Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 06/04/25 in all areas

  1. Version 1.0.0

    177 downloads

    Since someone is claiming that they are the only one who has the right to come up with this idea, and it's become an issue - to be honest, I didn't know that something like this had already been released here. So, I've decided to share this work for free so that everyone can benefit from it. Just to clarify: this is entirely my own work. I didn’t copy any code from the person claiming they are the only one entitled to ideas like this. As for the monster GRF, I manually edited each one to extract only the dead sprite actions. Whenever an MVP dies on the map, a tombstone will appear at the spot where it died — but instead of just saying "Tomb", it now shows the MVP’s name like **"Phreeoni"**, **"Baphomet"**, or **"Ifrit"** Instantly see which MVP was killed Great for MVP hunters and competitive players Makes the game world feel more immersive Works with any MVP across the server Example: When **Phreeoni** is defeated, a tombstone labeled **"Phreeoni"** appears where it died — no more guessing!
    Free
    11 points
  2. This map belongs to the game universe expansion series. Made with attention to detail and inspired by the original! .•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•. um_fild05 Now you can visit the new part of the Hoomga Jungle! The map is a continuation of the Umbala Field 04 location and repeats its main features. The landscape also follows the outlines of the original art design of the location on the world map. The map seamlessly connects with neighboring levels. This map is also supposed to be the home of the MVP Wootan Defender, who was never featured in the original game. However, an ancient version of this MVP was added as a boss in Illusion of Luanda, but for some reason lived in the Comodo North Cave mixed with other monsters and even with another MVP Ancient Tao Gunka instead of in the forest area. Now you can fight its regular version in its native jungle zone and get a unique custom item. I asked the artist to draw a card and a custom shield for this MVP. MVP Wootan Defender MVP Wootan Defender Card Special Loot Wootan's Token - ID 25633 Wootan Defender's Shield Piece - ID 25634 Wootan Defender's Shield [1] - Custom All images and sprites can be downloaded in this topic: https://rathena.org/board/files/file/3844-w0w_custom_collection/ or here: Wootan Defender Card+Shield.zip P.S. You may not have noticed in the video but all the gorillas are doubled in size. In their normal size they look very weak the same height as the player. But they have good pixel art that does not lose its beauty when enlarged. It also allows you to double their HP stats and experience to make their farming at least a little more interesting. P.S.S. Also fixed the neighboring location um_fild04: 1) Removed official inaccessible gat points 168,137 and 185,138 2) Added seamless passage to the new location um_fild05 Please rate it if the map is good enough ~~ This map can be downloaded here https://rathena.org/board/files/file/4487-w0w_map_collection/
    8 points
  3. This is a request from Extend whodrops command to include map drops #8017 I'm only enhancing @whodrops command. I've included map_drops.yml in the command extern MapDropDatabase map_drop_db; extern InstanceDatabase instance_db; sprintf(atcmd_output, "Map drops:"); clif_displaymessage(fd, atcmd_output); std::map<std::pair<uint16, double>, std::vector<std::string>> map_drop_groups; bool found_map_drops = false; for (const auto& map_entry : map_drop_db) { std::shared_ptr<s_map_drops> mapdrops = map_entry.second; std::string map_name = map_mapid2mapname(map_entry.first); std::string display_name = map_name; if (map_name.find("@") != std::string::npos) { for (const auto& instance_entry : instance_db) { std::shared_ptr<s_instance_db> instance = instance_entry.second; if (strcmp(map_mapid2mapname(instance->enter.map), map_name.c_str()) == 0) { display_name = instance->name; break; } for (const auto& additional_map : instance->maplist) { if (strcmp(map_mapid2mapname(additional_map), map_name.c_str()) == 0) { display_name = instance->name; break; } } if (display_name != map_name) break; } } for (const auto& global_drop : mapdrops->globals) { if (global_drop.second->nameid == id->nameid) { double rate_percent = (global_drop.second->rate * 100.0) / 100000.0; std::pair<uint16, double> key = std::make_pair(0, rate_percent); map_drop_groups[key].push_back(display_name); found_map_drops = true; } } for (const auto& specific_entry : mapdrops->specific) { uint16 mob_id = specific_entry.first; for (const auto& drop : specific_entry.second) { if (drop.second->nameid == id->nameid) { double rate_percent = (drop.second->rate * 100.0) / 100000.0; std::pair<uint16, double> key = std::make_pair(mob_id, rate_percent); map_drop_groups[key].push_back(display_name); found_map_drops = true; } } } } if (!found_map_drops) { sprintf(atcmd_output, " - Item is not dropped by map-specific drops."); clif_displaymessage(fd, atcmd_output); } else { for (const auto& group : map_drop_groups) { uint16 mob_id = group.first.first; double rate = group.first.second; const std::vector<std::string>& maps = group.second; std::string map_list = ""; for (size_t i = 0; i < maps.size(); ++i) { if (i > 0) map_list += ", "; map_list += maps[i]; } if (mob_id == 0) { sprintf(atcmd_output, "- All monsters: %.2f%% - (%s)", rate, map_list.c_str()); } else { std::shared_ptr<s_mob_db> mob = mob_db.find(mob_id); if (mob) { sprintf(atcmd_output, "- %s (%d): %.2f%% - (%s)", mob->jname.c_str(), mob_id, rate, map_list.c_str()); } } clif_displaymessage(fd, atcmd_output); } } Screenshot: Extend whodrops command to include map drops (#8017).diff
    5 points
  4. As shown on the screen, the fix files are clean, unpacked client files. You can apply WARP patches using these files, but some patches may not be supported. In such cases, you must modify the client manually — please do not contact me for support regarding this. Commercial use is strictly prohibited. Example:As of the 2023-10-xx client, WARP can no longer patch the clientinfo.xml file. You will need to modify it manually. Also, CPS is not included in clients released after 2024-05-16. In addition: 2023-12-06_Ragexe_1701399778_patched.exe (Restore clientinfo.xml, externalsettings Korea patch) — This file includes additional patches that I applied manually. 2025-05-08_Ragexe.exe and 2025-06-04_Ragexe.exe — These files have also been modified with additional patches and are distributed in a compressed state. They cannot be edited further.
    4 points
  5. KRO : https://github.com/hiphop9/ROClient_en 2025-06-04_Ragexe.exe -PATH- @ Bug Fix(Recommended) Add Close Button Custom Window Title Disable 1rag1 Params(Recommended) Disalbe Filename Check(Recommended) Disable Help Message Enable DNS Suport Enable Multiple GRF(Recommended) Fix NPC Dialog Scroll Increase Zoom Out 75% Read Data Folder First(Recommended) Remove Hard Coded Address & Port(Recommended) Restore Clientinfo.xml(Recommended) Restore Old Login Packet(Recommended) externalsettings Korea patch Skip License Screen Translations client EnableWho EnableShowName AlwaysAscii CallKoreaClientInfo PlainTextDesc HideBuildInfo TranslateClient NoGGuard CustomItemInfoLub CustomAchieveLub CustomTownInfoLub CustomTipboxLub Customspopuplub CustomMapInfoLub CustomOngQuestInfoLub CustomRcmdQuestInfoLub Customachievementslub CustomQuestClassificationInfolub NoNagle OpenToServiceSelect GuildBrackets NoGravityAds NoGravityLogo FixLatestNCWin Restore model culling Headgears viewID 64000 ExtendCashShopPreview EnableProxySupport IncreaseMapQuality rAthena 2025-06-14 (66a4a2ab68ce85d781514c3c000433f981d6842f) https://github.com/hiphop9/rathena20250614 - emotion ui update for 20230925 clients - 20231220+ CLIENT bodystylefix - macro user report packet This is distributed for testing purposes only. Please do not request additional patches!! I am not a seller!! Therefore, if you plan to operate or commercialize a server, do not contact me!!
    3 points
  6. Within this few days I've tried to see how packageitem.lub structure and is it possible to create generator for that. Yes, possible but I wont share the generator here, because Ive tried for renewal it takes around 15 minutes or more because of too much of groups in item_group_db (2777 groups) and also a lot of items. Btw, I'm using latest rAthena and latest ROTP by Chris to date (24 June 2025), maybe ill update this post if needed but since its for Pre-RE, I don't think there will be much changes then. I've tried to use AI to analyze data generated from my generator with ROTP latest packageitem.lub and below is the result for Renewal data. As you can see, the generator covered 96.4% packages for Renewal compare to latest packageitem ROTP and 86 of missing packages is because of unknown itemID and non existing group. I need to filter some group in rAthena item_group_db.yml because of some groups thats are not even in official packageitem.lub, so thats why the new packages is 0. There are 292 functionally different because of different prob/rates and also the item data inside that specific group compare to official one. Below is latest packageitem.lub from ROTP as default which is Renewal. And below is the generated one for Pre-Renewal by using ROTP Pre-RE iteminfo.lua data Since there isn't any released as I'm aware of for Pre-Renewal packageitem.lub so I'll share it here and you could try it. The data is generated by using ROTP Pre-Renewal iteminfo.lua and rAthena Pre-Renewal files. If the probability info didn't shown, recheck packageitem.lub does it have that itemID existing, and if yes but still not showing, try to add the itemID in the list in simplecashshopscript.lub. If there is any inaccuracy compare to rAthena you can let me know and I'll try to update it ASAP. packageitem.lubsimplecashshopscript.lub
    3 points
  7. Hexadecimal = BB8 (Decimal = 3000) max 64000 = FA00
    3 points
  8. This feature enhances the standard MVP death mechanic by replacing the generic "Tomb" label with the **actual name of the MVP** that was defeated. When an MVP dies on the map, a tombstone NPC appears at the exact spot of death, and instead of showing a generic label, it dynamically displays the **name of the boss** (e.g., "Phreeoni", "Ifrit", "Baphomet"). **How it works for players:** - When an MVP is killed, a tombstone spawns on the map. - The tomb now shows the name of the MVP, not just “Tomb”. - This helps MVP hunters and players identify what boss was recently defeated, even if they arrived late. - It improves both visual clarity and overall immersion in the game. I created a demo video showcasing how this behaves in-game. **Note to fellow developers:** After completing this feature, I discovered that someone had already created a similar concept before me. However, I had no knowledge of that existing implementation during development and did not reference or use any of their code. This version was built independently from scratch based on how I personally wanted it to function. While the **concept is similar**, the **implementation and behavior may differ** between our versions. I still believe this showcases a useful quality-of-life addition for MVP-related mechanics, and I hope it can serve as inspiration or a base for others who wish to implement their own version. Feel free to check out the demo video and let me know your thoughts!
    3 points
  9. i would like to share my winter snow EN skin winter snow EN.rar
    3 points
  10. Disable GM sprite - hex Search for: C4 04 84 C0 0F 84 C3 00 00 00 Two matches For both occurrences, replace with: C4 04 84 C0 90 E9 C3 00 00 00 Restore model culling hex Search for: 80 BE 54 01 00 00 01 You will find two matches. In both cases, look at the following bytes: 80 BE 54 01 00 00 01 75 1D 80 BE 54 01 00 00 01 75 45 Replace the 75 1D and 75 45 parts with 90 90
    3 points
  11. The 2023+ clients use new job IDs for the jRO costumes: JOB_RUNE_KNIGHT_2ND = 4332, JOB_MECHANIC_2ND = 4333, JOB_GUILLOTINE_CROSS_2ND = 4334, JOB_WARLOCK_2ND = 4335, JOB_ARCHBISHOP_2ND = 4336, JOB_RANGER_2ND = 4337, JOB_ROYAL_GUARD_2ND = 4338, JOB_GENETIC_2ND = 4339, JOB_SHADOW_CHASER_2ND = 4340, JOB_SORCERER_2ND = 4341, JOB_SURA_2ND = 4342, JOB_MINSTREL_2ND = 4343, JOB_WANDERER_2ND = 4344, You need to add them in the source. Open file \src\common\mmo.hpp. Find JOB_SKY_EMPEROR2 = 4316, then add the following code below it: JOB_RUNE_KNIGHT_2ND = 4332, JOB_MECHANIC_2ND, JOB_GUILLOTINE_CROSS_2ND, JOB_WARLOCK_2ND, JOB_ARCHBISHOP_2ND, JOB_RANGER_2ND, JOB_ROYAL_GUARD_2ND, JOB_GENETIC_2ND, JOB_SHADOW_CHASER_2ND, JOB_SORCERER_2ND, JOB_SURA_2ND, JOB_MINSTREL_2ND, JOB_WANDERER_2ND, Save the file then recompile the server. I've updated the example script for you: // callfunc "F_JobSuit",<Job ID>; //Change to specific sprite // callfunc "F_JobSuit",-1; //Change to 2nd job // callfunc "F_JobSuit",-2; //Change to transcendent 2nd job // callfunc "F_JobSuit",-3; //Change to 3rd job // callfunc "F_JobSuit",-4; //Change to 4th job // callfunc "F_JobSuit",-5; //Change to alternative third class costume // callfunc "F_JobSuit"; //Return to default sprite function script F_JobSuit { .@block_expanded_jobs = false; //Disable changing for expanded job player (true/false) if (getargcount() == 0) { if (PACKETVER >= 20231220) setlook LOOK_BODY2,Class; else if (JobSuit_id > 4331 && JobSuit_id < 4345) setlook LOOK_BODY2,0; else changebase Class; JobSuit_active = false; JobSuit_id = 0; end; } if (getarg(0) > -1) { if (jobname(getarg(0)) == "Unknown Job") { dispbottom "Unknown Job"; end; } callsub S_OK,getarg(0),1; } if (.@block_expanded_jobs && (BaseClass == Job_Novice || BaseClass == Job_Summoner || BaseClass == Job_Gunslinger || BaseClass == Job_Ninja || BaseClass == Job_Taekwon)) end; if (BaseClass == Job_Summoner) { if (Upper) callsub S_OK,Job_Summoner; else callsub S_OK,Job_Spirit_Handler; } else if (BaseClass == Job_Gunslinger) { switch(getarg(0)) { case -1: callsub S_OK,Job_Gunslinger; case -2: case -3: callsub S_OK,Job_Rebellion; case -4: case -5: default: callsub S_OK,Job_Night_Watch; } } else if (BaseClass == Job_Ninja) { switch(getarg(0)) { case -1: callsub S_OK,Job_Ninja; case -2: case -3: callsub S_OK,(Sex ? Job_Kagerou : Job_Oboro); case -4: case -5: default: callsub S_OK,(Sex ? Job_Shinkiro : Job_Shiranui); } } else if (BaseClass == Job_Novice) { switch(getarg(0)) { case -1: callsub S_OK,Job_Novice,1; case -2: case -3: callsub S_OK,Job_Super_Novice; case -4: case -5: default: callsub S_OK,Job_Hyper_Novice; } } else if (BaseJob == Job_Soul_Linker) { switch(getarg(0)) { case -1: case -2: callsub S_OK,Job_Soul_Linker; case -3: callsub S_OK,Job_Soul_Reaper; case -4: case -5: default: callsub S_OK,Job_Soul_Ascetic; } } else if (BaseJob == Job_Star_Gladiator) { switch(getarg(0)) { case -1: callsub S_OK,Job_Taekwon; case -2: callsub S_OK,Job_Star_Gladiator; case -3: callsub S_OK,Job_Star_Emperor; case -4: case -5: default: callsub S_OK,Job_Sky_Emperor; } } switch(getarg(0)) { case -1: callsub S_OK,roclass(eaclass()&EAJ_UPPERMASK); case -2: callsub S_OK,roclass(eaclass()&EAJ_UPPERMASK|EAJL_UPPER); case -3: callsub S_OK,roclass(eaclass()&EAJ_THIRDMASK|EAJL_THIRD); case -4: .@job = roclass(eaclass()&EAJ_THIRDMASK|EAJL_THIRD); callsub S_OK,roclass(eaclass(.@job)|EAJL_FOURTH|EAJL_UPPER); case -5: .@job = roclass(eaclass()&EAJ_THIRDMASK|EAJL_THIRD); if (.@job > 0) callsub S_OK,roclass(eaclass(.@job)|EAJL_FOURTH|EAJL_UPPER)+80; } S_OK: .@c = getarg(0); if (.@c < 1 && getarg(1,0) == 0) end; if (PACKETVER >= 20231220) setlook LOOK_BODY2,.@c; else if (.@c > 4331 && .@c < 4345) setlook LOOK_BODY2,1; else changebase .@c; JobSuit_active = true; JobSuit_id = .@c; end; } - script #JobSuitOnLogin -1,{ OnPCLoginEvent: if (JobSuit_active) F_JobSuit(JobSuit_id); end; }
    2 points
  12. Hello, I don't see the variable being set in your item script. You can use OnPCLoginEvent on a NPC to reapply the appearance. Replace changebase with setlook LOOK_BODY2. Example using a function: Script: | callfunc "F_JobSuit"; UnEquipScript: | callfunc "F_JobSuit",-1; // callfunc "F_JobSuit"; //Change to evolution sprite // callfunc "F_JobSuit",<Job ID>; //Change to specific sprite // callfunc "F_JobSuit",-1; //Return to default sprite function script F_JobSuit { if (getarg(0,0) != -1) { if (jobname(getarg(0,-1)) != "Unknown Job") .@c = getarg(0); else if (BaseJob == Job_Priest) .@c = JOB_ARCH_BISHOP; else if (BaseJob == Job_Wizard) .@c = JOB_WARLOCK; else if (BaseJob == Job_Blacksmith) .@c = JOB_MECHANIC; else if (BaseJob == Job_Hunter) .@c = JOB_RANGER; else if (BaseJob == Job_Assassin) .@c = JOB_GUILLOTINE_CROSS; else if (BaseJob == Job_Crusader) .@c = JOB_ROYAL_GUARD; else if (BaseJob == Job_Monk) .@c = JOB_SURA; else if (BaseJob == Job_Sage) .@c = JOB_SORCERER; else if (BaseJob == Job_Rogue) .@c = JOB_SHADOW_CHASER; else if (BaseJob == Job_Alchemist) .@c = JOB_GENETIC; else if (BaseJob == Job_Bard) .@c = JOB_MINSTREL; else if (BaseJob == Job_Dancer) .@c = JOB_WANDERER; if (PACKETVER >= 20231220) setlook LOOK_BODY2,.@c; else changebase .@c; JobSuit_active = true; JobSuit_id = .@c; end; } if (PACKETVER >= 20231220) setlook LOOK_BODY2,Class; else changebase Class; JobSuit_active = false; JobSuit_id = 0; end; } - script #JobSuitOnLogin -1,{ OnPCLoginEvent: if (JobSuit_active) F_JobSuit(JobSuit_id); end; }
    2 points
  13. Hey everyone, I wanted to showcase a custom MVP mechanic system I've been developing for Ragnarok Online using rAthena. The idea is to bring more dynamic, thematic, and visually appealing mechanics to MVP encounters — moving beyond the usual tank-and-spank format. DISCORD Takechiii#8303 DISCORD Takechiii#8303 🛠 What does this system do? Allows MVPs to execute custom attack patterns on specific map coordinates. Works on an 11x11 grid centered around the MVP (6x6 coordinate) to trigger precise damage zones. Each MVP’s behavior can be thematically tailored (e.g., feline patterns for Moonlight Flower, curses for Osiris, etc.). Easily reusable and expandable for other bosses or PvE events. This system is inspired by raid-style battles. It’s ideal for: Custom instances MVP events with multiple phases Progressive PvE challenges I’m still refining the system and adding new mechanics and visual effects. I’m open to feedback, suggestions, or even collaborations!
    2 points
  14. Version 1.0.0

    778 downloads

    The size of attachments (30mb) on rAthena does not allow to add map resources. You can find the full materials here: https://mega.nz/folder/8atXmYgC#yJEL_ssWj8D8XwmpgInYiQ Map list: um_fild05 https://rathena.org/board/topic/145721-showcase-umbala-field-05/ ve_fild08 https://rathena.org/board/topic/144005-showcase-veins-field-08/ mosk_dun04 https://rathena.org/board/topic/143959-showcase-moscovia-dungeon-lvl-4/ ttmoon https://rathena.org/board/topic/116150-showcase-ttmoon/ navayo (+nav_beach, nav_in01, nav_in02) https://rathena.org/board/topic/116200-showcase-navayo/ anrydrago https://rathena.org/board/topic/124265-showcase-miniquest-anry-dragon/ x_base https://rathena.org/board/topic/140494-showcase-x-base/ crimea https://rathena.org/board/topic/132870-showcase-crimea/ barcode https://rathena.org/board/topic/116040-showcase-barcode/ ice2xlake https://rathena.org/board/topic/124194-showcase-ice-twice-lake/ lv_beach https://rathena.org/board/topic/116553-showcase-love-beach/ yavin1b https://rathena.org/board/topic/116300-showcase-yavin1b/ mystvil https://rathena.org/board/topic/117187-showcase-mystical-vil/ crystal https://rathena.org/board/topic/116079-showcase-crystal/ 1@scp087 https://rathena.org/board/topic/116223-showcase-scp-087/ mag_dun03_ https://rathena.org/board/topic/127185-showcase-magma-dungeon-lvl-3/ b_book(1,2,3,4) https://rathena.org/board/topic/116491-showcase-four-battle-books/ ~ Keep calm and use it on your server ~ ~ Don't claim my work as yours please and etc ~ ~ Any requests/reports - https://rathena.org/board/profile/47250-w0wzukubg/ Thanks, Zuku ~
    Free
    2 points
  15. Version 1.0.0

    167 downloads

    Author: Nyani Version 1.0 ---------------------------------------------- Features - Unlimited Chain Quest (Randomized Kill/Collection Quest) - Automatic Quest submission - unless Collection Quest (Must turn in) - Automatic Quest Acquisition - Does not repeat previous quest (shuffles the quest provided) - Cancel Current Quest (Must talk to NPC) - Monthly Ranking - Automated Monthly Reward distribution - Chance to obtain rewards for quest submissions - Milestone Rewards every 100 quests finished ---------------------------------------------- Changelogs v1.0 - Initial Release Notice: No support will be provided - unless it is a bug on the current script Config // ========================== // CONFIGURATION // ========================== // 0 = NPC Claim Mode, 1 = RoDEX Mode .reward_mode = 1; // Mob and kill amounts setarray .MobList[0], 1002,1004,1010; setarray .MobAmount[0], 30,40,50; setarray .ItemList[0], 705, // Orcish Voucher 1015, // Garlet 1021, // Tooth of Bat 719, // Bear’s Footskin 729, // Coal 744, // Witherless Rose 746, // Evil Horn 728, // Cyfar 938, // Golem Fragment 1058, // Cactus Needle 1009, // Claw of Desert Wolf 1038, // Emveretarcon 1042, // Worm Peelings 1044, // Flame Heart 1046, // Mystic Frozen 1047, // Great Nature 1049; // Red Blood setarray .ItemAmount[0], 5,5,5,5,5,5,5,5,5,5, 5,5,5,5,5,5,5; // Completion reward pool setarray .RewardList[0], 607, 608, 609; setarray .RewardAmount[0], 1, 2, 1; // 100-completion reward pool setarray .SpecialRewardList[0], 7711, 7712; setarray .SpecialRewardAmount[0], 1, 1; // Monthly rewards for top 10 setarray .MonthlyReward[0], 607, 501, 504, 505, 506,909,910; setarray .MonthlyRewardAmount[0], 5, 2, 1, 3, 2,5,10; // Reward chance settings (1-10000 scale) .RewardChance = 10000; // 100% chance by default .SpecialRewardChance = 10000; // 100% for 100-completion Make sure to run SQL queries! No support provided, unless it's a bug in the script's core features.
    Free
    2 points
  16. Version 1.0.0

    406 downloads

    This script has NPC shops that sell all available costume items in rAthena as of March 2025. Costumes are categorized based on their equipment slot (Upper, Middle, Lower and Garment) and distributed across multiple shops (150 item per shop), Ensuring a well-organized and accessible shopping experience. The item list is filtered to include only valid costumes from latest iteminfo_EN.lua (English Translation), preventing missing or invalid entries. if you remove the commented shops it will sell all costumes available in the database (item_equip_db.yml). Ideal for servers looking to provide a complete costume collection for players!
    Free
    2 points
  17. Hi I'm new to this designing business. I plan to make custom made designs for Elurair Patcher in the future and it will be coded by my friend. These are banners I've previously made for private RO servers I've played. If you want to request for a design, you can hit me up in discord (@itzmejazzy_)
    1 point
  18. Hi, I'm working on a ranking system inspired by League of Legends, and I decided to create these files to apply it to the players I'm new to editing this kind of stuff. I wish a professional could review it and give it a proper cleanup, but anyway, it doesn't seem too bad for now. How do use it: 1) Download League of Legends Rank File. 2) Put into your GRF. 3) Go to your hateffectinfo.lub (data/luafiles514/hateeffectinfo) 4) Search or something Similar. HAT_EF_NightSkyOfRutie = 225, 5) Put this: -- Ranks Lol Tag by Scanty -- HAT_IRON_RANK = 231, HAT_BRONCE_RANK = 232, HAT_PLATA_RANK = 233, HAT_ORO_RANK = 234, HAT_PLATINO_RANK = 235, HAT_ESMERALDA_RANK = 236, HAT_DIAMANTE_RANK = 237, HAT_MAESTRO_RANK = 238, HAT_GM_RANK = 239, HAT_RETADOR_RANK = 240, 6) Now, Search for [HatEFID.HAT_EF_NightSkyOfRutie] = { resourceFileName = "efst_NightSkyOfRutie\\christmasx3.str", hatEffectPos = -11, hatEffectPosX = -0.3, isRenderBeforeCharacter = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }, 7) After that --- Inician Rangos de Lol - By Scanty --- [HatEFID.HAT_IRON_RANK] = { resourceFileName = "custom\\rangos_lol\\iron_RANK.str",hatEffectPos = 6, isIgnoreRiding = false, isRenderBeforeCharacter = false, isAttachedHead = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true}, [HatEFID.HAT_BRONCE_RANK] = { resourceFileName = "custom\\rangos_lol\\bronce_RANK.str",hatEffectPos = 6, isIgnoreRiding = false, isRenderBeforeCharacter = false, isAttachedHead = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true}, [HatEFID.HAT_PLATA_RANK] = { resourceFileName = "custom\\rangos_lol\\plata_RANK.str",hatEffectPos = 6, isIgnoreRiding = false, isRenderBeforeCharacter = false, isAttachedHead = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true}, [HatEFID.HAT_ORO_RANK] = { resourceFileName = "custom\\rangos_lol\\oro_RANK.str",hatEffectPos = 6, isIgnoreRiding = false, isRenderBeforeCharacter = false, isAttachedHead = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true}, [HatEFID.HAT_PLATINO_RANK] = { resourceFileName = "custom\\rangos_lol\\platino_RANK.str",hatEffectPos = 6, isIgnoreRiding = false, isRenderBeforeCharacter = false, isAttachedHead = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true}, [HatEFID.HAT_ESMERALDA_RANK] = { resourceFileName = "custom\\rangos_lol\\esmeralda_RANK.str",hatEffectPos = 6, isIgnoreRiding = false, isRenderBeforeCharacter = false, isAttachedHead = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true}, [HatEFID.HAT_DIAMANTE_RANK] = { resourceFileName = "custom\\rangos_lol\\diamante_RANK.str",hatEffectPos = 6, isIgnoreRiding = false, isRenderBeforeCharacter = false, isAttachedHead = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true}, [HatEFID.HAT_MAESTRO_RANK] = { resourceFileName = "custom\\rangos_lol\\maestro_RANK.str",hatEffectPos = 6, isIgnoreRiding = false, isRenderBeforeCharacter = false, isAttachedHead = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true}, [HatEFID.HAT_GM_RANK] = { resourceFileName = "custom\\rangos_lol\\GM_RANK.str",hatEffectPos = 6, isIgnoreRiding = false, isRenderBeforeCharacter = false, isAttachedHead = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true}, [HatEFID.HAT_RETADOR_RANK] = { resourceFileName = "custom\\rangos_lol\\Retador_RANK.str",hatEffectPos = 6, isIgnoreRiding = false, isRenderBeforeCharacter = false, isAttachedHead = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true} 8 ) Create a script to test. you need to use this: hateffect 240, true; *hateffect(<Hat Effect ID>,<State>); This will set a Hat Effect onto the player. The state field allows you to enable (true) or disable (false) the effect on the player. The Hat Effect constants can be found in 'src/map/script_constants.hpp' starting with HAT_EF_*. Requires client 2015-05-13aRagEXE or newer. League of Legends Rank.rar
    1 point
  19. Update: Working on the latest rathena version as of the date I'm typing this. // SERVER SIDE 1. Open src/map/status.cpp find and add after case SC_JEXPBOOST: case SC_EXPBOOST: case SC_JEXPBOOST: case SC_VIPSTATE: // VIP Status Icon case SC_PERIOD_RECEIVEITEM_2ND: case SC_PERIOD_PLUSEXP_2ND: 2. Open src/map/status.hpp find and add before SC_MAX, SC_OVERCOMING_CRISIS, SC_VIPSTATE = 2000, // VIP Status Icon SC_MAX, //Automatically updated max, used in for's to check we are within bounds. find and add before EFST_MAX, /// Do not modify code above this, since it will be automatically generated by the API again EFST_VIPSTATE = 2000, // VIP Status Icon EFST_MAX, 3. Open src/map/script_constants.hpp find and add after export_constant(SC_OVERCOMING_CRISIS); export_constant(SC_CONTENTS_20); export_constant(SC_OVERCOMING_CRISIS); export_constant(SC_VIPSTATE); // VIP Status Icon /// Do not modify code below this, until the end of the API hook, since it will be automatically generated again find and add after export_constant(EFST_C_BUFF_9); export_constant(EFST_C_BUFF_9); export_constant(EFST_VIPSTATE); // VIP Status Icon /// @APIHOOK_END 4. Open db/import/status.yml copy and paste (your status.yml should look like this if you haven't added any custom sc_status) Header: Type: STATUS_DB Version: 4 Body: - Status: Vipstate Icon: EFST_VIPSTATE Flags: NoRemoveOnDead: true NoDispell: true NoBanishingBuster: true NoClearance: true 5. Open db/import/item_db.yml or db/pre-re/item_db_usable.yml (up to you) - Id: 30000 AegisName: Vip_Card_3D Name: VIP Card 3D Type: Cash Buy: 20 Weight: 10 Trade: NoDrop: true NoSell: true NoGuildStorage: true NoMail: true NoAuction: true Script: | if (vip_status(VIP_STATUS_ACTIVE)) { dispbottom "You have extended your VIP duration."; } else { dispbottom "You have successfully become a VIP member."; sc_start SC_VIPSTATE,-1,1; } vip_time 4320; - Id: 30001 AegisName: Vip_Card_7D Name: VIP Card 7D Type: Cash Buy: 20 Weight: 10 Trade: NoDrop: true NoSell: true NoGuildStorage: true NoMail: true NoAuction: true Script: | if (vip_status(VIP_STATUS_ACTIVE)) { dispbottom "You have extended your VIP duration."; } else { dispbottom "You have successfully become a VIP member."; sc_start SC_VIPSTATE,-1,1; } vip_time 10080; - Id: 30002 AegisName: Vip_Card_30D Name: VIP Card 30D Type: Cash Buy: 20 Weight: 10 Trade: NoDrop: true NoSell: true NoGuildStorage: true NoMail: true NoAuction: true Script: | if (vip_status(VIP_STATUS_ACTIVE)) { dispbottom "You have extended your VIP duration."; } else { dispbottom "You have successfully become a VIP member."; sc_start SC_VIPSTATE,-1,1; } vip_time 43200; 6. Open npc/custom and add a text file named vip_system.txt copy and paste - script VIP_TIME -1,{ OnPCLoginEvent: if (vip_status(1)) { .@remain = vip_status(VIP_STATUS_REMAINING); // seconds dispbottom "Remaining VIP duration: " + Time2Str(vip_status(VIP_STATUS_REMAINING) + gettimetick(2)); sc_start SC_VIPSTATE, .@remain * 1000, 1; end; } OnPCLogoutEvent: if (vip_status(1)) { sc_end SC_VIPSTATE; // remove the buff to update the timer on login } end; } 7. Open npc/scripts_custom.conf add to the last line npc: npc/custom/vip_system.txt 8. Recompile your server // CLIENT SIDE 1. You need four files from your RO GRF. Locate and extract them first from luafiles514/lua files/stateicon/ efstids.lub stateiconimginfo.lub stateiconinfo.lub stateiconinfo_f.lub // I'm not sure if this one is necessary but I decided to include it anyway xD 2. Edit efstids.lub Scroll down last line and add. EFST_VIPSTATE = 2000, 3. Edit stateiconimginfo.lub Scroll down last line and add. Edit to your liking. StateIconList[EFST_IDs.EFST_VIPSTATE] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { { "VIP", COLOR_TITLE_BUFF }, { "%s", COLOR_TIME }, { "Base EXP Rate +50%" }, { "Job EXP Rate +50%" }, { "Drop Rate +50%" }, { "Additional 300 Storage Slot" }, { "Ignore gemstone requirement for skills" }, { "Max character limit increase" }, { "Auto Attack Feature" }, } } 4. Edit stateiconinfo.lub Scroll down last line and add. [EFST_IDs.EFST_VIPSTATE] = "vipicon.tga", 5. Edit stateiconinfo_f.lub Scroll down last line and add. EFST_IDs.EFST_VIPSTATE, Done! Congratulations! Free VIP Icon from here. Put it inside your grf - data\texture\effect Note: The timer on the VIP status icon will not be displayed if the duration exceeds 24 days and 19 hours. Unfortunately, I don't know how to make this possible either.
    1 point
  20. I think it should be working, as usual dont try it at town since maybe some dev might try at prontera/town with @pvp or something. U can try with the 4 example given (if im not mistaken) and see the damage. Try at any field/dungeon.
    1 point
  21. I just tried it and it's working fine for me. Please share what you put in the file and how you tested it.
    1 point
  22. Bueno sin ofender a Euphy creador de este npc de cazeria, ° Quisiera que me ayudaran a encontrar y elegir los monstruos a cazar, debido que están al azar. ° También una opción de % probabilidad similar a la probabilidad de drop de cartas, ejemplo: Usuario: THOMY a matado 1000 Zombies sin embargo por la probabilidad de drop kill de un 50%, solo lleva 500 kill en conteo. ya que cada kill tiene 50%. ° Finalmente si me ayudan agregar el conteo, como está visiblemte en la imagen, "el conteo arriba en el personaje (Honet [1/10])", está en color amarillo. monster_hunting_euphy.txt
    1 point
  23. @Racaae puede hacer lo de @JASHI11?
    1 point
  24. con el permiso de no ofender al autor del script, quisiera que me ayudaran a colocarle un comando como el del archivo adjunto que seria fusión. - actualmente se le habla al npc pero quisiera que se le agregara la opción @claim, para tener dialogo desde el comando con el script de codigo de canje. - el archivo andjunto es otro script que ya tiene el @claim por lo cuál quienes me ayuden lo podrian sacar de allí, en realidad yo lo intente pero no lo logre. - si es posible también modificar la opción de que el administrador pueda crear la clave de código en el chat de gm. //--- Coupon NPC 1.1.2 -------------------------------------------// //----------------------------------------------------------------// // ttt 000000000 // ttt 000 000 // ttttttttt rrrrrrrrr 000 000 nnnnnnnnn // ttt rrr 000 000 nnn nnn // ttt rrr 000 000 nnn nnn // ttt rrr 000 000 nnn nnn // ttttt rrr 000000000 nnn nnn //----------------------------------------------------------------// //--- Changelogs: ------------------------------------------------// // 1.0.0 Release // 1.1.0 Added code type feature (normal|md5-hash) // 1.1.0 Added prevention for typing 0 into Item ID or Amount // 1.1.0 Added a feature for gms to see available coupons // 1.1.0 Minor bug fixes // 1.1.1 Fixed a bug that caused duplicating items // 1.1.2 Added announce if player got a item //----------------------------------------------------------------// //--- Main Script ------------------------------------------------// prontera,146,173,5 script Coupon Jack 807,{ //Set code type (0 = normal | 1 = MD5-Hash) set .code_type, 0; //Set code length set .code_length, 16; //Set Min. GM Level to add new coupons set .code_gmlvl, 99; setarray .coupon_code$[0],"a","b","c","d","e","f","g","h","i","j","k","l", "m","n","o","p","q","r","s","t","u","v","w","x", "y","z","0","1","2","3","4","5","6","7","8","9"; if(getgmlevel() >= .code_gmlvl) { mes "[^FF7700Coupon Jack^000000]"; mes "Welcome " + strcharinfo(0) + "."; next; switch(select("Add Coupon:Show Coupons:Exit")) { case 1: mes "[^FF7700Coupon Jack^000000]"; mes "Enter Item ID:"; input @coupon_item; next; if(@coupon_item <= 0) goto L_error; mes "[^FF7700Coupon Jack^000000]"; mes "Enter Item Amount:"; input @coupon_amount; next; if(@coupon_amount <= 0) goto L_error; for(set @i, 0; @i < .code_length; set @i, @i+1) { set @random_char, rand(0,(getarraysize(.coupon_code$)-1)); set @new_coupon$, @new_coupon$ + .coupon_code$[@random_char]; } if(.code_type==1) { set @new_coupon$, md5(@new_coupon$); } mes "[^FF7700Coupon Jack^000000]"; mes "Coupon added."; query_sql "INSERT INTO `coupons` (`code`, `item_id`, `item_amount`) VALUES ('"+@new_coupon$+"', "+@coupon_item+", "+@coupon_amount+")"; set @new_coupon$, ""; close; case 2: mes "[^FF7700Coupon Jack^000000]"; mes "--------------------------------"; query_sql "SELECT `code`, `item_id`, `item_amount` FROM `coupons`", .@available_code$, .@available_item, .@available_amount; for(set @i, 0; @i < getarraysize(.@available_code$); set @i, @i+1) { mes "Item: " + getitemname(.@available_item[@i]); mes "Amount: " + .@available_amount[@i]; mes "Code: " + .@available_code$[@i]; mes "--------------------------------"; } close; case 3: mes "[^FF7700Coupon Jack^000000]"; mes "Have a nice day."; close; } } mes "[^FF7700Coupon Jack^000000]"; mes "Welcome to the Coupon Codes System. How can I help you?"; next; switch(Select("Submit Coupon:Exit")) { case 1: mes "[^FF7700Coupon Jack^000000]"; mes "Please enter your Coupon Code:"; input @my_code$; next; query_sql "SELECT `code`, `item_id`, `item_amount` FROM `coupons`", .@available_code$, .@available_item, .@available_amount; for (set @i, 0; @i < getarraysize(.@available_code$); set @i, @i+1) { if(@my_code$==.@available_code$[@i]) { mes "[^FF7700Coupon Jack^000000]"; mes "You get ^0000FF" + getitemname(.@available_item[@i]) + " - " + .@available_amount[@i] + " ea.^000000"; query_sql "DELETE FROM `coupons` WHERE `code`='"+@my_code$+"'"; getitem .@available_item[@i],.@available_amount[@i]; //announce "Coupon Jack: " + strcharinfo(0) + " got " + .@available_amount[@i] + getitemname(.@available_item[@i]) + "(s).",0; close; } } mes "[^FF7700Coupon Jack^000000]"; mes "This Coupon Code doesn't exist."; close; case 2: mes "[^FF7700Coupon Jack^000000]"; mes "Have a nice day."; close; } L_error: mes "[^FF7700Coupon Jack^000000]"; mes "Invalid Number"; close; OnInit: query_sql "CREATE TABLE IF NOT EXISTS `coupons` (`code` TINYTEXT NOT NULL, `item_id` INT NOT NULL, `item_amount` INT NOT NULL, INDEX `code` (`code`(32)) ) ENGINE=MyISAM"; } npc de tron.txt npc_LIL TROLL.txt
    1 point
  25. Updates Supported up to 26 June 2025 items. I did split into 2 files to prevent file size over 4GB.
    1 point
  26. I did some research on the Domovoi monster (ID 2336), it has an official hat and cape. Tare Brownie [1] - ID 18628 Boss Brownie Manteau [1] - ID 2592 Also, on some servers it is a boss and the cape description says that it belongs to the brownie boss. Therefore, I also attach a card in the MVP style. Of course you should significantly increase his stats. You can also make Domovoi a miniboss. As you can see, there are five chests under the big trees on the map (mosk_dun04) that belong to brownies, so you can add 5 Domovoi minibosses to the map. I also asked the artist to draw additional custom items, so now the Domovoi also has a staff with an apple on top and its fur for quests on his hat. Apple Staff Domovoi Fur All images and sprites can be downloaded in this topic: https://rathena.org/board/files/file/3844-w0w_custom_collection/ or here: Domovoi Card+Loot.zip
    1 point
  27. It's on server side -> Try find it on conf folder. (Maybe item or player)
    1 point
  28. I have updated it to be compatible with the latest rAthena version https://github.com/hiphop9/rathena20250614
    1 point
  29. Oh I remembered it now. It was WARP patch something about party / friend windows, just go check it out you will get rid this crash for sure.
    1 point
  30. I created a new command for the game's visual effects. There's already /effect, which allows us to no longer see any visual effects in the game. My command lets us choose which effects we no longer want to see. Example: "@nofx 89 on" will disable the storm gust effect. The command works very well. I'd like to know how to make my modifications available so that if the community finds it useful, it can be integrated into a future update.
    1 point
  31. He eliminado los comandos mesitemlink e itemlink que no son compatibles con rAthena 2018. Por favor, intenta ahora. Si aún no funciona: ¿Aparece algún error o mensaje en la consola del map-server al cargar los scripts? ¿O al utilizar el comando? Si te funcionó, ¡dale un voto positivo al post, por favor! - script CouponNPC#main -1,{ S_Start: //Set code type (0 = normal | 1 = MD5-Hash) .code_type = 0; //Set code length .code_length = 12; //Set Min. GM Level to add new coupons .code_gmlvl = 99; setarray .coupon_code$[0],"A","B","C","D","E","F","G","H","I","J","K","L", "M","N","O","P","Q","R","S","T","U","V","W","X", "Y","Z","0","1","2","3","4","5","6","7","8","9"; if (getgmlevel() >= .code_gmlvl) { mes "[^FF7700Cupón Jack^000000]"; mes "Bienvenido GM " + strcharinfo(0) + "."; next; switch(select("Agregar cupón", "Mostrar cupones", "Menú normal", "Cancelar")) { case 1: do { mes "[^FF7700Cupón Jack^000000]"; mes "Ingrese el ID del objeto:"; input @coupon_item; if (getitemname(@coupon_item) == "null") { clear; mes "[^FF7700Cupón Jack^000000]"; mes "ID del objeto " + @coupon_item + " no encontrado."; if (select("Intentar de nuevo", "Cancelar") == 2) close; } else break; } while (true); do { clear; mes "[^FF7700Cupón Jack^000000]"; mes getitemname(@coupon_item) + "?"; mes "Ingrese la cantidad del objeto:"; input @coupon_amount; if (@coupon_amount < 1 || @coupon_amount > 10000) { clear; mes "[^FF7700Cupón Jack^000000]"; mes @coupon_amount + " no es una cantidad válida."; if (select("Intentar de nuevo", "Cancelar") == 2) close; } else break; } while (true); do { clear; mes "[^FF7700Cupón Jack^000000]"; mes @coupon_amount + "x " + getitemname(@coupon_item); mes "¿Cuántos cupones desea crear con estas mismas recompensas?"; next; if (select("Uno", "Ingresar cantidad") == 2) { input .@coupons; if (.@coupons < 1 || .@coupons > 50) { clear; mes "[^FF7700Cupón Jack^000000]"; mes .@coupons + " no es una cantidad válida."; if (select("Intentar de nuevo", "Cancelar") == 2) close; } else break; } else break; } while (true); if (.@coupons < 2) .@coupons = 1; do { switch(select("Generar código aleatorio", "Ingresar código manual", "Cancelar")) { case 1: .@random = true; break; case 2: clear; mes "[^FF7700Cupón Jack^000000]"; mes "Ingrese el cupón:"; mes "Longitud máxima: " + .code_length + " caracter(es)"; input .@input_name$; if(getstrlen(.@input_name$) < 0 || getstrlen(.@input_name$) > .code_length) { clear; mes "[^FF7700Cupón Jack^000000]"; mes "Inválido."; mes "El cupón debe tener al menos 1 caracter y un máximo de " + .code_length + " caracter(es)"; } else { for(.@i = 0; .@i < .@coupons; .@i++) .@new_coupon$[.@i] = .@input_name$; } break; case 3: close; } } while (.@new_coupon$[0] == "" && !.@random); if (.@random || .@coupons > 1) { .@length = .code_length; if (.@new_coupon$[0] != "") { .@endchar = getstrlen(.@new_coupon$[0]); .@length = maximum(.code_length,(.@endchar+4)); } for(.@i = 0; .@i < .@coupons; .@i++) { for(.@j = .@endchar; .@j < .@length; .@j++) { .@random_char = rand(getarraysize(.coupon_code$)); .@new_coupon$[.@i] += .coupon_code$[.@random_char]; } if (.code_type == 1) .@new_coupon$[.@i] = md5(.@new_coupon$[.@i]); } } clear; mes "[^FF7700Cupón Jack^000000]"; mes @coupon_amount + "x " + getitemname(@coupon_item); for(.@i = 0; .@i < .@coupons; .@i++) mes "Cupón" + (.@coupons>1?" "+(.@i+1):"") + ": ^EE8800" + .@new_coupon$[.@i] + "^000000"; if(select("^0000FFConfirmar " + F_InsertPlural(.@coupons,"cupón") + "^000000", "Cancelar") == 2) close; for(.@i = 0; .@i < .@coupons; .@i++) query_sql "INSERT INTO `coupons` (`code`, `item_id`, `item_amount`) VALUES ('" + escape_sql(.@new_coupon$[.@i]) + "', "+@coupon_item+", "+@coupon_amount+")"; clear; mes "[^FF7700Cupón Jack^000000]"; mes F_InsertPlural(.@coupons,"cupón") + " agregado."; for(.@i = 0; .@i < .@coupons; .@i++) mes "Cupón" + (.@coupons>1?" "+(.@i+1):"") + ": ^EE8800" + .@new_coupon$[.@i] + "^000000"; close; case 2: mes "[^FF7700Cupón Jack^000000]"; query_sql "SELECT `code`, `item_id`, `item_amount` FROM `coupons`", .@available_code$, .@available_item, .@available_amount; .@total_codes = getarraysize(.@available_code$); if (!.@total_codes) mes "No hay códigos disponibles."; dispbottom "==============================="; dispbottom "Código | Objeto | Cantidad"; for(.@i = 0; .@i < .@total_codes; .@i++) { mes "--------------------------------"; mes "Objeto: " + getitemname(.@available_item[.@i]); mes "Cantidad: " + .@available_amount[.@i]; mes "Código: " + .@available_code$[.@i]; dispbottom .@available_code$[.@i] + " | " + getitemname(.@available_item[.@i]) + " | x" + .@available_amount[.@i]; } dispbottom "==============================="; close; case 3: break; case 4: mes "[^FF7700Cupón Jack^000000]"; mes "¡Que tenga un buen día!"; close; } } mes "[^FF7700Cupón Jack^000000]"; mes "Bienvenido al sistema de códigos de cupones. ¿En qué puedo ayudarte?"; mes " ", "También puedes usar el comando", "^0000FF@claim <código del cupón>^000000 desde cualquier parte del mundo."; next; switch(Select("Canjear cupón", "Cancelar")) { case 1: mes "[^FF7700Cupón Jack^000000]"; mes "Por favor, introduce tu código de cupón:"; input .@my_code$; clear; callsub S_Submit,.@my_code$; close; case 2: mes "[^FF7700Cupón Jack^000000]"; mes "¡Que tenga un buen día!"; close; } S_Submit: .@my_code$ = getarg(0); query_sql "SELECT `code`, `item_id`, `item_amount` FROM `coupons`", .@available_code$, .@available_item, .@available_amount; for (@i = 0; @i < getarraysize(.@available_code$); @i++) { if (strtoupper(.@my_code$) == strtoupper(.@available_code$[@i])) { if (checkweight(.@available_item[@i],.@available_amount[@i]) == 0) { if (getarg(1,0)) { message strcharinfo(0), "No tienes suficiente espacio en el inventario para reclamar este cupón."; end; } mes "[^FF7700Cupón Jack^000000]"; mes "No tienes suficiente espacio en el inventario para reclamar este cupón."; close; } query_sql "DELETE FROM `coupons` WHERE `code`='" + escape_sql(.@my_code$) + "'"; getitem .@available_item[@i],.@available_amount[@i]; if (getarg(1,0)) { message strcharinfo(0), "¡Cupón canjeado! Has recibido " + getitemname(.@available_item[@i]) + " - " + .@available_amount[@i] + " unidad(es).^000000"; end; } mes "[^FF7700Cupón Jack^000000]"; mes "Has recibido ^0000FF" + getitemname(.@available_item[@i]) + " - " + .@available_amount[@i] + " unidad(es).^000000"; close; } } if (getarg(1,0)) { message strcharinfo(0), "El cupón " + .@my_code$ + " no existe o ya fue canjeado."; end; } mes "[^FF7700Cupón Jack^000000]"; mes "Este código de cupón no existe o ya fue canjeado."; close; OnInit: query_sql "CREATE TABLE IF NOT EXISTS `coupons` (`code` TINYTEXT NOT NULL, `item_id` INT NOT NULL, `item_amount` INT NOT NULL, INDEX `code` (`code`(32)) ) ENGINE=MyISAM"; if (strnpcinfo(2) == "main") bindatcmd "claim",strnpcinfo(3)+"::OnAtcommand"; end; OnAtcommand: if (.@atcmd_parameters$[0] != "") callsub S_Submit,implode(.@atcmd_parameters$, " "),1; callsub S_Start; end; } //Uncomment to enable clickable NPC //prontera,146,173,5 duplicate(CouponNPC#main) Cupón Jack 807
    1 point
  32. Its because these two most recent Client versions are still encrypted, not unpacked. What your Anti-Virus software can't parse, it will sometimes mark as a dangerous file. Anyway, I recommend anyone using resources from this thread that were posted by @Skylove to use client version 2025-03-19 for now, it's the only the one posted that allows patches to be applied to it via WARP. The 2 most recent released clients ( 2025-05-08 and 2025-06-04) are not that too different from what 2025-03-19 functionally provides. This also goes without saying, for future clients that will be further released, exercise caution and patience.
    1 point
  33. Hello, this is a SRC edit and custom sprite of MVP monsters. It just uses the frame where they appear dead. This is actually a great idea adding a small tomb next to the MVP. Thanks for the suggestion!
    1 point
  34. File Name: itemoption File Submitter: keitenai File Submitted: 21 Nov 2016 File Category: Utilities Content Author: keitenai @ command itemoption Script Information: This script allows you to apply random option on a selected equipped item. The Option types can be found in const.txt : LINK!! The Value is the rate of the option type effect. eg: `10` = 10% bonus attack Index location is the Option Slot location. 0 = First item option slot 1 = Second item option slot 2 = Third item option slot 3 = Fourth item option slot 4 = Fifth item option slot NOTE that you will not see the Option type's description (Client Side) if the Option Slots are not filled by sequence (missed a slot). With this i added a security check that if you missed/jump an index slot, the script will automatically fix it for you. @ itemoption makes it easier to apply random option in your item quite easily. Compatible with : rAthena 633a642 Download : itemoption.txt Hope you find this useful itemoption.txt
    1 point
  35. Ill forward this to him, hope it goes well to both of you.
    1 point
  36. I'm planning not to upload it because I don't want it to spread and end up with resellers. But yes, someday I’d like to sell it if someone is interested. My intention is to make them custom, tailored to all tastes — it could be one based on Bio Labs or Thor Volcano, for example. If you're interested in the project, feel free to message me on Discord!
    1 point
  37. Version 1.0.0

    42 downloads

    Original RO damage fonts are so low-res and blurry, so here's my HD font for the Hangul Damage Font Place the files inside data/sprite/이팩트/ folder in your GRF. Please note that your RO client needs to have the additional damage fonts feature. The font used is TDTD온명조
    Free
    1 point
  38. That is because the client now uses bodystyle to display job sprites instead of job. Run a query script in your database table "char" to copy the job column into the body column. Before 2023 clients, bodystyle's only used up to value 1 for alternate costumes. Now they can be filled with whatever the job ID and the sprite will display that. Your previous chars were still using bodystyle 0 or 1 -- which are Sprite ID of Novice and Swordsman UPDATE `char` SET body = class; Run this in query.
    1 point
  39. Edit: Drive link removed - msg me on discord Skylove Github mirror, download while its up I included the bodystyle fix diff. Msg me on discord for others. chainflex#5343 Help each other out and don't gatekeep or else the sellers win.
    1 point
  40. For hex editing: Find = 00 00 F0 43 00 00 Example: Zoom 75% = 00 00 4C 44 00 00 Zoom 50% = 00 00 FF 43 00 00 How to change Zoom 75% to default And Indoor RSW Disalbe to default Thank you Skylove.  For hex editing: Find = 00 00 F0 43 00 00 Example: Zoom 75% = 00 00 4C 44 00 00 Zoom 50% = 00 00 FF 43 00 00 And Indoor RSW Disalbe to default In the hex editor, search for the string ndoorRswTable.txt (hex: 00 6E 64 6F 6F 72 52 73 77 54 61 62 6C 65 2E 74 78 74) and replace it with indoorRswTable.txt (hex: 69 6E 64 6F 6F 72 52 73 77 54 61 62 6C 65 2E 74 78 74)
    1 point
  41. Looking at your gravity-esc maps is always a pleasure. please continue to grow the world of RO for us with all those immersive maps. Can't wait to include them into my server!
    1 point
  42. It's been a while since my initial release of those descriptions, and a lot of things need to be changed. A few mistakes here and there, but also plenty of mechanics changed on rAthena whose descriptions need to match that. Yes, I'm looking at you, Enchant Deadly Poison. Let's not drag this too long, yeah? Here's some patch notes: Typos fixed on the following skills: Shield Chain, Cart Boost, Cart Termination, Watery Evasion/Suiton Updated Cart Boost to account for the new interaction between this skill and Please Don't Forget Me(it no longer cancels the effect) Weaponry Research: Includes information about the Hidden Bonus(battle.cpp, line 3269) Raid: The debuff only applies in Renewal Venom Splasher: The timer information was completely wrong. Corrected and now also includes cooldown, additional information added on comments Jupitel Thunder: Was missing any information regarding damage Explosion Spirits/Critical Explosion: Corrected information, the SP recovery is disabled, not halved Blitz Beat: Corrected damage on information, improved wording Head Crush: Corrected ambiguous information about bleeding Shield Boomerang: Information about damage calculation Shield Chain: Massively expanded on the information and comments, including comparisons between this skill and Shield Boomerang Dispel: Clarification on the fact that MDEF reducing the chance is a myth that never existed Land Mine: Damage information completely wrong, fixed now including Mercenary version Freezing Trap: Added information on damage and scaling Blast Mine: Damage informationm missing, durations wrong too, fixed now Claymore Trap: Damage information missing, fixed now Gravitation Field: Included information about the secret property of the skill, where damage ticks count as auto attacks Throw Zeny: Accurate information about reduction versus players and bosses Final Strike: Added a a note, pointing out that Hercules uses a stronger formula for the skill Grand Cross: Greatly improved description Throw Kunai: Changed to reflect changes on rAthena(no longer misses, pseudo elemental) Throw Shuriken: Same as above(even more nerfed than kunais, why did you guys ever do this?) Steal: Massively improved description with more information and insight on High DEX/Low DEX Envenom: Improved damage descriptions Left/Right Hand Mastery: Recent information about the skill's inner workings Enchant Deadly Poison: Updated to the latest details of the skill, post the recent rework Next update I'll include the monster skills that were requested. I'd also like to expand upon this by adding quick reference pages in-game, containing information such as Status Effects, monster skills, etc. I updated the first post to have the latest version, but I'll leave it here as well just in case. skilldescript.lub
    1 point
  43. case MO_BODYRELOCATION: if(sc && (sc->getSCE(SC_SPIDERWEB) || sc->getSCE(SC_ANKLE))) break; if (unit_movepos(src, x, y, 2, 1)) { Hello. Solved it! Thanks @pajodex @Katakuri
    1 point
  44. Just sharing my max guild capacity by 20 /src/common/mmo.h : From #define MAX_GUILD 16+10*6 to #define MAX_GUILD 10+10*1 // increased max guild members +6 per 1 extension levels [Lupus] and /src/char/int_guild.c : From g->max_member = 16 + guild_checkskill(g, GD_EXTENSION) * 6; to g->max_member = 10 + guild_checkskill(g, GD_EXTENSION) * 1;
    1 point
  45. Version 1.0.0

    539 downloads

    @aitem this command allows you to check how many of the item in the server command @aitem2 allows you to check also who have the items @aitem is fast, but @aitem2 will take some time to finish the time depend on how big your database is! Keep in mind that this script work with sql , so if you got an item you will need to wait xtime(default 30 sec) to save in sql so you can see it with the command (or relogin or any act in the server that force you data to be saved , it's all depends on your server setting and your usage) you should wait until the command is done , do not logout/talk to npc/ anything until you get the results! '@AnalyzeItem' return the count of the item in the server. '@AnalyzeItem2' return the count of the item and the lst of who have it in the server (take more time). USAGE: @AnalyzeItem <ITEM_ID> @AnalyzeItem2 <ITEM_ID> OR @AItem <ITEM_ID> @AItem2 <ITEM_ID> Wait until you get the results in your chat to add more tables (like other storages) check the array .@tables$ and .@id$ F_GET_REAL_OWNER_NAME(<"string table">,<id>) get the name for id
    Free
    1 point
  46. A mysterious frozen lake in the midst of forests and mountains in the sunshine. .•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•. ice2xlake Please rate it if the map is good enough ~~ This map can be downloaded here https://rathena.org/board/files/file/4487-w0w_map_collection/
    1 point
  47. Version 1.3c

    484 downloads

    //===== rAthena Script ======================================= //= saders Reward //===== By: ================================================== //= Sader1992 //https://rathena.org/board/profile/30766-sader1992/ //===== Current Version: ===================================== //= 1.3b //===== Compatible With: ===================================== //= rAthena Project //https://rathena.org/board/files/file/3623-saders-reward-manager/ //https://github.com/sader1992/sader_scripts //===== Description: ========================================= //==== all the configuration from the npc in game //==== you can change the GM level in the start of the script //==== if(getgroupid() >= 90 ){ change the 90 to what you want //==== support gepard / ip / or without them //==== support rewards for vip only //==== support max players can get the reward //==== support up to 10 items per 1 variable //==== reward name will be seen from the normal players when they get the reward //==== please send me a message if you find error //==== if you like my work maybe consider support me at paypal //==== [email protected] //============================================================ //==== 1.1 Fix IP Check , add check for if the item id wrong , you can now edit the reward options from the npc(Name , Abuse Protection , Max Playrs , VIP) . //==== 1.2 Adding Weight check (you have to be less then 80% Weight to get the rewards) , Fix looping massege , Remove Adding more items option when the item count is 10 . //==== 1.3a Improve Gepard and IP Protection (i recommend removeing all the rewords before updating if you use it) , adding command @MyReward to access to the npc (any player can use this command) . //==== 1.3b Adding log database 'sader_variables_log' you can check who did get his reward from the npc , Changing some text . //============================================================ for any error contact me plz for faster update and fixes https://github.com/sader1992/sader_scripts //==== if you like my work maybe consider support me at paypal //==== [email protected]
    Free
    1 point
  48. Version 1.0

    3114 downloads

    DISCLAIMER: I DO NOT TAKE ANY CREDIT ON THIS. I AM MERELY BACKING UP HER FREE WORKS TO PRESERVE THEM. Note: The preview screenshot only contains 2 of the maps provided in this package, not all of them. Original Author: Najara This is a collection of town maps already released for free in eAthena from a great mapper known as Najara. I'm uploading her package of maps to preserve them so we can still use them when her original links expire. This package contains every one the of maps provided by him based on free releases ONLY. The package you receive is AS IS. I will not provide support on it. So if you're missing mini-maps and what not, you can make them yourself using BrowEdit and a little bit of MS-Paint. The following maps this package contains is: Crystilia Welgaia Flaris Jazeera Altzibar Lunette
    Free
    1 point
  49. the ROLSG is a simple tool yet effective when you don't have an internet connection. Probably when you're editing on offline or no connection. So +1 to this.
    1 point
×
×
  • Create New...