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  1. This is a project that I made back in 2019. Including the three maps, these were my 5th, 6th and 7th RO maps >w< Shrine of the Vanir This is a city conceived as a Shrine of the Gods of Nature, or Vanir. It's a very big map, with plenty of details and places to visit, walk around and sit to take a break and relax. It's got several custom-made and modified models and textures. My goal was to make a beautiful place that felt magical and awe-inspiring, but different to places such as Splendide, as this city is more focused on stonework. When I designed it, I based plenty of the city by observing ancient Norse symbols that appear in runestones, and the very shape of the city is based on them. Additionally, there are "city blocks" that have shapes of animals when looked from the sky (although this detail is somewhat hidden by the various plant models). Interiors 1 This map is designed to be underground, under the city itself, which is the reason why the entrance is the stairs (In the main city map, there's a small building that serves as the entrance). The design includes areas with their respective themes, so that different NPCs can be added according to them, whether they're Quests, Shops or Event NPCs. Although it's a mid-sized map, it's close to being big, and it's relatively big for an interior map. It's got several details and resting areas, which were made with care. It's also got certain custom-made models and textures that aren't present in the original RO. Finally, it's got several custom effects, as well as sound effects in the proper places. My goal was to make a very peaceful and relaxing place to not only visit NPCs in their respective sections, but to also sit around with your friends or guildmates around the tables or benches, or even AFK peacefully by yourself as much as you want, maybe even next to a waterfall! I wanted to convey a feeling that there were several different activities, either fun or relaxing, that you could do in this somewhat hidden place underground. Interiors 2 It's made up of three rooms: Floor 1, Basement 1, and a Small Room. This map is designed to be partly underground, partly inside the structures of the city, which is why there are stairs leading further underground. Moreover, it's meant to have a door leading to "Interiors 1" In the Main city map, and in Interiors 1, there are doors that correspond to the various entrances of these interior rooms. The rooms are very detailed, and they've got several custom effects, as well as sound effects in several places. My goal was to make a smithy or area for forging weapons, that fit neatly as the interiors of "Shrine of the Vanir". This city is meant to convey a feeling of "not entirely made by humans, but also by the gods", thus these rooms had to convey a special feeling as well. So, as the city has huge plants growing in different places, the branches of Yggdrassil have also grown inside the buildings themselves! And the forge had to be big as if to say: the weapons crafted here are unique. Putting aside the design, ellaboration and custom-made elements of this work, all of the official Ragnarök Online content belongs to Gravity and the creators of kRO, jRO, twRO. +=+=+=+=+ Detailed Previews +=+=+=+=+ City Interiors 1 (Main Underground Area) Interiors 2 Smithy F1, Smithy B1 and Small Room Smithy - F1 Previews Smithy - Basement Since this area has certain "uncommon" effects, I'd like to show a video of them first: Previews Small Room Previews And that's it! for now! I hope you liked these maps ^^ Please let me know what you think!, and thank you ^^ Until the next mappinos~
    4 points
  2. Version 1.0.0

    58 downloads

    Good use!
    Free
    2 points
  3. Hii! It's me Mina Rabbit, showcasing a mappino after such a long time! Actually, I made several new maps since my last showcase here, but I've started showcasing the new ones just now >w< I made this map back in 2018 (From around October to December 2018), and it was my third RO map. It was my first commission too, and the request was a "Halloween Prontera" that looked somewhat like Niflheim. So I decided to make it look like a combination of both maps! The result was a very spoopy map. Or as Borf said, it's as if "Prontera and Niflheim had a child" It was the very first time that I used lightbulbs to create coloured lights over the map, so they may not look as good as how I'd make them now ^^;; So, later on I'll add posts of the new version with the new light and models that I've been working on from time to time Map Overview Previews
    1 point
  4. Change This To This if (Zeny >= 400000 || countitem(7179) >= 1) {
    1 point
  5. Quizá esto pueda ayudarte: https://github.com/rathena/FluxCP/pull/275
    1 point
  6. ~~ Hyper Novice ~ Shiranui ~ Night Watch ~ Sky Emperor ~ Soul Ascetic ~~ Last update of custom expanded classes Added both types of hyper novices (as well as super novices) - attacking and magical Custom gunfire and neutral-grey painting of pistols/shuriken was done These classes continue the line of custom characters
    1 point
  7. Awesome! Bring a whole Niflheim to Prontera!
    1 point
  8. Version 1.0.0

    76 downloads

    Natsukashi Green Forest Login Screens (Free Release) Hello everyone! Another freebie bundle for you guys! This time it is all Login Screens, feel free to use it and you can put your server logo on it but please do not take any credit for it. Design Concept by: Natsukashi Design Name: Green Forest Login Screens Resolution & Size: HD Resolution - 1024x768 Size Image Format: JPG Format If you need more information about me and my services, feel free to message me on discord - Admin Nostalgia#6488 Or join my discord server - https://discord.gg/vHYnAdGxGv
    Free
    1 point
  9. Version 1.0.0

    177 downloads

    The goal in this script is to allow you to create any random option enchantment system by just creating a new copy of this script , change the script name and setting You should be able to create any random option system exist currently in the game DO NOT PM ME FOR ERRORS Use the forum post to report for any bugs and errors HERE(Click Me) the script allow you to create a group of items > you can create as many groups as you want each group has it's own options allow reroll or not put price for first time and price for the reroll after the first time the price can be zeny, cashpoints, custom points, items put random options for all slots or specific slot of the random options slot put exclusive random options groups so they cannot coexist in the same item The script config and example AT LINE 290 in the script file > OnInit: .exv = true;//DO NOT REMOVE THIS. .KeepItemData = true;//if this is 'false , the player will loss the refine+cards from the item when he use this npc. .CustomPointsVariable$ = "#COSTUMPOINTS";//The variable name of the costum points. .CustomPointsName$ = "Server RO Points";//The name of the costum points, this what the player will see. .HardBalance = true;//if this is true , it would be much harder to get high value in the random option. //AddGroup(<Group ID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>); /* AddGroup Doc <Group ID> = a number between 1 and MAX_INT64 DO NOT REUSE THE GROUP ID IN THE SAME FILE CONFIG! DO NOT REUSE THE SAME ITEM ID IN DIFFERENT GROUP! will create a group id you can add as many as you want items inside a group. */ //AddGroupOption(<Group ID>,<Allow ReRoll?true:false>,<Allow reuse already gotten option?true:false>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupOption Doc <Group ID> = A group id that is already created in AddGroup()!. <Allow ReRoll?true:false> = allow reroll an item with random option or not <Allow reuse already gotten option?true:false> = for exammple if you have str in the options and the player gor it , can he get it again in another slot? */ //AddGroupCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupReRollCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupReRollCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupChance(<Group ID>,<1st Option Chance>,<2nd Option Chance>,<3rd Option Chance>,<4th Option Chance>,<5th Option Chance>); /* AddGroupChance Doc <Group ID> = A group id that is already created in AddGroup()!. <1st Option Chance> = the Chance to get one of the random options in the slot 1 (can be 0) <2nd Option Chance> = the Chance to get one of the random options in the slot 2 (can be 0) <3rd Option Chance> = the Chance to get one of the random options in the slot 3 (can be 0) <4th Option Chance> = the Chance to get one of the random options in the slot 4 (can be 0) <5th Option Chance> = the Chance to get one of the random options in the slot 5 (can be 0) Keep inmind that if the player didn't get lucky for example at the slot 2 , all the chances after will be ignored you cannot skip a random option slot that would bug the game client. */ //AddOpt(<Group ID>,<Location>,<Random Option ID>,<Minimum Value>,<Maximum Value>); /* AddOpt Doc <Group ID> = A group id that is already created in AddGroup()!. <Location> = you can spisfiy random option to a location from 1 to 5 , but you can use 0 , if you used 0 it will apply to all locations that doesn't have spisfied random options. <Random Option ID> = random option id , you can use the id or the variable , check out the file /rathena/db/re/item_randomopt_db.yml <Minimum Value> = the minimum value <Maximum Value> = the maximum value */ //AddExclusiveOpt(<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>); /* AddExclusiveOpt Doc this will help you to prevent a group of random opions typs in the same item in different slots for example RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET RDMOPT_DAMAGE_PROPERTY_WATER_TARGET RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET RDMOPT_DAMAGE_PROPERTY_WIND_TARGET RDMOPT_DAMAGE_PROPERTY_POISON_TARGET RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET if the player got 1 of them in a slot , he wont get another one to another slot */ //Example!!!> //this is just an example , this script allow you to create any random option system you want. //Creating Group id 1 , with Hat items inside. AddGroup(1,2220,2221,2222,2223); //Group id 1 Options AddGroupOption(1,true,false); //Group id 1 Cost AddGroupCost(1,50,0,0,502,1,503,2); //Group id 1 ReRoll Cost AddGroupReRollCost(1,50,0,0,502,5,503,2); //Group id 1 Chances. AddGroupChance(1,100,75,60,40,20);AddGroupChance(1,100,100,100,100,100); //Group id 1 Random Option List. location 0 mean all the slot locations AddOpt(1,0,RDMOPT_VAR_STRAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_INTAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_VITAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_LUKAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_AGIAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_DEXAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_MAXHPPERCENT,1,100); AddOpt(1,0,RDMOPT_VAR_MAXSPPERCENT,1,100); //those enchantment you wont get unless in slot 5 AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_WATER_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_WIND_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_POISON_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET,1,100); //this mean those random options cannot coexist in the same item!. AddExclusiveOpt(RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET, RDMOPT_DAMAGE_PROPERTY_WATER_TARGET, RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET, RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET, RDMOPT_DAMAGE_PROPERTY_WIND_TARGET, RDMOPT_DAMAGE_PROPERTY_POISON_TARGET, RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET, RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET, RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET, RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET); end; https://sader1992.com/
    Free
    1 point
  10. Version 1.0.0

    124 downloads

    ChangeSuit Function Function to change player's sprite appearance to 3rd Job & Alternative 3rd Job. Only working for Rebirth Jobs and Expanded Classes (if you want to use it for normal classes edit it by yourself). Usage callfunc("F_ChangeSuit",0) //<-- Enable callfunc("F_ChangeSuit",1) //<-- Disable callfunc("F_ChangeSuitAlt",0) //<-- Enable callfunc("F_ChangeSuitAlt",1) //<-- Disable ________________________________________________ Feel free to Donate if you want to support me. ________________________________________________
    Free
    1 point
  11. he is asking which is secured to this "fluxcp or _M _F" - just simple question, and you guys can answer it. Answer: _M / _F
    1 point
  12. Version 1.1

    1,107 downloads

    Complete Illusion Vampire Walk-through conversion. Credits: kRO, iRO, NovaRO, and Divine-Pride. Setup guide is provided within files.
    Free
    1 point
  13. Version 1.4

    853 downloads

    Report all error/bugs in the forum post not in the PM for faster fix, Thanks! By downloading this file, you agree with my Terms of Service: • You are not allowed remove my signature from any of the included files. • You are not allowed claim my work as yours. • I can give you support, but please, do not message me. If you like it, give me a
    Free
    1 point
  14. Hello rathena , I was wondering if you can add custom title for the achivement ? *and how ? thanks I found the achievement_db.yml in db folder # Reward - A list of rewards that are given on completion. All fields are # optional. # ItemID: Item ID # Amount: Amount of Item ID (default 1) # Script: Bonus Script # TitleID: Title ID When you set the reward like this "TitleID: 1000" , how do u edit the '1000' title description ? and if I add custom achievements only @achievement_db.yml , will it automaticly added inside the game achievement bar / quest ?
    1 point
  15. View File Ainz Ooal Gown Hello everyone! I'm maken06. This is my second monster, enjoy it Don't steal credits, give credits to me, that I cost my effort to do them. Do Not edit my work without my permission, It includes recolors. pd: Do not forget to give me a reputation or reaction Submitter maken06 Submitted 11/24/2018 Category Monster Sprites Video Content Author maken06
    1 point
  16. 1 point
  17. Hello, i used this script to make pvp & woe potion i wanna ask, is possible to change "pvp_y_2-2"(the trigger) into mapflap or every map that have mapflag pvp or mapflag gvg? so, i don't need to make another script for another pvp or gvg map. thank you. i mean, i want to make potion that only can be used in pvp or gvg mapflag. sorry my english is so bad *edit solved bymyself for item for function
    1 point
  18. Version 1.0.1

    1,769 downloads

    Illusion Moonlight Story.
    Free
    1 point
  19. Version 1.0.0

    244 downloads

    I put all the cards in the bRO, iRO, kRO, jRO and converted to FluxCP. I enjoy it! Extracted from data.grf updated on 2019-02-24
    Free
    1 point
  20. Here's the English Version. In case someone's looking for it. // Ori/Elu Functions //============================================================ function script orimain { if (checkweight(1201,1) == 0) { mes "- Wait a minute !! -"; mes "- Currently you're carrying -"; mes "- too many items with you. -"; mes "- Please try again -"; mes "- after you lose some weight. -"; close; } mes "[" + getarg(0) + "]"; mes "I can purify your"; mes "Rough Oridecons or"; mes "Rough Eluniums. I'll need"; mes "5 Rough Stones to make"; mes "1 pure one for you."; next; switch(select("Make Oridecon:Make Elunium:Ask about Enchanted Stones")) { case 1: if (countitem(756) > 4) { mes "I can make ^FF0000" + countitem(756)/5 + "^000000 Oridecon"; mes "out of your ^0000FF" + countitem(756) + "^000000 Rough Oridecon."; if (select("Go ahead","No") == 1) { set [email protected],countitem(756)/5; delitem 756, [email protected] * 5; //delete the rough oridecons getitem 984, [email protected]; //get oridecons specialeffect 101; mes " "; mes "Here you are your Oridecon(s)!"; } close; } else { mes "[" + getarg(0) + "]"; mes "You have to be kidding!"; mes "I have just told you that I need 5 Rough Oridecons to make a purified Oridecon."; close; } case 2: if (countitem(757) > 4) { mes "I can make up to ^FF0000" + countitem(757)/5 + "^000000 Elunium"; mes "out of your ^0000FF" + countitem(757) + "^000000 Rough Elunium."; if (select("Go ahead","No") == 1) { set [email protected],countitem(757)/5; delitem 757, [email protected] * 5; //delete the rough eluniums getitem 985, [email protected]; //get eluniums specialeffect 101; mes " "; mes "Here you are your Elunium(s)!"; } close; } else { mes "[" + getarg(0) + "]"; mes "You have to be kidding!"; mes "I have just told you that I need 5 Rough Eluniums to make a purified Elunium."; close; } case 3: mes "[" + getarg(0) + "]"; mes "Enchanted Stones...?"; mes "I've been a stonesmith for 20 years, so I've heard a lot about them. Supposedly, there are"; mes "four different kinds."; next; mes "[" + getarg(0) + "]"; mes "Each Enchanted Stone possesses one of the following elemental properties: Earth, Wind, Water and Fire."; next; mes "[" + getarg(0) + "]"; mes "If someone combines a Enchanted Stone with a weapon while smithing, that weapon will possess the same property as the Stone."; next; mes "[" + getarg(0) + "]"; mes "Needless to say, you need to have some smithing skill to produce this kind of elemental weapon."; close; } }
    1 point
  21. Here you go. Recolors made by MxR based off of the original aura sprite according to the source provided below. Source: http://www.eathena.w...hp/t262143.html Option 1: Go to source link and click on the medafire download links Option 2: Download attached file Note: Contains Black, Green, Blue & Red LHZ Recolor.7z
    1 point
  22. Hi WillSuranol, It seems like you're missing some libraries required for the configuration... I would try, yum -y install mysql-devel
    1 point
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