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Hirasu

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Posts posted by Hirasu

  1. https://www.facebook.com/browedit?fref=ts

     

     

    To get browedit 2.0, you can either use a GIT client or download 2 zip files. By using GIT it is a lot easier to update your version

    For GIT:
    Personally I use sourcetree , but you should be able to use any GIT client you like (or already have installed).
    First of all, clone the github repository athttps://github.com/Borf/browedit.git . Be sure to clone it recursively, including the submodules. This could take a while
    After you've cloned the repository, make sure there is a blib folder inside your browedit folder, with contents in it.
    After you've cloned browedit, and verified the blib folder is there too, run the 'buildpackage.bat' script. This will gather all the required files together, and put them inside a 'package' folder. In this packagefolder is your browedit version, and you should be able to move it where you want, or zip it to send it to other people

    Without GIT:
    Download https://github.com/Borf/browedit/archive/master.zip andhttps://github.com/Borf/blib/archive/master.zip . 
    First extract the browedit-master.zip file somewhere on your hard disk. After you've extracted it, you should have the browedit sourcecode, but with an empty blib-folder. 
    After extracting browedit-master.zip, extract the contents of the blib-master folder in the blib-master.zip file, into the empty browedit-master\blib folder. After this you should have a browedit-master\blib\assets folder.
    Run the 'buildpackage.bat' script. This will gather all the required files together, and put them inside a 'package' folder. In this packagefolder is your browedit version, and you should be able to move it where you want, or zip it to send it to other people

    if you want to update using GIT, just git pull from the origin, and then run the buildpackage script again. If you want to update without using GIT, you'll have to redownload both files again

    hope this helps you get the newest version with ease,

    Borf

     

    • Upvote 1
  2. Closed beta comes closer!

    http://blog.treeofsavior.com/en/

     

    Patchnotes : http://toswiki.treeofsaviorgame.com/patch_notes


     
    • 1 developer company, IMC Games
    • 1 balance changes on wizard and archer class
    • 2 types of barracks revealed so far
    • 2 types of mythologies based, Lithuanian (motive) and Baltic (classes)
    • 2 ways to repair your equipment: Ironsmith NPC or Squire class
    • 2 ways to use a sword: Bashing or Thrusting
    • 2 types of game engine (internally developed) and graphics engine from Wolfknights
    • 2 fireballs can be created at a time
    • 2.5 dimensional gameplay (quarter view)
    • 3 major cities: Klaipeda, Siaulai, Katyn
    • 3 types of item enhancement techniques
    • 3 hours is required for bosses to revive
    • 4 goddesses
    • 4 focus group tests (FGT)
    • 4 character slots in barrack at the start of the game, upgrade-able
    • 4 item grades: Normal, Magic, Rare and Unique
    • 4 shapes of jewels: Round, Quadrangle, Diamond and Star
    • 4 languages supported: Korean, Japanese, English and Mandarin
    • 5 main stats (STR, STA, INT, SPR, AGI)
    • 5 ranking categories in Adventure Journal
    • 5 other games developed by IMC Games - Granado Espada, Wolfknights, Solitaire League & Black Citadel
    • 5 chat channels: All, Public, Shout, Party, Whisper
    • 5 times the decrease of armor when durability reaches 0
    • 5 times the number of buffs a player can receive
    • 6 audio companies working on Tree of Savior's sounds and music
    • 6 attack properties revealed so far: Fire, Ice, Holy, Poison, Darkness, Lightning
    • 6 highlighted peoples so far: Kim Hakkyu, Sevin, Maggi, CM Leslie, Hebrew Young, SyKim
    • 6 types of Centurion formation
    • 8 ranking scores that contributes to Adventure Journal ranking
    • 8 directions of character movements
    • 8 types of equipment slots
    • 9 revealed focus group test participants
    • 9 skill attributes discovered so far
    • 9 characters can join a Centurion formation
    • 10 class Advancements
    • 10 silvers required to make a warp
    • 12 videos released on Tree of Savior and Project R1
    • 13 Q&A answered
    • 13 patch notes
    • 13 monsters revealed so far
    • 16 character concept arts created and published by Maggi and her team
    • 20 blog updates
    • 20 item hotkeys
    • 20 skill balance updates
    • 23 bosses monsters revealed so far
    • 29 types of unofficial headgears discovered
    • 44 revealed classes
    • 50 costumes that are unrelated to class costumes - May 9th, 2014
    • 70 percentage completion is the Closed Beta Testing - May 9th, 2014
    • 80 classes
    • 100 level cap in Closed Beta Testing
    • 146 skills discovered so far (or more)
    • 200 bosses
    • 200 territories
    • 255 bytes size per message in chatbox
    • 339  bug fixes and updates so far
    • 2009 is the year Kim Hakkyu started "Project R1"
    • 2013 is the year "Project R1" is renamed to "Tree of Savior"
    • 2013 is the year the first gameplay video (or trailer) is released
    • 27,200 official Facebook page fans at the time of writing

    Source: http://treeofsaviorgame.com/tos/286/60-facts-about-tree-of-savior-pre-cbt/

  3. @Syouji

    Hey i tried the r228 but if i start brow , i got this message: unable to find configuration file, please type the configuration filename.

     

    i input "brof" ,"config.brof" , "config.brof.json" the same with default.

     

    my config.borf.json: 

     

    {
    "resolution" : [ 1920, 1080 ],
    "data" :
    {
    "ropath" : "D:/originalro",
    "grfs" :
    [
    "D:/originalro/data.grf"
    ]
    },
    "moveconsole" : true,
    "defaultmap" : "malaya",
    "threadedrendering" : true,
    "backgroundworkers" : true,
    "fov" : 45,
    "vsync" : false
     
    can someone help me with this ?
     
    Thanks
  4. hey i need some help with a code from @Jonne

     

     

     

    diff --git a/src/map/clif.c b/src/map/clif.c
    index 2731018..099466f 100644
    --- a/src/map/clif.c
    +++ b/src/map/clif.c
    @@ -4152,11 +4152,16 @@ void clif_getareachar_unit(struct map_session_data* sd,struct block_list *bl)
    if (!vd || vd->class_ == INVISIBLE_CLASS)
    return;


    - /**
    - * Hide NPC from maya purple card.
    - **/
    - if(bl->type == BL_NPC && !((TBL_NPC*)bl)->chat_id && (((TBL_NPC*)bl)->sc.option&OPTION_INVISIBLE))
    - return;
    + if(bl->type == BL_NPC) {
    + /**
    + * Hide NPC from maya purple card.
    + **/
    + if (!((TBL_NPC*)bl)->chat_id && (((TBL_NPC*)bl)->sc.option&OPTION_INVISIBLE))
    + return;
    + // Only show NPC to people who have a certain variable set
    + if (((TBL_NPC*)bl)->visibility != 0 && ((TBL_NPC*)bl)->visibility == pc_readglobalreg(sd, "npcvisibility"))
    + return;
    + }


    ud = unit_bl2ud(bl);
    len = ( ud && ud->walktimer != INVALID_TIMER ) ? clif_set_unit_walking(bl,ud,buf) : clif_set_unit_idle(bl,buf,false);
    diff --git a/src/map/npc.h b/src/map/npc.h
    index ab9d084..b4b6552 100644
    --- a/src/map/npc.h
    +++ b/src/map/npc.h
    @@ -70,6 +70,7 @@ struct npc_data {
    char killer_name[NAME_LENGTH];
    } tomb;
    } u;
    + int visibility;
    };




    diff --git a/src/map/script.c b/src/map/script.c
    index eda82c7..681867f 100644
    --- a/src/map/script.c
    +++ b/src/map/script.c
    @@ -18165,6 +18165,43 @@ static int atcommand_cleanfloor_sub(struct block_list *bl, va_list ap)
    return 0;
    }


    +/**
    + * setvisibility <value>{, <"npc">}
    + * @param <value> the value to set it and checkf or
    + * @param <"npc"> if another NPC should be targetted
    +**/
    +BUILDIN_FUNC(setvisibility) {
    + struct npc_data *nd = NULL;
    +
    + if (script_hasdata(st, 3)) {
    + nd = npc_name2id(script_getstr(st, 3));
    + ShowWarning("buildin_setvisibility: NPC '%s' not found. Using active NPC.\n", script_getstr(st, 3));
    + }
    + if (nd == NULL)
    + nd = map_id2nd(st->oid);
    +
    + nd->visibility = script_getnum(st, 2);
    + return 0;
    +}
    +
    +/**
    + * getvisibility {<"npc>"}
    + * @param <"npc"> if another NPC should be targetted
    +**/
    +BUILDIN_FUNC(getvisibility) {
    + struct npc_data *nd = NULL;
    +
    + if (script_hasdata(st, 2)) {
    + nd = npc_name2id(script_getstr(st, 2));
    + ShowWarning("buildin_getvisibility: NPC '%s' not found. Using active NPC.\n", script_getstr(st, 2));
    + }
    + if (nd == NULL)
    + nd = map_id2nd(st->oid);
    +
    + script_pushint(st, nd->visibility);
    + return 0;
    +}
    +
    #include "../custom/script.inc"


    // declarations that were supposed to be exported from npc_chat.c
    @@ -18648,6 +18685,8 @@ struct script_function buildin_func[] = {
    BUILDIN_DEF(vip_time,"i?"),
    #endif
    BUILDIN_DEF(bonus_script,"si???"),
    + BUILDIN_DEF(setvisibility, "i?"),
    + BUILDIN_DEF(getvisibility, "?"),


    #include "../custom/script_def.inc"

     

     

    * setvisibility <value>{, <"npc">}

    * @param <value> the value to set it and checkf or
    * @param <"npc"> if another NPC should be targetted

     

    You set the value of the NPC to a value not 0. Only players with the character variable "npcvisibility" set to this exact value can now see the NPC. It should also not effect NPCs which have no visibility set, since it ignores the value zero. You have to put this into the OnInit event, since I didn't add a saving mechanism so it will be deleted once you reload. Thus the OnInit.

     

    * getvisibility {<"npc>"}

    * @param <"npc"> if another NPC should be targetted
    **/

    An example:

    // Some NPC here
    OnInit:
    SetVisibility(1);
    End;

    Only a player with the variable "npcvisibility" set to 1 can see the npc now.

     

    my Script:

     

    prontera,150,150,4 script testitest 110,{

     
    OnInit:
    SetVisibility(1);
    End;
    }

     

    But i can see the npc with npcvisibility 0 or 1

    (No Complie error || No server errors)  /hmm

     

     

    Can someone help me please? /help

     

      /thx

  5. @Hirasu:

     

    I solved that by using DIV-BOXES and TABLES in HTML, CSS and a bit PHP.

     

    Will upload my test-files to pastebin in some minutes ^^

     

    Regards

     

    Nets ^^

    Here the links to pastebin:

     

    Part 1: index.php http://rathena.org/board/pastebin/z1gwqy2l583z/

    Part 2: functions.php http://rathena.org/board/pastebin/zvz8k9n82v7/

    Part 3: array_prefix.php http://rathena.org/board/pastebin/drmzl3oetc25/

    Part 4: array_links.php http://rathena.org/board/pastebin/19odvbv9ocvns/

    Part 5: array_jobnames.php http://rathena.org/board/pastebin/tq0fghh1lgmi/

    Part 6: test.css http://rathena.org/board/pastebin/1isljtsv6ir40/

     

    You have to set up KeyWorld's script to useage of char_id. See here

     

    !!! NOTE: Some jobnames (#20 - #28) are not verifyed, maybe they will not work properly.

     

    Regards

     

    Netsrot ^^

    @KeyWorld:

     

    I tried to create a controller "character_id.php" to be able to use charnames AND charids, but i have problems with index.php.

     

    I inserted:

    $routes['/character_id/(\d+)']               = 'Character_ID';
    

    The debugmode tell me that the route can not be found. Do i have to add some more information somewhere ?

     

    Regards

     

    Nets ^^

    Danke :)

     

    wie ich sehe bist du deutscher  /ok

     

    Könnte ich dich noch fragen wie ich das mit z.b signature.php verbinden kann? 

     

    EDIT: Sorry habs gefunden :

    <table class="charview" style="width:280px; height:150px; background: url(http://localhost/rochargen/index.php/character/<?php echo htmlspecialchars($row['char_id']); ?>) no-repeat center -63px;">
     
    Danke es geht  /lv
     
    Edit2: 
    @Netsrot
     

    $result = mysql_query("SELECT * FROM `char` WHERE `account_id` = '2000000' ORDER BY `char_id` ASC");

     

    wie kann ich es machen das es so funktioniert? : www.127.0.0.1/Netsrot/ACCOUNT_ID

  6.  

    @KeyWorld

     

    $routes['/update/(hats|mobs|robes)'] = 'Update'; // Uncomment this line if you want to perform updates by updating lua files.

     

    i uncomment this and run the update.php but nothing happens  :o

     

    You have to run :

    /update/hats or

    /update/mobs or

    /update/robes

     

    And of course you can add items manually :P

     

    Thanks  /kis

    EDIT:

    The hats.php list is updated but in the /avatar/CHARNAME i dont see my custom headgear , my custom grf is in the data.ini , what can i do? ( Sorry for my bad english )

    Cache delay = 0

     

    EDIT2: FIXED my mistake was : 1082 => 'ElemEarth', and the sprite name is elemearth.spr :D ( 1082 => 'elemearth', works )

     

    EDIT3:

    btw the Fallen Angel Wing Robe does not appear.

     

    and i have a request :

     

    how to add the ROChargenPHP to the FluxCP like this :

     bbcq.png

     

    And how can i display the items icons as in the picture above.

     

    Hope* someone can help me, Thanks :)

  7. @KeyWorld

     

    Thanks for the information  /lv

     

    EDIT:

    $routes['/update/(hats|mobs|robes)'] = 'Update'; // Uncomment this line if you want to perform updates by updating lua files.

     

    i uncomment this and run the update.php but nothing happens  :o

     

    what i do wrong?

     

    Can i add custom items manuell?

  8. I fixed it! 

    message from the harmony admin:

     

    Did you run configure after running the installer? If you didn't the Makefiles won't get updated properly and these errors occur.

    If you did run configure, did you by any chance install the patch manually? In this case you probably forgot to run the installer after applying the source patch, therefore your Makefiles don't include the Harmony source files. You can also use the script in Server/Manual Install/harmony_addfiles.sh to automatically patch the makefiles. Don't forget to run configure here as well.
     
     

     

    Please Clone this Topic!

    • Upvote 1
  9. @Jonne

    I think its more resource wise to set a source variable in pc.h like *pcblockmove did

    I got lectured by brainstorm before already

    http://www.eathena.ws/board/index.php?s=&showtopic=270470&view=findpost&p=1487092

    lol my previous post ... totally forgot about this

    https://github.com/rathena/rathena/tree/master/src/custom

    I think should move every single custom script command into this file

    @Hirasu

    return SCRIPT_CMD_SUCCESS;

    change into

    return 0;

    @AnnieRuru

    Thanks for the info now it works :D

     

    @Jonne

    Thanks for the code :)

  10. Thanks for the replays !

     

    EDIT: 

     

     

     

    It's definitly source edit. I did some digging and tried out something, not sure if it's the best solution, but might fit your need. It introduces two new script commands: setvisibility and getvisibility.

     


    * setvisibility <value>{, <"npc">}
    * @param <value> the value to set it and checkf or
    * @param <"npc"> if another NPC should be targetted

     

    You set the value of the NPC to a value not 0. Only players with the character variable "npcvisibility" set to this exact value can now see the NPC. It should also not effect NPCs which have no visibility set, since it ignores the value zero. You have to put this into the OnInit event, since I didn't add a saving mechanism so it will be deleted once you reload. Thus the OnInit.

     
     
    * getvisibility {<"npc>"}
    * @param <"npc"> if another NPC should be targetted
    **/

    Self explaning, imho.

     

    An example:

    // Some NPC here
    OnInit:
    SetVisibility(1);
    End;

    Only a player with the variable "npcvisibility" set to 1 can see the npc now.

     

    The patch:

     

    diff --git a/src/map/clif.c b/src/map/clif.c
    index 2731018..099466f 100644
    --- a/src/map/clif.c
    +++ b/src/map/clif.c
    @@ -4152,11 +4152,16 @@ void clif_getareachar_unit(struct map_session_data* sd,struct block_list *bl)
      if (!vd || vd->class_ == INVISIBLE_CLASS)
      return;


    - /**
    - * Hide NPC from maya purple card.
    - **/
    - if(bl->type == BL_NPC && !((TBL_NPC*)bl)->chat_id && (((TBL_NPC*)bl)->sc.option&OPTION_INVISIBLE))
    - return;
    + if(bl->type == BL_NPC) {
    + /**
    + * Hide NPC from maya purple card.
    + **/
    + if (!((TBL_NPC*)bl)->chat_id && (((TBL_NPC*)bl)->sc.option&OPTION_INVISIBLE))
    + return;
    + // Only show NPC to people who have a certain variable set
    + if (((TBL_NPC*)bl)->visibility != 0 && ((TBL_NPC*)bl)->visibility == pc_readglobalreg(sd, "npcvisibility"))
    + return;
    + }


      ud = unit_bl2ud(bl);
      len = ( ud && ud->walktimer != INVALID_TIMER ) ? clif_set_unit_walking(bl,ud,buf) : clif_set_unit_idle(bl,buf,false);
    diff --git a/src/map/npc.h b/src/map/npc.h
    index ab9d084..b4b6552 100644
    --- a/src/map/npc.h
    +++ b/src/map/npc.h
    @@ -70,6 +70,7 @@ struct npc_data {
      char killer_name[NAME_LENGTH];
      } tomb;
      } u;
    + int visibility;
     };




    diff --git a/src/map/script.c b/src/map/script.c
    index eda82c7..681867f 100644
    --- a/src/map/script.c
    +++ b/src/map/script.c
    @@ -18165,6 +18165,43 @@ static int atcommand_cleanfloor_sub(struct block_list *bl, va_list ap)
      return SCRIPT_CMD_SUCCESS;
     }


    +/**
    + * setvisibility <value>{, <"npc">}
    + * @param <value> the value to set it and checkf or
    + * @param <"npc"> if another NPC should be targetted
    +**/
    +BUILDIN_FUNC(setvisibility) {
    + struct npc_data *nd = NULL;
    +
    + if (script_hasdata(st, 3)) {
    + nd = npc_name2id(script_getstr(st, 3));
    + ShowWarning("buildin_setvisibility: NPC '%s' not found. Using active NPC.\n", script_getstr(st, 3));
    + }
    + if (nd == NULL)
    + nd = map_id2nd(st->oid);
    +
    + nd->visibility = script_getnum(st, 2);
    + return SCRIPT_CMD_SUCCESS;
    +}
    +
    +/**
    + * getvisibility {<"npc>"}
    + * @param <"npc"> if another NPC should be targetted
    +**/
    +BUILDIN_FUNC(getvisibility) {
    + struct npc_data *nd = NULL;
    +
    + if (script_hasdata(st, 2)) {
    + nd = npc_name2id(script_getstr(st, 2));
    + ShowWarning("buildin_getvisibility: NPC '%s' not found. Using active NPC.\n", script_getstr(st, 2));
    + }
    + if (nd == NULL)
    + nd = map_id2nd(st->oid);
    +
    + script_pushint(st, nd->visibility);
    + return SCRIPT_CMD_SUCCESS;
    +}
    +
     #include "../custom/script.inc"


     // declarations that were supposed to be exported from npc_chat.c
    @@ -18648,6 +18685,8 @@ struct script_function buildin_func[] = {
      BUILDIN_DEF(vip_time,"i?"),
     #endif
      BUILDIN_DEF(bonus_script,"si???"),
    + BUILDIN_DEF(setvisibility, "i?"),
    + BUILDIN_DEF(getvisibility, "?"),


     #include "../custom/script_def.inc"

     

    i Got some src error on rathena (with rAmod)

     

    " 14 IntelliSense: identifier "SCRIPT_CMD_SUCCESS" is undefined C:\rAmod\src\map\script.c 20011 "

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