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Hello, guys! Today I want to share with you my project. I called it RagnaTos. I really love 2002 RO, and for me there is no alternative to this game. RO2 GotW, RO2 LoTs was a failure. The most interesting option is ToS, but only graphic side. Very beautiful art which looks like classic RO (thanks An Jeong-won). And the Idea of my project is to injecting some graphics from ToS to RO. I started with body sprite, and choose my favorite archer class. And this is the result: No pixel art. Because 3D models are used in ToS But more detailed sprites It is possible to increase framerate. And therefore more smoothly char's movements And it's going to be a one problem. Very bid spr, grf files. Because frame-by-frame animation used in RO. I have no idea how that would affect the game. So let's compare classic RO archer with ToS archer: What's next?If I'll continue working with this project: Add more sprites to spr file for increase framerate. Try to inject other class' sprite or gender. Moved here. Thanks!1 point
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Version 2.2.0
40924 downloads
Third Job Costumes + New Classes The Correction With the advent of jRO releasing new Job Costumes, and also, the new classes from the Taekwon branch, many of server owners want to replace the vanilla sprites or even, implement the bodystyle system. But, there's a catch! Originally jRO, and now, even kRO spriters, have made it completely off of the default pattern of palette. In a classic example, you can notice the pattern of the RO palettes. What matters is the position of the colours, as an example, for all jobs, the white-ish tones will be always on the same row, so we can use it to create custom palettes. See how it works: But jRO didn't follow the classic pattern, making it incompatible with custom palettes (@Kamishi ones included). So, I edited frame by frame of each job sprite, of each gender, mounted or not, correcting them, converting them in a way so many of the previously created palettes will work. This package includes: Alternate Outfits: Alternate Royal Guard M/F + Gryffon Battlemount + Lion Mount Alternate Ranger M/F + Warg Battlemount + Ostrich Mount Alternate Minstrel/Wanderer + Ostrich Mount Alternate ArchBishop M/F + Alpaca Mount Alternate Warlock M/F + Fox Mount Alternate Mechanic M/F + Savage Mount Alternate Genetic M/F + Savage Mount Alternate Guillotine Cross M/F + Hyena Mount Alternate Shadow Chaser M/F + Hyena Mount Alternate Sorcerer M/F + Fox Mount Alternate Sura M/F + Alpaca Mount Alternate Rune Knight M/F + Dragon Battlemount + Lion Mount New Classes Star Emperor M/F + Wolf Mount Soul Reaper M/F + Wolf Mount As requested by @Emistry, I also added an extra, making it more compatible to default palettes: Kagerou/Oboro + Frog Mount Following the another @Emistry's request, all files are now already on GRFs. The previous version had no Cashmount palette included, this one fixes the issue. Only the already released costumes are supported at this moment. The Rune Knight seems to be the last of them, it's over a year from the first release! As a final part of the package, I'm including Classic Palettes for all Alternate Costumes. Enjoy the final product!Free1 point -
It's mean, conflicts in ur file after merger. It's common when u have modified file. You can read also Resolving a merge conflict from the command line Resolving Conflicts How to resolve merge conflicts in Git? But from me, I'll explain a little. The conflicted lines always have these information like this <<<<<<< cb279a724341d27700e09b92eee766df77de0ede // These are codes below are from rAthena/rAthena@cb279a72 /* random option attributes */ export_constant(ROA_ID); export_constant(ROA_VALUE); export_constant(ROA_PARAM); export_constant(CARD0_FORGE); export_constant(CARD0_CREATE); export_constant(CARD0_PET); export_constant(STOR_MODE_NONE); export_constant(STOR_MODE_GET); export_constant(STOR_MODE_PUT); ======= // This code below are from my 'current' source, I added this line script_set_constant("bNoEleStone",SP_NO_ELESTONE,false); >>>>>>> 17718a6e36db0ef3dfcf5247bc5fe2a88e045b85 So, if I want to conflict that lines above, become /* random option attributes */ export_constant(ROA_ID); export_constant(ROA_VALUE); export_constant(ROA_PARAM); export_constant(CARD0_FORGE); export_constant(CARD0_CREATE); export_constant(CARD0_PET); export_constant(STOR_MODE_NONE); export_constant(STOR_MODE_GET); export_constant(STOR_MODE_PUT); script_set_constant("bNoEleStone",SP_NO_ELESTONE,false); Idk what the hell were you doing, maybe you 'cut' some lines so the conflicted lines look so terrible.1 point
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Hello everyone, Cyan Hijirikawa here, the Project Lead of MIDICityRO Project. As thanks to everyone from rAthena, I'll personally be releasing some of our scripts every now and then. I wish that these scripts will prove to be useful to other people. These will be free releases, but I would like to ask people not to remove the Author notes and whatnot. Halloween Collection Event Script DescriptIon: This is a finders-keepers type of event Only the first person to find the npc on that map can win that map's reward Rewards are randomized, if you want to change this and don't know how to do it, contact me http://pastebin.com/xYarzVRY Classic Headgear Quest Script Description: This doesn't give headgear preview, but uses old-style RO headgear quest mechanic This was messy, but yeah, it functions properly and as intended http://pastebin.com/PNZfFMRR Radio NPC Description: Basically let's you play a song of your own choosing from any of the available playlist Be sure to follow proper formatting to keep it functional Also, be sure to have the proper bgm files in your bgm folder for this to work http://pastebin.com/UJw4HPfA1 point
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Clan System As of Git Hash: ecc8cf9, rAthena supports the official Clans! Features: Requires 2013-12-23 client or newer. Includes the Sword, Arc Wand, Golden Mace, and Cross Bow Clans. Jumping Clan is not yet implemented as more information is needed. Includes official NPC to join and leave Clans. Side note: Confirm your chat window has the Clan Info setting enabled to display messages. Added clan_join and clan_leave script commands. Thanks to @Lemongrass for implementing this! Don't forget to update your SQL tables with upgrade_20161116.sql!1 point
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To make the mapflag usable with @mapflag, open atcommand.c, ACMD_FUNC(mapflag) and add it to the list of existing flags: checkflag(nousecart); checkflag(noitemconsumption); checkflag(nosumstarmiracle); checkflag(nomineeffect); checkflag(nolockon); checkflag(notomb); checkflag(nocostume); checkflag(gvg_te); checkflag(gvg_te_castle); checkflag(newmapflag); checkflag(newmapflag2); ... setflag(nousecart); setflag(noitemconsumption); setflag(nosumstarmiracle); setflag(nomineeffect); setflag(nolockon); setflag(notomb); setflag(nocostume); setflag(gvg_te); setflag(gvg_te_castle); setflag(newmapflag); setflag(newmapflag2); To make the mapflag readable from a script, you'll have to add the flag as a constant first: Go in script.c, search for "MF_NOTOMB" and add your flag at the end of the list, such as: MF_NOTOMB, MF_SKILL_DAMAGE, //60 MF_NOCOSTUME, MF_GVG_TE_CASTLE, MF_GVG_TE, MF_NEWMAPFLAG = 100, // Custom flags MF_NEWMAPFLAG2, // Custom flags }; and then add it as a script constant. Open script_constants.h and add export_constant(MF_NOTOMB); export_constant(MF_SKILL_DAMAGE); export_constant(MF_NOCOSTUME); export_constant(MF_GVG_TE_CASTLE); export_constant(MF_GVG_TE); export_constant(MF_NEWMAPFLAG); // Custom flags export_constant(MF_NEWMAPFLAG2); Now you'll have to add the mapflag to the map structure, so go in map.h: unsigned nocostume : 1; // Disable costume sprites [Cydh] unsigned newmapflag : 1; // Custom flag unsigned newmapflag2 : 1; // Custom flag2 unsigned gvg_te : 1; // GVG WOE:TE. This was added as purpose to change 'gvg' for GVG TE, so item_noequp, skill_nocast exlude GVG TE maps from 'gvg' (flag &4) unsigned gvg_te_castle : 1; // GVG WOE:TE Castle #ifdef ADJUST_SKILL_DAMAGE unsigned skill_damage : 1; #endif } flag; You have to make it so that the script engine can read your flag, so go in npc.c and ctrl-f "nowarp": else if (!strcmpi(w3,"noteleport")) map[m].flag.noteleport=state; else if (!strcmpi(w3,"nowarp")) map[m].flag.nowarp=state; else if (!strcmpi(w3,"newmapflag")) map[m].flag.newmapflag=state; else if (!strcmpi(w3,"newmapflag2")) map[m].flag.newmapflag2=state; else if (!strcmpi(w3,"nowarpto")) map[m].flag.nowarpto=state; You should now be done, but if you want to make your flag work with the getmapflag/setmapflag/removemapflag script commands, you'll have to edit script.c: //BUILDIN_FUNC(getmapflag) case MF_NEWMAPFLAG: script_pushint(st,map[m].flag.newmapflag); break; //BUILDIN_FUNC(setmapflag) case MF_NEWMAPFLAG: map[m].flag.newmapflag = 1; break; //BUILDIN_FUNC(removemapflag) case MF_NEWMAPFLAG: map[m].flag.newmapflag = 0; break; Now you can use your mapflag in the source with (map[m].flag.newmapflag) { ... } Good luck ;O!1 point
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update your rAthena, addrid script command has been added long ago. or just change to this ... for ( .@i = 1; .@i <= 5; .@i++ ) { mapwarp "gld_dun0"+.@i,"prontera",155,181; mapannounce "gld_dun0"+.@i,"Event Ended.",bc_all; }1 point
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Anyone like to share the achievement packets from/to Client <-> Map-server with the notations? Would be nice if can be shared. The only info on current db only the packet header & length.. Thank you. // Achievement System 0x0A23,-1 // ZC_ALL_ACH_LIST 0x0A24,66 // ZC_ACH_UPDATE 0x0A25,6,dull,0 // CZ_REQ_ACH_REWARD 0x0A26,7 // ZC_REQ_ACH_REWARD_ACK // Title System 0x0A2E,6,dull,0 // CZ_REQ_CHANGE_TITLE 0x0A2F,7 // ZC_ACK_CHANGE_TITLE 0x0A30,106 // ZC_ACK_REQNAMEALL21 point