

worn
-
Posts
42 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
Jobs Available
Server Database
Third-Party Services
Top Guides
Store
Posts posted by worn
-
-
Initially, I developed this panel to be used on my Ragnarok server. However, due to a lack of time, I was never able to officially launch it. I ended up selling the server, and the buyer chose not to acquire the website.
Now, you can access this amazing panel, designed with modern technology and advanced features.
Check out the site video at the link below!
Key Features of the System:
- Responsive Interface: Compatible with various devices, ensuring accessibility on computers, tablets, and smartphones.
- Intuitive Design: Easy and practical navigation for all users.
- Integration with ROChanger: Manage and automate in-game changes directly from the panel.
- Built-in Wiki System: Perfect for creating guides and tutorials (currently in final development stages).
- Item Management: Add, edit, or remove items from the database effortlessly.
Advanced Security:
- SQL Injection Protection: Prevent unauthorized access and database attacks.
- XSS Protection: Block malicious scripts in forms and data entries.
- CSRF Protection: Ensure secure interactions between users and the system.
- Form Filters: Rigorous validation to block invalid or harmful data.
Exclusive Panel Add-ons:
- PVP Ranking System Directly on the Website
- Link Accounts with Discord
- Referral Registration System: Incentivized sign-ups through recommendations.
- Affiliate Program: Earn rewards for inviting friends, and they get bonuses too!
- Streamers Support System: Register streamers and showcase them on the homepage, promoting the server community.
- Top Ragnarok Ranking: View the best players and their achievements.
- RMT System (Real Money Trade): Includes direct withdrawals through the site.
- Custom User Profiles: Display maps, stats, and detailed player information.
Want to see the site live?
https://youtu.be/rbZKTB0dc5o -
Still in the beta phase of development, this program allows you to automatically configure the basic functions to start a ragnarok server project
Resources:
Allows you to configure whether your server will be Pre or RE
Level and job
rates
hexed
VIP system
basic npcsamong other features
DOWNLOAD: https://www.mediafire.com/file/elqi3h6ugzr88yl/auxiliador-v1.zip/file
watch the video below to see
-
file generator needed to implement custom item on the server, in addition to having a custom renaming system by AI. Shows how to add a custom item in a quick and practical way, without the need to insert it file by file
-
1
-
2
-
-
-
I installed the grenat extended bg, however in flavius when I finish the party and click on the npc to get reward the following error appears
when i try to enter another kvm type mode
can someone help me
-
with the new update of rathena I can't get git to work at all
-
Have u killed a mob?
yes
Do u've tried on other monsters?
yes
Do u use the newest version of rAthena?
yes
-
6 minutos atrás, Rynbef disse:
@desgastadoAqui, duas versões, a primeira com uma alteração e a segunda com uma depuração experimental estendida. Experimente o primeiro e depois o segundo.
getItemByMapFunction v9.txt 4,51 kB · 0 downloads
getItemByMapFunction v8 - Experimentell - Extended Debugging.txt 5,4 kB · 0 downloads
Rynbef ~
getItemByMapFunction v8 - Experimentell - Extended Debugging.txt5,4 kB · 0 downloads
passa por discórdia
-
40 minutes ago, Rynbef said:
Pode ser parecido com:
setarray . @ maps $ [0], "prontera", "prontera", "prontera";
serarray . @ items [0], 501,4012,512;
setarray . @ item _amounts [0], 100,1,5;
setarray . @ item _chance [0], 1000,500,800;
Mas o jogador receberá apenas um item. Se você definir os itens para 100%, ele obterá sempre o primeiro listado. É uma boa ideia mudar. Farei isso em breve se tudo funcionar ainda.
Rynbef ~
51 minutes ago, Rynbef said:Eu mudei uma declaração if. Espero que essa seja a solução final. Você pode adicionar o mesmo mapa quantas vezes quiser.
/* rAthena Script Author: @Rynbef Create Date: 2021-19-12 Last Updated: 2022-01-01 Changelogs: 2022-01-01: *changed OnNPCLoadEvent to OnNPCKillEvent *added check if killed enemie is player *removed space on callfunc after OnNPCKillEvent *fixed if statement syntax error *fixed if statement getarraysize of integer to getarraysize of specified getarg *removed callfunc OnInit *added console debugging can be disabled or enabled *changed variable types *fixed cant get item cause of wrong if statement *fixed for loop used array size instead random chance from argument getarg(3) *fixed player can't get item if random chance was equals to specified item chance *added argument amount to debug message *added map notification if player get lucky but not on a listed map. This can disabled or enabled seperat at OnInit below. Debugging needs to be enabled *added notification if everything works fine. Can be disabled or enabled on bottom of OnInit. Debugging needs to disabled #fixed wrong array output in for loop from getarg(0)[.i] to getelementofarray(getarg(0),.i) #changed .retval and .i vsriables to scope variables .@retval and .@i Feature planned: #Player get zeny if he get lucky #Player get zeny only if items disabled #Player get zeny or item if both enabled Description: Give a specified item getarg(1) of amount getarg(2) on specified map getarg(0) with a percentage of getarg(3) (0.1 to 100 percent) to a player IMPORTANT: All arrays needs to have the same sizes It's importent to set all 3 arguments to callfunc Terms: Dont name this as yours Dont sell this script Dont upload this script on download-/s section or share it otherwise for pay Modifications are included from this terms Otherwise feel free to edit Other: Don't hestiate to contact me at the forum as pm if u've any error,question,suggestion or want a modification Script: */ - script GetItemByMap -1,{ OnNPCKillEvent: set .@retval,callfunc("F_GetItemByMap",.@maps$,.@items,.@item_amounts,.@item_chance); if(!.@debug) end; if(.@retval == 1) debugmes "[F_GetItemByMap]: Works fine! Player get item."; else if(.@retval == 2) debugmes "[F_GetItemByMap]: Works fine! Player is unlucky and get no item."; else if(.@retval == 3 && .@debugmap) debugmes "[F_GetItemByMap]: Player isn't on a listed map. Current map: "+strcharinfo(3); else if(.@retval == 4 && .@debugworking) debugmes "[F_GetItemByMap]: Everything works fine!"; else debugmes "[F_GetItemByMap]: Causes in errors. Debug logs on top!"; end; OnInit: setarray .@maps$[0],"prontera","alberta","izlude"; serarray .@items[0],501,4012,512; setarray .@item_amounts[0],100,1,5; setarray .@item_chance[0],1000,500,800;//Chance begins by 0.1 percentage. 1 = 0.1 and 1000 = 100 percent set .@debug,1;//0 = disable debugging,1 = enable set .@debugmap,1;//0 = disable map notification,1 = enable set .@debugworking,1;//0 = disable notification if everything works fine,1 = enable end; } function script F_GetItemByMap { if(getargcount() != 4 || getarraysize(getarg(0)) != getarraysize(getarg(1)) || getarraysize(getarg(0)) != getarraysize(getarg(2)) || getarraysize(getarg(0)) != getarraysize(getarg(3))){ if(.@debug){ debugmes "[F_GetItemByMap]: An error is occurupted"; debugmes "[Function arguments]: Function arguments are empty or to short. Arguments: "+getargcount(); debugmes "[Array sizes]: Maps:"+getarraysize(getarg(0))+" - Items:"+getarraysize(getarg(1))+" - Amounts:"+getarraysize(getarg(2))+" - Chances:"+getarraysize(getarg(3)); debugmes "[Function arguments]: Maps:"+getarg(0)+" - Items:"+getarg(1)+" - Amounts:"+getarg(2)+" - Chances:"+getarg(3); } return 0; } else { for(.@i = 0; .@i<getarraysize(getarg(0)); .@i++){ if(rand(1,1000) < getelementofarray(getarg(3),.@i)) return 2; if(strcharinfo(3) == getelementofarray(getarg(0),.@i)){ getitem getelementofarray(getarg(1),.@i),getelementofarray(getarg(2),.@i); return 1; } else { return 3; } } } return 4; OnInit: set .@debug,1;//0 = disable debugging,1 = enable end; }
Download file below
getItemByMapFunction v7.txt 4,33 kB · 1 download
Rynbef ~
Look, using the script, no error appears, but when killing monsters on the map, it still doesn't drop anything, nothing just happens,
-
On 1/2/2022 at 9:37 AM, Rynbef said:
it doesn't show anything, the script in the debugger, it's just not dropping the item, and the drop is 100%
On 1/2/2022 at 7:48 AM, sader1992 said:o que eu quis dizer são as outras variáveis também, se a variável é usada apenas dentro do npc, você deve usar a variável npc, também você pode ter problemas ao editar o npc e recarregar apenas esse npc porque $ @ é global
a função retornará se alguma das chances falhar, (setarray $ @ item_chance [0], 1,1,1000;) [tente obter o terceiro item do terceiro mapa com esta chance]
também não há necessidade da função se ela for chamada apenas uma vez.
com outros erros no script, você pode verificar se testar o script (raramente testo meus scripts ao responder a uma postagem, então é xD compreensível)
as mensagens de depuração são demais, mas essa é minha opinião
com otimização este é o resultado
este script otimizado não suporta a entrada do mesmo mapa duas vezes, você pode editá-lo para fazer isso se quiser
if I want to repeat the map 2x to drop 2 different items how would it look?
-
3 minutes ago, Rynbef said:
Eu editei alguns segundos atrás. Talvez funcione agora. Esqueci de adicionar todos os arrays ao callfunc.
Atenciosamente,
Rynbef ~
well the script ran without errors, but the drop is not working
-
4 minutes ago, Rynbef said:
@desgastadoLamento, mas não consigo testar o script porque estou apenas com o meu telemóvel. Se ainda não funcionar, desisto. Eu só quero ajudar.
Rynbef ~
ou helped a lot friend, a lot I know you can't test, but you created a base for the other to help me, I'm saying that I can't run your script, just the simplified @sader script
-
Just now, Rynbef said:
@sader1992I now understand what u mean. I've improved it now. The function is if someone whould call it another way.
/* rAthena Script Author: @Rynbef Create Date: 2021-19-12 Last Updated: 2022-01-01 Changelogs: 2022-01-01: *changed OnNPCLoadEvent to OnNPCKillEvent *added check if killed enemie is player *removed space on callfunc after OnNPCKillEvent *fixed if statement syntax error *fixed if statement getarraysize of integer to getarraysize of specified getarg *removed callfunc OnInit *added console debugging can be disabled or enabled *changed variable types *fixed cant get item cause of wrong if statement *fixed for loop used array size instead random chance from argument getarg(3) *fixed player can't get item if random chance was equals to specified item chance *added argument amount to debug message *added map notification if player get lucky but not on a listed map. This can disabled or enabled seperat at OnInit below. Debugging needs to be enabled *added notification if everything works fine. Can be disabled or enabled on bottom of OnInit. Debugging needs to disabled #fixed wrong array output in for loop from getarg(0)[.i] to getelementofarray(getarg(0),.i) #changed .retval and .i vsriables to scope variables .@retval and .@i Feature planned: #Player get zeny if he get lucky #Player get zeny only if items disabled #Player get zeny or item if both enabled Description: Give a specified item getarg(1) of amount getarg(2) on specified map getarg(0) with a percentage of getarg(3) (0.1 to 100 percent) to a player IMPORTANT: All arrays needs to have the same sizes It's importent to set all 3 arguments to callfunc Terms: Dont name this as yours Dont sell this script Dont upload this script on download-/s section or share it otherwise for pay Modifications are included from this terms Otherwise feel free to edit Other: Don't hestiate to contact me at the forum as pm if u've any error,question,suggestion or want a modification Script: */ - script GetItemByMap -1,{ OnNPCKillEvent: if(killedrid >= 150000) end; set .@retval,callfunc("F_GetItemByMap",.@maps$,.@items,.@item_amounts); if(!.@debug) end; if(.@retval == 1) debugmes "[F_GetItemByMap]: Works fine! Player get item."; else if(.@retval == 2) debugmes "[F_GetItemByMap]: Works fine! Player is unlucky and get no item."; else if(.@retval == 3 && .@debugmap) debugmes "[F_GetItemByMap]: Player isn't on a listed map. Current map: "+strcharinfo(3); else if(.@retval == 4 && .@debugworking) debugmes "[F_GetItemByMap]: Everything works fine!"; else debugmes "[F_GetItemByMap]: Causes in errors. Debug logs on top!"; end; OnInit: setarray .@maps$[0],"prontera","alberta","izlude"; serarray .@items[0],501,4012,512; setarray .@item_amounts[0],100,1,5; setarray .@item_chance[0],1000,500,800;//Chance begins by 0.1 percentage. 1 = 0.1 and 1000 = 100 percent set .@debug,1;//0 = disable debugging,1 = enable set .@debugmap,1;//0 = disable map notification,1 = enable set .@debugworking,1;//0 = disable notification if everything works fine,1 = enable end; } function script F_GetItemByMap { if(!getarg(0) || !getarg(1) || !getarg(2) || !getarg(3) || getarraysize(getarg(0)) != getarraysize(getarg(1)) || getarraysize(getarg(0)) != getarraysize(getarg(2)) || getarraysize(getarg(0)) != getarraysize(getarg(3))){ if(.@debug){ debugmes "[F_GetItemByMap]: An error is occurupted"; debugmes "[Function arguments]: Function arguments are empty or to short. Arguments: "+getargcount(); debugmes "[Array sizes]: Maps:"+getarraysize(getarg(0))+" - Items:"+getarraysize(getarg(1))+" - Amounts:"+getarraysize(getarg(2))+" - Chances:"+getarraysize(getarg(3)); debugmes "[Function arguments]: Maps:"+getarg(0)+" - Items:"+getarg(1)+" - Amounts:"+getarg(2)+" - Chances:"+getarg(3); } return 0; } else { for(.@i = 0; .@i<getarraysize(getarg(0)); .@i++){ if(rand(1,1000) < getelementofarray(getarg(3),.@i)) return 2; if(strcharinfo(3) == getelementofarray(getarg(0),.@i)){ getitem getelementofarray(getarg(1),.@i),getelementofarray(getarg(2),.@i); return 1; } else { return 3; } } } return 4; OnInit: set .@debug,1;//0 = disable debugging,1 = enable end; }
Download file below
getItemByMapFunction v5.txt 4.39 kB · 0 downloads
Rynbef~
[Error]: script:op_1: argument is not a number (op=C_LNOT)
[Debug]: Data: string value=""
[Debug]: Source (NPC): GetItemByMap (invisible/not on a map)
[Error]: script:op_1: argument is not a number (op=C_LNOT)
[Debug]: Data: string value=""
[Debug]: Source (NPC): GetItemByMap (invisible/not on a map) -
31 minutes ago, sader1992 said:
o que eu quis dizer são as outras variáveis também, se a variável é usada apenas dentro do npc, você deve usar a variável npc, também você pode ter problemas ao editar o npc e recarregar apenas esse npc porque $ @ é global
a função retornará se alguma das chances falhar, (setarray $ @ item _chance [0], 1,1,1000;) [tente obter o terceiro item do terceiro mapa com esta chance]
também não há necessidade da função se ela for chamada apenas uma vez.
com outros erros no script, você pode verificar se testar o script (raramente testo meus scripts ao responder a uma postagem, então é xD compreensível)
as mensagens de depuração são demais, mas essa é minha opinião
com otimização este é o resultado
este script otimizado não suporta a entrada do mesmo mapa duas vezes, você pode editá-lo para fazer isso se quiser
Oops this one worked perfectly, can I add as many maps as I want? can you tell if in the future this could give a problem with normal monster drops?
-
Just now, Rynbef said:
yes, I was explaining to him, you got to see
-
On 1/1/2022 at 9:41 AM, Rynbef said:
Eu encontrei uma maneira de verificar as imagens. Eu atualizei hoje e adicionei um changelog.
NOTA: Você não precisa de loadevent. Agora você pode / deve removê-lo.
Só para dizer: escrevi este script com meu smartphone e, portanto, não há como testá-lo.
getItemByMapFunction v2.txt 4,07 kB · 3 downloads
Espero que isso te ajude e funcione bem agora.
Rynbef ~
agora deu isso
On 12/31/2021 at 5:41 PM, Skorm said:@worn I think a more practical way to do this would be...
https://github.com/rathena/rathena/blob/master/doc/script_commands.txt#L6663
- script AllMobDrop -1,{ OnInit: query_sql("SELECT `ID` FROM `mob_db_re` UNION SELECT `ID` FROM `mob_db2_re`;", .@mob_ids); .@len = getarraysize(.@mob_ids); for(.@a = 0; .@a < .@len; .@a++) { addmonsterdrop .@mob_ids[.@a],501,100; //Red Potion at 1% drop. } end; }
or...
https://github.com/rathena/rathena/blob/master/doc/item_bonus.txt#L465- script AllMobDrop -1,{ OnPCLoginEvent: bonus_script "bonus2 bAddMonsterDropItem,501,100;",86400,8,0; //Red Potion at 1% drop for 24 hours. end; }
in this case it would be for all maps correct? I would like to put on some maps just not all
example in pay_dun04 I want to drop x item on any monster that is killed on the map native monsters even on the map already in lhz I want another item to drop in all monsters on the map and so on with a percentage at the time of the drop, in addition to gaining the standard mob drops
-
14 hours ago, Rynbef said:
I hope I can help u with my script I've written for u. It's a few time ago after I had an own server. The script isn't tested.
/* rAthena Script Author: @Rynbef Date: 2021-19-12 Information: Dont forget to set "loadevent" mapflag for each map you will use this function Description: Give a specified item (getarg(1)) of amount getarg(2) on specified map getarg(0) with a percentage of getarg(3) (0.1 to 100 percent) Terms: Dont name this as yours Dont sell this script Dont upload this script on download-/s section Otherwise feel free to edit or contact me as pm Example: */ - script GetItemByMap -1,{ OnNPCLoadEvent: set .retval,callfunc ("F_GetItemByMap",$#maps$,$#items,$#item_amounts); //You can debug if it causes error or not if(.retval == 1) debugmes "[F_GetItemByMap]: Works fine! Player get item."; else if(.retval == 2) debugmes "[F_GetItemByMap]: Works fine! Player is unlucky and get no item."; else debugmes "[F_GetItemByMap]: Causes in errors. Debug logs below!"; end; OnInit: setarray $#maps$[0],"prontera","alberta","izlude"; serarray $#items[0],501,4012,512; setarray $#item_amounts[0],100,1,5; setarray $#item_chance[0],1000,500,800;//Chance begins by 0.1 percentage. 1 = 0.1 and 1000 = 100 percent callfunc($#maps$,$#items,$#item_amounts,$#item_chance); end; } function script F_GetItemByMap { if(((!getarg(0) || !getarg(1) || !getarg(2))) || ((getarraysize(getarg(0)) != getarraysize(getarg(1))) ||(getarraysize(getarg(0)) != getarraysize(2)) || (getarraysize(0)) != getarraysize(3))){ debugmes "[F_GetItemByMap]: An error is occurupted"; debugmes "[Function arguments]: Function arguments are empty or to short."; debugmes "[Array sizes]: Maps:"+getarraysize(getarg(0))+" - Items:"+getarraysize(getarg(1))+" - Amounts:"+getarraysize(getarg(2))+" - Chances:"+getarg(3); debugmes "[Function arguments]: Maps:"+getarg(0)+" - Items:"+getarg(1)+" - Amounts:"+getarg(2)+" - Chances:"+getarg(3); return 0; } else { for(.@i,0; getarraysize(getarg(0); .@i++){ if(rand(1,1000) <= (getarraysize(getarg(3))-1)){ debugmes "[F_GetItemByMap]: The player doesnt get item because hes an unlucky player"; if(strcharinfo(3) == getarg(0)[.@i]) getitem getarg(1)[.@i],getarg(2)[.@i]; return 1; } return 2; } } } set .retval,callfunc ("F_GetItemByMap",$#maps$,$#items,$#item_amounts); //You can debug if it causes error or not if(.retval == 1) debugmes "[F_GetItemByMap]: Works fine! Player get item." else if(.retval == 2) debugmes "[F_GetItemByMap]: Works fine! Player is unlucky and get no item." else debugmes "[F_GetItemByMap]: Causes in errors. Debug logs below!" end; OnInit: setarray $#maps$[0],"prontera","alberta","izlude"; serarray $#items[0],501,4012,512; setarray $#item_amounts[0],100,1,5; setarray $#item_chance[0],1000,500,800;//Chance begins by 0.1 percentage. 1 = 0.1 and 1000 = 100 percent callfunc($#maps$,$#items,$#item_amounts,$#item_chance); end; } function script F_GetItemByMap { if(((!getarg(0) || !getarg(1) || !getarg(2))) || ((getarraysize(getarg(0)) != getarraysize(getarg(1))) ||(getarraysize(getarg(0)) != getarraysize(2)) || (getarraysize(0)) != getarraysize(3))){ debugmes "[F_Inarray]: Function arguments are empty or to short."; debugmes "[Array sizes]: Maps:"+getarraysize(getarg(0))+" - Items:"+getarraysize(getarg(1))+" - Amounts:"+getarraysize(getarg(2))+" - Chances:"+getarg(3); debugmes "[Function arrguments]: Maps:"+getarg(0)+" - Items:"+getarg(1)+" - Amounts:"+getarg(2)+" - Chances:"+getarg(3); return 0; } else { for(.@i,0; getarraysize(getarg(0); .@i++){ if(rand(1,1000) <= (getarraysize(getarg(3))-1)){ debugmes "[F_GetItemByMap]: The player doesnt get item because hes an unlucky player"; if(strcharinfo(3) == getarg(0)[.@i]) getitem getarg(1)[.@i],getarg(2)[.@i]; return 1; } return 2; } } }
Rynbef~
gave error
-
can i use this in several maps the second example? or is there any problem? example I'll create one just for lhz, another just for pay_dun another just for x map
-
Hey guys, I would like to know if there is a way to make all monsters drop a certain item with drop percentage, without putting it in drop one by one in mob_db I would also like to know if you can only put it on certain example maps lhz_dun03 all monsters from lhz drop this item and other maps do not
-
every time I run serve in the emulator this error appears in map.serv
I've done it all and nothing works
-
I am using hexed 2017 here with Kro plus I would like to know which hexed most updated to use it with the BRO, if I am not mistaken from certain hexed 2015 the use of KRO is required, have some hexed 2015 stable or superior that works with Bro in the Kro?
-
Hello I was kind of outdated ragnarok and I want a lot of use rAthena eAmod emulator available on github
https://github.com/zephyrus-cr/eamod
as well I wanted to know about the patch see in Brazilian forums here in rathena people talking that needs to add patches to the emulator , could someone explain me what is this?
How it works? is mandatory to add ?
else I already used this emulator other times and he always gave the same bug appears negative status
already posted here but no one managed to solve
https://rathena.org/board/topic/104870-negative-status/
I need to add some patch? someone uses this emulator and the same thing happens ?
-
5383,Hunting_Cap,Hunter's Cap,4,20,,250,,3,,1,0xFFFFFFFF,7,2,256,,1,1,389,{ if(BaseLevel=1) { bonus bMaxHP,1000; bonus bMaxSP,200; } bonus bLuk,1; bonus2 bAddRace,RC_Brute,10; bonus2 bAddRace,RC_DemiHuman,5; bonus2 bAddRace,RC_Player,5; },{},{}
Hmmm could only find this error. If you want to do a comparison you have to do == instead of =.
more not only say this item, all other times of this bug that appears negative
-
⚠️ Public Retraction: Pokye ⚠️
in Off Topic
Posted
Shut up! You are committing a crime by exposing personal and sensitive data of a person in a community. You may be right in your point of view, but you are wrong in disclosing personal information. You have already lost any reason you may have thought you had. Haven't you realized that no one cares about you? You are being a joke to the community!