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Problem with new.html page in Triad Patcher
Mice replied to deafity's question in Client-side Support
If the patch process completes successfully, it means your setup in main.ini and your configuration are correct. As for your .html or news page, make sure it's accessible when you visit the provided link. If your virtual web host can't read .php files, rename the file to .html instead, and make sure you can access it through your browser using the news link. Also, double-check all the links. -
Thank you it work perfectly
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need help sa kRO game client ko for my server
Mice replied to romanmydesenyo's topic in Tulong para sa Client
Hello CLIENT DATE yan,, may sinend akong PM sayo check mo -
need help sa kRO game client ko for my server
Mice replied to romanmydesenyo's topic in Tulong para sa Client
Hello sa pag setup ng CLIENT halso andito na sa guide na ito i check mo nalang -
Thank you, it's working. Now, how can I do it like that? I'm using this for a Japanese Sprite, so how can I make it work using the JRO Sprite? It worked fine with the 2022 EXE. Sorry I didn't include this information in my first post. I thought their implementation was the same. EquipScript: | changebase (roclass(eaclass()&EAJ_UPPERMASK)+roclass(EAJL_UPPER)); changelook LOOK_BODY2,3; UnEquipScript: | changelook LOOK_BODY2,0; changebase Class;
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Hello, I just wanted to ask about the changebase or what's known as the 3rd Job suit. This was working fine with the 2022 EXE, but it's no longer working with the 2023 EXE, which now uses body instead of class (also known as bodystyle). I checked the source for bodystyle and created a variable similar to save appearance so that when the suit is unequipped, it would work properly. However, the problem is that when you relog, the variable gets reset, even though it's stored in a character variable. Do you happen to have a different method to make it work with bodystyle? Here is the itemdb I'm referring to: Script: | if (BaseJob == Job_Priest) changebase JOB_ARCH_BISHOP; if (BaseJob == Job_Wizard) changebase JOB_WARLOCK; if (BaseJob == Job_Blacksmith) changebase JOB_MECHANIC; if (BaseJob == Job_Hunter) changebase JOB_RANGER; if (BaseJob == Job_Assassin) changebase JOB_GUILLOTINE_CROSS; if (BaseJob == Job_Crusader) changebase JOB_ROYAL_GUARD; if (BaseJob == Job_Monk) changebase JOB_SURA; if (BaseJob == Job_Sage) changebase JOB_SORCERER; if (BaseJob == Job_Rogue) changebase JOB_SHADOW_CHASER; if (BaseJob == Job_Alchemist) changebase JOB_GENETIC; if (BaseJob == Job_Bard) changebase JOB_MINSTREL; if (BaseJob == Job_Dancer) changebase JOB_WANDERER; UnEquipScript: | changebase Class;
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I'll review this and re-extract the dead body from the sprites. Thank you very much.
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Yes, that's supported by the 2025 EXE, as long as you correctly install the DeadSprite NPC IDs. To verify if you've installed them properly, use the @disguise command with the custom NPC ID you created.
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You can add this, but please note that it's already supported for all MVPs that use the tomb feature up to Renewal. It will appear as a normal tombstone, but if you have a sprite for a custom monster's dead action, you can add it to the source. The format is: {mvpID, NPCSpriteID}.
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Yes my discord xjayx. with the dot .
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View File MVP Tombstone Shows Boss Sprite and Name! 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! Submitter Mice Submitted 06/18/25 Category Source Modifications Video https://youtu.be/RUD2VJigr88 Content Author xJayx - A.K.A. Mice
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Version 1.0.0
182 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 -
This is a Baccarat showcase. I saw a similar system a long time ago — it was the Thai version. A player once requested that I create something like it, so I decided to make my own version. Note: Baccarat is a gambling game and is strictly not allowed for minors. Only individuals 18 years old and above are permitted to play. SYSTEM MECHANICS This is a fully-featured Baccarat mini-game scripted in rAthena, modeled after real-world casino rules. Players place bets, watch a live NPC-based card reveal animation, and receive payouts. It includes persistent rounds, SQL-tracked wagering, crash recovery, audit trails, and anti-abuse mechanisms. Game Mechanics Baccarat Core Rules Implemented Two sides: Player and Banker Bet options: Player Banker Draw Player Pair Banker Pair Card draw rules are implemented accurately per real Baccarat regulations, including: Natural win (8 or 9) Player’s 3rd card rules Banker’s draw based on Player's 3rd card Payout System Player bet: 1:1 Banker bet: 0.95:1 (5% commission) Draw bet: 8:1 Pair bets: 11:1 (if first two cards of side are identical) Script Features Live Card Drawing Cards are drawn randomly from a 52-card deck (A–K of 4 suits). Each round, the system shuffles and draws up to 6 cards 2 for Player (P1, P2), 2 for Banker (B1, B2) Conditional 3rd cards: P3 and/or B3 Cards are shown using NPC representations: Hidden initially Revealed one-by-one with delays Round Flow Start of Round: Players bet on options via menu. Timer-based lock: Betting ends after X seconds. Card Draw Logic: Random cards drawn, rules evaluated. NPC Animation: Card NPCs display sequentially with delays. Payout Calculation: All player bets are evaluated and rewarded. Wager History Logging: All results are logged to SQL. Security & Reliability Bet Locking Players cannot place multiple bets in a single round. Betting only allowed during pre-draw phase. Crash Recovery All bets are stored database (audit log). On crash or server restart: Unprocessed bets are logged as "Refund" in Baccarat Master NPC. Players can manually claim their refunds via NPC. Persistent Tracking baccarat database tracks payouts with claimed flag. Players claim winnings from previous rounds. Claimed entries are logged into database history. Zeny Overflow Prevention Before giving a payout, script checks if Zeny + reward exceeds Max_Zeny. If exceeded, reward is withheld and player is notified. SQL Logging Full history in database Includes round ID, bets, results, payout, timestamp Used for: Wager audit Daily bet history per player Pagination & date filtering in NPC menu Card Randomization Logic Deck is preloaded with all 52 unique cards (e.g., AH, 2D, KC) A card is selected randomly and removed from the deck to avoid duplicates. This ensures no duplicate cards, true randomness, and integrity. Player Experience Main Menu Players interact with the NPC: Place Bet View Game Results (last 20 rounds) Check Bet History (by date) Claim Winnings View Game Rules Visual Card reveals with animation and delays Color-coded results: Banker = Red Player = Blue Draw = Green Pair = Marked with BP / PP Final Audit Rule-accurate Baccarat implementation Random, animated, NPC-based draw engine SQL-persistent and crash-resilient Security-audited with overflow protection
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[Showcase] MVP Tomb with Dynamic Sprite and Name Display
Mice replied to Mice's topic in Script Showcase
Stop crying already. First of all, you're not the only one with a brain who can think. Second, is it really my fault if I had the same idea and acted on it? And lastly, did I even get any code from you? I didn’t even know that thing had already been released. If you really think your idea was stolen, you should’ve registered it with the USCO to avoid this kind of drama. Anyway, I'm not here to argue with you. Like I said, I didn’t know someone else already had the same idea. Then all of a sudden, you’re here crying about it—haha. Let’s move on, bro. You’re not the only one gifted with a brain who can come up with ideas. Let others shine too don’t act like you own all the knowledge. Peace, bro. Next time, if you’re working on something, make sure to register it with the USCO right away. -
[Showcase] MVP Tomb with Dynamic Sprite and Name Display
Mice replied to Mice's topic in Script Showcase
Hello! I have no intention of competing with anyone I actually got this idea from another player, and to be honest, I didn’t notice your post before since I wasn’t very active here until recently. I’ve only just started coming online more often. Anyway, I didn’t use any of your code or sprites your work is yours, and my work is mine. If the issue is just about having a similar concept, that’s not a problem for me. I mean, we’re on a private server, and the sprites we’re using aren’t even our own property. That’s all, really. I hope this rAthena project progresses well and that the loading issue gets resolved. I also hope to see more of your showcases I support you!