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  1. //===== rAthena Script ======================================= //= saders @petstats command //===== By: ================================================== //= Sader1992 //= Free!! //https://rathena.org/board/profile/30766-sader1992/ //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= rAthena Project //https://github.com/sader1992/sader_scripts //===== Description: ========================================= //==== @petstats command //============================================================ ACMD_FUNC(petstats) { struct pet_data *pd = sd->pd; nullpo_retr(-1, sd); char output[CHAT_SIZE_MAX], petname[100], mobname[100], infostring1[100], infostring2[100]; int i; struct { const char* format; int value; } output_table[] = { { NULL, 0 }, { NULL, 0 }, { "Pet ID - %d", 0 }, { "Pet Level - %d", 0 }, { "Pet Loyalty - %d", 0 }, { "Pet equip - %d", 0 }, { "Pet Hungry - %d", 0 }, { NULL, 0 }, { NULL, 0 }, { "Mob ID - %d", 0 }, { "Egg ID - %d", 0 }, { "Food ID - %d", 0 }, { "Equip ID - %d", 0 }, }; pd = sd->pd; if (!pd) { clif_displaymessage(fd, msg_txt(sd, 184)); // Sorry, but you have no pet. return -1; } std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db(); memset(infostring1, '\0', sizeof(infostring1)); memset(output, '\0', sizeof(output)); memset(petname, '\0', sizeof(petname)); memset(infostring2, '\0', sizeof(infostring2)); memset(mobname, '\0', sizeof(mobname)); sprintf(infostring2, "- Pet Information -"); output_table[0].format = infostring2; sprintf(petname, "Pet Name - %s", pd->pet.name); output_table[1].format = petname; output_table[2].value = pd->pet.pet_id; output_table[3].value = pd->pet.level; output_table[4].value = pd->pet.intimate; output_table[5].value = pd->pet.equip; output_table[6].value = pd->pet.hungry; sprintf(infostring1, "- Database Information -"); output_table[7].format = infostring1; // sprintf(mobname, "Mob Name - %s", pet_db_ptr->); output_table[8].format = mobname; output_table[9].value = pet_db_ptr->class_; output_table[10].value = pet_db_ptr->EggID; output_table[11].value = pet_db_ptr->FoodID; output_table[12].value = pet_db_ptr->AcceID; for (i = 0; i<13; i++) { sprintf(output, output_table[i].format, output_table[i].value); clif_displaymessage(fd, output); } return 0; } atcommand.inc ACMD_DEF(petstats), atcommand_def.inc or alternatively you can use on npc scripts. - script petinfo -1,{ OnInit: bindatcmd "petinfo",strnpcinfo(0)+"::OnPetInfo"; end; OnPetInfo: .@pid = getpetinfo(PETINFO_ID); .@pclassid = getpetinfo(PETINFO_CLASS); .@pname$ = getpetinfo(PETINFO_NAME); .@phungry = getpetinfo(PETINFO_HUNGRY); .@pintimacy = getpetinfo(PETINFO_INTIMATE); .@pfoodid = getpetinfo(PETINFO_FOODID); .@pname$ = getmonsterinfo(.@pclassid,MOB_NAME); if (.@pid == 0) { dispbottom "You do not have a pet.",0xff0000; dispbottom "@petinfo failed.",0xff0000; end; } dispbottom " ===== Pet information =====",0x00ff00; dispbottom "Original Name: "+.@pname$+" - Name: "+.@pname$,0x00ff00; dispbottom "Hungry: "+.@phungry+" - Intimacy "+.@pintimacy,0x00ff00; dispbottom "Pet Food: "+F_ItemL2(.@pfoodid),0x00ff00; end; } the result
    2 points
  2. View File FluxCP Theme: Zodiac Please don't buy this file. No one is supporting this theme anymore. This is just staying here for the past buyers to download. A mobile responsive theme for rAthena Flux CP based on bootstrap 4 that is created with latest web design trends today. Comes with easy to understand config (./themes/zodiac/config/config.php) which you can modify to make it your own.This theme is designed with ease of customization in mind. Video: https://www.youtube.com/watch?v=ofMydRrYdz0&feature=youtu.be Installation: Extract all the contents of the zip file inside ( fluxcp/themes ) folder Modify fluxcp/config/application.php'ThemeName' => array('default', 'bootstrap'),to'ThemeName' => array('Zodiac') Customize data's using the config (./themes/zodiac/config/config.php) Done For questions you can email me at "[email protected]" Also if there is any bugs or errors please report it so i can fix it as soon as possible. Submitter skycatalysm Submitted 07/26/2019 Category Fully Coded Themes Video https://youtu.be/ofMydRrYdz0 Content Author skyCatalysm  
    1 point
  3. View File - Grand Arena PvP - [FREE RELEASE | DO NOT OWN DO NOT SELL ] Please do not own / do not sell If you need assistance kindly message me here or contact me via my facebook accounts https://www.facebook.com/JRDV8 https://www.facebook.com/profile.php?id=100011583280160 Special Thanks to @GodKnows Jhomz for prodiving me all the files necessary ? Hello again @Syouji i hope this will be good thanks haha i remember my epic upload last time thanks for letting me know about the details. Submitter DaemonSpade Submitted 07/29/2019 Category Maps & 3D Resources Video Content Author DaemonSpade  
    1 point
  4. I have write the correct lines in my preview post and in attach there is the file with this modifications Illusion Moonlight.c
    1 point
  5. vampire.txt Line 4246: "If you want refine your equipment, then go to the Illusion Echanter."; "If you want refine your equipment, then go to the Illusion E"n"chanter."; ======================================================== Line 663,929,1222,1242,2811,2851,3468: ^0000FFafer dawn^000000."; ^0000FFaf"t"er dawn^000000."; ======================================================== Line 3301:: Oh, oome on! You know I've been"; Oh, 'c'ome on! You know I've been"; ======================================================= Line 3510: You two get along aw well as I remember."); You two get along a's' well as I remember."); ======================================================= Line 3350: "Be honet, though. "Be hone's't, though.
    1 point
  6. Heya, You can't do that (not without major changes anyway). I presume the goal here is to run a script in the source (which is a bad idea), but the easy solution here would simply be to set your variables as temporary global variables and then run an event label: In the source, you would use something like: #include "mapreg.h" #include "npc.h" [...] mapreg_setreg(reference_uid(add_str("$@param1"), 0), MG_SAFETYWALL); mapreg_setreg(reference_uid(add_str("$@param2"), 0), skill_id); mapreg_setregstr(reference_uid(add_str("$@param3$"), 0), "a string"); npc_event_do_id("MyScript::OnCalled", sd->bl.id); And in the script: function script myfunction { announce "arg1: " + getarg(0) + ", arg2: " + getarg(1) + ", arg3: " + getarg(2); return; } - script MyScript -1,{ end; OnCalled: callfunc("myfunction", $@param1, $@param2, $@param3$); end; } It would be much easier to do the code in the source directly instead though.
    1 point
  7. Version 1.0.0

    518 downloads

    Simple theme for Thor patcher. Free for use ?
    Free
    1 point
  8. Version 1.2.5

    10821 downloads

    Heya, This tool is an action file editor, it edits Act and Spr files. You will find similarities with ActOR in its design, but it should be much more enjoyable to edit animations ;]. Special thanks to Nebraskka for testing this software in its early days. All the suggestions and feedbacks made this software much better. How to install Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/file/uoymx2vni249mlu Install the application with Act Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it. Once you are done, you can start the program from the link on your desktop. Key features The software has many, many features available. It would take too long to describe each one of them, so I've only focussed on the more impotant ones. You can undo and redo everything, scripts included. You can edit and add sounds easily. Powerful and easy to use palette editor. Sprite types have been abstracted - you don't have to worry or care about that. Animation speed can be changed easily. Most components have a drag and drop feature. Advanced scripting engine (C# language). The scripts can also be used to customize the software menus. Error checking when saving the act/spr to avoid invalid files. The sprite version will be automatically downgraded if RLE compression is not available. Frame interpolation (inbetweening/tweening) is possible via the Animation menu. Prompts you with an image converter dialog if the added image is invalid. Allows advanced edition for actions and frames via their respective menus. You can load files from GRFs directly (and save in the GRFs directly as well). Technical stuff Requires .Net Framework 3.5 (SP1) Client Profile to run (3.5 or more will work as well). When prompted with an error, use the "Copy exception" button to copy the debugging info. I will need this to fix the issue you're encountering. The editor's primary window The interface is really straightforward and similar to ActOR. I'll only focus on new elements! Rendering mode : This option changes the behavior of how layers are rendered. If you use 'Editor', you'll clearly see all the pixels when zooming in. If you use 'Ingame', it will use a linear scaling instead, which is closer to what the client does. References : These allow you to know where your item will be positionned (the yellow marker is the anchor, see below). Color mask : To edit the color of a layer, simply click on the color rectangle. You can also drag and drop the colors between different layers to quickly modify many of them. Common shortcuts : You can manipulate layers by using common shortcuts. More can be found from the Edit menu. These below are only the primary ones. Ctrl-A : Select all layers. Ctrl-C : Copy the selected layers. Ctrl-V : Paste the copied layers. Ctrl-X : Cut the selected layers. Alt-C : Copy current action. Alt-V : Paste current action. Advanced action and frame editions These expose all the available methods of the editor. You can remove a range of frames or copy a frame 10 times very quickly and easily. This dialog is found in Action/Frame > Advanced edit... Anchors You can edit anchors from the editor directly. Anchors are points that connect frames together, from different act files. Here's an example without and with anchors : This is mostly useful when you're using reference sprites (on the right panel). Clicking on the anchor button will let you choose where to attach the sprite (this is set semi-automatically for you though). You can edit those from the Anchors menu, but it is recommended to start from a pre-existing act to avoid doing this tedious process. Palette editor The palette editor allows you to quickly recolor sprites with an intuitive interface. Only indexed images can be edited (it's a palette editor after all) and three modes are available. The gradient mode changes an existing gradient to another color while keeping the original saturation and brightness of the colors - this makes the gradients blend in better. If there are no gradient (usually because it's a custom sprite), there's always the Adjust color mode. This one changes all color from a specified range to another one (Photoshop has a similar feature, which does work better). You can click on the image (on the left) to automatically select the palette indexes. These will be highlighted for a few seconds to show you what you're about to edit. Interpolation (tweening) This script can be accessed via Animation > Interpolate frames. This process fills the images between two frames by detecting the changes applied to the layers. Here's a simple example of how it can be used : Script engine The script engine can be accessed via Scripts > Script Runner. This is a big feature of Act Editor, it allows you to automate all your work with the act and much more. Click on the Help button for guides and available methods (don't hesitate to try out a script; if an error occurs the act will be reversed to its previous state). The documentation doesn't cover all of the available options and methods for obvious reasons (the .net framework is huge). Doc example : The language used by the script engine is C#. If you're not familiar with it, simply check out the script samples (Scripts > Open scripts folder)! I won't go into details here, questions can be asked in the support thread regarding addiotional features and methods. If you believe your script should be added in the program, send it to me and I'll probably add it. Customizable The settings dialog allows you to modify all colors in the editor easily. You'll also find the sound resources (GRFs and folders) that can be set up in the Sound tab. The Shell integration tab can associate the .act files with the software to edit them more easily. Don't hesitate to give me a feedbacks or suggestions!
    Free
    1 point
  9. Hmm 361 Downloads not one comment
    1 point
  10. Solution: Set Unwalkable: setcell has_instance("mapname"),x1,y1,x2,y2,cell_walkable,0; Delete Unwalkable: setcell has_instance("mapname"),x1,y1,x2,y2,cell_walkable,1; Does setwall and/or setcell not work in instance script? I've tried to get it to work yet it doesn't seem to want to. u_u I've tried doing this: setwall "1@grcat",64,102,4,2,0,"GRcatBigRM"; And then because the above didn't work I tried setting it by instance map name by doing this: if (instance_id() <= 999 && instance_id() >= 100) {set .@mid$, instance_id();} if (instance_id() <= 99 && instance_id() >= 10) {set .@mid$, "0"+instance_id();} if (instance_id() <= 9) {set .@mid$, "00"+instance_id();} setwall .@mid$+"1@grcat",64,102,4,2,0,"GRcatBigRM"; The instance_id one, would set map name to "0011@grcat" which is the first instance, because I'm the only player on my test server; there is only one copy of the map, being 0011@ All of the other instance script works perfectly, just not setwall/setcell Also all the instance requirements are setup, mapcache, resnametable, etc. This is the npc that handles the setwall script in my instance, for reference. 1@grcat,66,103,0 script #grwall 844,2,2,{ end; OnTouch: unittalk $@talk,"There's a strange barrier here keeping me from moving forward.. I think I see something glowing in the room ahead."; specialeffect 757; specialeffect 757; end; OnInstanceInit: if (instance_id() <= 999 && instance_id() >= 100) {set .@mid$, instance_id();} if (instance_id() <= 99 && instance_id() >= 10) {set .@mid$, "0"+instance_id();} if (instance_id() <= 9) {set .@mid$, "00"+instance_id();} setwall .@mid$+"1@grcat",64,102,4,2,0,"GRcatBigRM"; }
    1 point
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