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  1. The easiest way is replacing your item_db.txt with the one provided by rAthena devs in github: https://github.com/rathena/rathena However, if you want to manually update only the Job values of your item_db, you can try to convert it to sql and then apply a query to change it with the ones in item_db.txt provided by rAthena. You can use Ai4rei's tool to convert your item_db.txt to sql format: nn.ai4rei.net/dev/eatoys/item-db.htm If you want, I can fix your item_db.txt by merging the Job value from item_db.txt of rAthena to the yours.
    2 points
  2. Briefing & Concept Hello folks! you guess it right, it's time of Olrox free releases! I know it has been a while that due to a lot of things happening, I was not able to be active as I was before into map showcases. In fact, I have tons of map works to finish that I hope they will be out very soon. But now I'm back into map stuff and cause of this I want to share a free release among all of you; with the quality you already know! The last free prontera I shared was This Botanic Garden Prontera which has already the insane amount of 5,600+ downloads! making it the map most popular and downloaded in all time in rAthena. I hope this pack of not only one .. I mean 4 prontera seasons is gonna be a success too! About this Free Release 19-September/2013 Added the Fall Season 03-September/2013 Added the Summer Season of this pack! 29-August/2013 This pack of 4 prontera season is gonna be in showcase beginning by this day. Every 3 or 5 days I will update this thread showing another new season waiting of course of your nice welcome of this release before. We will begin with summer. This pack of prontera seasons has the intention to -preserve- the original style of Prontera, but improving it. This means, it was done by the main purpose of being a discreet and not excessive edition for servers which tends to have users that likes the old prontera behavior. Summer is about trees with some yellowish tones... kinda an semi arid place, that you can sense that the sun is hard. Video ... watch it in HD 720p! Video of this release will come at the time the 4 seasons are in showcase. Also I have to say in advance that these prontera seasons have a neat new feature in mapping that I'm sure you will love! HD Screenshots Panoramic Fall Screenshot 1 Shows the Fall prontera at a panoramic center view. As you can see, the King tristan statue is replaced by a new one from the game of Ragnarok Gate of The World. The main plaza is different on this season. Detailed Fall Screenshot 1 Floor on both sides is different on this Fall season. Panoramic Fall Screenshot 2 Its the north area of this place. Panoramic Fall Screenshot 3 Shows another angle of the center are of this Fall season. Panoramic Spring Screenshot 1 Shows the spring prontera at a panoramic center view. As you can see, the King tristan statue is replaced by a new one from the game of Ragnarok Gate of The World. The main plaza is different on this season. Detailed Spring Screenshot 1 Floor on both sides is different on this Spring season. Panoramic Spring Screenshot 2 Its the north area of this place. Panoramic Spring Screenshot 3 Shows another angle of the center are of this Spring season. Panoramic Summer Screenshot 1 Shows the summer prontera at a panoramic center view. As you can see, the King tristan statue is replaced by a new one from the game of Ragnarok Gate of The World. The Prontera Flags are taken by the game of Ragnarok 2 Legend of the second, editing the original rsm models of the lamps and making them with more altitude. Perspective Summer Screenshot 2 A custom angle that tends to shows map in a neat way. Detailed View Summer Screenshot 3 Shows the style of the floor + trees. All of the floors of these prontera seasons are different and in this summer season, the floor looks for the -stoonish- style of prontera + some vibes and yellowish tones. The trees are not from Ragnarok, they are from Dragonica Online. Download Link Download is ready! As everytime I only ask one simple thing from the community at everytime I do releases: Support! Lets make this thread popular, all I need is your feedback to reach this:[/url] A comment is totally appreciated A thumb up reputation is nice too A topic rating is a nice gesture.[/url] Following my Facebook will keep you up to date of my last map works ---> https://www.facebook.com/OlroxMaps Those are the ways you can support this release. Honestly I hope this pack will have tons of downloads. Thanks guys and good day to everyone!
    1 point
  3. Hello everyone! I would like to take a moment and announce the release of the exclusive rAthena T-Shirt! You might be thinking, what's with t-shirts all of the sudden? Let's take a small step back and let me fill everyone in: Everyone is aware now that paid downloads have been removed from the Downloads section. The idea behind it was to provide a stable and secure place for people to sell and buy custom RO content. As a whole, rAthena has barely broken even through the paid downloads system. Many people who bought products immediately requested a charge-back thus getting the product for free and setting rAthena in the negative. Since the removal, those who had paid downloads up have requested for Payouts through the Nexus system. Many Payouts were paid either through rAthena Donations, Maki’s personal funds, or Akkarin’s personal funds. There are still quite a few requests that need to be paid off. I understand everyone’s frustrated at this time with getting their money for their products. Fast forward. One of the first attempts to help get people their money back (aside from normal donations or advertisements) is the idea of selling an exclusive rAthena T-Shirt! The base price of the shirt is $15 USD. We are offering the option to allow custom text to be put on the back of the shirt for an extra $5 USD. Due to shipping costs, any shipping outside of the Untied States will also cost an extra $5 USD (Sorry, but don't blame us!). So you've read this far, what about the shirt? What does it look like? Front: Back: Overall: Size Chart: Shirt Details: The shirt color is called "Royal" which most appropriately matches rAthena! This is our first batch, so we need to get a shirt count ordered by March 28! Head on over to the shop and help us out! I will update this topic after March 28 with the estimated dates of shirt arrival and then shipment out to the purchasers! You can view also view your purchase in the Client Area to confirm it went through. Side note: When checking out, make sure to select "Update Shipping Address" before you check out so that Nexus will confirm your shipping information. The idea was proposed to me by @AzuraSkyy who also took the time to setup everything and get the ball rolling! So a big, big thank you goes out to him!
    1 point
  4. you should do what ragno says.. if your server has no modification in its items, it will be a copy-paste job.
    1 point
  5. Sure, here is a few steps using query_sql command in a little script: 1. First at all make a backup of your item_db table. 2. Create the table "rA_item_db" in your ragnarok Database using the file I'm sending to you, or take the original one from rAthena's github and change all the "item_db" for "rA_item_db", this is to avoid replace your actual item_db with another item_db. rA_item_db.sql To create the table copy the file i'm sending to C:\ and use this command in your sql console: source C:\rA_item_db.sql 3. Use the next npc to make all the changes: prontera,50,50,0 script equip_jobs 1002,{ mes "Hi, I will update your job values in item_db."; query_sql "SHOW TABLES LIKE 'rA_item_db'",.@tbl$; if (.@tbl$ == ""){ mes "However, you need to create the rA_item_db table to proceed."; mes "Please execute the rA_item_db.sql file provided with this script."; close; } mes "Would you like to proceed?"; if (select("No:Yes") == 1) close; next; mes "Working..."; query_sql("SELECT id, equip_jobs FROM rA_item_db", .@id, .@equip_jobs); freeloop(1); for (.@i = 0; .@i < getarraysize(.@id); ++.@i){ query_sql("UPDATE `item_db` SET `equip_jobs` = " + .@equip_jobs[.@i] + " WHERE `id` = "+.@id[.@i]); } freeloop(0); mes "I have update the item_db values with the ones from rA_item_db table."; mes "Hope this was helpful :)"; close; } When this has finished your sql item_db will have all the equip_job values changed to their defaults according to rAthena db. 4. When you have finished use this command to erase the rA_item_db table created only for this: drop table rA_item_db; Hope this helps
    1 point
  6. This is the stable that we have tried so far.. 2013-08-07 or 2012-04-10 or 20140205
    1 point
  7. I appreciate the offer. We've actually received our design today. Honestly, our shirt supplier, printer, and shipping is set-up to provide the most for rAthena while still giving a good product to the users. Regards, ~Azura Skyy
    1 point
  8. A brief look at RagExe Game Framework Class (GFC) is Gravity's own name for the game engine or application architecture used in Ragnarok Online. With the Ragnarok beta release in 2001, Gravity announced the finalization of GFC 2.0. But what exactly is GFC, and where did it come from? Most game developers use commercial proprietary engines for their games, while GFC is an in-house product by Gravity's RND-1 development division. In truth, it's misleading to call it a game engine, as GFC in its current form has been used in exactly one game and is tightly coupled to it. In all likelyhood the name GFC and the notion of a game engine are just buzzwords Gravity used in an attempt at impressing investors in their early days. However, my client is strictly based on Gravity's RagExe implementation, and I guess it can therefore be said to be a clone of GFC. Here's a brief look at its history. Gravity Corp. was a relatively small developer before Ragnarok Online became an international success. Certainly no one outside of South Korea knew of them. In fact, right up until Ragnarok become ready for alpha testing they were still just Team Gravity. In 1999 they partnered up with Sonnori Entertainment in a joint venture to develop an action RPG. Arcturus: The Curse and Loss of Divinity was released with success in 2000. At this point Gravity obtained the rights to publish a game based on the popular Korean comic Ragnarök. They decided to reuse source code from Arcturus. While Arcturus and Ragnarok don't have much in common in terms of game play, resemblances can be noticed in aspects such as artistic style and music. Making Arcturus into the Ragnarok we know today required a severe overhaul of the code base. However, in many architectural decisions were left intact. What was retained became the base of GFC. Ragnarok, like Arcturus, is a 2.5D game. While Gravity at one point experimented with 3D actors in Ragnarok, the main focus has always been on sprite-based characters in a 3D world. Most of the file formats from Arcturus could therefore be reused directly in Ragnarok. This is one of the reasons why some of Gravity's file formats have strange features. For instance the world resource format (RSW) contains strings pointing to scripts files, a feature not used in Ragnarok. Some formats, like RSX (think RSM for actors) were retained and is still in the code base, but never used. A few formats from Arcturus you may know include: SPR - indexed color bitmap format ACT - actor animation RSM - hierarchical 3D models with basic animation support GND - tile based ground mesh GAT - tile based property map RSW - map format (defines a scene with objects) They also made new formats, like the worthless IMF format that no one understand what is supposed to do... (Just kidding, IMF is used when combining ACT files for player characters, but it turns out it wasn't really necessary or useful. The client uses IMF offsets when drawing the player on the character select, which is probably why headgear sometimes looks a little wonky there. It also uses it for drawing order for player character sprites in-game.) While based on DirectX 7.0, from a modern perspective GFC can be said to be software rendered. If you've ever wondered why Ragnarok uses so much CPU, that is why! Direct3D is only used as a glorified triangle rasterizer with blending and depth buffering. GFC has a fairly large entity-based actor system where every actor is responsible for rendering themselves every frame. There are a few principal object types: ground (GND), models (e.g. RSM) and game objects (actors, effects, etc). Rendering done by registering a render pass from with the renderer - basically a list of screen projected vertices and a texture. The renderer sorts the render passes by depth, opacity and other attributes, and draws everything at the end of each game cycle. This all makes for a pretty horrible design. Easy to work with, but unnecessarily taxing on the system. The only reason it worked in the first place is the low amount of polygons on the screen. (Typically below 10,000 triangles at any time.) Game objects communicate by passing messages around to each other. In Ragnarok, there is also a global state (the session) and the current game mode, which is responsible for tasks like processing input, creating actors, handling network messages and signalling actors. The diagram above shows part of the base object hierarchy in Arcturus, which is pretty tall and convoluted. In Arcturus, each enemy needed its own class specialization. In comparison the diagram below shows the object hierarchy at the time of the Ragnarok alpha release. While simplified, the principal structure is the same. I have colored a few classes that provide similar functionality in the two games. CRenderObject is any type of object that is draw on the screen, while CGameActor is any object that can be interacted with. CPc is the object type for characters controlled by a player. CNpc covers static NPCs and monsters. In Arcturus you could interact with certain 3D models (e.g. doors, chests), so C3dActor was a part of the game object hierarchy. In Ragnarok, all 3D models are just decoration and not part of the game play and aren't considered game objects. (The exceptions to the rule are Granny actors and traps, the latter of which are actually RSM models drawn by a Skill object.) From the Ragnarok alpha to commercial release the renderer was improved a bit, and the 2D actor system become more flexible. A few libraries from RAD Game Tools was integrated to provide sound, video playback and a more practical 3D format (namely GR2, thought it's only been used for a few models). Aside from that, not much has changed.
    1 point
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