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Showing content with the highest reputation on 12/21/18 in all areas

  1. The video content is mandarin. It's kind of like the game called Plant VS Zombie. You can upgrade your plant(Poring) to defense the zombie but it cost the sunshine as well It's long time ago script so I don't have the map anymore.... In this video,waitingroom shows how many sunshine do you have and the shining poring will let you get sunshine as much as quickly if your garden guardian is dead then you lose.
    3 points
  2. Sorry guys, the vedio is made with mandarin . The camp have a few functional NPC and a command @back: warp to the camp and get some support. heal : you can heal you teammate with NPC , the area will be 10x10. Jump: you can jump out the wall you choose and against the giant mobs. Shop: get whatever you need. The instance has 3 walls. When giants break down the defense line(mobs:1906) then the wall will goes disappear after 3 walls all gone and you lose. * You can't make any damage to defense lines only giants can. map and mobs are made by Soulestar
    2 points
  3. The video content is mandarin. When game start, the BOSS EDDGA will show up. and everyone in this map will get some skill on hotkey all you need to do is follow the EDDGA. if you don't active the skill as same as EDDGA in time and you get fail.
    2 points
  4. sorry guys Im taiwanese so the vedio content is with mandarin. It's a special headgear storage You can put in your extra card to get extra bonus and also you can set what kind of bonus to each headgear but you can't store in the same headgear you can get back your headgear anytime.
    2 points
  5. Download Samples, click rAthena Logos, Icons, Banners collection The vector file (CorelDraw X5 file) can be found in vector folder, link above. Info This is NOT official release for rAthena, only owner/admin that own it. This is "cover" rAthena logo created by me -cydh- originally, item placements and colors maybe are NOT same like original ones. Feel free to download, edit, or redistribute this creation, but PLEASE don't forget my name -cydh- at least in your memories. And I hope, for you guys that using rAthena emulator, why don't put "rAthena" on your loading screen, "supported by" sign, it's just a simple way of tons ways to support rAthena. Not for money! Enjoy!
    1 point
  6. The video content is mandarin. As begin the bomb will pick one random of player and start counting down but it won't show up the count down time player can use skill throw the bomb to another player when the bomb end of counting down the player will out of the game anyone of player can live to the end is the winner.
    1 point
  7. hello are u available today so i can rent a gepard?
    1 point
  8. @trickyloki3 Yes, I do mean comparing for the different flavor text. The last message you wrote was asking for help with regard to Flavor text, and that's what I was concerned with. The problem: scaling up generation of item descriptions for flavor text Your program is about automation which excites me, but I am not sure how to scale up/automate the Flavor text part. That is big chunk of work you'll need to do to make sure each item's complete description (including flavor text) is reliable. It's either we do checking manually (which Asheraf, Zackdreaver, and community contributors already do) or we go with the fundamental idea of your work: automating the item descriptions. I like the path you're taking: automate it. We already have very few volunteers in the community. Better to make good use of their time and automate what we can. We already have existing reliable and high quality datasets for item descriptions (Asheraf, Zackdreaver). We frame the task of item descriptions generation as a dataset generation problem, and the goal is to achieve similar quality as that of the gold standard: Human-processed manually checked item descriptions. To compare the similarity between two things, we need a measure. Coming up with some statistical measure can help you be more confident that your generated item descriptions are indeed semantically equivalent to the item. What good would a statistical measure do? How can it be useful? Having a statistical measure, like edit distance, can allow us to see statistics between the datasets. This is illustrated in an example below: Asheraf Translation vs. trickyloki AutoGen DB to Item Description 15,000 items automatically generated from item_db.conf and item_db2.conf 13,000 items compared between the two data translations. Average edit distance: 4 characters (means that your automatically generated descriptions only vary with asheraf's translation by 4 characters on the average). Zackdreaver Translation vs. trickyloki AutoGen DB to Item Description 15,000 items automatically generated from item_db.conf and item_db2.conf 12,000 items compared between the two data translations. Average edit distance: 12 characters (means that your automatically generated descriptions only vary with zackdreaver's translation by 12 characters on the average. This is curious, and since this is all automated, you can easily query which items had high edit distances and study why they varied, so you can better tailor your description algorithm). In the end, you're not aiming to be perfectly close to Asheraf or Zackdreaver, but to generate not only high quality item script descriptions but also still have reliable flavor text that we all love to read while playing RO. These are only ideas and suggestions; it is your project sir, and I wish you all the best. Thank you for your generous contribution to the community!
    1 point
  9. Kind of customization that we love. 'Lookin forward to seeing more of your stuff!
    1 point
  10. 1 point
  11. Really awesome work there
    1 point
  12. Version 2.2.0

    36910 downloads

    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!
    Free
    1 point
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