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Mice

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Mice last won the day on June 19

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Magmaring

Magmaring (7/15)

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  1. 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.
  2. 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}.
  3. Yes my discord xjayx. with the dot .
  4. 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  
  5. Version 1.0.0

    91 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
  6. 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
  7. 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.
  8. 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!
  9. It would be better if you add an effect list—for example, @nofx list so that all available effects that players can disable will be displayed. Not all players know how to look up skill IDs like Storm Gust. This way, they can just use a command like /effect instead of opening a browser and searching through our Ragnarok boards for skill or effect IDs.
  10. Hello, this is a SRC edit and custom sprite of MVP monsters. It just uses the frame where they appear dead. This is actually a great idea adding a small tomb next to the MVP. Thanks for the suggestion!
  11. This feature enhances the standard MVP death mechanic by replacing the generic "Tomb" label with the **actual name of the MVP** that was defeated. When an MVP dies on the map, a tombstone NPC appears at the exact spot of death, and instead of showing a generic label, it dynamically displays the **name of the boss** (e.g., "Phreeoni", "Ifrit", "Baphomet"). **How it works for players:** - When an MVP is killed, a tombstone spawns on the map. - The tomb now shows the name of the MVP, not just “Tomb”. - This helps MVP hunters and players identify what boss was recently defeated, even if they arrived late. - It improves both visual clarity and overall immersion in the game. I created a demo video showcasing how this behaves in-game. **Note to fellow developers:** After completing this feature, I discovered that someone had already created a similar concept before me. However, I had no knowledge of that existing implementation during development and did not reference or use any of their code. This version was built independently from scratch based on how I personally wanted it to function. While the **concept is similar**, the **implementation and behavior may differ** between our versions. I still believe this showcases a useful quality-of-life addition for MVP-related mechanics, and I hope it can serve as inspiration or a base for others who wish to implement their own version. Feel free to check out the demo video and let me know your thoughts!
  12. Thank you very much for your beautiful explanation. Now I understand why even if I load in clif_parse_LoadEndAck, it still doesn't work properly. It's because of that. I understand it much better now thanks to your explanation. Thank you so much. The code you provided is a big help to me. I will just use it and add a confirmation so that the storage with ID: 2 will automatically open via a script for checking in order to initialize it.
  13. Hello, it works, but there are some issues I can't figure out. Here's what's happening: On your first login, if you use AutoStore and pick up loot, Storage ID: 2 opens once but doesn't close. However, the item you picked up goes into your main storage instead of Storage ID: 2. After that, any new loot you pick up correctly goes into Storage ID: 2. But if you relog, the same issue happens again. However, if you open Storage ID: 2 first after relogging, everything works fine. So overall, the system works it’s just that the first opening of the storage causes the issue.
  14. Hello, this is Cydh's @autostore feature. // @autostore [Cydh] if (autostoring && sd->state.autostore && !item->expire_time && !id->flag.autoequip && !sd->state.storage_flag && !sd->npc_id) { if ((!sd->autostore_weight || (sd->autostore_weight && get_percentage(sd->weight, sd->max_weight) >= sd->autostore_weight)) && ( (sd->autostore_type&1 && (id->type == IT_HEALING || id->type == IT_USABLE || id->type == IT_DELAYCONSUME || id->type == IT_CASH)) || (sd->autostore_type&2 && (id->type == IT_ARMOR || id->type == IT_WEAPON || id->type == IT_SHADOWGEAR || id->type == IT_PETEGG || id->type == IT_PETARMOR)) || (sd->autostore_type&4 && (id->type == IT_ETC || id->type == IT_AMMO || id->type == IT_UNKNOWN || id->type == IT_UNKNOWN2)) || (sd->autostore_type&8 && id->type == IT_CARD) ) ) { char output[CHAT_SIZE_MAX]; sd->weight += w; clif_updatestatus(*sd, SP_WEIGHT); storage_storageadd(sd, &sd->storage, i, amount); storage_storageclose(sd); clif_storageclose(*sd); sprintf(output, "[ Autostore ] %dx %s", amount, id->ename.c_str()); clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF); achievement_update_objective(sd, AG_GET_ITEM, 1, id->value_sell); return ADDITEM_SUCCESS; } } ---------------------------------------------------------- - ID: 2 Name: "Storage 2" Table: storage2 Max: 300 - ID: 3 Name: "Storage 3" Table: storage3 Max: 300 This is the part where it stores the item in the storage. storage_storageadd(sd, &sd->storage, i, amount); Any idea how I can call storage ID: 2 or 3 in that part, so that the item to be autostored will go to the custom storage I created?"
  15. Hello try lang search sa youtube halos lahat ng guide ginawan na ng ating mga kasamang pinoy
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