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kenedos

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About kenedos

  • Birthday 02/18/1991

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    Brazil, Rio de Janeiro

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  1. Hey, there! i just wanna say 'THANK YOU' very much for the very nice script 'Full Inventory Refiner' (Quick Refiner) that's what i need badly, Great WORKS. you are AMAZING scripter!!!!!!

  2. Well, i'm not really a new rAthena member. but before everyone attempts to sue me, I have never posted an introduction of myself before, so... HERE IT COMES : Hallo guys o3o
  3. Yay thanks, I was just about to make this topic but you were faster o;
  4. Hey Syouji, thanks a bunch for sharing that!
  5. He used the same textures and models, but it's indeed a completely different map. Good work!
  6. Welcome, to my domain !! And yes, great map and great work.
  7. @Thanna Yes sure, I'm happy to hear you'd use it in your server. @Cephaler Hmm, have you tried opening the map with browedit? perhaps then the error shows a bit more clearly what's missing. I didn't really use any custom textures/objects, so you should have everything as long as your RO is up to date (not just the client but the data.grf) The bugfix bellow is included in the new v1.1 download of the script. Just a little bug fix here : I noticed the wall barrier will bug if they are active and some GM invokes the @reloadscript command. to fix that, do the following bellow : On the script, look for this : else { dispbottom "The barrier power must recharge. Wait "+((.pp_panel_delay - gettimetick(2)) + 1)+" seconds before calling it again."; } end; OnBarricadeBreak0: set .idbarrier0, 0; set .barriernumber, 0; goto OnBarricadeBreak; and replace with : else { dispbottom "The barrier power must recharge. Wait "+((.pp_panel_delay - gettimetick(2)) + 1)+" seconds before calling it again."; } end; OnInit: setcell "power_plant",62,73,62,68,cell_walkable,1; setcell "power_plant",62,73,62,68,cell_shootable,0; end; OnBarricadeBreak0: set .idbarrier0, 0; set .barriernumber, 0; goto OnBarricadeBreak; Edit : If your script gives errors, try this one instead : Script only v1.2 : power_plant.txt
  8. Hi, pretty good map and really great work. Nice fitting music too. To add shadows, you go in the light edit mode and put in the lights by holding CTRL and clicking, you select one light and click "enter", then check on the option "Cast Shadows" so now that light will be able to make shadows, and then you go to browedit menu, under "Generate" and click the "Calculate Lightmap with Shadows" (Or just "Calculate Lightmaps). Usually you want to make it so that most of the lights in your map don't actually cast shadows, and you put one or a few ones that actually do. For a open-door daytime map, it's common to put just one light, really really far up the map, in some sort of corner, and make it cast shadows (with the light range for the whole map) so that it represents the sunlight, which means all shadows will be facing one direction. Then the rest of the lights are just for illuminating.
  9. You can use the grfbuilder tool (or any grf editor) to extract the file darristan mentioned from your data.grf "indoorrswtable.txt" and then edit it manually, removing the abbey maps from the indoor map list, and finally place that txt file inside your data folder (in case your client reads data folder first) or make/merge it with a new/existing grf from your server.
  10. It's not an event where players win or lose, it's a PvP arena. There can be as many players inside as your server can handle (although there's a certain limitation to how many players the power plant generator script can kill at the same time). And the purpose behind it is to give players a different experience for PvP arenas. Most arenas I have seen are just a random map (custom or not) with the PvP on. The idea here was to have a map with PvP on, but where players could interact with the arena in different ways, such as triggering traps, loading cannons, and having different ways of killing other players rather than the old skill spam. If you wish to change this into some sort of event-script, you could also add a simple script in the middle of the fortress that provides a reward to the player that touches the script every 5 minutes or so (Perhaps event tokens such as Poring Coins?). This should turn the whole concept into some sort of "defend your castle" or "king of the hill" event. Although that was not really the initial idea.
  11. Not sure if thats what you wanted. // Adjust location and sprite display prontera, 156, 180, 3 script Sound Player 99,{ // Sets player temporary variable for round-robin cycling // This temporary variable will reset back to zero if player relogs. // If you do not wish for this, change the type of variable. // From : @soundef_number // To : soundef_number // (Without the '@' symbol) set @soundef_number, @soundef_number + 1; // Random sound effects switch (@soundef_number) { // Example list of sound effects case 1: soundeffect "se_creak01.wav",0; break; case 2: soundeffect "se_wolf1.wav",0; break; case 3: soundeffect "se_prtbird_01.wav",0; break; // ... And so on } // After reaching max sound effects number, the script // will cycle back to beggining. if (@soundef_number >= 3) { set @soundef_number, 0; } end; } If you want this instead : Player 1 talks to npc -> listens to sound 1 Player 2 talks to npc -> listens to sound 2 Player 1 talks to npc -> listens to sound 3 Which means, a round-robin that cycles through the sounds on the npc itself, rather than the players, then you gotta change the variable type to npc-bound -> add a period at beggining of variable and make it ".soundef_number" without the quotes.
  12. Ah, sorry, I wasn't sure where to place the topic.
  13. Not quite sure if this should go under PVP section or Event/Game section... Anyways. Introduction : Based on a "One Must Fall" game, I made this ragnarok map with a few different things. It has been adapted to be a PvP Map The Power Plant (From "One Must Fall" game) : Map : Video : Music Preview : www.youtube.com/watch?v=xjj9umuLn0w (Download at end of post) Screenshots : (Direct Link) (Tinypic mirror) http://i47.tinypic.com/2je4vie.jpg http://i46.tinypic.com/2n71r2r.jpg http://i49.tinypic.com/wivsoy.jpg http://i45.tinypic.com/apa44g.jpg Scripts : Okay, well, in the map there are certain "features". The map is "divided" in two parts, the outer arena and the inner fortress. Here's what you can do: Outer Arena : Heal pods : Regenerate your life quickly while you're inside. Eletrified Fence : Touch it, and you'll turn into toast. If you stay close it'll kill you quickly. You can also knockback other players into the fence, just like in the original game. Traps : On the floor, you can step on traps, they can do three different things, deal damage, drain SP or inflict you with random negative statuses. Inner Fortress : Barricade Control Panel : Touch this control panel and it'll invoke a barricade at the fortress entrance preventing other players to walk inside. (Delay 300 Seconds) Power Plant Guardians : They will protect the person that invoke them, the guardians are : 3 Dimiks and 6 Venatus. (Delay 150 Seconds) Fortress Cannons : You can trigger the cannons by stepping on them, they will burst a bomb in the corner of the outer arena, probably killing everyone in the area. They are also usefull to kill players in heal pods. (Delay 30 Seconds) Power Plant Generator : The power plant generator will discharge lightning in the water around the inner fortress. Every player that is standing on the water will take the discharge and probably die. (Delay 90 Seconds) Downloads : Updated to version 1.1: fixed minor script and map issues. Full Pack (Map + BGM + Scripts) : Direct link ​v1.2 : Power Plant v1.2.rar Mediafire link ​v1.2 : http://www.mediafire...1qkl1usi4n08qoc Map Only : Direct link v1.1 : Power_Plant_Map.rar Mediafire link ​v1.1 : http://www.mediafire...fs339kaglaz53f3 Music Only : Direct link : Kenny Chou-One Must Fall 2097-01 - Power Plant.mp3 Mediafire link : http://www.mediafire...u2544upar884tcj Script Only : Direct link v1.2 : power_plant.txt Pastebin link v1.2 : http://pastebin.com/hS2F4csk
  14. Hello folks, here's the map I came up with, the idea is to be a spooky/creepy cathedral (perhaps a dungeon?). Feedbacks/Criticism always welcome! By the way, the map doesn't have shadows. Screenshots : Direct Links : Tinypic Links : http://i50.tinypic.com/9k055z.jpg http://i46.tinypic.com/wldev5.jpg http://i50.tinypic.com/1zcnyps.jpg http://i46.tinypic.com/2m2j1ir.jpg http://i48.tinypic.com/2r2yzhx.jpg http://i45.tinypic.com/2rwlt01.jpg http://i47.tinypic.com/4fe5j.jpg http://i49.tinypic.com/15ge9k.jpg Download Links : Direct Link : Grand_Cathedral.rar Mediafire : http://www.mediafire...qoqol3kd3ecpcy2
  15. Hmm, did you make sure the chances to refine up to that safe refine rate are at 100% as well? (in refine_db.txt) Because you gotta change the refine rate to be at 100% up till the safe refine, as well as changing the minimum safe refine rate. The script nukes you in case something goes completely wrong, such as the player switching equips in middle of refining, but I think it nukes you as well if, for example, the safe refine rate is at +7 but your refine_db has only refines up to +4 at the 100% chance.
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