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Showing content with the highest reputation on 01/28/13 in Posts

  1. Hi there! This is a converter that allow users convert their fbx files to rsm format with a better conversion You can get this result easily: Screenshot: Notice: * The converter DOESNT convert scaling animations since rsm doesn't includes these informations. * The converter would ONLY convert the first node of the scene, you have to set the parent-child relationship. * The texture wrap mode of official client is clamping, this means that UV will be valid only between 0.0 - 1.0. * The converter WONT handle skeleton animation, it only handle node animation. * Use 2013.3 version of fbx file is recommended. * 'Smooth Shading' is smooth group shading, the converter can also convert smooth groups. * The converter would automatically convert all opaque textures to BMP, and convert all transparent textures to TGA. * Make sure the dimension of your textures is power of two (256x256, 512x512, 256x512, ...), otherwise the client will resize them without scaling. History: 1.4: * Fixed texture name codepage problem. 1.3: * Fxed texture name case problem. 1.2: * Animation speed more customizable. 1.1: * Fixed animation length problem. * Added animation speed setting. 1.0: * Fixed UV flipping problem. * Fixed texture name locale problem. * Added Rsm to Fbx conversion method. beta 1: * Initial release. Download: RsmConverter 1.4: http://www.mediafire.com/download/ba1xsxgpvkh44wc/RsmConverter20130724.zip Enjoy!
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  2. Briefing & Concept Hi. So, here we are again. Bringing this old prontera edition that I did on the 2009 - 2010 year. This was my first map, and this is the third improvement of this map that, I'm sure most of you allready known. Some days ago, I was talking with one guy, that told me that my Prontera edit, is used among a lot of servers around actually. I was checking the downloads, and, I was really glad by seing the amount of downloads of this prontera edit. Also seems like I'm on the top Authors in --> http://rathena.org/board/files/ when I saw that I just say to me "Holy crap Mercurial is so close!" so I said, I must release something. On the other hand, I just noticed that actually there are a lot of free releases around. The most ones are since Syouji is into the Graphic Moderators team (That, I must give him my congratulations, he certainly deserves that job for helping a lot of guys around) So for all those reasons I decided to do 2 releases. This is the first, and the second is on the way. To all my actual customers that might read this topic... Don't take me wrong, I just worked in some small free times with this one. Your requests are on the way. Video of This map Watch it in HD 720p! Edition of my past Dark Garden Prontera. More garden style. Map in daymode, but with night tones. Black Shadows I know, this is intentional It is a Garden Map, but with an occultist essence/i] Added Ivys and leaves in almost all the structures: houses, walls, buildings, statues.. Added gardens, in south area, north area, swordman guild, and church New design on the north plaza Removed tree in south plaza. I though that the map was so overcharged with 3 big trees. Better to keep only one, to have a better cam vision. Center Overview South Area Houses. With the Ivy Textures Passages. With Dark Garden Statues and Ivy Textures Center. Custom Leaves on tree + new floor texture North passage New North Plaza Church < -- DOWNLOAD LINK --> You can consider to post, or say something to this topic. A rating, a like, a comment. Like the good reception of the first map, Please people don't download only and say nothing. You can allways contribute with a comment. Remember that I'm allways busy with paid requests, as also that in another situation, I would sell this map easily. It is hard to me to do free time, to offer something for free ... but ... I understand the priority of doing free releases to keep the community alive. All the mappers should make at least, one free release for me. So please, in exchange, share, comment, rate. I will really really appreciate that!. Bye, and thanks in advance! and happy download.
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  3. File Name: Alexandria Town from Final Fantasy IX File Submitter: Olrox File Submitted: 28 Sep 2012 File Category: Maps & Textures Video: Content Author: Olrox < -- For Video of this Map Click Me--> *** Note: Map usually has a price of $40.00, but here in rathena has a special price of $35.00 *** Hi. You might remember this map if you have played Final Fantasy IX before. "Alexandria Town" Is a map that recreates that town in Final Fantasy IX as how it shows here in this screen. Alexandria, is a beautiful town that works pretty well for new servers. It has a good work with lighs, high detailed decoration and... it is very unique due to the fact, that it is possible to walk on the roofs of the houses just as how it is in the FF game. For more reference about that last feature, please look at the video. Map includes also 3 indoor rooms, BGM, script portals, etc. I'm sure your server users will love Alexandria. It is certainly a beautiful and fun map. Map Includes: * BGM used in video * Alexandria Town * Inns (x3 total) * Minimap * Script with warp portals that leads to the inns * Instructions to install the map correctly Click here to download this file
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  4. Thanks for your interest in this guide. The main purpose of all these lines is, to have an -advance level- resource for those guys that wish to go further with their map creations. This guide will cover a useful amount of guides that has never been out there before. Yes, this is a compilation of things I have learned so far until this day; there is more mapping than just learning browedit! Requirements You have already read Aeries Browedit tutorial ---> http://rathena.org/b...e-for-browedit/ You have completely learned Syouji Browedit Tutorial ---> http://rathena.org/b...utorial-videos/ You already have experience with mapping. More than just edit maps, I mean, building your own. You have experience doing -re texturizing- Ragnarok Models and you are able to make your browedit read them You are capable to use Image Editors. Photoshop, GIMP, ... whatever. Probably just the basics, like flipping images or cutting an image. Please... Don't ask for support if you have not fullfilled the previous points I'm listing here. Another point: This guide will not contain links to download copyright software. Here, I will only list the software you will need to follow the video tutorials I will add... it is up to you too obtain this software by purchasing it, or Google it. GR2 Granny Custom 3D models in RO Watch in Full Screen at 1080p About: "An example of how you can add your own custom 3D GR2 models as mobs in Ragnarok Online just like the WoE Guardians or the emperium. You can add them as mobs, or even as NPC. Software Requirements: Granny Pack: https://dl.dropboxusercontent.com/u/52175822/Granny.rar Granny Converter: http://rathena.org/board/files/file/3022-granny-converter-by-ricky92/ Umodel: http://www.gildor.org/downloads ActorXImporter: http://www.gildor.org/projects/unactorx RO2 GoTW: https://mega.co.nz/#F!tQwyQCTD!JNEehQnbvdl6Ww5JYo3Kcg If you want to only do a quick test maybe you can download directly the Mejonora already extracted: https://dl.dropboxusercontent.com/u/52175822/mejonora_test.rar Tips & Troubleshoting: FBX to RSM Animated Models Watch in Full Screen at 1080p About: "Importing and doing your own animated RSM Models now it is possible.." Software Requirements: RSMConverter 3.0 by @xarple ---> LINK FBX Converter 2013.3 by Autodesk ---> LINK 3DS Max 2013 or More RSW and GND Maps into FBX Watch in Full Screen at 1080p About: "Think about the possibilities you can have by importing whole Ragnarok Maps and be able to edit them with the all powerful 3DS Max design tool" ... transform ground shapes, into complex structures with curves presents for ex. modify vertices structures of map areas, etc." Software Requirements: ROMAPCONV9 by Xarple LINK FBX Converter by Autodesk LINK 3DS Max 2012 or More Importing and Editing RSM Models into 3DS Watch in Full Screen at 1080p About: "You might know that it is possible to Import 3DS to RSM ... But how about the reverse of this? In this tutorial you will learn How to Import RSM to 3DS And open your possibilities to do complex editions to default Ragnarok Models" Software Requirements: Browedit 3D Object Converter any version. 3DS Max 7 or more. I use ver 9 here. I will try to keep this tutorial updated. Volume 1 is ready, and Volume 2 is under progress... Any Inquiries, suggestion or... thanks! are very well appreciated, and will keep me motivated to add more and more videos of all of these things I have learned in years with a lot of effort!. Thanks to all and don't forget to follow this thread. Have a nice day.~
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  5. Briefing & Concept Hi!. It's me again. Oh yes, you read it right, this is a free release... continue reading! First of all, I must give big thanks to all those members that allways takes their time to rate my work all this time. Really that says a lot for me. I appreciate that very much. In appreciation today, I will release another free map to you. For your server use, for share with your friends, to add it as a plus on your server... to all you want. Sincerely I believe that this community is all about Contributing with something. With whatever you can and you can afford. Thats the main reason that I'm sharing this one today. About the map: If you have played Super Smash Bros Brawl you will surely know about this stage About this map So, what do we have new on this map? This map is my first one of a new concept I tried by an Idea I had with a RO map long ago. I call this a Panoramic Map and I think you will notice it right away. I added space on this map, but by some camera angles edit and there, and doing some work with textures... I could add the effect of a far distance space area, that I hope you will enjoy. I recommend this map to be used only for small same matches of 1 vs 1, or 5 vs 5. Use it on your server for pvp tournaments, as a final stage. Or use it for a small GvG team tournament 2 teams of 5 or 7 users per each. Don't waste this map for a common pvp arena, be smart with your server and add it as a plus as a final stage of a tournament for ex. Anyway the main idea is, that this stage is for versus with the same conditions. That means 1 vs 1 would be epic here. Video ... watch it in HD 720p! HD Screenshot Screens are in Full HD resolution. You can allways hit the image thumbnaill to check the images on full size, and check some details that can only be appreciated in HD resolution. Only 1 Screen Is enough! Yes onnly 1 screen. Why? because this map is mainly a platform where an epic duel battle can be easily made wihout map obstructions. You can check the space decoration, and the final destination imported model on this one. Please check the video for a better idea of how this map is. I think that if you have play Smash Bros Brawl, or Melee, or 64 ... you will recognize this stage right away! and I-m sure you have play one of those before! <-- Download link --> IMPORTANT: Follow INSTRUCTIONS.TXT in your pack for install this map! Support this release! by posting your feedback here like: A comment is Greatly appreciated. A simple reputation makes me happy *A topic rating is allways a good detail from all On the other hand I must say that I'm allways busy with requests... It was very hard to me to make free time to offer this one for public and for free. So if you have time and you can afford a comment or rating... don't be shy! I will greatly appreciate it. Stay in tune for the download link. And take a look at the topic frequently to download this one! Thanks again, and good day to all
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  6. Mainly, I want to propose a change in the internal script structure. There are 2 kind of scripts that I think would be better if reorganize in another way: - Warps - Duplicates I think with an example is easier to understand: Actually: - If you have an NPC duplicated, you usually try to put it in the city/map where it belongs (ex: /npc/re/cities/alberta.txt) - Every warp from a map/zone are in the same file. Proposal: - When you have a duplicate, it should stay in the original script file, with every other duplicate of the same NPC. - In every warp file should be only every warp that teleport you to that zone/region/map, not the warps that actually are in that map. (ex: The warp that teleports you from mjolnir to yuno fields should be in the warps/fields/yuno_fild.txt instead the mjolnir_fild.txt one. The warp that teleports you from yuno field to mjolnir should be with mjolnir warps) Pros: - By this way, you can easyly deactivate or activate zones/maps/region, letting them totally independent. - You will never have problems like a map that is reachable, but from where you cannot come back. (!) - NPCs would be easy to find, searching in the original scripts, instead of looking in the cities files. Cons: - Maybe individual warps would be more hard to find. If you think that is a good idea, I can start helping with this.
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  7. This is a reference list of script-related work that needs to be done. Non-developers may check the status of tasks here, but many links may be inaccessible. If something is not on this list that should be, send me a PM; developers, feel free to add to the list. This is not for bug reports. npc/quests/first_class/ [unassigned] > These are ancient and very repetitive scripts. Separate Cat Agents [unassigned] > Low-priority, purely organizational. Standardize script format [unassigned] > Very low-priority, but should probably be done since the source was standardized.
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  8. File Name: TK Patcher File Submitter: Tokei File Submitted: 27 Jan 2013 File Category: Patchers Content Author: Tokeiburu I've seen many people having issues with the RSU patchers ("Failed to retrieve x file"), so this software attempts to fix these problems. Here's what the appliction looks like : Key features Current downloads can be stopped at any time and resumed later on Downloads can be refreshed by renewing the connection (sometimes, the FTP server doesn't send you as much data as it should, slowing you down a lot) Each patch is applied right after it's been downloaded, so you don't need to start from the beginning everytime The merging is done via GRF Editor's library The GRFs are defragmented automatically (due to the library's speed, there's no need to specify a limit on when to defragment the GRF; it's done everytime the GRF is modified) Sometimes, the FTP server sends the wrong stream offset (causing damaged gpf/rgz files); the software can detect those and ask for a new stream automatically Embedded resources, so only one exe file is required If there is a problem while downloading a file (ex : connection lost or the FTP server closed the stream for no apparent reason), the program will attempt to renew the connection It uses a self-assembly editing "technique" to create new patchers. I've added this feature because of the different official patchers out there. By default, it uses : http://webpatch.ragnarok.co.kr/ with patchRE.txt and ftp://ragnarok.nowcdn.co.kr:20021/Patch/ If you need to change patchRE.txt to patchRE3.txt (to be honest, I have absolutely no idea what the difference is between those two, now I do, thanks Ai4rei), you can generate a new assembly with the Properties icon at the bottom like this : General information This application requires .Net 4.0. This is the major con, because players may not have this library installed by default (even though it's advised to install the .Net libraries for the renewal client). This application has been tested on Windows XP/Vista/7. This is not a replacement for the RSU patchers nor your own patcher (but I don't see why it wouldn't work?). Due to its implementation, if you do not provide a .inf file, the patcher will start at the beginning of the patching list. This means that if you're using patchRE.txt (you should), make sure you have provided all the patches from patchRE3.txt first in your installer, otherwise they will just get skipped (because the patcher only deals with one list). It's also strongly recommended to include the .inf file with your installer, whatever patcher you use. Leave a comment or suggestions ;o, thank you! Click here to download this file
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  9. Briefing & Concept Hello rathena. This is one of those special times were I'm ready to post one of my most beautiful works all the time. A map that goes well for this holiday season and... it is really unique for it. This map is used for event purposes for the server who comissioned me to make it possible. The idea is to celebrate -christmas- in a very innovate way with what I name as "The Ice Palace". I have to say that I had to give all my experience with this one. All these time I have worked with numerous .Winter. style maps: Jazeera Xmas, Icecrown citadel, Prontera Deck Halls, Lake Bresha Map. Each map, have teached me very well that it is NOT the same to deal with making Crystal, Ice, Frost Ice, or Snow. Each element is different and to recreate the presention of the difference of each one is a hard task. All that experience is now present in this palace that is, like something made from a dream. I have to say, the map is beautiful, and I'm really proud of the final result. Hope you will like this work I did with a lot of effort About this map So, what do we have new on this map? Ice Palace is, a really beautiful high class place... made completely with ice!. It was necesary to try some innovations on this map to have this concept sucessfull. I will point 3 of them, that are mentioned in the previous 3 images: Multi Layer Ice Glass: The main dance area that has a big glass on center, is made with, 8 different levels of opacity multilayers textures to have the "frozen" effect. Reflection is added by duplicating the chandelier on top. "Frozen" effect increases by adding frost diffusing light, a technique that I tried first in my Lake Bresha Map Ice Behaviour Interior room Structure: This is really a new concept for interior maps. When I was doing the map I realized that "Ice" grows in no particular way. Ice grows everywhere and it attachs into every possible area it can do. To make a "Rough" room with 4 walls was not a good idea and it would be against the ice principles. The idea was, to make the effect like the "Ice" cropped some walls on the palace. That means, like the ice made some holes on the palace walls and commed out from there, or even, like if the Ice eated some walls in the palace, BUT WITH a lot of caution. This is a palace afterall and make the effect to presencial, would harm the main idea of this. You will surely notice this addition, if you take a look at the walls on the map. They dont end in normal corners Multi Opacity Models: All, all the models of this map, have opacity levels made with TGA Textures. I cant count how many levels of different opacities I did, but... the fun thing of this map is, that everywhere you walk you can see your character trough the ice. Making the ice recreation even better. Recreative Video! ... Watch it in 720p! This is a very VERY SPECIAL VIDEO... not like the others. The first one of what I call as "Recreative Videos". It means they are videos of an example of implementation of the map, with quest, dialogues, fun moments. Watch it enterily You will love it! HD Screenshots Screens are in Full HD resolution. You can allways hit the image thumbnaill to check the images on full size, and check some details that can only be appreciated in HD resolution. Beautiful View 1 Beautiful views are, views that comes out of the camera limits of an interior map just to show a pretty view of it. This view says it all... an angel statue on center, a big stained glass window on the back. An Ice chandelier on top reflected on a ice dance floor area, Ice winter blowing effect crossing the air, sunlight from the roof, ... all matches and gives a very beautiful view here! Beautiful View 2 Angle that is out of the limits of the map, but I liked it. Shows the palace way across the bar room, and hang out area. Overview 1 Shows the main area, entrance and dance area of the ice palace. Overview 2 Shows the midle center of the map. Overview 3 Overview 4 Here we have the same areas, another angle. Detailed 1 Shows the entrance of the palace. If you pay attention, the tiles on the floor are not linear. The ice is even represented on that too, since, Ice covers the floor in random way, that is how I did it... On the back area, you have what I was naming as "Ice Behaviour", where the fountain is. That is what I name as really "an Ice Wall". Detailed 2 The dance area... one of my favorites. Reflection is well represented here, and the ice dance area is really well done. It all matches. Detailed 4 Yeah... an Ice Piano. Model fully texturized by me, to make it look as made of ice. Detailed 5 Oh one of my favorites. The ice stained glass window. It is a huge stained glass window made by me... it is covered all with ice. To make the "structure" looks like that it was necessary a HIGH amount of models and a lot of ice styles. It was REALLY necessary to make the stained glass looking as "coming out of the ice", like something that the ice itself molded by magic. It had to look like that, and not like I just placed it. Detailed 6 Opacity. Shows an example of the ice angel on center, how opacity is managed and you can see your character in almost all the structures in the map. Detailed 7 Passage. Some Ice Lions wall fountains on the back. And here is also well represented the Ice Behaviour Walls. Ice is growing from the roof of that wall and ends, by cropping it on the left and right corner of this wall. Detailed 8 Hang out area. An ice fountain on center with a great detail on top to make all this place looks so high class really Detailed 9 Entrance to the bar area. Again, Ice is cropping the walls! Detailed 10 The ice bar. A very great place where seems like the ice molded those stained glass windows and let that corner be alive.! Okay, that was all. Really guys, this is one of these maps were, I come so far and here is where I believe I have learned a lot from the previous requests. Without the experience of doing custom maps for someone, this map could not be possibe as how it looks here! I hope you will like this map! I know it is only a showcase but particulary this map brings new elements to the map scene, that I'm sure a lot of mappers will find helpfull. Thank you all for all the comments. Every rate counts!. Dont forget the video, to see a teaser of a quest idea of this map... it is really enjoyable. See you later!
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  10. *** Update, Map Realeased, see below *** This is the market map realeased in eA a long ago. It has like 1 thousands of downloads actually . Map Sketch Blue rings, are the areas where merchies will be able to use @autotrade only. (with the needed mapflags). Red area, is the respawn or the warp point. There will be unable to use @autotrade as also there I will put tool dealers and such things. Black areas are the stands. Blank area between the blue rings are the "passages" where the users will walk trough the merchies. So here is the sketch now in the map I did: This is an simetric map. I mean, every distance between block per block, is perfectly calculated, so the map is really exact. Btw those blue blocks are the areas where they can use @autotrade except the corners obviously (that I need to feel with models, or just with nowalk cell). I would apreciate any feedback or suggestions about this simple but useful map that I made. ============================ Download Link ---> http://rathena.org/board/files/file/2263-market-map-by-olrox/ Script Included (fits for 250 - 300 vending cells, you can modify or wait for small, medium & bigger population restricted vending zones realease, thx) ============================
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  11. File Name: Camland Prontera File Submitter: kasumy File Submitted: 27 Jan 2013 File Category: Maps & Textures Content Author: kasumy Hi guys I am posting my map project here hope you enjoy my work xD You can use the templates I do not care. I do not know who the houses nor edict models Camland sorry I do not know who the author for by the credits xD Link extra aqui: http://www.mediafire.com/?trv6jgfb8fgv97x Click here to download this file
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  12. Preview : [media=] [/media] This script will create a new GM command to ban or unban specify IP and also record who ban it and who unban it. After you ban some IP, those user will be kicked out server and will not be able to use it for login server. New SQL Table : CREATE TABLE IF NOT EXISTS `ipbanlist2` ( `list` varchar(255) NOT NULL default '', `ban_reason` varchar(255) NOT NULL default '', `unban_reason` varchar(255) NOT NULL default '', `status` tinyint(1) NOT NULL default '0', `ban_id` int(11) unsigned NOT NULL default '0', `unban_id` int(11) unsigned NOT NULL default '0', KEY (`list`) ) ENGINE=MyISAM; Script : ban_ip_atcommand_3.txt ban_ip_atcommand_2.txt ban_ip_atcommand.txt Version
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  13. what map when the player is killed?
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  14. #2: I believe it's organized like this because the actual warp npc is located in mjolnir, thus it goes in the mjolnir file. Not 100% easy, because say you wanted to remove a Yuno map completely (remove from /db/map_index.txt and /conf/maps_athena.conf). Yes you could easily disable the yuno warps file (to disable all warps TO yuno), but all the warps on the yuno map that warp FROM yuno to somewhere else ... you would have to edit the file of each destination! #1: one Pro of the current organization (duplicates in the city file, not in the original file) is when you want to edit several NPCs in 1 city. Say you want to move the Alberta npcs to make room for a save point or your own npcs. You just open the Alberta city file. However, one Con of the current organization is when you disable the source NPC, all duplicates break. This could be solved by making the source npc a floating one (not on a map) like was done for the custom Healer and Warper. But this raises the question of efficiency: Should an original NPC be made a floating npc if it only has 1 duplicate? 2? 3? What would be the cutoff? (The Healer and Warper have 34 and 48 duplicates, respectively.)
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  15. You must add Mapflag#loadevent for each map to trigger OnPCLoadMapEvent.
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  16. Add a custom hompercentheal script command. http://trac.assembla.com/raijero/changeset/1142/
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  17. I have sent you an inbox (thanks to Yommy for the files of course) days ago with the DL.
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  18. try this http://pastebin.com/raw.php?i=fjqacLvZ
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  19. I consider this a bad thing not to know what the patcher is supposed to download to obtain the correct list of patches, but well. The difference is, one of them is being used with the old patch server (down in the mean while) and the other with the new patch server. Also it fails if it cannot find the .inf file.
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  20. mob_db look for the mob id for each castle http://ratemyserver.net/index.php?mob_name=treasure+chest&page=mob_db&f=1&mob_search=Search
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  21. It was removed because it was custom content, so what's the reason to re-add it?
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  22. I love the bit you said about transparency. I've never seen a server do that. Best of luck!
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  23. Here's one way: - script auto_healbuff -1,{ OnPCLoadMapEvent: if (getmapflag(strcharinfo(3), mf_town)) { sc_start SC_BLESSING,240000,10; specialeffect2 EF_BLESSING; sc_start SC_INCREASEAGI,240000,10; specialeffect2 EF_INCAGILITY; // add more buffs here percentheal 100,100; } end; } alberta mapflag loadevent aldebaran mapflag loadevent amatsu mapflag loadevent ayothaya mapflag loadevent brasilis mapflag loadevent comodo mapflag loadevent dewata mapflag loadevent dicastes01 mapflag loadevent eclage mapflag loadevent einbech mapflag loadevent einbroch mapflag loadevent geffen mapflag loadevent gonryun mapflag loadevent hugel mapflag loadevent izlude mapflag loadevent lighthalzen mapflag loadevent louyang mapflag loadevent malangdo mapflag loadevent malaya mapflag loadevent moc_ruins mapflag loadevent mora mapflag loadevent payon mapflag loadevent pay_arche mapflag loadevent prontera mapflag loadevent rachel mapflag loadevent umbala mapflag loadevent veins mapflag loadevent yuno mapflag loadevent To add new towns, add the 'loadevent' and 'town' mapflags to that map.
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  24. I support this suggestion. Since sd->idletime already exists, it would be easy to expose that data to a script command and @command. I agree.
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  25. Briefing & Concept Hello all. I'm back to the map showcase forum, specifically into RO style maps, to bring you a map I did some weeks ago. Named as "King Poring Island" About this map So, what do we have new on this map? The purpose of the map is a dungeon. It was necessary to do open areas, since my customer asked me to keep on that way. The lights has to do with pink tones, to recreate the poring... well... all of this map has to do with that: Making it look like a poring. The server I worked for is using this map as an anniversary. The back line story has to do with a group of rebel porings that builded an island in commemoration of their Poring Lord. Video ... Watch it in 720p! HD Screenshots I made a mistake. At the time I did the SS I didn't noticed I was in hide mode. So my character doesn't shows. It was my fault, but the palette is promoted in the video. Overview 1 Shows finally the poring island style. The idea is there and for me it really looks like a poring shape. Remember afterall, it is an island. Detailed Screen 1 Detailed Screen 2 Detailed Screen 3 Detailed Screen 4 Detailed Screen 5 Detailed Screen 6 Detailed Screen 7 Detailed Screen 8 Detailed Screen 9 Detailed Screen 10 What I like most in this map... is the music I used. It is from SoundTemp *same RO bgm autors* ... maybe someone knows which game is it? I have another map too, that I just finished yesterday. But I will wait some days or weeks to show it here. Thank you all for your comments, ratings and suggestions. Have a nice day!
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  26. blame the author of this thread, and if he buy this theme and release to public for free , why not? edited : i just saw ur banner and its radical? so maybe its personal problem with u and the author of this thread
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  27. Briefing & Concept Hi. It has been a long time since I posted something here. Don't take me wrong I'm allways mapping every day; and now better than ever...! I have tons of great work to show you all for this month, the bad part is that it came all among at the same time, thats why I have been, really busy these days. Anyway I thought that it was a good idea to show this one, as a recent work, so as to be not that innactive around the board. This is a request under the cathegory of: "Main Town Editions" of my services. I don't remember exactly which was the last prontera edition I posted here, but I'm glad that I'm back into this cathegory to show you something. About the map: The idea of this map is, a Prontera Ruins. I know, maybe you have seen a prontera edition of this style before. I remember one or two. My idea with this prontera was, to make a ruined prontera, but with real -prontera ruins models- I mean, my intention was, to make the feeling that you are really visiting a destroyed prontera, that was destroyed recently. You will notice a lot of texturized prontera models, to make them look like destroyed models. Yeah I used a lot of magenta transparency to make Ruined holes on the roofs, walls, PS brushes with scratchs styles etc. Also, I added a lot of custom sounds (burning flames custom sound effect, crows sound effect...) Also I added visual effects as: Ashes (to increase the feeling of a burned or destroyed desolated area), earthquake effect, and burning flames. Please, check the video in HD to see how the effects looks on the map. I'm afraid that the quality is not that good to show how nice the ashes blowing effect looks as how they look in real game, but you can Maximize the Images here And you will notice the effect for sure Video of This map Watch it in HD 720p! Again, please watch it, SS dont show all the effects I added! Prontera Edition, tried to keep the basic walkways all among the map Map in daymode, but with a lot of dark tones Added fog in this one. Black fog when you zoom out the camera, gives a really destroyed area feeling Custom models from scratch (just a little, those pikes barricades), custom sound effects that I explained before... etc Previews Now the previews. Images are in High Quality, if you can, it will be really better if you maximize the images than watching it from the thumbnail on the post here. To appreciate detailes etc. Prontera South Entrance Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Center Area, Back View Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Prontera Ruined Model, ex 1 Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Prontera Ruined Model, ex 2 Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Prontera Ruined Model, ex 3 Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Prontera Ruined Model, ex 4 Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! North Passage, I added Some crows, to increase the desolated style Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! North Plaza View Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! East Passage Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Castle View Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Church View Please Hit the Image link to Maximize to appreciate better the Ashes details so as other details I added, thank you! Fog Effect + Zoom out with dark sky Ok the last one is more like an... idea I had. I thought that it would be nice to add that one into this map. But I dont like that much the lacking opacity of that fog effect (practical reasons, I mean the users will not see nothing lol), thats why I didn't added it by default on the map. But on the other hand I really love how the fog effect matches the dark sky effect, I really like that. So, anyway... thats why I posted -here- some ideas about the transparency, but I didn't had luck -thanks Keyworld in advance for the idea, but I didn't had time to do that. Anyway, it is my customer decition to add it or not, or maybe he will add a timer script, to add that effect on certains hours? dunno. If you want maybe you can give me your opinions about this That is all. If you really like this prontera edition, well, maybe you can comment about it, or ... maybe you have ideas to make it look better? if so... Please comment! I remember some maps before that all of you commented and did some changes to look it better, so, really, ideas are allways welcome. Thanks in advance, and see you soon on the next map. Map that in fact, will be my first one to include some new things I have learned recently
    1 point
  28. Extended War of Emperyum Castles by Olrox Briefing Hello. Let me introduce myself. I'm Olrox, that guy you might remember that has to do with all it comes about "mapping". First of all, I was not sure to post this thread in this area of the forum. I was more about posting it into the "map showcase". But since it is a -long time- project that consist of more than realising a single map (so as it has to do with adding new scripts and maybe new source patchs), I thought it would be fine here. Back to the thread... you might ask. What is this "Extended Castles" stuff??? Well. Maybe all of you have wondered for ex. Why Morroc doesn't have a castle in all those realms we have as "Prontera", "Aldebaran", "Payon", and so on. Morroc is my favorite city. I have been allways wondered why Morroc didn't deserve a WoE Castle by default? (alpha RO doesn't counts ) I don't know... but what I'm sure it is that this idea has crossed my mind since ever. It was only some days ago that I was thinking what could be awesome to share as a free release to the whole community. Actually I don't run a server as most of the people around, but I believe I have to be thankfull by some way to all here. Then, this Idea crossed my mind. How about making that Morroc WoE Castle I have allways dreamed for? .. but hey -I said to myself-, why we can't give other cities in ragnarok the same chance as morroc too? Okay, but WoE Castles are for me, the most complex maps of all. It requires a lot of time, effort, and well... motivation. A map of this kind for me are almost priceless and seriously I must be crazy to think about doing this kind of work for Free! even when my time to work on this kind of works is very limited .... but as I said before I want to do something really good in exchange to all. Basic Features This project is about making a set of High Quality WoE 2.0 castles. We will begin with Morroc City, but other cities are crossing my mind to being in the list: Brasilis, Amatsu, Glast Heim, Gonryun. Those are glorious cities that it can be possible to recreate a WoE 2.0 area based on those of course. It is a matter of imagination and conceptualization of developing ambience and recreation for each to make them sucessfull. I'm sure a set of castles of this kind would be a very attractive PLUS to all the private servers out there. Just try to remember those old days when we knew that new 2.0 castles were comming from gravity. I was so excited. The idea is to make only one WoE 2.0 castle per realm. But in addition, this WoE Castle will recreate the most representative areas of the realm it is about. Let me explain with an example. This is arug_cas03 map sketch that is intented to be a guide of what I'm doing. In the case of Morroc: - Pink area: Morroc Interiors style - Red area: A mix between Sphinx/Pyramids ambience style - Blue area: Sograt dessert ambience. - Yellow area: Throne area, inspired in the Morroc city central structure (before satan morroc) - Green area: Assasins Guild inspired. - Orange area: Rogue Guild inspired Remaining areas are still in my mind. But for now, this idea is very promising. At least for enclosing what it is "All Morroc" about in only 1 castle. Changelog and Progress I'm still in my initial state of this idea. My free time to even think about invest my time for something for free is very limited, due to the high amount of requests from my customers that I have. However, I took my time the past weeks to begin building the initial idea of the pink and red area of the sketch that corresponds to the first main area, so as the entrance of the castle. The following screens are from a scratch -under development- map stage: Lights, structures, empty areas, textures, objects... might be are only for reference and take this as a far teaser of the final work. It shows roughly how the entrance with the morroc interior style, so as the pyramid/sphinx ambience applied with some sort of a small maze in the entrance. Maze style that is common in the sphinx dungeon area The idea is becoming good. Being an initial state of a work of some days it is getting really promising. The entrance maze is somewhat the idea of the sphinx area. Some hieroglyphics, some sphinx tombs. At the time we will work with effects, there will be better lights, torch effects etc. This is like provisional, and not the serious thing, But I had to show something more than words here, so there you have it. My intention is that when the castle is ready, they will be posted in the Map Showcase Forum. Until that time I will ask for help from scripters/database editors around to adapt the castle and release the scripts and maps bundled up in the download module of rathena forum. People that might be interested into the database/script area are welcome. But only at the time the first map is ready.(I don't want to waste your time with something that is still in the initial state). Consider to Support this! This is a LONG TERM project. I have to say it again.... this is a LONG TERM Project seriously! Please consider that my free time to work on this is very limited, as also doing a map takes a lot of time... more with the castle style ones. To have even the first woe castle will take 2,3 months, more or less, no one knows. Updates will be really sporadics. I will appreciate to not ask very often when it will be ready. Remember this is a Free Release project made for the community. Easily I could make this first castle and the other ones in the future with the only intention to make a profit... or well, I could invest this time on this in my current paid requests. But I'm not doing that!. If you like the idea, if you think this worths the time... consider post your feedback. Follow this thread, rate it with starts. Motivation takes a big part in this cases. Reading all your feedback here is for me, the only motivation I need to make this possible. I believe there are people out there that appreciate a lot my work. Private or Free ones all counts... For those people that might be interested, you can go far and try this userbar I did with my limited photoshop abilities but with all my heart on it! Thank you all. And have a nice day.
    1 point
  29. File Name: Icecrown Citadel Main + Interior Dungeon File Submitter: Olrox File Submitted: 26 Oct 2012 File Category: Maps & Textures Video: Content Author: Olrox You read it well! Icecrown Citadel Main Map + Interior Dungeon Map ... Equals 2 big sized maps with custom 3D content from World of Warcraft game at a very special price!. < -- For Video of this Map Click Me--> *Note: Due to time reasons, video only shows icecrown exterior. For the Interior Map references, look at the Screens* The first available for public map under the cathegory of "map ports" is here. A World of Warcraft map, using real elements from the game, and doing a dungeon that consist of a citadel inspired in the main icecrown citadel area. A total of ... 70+! models and 60+ textures extracted from the game and used to make this dungeon look ubelievable!. The dungeon exterior consists basically about: entrance, 2 towers, center, wrathgate, and icecrown fortress. The dungeon Interior is about a ring shaped area, with necromancy elements, decoration and with an ice tower central structure! An original work that I did with a lot of inspiration and effort. Map Includes: * BGM used in video * Icecrown Citadel Exterior [big Size Map] * Icecrown Interior Dungeon [big Size Map] * Minimaps * All files ready to be patched in your data folder or GRF. Click here to download this file
    1 point
  30. Hi. I'm back into mapping. I know, it has been a long time since the lastest "map from scratch" work I did. But anyway, I'm back and ready to show you this one that enters into a new category that I will offer in my Map Services topic that I have to update. I will call this as "Map Ports" What is that? well, as its name, this is about porting maps from popular 3d games (actually games supported: Warcraft, League of Legends, World of Warcraft and Starcraft 2) into RO. This work is more about working with 3d models, modify them (if it is necessary since some models crashes and need to be re-edited to import them succesffuly), extract them, and import them into RO, to use it in your map, at a quantity above of 80 - 90% of custom models to your map. But not only models. This one is about extracting also textures (of the terrain of that map), sounds (for ex. sounds of units, map ambienting). as also MP3 To improve the recreation of the map. Obviously there are limitations with this. I decided to make this into an apart category, since the work with models it is too much (sometimes, more than the map itself). Well enough, let's talk about the map itself now: Yeah, that is the Dota Map. My customer asked me to do the map exactly as I could... but the most important was: the walkways and terrain structure to look near as possible of the original one. Video of This map Watch it in HD 720p == Sorry dunno why my Fraps, did my video, more darker as it was!, it is not that dark == Map is about recreating the Dota All Stars Map. So I needed to extract models, (using 3ds Max and some plugins, since there isn't, or at least I don't now about a native export to 3ds) and import them into RO. Map in Nightmode, but nightmode colors based in "nightmode" of warcraft 3 pass of time I extracted some textures of the "ashenvale" forest from warcraft. So I used them for custom bushes, trees, leaves, stones, etc. I extracted .WAVS files from warcraft data, to add them as custom sounds. So when you reach for ex: a Ziggurat of warcraft, you will hear screams just as in warcraft game Map preservers very close the same walkway of dota all stars. I used warcraft map editor and a free template to port each walkway of my map. As also a lot of pictures for reference to do it well First comparison The first and most important comparison, is the sky view of the map. For me it is really near as the original. I know, it coulda be better... but at first I was working with an "old" dota version, so... anyway, here it is: Night elfs base Just a view of this base. Let me tell you that all the models are "facing" south, just as in warcraft, because my customer requested it. He will disable camera rotation into his map, so that is the reason: Example of Model imported This is a custom model. Look at the bushes on its base, they have custom textures that I extracted from warcraft 3 Ashenvale data Another ex. of Model Here a Moonwell. Also with same bushes. Night elf, hero area Just the place where Night elf heroes spawn Example of Terrain Walkway Just to show how the walkways are in the nelf side. Some low level terrain elevations, and woods (woods with texture extracted from warcraft dota map trees. Undead base overview Those green lights are to simulate the "plage" gas that sorrounds the undeads base Ex. of model Just a Ziggurat. Btw, this one could be more bigger, but, ziggurats are small in warcraft 3 really. Undead Side, walkway Just an overview of this walkway. to compare trees, terrain etc. Ex. of custom model again There the lich king glacier. That was tricky since the model was only available from the "cinematic" data. It was a huge one btw, I had to edit the polygons of it to be usable inside RO... sorry about the "lich" sleketon that is inside of it, I couldn't import it, so I used a random skeleton. Hero undead base Just the place where heroes spawns. There is a graveyard, a blood fountain of power, and a tomb of relics Some models of the undead base Just another example That's all. I hope you like it, also, please check the video to hear the sound effects I added. Regarding Map requests, In short... I'm full! I have to do 2 christmas editions, and 3 maps from scratch still (one in the way, 2 pendings for some guys that reserved an slot the past 2 weeks) Bye bye and thx in advance for taking your time by posting here in my topic.
    1 point
  31. Well if your looking for a more direct translation: Dungeon warp scroll used Warp services allowed Use airports Most of the msgstringtable isn't used atleast in the 2012-04-10a version but because nanakiwurtz was nice enough to help with the translating of the clientside part of it i'll upload the msgstringtable for 2012-04-10a i translated most of it and it might not be perfect but until iro uses the same client we wont have anything better. msgstringtable.txt
    1 point
  32. Hello. First of all, I encourage to consider this suggestion, and please, read it all! sorry I know I talk too much sometimes, but this is serious. this is not a -personal request for me- *I mean I'm not a dev*. It is a suggestion to keep or even to awake the interest of motivated Developers. I know that actually, the progress now is really good, but before we fall with unmotivated developers, as eA was... then, maybe we can add something like I will explain above. I have allways asked myself about, of where developers find motivation to continue working. I know, some people just enjoy to contribute and to help others for free. But all we know that time is gold, and by soon or later, these devs have forcefully to work with other tasks ... that means a sad goodbye to the project. I will list the 3 ways the posibilities how devs gets can get something in exchange for all their effort and time by contributing here: Paid Services, I know there are 1 or 2 developers that by having that extensive experience by contributing for the emulator, they are trusthfull to being hired for paid services. For me, this is great, But, those are not all the devs we have, as also this is more like a personal work for someone. Paid Downloads.This is really a good idea. For me one of the bests actually to contribute by a low tax for the whole eathena as another half to the contributor... but, the bad part is, that I'm sure no dev has sell something more than 2 times on the download nexus. And for a code/CP extension/script that have a price around $5 - 10$ that is almost nothing. Make their own paid emu. Yeah all we know the history that eAmod. Well if you ask me... how it is possible that someone that works by the effort from a free source earns, maybe 10 or 100 times much than anyone that codes here? Lets face it, yes this happen and... how devs may feel by being on this fence and working for free all this time? I don't know. What do I know is, that, when all these people realize that this doesnt worths the effort and we start to see more than 1 eAmod, then, this will be the second end of this project Anyway the history of that emu, is another thing (emu that wouldnt exists if the license FREEDOMS would be respected by line since the beginning).but for now I will focuss about the main fact to add a motivation to actual devs. First, My suggestion is to implement a [Donate to me] , button that might appear under the avatar or easily recognizable area of each core, db & script aproved developer. I will post an example of this. Taken from the xda-developers forum. A random thread from someone that released something for my phone that I love with my heart -- http://forum.xda-dev...d.php?t=1604731 I know I could look for better examples than that guy, but there you have an idea. Also that kind of forum is about doing releases, and self projects of people that does mods, etc. Anyway When you hit the button, it is really simple *but maybe hard to be implemented unless there is a mod or extension for IPB* , you are redirected to the paypal payment to do a donation to that guy. *A small % tax can be added to this funds to the rAthena host* Honestly, when I see threads like: 1.- http://rathena.org/b...-online-client/ 2.- http://rathena.org/b...ine-in-browser/ 3.- http://rathena.org/b...ding-system-18/ And I see all those people posting their updates, their changelogs, their releases, and THEY GET NOTHING for all their time... Why??? I'm sure that there are plenty of guys out of there that allways download their releases... I'm sure that if they see a donation link visible on the profile of the most active contributors around the community they will support the contributor. Second, this suggestion is about the [Thanks Metter] I believe this one is about a reputation feedback *something like the +1 feedback we have* but only for threads. Not for posts. This is like a reputation specially for contributors. So it is like a possitive feedback history of one guy, so, by seing a high metter reputation well... this encourage a lot to make a donation, because everyone notices that this guy is serious. [Edited] I just realized that the automatically thing I posted before, will not work. anyway. Continue reading. ================== The good points by implementing this Contributors will have a reason to not only release something *that is the easy part* the hard part is, a reason to maintance a release or a task here. There will be surely more applies to developers positions and people more interested to it. We will focuss and we will ride the interest back again to a work diriged to the community in a good way. There will be more releases, more people interested with working for public. It can be added a tax to the rAthena itself. For hosting or whatever. The progress of rAthena will increase a lot. By being maintaned by releases as a high quality just almost like the paid ones. So, private projects as eAmod I listed before, will not be the big deal, so and they will not longer earn an Improper profit just the one that merely deserves. For now It doesnt has competition, of the enourmous power of what a free software is. In case this suggestion will be applied. I suggest the following hierarchy of admin. team to be approved to have these feature enabled: Administrators in all the 3 areas. All. They allways work and I believe some of them they have projects for ex. Ind with his new Ceres. Developers and Script/DB developers. Reasons are obvious. Community Contributors. [Edited]there are Community contributors that I know that have their open source projects releases on the community. Projects that are active. Moderators? maybe I'm not sure. but I believe there are a lot (like graphics mods) that work a lot and they work with self realeses for public. That is all. Please comment about it. Maybe the feature of the thanks metter is a bit complex. For me it I think for now the donate to me, would be the one we need urgently. If there is a valid reason that you think that This will not work please, post it. Thank you.
    1 point
  33. Since I am super anal about everything being perfect and to give something back I took all the card discriptions from the previous posts and put them in the "standard" format for everybody to use. I looked all over for updated data files of the cards, however, after much looking I didn't find any. If somebody can incorporate these changes in the master data files that would be awesome also! The only difference is that I put bullets on all my cards to make them look better, but that can easily be removed. Peopleperson49 4505# • MATK + 20 • MaxSP - 1% Class : ^777777Card^000000 Compound on : ^777777Accessory^000000 Weight : ^7777771^000000 # 4506# • DEX + 2 [^008800Archer Class^000000] • Every 3 refine increases DEX by 1. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4507# • Inflict 30% more damage to Scaraba enemies. • 30% chance of gaining 'Scaraba Summoning Scroll' item each time a Scaraba monster is killed. (Unimplemented) Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4508# • ATK + 20 • MaxHP - 1% Class : ^777777Card^000000 Compound on : ^777777Accessory^000000 Weight : ^7777771^000000 # 4509# • INT + 3 • Reduces damage from Insect monsters by 10%. [^333399Refine Rate >9^000000] • Reduces damage from Insect monsters by an additional 5%. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4510# • Add a chance of auto casting ^880000Deep Sleep^000000 on the enemy when attacking with short range physical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4511# • Add a chance of auto casting ^880000Silence^000000 on the enemy when attacking with magical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4512# • Increases effectiveness of your Heal by 3%. [^008800Acolyte Class^000000] • Every 2 refine increases your Heal by an additional 1%. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4513# • Inflict 2% more damage with Critical attacks. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4514# • Increase damage inflicted on ^777777Undead^000000 Property by 20%. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4515# • Reduce damage from ^FF0000Plant^000000 monsters attacks by 30%. Class : ^777777Card^000000 Compound on : ^777777Shield^000000 Weight : ^7777771^000000 # 4516# • DEF + 50 • FLEE - 25 Class : ^777777Card^000000 Compound on : ^777777Armor^000000 Weight : ^7777771^000000 # 4517# • INT + 2 [^008800Mage Class^000000] • Every 3 refine increases DEX by 1. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4518# • Enable a chance to ^880000Burn^000000 status on an enemy when you use physical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4519# • Increase damage inflicted on ^777777Angel^000000 monsters by 20%. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4520# • STR + 3 • Enable a high chance to cause ^880000Chaos and Fear^000000 status on an enemy when you use physical or magical attacks. Class : ^777777Card^000000 Compound on : ^777777Garment^000000 Weight : ^7777771^000000 # 4521# • Inflict 15% more damage with Critical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4522# • Enable a chance to cause ^880000Freezing^000000 status on an enemy when you use short range physical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4523# • Enchant Armors with the ^FF0000Water^000000 property. • Reduce damage from ^FF0000Fish^000000 monsters attacks by 10%. Class : ^777777Card^000000 Compound on : ^777777Armor^000000 Weight : ^7777771^000000 # 4524# • STR + 2 [^008800Swordman Class^000000] • Every 3 refine increases STR by 1. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4525# • FLEE + 10 • Enables the use of ^008800Level 1 Hiding^000000. • Enables the use of ^008800Level 1 Surprise Attack^000000. • Enable a chance to cause ^880000Bleeding^000000 status on an enemy when you use ^008800Surprise Attack^000000. Class : ^777777Card^000000 Compound on : ^777777Garment^000000 Weight : ^7777771^000000 # 4526# • MDEF + 50 • MaxSP + 5% Class : ^777777Card^000000 Compound on : ^777777Armor^000000 Weight : ^7777771^000000 # 4527# • DEF + 100 • MaxHP + 10% Class : ^777777Card^000000 Compound on : ^777777Armor^000000 Weight : ^7777771^000000 # 4528# • MATK + 2% • Every 2 refine increases MATK + 1%. • Every 2 refine increases Max HP -1%%. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4529# • ATK + 2% • Every 2 refine increases ATK + 1%. • Every 2 refine increases Max SP -1%%. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4530# • LUK + 2 [^008800Merchant Class^000000] • Every 3 refine increases LUK by 1. Class : ^777777Card^000000 Compound on : ^777777Headgear^000000 Weight : ^7777771^000000 # 4531# • Enable a chance to cause ^880000Curse^000000 status on an enemy when you use magical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4532# • Enable a high chance to use ^008800Level 1 Agility Up^000000 on yourself when you use physical attacks. Class : ^777777Card^000000 Compound on : ^777777Footgear^000000 Weight : ^7777771^000000 # 4533# • Enable a chance to cause ^880000Blind^000000 status on an enemy when you use magical attacks. Class : ^777777Card^000000 Compound on : ^777777Weapon^000000 Weight : ^7777771^000000 # 4534# • MaxHP + 12% • Enables the use of ^008800Level 5 Waterball^000000. Class : ^777777Card^000000 Compound on : ^777777Armor^000000 Weight : ^7777771^000000 # 4505#Scaraba_Card# 4506#Dolomedes_Card# 4507#Queen_Scaraba_Card# 4508#Gold_Scaraba_Card# 4509#Gold_Queen_Scaraba_Card# 4510#Miming_Card# 4511#Little_Fatum_Card# 4512#Parus_Card# 4513#Angra_Mantis_Card# 4514#Pom_Spider_Card# 4515#Alnoldi_Card# 4516#Comodo_Card# 4517#Cendrawasih_Card# 4518#Banaspaty_Card# 4519#Butoijo_Card# 4520#Leak_Card# 4521#Sedora_Card# 4522#Sropho_Card# 4523#Pot_Dofle_Card# 4524#King_Dramoh_Card# 4525#Kraken_Card# 4526#Weird_Coelacanth_Card# 4527#Dark_Coelacanth_Card# 4528#Mutant_Coelacanth_Card# 4529#Violent_Coelacanth_Card# 4530#Siorava_Card# 4531#Red_Eruma_Card# 4532#Wild_Rider_Card# 4533#Octopus_Card# 4534#Giant_Octopus_Card#
    1 point
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