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  1. You guys are very kind to offer donations, but it's not necessary. I have everything I need to work on this project. I like the shadows idea, may look into that... Yes, of course. Anything is possible, though I don't have any ideas for custom windows other than making a better quick slot for mobile devices.
    2 points
  2. Note: Will edit this very soon, 2:30 am here. Seven Star Saga : Prototype [spoiler=Introduction] [table] Hello friends. Seven Star Saga is a WIP mod for rAthena that intends to turn the game into the SNES title Super Mario RPG: Legend of the Seven Stars (SMRPG). The thought of doing a SMRPG mod for Ragnarok was an idea I had going back to around 2008. I didn’t (and probably still don’t) have the time to create the mod, but it always seemed like it would be a fun project to work on. I work on it very sporadically but I feel that I have enough content now to warrant showing a little bit. [/table] Synopsis The evil Smithy’s ship, Exor, rips through the Star Road on it’s way to invading Mario’s world. The Higher Authority have decided to send Star Warriors to fight Smithy and his evil gang. But before the Star Warriors leave, they must choose a form Mario's world to use in their travels. What is Seven Star Saga? As mentioned in the introduction, Seven Star Saga (SSS) is my attempt to make an mmorpg version of Super Mario RPG. This means porting all the maps, enemies, spells, items, story elements, etc etc to the rAthena emulator. It also means changing the way certain game mechanics and other gameplay elements function, within certain limits. SSS is a 'for fun' side project so it will really only be as close to SMRPG as I'm willing to put in the effort for. Core Changes Pretty Pictures Combat Mechanics Super Mario RPG is a turn-based RPG but still has a lot of interactivity during battles because of its 'timed hits' mechanic. This is also called Action Commands or something similar to Quick Time Events. By pressing a button at a precise time during an attack, you can multiply your damage by 1.5x for good timing, and 2.0x for perfect timing. The same goes for defending: good timing can half damage, while perfect timing can reduce it to 0! My goal in combat is to recreate this in rAthena. Right now I have the defence part working. Players have a 'Defend' skill that they can use right before an enemy attacks. If your timing is good enough you can reduce or even negate damage (assuming it is possible). Example: In this gif the Hammer Bros. boss is attacking me. By using the 'Defend' skill 0.15 seconds before the attack hits, I can negate the damage which displays the 'MISS' effect. After that I try defending again and my timing is less than perfect resulting in 2 damage being received (instead of the regular 4). As for timed hits when attacking, I haven't quite figured out how I'm going to approach that yet. Story The mod will go through the entire game of SMRPG. Instead of playing as Mario as in the SNES version, players will take on the role of a Star Warrior sent down to the world to defeat Smithy and repair the Star Road. The original Star Warrior took the form of the doll Geno to assist Mario in his adventure. Players will team up and go through all the familiar set pieces from the original game. Classes Instead of taking the form of dolls, player classes will use the forms of the world's enemies. The prototype classes will be Spikey and Greaper. I have plans for at least 6 different classes. More could be added depending on how the project progresses. Prototype Goals 1/2 Classes (Spiker, Greaper) Max job level 5 Story: Game Start to Hammer Bros. battle 4 Enemies: Goomba, Spikey, Sky Trooper, Hammer Bros. Attribute Implementation Equipment Implementation: Armor, Weapon, Accessory Maps: Star Road, Mushroom Way, Mushroom Kingdom (outside) Challenges (No Jumping?!) Jumping and to a smaller extent platforming, are a big part of SMRPG. So how does one address then when adapting it to an engine that doesn’t let people jump? Maps will need to be changed, and clever use of RO’s mechanics will need to be applied. I experimented with a map that used High Jump to do platforming, could this idea be incorporated in the game? Art Direction Players, NPCs, and enemies will be pre-rendered in 3D then converted to sprites. Maps will be modelled and textured from scratch based on approximate in-game references. The game sprites are hard to distinguish at times so official game renders will be used as much as possible. Maps will be re-designed as necessary to work in the rAthena environment as well as for teamplay. Basically just adapting the maps to work in Ragnarok Online. Progress Video (Old) Progress Final Words Thank you for reading this topic. I'm sure in the initial posting this is going to be a damn mess. I hope to edit it later on, but I really wanted to get this post out there. Cheers.
    1 point
  3. Hi. Let me know what you think. Still a beginner please rate 1-10 If you would like to request a login screen PM me. I will make you one when i have time
    1 point
  4. Try this thanatos sword.rar
    1 point
  5. Eu utilizo estas 0x0369,7,actionrequest,2:6 0x083c,10,useskilltoid,2:4:6 0x0437,5,walktoxy,2 0x035f,6,ticksend,2 0x0202,5,changedir,2:4 0x07e4,6,takeitem,2 0x0362,6,dropitem,2:4 0x07ec,8,movetokafra,2:4 0x0364,8,movefromkafra,2:4 0x0438,10,useskilltopos,2:4:6:8 0x0366,90,useskilltoposmoreinfo,2:4:6:8:10 0x096a,6,getcharnamerequest,2 0x0368,6,solvecharname,2 0x0838,12,searchstoreinfolistitemclick,2:6:10 0x0835,2,searchstoreinfonextpage,0 0x0819,-1,searchstoreinfo,2:4:5:9:13:14:15 0x0811,-1,reqtradebuyingstore,2:4:8:12 0x0360,6,reqclickbuyingstore,2 0x0817,2,reqclosebuyingstore,0 0x0815,-1,reqopenbuyingstore,2:4:8:9:89 0x0365,18,partybookingregisterreq,2:4 0x0363,8 // CZ_JOIN_BATTLE_FIELD 0x0281,-1,itemlistwindowselected,2:4:8 0x022d,19,wanttoconnection,2:6:10:14:18 0x0802,26,partyinvite2,2 0x0436,4 // CZ_GANGSI_RANK 0x023b,26,friendslistadd,2 0x0361,5,hommenu,4 0x0860,36,storagepassword,0 Não esqueça de diffar o hexed para desativar a packet ofuscation
    1 point
  6. 1 point
  7. Hello! Open ../src/char_sql/char.c and in the function "mmo_char_fromsql" before: memset(p, 0, sizeof(struct mmo_charstatus)); add: memset(&tmp_item, 0, sizeof(tmp_item)); Save it and re-compile the server.
    1 point
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