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Showing content with the highest reputation on 11/21/16 in all areas

  1. Hi, Pleased to present work of my life last 4 days. Decide to remake my old server list, which were used by nobody actually I believe that it's next-gen top in comparison with other like xtremetop100 and etc. https://top.dsro.ru So actually almost nothing special. Player side: Search servers with any set of parameters(max lvl, stat, etc). Like or Dislike servers once per 12 hrs And ofc V4P Admin side: Add your server(s) Upload few banners Download and install FluxCP addon (hercules, rathena, eathena supported). Why DSRO/top.dsro.ru Just my very old domain, like it Sorting Sorting algo is one of most interesting parts(at least for me). Since we have up and down votes, we need something more than just sorting by total votes. Server rank calculated with algo that called: Lower bound of Wilson score confidence interval for a Bernoulli parameter Max rank is about 95(%). FluxCP Addon You can easily install addon to any of FluxCP version. Then you need just put your server ID in config file(/dsro/config/addon.php). And configure reward type and amount(#CASHPOINTS or FluxCP internal credits) And most interesting part - players will not leave your site even. Addon makes integration through iframe. So players voting inside your site and get reward instantly. Notice: player get reward only in case positive vote So you reach end of post, thank you. I'm still working on it and will try to make it better. And i believe that you will use it for your own servers and help me distribute it over players Feedback is very welcome. Skype: sanasol2008 Telegram: @Sanasol (https://telegram.me/Sanasol) Email: [email protected] Hope it will help find some players for your server
    2 points
  2. View File Third Job Costumes & New Classes: Corrected Third Job Costumes + New Classes The Correction With the advent of jRO releasing new Job Costumes, and also, the new classes from the Taekwon branch, many of server owners want to replace the vanilla sprites or even, implement the bodystyle system. But, there's a catch! Originally jRO, and now, even kRO spriters, have made it completely off of the default pattern of palette. In a classic example, you can notice the pattern of the RO palettes. What matters is the position of the colours, as an example, for all jobs, the white-ish tones will be always on the same row, so we can use it to create custom palettes. See how it works: But jRO didn't follow the classic pattern, making it incompatible with custom palettes (@Kamishi ones included). So, I edited frame by frame of each job sprite, of each gender, mounted or not, correcting them, converting them in a way so many of the previously created palettes will work. This package includes: Alternate Outfits: Alternate Royal Guard M/F + Gryffon Battlemount + Lion Mount Alternate Ranger M/F + Warg Battlemount + Ostrich Mount Alternate Minstrel/Wanderer + Ostrich Mount Alternate ArchBishop M/F + Alpaca Mount Alternate Warlock M/F + Fox Mount Alternate Mechanic M/F + Savage Mount Alternate Genetic M/F + Savage Mount Alternate Guillotine Cross M/F + Hyena Mount Alternate Shadow Chaser M/F + Hyena Mount Alternate Sorcerer M/F + Fox Mount Alternate Sura M/F + Alpaca Mount Alternate Rune Knight M/F + Dragon Battlemount + Lion Mount New Classes Star Emperor M/F + Wolf Mount Soul Reaper M/F + Wolf Mount As requested by @Emistry, I also added an extra, making it more compatible to default palettes: Kagerou/Oboro + Frog Mount Following the another @Emistry's request, all files are now already on GRFs. The previous version had no Cashmount palette included, this one fixes the issue. Only the already released costumes are supported at this moment. The Rune Knight seems to be the last of them, it's over a year from the first release! As a final part of the package, I'm including Classic Palettes for all Alternate Costumes. Enjoy the final product! Submitter Haziel Submitted 02/24/2016 Category Job Sprites Content Author Gravity Corp  
    1 point
  3. New Config Structure For private channel creation private_channel: { allow: true // (bool) Allow playerto create own channel? color: "Default" // (string) Default color, see colors delay: 1000 // (int) Chat delay for each member max_member: 1000 // (int) Max member self_notif: true // (bool) Show message when you enter or leave the channel join_notif: false // (bool) Show message when player joined the channel leave_notif: false // (bool) Show message when player left the channel /* Moderation feature for channel owner, allowed to: */ ban: true // (bool) Ban player kick: true // (bool) Kick player color_override: false // (bool) Player allow color override for private channel change_delay: false // (bool) Change allow to change channel dealy } For public, ally, and map channel default configs. { name: "#channel" // (string) Channel name password: "" // (string) Password alias: "[Channel]" // (string) Message from this channel will be displayed with this name instead the channel name color: "Default" // (string) Color for this channel type: "CHAN_TYPE_PUBLIC" // (string) Channel type: CHAN_TYPE_PUBLIC, CHAN_TYPE_ALLY, CHAN_TYPE_MAP autojoin: false // (bool) Player will auto join channel delay: 1000 // (int) Chat delay for each player leave: true // (bool) Player is allowed to leave the channel chat: true // (bool) Player is allowed to chat on this channel color_override: false // (bool) Override channel color with personal color self_notif: true // (bool) Show message when you enter or leave the channel join_notif: false // (bool) Show message when player joined the channel leave_notif: false // (bool) Show message when player left the channel groupid: (0,..,99) // (list,int) Only player with there group ids allowed to join. Group with 'channel_admin' always can enter the channel. /// All values above are default settings }, // Use comma if followed by other channel New Script Commands! Just read it here Try it now for FREE! Main branch Changes (against my fork master) Diff file Patch file Want try mine? If you're asking how I test this change, I'll leave you link of my config file and the test NPCs here. Screenies... Just one here, better you experience it yourself
    1 point
  4. you may looking for these Git Hash: dc8471d and Git Hash: 19d6205
    1 point
  5. - script auto_ress_mvp -1,{ OnInit: .itemid = 512; end; OnPCDieEvent: if ( killerrid != getcharid(3) && getmonsterinfo( killerrid, MOB_MVPEXP ) ) { sleep2 5000; if ( countitem( .itemid ) ) { delitem .itemid,1; atcommand "@alive"; } } end; } you can try this
    1 point
  6. Today I have... I honestly didn't think I would ever get this far, but here we go, timed attacks are done. The following video showcases how timed hits work for physical and magical attacks, as well as showing off some enemy spells. At this point I feel that I've accomplished everything I wanted to do for a working prototype. The next step is to actually get other people in to try out multiplayer, and at some point to clean up my existing code. I'll hopefully be posting a video of multiplayer adventures in the future. For now though I think I'm going to take a break from this and go back to my other projects. Thanks to everyone who took the time to comment or leave some feedback, I really appreciate it. Until next time!
    1 point
  7. Envenom's element can be found in db/(pre-)re/skill_db.txt, look for TF_POISON. 52,-2,6,1,5,0,0,10,1,no,0,0,0,weapon,0,0x0, TF_POISON,Envenom The 5 is for poison. As for the rest, you'll have to look up how it's been implemented. Start off by checking in skill.c and you'll see soon enough that the status is applied in skill_additional_effect. You're looking for: case TF_POISON: case AS_SPLASHER: if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv)) && sd && skill_id==TF_POISON ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; The proc chance is at (4*skill_lv+10), which is out of 100. If you want to costumize TF_POISON only, you'll have to separate it from AS_SPLASHER since they share the same poison effect. Battle formulas (or skill damage) are usually in battle.c. Searching for TF_POISON will get you to // renewal: if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica] ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 15 * skill_lv); // or pre-renewal: if (skill_id == TF_POISON) ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv); So the damage of 15 * skill_lv can be changed there. SP costs and other skill requirements are found in db/(pre-re)/skill_require_db.txt. 52,0,0,12,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TF_POISON Poison will consume 12 SP as shown on the line above. Cast times and delays are found in db/(pre-)re/skill_cast_db.txt : //-- TF_POISON 52,0,0,0,0,15000:20000:25000:30000:35000:40000:45000:50000:55000:60000,0,0 So here it uses the 'duration2' field, which is then used in the function above 'skill_get_time2(skill_id,skill_lv)' to get the duration of the status on the player. You can get more info from the file's header. Edit: oops, I missed the pre-renewal part! Sorry ;x! Most of the information still works though xD
    1 point
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