) && DIFF_TICK(gettick(),sd->canlog_tick) < 5000 ) { clif_displaymessage(fd,"@aura cannot be issued since you were into battle recently"); return -1; } if (!message || !*message || sscanf(message, "%d %[^\n]", &type, atcmd_player_name) < 2) { if (!message || !*message || sscanf(message, "%d", &type) < 1) { clif_displaymessage(fd, "Please, enter at least an option (usage: @aura )."); return -1; } atcmd_player_name[0] = 0; pl_sd = sd; } if( pl_sd != sd ) { if ((pl_sd = map_nick2sd(atcmd_player_name)) == NULL) return -1; } sprintf(atcmd_output, "Current Aura: %d", pl_sd->status.aura); clif_displaymessage(fd, atcmd_output); pl_sd->status.aura = type; pc_setglobalreg(pl_sd,"USERAURA",type); pc_setpos(pl_sd, pl_sd->mapindex, pl_sd->bl.x, pl_sd->bl.y, 3); return 0; } i made it to work just now TEST IT WITH A NORMAL CHARACTER not a GM char @[email protected] @[email protected]
    1 point
  13. Hmm...haven't done this for a while so lets see how it goes. (forgive any syntax errors, still setting up my server so I can't test =P) This one is abit different. During dispell only needs to loop as many times as needed without having to do any comparisons. Buff list was taken from the dispell skill inside source. - script dispeller -1,{ function DispellBuff; OnInit: freeloop(1); DispellBuff(SC_WEIGHT50); DispellBuff(SC_WEIGHT90); DispellBuff(SC_HALLUCINATION); DispellBuff(SC_STRIPWEAPON); DispellBuff(SC_STRIPSHIELD); DispellBuff(SC_STRIPARMOR); DispellBuff(SC_STRIPHELM); DispellBuff(SC_CP_WEAPON); DispellBuff(SC_CP_SHIELD); DispellBuff(SC_CP_ARMOR); DispellBuff(SC_CP_HELM); DispellBuff(SC_COMBO); DispellBuff(SC_STRFOOD); DispellBuff(SC_AGIFOOD); DispellBuff(SC_VITFOOD); DispellBuff(SC_INTFOOD); DispellBuff(SC_DEXFOOD); DispellBuff(SC_LUKFOOD); DispellBuff(SC_HITFOOD); DispellBuff(SC_FLEEFOOD); DispellBuff(SC_BATKFOOD); DispellBuff(SC_WATKFOOD); DispellBuff(SC_MATKFOOD); DispellBuff(SC_DANCING); DispellBuff(SC_EDP); DispellBuff(SC_AUTOBERSERK); DispellBuff(SC_CARTBOOST); DispellBuff(SC_MELTDOWN); DispellBuff(SC_SAFETYWALL); DispellBuff(SC_SMA); DispellBuff(SC_SPEEDUP0); DispellBuff(SC_NOCHAT); DispellBuff(SC_ANKLE); DispellBuff(SC_SPIDERWEB); DispellBuff(SC_JAILED); DispellBuff(SC_ITEMBOOST); DispellBuff(SC_EXPBOOST); DispellBuff(SC_LIFEINSURANCE); DispellBuff(SC_BOSSMAPINFO); DispellBuff(SC_PNEUMA); DispellBuff(SC_AUTOSPELL); DispellBuff(SC_INCHITRATE); DispellBuff(SC_INCATKRATE); DispellBuff(SC_NEN); DispellBuff(SC_READYSTORM); DispellBuff(SC_READYDOWN); DispellBuff(SC_READYTURN); DispellBuff(SC_READYCOUNTER); DispellBuff(SC_DODGE); DispellBuff(SC_WARM); DispellBuff(SC_SPEEDUP1); DispellBuff(SC_AUTOTRADE); DispellBuff(SC_CRITICALWOUND); DispellBuff(SC_JEXPBOOST); DispellBuff(SC_INVINCIBLE); DispellBuff(SC_INVINCIBLEOFF); DispellBuff(SC_HELLPOWER); DispellBuff(SC_MANU_ATK); DispellBuff(SC_MANU_DEF); DispellBuff(SC_SPL_ATK); DispellBuff(SC_SPL_DEF); DispellBuff(SC_MANU_MATK); DispellBuff(SC_SPL_MATK); DispellBuff(SC_RICHMANKIM); DispellBuff(SC_ETERNALCHAOS); DispellBuff(SC_DRUMBATTLE); DispellBuff(SC_NIBELUNGEN); DispellBuff(SC_ROKISWEIL); DispellBuff(SC_INTOABYSS); DispellBuff(SC_SIEGFRIED); DispellBuff(SC_FOOD_STR_CASH); DispellBuff(SC_FOOD_AGI_CASH); DispellBuff(SC_FOOD_VIT_CASH); DispellBuff(SC_FOOD_DEX_CASH); DispellBuff(SC_FOOD_INT_CASH); DispellBuff(SC_FOOD_LUK_CASH); DispellBuff(SC_SEVENWIND); DispellBuff(SC_MIRACLE); DispellBuff(SC_S_LIFEPOTION); DispellBuff(SC_L_LIFEPOTION); DispellBuff(SC_INCHEALRATE); DispellBuff(SC_ELECTRICSHOCKER); DispellBuff(SC__STRIPACCESSORY); DispellBuff(SC_COCKTAIL_WARG_BLOOD); DispellBuff(SC_MINOR_BBQ); DispellBuff(SC_DROCERA_HERB_STEAMED); DispellBuff(SC_PUTTI_TAILS_NOODLES); DispellBuff(SC_NEUTRALBARRIER_MASTER); DispellBuff(SC_NEUTRALBARRIER); DispellBuff(SC_STEALTHFIELD_MASTER); DispellBuff(SC_STEALTHFIELD); DispellBuff(SC_GIANTGROWTH); DispellBuff(SC_MILLENNIUMSHIELD); DispellBuff(SC_REFRESH); DispellBuff(SC_STONEHARDSKIN); DispellBuff(SC_VITALITYACTIVATION); DispellBuff(SC_FIGHTINGSPIRIT); DispellBuff(SC_ABUNDANCE); DispellBuff(SC__SHADOWFORM); DispellBuff(SC_LEADERSHIP); DispellBuff(SC_GLORYWOUNDS); DispellBuff(SC_SOULCOLD); DispellBuff(SC_HAWKEYES); DispellBuff(SC_GUILDAURA); DispellBuff(SC_PUSH_CART); DispellBuff(SC_RAISINGDRAGON); DispellBuff(SC_GT_ENERGYGAIN); DispellBuff(SC_GT_CHANGE); DispellBuff(SC_GT_REVITALIZE); DispellBuff(SC_REFLECTDAMAGE); DispellBuff(SC_INSPIRATION); DispellBuff(SC_EXEEDBREAK); DispellBuff(SC_FORCEOFVANGUARD); DispellBuff(SC_BANDING); DispellBuff(SC_DUPLELIGHT); DispellBuff(SC_EXPIATIO); DispellBuff(SC_LAUDAAGNUS); DispellBuff(SC_LAUDARAMUS); DispellBuff(SC_GATLINGFEVER); DispellBuff(SC_INCREASING); DispellBuff(SC_ADJUSTMENT); DispellBuff(SC_MADNESSCANCEL); DispellBuff(SC_ASSUMPTIO); DispellBuff(SC_BERSERK); DispellBuff(SC_SATURDAYNIGHTFEVER); freeloop(0); end; OnDispell: while(.@i < .buffCount) { sc_end getd(".buff_" + .@i); .@i += 1; } end; function DispellBuff { //<buff_id> setd(".buff_" + .buffCount, getarg(0)); .buffCount += 1; return; } } Run using doevent "dispeller::OnDispell";
    1 point
×
×
  • Create New...