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AnnieRuru

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  1. Upvote
    AnnieRuru got a reaction from Mumbles in Variable Size   
    http://www.eathena.ws/board/index.php?s=&showtopic=183284&view=findpost&p=1007286
    makes me remember I wrote this script 5 years ago
  2. Upvote
    AnnieRuru reacted to jaBote in Is this possible?   
    Thanks for the setmapflag point, I just supposed Cabrera would have them set by himself somewhere else and didn't add them on the script.
     
    I usually prefer to make the scripts readable for the people, so that they could easily modify and/or use them for learning. At least in my hopes someone would ever get encouraged to jump upon the scripting because of my scripts...
  3. Upvote
    AnnieRuru got a reaction from Mumbles in Is this possible?   
    a bit off-topic butyeah, 1 of the reason I move here because in hercules already has some powerful scripters around
     
    the only thing that jabote missed out is missing setmapflag
    - script warp_banned -1,{OnInit: setarray .not_2ndjob$[0], "morocc", "payon", "aldebaran"; // Maps NOT for second jobs. Add more with a comma, last member should have a semicolon setarray .not_3rdjob$[0], "amatsu", "gonryun", "geffen"; // Same as above, but for third jobs .not_2ndjob_size = getarraysize(.not_2ndjob$); .not_3rdjob_size = getarraysize(.not_3rdjob$); for ( .@i = 0; .@i < .not_2ndjob_size; .@i++ ) setmapflag .not_2ndjob$[.@i], mf_loadevent; // Thx to Keyworld <3 for ( .@i = 0; .@i < .not_3rdjob_size; .@i++ ) setmapflag .not_3rdjob$[.@i], mf_loadevent; end;OnPCLoadMapEvent: if ( eaclass() & ( EAJL_UPPER | EAJL_2 ) ) { // Player is 2nd trans job while ( strcharinfo(3) != .not_2ndjob$[.@i] && .@i < .not_2ndjob_size ) .@i++; } else if ( eaclass() & EAJL_THIRD ) { // Player is the 3rd job while ( strcharinfo(3) != .not_3rdjob$[.@i] && .@i < .not_3rdjob_size ) .@i++; } else end; if ( .@i != .not_2ndjob_size || .@i != .not_3rdjob_size ) { dispbottom "You're not supposed to be here..."; warp "SavePoint",0,0; } end;}... hmm .. why this {code} doesn't has cut the length ...edit ... oh ... have to refresh the page =/
  4. Upvote
    AnnieRuru got a reaction from pan in [ Req ] Npc Reward Player online   
    try not to use attachnpctimer unnecessary
    attachnpctimer I only use them in 1 scenario
    which use in botkiller script to kick players which doesn't answer in a certain time period
    means, only use in a npc dialog script
     
    because if this script already uses attachnpctimer,
    if there is other script use attachnpctimer again, the timer wouldn't run anymore
     
     
    for this kind of script, I rather use sleep2
    http://rathena.org/board/topic/90989-hourly-points-help/?p=238289
  5. Upvote
    AnnieRuru reacted to Ind in Reduce the price of all items   
    yes, the values in use officially were those before that packetver. we did not swap ours (in the db files) as rathena did because we found it to be an unnecessary burden on the users.
  6. Upvote
    AnnieRuru reacted to Ind in Reduce the price of all items   
    I don't think you're getting the point, it means client devs have swapped the ids on packetver 20080827 onwards, therefore we have to swap it accordingly with the packetver, either one way or another, in order to support a high range of clients
  7. Upvote
    AnnieRuru got a reaction from Triedge in Party Commands.   
    I did bg_pvp script in rathena forumwithout source modification
    http://rathena.org/board/topic/73801-can-someone-fix-this-for-me-thank-you/?p=154091
    http://rathena.org/board/topic/90734-annieruru-custom-bg/?p=236961
     
    with source modification
    http://rathena.org/board/topic/73755-requesting-3v3-event-semi-bg-type-blue-team-vs-red-team/?p=172997
     
    what you need to do is, use source modification and put every party member into a team with setbgid
     
    and if you test my script, you'll immediately notice there is an advantage over party system
    -> the party system counted every single player on the map,
    if there is 3 players on team A and 4 players on team B, it will display 1/7 at the right down corner of the screen
    -> the battleground system has bg_updatescore, which you can use the scoreboard manually display the score in any way you like
  8. Upvote
    AnnieRuru got a reaction from evilpuncker in Party Commands.   
    I did bg_pvp script in rathena forumwithout source modification
    http://rathena.org/board/topic/73801-can-someone-fix-this-for-me-thank-you/?p=154091
    http://rathena.org/board/topic/90734-annieruru-custom-bg/?p=236961
     
    with source modification
    http://rathena.org/board/topic/73755-requesting-3v3-event-semi-bg-type-blue-team-vs-red-team/?p=172997
     
    what you need to do is, use source modification and put every party member into a team with setbgid
     
    and if you test my script, you'll immediately notice there is an advantage over party system
    -> the party system counted every single player on the map,
    if there is 3 players on team A and 4 players on team B, it will display 1/7 at the right down corner of the screen
    -> the battleground system has bg_updatescore, which you can use the scoreboard manually display the score in any way you like
  9. Upvote
    AnnieRuru reacted to Beret in Update mapzone   
    I believe that mapzone is the best setting ever created, the facility that allows the modifications, I suggest adding a few more options as aegis and also a @reloadmapzone command that allows me to read again the configuration without having to relogin to the server.
     
     
    Noticed that the aegis there are some settings that hercules has not yet, let me tell you some.
     
     
    ADD_PROPERTY
     
    Here is the famous mapflag just needs updates as the aegis
     
    Example:
     
    ADD_PROPERTY(TELEPORT, TRUE); //텔레포트ADD_PROPERTY(NOTREMEMBER, TRUE); //기억ADD_PROPERTY(PARTY, FALSE); //같은파티PK불가 ADD_PROPERTY(GUILD, FALSE); //같은길드PK불가ADD_PROPERTY(DISCONNECT_NOTREMEMBER, TRUE);// 접속종료시기억금지 ADD_PROPERTY(CALLMONSTER, FALSE);  
    ADD_BLOCK_EQUIPITEM
     
    This blocks the item and cannot equip while with the item equipped
    ADD_BLOCK_EQUIPITEM("Phen_Card"); // Phen_Card 사용 불가ADD_BLOCK_EQUIPITEM("Orleans_Gown"); // Orleans_Gown 사용 불가ADD_BLOCK_EQUIPITEM("Blood_Butterfly_Card"); // Blood_Butterfly_Card 사용 불가  
    ADD_BLOCK_BUFF
     
    Blocks the effect on a zone, will not get bonuses even using the skill
    ADD_BLOCK_BUFF("EFST_ENDURE");  
    ADJUST_TRAP_DURATION
     
    We need an update here too, here is the adjust_unit_duration we need a mapflag update for zones.
    ADJUST_TRAP_DURATION (HT_LANDMINE, 400); // 랜드마인ADJUST_TRAP_DURATION (HT_BLASTMINE, 400); // 블래스트 마인ADJUST_TRAP_DURATION (HT_SANDMAN, 400); //샌드맨ADJUST_TRAP_DURATION (HT_SHOCKWAVE, 400); //쇼크웨이브트랩ADJUST_TRAP_DURATION (HT_SKIDTRAP, 400); //스키드트랩ADJUST_TRAP_DURATION (HT_ANKLESNARE, 400); //앵클스네어ADJUST_TRAP_DURATION (HT_CLAYMORETRAP, 400); //크레모어 트랩ADJUST_TRAP_DURATION (HT_TALKIEBOX, 400); // 토키 박스ADJUST_TRAP_DURATION (HT_FREEZINGTRAP, 400); //프리징_트랩ADJUST_TRAP_DURATION (HT_FLASHER, 400); //플래셔
  10. Upvote
    AnnieRuru got a reaction from evilpuncker in Party Commands.   
    in my opinion, these party related script commands are absolute ... I never use them
    better just learn how to use battleground
     
    and there's a flaw about party_create and then party_addmember
    which needs to use sleep in between them because it needs to transfer the data from char-server.exe
     
    battleground system however, is entirely calculated inside map-server.exe, which doesn't have this kind of bug
  11. Upvote
    AnnieRuru got a reaction from Tzuridis in Slavele   
    http://www.eathena.ws/board/index.php?s=&showtopic=177722&view=findpost&p=1001559
     
    abuse the event labels
     
    the only down side of using this trick is your server will spam error message like
    cannot find label clonecheck::On150000
    but the script works perfectly fine
  12. Upvote
    AnnieRuru reacted to Cydh in Ragnarok Episode Timeline   
    and if from idRO, some info that I got:
    [*]Episode 2: they also added "Cute Pet" system at that episode. [*]Episode 3: they also added status change: Poison, Frozen, Sleep, Blind, Stun, Hiding [*]Episode 4: they also added Turtle Island, Monster Skill, also Guild Skill [*]Epsiode 5: they also added Class 2-2, added/modified some effects (status changes, skill animation, warp animation), Novice can't use weapon level 3 or above, added NPC Refiner [*]Episode 6: added some emotions?   [*]Episode 7: - [*]Episode 8.1.1 (idRO called it 8): Divorce added! [*]Episode 8.1.2 (idRO called it 8.1): New Payon, Novice Training Ground, NPC Red Potion Trader, Hair Stylist at Alberta (Veronica, alberta_in 55 142), Kafra storage from 100 to 300.  [*]Episode 8.2: also added Battle Arena, Inn System, Buff Save System (idRO added this episode with name "Asian Journey", Ayothaya, Jawaii, and Louyang are added here)  [*]Episode 9: added Adoption system [*](idRO) Episode 9.1: "Guild Skill Reloaded": added new guild skills, guild skill tree, party/organize system. [*](idRO) Episode 9.2: "Godly Item"  [*](idRO) Episode 9.3: "Love for You", (what an epic name is it. >_<) Wedding skills are added here  [*]Episode 10.1 (idRO is episode 10): also added Yuno area (fields?), Geffenia Dungeon, Aldebaran Turbo Track  [*]Episode 10.2: Lighthalzen mean Homunculus, Lighthalzen Dungeon (Bio Lab), also Juperos Dungeon [*]Episode 10.3: Taekwon Boy, Cooking, Thanatos Tower, Abyss Lake and Abyss Lake Dungeon  [*]Episode 10.4: Gunslinger, Hugel, Odin Shrine, Kiel Hyre, Mini Games (Bingo!), Moved Hunter guild from Payon to Hugel, Blacksmith guild from Geffen to Einbroch, Mastela Fruit is being sold by NPC at Hugel @8,500Z, Added Airplane route to Hugel.  [*](idRO) Episode 10.5: Ninja, Monster Race, Marvelous Medal Hugel (Hugel mini games reward?), Marvelous Medal Einbroch (Einbroch mini games reward?) [*]Episode 11.1 (idRO episode 11): also added Ice Dungeon, Equipment sets (Angelic, Morpheus, Morrigane, Goibne, Odins, Valkyrie, etc), Slot system,  [*]Episode 11.2: also added Thor Volcano, Novice Castle, and hmm BoE (Battle of Emperium)? Reading System and New MVP Skills   [*] Episode 11.3: beside Nameless Island, also added Monastery Abbey, another emoticon, GvG room.  [*]Episode 12: - [*]Episode 13.1: - [*]Episode 13.2: - [*]Episode 13.3: - [*]Afterthat, Lyto didn't tell the episode anymore, just the title. /swt

  13. Upvote
    AnnieRuru reacted to kisuka in Ragnarok Episode Timeline   
    This is a work in progress. Parts will be added as they are organized.
     
    This topic will list out the major episode releases of kRO and the updates under them. This is to keep track of what episodes had which updates. This will assist us in making sure we aren't missing anything in Hercules. The dates below are for Main server release, not RE/Sakray testing period.
     
    * Note: Official Hercules Developers and High Council members have permission to add or modify this list.
    2002.08.03: Episode 1.0 : Start of the Adventure
    2002.12.17: Episode 2.0 : Lutie
    2003.02.04: Episode 3.0 : Comodo
    2003.05.02: Episode 4.0 : War of Emperium
    2003.07.15: Episode 5.0 : Yuno
    2003.10.07: Episode 6.0 : Global Project
    2003.10.11 : Amatsu 2003.10.11 : Kunlun / Gonryun 2003.11.25 : Weddings/Marriage 2004.01.13 : Super Novice 2004.01.30: Episode 7.0 : Umbala ~ Village of the Utan Tribe
    2004.02.02 : 2-1 and 2-2 class in Sakray 2004.02.24: Episode 8.1.1 : Niflheim ~ City of the Dead
    2004.12.23: Episode 8.1.2 : Louyang & Jawaii
    2004.12.23: Episode 8.2 : Ayothaya
    2005.01.18: Episode 8.3 : Payon Remodelling
    2005.05.12: Episode 9.0 : Rebirth
    2005.09.21: Episode 10.1.1 : The Sign & Geffenia Dungeon
    2005.09.22: Episode 10.1.2 : Einbroch
    2006.02.24: Episode 10.2 : Lighthalzen
    2005.08.16: Episode 10.3 : Noghalt
    2006.12.28: Episode 10.4 : Hugel
    2007.04.20: Episode 11.1 : Rachel
    2007.09.10: Episode 11.2 : Veins
    2007.04.10: Episode 11.3 : Nameless Island
    2007.04.10 : Mercenary System 2007.10.17: Episode 12 : Satan Morroc
    2007.10.17 : Moscovia 2007.11.21 : WoE: SE (Schwaltzvald) 2007.11.21 : WoE: SE (Arunafeltz) 2007.12.05 : World Map System 2007.12.10 : Battlegrounds 2007.12.12 : Endless Tower & Sealed Shrine 2008.06.25 : Episode 13.1 : Ash Vacuum
    2008.08.25 : Poring Wars 2008.11.19 : Improved Pet System 2008.12.17 : Episode 13.2 : Encounter
    2008.12.23 : New Pets 2009.02.25 : Hidden Slot Enchantment 2009.03.11 : Endless Tower Fixes 2009.04.08 : New Hairstyles 2009.06.17 : Renewal Release (3-1 Jobs) 2009.08.19 : Brasilis 2009.10.14 : 3-2 Jobs 2009.12.23 : Episode 13.3 : El Dicastes
    2010.03.17 : Party Recruiting System 2010.03.31 : Baby 3rd Jobs 2010.05.12 : Purchasing Shops. Sorcerer Spirit System 2010.06.30 : Episode 14.1 : Bifrost
    Memorial Dungeon, Misty Labyrinth Forest. 2010.07.28 : Equipment Synthesis, Costume System. 2010.08.18 : Search Vending Shops 2010.09.29 : Indonesia Localized Map, Dewata 2010.11.24 : Cat Hand HQ / Malangdo Island Item Mall Icon Level 86~99 Eden Group Quests on 2nd Floor Floor 6 added to Izlude Dungeon (Only available to Gold Netcafe Users) Grave Markers (MVP or major monster dies, it leaves a grave marker that shows the time of death and who killed it. The gravestone will remain until the monster respawns.) New Mounts
      2010.12.29 : Super Novice Expansion 2011.03.09 : Replay System 2011.03.30 : Biolabs 4th Floor 2011.05.25 : Thanatos Tower Changes. 2011.06.29 : (WoE1 Renewal) Number of forts reduced from 5 to 4 in WoE1 castles. Guild Investment System (Hall of Abyss). New Guild Dungeon
      2011.08.17 : 7x7 Padding around NPCs. 2011.08.31 : (Class Balance + Homunculus S) Large number of class balancing improvements. Homunculus S
      2011.09.28 : Philippines localized map, Port Malaya. [1] [2] 2011.11.02 : Kagero and Oboro Job Classes [1] [2] 2011.11.16 : New Alberta. 2011.11.30 : Eden Quests for levels 100~110. 2011.12.07 : Nightmare mode for Pyramid Dungeon. 2011.12.14 : Party System improvements. 2011.12.21 : Episode 14.2 : Eclage
    2011.12.27 : Battlegrounds Queue System 2012.02.08 : New Carts for Mechanics & Genetics. 2012.02.08 : Guild Creation system to no longer allow blank space(s) in the name. 2012.03.21 : Eden Quests for Level 111 ~ 120. 2012.03.21 : Falcon Flute 2012.03.28 : Navigation System. 2012.03.28 : New Izlude + Novice Training Academy + New Character Creation Method (5 copies of Izlude) 2012.04.04 : HP Bars added to Monsters. 2012.04.18 : Changes to Enchanting on Malangdo 2012.04.25 : WoE: Training Edition 2012.04.25 : Transcendent quest to waive the cost of transcending. 2012.05.30 : Old Glastheim memorial dungeon 2012.06.13 : Monster Shadow Size 2012.07.11 : Headgear Synthesis Quests 2012.07.25 : WoE:TE Mini God Item quest + guild and daily quests in siege areas. 2012.08.14 : Job EXP increased from Monsters with lvl 100+. 2012.08.22 : Heroes' Trails (Part 1) Faceworm Nest, Memorial Dungeon. Sarah's Memory, Memorial Dungeon.
      2012.08.22 : Memorial Dungeon, Wave. Added new Eden quests for level 121 ~ 130 range Max base level changed from 150 to 160/50. Skill Timers
      2012.09.19 : Champion Mobs. 2012.10.10 : Ranger Falcon changed to Owl. 2012.10.17 : Heroes' Trails (Part 2) Devil's Tower Memorial Dungeon Cursed Knight Memorial Dungeon Geffen Magic Tournament Memorial Dungeon
      2012.10.31 : Eden Quests for levels 131~140. 2012.12.18 : Horror Toy Factory Memorial Dungeon 2012.12.18 : Shadow System 2012.12.28 : Episode 14.3 : Decisive Battle (Part 1)
    2013.02.20 : Equipment Comparison System 2013.03.13 : 'Clock Tower Dungeon' Nightmare Mode. 2013.03.20 : Episode 14.3 : Decisive Battle (Part 2)
    2013.03.20 : Level Increased to 175 / 60. 2013.03.20 : New Third Class Skills 2013.05.22 : Max Zeny Vending Price = 1 Billion Zeny. 2013.06.12 : Bank System 2013.06.26 : Clan System (Golden mace Guild, Sword Guild, Crossbow Guild and Rod Guild) 2013.07.03 : Episode 15.1 : Fantasmagorica
    Lots of NPC placement changes. 5 New Quests Memorial Dungeon, Charleston Factory New Items 2013.07.31 : Rebellion Class 2013.08.02 : Rebellion Weapons 2013.08.14 : New Clothing Dyes for Kagerou & Oboro classes. 2013.08.21 : Max HP Limits (lvl 99 = 330k, 150 = 660k, 175 = 1.1m) 2013.09.25 : Heroes' Trail Part (Part 3) Fenrir and Airship Assault Memorial Dungeons.
      2013.12.17 : Nightmare Biolabs 2013.12.23 : Episode 15.2 : Memory Record
    2014.01.08 : New World Map. 2014.01.22 : Shop History (Buy/Sell Log) 2014.03.12 : Eden Group Market Hall 2014.04.16 : Summons & Homunculus S Update 2014.08.06 : Monster EXP Increased (Base 75% & Job 100%) 2014.08.06 : Monster HP/ATK Adjustment 2014.09.16 : WoE TE Items 2014.10.07 : Lucky Roulette 2014.10.07 : Pet Evolution 2014.10.28 : Infinite Space 2014.11.05 : Clan System 2014.11.11 : RoDex (Revamped Mail System) 2015.02.25 : Episode 16.1 : Banquet of Heroes
    2015.02.25 : Achievement and Title System Added 2015.02.25 : Banquet Preparation 2015.02.25 : New Dungeon 2015.02.25 : Honor Tokens and New Enchant Item 2015.07.01 : Infinite Space Dungeon Improvements 2015.10.07 : Item Link System (show your items via PM) 2015.10.07 : Eden Group Revamp (missions changed) 2015.10.14 : Reputation System 2016.01.26 : Styling Shop Interface 2016.03.09 : Episode 16.2 : Terra Gloria
    2016.05.10 : Rebellion Class Changes 2016.08.30 : Card Removal System Update 2016.09.06 : Eden Group Changes (100-140) 2016.12.07 : Rock Ridge 2016.12.13 : Marriage System Update (Doram x Human) 2016.12.27 : New Dungeon : Illusion of Moonlight 2017.01.03 : Glastheim Changes 2017.01.25 : New Dungeon : Illusion of Vampire 2017.02.21 : New Dungeon : Illusion of Frozen 2017.04.18 : New Dungeon : Illusion of Abyss 2017.05.23 : Party System UI Update 2017.06.07 : Autotrading / Vending Overhaul 2017.06.21 : Equipment Replace System 2017.06.21 : Orc Memory Changes 2017.06.27 : Monster Racing Revamp 2017.09.26 : Moscovia Card Updates 2018.03.09 : New Dungeon : Illusion of Teddy Bear 2018.05.04 : New Dungeon : Illusion of Luanda 2018.06.27 : World Map Improvements 2018.07.18 : Episode 17.1 : Illusion
    2018.08.09 : Max Level Increased to 185
  14. Upvote
    AnnieRuru got a reaction from Mumbles in Dynamic menu   
    prontera,150,180,5 script jfhskdfjs 100,{ if ( BaseLevel < 5 ) { mes "only level 5 or above"; close; } mes "asdasd"; next; for ( .@i = 0; .@i < 19; .@i++ ) { if ( countitem( 501 + .@i ) ) { .@menu$ = .@menu$ + "Option "+( .@i +1 )+"!:"; .@option[.@c] = .@i; .@itemid[.@c] = 501 + .@i; .@c++; } } .@s = select( .@menu$ ) -1; mes "selected option no: "+( .@option[.@s] +1 ); mes getitemname( .@itemid[.@s] ); close;}
  15. Upvote
    AnnieRuru reacted to Ind in Server-side manner.txt   
    There you go! I'll write a topic with the documentation and stuff.
    https://github.com/HerculesWS/StaffPlugins/blob/master/shennetsind/manners/manners.c

    There: http://herc.ws/board/topic/3925-server-side-mannerstxt/
  16. Upvote
    AnnieRuru reacted to Ind in Hercules 1st 2014 MegaPatch   
    Hercules: 1st 2014 MEGAPATCH
    Helloooo! Starting 2014 with a boom, yet another outstanding patch from Hercules! Patch Item #1: Scripting Level UP
    Char and account variables overhaul They're no longer limited to #define ACCOUNT/GLOBAL_REG_NUM, they're now limitless Their storage capabilities have received a colossal improvement, each numeric variable now uses at least 1/10 the memory it did previously, and we achieved it while increasing speed, simply outstanding as expected from us. Thanks to their quantity no longer being limited, char and account variables now support arrays, i.e. setarray #accreg[y],...; Saving and loading procedures have been improved outstandingly! for instance, previously, if you had 100 char regs but only one had been modified or deleted, map server would need to send all of them and char server would have to re-insert all of them; now only modified or deleted ones are saving, increasing saving speed of both map and char server procedures and decreasing inter-server bandwidth by dinosaur steps. Magnificent Array Improvement (to all variable types) Size limit modified from 127 to ...2 billion! Speed of countless array operations have been improved thanks to new array handling, e.g. whereas previously upon deleting any array it'd set its 127 possible values to 0 (regardless of how many values it actually had) now it only deletes as many members as it possesses getarraysize (the-oh-misleading-function since it returns the arrays' highest index) has been sped up as well thanks to this, and it no longer wastes script stack room on every interaction And the futureThis improvement has open way for many other amazing features, for example, Haruna has designed a foreach implementation for scripting among some other useful enhancements Global account variable handling redesign To clarify, this is that ancient type used on multiple-char-server setups, ##varname, which are present in all servers an accounts logs into, as opposed to #varname which, while account-wide, are considered 'local' to a char server. Saving and loading have been modified to match char/local-acc variable new design, on its own it already is a major speed boost and bandwidth saver, however, it has also improved login servers overall processing speed, thanks to its processing no longer being attached to ordinary account handling, this means that all operations that required login server to use an accounts data (i.e. login/pincode change/ban/block/etca) have been sped up, and use less memory. '.', '.@' and ''' variables write operation speed up trying to write ''' variables outside instances will now print warnings instead of silently doing nothing runtime read/write operations of global/temporary(@) char variables, as well as account variables, have been considerably sped up, whereas previously it'd run a str lookup to find a match for read/write it now uses the variable id, furthermore it now relies on DBMaps to handle the lookup (whereas previously it was a normal loop). Database tables overhaulWe've analysed global reg data storage and we've decided that it not only is a memory waste, it is a processing one as well due to how int and str variables share the same storage, we've analysed global reg data for a number of large servers and have identified most variables are numbers, by a outstanding majority, with that in mind, this patch introduces 6 tables that will improve this drastically. You'll notice this patch's SQL upgrade file will take care of this, and thus migrate the data properly into the new tables. Special Thanks To:
    Haruna ! <3 wouldn't have gotten half of it done if it weren't for Haru, thank you so much sensei! jaBote, for proposing it! Emistry Yommy Streusel Patch Item #2: @autotrade Persistency
    Also known as: @at merchants survive server crashes/restart, as soon as the server starts again they're re-spawned. May be disabled on src/config/core.h by commenting out AUTOTRADE_PERSISTENCY Special Thanks To:
    Haruna! Michieru, this feature wouldn't be out now if it weren't for him, lets all thank him! Dekamaster/Nightroad for helping me on this features original design, 3-4 years ago. Thank you master <3! Link'u!
    Commit Upgrade files #1 (Autotrade) #2 (Scripting Level UP)
  17. Upvote
    AnnieRuru reacted to Haru in Timer sys_tick   
    There were reasons why signed was chosen instead of unsigned. Most operations we do with tick are tick differences, and that kind of operation with unsigned variables requires extra care that's not required with signed ones. There really isn't any benefit in using unsigned in most cases (especially if it's just to say that the variable should never be negative), and I strongly believe the only place where one should use unsigned is where the value isn't used as a plain number, but a bit field or similar. If the point about using unsigned is to allow larger values, well, the int64 overflow will happen about 292 million years from now. I believe that, whichever intelligent life forms will be alive by then, if any, will be able to use a different 'zero', or a larger variable.
     
    This article on the topic is an interesting read: http://www.soundsoftware.ac.uk/c-pitfall-unsigned
  18. Upvote
    AnnieRuru got a reaction from mybitch in Q> How to disable @go command for novice   
    atcommand.c
    if (town >= 0 && town < ARRAYLENGTH(data)) { m = map->mapname2mapid(data[town].map); if (m >= 0 && map->list[m].flag.nowarpto && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE)) { clif->message(fd, msg_txt(247)); return false; } if (sd->bl.m >= 0 && map->list[sd->bl.m].flag.nowarp && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE)) { clif->message(fd, msg_txt(248)); return false; } if ( sd->status.class_ == JOB_NOVICE && sd->status.base_level < 14 ) { clif->message( fd, "You can't use @go while you are still a novice below base level 14" ); return false; } if (pc->setpos(sd, mapindex->name2id(data[town].map), data[town].x, data[town].y, CLR_TELEPORT) == 0) { clif->message(fd, msg_txt(0)); // Warped. } else { clif->message(fd, msg_txt(1)); // Map not found. return false; } }
  19. Upvote
    AnnieRuru got a reaction from akbare in [Suggestion] displaybottom & message colors   
    OMFG !!totally forgotten about channel system
    you are right, NO LIMITATION
     
    I used rathena emulator to get this working fine
    BUILDIN_FUNC(dispbottom) { TBL_PC *sd; if ( script_hasdata(st,4) ) { if ( data_isstring( script_getdata(st,4) ) ) sd = map_nick2sd( script_getstr(st,4) ); else sd = map_id2sd( script_getnum(st,4) ); } else sd = script_rid2sd(st); if ( sd ) { const char* msg = script_getstr(st,2); unsigned short msg_len = strlen( msg ) +1; unsigned int colorcode; if ( script_hasdata(st,3) ) colorcode = script_getnum(st,3); else colorcode = 0xbbffbb; WFIFOHEAD( sd->fd, msg_len + 12 ); WFIFOW(sd->fd,0) = 0x2C1; WFIFOW(sd->fd,2) = msg_len + 12; WFIFOL(sd->fd,4) = 0; WFIFOL(sd->fd,8) = colorcode; safestrncpy((char*)WFIFOP(sd->fd,12), msg, msg_len); WFIFOSET( sd->fd, msg_len + 12 ); } return 0;} BUILDIN_DEF(dispbottom,"s??"),it works !prontera,162,180,5 script kjsdfhksdjf 100,{ dispbottom "test color"; dispbottom "test color", 0xff0000; dispbottom "test color", 0x0000ff; dispbottom "test color", 0xffffff; dispbottom "test color", 0xff00ff; end;}
  20. Upvote
    AnnieRuru reacted to jTynne in [Suggestion] displaybottom & message colors   
    I'm not sure if the two are related, but the #channel system employed in-game currently can display any color the user designates in the conf file (save for #FF00FF I imagine?). I recall the old limitations, but perhaps if they were able to get any color to display in the channel system (replacement for @main; originally released here on Hercules) they can do the same for dispbottom. It'd be nice at least. +1 from me!
  21. Upvote
    AnnieRuru reacted to Olrox in [Showcase] Terminus - From Xenoblade Chronicles   
    1. Concept
     
    Hi I think I will post some work on this board. I really miss some friends like Eurydice, or jTynne <33 that were people that liked my work before. So here I'm showing this map based on a stage of "xenoblade chronicles" for the nintendo Wii. The stage is called Satorl Marsh:
     

     
    This is one of the references I had to do this map.  This is the night version of that stage. The area is characterized by having this kind of trees that are like dead trees with those blue spark lights effects across them, that makes the area look great.
     
    As for pathways and overall style, the map follows a general idea since it is a dungeon. This map has a lot of work with the lightmaps and effects, so as small decoration (took my time to place each tree really). The trees are also custom that I make them to look in that style, since in Ragnarok we don't have these kind of trees.
     
    All together mix a stile of a desolated but beautiful place that was exactly what my customer asked me to recreate. Hope you will like this one. Comments are always appreciated, thank you in advance for taking your time to write a review.
     
     
    2. Features
    [*]Night map with a heavy amount of light presents [*]A lot of effects to make the lights on the trees so as the mist effect that is present in some areas of the map

    3. Video *watch in HD 1080p*
     

     
    4. Screenshots
     
    Some screenshots. There isn't a particular order or purpose on the screens here, just some overview screenshots and maybe some others that has to do with close ups.
     




     

     

     

     

     

     

     

     

     
     
  22. Upvote
    AnnieRuru reacted to Olrox in [Showcase] Rivendel Renovation   
    1. Concept
     
     
    I've been working with a plenty amount of maps, and, here I'm glad to show a revamped version of the original Rivendel map that I did almost 2 years ago (wow time has passed really fast!) the original topic of rivendel can be found here
    .

     

     


     
    This is rivendel as you already know it  And this is how it was before. 2 years ago, that was a pretty quite challenge for me, It was maybe my 2nd time in my life I tried to work in 3D and I was really limited around the area. Those days I didn't know anything around how to handle my own models, I didn't know about optimization, about low poly modeling or mapping textures. It was a long journey to learn these things, but I'm glad to have the chance to rework on this one, with what I can do nowadays.

     
    This map is the first one of a big update that includes a vending area, a field, a dungeon and a lot of stuff. Its really a big project I'm working for one of my customers.
     2. Features

     
    [*]Rivendel Renovation is the same rivendel. it keeps everything as before but it changes: structures, mapping in structures, white style to brown/gray colors, ground, grass and other things.

    3. Video *watch in HD 1080p*
     
     


     
     4. Screenshots
     
    Some screenshots. There isn't a particular order or purpose on the screens here, just some overview screenshots and maybe some others that has to do with close ups.

     

     

     

     

     

     

     

     

     

     
     
  23. Upvote
    AnnieRuru reacted to Olrox in [Showcase] Sword Art Online - Start City   
    1. Concept
     
     
    These days I've been working on a plenty amount of maps. Mind you, I don't show all the requests I have everytime, I kinda try to only show the ones I consider have something new to offer.
     
    Here comes a request I had, that is about a recreation of the starting city of Sword Art Online (SAO)
     

    Some screens of the reference. The screen #1 shows the idea of a circular map, with a square shaped water area on center.
     
    The screen #2 the main plaza and one structure made of gold or bronze I guess, that has a clock on it. The #3 shows the main idea of the houses, main roads, colors, nature eviroment. Last, the screen #4 shows the black mansion, a more detailed view of the arcs aswell.
     
     
    2. Features
    [*]this ended up by becoming a big map, x225 size. [*]A lot of work around modeling from scratch (the arcs, the black structure, the clock structure, those houses, fountains, etc) however, this is the first time I tried to improve more in the texturizing to fit a more RO style.

     
    3. Video *watch in HD 1080p*
     


     4. Screenshots
     
    Some screenshots. There isn't a particular order or purpose on the screens here, just some overview screenshots and maybe some others that has to do with close ups.
     
     

     

     

     

     

     

     

  24. Upvote
    AnnieRuru reacted to Olrox in [Showcase] Colosseum - PvP/GvG or Event Arena   
    1. Concept
     
     
    Hello. This is one of those times that I'm proud to show one of my best maps I've done so far, since it comes with plenty of new features. Coliseum, is really an impressive map, full of life thanks by the use of animation in rigged 3d models.
     
    This is a commision I had, however its not a private map. Its available to anyone who wills to pay/invest on his server. Anyone interested, contact me as usual.
     

     
    The whole main idea was to create a circular colosseum although the ambience style was intended to be a little different than this. I was inspired by the movie -gladiator- where there is a clandestine colosseum outside of Rome where slaves are forced to fight.
     
    I loved those flags that I guess covers the sun/sand in the reference for the spectators. I really had to try that on my map. Thats what I did, and that structure was a must to add animation aswell.


    2. Features
     
    Colosseum comes with new features in mapping that I've been trying so far:
    [*]Rigging and animation in Palm Trees and Flags: This animation is based in bones/articulations and its working thanks by the GR2 project of animated mobs in 3D. They are loaded as none-clickeable NPC in game. Please watch the video to get what I mean!

    [*]The circular core of the colosseum, the stairs, were made and texturized in 3D from scratch. Atm I'm focussing into the way Ragnarok has it textures which for me they tend to have a grainy surface and shadows on some edges. Thats what I did aswell

    [*]Effects like sand, and a dense fog that you can see if you move the camera at a high zoom, gives the feeling I was looking for.

     
    3. Video *watch in HD 1080p*
     
    Please I suggest you to watch the video. This map comes with animation that you can't see on screensshots!

     
     
    4. Screenshots
     
    Some screenshots. There isn't a particular order or purpose on the screens here, just some overview screenshots and maybe some others that has to do with close ups.
     
     

     

     

     

     

     



    Comments are always apreciated. Thank you in advance
  25. Upvote
    AnnieRuru got a reaction from pan in Dynamic menu   
    prontera,150,180,5 script jfhskdfjs 100,{ if ( BaseLevel < 5 ) { mes "only level 5 or above"; close; } mes "asdasd"; next; for ( .@i = 0; .@i < 19; .@i++ ) { if ( countitem( 501 + .@i ) ) { .@menu$ = .@menu$ + "Option "+( .@i +1 )+"!:"; .@option[.@c] = .@i; .@itemid[.@c] = 501 + .@i; .@c++; } } .@s = select( .@menu$ ) -1; mes "selected option no: "+( .@option[.@s] +1 ); mes getitemname( .@itemid[.@s] ); close;}
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