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  1. Already answered your question in discord.
    2 points
  2. Original idea - Alice Special thanks to Olrox, Doss, Ricky92, Ai4rei, curiosity, Lemongrass, Shinryo, Yommy, Greenbox, Mina-chan, Tokei My thesis on mapping .•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•. x_base The first team starts outside, and the second inside the temple. The first team's task is to destroy the crystal, the second team's task is to save the crystal for a certain time. One of the features of the map is that the main room has one central Y-axis. And the crystal is also located exactly in the center. All doors open simultaneously on both sides if possible. Usually the activation button is only on one side, so you will have to learn the possible paths. The press operates at the touch of a button, just like the doors. There is a little trick that allows you to spam the press on cooldown like in the video. To do this, you need to approach the button again immediately after pressing and wait until the press lowers again. Hydras and Penomena's live in the basement with water. They have a special spawn area to force the player to go around and waste time. All objects were made manually in Blender 2.9 and 3DSMax 7 The map was created entirely in the program BrowEdit 586. There is one src change - you need to add "areakill" command from this thread. Also for optimal performance of the map, the "Visible area size" in client.conf of about 50 is required. Otherwise, it is only possible to check the status of active objects at close range. Taekwondo jumping should also be banned or WoE restrictions should be turned on altogether.
    1 point
  3. Bom galera, eu estava com um problema e não encontrei nenhum tutorial que me ajudou, então descobrir como resolver. Deve ter outras pessoas que passaram ou estão passando pelo mesmo. Irei ensinar a forma correta de configurar o drop de cartas // The rate at which cards are dropped item_rate_card: 500000 // Aqui fica 500k pois no mob_db está 0,01% drop, então faz-se a multiplicação aplicando assim 50% drop. item_rate_card_boss: 50000 // Aqui fica 50k pois no mob_db está 0,01% drop, então faz-se a multiplicação aplicando assim 5% drop. item_rate_card_mvp: 50000 // Igual ao de cima. item_drop_card_min: 1 // Não precisa editar aqui. item_drop_card_max: 500000 // Aqui você irá colocar o valor MAIOR de drop, no meu caso foi o 500k do item_rate_card. // Se lhe foi útil deixa um comentário pra eu ficar sabendo ?
    1 point
  4. Hmm, you'd definitely want to add more checks on this, but here: - script Mob Helper -1,{ OnNPCKillEvent: // Fixed improper usage of rand for "chance" if (500 < rand(10000)) end; if (mkTimed && gettimetick(2) <= mkTimed) end; // Don't use "set" anymore, that's way outdated. // Using getmonsterinfo isn't a bad idea, but it's somewhat useless/broken now. You'd have to expand on it in the source to make it useful. getunitdata(killedgid, .@mobdata); // There's no reason to use player variables in this case, the variable has no purpose outside of the NPC block code. Therefore it should be a NPC variable. .@MobMode = .@mobdata[UMOB_MODE]; .@MobClass = .@mobdata[UMOB_CLASS]; if (!(.@MobMode & MD_CANMOVE)) end; if (!(.@MobMode & MD_CANATTACK)) end; // MD_BOSS/32 isn't a thing anymore either, so that code won't work. if (.@MobClass == CLASS_BOSS) end; // Too much wrong with these lines. //set @WoE[0],1288|1285|1830|1949|1950|1286|1287|1899|1829; //WoE IDs //for(set @n,0; @n < getarraysize(@WoE); set @n,@n+1){ if(@WoE[@n] == killedrid){ end; } } //WoE // You probably meant to use "setarray", and you also probably to use commas instead of separators: setarray @woe, 1288, 1285, ..; // Either way, that's inefficient considering this code runs on all killed monsters. Honestly I'd do the whole thing via the source instead since running a script everytime you kill a monster is overkill. Anyhow, use a dictionary seach: if (.badMob[killedrid]) end; .@nTime = (300 + rand(0, 120)) - getmonsterinfo(killedrid, MOB_LV); // The main reason why your script didn't work: "summon" uses miliseconds, not seconds. .@nTime *= 1000; // s to ms summon "Ajudante " + getmonsterinfo(killedrid, MOB_NAME), killedrid, .@nTime; mkTimed = gettimetick(2) + .@nTime + rand(0, 60); message strcharinfo(0), "[" + getmonsterinfo(killedrid, MOB_NAME) + "] Hello " + strcharinfo(0) + " I will help you for a few minutes!"; end; OnInit: // Define bad mobs here .badMob[1288] = 1; .badMob[1285] = 1; .badMob[1830] = 1; .badMob[1949] = 1; .badMob[1950] = 1; .badMob[1286] = 1; .badMob[1287] = 1; .badMob[1899] = 1; .badMob[1829] = 1; end; }
    1 point
  5. Check if you can download kRO_FullClient_20230404.zip --- https://drive.google.com/file/d/1ceW09_uIishuOTaneLhxVJjBax5Qz1OP/view?usp=sharing
    1 point
  6. try link https://drive.google.com/drive/folders/1NKzHYH4o2KUMxR5yFeVxV6iKkD11MLSr from Checkmate, above your post.
    1 point
  7. https://github.com/rathena/rathena/wiki/scripting https://github.com/rathena/rathena/wiki/Adding-a-Script https://github.com/rathena/rathena/blob/master/doc/script_commands.txt https://github.com/rathena/rathena/tree/master/npc/custom
    1 point
  8. Install pictushttps://poppeman.se/pictus/
    1 point
  9. Hey all! I'm releasing these files because I think there are more people out there who can agree to that the third job auras are a bit... over the top. So here, I've made this edit. With this, you will merely have a "glowy" appearance and no longer the huge wave, casting-like explosion aura. * Special thanks to Shigure from NovaRO for an updated image file - My own image was lost. Upon downloading you agree to the following: • This is a FREE RELEASE. Do not distribute this content for commercial purpose. Caution!: • The third job aura effects are part of many third job skills, so merging this with your GRF will interfere with quite some of their animations. So unless you like some animations to become black, you are strongly recommended to ONLY use these files in Pre-RE servers that ONLY offers third job appearance(/sprite) changes without becoming them otherwise. For example, with Secret's Dress Changer. Download available in attachment~ Reduced Auras.rar
    1 point
  10. Version 1.0

    9550 downloads

    These files are not created by me. I just found someone share a complete package of it on facebook. Thank him/her for collecting all these Skin across the world wide web, I believe some skin files was updated or fixed by him/her. So, I'll just provide a text file that contain the link to download these files from my dummy OneDrive Folder. Album Preview : http://imgur.com/a/b1MHG Installation Guide : Pick any RO Skin that you like and Download it to your PC/Laptop. Extract the files using 7-Zip / WinRar / WinZip / etc. Copy and paste the extracted files into the %System%/kRO/Skin/ folder. Again, I don't own any of these files. I just sharing the files. None of these are commercial items. Please insert / remain the credits in case you know who're them. Thank you.
    Free
    1 point
  11. Para isso você pode usar 2 tipos de variável: com prefixo "@" - ex: @falou esse prefixo cria variável temporária para o jogador, ou seja, quando relogar ela volta ser igual a zero; sem prefixo - ex: falou Nesse caso temos a variável permanente, ou seja ela mantém salva a informação do jogador. Script: prontera,100,100,4 script Manolo 83,{ mes "Fala pro Marcos que estou bem"; @falou = 1; //<-- Nesse caso estou criando uma variavel temporaria close; } prontera,105,100,4 script Marcos 84,{ if (@falou == 1) //Condição verificadora { mes "Obrigado"; close; } mes "O manolo nao disse nada?"; close; } OBS: Não testei o codigo Se com variável permanente e só tirar o @
    1 point
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