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Showing content with the highest reputation on 12/21/16 in all areas

  1. 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!
    Free
    1 point
  2. - script Treasure Box Summoner -1,{ OnClock2100: announce "A rare Treasure Box has been spawned somewhere in Prontera.",0; monster "prontera",0,0,"Treasure Box",1955,1,"Treasure Box Summoner::OnTBoxKilled"; OnTBoxKilled: announce "The rare Treasure Box has been destroyed by "+strcharinfo(0)+"!", bc_all; end; } this script is hidden npc announce every hour and drop 1 TCG only. change OnClock2100 to OnMinute00: //Things to do ,which will happen every Hour at Minute 00 To drop 1 tcg edit the mob id 1995 add 7227 on drop list or can use this command automatic get the 7227 when the players killed getitem 7227,1; add this code below on announce
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  3. There in your rAthena/sql-files folder The ones your server use.
    1 point
  4. First of all, that file specifies base and job exp twice once for renewal and once for pre-renewal... decide for one. Second, several job IDs are missing in the job exp specification. If you want all to use the same exp table make sure you also list all job IDs (I think the third line might the only one that already has all). Then again, it's a bad idea to allow Novice Job Level above 10 because then you will have skill points an nothing to spent them on, so you can never job change. I recommend keeping job exp and max job level for classes as official and only increase it to 120 for end classes. If you really release the import folder rather than changing the normal job_exp.txt in /db/ then you shouldn't have some of these issues, so that you report it not working would indicate to me that you aren't working with the import folder.
    1 point
  5. C++ is a very powerful language as you stated. It also is very similar to the C language with many more features and optimizations on the original language. With this mind it would be very simple to convert your mods. I don't see why switching to a different emulator would benefit from this. You'd have to make all your changes anyways in the new emulator, let alone the fact this branch would support true C++ Plugins. I also don't think any of the devs are blind or ill-willed towards the community at all. If we were, would we be in these positions? We donate hundreds/thousands of our hours for free to better the community. The point of this branch is so we can get out of this hole *Athena has dug itself into over the greater side of a decade and finally make things right for the emulator. Sure it will take time to fully migrate the entire emulator to C++ but that's already been stated by Secret that this will be a gradual process of refactoring the source. Keep in mind C++ is a great language (as stated before) to use for a MMO engine and provides many advancements in memory optimization and features that we can't achieve in C as easily. I've been writing the Achievement System and I can't tell you how many times I've wanted to bang my head against the desk because of how dirty the implementation has to be with our current setup. If we were using C++ I could have easily created a simple class and threw everything together very quickly. As for RO updates. That's a separate matter. Of course updates won't "speed up" because we are using C++ for some features. This is because of the lack of kRO leaks in the recent years. Sure there have been leaks from other official servers but they can't always be taken as 100% credible sources since we aren't sure what was modified for that server. This means that all of the recent updates we've been implementing has been the hard work of devs getting on official servers and playing again to gather the resources needed to complete the feature.
    1 point
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