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  1. Errors fixed while compiling: Script.cpp clif_showvendingboard( &nd->bl, buf, 0 ); Change to: clif_showvendingboard( &nd->bl, (const char*)buf, 0 ); Vendings.cpp if( nd_sd->subtype == CASHSHOP ) //Act as if it was clicked npc_click( sd, nd_sd ); if( nd_sd->subtype == SHOP ) //Open Buy-Windows directly npc_buysellsel( sd, nd_sd->bl.id, 0 ); if( nd_sd->subtype == SCRIPT ) { //Trigger OnVendingClick event Change to: if( nd_sd->subtype == NPCTYPE_CASHSHOP ) //Act as if it was clicked npc_click( sd, nd_sd ); if( nd_sd->subtype == NPCTYPE_SHOP ) //Open Buy-Windows directly npc_buysellsel( sd, nd_sd->bl.id, 0 ); if( nd_sd->subtype == NPCTYPE_SCRIPT ) { //Trigger OnVendingClick event
    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. Ragnarok Online Login Screen Generator (ROLSG) Helps you to cut your private server custom login screen with just a click you dont need any photo edditing software to cut it just click and magically your custom login screen is cut by 12 parts that are needed without errors and you dont need to rename it becuase it rename it self after you generate it and it help the people who is new here this is EASY, CONVINIENT and FREE to use How to use : Just load your custom login screen with a size of [1024x768] then Click Convert It will automatically cut into 12 parts NOTE : I created a folder so that after you convert or generate it will not hard to find P.S. since i request here alot i just want to contribute what i use for myself if the file is corrupted or something let me now i will make some mirrors Credits to : Wiskovisky and to ME for the release i dont know if someone release this here try to help ROLSG.rar
    1 point
  4. /db/pre-re/item_flag.txt musst du dein Item hinzufügen. Auszug aus den Docs: // Flagged Items // <ItemID>,<Flag> // // <Flag>: // 1 - As Dead Branch item (will be logged at `branchlog` table and cannot be used at 'nobranch' mapflag)
    1 point
  5. Something like this. OnInit: setarray .@mobid[0],1039,1272,1583; set .@m,(getarraysize(.@mobid)); end; if (killedrid == .@mobid[.@m]) { getmapxy(.@map$,.@x,.@y,UNITTYPE_PC); monster .@map$,.@x+rand(1,9),.@y+rand(1,9),"Poring",1002,1; end; } or gl_chyard,0,0,0,0 boss_monster Dark Lord 1272,1,3600000,600000,RandomMvP::OnMvPKill - script RandomMvP -1,{ end; OnMvPKill: getmapxy(.@map$,.@x,.@y,UNITTYPE_PC); monster .@map$,.@x+rand(1,9),.@y+rand(1,9),"Poring",1002,1; end; }
    1 point
  6. here fixed one - script WorldBoss -1,{ OnClock2021: .@map$ = .townMap$[rand ( getarraysize ( .townMap$ ) - 1 )]; .@mins = .sleep / 60000; announce "[World Boss] A World Boss will appeared in " + .@mins + " minutes", bc_all, 0xFF0000; sleep .sleep; monster .@map$, 153, 175, "--ja--", .wBossId, 1, strnpcinfo(3) + "::OnWBossDied"; announce "[World Boss] A World Boss appeared in " + .@map$ + " to avenge all those dead monsters adventurers killed!", bc_all, 0xFF0000; end; OnWBossDied: announce "[World Boss] " + strcharinfo(0) + " killed the World Boss! Congratulations!", bc_all, 0xFF0000; getitem .rewardId, .rewardCount; end; OnInit: setarray .townMap$[0],"prontera","geffen"; .wBossId = 1001; // monsterID .rewardId = 512; // reward ID .rewardCount = 50; // how many rewards .sleep = 60000; // 60000ms = 1min end; }
    1 point
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