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Posts posted by Hirasu
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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 peopleWithout 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 peopleif 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
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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/
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@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 -
any news?
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But TalonRO is very laggy
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DELETE PLEASE AND SORRY FOR DOUBLE POSTING !!!
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hey i need some help with a code from @Jonne
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 targettedYou 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)
Can someone help me please?
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i can't programing but I hope it will create a large community and many updates
Greetings from Germany
EDIT:
@cataclysm
I like your Projekt hope you start a server soon
Good luck.
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@Shinryo
Still alive?
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@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:
$routes['/character_id/(\d+)'] = 'Character_ID';
The debugmode tell me that the route can not be found. Do i have to add some more information somewhere ?
Regards
Nets ^^
Danke
wie ich sehe bist du deutscher
Könnte ich dich noch fragen wie ich das mit z.b signature.php verbinden kann?EDIT: Sorry habs gefunden :
<table class="charview" style="width:280px; height:150px; background: url(http://localhost/rochargen/index.php/character/<?php echo htmlspecialchars($row['char_id']); ?>) no-repeat center -63px;">Danke es gehtEdit2:@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
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@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
You have to run :
/update/hats or
/update/mobs or
/update/robes
And of course you can add items manually
Thanks
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 = 0EDIT2: FIXED my mistake was : 1082 => 'ElemEarth', and the sprite name is elemearth.spr ( 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 :
And how can i display the items icons as in the picture above.
Hope* someone can help me, Thanks
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Update:
Korea Beta Started!
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@KeyWorld
Thanks for the information
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
what i do wrong?
Can i add custom items manuell?
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@KeyWorld
Hello sir i know this is the wrong topic for my request but i want to ask if u can make a new version of : http://www.eathena.ws/board/index.php?showtopic=240082 for rAthena, would be nice
Btw:
How to add custom items to your ROchargenPHP script ?
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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!
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Hey i need some help , my problem is when i complie(make clean | make sql ) my Server (Harmony) on my Linux Root i got some errors ( i think he dont read the harmony files ) but if i complie my server on Windows Visual Studio 2012 it works perfectly.
Hope some can help me , thanks
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4007
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@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;
Thanks for the info now it works
Thanks for the code
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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 targettedYou 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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@Jasc
thank but i want the progressbar over the npc head not over the player
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hey,
i want to ask if it possible to hide an npc only for one char via variable ? and can i make the "progressbar " script over an npc?
thanks
Emistry Monster Counting Game 1.2 eAthena Compatibility by Hirasu
in Game, Event, Quest Script Releases
Posted
Here a eAthena Compatibility version of Emistry script Monster Counting Game 1.2
Monster Counting Game 1.2-eAthena.txt