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Panallox

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Posts posted by Panallox

  1. On 7/14/2019 at 7:28 PM, TesLA said:

    Who can teach me how to use a bazaar shop?
    I've already set it up.
    1. stormbreaker.conf -> stormbreaker.bazaar: on
    2. item_bazaar_db.txt -> 1,12534,0x1,1,60000,608:10
    3. NPC -> prontera,147,172,6    bazaarshop    Bazaar    582
    But no items were shown in NPC. What else do I lack? Thank you.
     

    That looks correctly. The way the bazaar shop works is that the items only become available once the items have been sold, so in this case it would need item 608 being sold 10 times to any shop before the item becomes unlocked in the bazaar shop.

    On 8/13/2019 at 7:59 AM, Dev G Inc said:

    Hi, can anyone tell me how the passive Item Passive Script works? Any information where i can read it on the doc since i am confused about it. Thanks! @Epoque

    There's no separate documentation, but the item_passive_script.txt file does contain some documentation. It can be used to apply bonus effects simply by having an item in the inventory. There is also a flag which only enables the bonus while the item is equipped.

    Apologies to all for the delay on updates, I've been very busy recently so not had much time to set aside for updating this. I am aiming to have an updated patch available over the course of the next few days!

  2. High Definition Damage Font


    Hi all,

    This is a basic damage font alternative which can be used to bring a little more high definition resolution to Ragnarok! I made this purely because I was tired of staring at the hideously stretched and over-pixelated damage numbers while I was doing some testing. Feel free to give it a try! There is a slightly wider spacing between digits that I wasn't able to close off because the client must determine spacing/positionings between, but if you want to reduce some of the spacing I have provided another .act file suffixed "_larger" which reduces the spacing but makes the damage text a bit larger.

    Thanks


     

    • Upvote 4
    • Love 7
    • MVP 1
  3. 8 hours ago, mirabell said:

    does anyone have the sql that supposed to come with this. its missing and i kinda apply the update and cant start server without it

     

    Hi Mirabell,

    After you've applied the patch in the rAthena directory there should be a sub-directory called stormbreaker, in there you should find any required SQL script files ?

    Thanks

  4. 26 minutes ago, sikiro said:

    awsome will download and test it out thank you!. will you ever bring back the weapon leveling system from eathena. that would be a neat addition to this as well. 

    The version 1.0.1 update is still pending, but hopefully should be approved soon for use! Yes I thought that the weapon leveling feature might appeal to some, so it's something I've been thinking about. I think it's likely that I'll end up adding in a future release.

  5. Hi all,

    Please be advised that I have now setup a Discord server for the Stormbreaker package which can be used for general questions, support, and suggestions! You can access the server by clicking here. I will try and respond in a timely manner, but please be aware that I am in the UK timezone GMT+0, so anyone messaging from overseas (ie. America) might experience a delay between my responses.

    Thanks!

  6. Stormbreaker


    Introduction

    Stormbreaker is a large modification system which adds a collection of new features, bonuses and script commands to your own rAthena server. This package is designed to augment your server with new features which can breathe new life into your gameplay, and comes with a getting started guide, a Git patch file, and some optional client resources. Stormbreaker is developed against the latest version of rAthena, and will be continually updated to the latest on a weekly basis. (Videos will be coming soon highlighting each feature.)

    Features

    This package includes the following:

    • New item bonuses (83)
    • New script commands (10)
    • New GM commands (9)
    • Item Bazaar Shop system
    • Item Durability system
    • Item Craft system
    • Item Enchantment system
    • Item Passive Script system
    • Item Passive Status system

    More features are actively being developed and will be released in the near future.

    Item Bonuses

    All item bonuses are the same as those found on the Bonus Expansion Pack thread. If you're looking to acquire this package solely for the item bonuses, please be advised that these will be released soon for free on that thread. Stormbreaker will be updated with newer item bonuses as more are recommended.

    Script Commands

    image.png.8b2d3755d0d27ebac3992033d3724deb.png image.png.ffb606c5ea5b421e543cbb11bda1ec3b.png

    Spoiler

    inventoryselect;
    Opens a prompt window which displays a configurable list of items which may be selected (as shown in the screenshots).

    skillselect;
    Opens a prompt window which displays a configurable list of skills which may be selected (as shown in the screenshots.)

    getdurabilityid;
    Gets an item identifier of an item in the player's inventory which has a durability of less than 100% (used when repairing items)

    getdurability;
    Gets the durability of the current equipment (used in item scripts to allow durability to affect item bonuses), or an item with a provided identifier.

    getequipdurability;
    Gets the durability of an equipment at a provided location.

    setdurability;
    Sets the durability of an equipment with a provided identifier to a provided level (used when repairing items)

    openrefine;
    Opens the new refine interface (requires client version 2015-02-25aRagexeRE or later)

    opencraft;
    Opens the new crafting interface (requires client version 2015-02-25aRagexeRE or later)

    openenchant;
    Opens the new enchanting interface (requires client version 2015-02-25aRagexeRE or later)

    openshop;
    Opens a shop buying window with a provided list of items. This functions as a shop completely unique and bespoke to the player, and cannot be accessed by other players. This can be used to build and open dynamic shops with player-specific items.

    partymonster;
    Summons a monster similar to the monster; script command, except the monster is bound to the player (and their party)

    statusbonus;
    Allows for an additional bonus script to run while a status is active (ie. statusbonus SC_BLIND,"{ bonus bFlee,-20; }"; and statusbonus SC_BLESSING,"{ bonus bStr,10; }";)

    Item Bazaar Shop

    The bazaar shop system functions similar to that featured in Final Fantasy XII. As a player accumulates and sells items to shops, you can configure items which become available for purchase at specialist bazaar shops by the sale of certain combinations of items. These can be items which become permanently unlocked, can be unlocked multiple times, or those which can only be purchased the once and can never be unlocked again. This feature provides a great way to reward players for farming and killing monsters, and unlocks great potential for introducing unique items and equipment available only after acquiring and selling combinations of materials.

    Item Durability

    image.png.67d8a64d8da275cb99265b7db9f74130.png

    The item durability system works much like the Witcher 3 durability for equipment. All equipment has a durability score (a percentage) which determines how much more stress it can take before breaking. As players engage in battle, their equipment will slowly degrade (completely configurable), which can lead to weakened bonuses, weakened ATK and DEF modifiers, and chances of breaking. All equipment can be repaired through special NPCs (using new script commands described above) and can also receive protection with the Chemical Protect skills (configurable.) Item durability can be configured to decrease on a fixed percentage per attack (a denomination as low as 0.0001%) or based on the amount of damage dealt/received.

    Note: For the item durability percentage to be visible as in the screenshot, this requires client version 2015-02-25aRagexeRE or later.

    Item Craft

    image.thumb.png.0d7e8265c2eaf61d0fb9929d43393574.png

    The item craft system uses the new refine user interface with a completely custom crafting database. Players can drag a source material and catalyst material into the refine window to be given the opportunity to craft something new. This feature isn't restricted to just equipment, but any other sort of item too! Your players could be upgrading their basic Red Potions to Orange Potions using Jellopies or Grapes, or could be upgrading their Knife[3] to a Knife[4] by combining it with a special material. The crafting database allows for a lot of flexibility, including key features like equipment being able to retain their refine level, cards, random options, and even item durability!

    Note: For the new refine interface and the crafting system, this requires client version 2016-10-12aRagexeRE or later.

    Item Enchantment

    The enchantment system similarly uses the new refine user interface to provide a beautiful and unique point for being able to upgrade equipment with random options! The custom enchantment database lets you build your own system for allowing players to add unique or powerful random options to their equipment, restricted at a per-item level. Every item supports up to a maximum of 4 different enchantment types, and can be configured with custom chance rates and costs, which can further be configured depending on the current number of enchantments already on the equipment! New server configurations let you control how many enchantments can be added to each type of equipment to add finer control. With this system, players could enchant their boring Knife with ATK + 10% by using some rare or valuable material.

    Note: For the new refine interface and the enchanting system, this requires client version 2016-10-12aRagexeRE or later.

    Item Passive Script

    The passive script system is designed to augment and empower the already powerful item database. The bespoke item passive script file lets you add new "equipment" scripts which are active while an item is stored in the players inventory! A player holding a rare coin in their miscellaneous item tab might find themselves with a constantly active HP + 5%, or perhaps they have acquired a sword which provides a permanent HIT - 30 while the item is held by the player. The system could also be used to reward players with EXP or Zeny increasing items. This system works with any existing or new items, and just needs a line adding to the file!

    Item Passive Status

    The passive status system works similar to the passive script system, except that the player receives a permanent (cannot be dispelled nor removed by death, nor cured from healing items) status effect while an item is held in their inventory. You could grant players a permanent Increase Agility effect while holding a magic feather, or perhaps afflict them with Poison while they carry some cursed tome. The passive status system is designed to improve on existing mechanics where equipments can provide permanent bonuses, with special flags indicating whether equipment provides the status only when equipped or when in the inventory.

    Support

    I intend to provide continual support with Stormbreaker by keeping the files up-to-date, on a weekly basis, with the latest hash of rAthena. Each week I will upload a new version of the Stormbreaker archive, along with any new augmentations (such as item bonuses, script commands) and bug fixes. If you encounter problems when running or using the new Stormbreaker features, please feel free to contact me directly on here, to my email address [email protected], or on our Discord server, and I will respond as soon as I am able (usually on the day, otherwise within 1-2 days.) For support on applying the Stormbreaker project to an older version of rAthena, again please contact me directly on here or on the Discord server.

    Click here to join the Discord server.

    Copyright

    Stormbreaker © Chris Copeland 2019. All rights reserved. By purchasing this package you agree that you will not share or redistribute any and all files included in the package without the express written consent of myself (Epoque, Chris Copeland), and that you will not upload this package onto any secure or unsecure file sharing websites.


     

    • Upvote 4
    • Love 4
    • MVP 4
  7. 1 hour ago, Roundness said:

    I would like to see bAutoSpell having critical strike as a trigger if possible, both when hit or when you attack.

    That should be relatively simple to do, the auto-spell bonuses have a 'bf' option, I could add a new option for BF_CRITICAL which would signal that only critical hits will affect the chance.

  8. 15 hours ago, Igniz said:

    Three powerful tools:
    - Temporal Bonus, Status or usable Skills with a timer like bTemporal Str,10,10000;  or bSKTemp AB_RENOVATIO,5,10000;
    - % to call a label event/function when cast a skill/hit/being damaged 
       -- maybe add a check for a specific target/enemy id (monster id/class, only players, etc)
    - Gain X bonus when Y conditions met (map, job, level, variable, etc) (Annie did something like this with status while being on map X)

    Other cool bonus:
    - Swap position with target
    - % to inflict a status in an area when being hit/damage enemy
    - % of cast the same skill to a nearby target at X cells if original target are killed (chain lightning effect)
    - % of cast the same skill to you at attack (like hurting yourself instaed your enemy with your own skill)
    - % of resist to a bitmask class (for example for whole mage class)
    - % to drop X item/groupitems when being hit (for example, drop honey when enemies hit you; bAddClassDropItemGroup inverted)
    - % to reduce target cast/aspd or speed x seconds for y% amount at damage/being hit
    - % to inflict status x at target when you hit it by melee/skills
    - Expand bIntimacy with pets

    My brain is dry for now, I will edit this if more ideas come to me.
    Thanks in advance, your job is awesome.

    Some great ideas there! I'll come up with some bonus names and pop them on the list. I'd say that the temporary stats/status effects/skills can probably already be achieved through the use of autobonus, and the X bonus when Y conditions met is already possible by looking at the player variables when the item bonus executes. If you mean these happening passively, it would require more work than just implementing a new bonus command (something I may be working on separately)

    Thanks!

  9. 1 hour ago, Radian said:

    It's nice to see you here in rAthena, I know you don't know me but I've seen your work before. /gawi

    If possible, I can request a config that will set how many characters can a GM account can create.

    
        id: 3
        name: "Script Manager"
        inherit: ( "Support" )
        level: 1
        chars: 1 // <= can only make 1 character if account was set on every account who got group 3 id's
        commands: {

     

    Interesting idea, but again I think this falls out of scope of the project. The intention is for these to be item bonuses, not additions or changes to configuration files. Please see the examples under the Pending section of the original post ? 

    38 minutes ago, AnnieRuru said:

    if anyone interested looking for Epoque's past bonuses project, members has mirror it
    http://herc.ws/board/topic/933-epoque-expansion-pack/

     

    but actually, everyone now has learned how to use GIT, so commit to a side branch in rAthena repo is unnecessary
    most of us use fork from rathena, and we develop our own stuffs on the fork

     

    oh and, hercules supports plugin, if you actually code it, I could transfer it into plugin format
    should look something like this
    https://drive.google.com/file/d/0B2BM920mmHQgdFNHZjBWM2cySjg/view

    That's the same place I managed to dig up the original, obviously it needs bringing up-to-date (the last past on that topic was 2013, ouch) and I'm sure there's room for more bonuses now. I have a few new ideas I'd like to throw in the mix. As for the plugin, that's an interesting suggestion. I think I might get the initial development done using the usual method, and then perhaps look at the plugin mechanism. The only problem there is I'll need to learn the new system just to support the new bonuses, so it'll probably come last.

    The reason I was thinking about creating a separate branch in a separate fork is just to make merging easier. Granted I'm fairly new to properly leveraging GIT to it's fullest extent, I'll have a poke around and see if I can dig up a good reason to have it all on the master branch.

    PS: Long time no see!

    • Love 1
  10. 2 hours ago, utofaery said:

    1.  ok so first request @kick command into script command? 

    2.  or just make the player go to char select screen???

     

    This project would be for item bonuses only, so I wouldn't be adding new script commands. I do remember developing some basic script commands (itemselect, addslot, removeslot) back in the original pack, but then I'm not sure if there's a need for a kick command when you can run the at-command from an NPC?

    1 hour ago, Litro Endemic said:

    is the expansion pack request are from server side only or the like client side mod will be granted too? like configured colored item, when one sloted weapon or armor sloted more than one card it will change it s color name, apparently until now is not being achieved (for public use), 

    It would be server side only. I can't remember exactly what my previous bonuses were (still looking up the old patch/topic) but it would be specialist/bespoke features you can apply to equipment which otherwise don't currently exist in rAthena. For example, a bonus which increases the chances of inflicting a status by an overall percentage (ie. improve chance of inflicting Freeze by 50% which would cause all bAddEff,Eff_Freeze,x; bonuses to increase by 50%)

  11. 506791419_flask(1).png.3ce14c85adf077c20d8f458ac00a9e78.png

    Bonus Expansion Pack

    Introduction

    As some of you may know, a long time ago I made a patch for eAthena which included an expanded collection of bonus script commands which could be used on items. I'm guessing this was somewhere in the region of 10 years ago now, so I think it's probably fitting that a newer version be developed. So, development hasn't started yet as I need to dig up the old list and identify which ones haven't already been implemented/which ones can actually be implemented against the new code base.

    Requests

    This topic will serve as the base for any and all requests. The purpose of this project is to develop new bonus script commands, or augment existing ones by adding more specific or extra versions. I'm open to the community for any suggestions and requests for the bonuses which will be introduced. Please don't request things like new at-commands or new script commands as I'd like to keep this project specific to bonuses, however I might end up developing some script commands if I find that they're necessary to accomplish a bonus.

    Pending

    Spoiler
    • autotargetbonus <script>,<rate>,<duration>{,<flag>{,<other script>}};
      When attacking, adds a chance of the bonus script becoming active on the target player for a period of time.
    • autotargetbonus2 <script>,<rate>,<duration>{,<flag>{,<other script>}};
      When being attacked, adds a chance of the bonus script becoming active on the attacking player for a period of time.

    Implemented

    Spoiler
    • bonus bChangeRace,n;
      Change the player's race to n
    • bonus bHomunculusIntimacy,n;
      Increases intimacy by feeding Homunculus by n%
    • bonus bSkillMovement,n;
      Allows movement while casting any skill at n% walking speed
    • bonus bAvoidTrap,n;
      Increases the chance to completely avoid a trap when within range by n%
    • bonus bNoAreaMagic,n;
      Increases damage resistance to AoE magic skills by n% (100 is immune)
    • bonus bNoSingleMagic,n;
      Increases damage resistance to single-target magic skills by n% (100 is immune)
    • bonus bCriticalEvade,n;
      Increases chance to avoid a critical hit by n%
    • bonus bRetainBuffs;
      Allows the wearer to retain positive buffs upon death
    • bonus2 bIgnoreGTB,n,x;
      Increases the chance of ignoring the effect of GTB and dealing n% damage by x%
    • bonus2 bCriticalDodge,n,x;
      Increases the chance of completely avoiding damage when health is below n% by x%
    • bonus3 bAreaSkill,n,x,y;
      Increases the chance of skill 'n' to be cast in an AoE of x * x cells by y%
    • bonus3 bSkillGainSP,n,x,y;
      Increases the chance of gaining x SP when using skill n by y/10%
    • bonus2 bStatusDamage,n,x;
      Increases all damage on enemies inflicted with status n by x%
    • bonus2 bStatusResist,n,x;
      Increases resistance to status n by x%
    • bonus3 bStatusSwitch,n,x,y;
      Increases the chance of status n becoming status x when inflicted upon the wearer by y%
    • bonus bHealAttack,n;
      Causes the Heal skill to become an attack regardless of the race or element of the target (n: 1 = enemies, 2 = party / guild, 4 = self, combinable)
    • bonus bMdefAtkRatioEle,n;
      The same effect as bDefRatioAtkEle but with the damage affected by MDEF and increasing MATK (n: an element)
    • bonus bMdefAtkRatioRace,n;
      The same effect as bDefRatioAtkRace but with the damage affected by MDEF and increasing MATK (n: a race)
    • bonus2 bHPAttackRatio,n,x;
      Increases damage on an enemy of race 'n' based on their remaining HP up to a maximum boost of 'x'% (when 'x' is 50, 100% HP deals +50% damage, 50% HP deals +25% damage)
    • bonus2 bSPAttackRatio,n,x;
      Increases damage on an enemy of race 'n' based on their remaining SP up to a maximum boost of 'x'% (same example as above but with SP)
    • bonus3 bHPDrainRatio,n,x,y;
      Increases the chance of draining 'y'% current HP of an enemy of race 'x' and absorbing it as health by 'n'%
    • bonus3 bSPDrainRatio,n,x,y;
      Increases the chance of draining 'y'% current SP of an enemy of race 'x' and absorbing it as SP by 'n'%
    • bonus3 bAtkEmotion,n,x,y;
      Increases the chance of using 'x' emotion by 'n'% (y: 1 = attacking, 2 = being attacked, 3 = both)
    • bonus bStatusInflictRate,n;
      Increases chances of inflicting any statuses (poison, freeze, curse, etc.) by 'n'% (applied to status rate, so a value of '50' would increase a '20%' rate to '30%')
    • bonus2 bStatusInflictRate,n,x;
      Increases chances of inflicting status 'n' by 'x'% (applied to status rate)
    • bonus3 bIgnoreSkillDefEle,n,x,y;
      Ignores 'y'% of DEF/MDEF of the enemy when using skill 'x' against an enemy of element 'n'
    • bonus3 bIgnoreSkillDefRace,n,x,y;
      Ignores 'y'% of DEF/MDEF of the enemy when using skill 'x' against an enemy of race 'n'
    • bonus bSwitchPlace,n;
      Adds n% chance of swapping place with an enemy when attacking.
    • bonus3 bWideStatus,n,x,y;
      Adds y% chance of inflicting status n in an area of x*x when attacking.
    • bonus3 bWideStatusOnHit,n,x,y;
      Adds y% chance of inflicting status n in an area of x*x when being attacked.
    • bonus bSkillChain,n;
      Adds n% chance of any skill being automatically cast again to a nearby target when the original target dies.
    • bonus2 bSkillChain,n,x;
      Adds x% chance of skill n being automatically cast again to a nearby target when the original target dies.
    • bonus bSkillBounce,n;
      Adds n% chance of any skill being automatically cast on yourself after being cast on a target.
    • bonus2 bSkillBounce,n,x;
      Adds x% chance of skill n being automatically cast on yourself after being cast on a target.
    • bonus2 bSubJob,n,x;
      Adds x% damage resistance to players in job n (n: same mask as item database job column).
    • bonus2 bAddJob,n,x;
      Adds x% damage inflicted on players in job n (n: same mask as item database job column).
    • bonus2 bAddMonsterDropItemAtk,n,x;
      Adds x% chance of any monster dropping item n when being attacked.
    • bonus2 bAddMonsterDropItemGroupAtk,n,x;
      Adds x% chance of any monster dropping an item of group n when being attacked.
    • bonus3 bAddRaceDropItemAtk,n,x,y;
      Adds y% chance of a monster of race x dropping an item n when being attacked.
    • bonus3 bAddClassDropItemAtk,n,x,y;
      Adds y% chance of monster of class x dropping an item n when being attacked.
    • bonus2 bAddSelfDropItemAtk,n,x;
      Adds x% chance of dropping item n when being hit (n must be in your inventory)
    • bonus2 bAddSelfDropItemGroupAtk,n,x;
      Adds x% chance of dropping an item of group n when being hit (item must be in your inventory)
    • bonus2 bAddStatus,n,x;
      Adds x/10% chance of inflicting status n when attacking.
    • bonus bPetIntimacy,n;
      Increases intimacy by feeding Pet by n%
    • bonus bInterrupt,n;
      Adds an n/100% chance of interrupting a player's auto-attack when attacking
    • bonus bInvert,n;
      Adds an n/100% chance to invert the current HP and SP of the player (HP becomes SP and SP becomes HP)
    • bonus2 bBreakEquip,e,n;
      Adds an n/100% chance of breaking one of your own pieces of equipment at position e (does not work with chemical protection)
    • bonus bChangeSize,n;
      Changes the player's size to n
    • bonus2 bMultiDrop,x,n;
      Adds an n/100% chance that a monster will drop an item in a multiple of x (x = 2 would mean drop 2 items in place of 1)
    • bonus bDoubleCast,n;
      Adds an n/10% chance that a skill will be cast again on the same target at no extra cost
    • bonus2 bDoubleCast,sk,n;
      Adds an n/10% chance that skill sk will be cast again on the same target at no extra cost
    • bonus bIgnoreFlee,n;
      Ignore n% of the FLEE of the target
    • bonus bDeath,n;
      Adds an n/100% chance of immediately killing a target (ignores GTB effect)
    • bonus bWaterAtkRate,n;
      Increases attack power by n% when stood on a water cell
    • bonus bWaterMatkRate,n;
      Increases magic attack power by n% when stood on a water cell
    • bonus2 bGravity,x,n;
      Adds an n% chance of drawing all enemies with an x * x area around the player one cell closer
    • bonus bNoChat;
      Prevents the player from using chat
    • bonus bNoConsume,n;
      Adds an n% chance to use a skill without consuming SP or required items
    • bonus bNoAmmo,n;
      Adds an n% chance to use a weapon within consuming ammunition
    • bonus bSnapMove;
      Causes the player to immediately snap to the desired location
    • bonus bZenyAttack,n;
      Consume n zeny when attacking an enemy (prevents attacking when no zeny available)
    • bonus bItemAttack,n;
      Consume item n when attacking an enemy (prevents attacking when no item available)
    • bonus bAutoLife,n;
      Adds an n/100% chance of automatically being resurrected upon death.
    • bonus bDamageLimit,n;
      Limits attack damage up to n
    • bonus bHPLimit,n;
      Limits maximum HP up to n
    • bonus bSPLimit,n;
      Limits maximum SP up to n
    • bonus2 bAtkRateChance,d,n;
      Adds an n/10% chance of dealing d% damage on attack
    • bonus2 bMatkRateChance,d,n;
      Adds an n/10% chance of dealing d% damage on magic attack
    • bonus bNoEquip,e;
      Prevents equipping an item at location e (e: EQI_HAND_L, EQI_HAND_R etc.)
    • bonus2 bWeaponDef,w,n;
      Reduces damage received from melee attacks of weapon type w by n%
    • bonus bElementLevel,n;
      Changes the defense element level of the player to n (n: 1-4)
    • bonus bSkillHPCost;
      All skills consume HP instead of SP when casting
    • bonus bSkillHPCost,sk;
      Skill sk consumes HP instead of SP when casting
    • bonus bSkillItemCost,i;
      All skills require item i to cast
    • bonus2 bSkillItemCost,sk,i;
      Skill sk requires item i to cast

    Usage

    The development will take place on a fork of rAthena under a separate branch. Once the initial version is complete I will generate a patch file which can be applied against the master branch of an rAthena repository. Please be advised that I won't be providing support for previous revisions (for example, if you're running a version of rAthena which was available 4 months prior to my patch.) My intention is to keep the forked branch up-to-date with periodic merges of the master branch, and produce new patch files whenever this takes place (and keep historical patches)

    Thanks

    • Upvote 8
    • Love 2
    • Like 1
  12. Thanks :) it took a lot of time to get things right, it was originally designed for a Invasion type event, but I lost the code a long time ago, so instead I thought I'd release the map and let the fellow scripts and programmers have a bash at creating their own events!

  13. index.php?app=downloads&module=display&section=screenshot&id=2864

    File Name: Fortress Map

    File Submitter: Epoque

    File Submitted: 30 Mar 2013

    File Category: Maps & 3D Resources

    Video:

    Content Author: Epoque

    Fortress Map

    Created by and copyright to Epoque; for you.

    The Fortress Map is a special area designed for player to player combat at the forefront of usage, while maintaining the beautiful Gravity nature of design, lighting and texture detail. The map contains multiple special areas that players can congregate at, and has been specifically designed for maximum battling effectiveness.

    zhm4UMR.jpg

    The Fortress itself has several areas of penetration. Each section of the Fortress has been designed so that a player base (party, guild or other) can defend a specific point, while an attacking base can try and break through. The map opens up the possibility to hundreds of different outcomes, and offers plenty of room for expansion and customisation.

    However, my own words will not describe the potentials of the map. Instead, view through the screenshots or watch the video for more information on the dimensions of the map.

    Click here to download this file

  14. Correct, it's useful for tables which harbour large amounts of data, and are read from/written to frequently. The major advantage, or usage, of converting the tables to InnoDB is for when external applications attempt to access the tables at the same time as the server executables are active.

    Otherwise, because the executables are non-threaded and all commands are executed linearly, there's not much reason to convert them to InnoDB by default since our executables don't require them to be so (there's not really any instances where table-level locking interferes with the flow of the executables, without external applications accessing the data.)

    It's recommended for when a server is accessing the logs frequently (control panels, custom administration searches etc.) but not much benefit for the executables alone.

    • Upvote 3
  15. Agreed, I can potentially see the use of allowing a character ID property in the # command, but implementing a new command altogether seems a bit of overkill. It'd be more efficient to allow integers (such as #item 123456 501 1) in-place of character IDs, and when the character has a name of explicitly numeric values, detect whether the entered integer has quotation marks around it.

    IE: character named 1234, #item 1234 501 1 would fail, however #item "1234" 501 1 would work.

  16. Recommended for a public download, it's useful for retrieving the IP address without the need of an SQL table look-up (given a lot of servers probably run on MyISAM tables, SQL table look-ups would probably be extremely resource intensive), however it's probably not relevant enough to commit as an official script command though.

    Nice command though.

    • Upvote 1
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