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Showing content with the highest reputation on 11/26/14 in all areas

  1. Well, I am a developer since 2008 and i saw a lot of features and games and everything but there are a lot of things that we can't do as developers: Absolute control of the enviroment and monsters. Does anyone remember this? Well it could be amazing if rAthena revives this tecnology, the posibilities are endless with the proper focus, let's talk about it with an example: Command "setid", "monsterid" and "monsterwalk[0,3]" // This creates a group of monsters with ID "X", very similar to WoE Guardians ID's, if they are on the same ID, they are allies (otherwise enemies). The groupID are set by the developer for control (read below). The command setid it's self explainable, it sets an ID "X" to a player. setid, playerID, ID; monstergroupid, ID, groupID, amount ,map, mapx, mapy; This orders to walk the "X" group of monster to a X1/Y1 point on the map, the variables x2/y2 are set if the developer want to make a bucle of movement (patrol mode from x1/y1 to x2/y2), otherwise, the mobs just stay there inmobile when they reach the x1/y1 coords. monsterwalk0, groupID, mapx1, mapy1,{mapx2, mapy2} // Pasive walk (just walk, attacks if attacked by enemy) monsterwalk1, groupID, mapx1, mapy1,{mapx2, mapy2} // Aid walk (sees the player, the monster heals or helps attacking the enemy monsterwalk2, groupID, mapx1, mapy1,{mapx2, mapy2} // Aggresive walk (sees the player, attacks) monsterwalk3, groupID, mapx1, mapy1,{mapx2, mapy2} // Run away walk (sees the player and runs of the player) Ok, setted the proper commands let's talk about this example quest: The user needs to help the villagers of Payon of being attacked and get robbed. The group of evil porings wants to rob their apples so if they reach the store of Payon game over. Basically: - User and porings are enemies: User got ID 1 and porings ID 2. setid, playerID, 1; // We set the "good boys" side. monstergroupid, 2, 1, 100 ,payon, payoncoordsx1, payoncoordy1; // This creates 100 porings with ID 2 (enemy) and groupID 1 (control group ID) monsterwalk2, 1, payonstorecoordx, payonstorecoordy; //This makes the poring group "1" run at the payon store coordinates killing all enemies on their run. We do a function that checks if they reach the coords (raw code), if they do so, the game ends. attachrid(1) // This attach the group ID "1" of enemy porings getmapxy(m,x,y); if(x && y == payonstorecoordx && payonstorecoordy) endgame; As i said, the posibilities are endless, we can do smart wars, quests, games......... Obviously we can add more commands for functions, for example a command that check the remain monsters of group X and do something etc: getremainmonstersid, groupID; set remainmonsters, getremainmonstersid, 1; if(remainmonsters < 10) announce "PoringKing: THIS IS NOT THE END HUMANS! WE WILL BACK!!"; It's time to make more fun RO and give him back a breath of life. The developers and players really NEEDS this.
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  2. Na lagay mo na ba yung map inside your data folder or grf?
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  3. I would like to thank everyone for taking their time and writing feedback towards my project! For that, I would like to welcome Midgard-Community to the public! The public may now access Midgard-Community at http://www.midgard-community.com ! I hope server owners / server players enjoy new and different features that are offered through the site! I can't wait to start seeing servers being listed !
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  4. And you've had the guts to even respond here. How low can you get? I do understand Tagalog, and I'll try my best to make you realize how stupid your argument is. In conclusion. If someone's claiming to be a Developer, chances are, he's not. Except of course for those who really have had the Core Developer position on eA / rA / Herc.
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  5. hmm i have full 2012-04-10RagexeRE_Client from http://hercules.endlessro.net/but the link is dead , i will post the new link after i upload it.
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  6. Make sure you have replaced already your alberta map using this tool WeeMapCache File location
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  7. I guess for default movement speed for players which is 150ms/cell a 50ms interval is more fluent because on official interval it alternates between 140ms and 160ms per cell. But the moment you have Agi Up it should a lot more fluent with the new interval because instead of alternating between 100ms and 150ms per cell it will only alternate between 100ms and 120ms per cell. Of course irregular intervals might be welcome as it makes it easier to escape hitlock. And in any case, default rAthena really should aim to be closest to official kRO as possible by default. In case of "official bugs and annoyances", we can always just provide a define or a conf option for it. Then it's up to the server owners to decide what they want to be official and what not.
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