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tedexx

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  1. Like
    tedexx got a reaction from Tsuuu in Extended Vending System v1.8.1   
    Its working man, just not as expected. I think its not reading the battle confs, so you have to put the config variables in the src/plugin file.
     
    /src/plugins/ExtendedVending.c
    int bc_extended_vending = 1; // Enable Extended Vending System int bc_show_item_vending = 1; // Show Currency Name in the Pub of Vending int bc_ex_vending_info = 0; // Show Information about buying int bc_item_zeny = 30002; // ItemID for Zeny, 0 to disable int bc_item_cash = 0; // ItemID for CashPoints, 0 to disable 
  2. Upvote
    tedexx reacted to Temtaime in New life for RO   
    Hi guys !
    Beta v0.3.0 is here !
    Key feature is support of npc shops, yay !
    More info http://aesir.perfontain.ru/forum/topic/15-beta-v030/

  3. Upvote
    tedexx reacted to Temtaime in New life for RO   
    Beta v0.2.2 is here !
    Kafra storage now working
    More info: http://aesir.perfontain.ru/forum/topic/14-beta-v022/
    Support Æsir on Patreon by giving me for a coffee, more coffees, faster releases  https://www.patreon.com/temtaime

  4. Upvote
    tedexx reacted to danielps in League of Legends Map!!   
    Hi guys, i'm almost finishing the league of legends map!
    How good do you think it is? This is only some prints, soon i'll post some more prints!
    When i finish it 100%, i'll sel it, woudl you buy?
    Give me your opinion to improve the map!
     

  5. Upvote
    tedexx reacted to Sephus in BladeCP - An advanced CMS   
    Greetings everyone,
    Today I'm introducing a project that I've been envisioning and working on for a couple of months, a control panel developed using Laravel (currently v5.8) that has quite a few advanced features that no other panel has offered before.
    Feature Insight
    Bootstrap Responsive Design
    The panel by default will come with one bootstrap-based responsive design that is elegant, light coloured and adjusts to screens of all sizes. The panel is also capable of supporting custom themes.
     
    Master Account System
    Create and manage all your game accounts in any server from one main web-account.
     
    Passwords of the master accounts are hashed using bcrypt to ensure safety for all registered users.
    ROGen
    Adapted from @KeyWorld's ROChargen, a library in php that extracts images from sprites and uses resources inside data folders (and not grf files). With the help of this library images of headgears, skill icons, illustrations, item images, monsters and mini maps are can be generated and displayed on web pages.
    Complete Database Libraries
    Using a library with conversions of information in the client folder, the website incorporates in-game information such as skill and item descriptions, quest information and much more.
    Character Overview
    The character overview page is an important part of a user's experience. With the features mentioned above, we're able to display alot of information about one's in-game characters on the fly.
     
    User Profiles
    Additionally, something that's never been seen before in RO CMS or Panels are public user profiles. The ability of a user to view another user's in-game information through the control panel.
    Customisable Email Templates
     
    Administration Section
    The demo for this site is live and available at - http://bladecp.xyz
    ID: [email protected] Pass: abcdef  
    How do I gain access to this awesome panel?
    PM me on discord @Sxyz#0202!
    To get in touch or check out updates on this project, join my discord channel @ https://discord.gg/pWgZHzx
  6. Upvote
    tedexx got a reaction from askafreedom in dropannounce   
    https://github.com/HerculesWS/Hercules/blob/e9daf0e172d5441ec6d264b4056db4f7f3e5780a/doc/item_db.txt#L74
    Its on item_db now.
    DropAnnounce: true/false (boolean, defaults to false) DropAnnounce: Enables global announcement of the selected item when dropped by monster.  
  7. Upvote
    tedexx got a reaction from Strow in Hercules Battlegrounds   
    Read the post, man. Couple posts above you can see the solution. 
     
  8. Upvote
    tedexx reacted to Dastgir in ROCharGen problems   
    You should always use multiple grf(I see you are using palette ~300, which is custom, so you need to put those grf too).
    About other, I guess ROChargen needs grf with specific version (0x200 afaik), though just check that in their docs.
  9. Upvote
    tedexx reacted to Mystery in Apoligies for lack of Activity   
    Hey everyone!
     
    Some of you have left me many messages (here on the forum and on Discord) regarding my activity. Sadly, I've been quite busy working at Summer Camp (hence why I haven't been active much through the summer....). I try to check in whenever I have some time to myself, but it is quite difficult to do so with lack of internet and lack of connection.
     
    Good news is... it's almost done and I'm about ready to get back to my normal routine. Please, if you have any more questions/concerns/ or just want to say hi, don't hesitate to talk to me via PM or Discord! I check Discord more often since I am on my phone more often.
     
    Mystery out!
  10. Upvote
    tedexx reacted to raPalooza~ in New life for RO   
    @Temtaime
    shouldn't we be focusing on the vanilla stuff first? i mean... interface customization would work better through an later API, so we can have an infinite opensource amount of Interfaces withing the community.. even the community helping with the new interface stuff and packets (i'm talking about the juicy new refine system)...

    It's just an idea...

    edit:
    Just trying things out xD here some inspiration for you

  11. Upvote
    tedexx reacted to Temtaime in New life for RO   
    @raPalooza~ yes, vanilla stuff first, but currently there's for example no some UI elements, and there's no difference in the difficulty to make them as original or as something brand new  
  12. Upvote
    tedexx reacted to Dastgir in Ragnarok Unpacked Clients Repository (RUCR)   
    RUCR
    Hello Hercules Community,
    I was working on RUCR this month and I am happy to announce that it's complete. The Site contains all Ragexe(upto 2016-07) and RagexeRE from 2014, fully unpacked.
    It would be great if there will be no mirrors, I would be keeping this web up and running, so mirrors won't be needed.
    Also, if you find any clients missing, you can post it here, and I will check if that can be uploaded.
     
     
    Repo Link: DISABLED
    Enjoy
     
  13. Upvote
    tedexx reacted to Temtaime in New life for RO   
    Hello guys !
    I'm sorry for such a delay, but i have some troubles IRL, and while i'm the only one who develops this client, there was no news.
    Æsir made a big step, many basic features are now accessible. It's not so much comparing with korean client, but it's a good start. With time, features will multiply.
    You can download and try it right here.

  14. Upvote
    tedexx reacted to hemagx in [RELEASED] RO Hooks, a nice set of modifications for your client   
    Hello! ~
    * Introduction
    RO Hooks is a paid project, which will allow a set of custom abilities to your client, such as player name coloring, server side GM sprite and such; It is is meant to be a way to edit this old dead game client to add things either improving player's experience or giving the ability to have new of content or to give your players something special.
     
    * What do we have currently
    GM Clothes and Robot Clothes controller server side (Robot Clothes is a Special Event Sprite) Player Name coloring (Server-side) Item Name Coloring (Client-Side) Messages Timestamp "inspired by Project Chaos RO (nachtwolke.ai4rei.com)" More to come  
    * Pictures
    - GM and Robot Clothes


    - Name Coloring




    - Colorizing Item Names (Configure client side, could be applied to any kind of items)

    - Messages Timestamp

    * Which Clients are supported?
    Pretty much anything 2012-04 and onward, older clients are also supported upon request.
    * Is there anything more? when is this supposed to be release? And can we suggest something?
    There's still other futures which will be announced soon, I'm pretty much working everyday to find something newer.
    It will be released as soon as we have enough set of custom futures, also any suggestions for features is more than welcome, as soon as anything new finished i will announce it here. Also as soon as it's ready for sell I will get a Paid Service topic.
     
  15. Upvote
    tedexx reacted to Cero in Greetings! I'm Cero   
    Hello! It's a pleasure to meet you all. I'm Cero, I've been playing RO inconsistently for around 5-6 years. I found this forum while trying to broaden my knowledge on RO development. Recently, I've begun working on a Ragnarok server project. From the threads I've read on beginner rAthena and Herc scripting, everyone here seems nice and ready to offer help. I'll be around the forums posting about scripting and paid services mainly, I hope for my stay here to be a long one, and one to remember with all of you. Thanks and have a nice day! ^_^
  16. Upvote
    tedexx reacted to meko in Deprecated Features   
    List of deprecated script commands and Hercules features

    (2017)
    misceffect() specialeffect2() pow() useatcmd()  
    v2018.06.03
    pcblockmove()  
    v2019.03.10
    UDT_MAPIDXY and UDT_WALKTOXY constant  
    v2019.04.07
    petstat()  
    v2019.05.05
    debugmes()  
    v2019.11.17
    getguildname() getguildmaster() getguildmasterid()  
     
    Future deprecations:
    ⚠️ Please avoid using those commands in new scripts
    menu()
  17. Upvote
    tedexx reacted to meko in Can't open guild storage   
    Can you please confirm the hash of this "latest" revision that you are using? should appear on top when you start map server
  18. Upvote
    tedexx reacted to Mystery in Hercules, welcome to IPB4   
    Hey everyone,
     
    It has been long overdue to bridge over to IPB4... but we are finally here. We ran into a few issues with the transition but we got the forum running within an hour. The forum is now accessible for everyone (maintenance is over), but keep in mind that there are still batches being processed in the backend which may make your experiences in browsing / posting sluggish. Over the next few hours/days, I will be working on the forum; reorganizing a few things, fine tuning, etc.
     
     
    If you run into any issues, don't hesitate to bring them to my attention! 
  19. Upvote
    tedexx reacted to meko in Array manipulation functions   
    View File Array manipulation functions
    This script provides various array manipulation functions, and more might be added in the future.
    All of those functions (except the arithmetic ones) work with both integer and string arrays.
    The start of the array is always implicitly index 0, unless an index is specified, ie @array[index]



    array_pad(<array>, <size>, <value>)
    pads the array left or right with <value> until it reaches <size> size. If <size> is negative it will pad left.
    > returns the number of added entries
    setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_pad(.@foo, 8, 69); // => 3 // array is now: 1, 2, 3, 4, 5, 69, 69, 69 setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_pad(.@foo, -8, 69); // => 3 // array is now: 69, 69, 69, 1, 2, 3, 4, 5


    array_replace(<array>, <needle>, <replacement>{, <neq>})
    finds every occurrence of <needle> within the array and replaces it with <replacement>. if <neq> is true, finds entries that do not match instead
    > returns the number of changed entries setarray(.@foo, 1, 1, 3, 1, 5); // initialize the array array_replace(.@foo, 1, 69); // => 3 // array is now: 69, 69, 3, 69, 5


    array_find(<array>, <needle>{, <neq>})
    finds the first occurrence of <needle> within the array. if <neq> is true, finds entries that do not match instead
    > returns the index, or if none is found returns -1 setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_find(.@foo, 3); // => 2 array_find(.@foo, 1); // => 0 array_find(.@foo, 6); // => -1


    array_rfind(<array>, <needle>{, <neq>})
    like array_find, but finds the last occurrence. if <neq> is true, finds entries that do not match instead
    > returns the index, or if none is found returns -1 setarray(.@foo, 1, 2, 3, 4, 3); // initialize the array array_rfind(.@foo, 3); // => 4 array_rfind(.@foo, 4); // => 3 array_rfind(.@foo, 6); // => -1


    array_exists(<array>, <needle>{, <neq>})
    very similar to array_find() but it instead just checks if it exists or not. if <neq> is true, finds entries that do not match instead > returns true or false setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_exists(.@foo, 3); // => true array_exists(.@foo, 6); // => false


    array_count(<array>, <needle>{, <neq>})
    similar to array_find() but iterates through the whole array. if <neq> is true, finds entries that do not match instead
    > returns the total number of occurrences of <needle> setarray(.@foo, 1, 69, 3, 69, 5); // initialize the array array_count(.@foo, 69); // => 2


    array_entries(<array>)
    a wrapper around array_count(). behaves similarly to getaraysize() but does not count holes
    > returns the number of non-empty entries setarray(.@foo, 1, 2, 0, 0, 5); // initialize the array getarraysize(.@foo); // => 5 array_entries(.@foo); // => 3



    array_remove(<array>, <needle>{, <neq>})
    finds and removes every occurrence of <needle> from the array, while shifting left. if <neq> is true, finds entries that do not match instead
    > returns the number of removed entries setarray(.@foo, 1, 69, 3, 69, 5); // initialize the array array_remove(.@foo, 69); // => 2 // array is now: 1, 3, 5


    array_reverse(<array>)
    reverses the array
    > returns true setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_reverse(.@foo); // => true // array is now: 5, 4, 3, 2, 1


    array_sum(<array>)
    iterates through the whole array to perform an arithmetic addition
    > returns the sum of every entries of the array setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_sum(.@foo); // ((((1 + 2) + 3) + 4) + 5) => 15


    array_difference(<array>)
    iterates through the whole array to perform an arithmetic subtraction
    > returns the difference of every entries of the array setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_difference(.@foo); // ((((1 - 2) - 3) - 4) - 5) => -13


    array_product(<array>)
    iterates through the whole array to perform an arithmetic multiplication
    > returns the product of every entries of the array setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_product(.@foo); // ((((1 * 2) * 3) * 4) * 5) => 120


    array_quotient(<array>)
    iterates through the whole array to perform an arithmetic division
    > returns the quotient of every entries of the array setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_quotient(.@foo); // ((((1 / 2) / 3) / 4) / 5) => 0


    array_shift(<array>)
    removes the first entry of the array, while shifting left
    > returns the value of the removed entry setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_shift(.@foo); // => 1 // array is now: 2, 3, 4, 5


    array_unshift(<array>, <value>)
    adds <value> to the start of the array, while shifting right
    > returns the new size of the array setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_unshift(.@foo, 69); // => 6 // array is now: 69, 1, 2, 3, 4, 5


    array_pop(<array>)
    removes the last entry of the array
    > returns the value of the removed entry setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_pop(.@foo); // => 5 // array is now: 1, 2, 3, 4


    array_push(<array>, <value>)
    adds <value> to the end of the array
    > returns the new size of the array setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_push(.@foo, 69); // => 6 // array is now: 1, 2, 3, 4, 5, 69


    array_shuffle(<array>)
    shuffles the array
    > returns true setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_shuffle(.@foo); // => true // array is now: 1, 4, 2, 3, 5 (example, unpredictable)


    array_unique(<array>{, <threshold>})
    allows array entries to appear up to <threshold> times (1 by default) and removes the extraneous ones. useful to remove duplicate entries
    > returns the number of removed entries
    setarray(.@foo, 1, 3, 3, 4, 5); // initialize the array array_unique(.@foo); // => 1 // array is now: 1, 3, 4, 5


    array_diff(<base array>, <array>{, <array>...}, <result array>)
    compares the base array against one or more other arrays and fills the result array with the entries in base array that are not present in any of the other arrays
    > returns the number of entries not found in other arrays
    setarray(.@base, 1, 2, 3, 4, 5, 6, 7, 8); // initialize the base array // fill the arrays to compare with the base array: setarray(.@foo, 2, 3, 4, 5, 6, 7, 8); // missing "1" setarray(.@bar, 1, 2, 3, 4, 6, 7, 8); // missing "5" setarray(.@baz, 1, 2, 3, 4, 5, 6, 7); // missing "8" // compare foo, bar and baz against base, and fill result: array_diff(.@base, .@foo, .@bar, .@baz, .@result); // => 3 // .@result is now: 1, 5, 8


    array_filter(<array>, "<function>")
    filters the array using a function that is tested against every entries. if the function returns false, the relevant entry is removed and the array is shifted left
    > returns the number of removed entries
    function script is_prime { if (getarg(0) <= 1) return false; for (.@i = 2; .@i <= getarg(0) / 2; ++.@i) if ((getarg(0) % .@i) == 0) return false; return true; } setarray(.@foo, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15); array_filter(.@foo, "is_prime"); // => 9 // array is now: 2, 3, 5, 7, 11, 13


    array_sort(<array>)
    sorts the array in ascending order
    > returns true
    setarray(.@foo, 2, 1, 8, 4, 5, 7, 6, 3); // initialize the array array_sort(.@foo); // => true // array is now: 1, 2, 3, 4, 5, 6, 7, 8


    array_rsort(<array>)
    sorts the array in descending order
    > returns true
    setarray(.@foo, 2, 1, 8, 4, 5, 7, 6, 3); // initialize the array array_rsort(.@foo); // => true // array is now: 8, 7, 6, 5, 4, 3, 2, 1



    Requires Hercules of June 24 2017 or newer version


     
    --------------------------------------------------------------------------------------
    This script was made by me, for The Mana World + Evol.
    License: public domain (CC0)
    Submitter meko Submitted 05/29/17 Category Quest, Shops, Functions & Algorithms  
  20. Upvote
    tedexx reacted to meko in Randomization helper functions   
    View File Randomization helper functions
    This script provides syntactic sugar for randomization.
    Works fine with both strings and integers.
     
     
    any(<arg>{, <arg>{, ...}})
    > returns a random argument from the passed arguments
    emotion(any(e_hmm, e_grat, e_yawn)); // do any of those 3 emotes  


    any_of(<array>)
    > returns a random entry from the passed array setarray(.@foo, 1, 2, 3, 4); // build the array // ... later in the code: mes(any_of(.@foo)); // print any number from the array  


    relative_array_random(<array: 0, {[value, probability]...}>{, <recalculate>})
    a more powerful version of any_of(), which allows to assign arbitrary probabilities to every entry instead of being rand(size) for every one.
    the first value of the array is reserved and must be 0, and every entry must be a tuple of [value, probability].
    if the array is modified between invocations please pass true as second argument to re-calculate the total probability.
    probabilities are arbitrary and can be any number between 1 and INT_MAX.
    > returns the random entry
    setarray(.@foo, 0, // <= always 0 111, 6, 222, 12, // <= [value, probability] 333, 20, 444, 4); relative_array_random(.@foo); // => 333 (example, unpredictable)  
     
     
    --------------------------------------------------------------------------------------
    This script was made by me, for The Mana World + Evol.
    License: public domain (CC0)
    Submitter meko Submitted 05/29/17 Category Quest, Shops, Functions & Algorithms  
  21. Upvote
    tedexx reacted to meko in Area timer functions   
    View File Area timer functions
    This script provides functions to add (or remove) timers to every player in the area or map.
     
     
     
    areatimer("<map>", <x1>, <y1>, <x2>, <y2>, <tick>, "<event>")
    makes all players in the square area call <event> after <tick> ms
    > returns the number of affected players
    areatimer("prontera", 55, 60, 150, 180, 500, "MyNPC:MyEvent");    
     
    areatimer2("<map>", <x1>, <y1>, <x2>, <y2>, <tick>, "<event>")
    identical to areatimer, but also removes any existing timer before adding the new one
    > returns the number of affected players
    areatimer2("prontera", 55, 60, 150, 180, 500, "MyNPC:MyEvent");    
     
    areadeltimer("<map>", <x1>, <y1>, <x2>, <y2>, "<event>")
    makes all players in the square area remove their timers for <event>
    > returns the number of affected players
    areadeltimer("prontera", 55, 60, 150, 180, "MyNPC:MyEvent");    
     
    maptimer("<map>", <tick>, "<event>")
    makes all players in the map call <event> after <tick> ms
    > returns the number of affected players
    maptimer("prontera", 500, "MyNPC:MyEvent");    
     
    maptimer2("<map>", <tick>, "<event>")
    identical to maptimer() but also removes any existing timer before adding the new one
    > returns the number of affected players
    maptimer2("prontera", 500, "MyNPC:MyEvent");    
     
    mapdeltimer("<map>", "<event>")
    makes all players on the map remove their timers for <event>
    > returns the number of affected players
    mapdeltimer("prontera", "MyNPC:MyEvent");         globaltimer(<tick>, "<event>")
    makes all players everywhere call <event> after <tick> ms
    > returns the number of affected players globaltimer(500, "MyNPC:MyEvent");  
     
     
     
    Requires Hercules v2018.06.03 or newer version
     
     
    --------------------------------------------------------------------------------------
    This script was made by me, for The Mana World + Evol.
    License: public domain (CC0)
    Submitter meko Submitted 05/29/17 Category Quest, Shops, Functions & Algorithms  
  22. Upvote
    tedexx reacted to meko in Safe string manipulation functions   
    View File Safe string manipulation functions
    This script provides safe string manipulation functions that do not require PCRE to be enabled at compile time, making your scripts more portable.



    startswith("<string>", "<substring>")
    returns true if <string> begins with <substring>
    startswith("hypothermia", "hypo") // true startswith("hypothermia", "hyper") // false


    endswith("<string>", "<substring>")
    returns true if <string> ends with <substring> endswith("hypothermia", "thermia") // true endswith("hypothermia", "glycemia") // false


    capitalize("<string>")
    returns <string> with its first letter being capitalized capitalize("the quick brown fox") // The quick brown fox


    titlecase("<string>")
    returns <string> with the first letter of every word capitalized titlecase("the quick brown fox") // The Quick Brown Fox


    camelcase("<string>")
    returns <string> concatenated in a camelCase fashion camelcase("the quick brown fox") // theQuickBrownFox


    zfill("<string>"{, <width>{, "<padding>"}})
    returns <string> padded to the left up to <width> with <padding> zfill(69, 6, "0"); // 000069 zfill(1337, 6, "0"); // 001337


    format_number(<number>{, "<separator>"})
    formats a number with <separator> format_number(50) // 50 format_number(50000) // 50,000 format_number(5000000) // 5,000,000


    strip("<string>")
    returns <string> without spaces at the beginning or end strip(" the quick brown fox") // "the quick brown fox" strip("the quick brown fox ") // "the quick brown fox" strip(" the quick brown fox ") // "the quick brown fox"


    reverse("<string>")
    returns <string> reversed reverse("Hello world!") // !dlrow olleH


    repeat("<string>", <multiplier>)
    repeats <string> <multiplier> times repeat("Foo", 4) // FooFooFooFoo


    shuffle("<string>")
    returns <string> shuffled
    shuffle("abcdefg") // dgabefc (example, unpredictable)
     
    Submitter meko Submitted 05/29/17 Category Quest, Shops, Functions & Algorithms  
  23. Upvote
    tedexx reacted to Mystery in April 2017 Digest   
    April Digest 2017
    The following digest covers the month of April 1st - April 30th 2017
     
     
    Development Highlights
    Implementation of unit controlling script commands  Implementation of Item Options System Add missing non shuffle packets for 2014 - 2015 years. Unequip arrows when a bow is unequipped. (RE only) add getunits() buildin Fix a null pointer in guild->isallied()  Fix wrong parameters in a call to mapif->party_broken()  Monster Vulture's Eye and Snake's Eye removed Update Status ID Update NPC ID Implemented Official Summer 2 Costume Added oktoberfest_ignorepalette configuration Made prevent_logout effect on log-in optional  Removed hard coded values on @cashmount and setcashmount. Added AB_HIGHNESSHEAL in skill_add_heal_rate configuration Removal of cashfood_use_interval setting. Status effects from Cash Food items cannot be removed by death. expose bank vault to the script engine Removal of rare_drop_announce config. Added job checks for @bodystyle command  Tons of Packets Changes and Information  Remove wrong and duplicate packets for 20150226 Fix non shuffle unused packets in 20140305. Fix shuffle packets for 2014-01-15eRagexe. Move packets ZC_SELECTCART and CZ_SELECTCART into past into correct date Fix shuffle packets for 2015-10-01aRagexe. Added the correct PACKETVER Date for MSG_NPC_WORK_IN_PROGRESS message. Add encryption packets for 2016 RE clients. New Packet Additions: 2015-01-07aRagexeRE | 2015-01-14aRagexe | 2015-01-28aRagexe | 2015-02-04aRagexe | 2015-02-25aRagexeRE | 2015-02-26aRagexeRE | 2015-03-11aRagexeRE | 2015-03-25aRagexe | 2015-04-01aRagexe | 2015-04-22aRagexeRE | 2015-04-29aRagexe | 2015-05-07bRagexe | 2015-05-27aRagexe | 2015-06-17aRagexeRE | 2015-06-18aRagexeRE | 2015-08-19aRagexeRE | 2015-08-26aRagexeRE | 2015-10-07aRagexeRE | 2015-10-14bRagexeRE | 2015-10-28cRagexeRE | 2015-11-18aRagexeRE | 2015-12-02bRagexeRE | 2015-12-23bRagexeRE Additional Shuffle Packets 2016-01-27bRagexeRE | 2016-02-03aRagexeRE | 2016-02-17cRagexeRE | 2016-03-02bRagexeRE | 2016-03-09aRagexeRE | 2016-03-30aRagexeRE | 2016-05-11aRagexeRE | 2016-05-25aRagexeRE | 2016-06-08aRagexeRE | 2016-06-15aRagexeRE | 2016-06-30aRagexeRE | 2016-07-06cRagexeRE | 2016-07-13bRagexeRE | 2016-07-20aRagexeRE | 2016-07-27bRagexeRE | 2016-08-31bRagexeRE | 2016-09-07aRagexeRE | 2016-09-21bRagexeRE | 2016-10-12aRagexeRE | 2016-10-26bRagexeRE | 2016-11-09bRagexeRE | 2016-12-07eRagexeRE | 2016-12-14bRagexeRE | 2016-12-21aRagexeRE  
    Database Highlights
    Novice SP Table correction Fix wrong level check for MC_CHANGECART skill Implemented official Giant Fly Wing Effect Update GX Poison items Update Rune Knight Runes & Ores  
     

     
    New script commands: chr ord gettimer getunits getvariableofpc can_use_command has_permission addchannelhandler removechannelhandler setunitdata getunitdata getunitname setunitname getequipisenableopt getequippedoptioninfo getequipoptioninfo setequipoption navigateto   Modified script commands (extra parameters): strcharinfo strnpcinfo addtimer deltimer addtimercount checkoption checkoption1 checkoption2 setoption warpparty warpguild classchange   New params: BankVault  
    Big projects currently in development:
    Implementation of the official Clan system Implementation of the official RoDEX system Implementation of the official Achievements system Complete rewrite of the map cache system  
     Thanks to Meko for posting this information and helping out! 
     

     
    April Statistics
    During the period there were 147 Commits. 31 Commits from Pull Requests with 8 Bugs* fixed from merged issues.  
    *Please note: Bug fixes are counted as references to issues; it does not include bugs that have been fixed without issue reference. The number of commits includes those that were merged.
  24. Upvote
    tedexx reacted to Dastgir in Require a certain amount of reputation, posts and time registered to perform Downloads.   
    For me, I don't feel we need any restriction, we are open-source community, putting any restriction will discourage user from using forum and it would give rise to many spam accounts and more importantly, it will lead to increase demand for paid developers and as a result less scripts/mods would be released for free.
  25. Upvote
    tedexx reacted to meko in Require a certain amount of reputation, posts and time registered to perform Downloads.   
    This will just encourage people making spam posts to increase their post count, and encourage creating other accounts to increase reputation. It makes everything cumbersome for everyone. You cannot and should not force people to contribute. You'll just end up driving away possible contributors to other projects (ie rAthena). Most people nowadays prefer to try first, then if they like it they come back and contribute. If people feel forced they just bail.
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