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Showing content with the highest reputation on 03/16/20 in Posts

  1. View File Hairstyle Package Introduction: This package are currently contains around 90~100 hairstyles for both male/female character. I obtained these from various sources like old eAthena, rAthena, Hercules, TheSpriteRepository and other member who shared these sprites with me etc. I don't remember who exactly made each of the sprites, or who even shared these... tell me if you know who are them. If any of these hairstyles are custom work that are meant for private use, kindly contact me, so that I could remove it from the listing. I do have more than this amount, but since my current test client (2018-06-20) can only support up to 100 sprites, so I randomly picked 100 and only upload it here. It included the default 31 hairstyle from kRO, but I think I replaced the 1~20+ hairstyles from JRO which dyed the hair in dark color, the rest are custom hair styles. How to use: You can either merge the provided GRF into your own GRF Load it as another individual GRF using the DATA.ini file Extract it and put it in your Data folder * Depend on your client hexed with whatever settings. Search forum for all these guides. Disclaimer: You're free to share with everyone but do not monetize the contents in any way! These materials are meant for study or research purpose. Use these at your own risk, and always give credit to original author. If there exists issue with sprite file, for example: sprite misalignment, error, etc, kindly ask help from any member who have knowledge with sprite edit. If there exists issue with palette color file, for example: messed up color, error, etc, kindly ask help from any member who have knowledge with palette color edit. Fun Fact: Do you know you can actually combine all male and female hairstyle (including doram) to create a list of universal hairstyles that could be used by any gender of player and doram? Submitter Emistry Submitted 03/15/2020 Category Hairstyles Content Author Various  
    2 points
  2. Title Bonus System Hello everyone, in some MMORPGs like Grand Fantasia there is the possibility of obtaining bonus/buffs from equipping Titles, now I have brought that feature to RO. Features - This modification is script-bonus based, so you can apply all bonus from "doc/item_bonus.txt". - There is a file called "title_bonus.yml" in db folder in which you can add/edit title bonuses. - All existing titles have their respective Status Icon, however, you must sync description from Lua if you edit a title buff. Video
    1 point
  3. try this. .@equip_loc = EQI_HAND_R; getinventorylist(); for (.@i = 0; .@i < @inventorylist_count; .@i++) if (@inventorylist_id[.@i] > 0 && @inventorylist_id[.@i] == getequipid(.@equip_loc) && @inventorylist_equip[.@i] > 0) { delequip .@equip_loc; getitem2 @inventorylist_id[.@i],1,@inventorylist_identify[.@i],@inventorylist_refine[.@i],1,@inventorylist_card1[.@i],@inventorylist_card2[.@i],@inventorylist_card3[.@i],@inventorylist_card4[.@i]; end; } with random item option .@equip_loc = EQI_HAND_R; getinventorylist(); for (.@i = 0; .@i < @inventorylist_count; .@i++) if (@inventorylist_id[.@i] > 0 && @inventorylist_id[.@i] == getequipid(.@equip_loc) && @inventorylist_equip[.@i] > 0) { delequip .@equip_loc; for (.@r = 1; .@r <= 5; .@r++) { .@RandomIDArray[.@r-1] = getd("@inventorylist_option_id"+.@r+"["+.@i+"]"); .@RandomValueArray[.@r-1] = getd("@inventorylist_option_value"+.@r+"["+.@i+"]"); .@RandomParamArray[.@r-1] = getd("@inventorylist_option_parameter"+.@r+"["+.@i+"]"); } getitem3 @inventorylist_id[.@i],1,@inventorylist_identify[.@i],@inventorylist_refine[.@i],1,@inventorylist_card1[.@i],@inventorylist_card2[.@i],@inventorylist_card3[.@i],@inventorylist_card4[.@i],.@RandomIDArray,.@RandomValueArray,.@RandomParamArray; end; }
    1 point
  4. It's not a knockback, the server just send you the correct coordinates so there is no position lag. If you rather want position lag you have to stop the client from sending fixpos packets when using a skill. This can be done by calling "unit_stop_walking" without the "1" bitset. For example here (unit.c): if(!ud->state.running) // Need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026 unit_stop_walking(src, 1); // Even though this is not how official works but this will do the trick. bugreport:6829 And here: } unit_stop_walking(src,1); // SC_MAGICPOWER needs to switch states at start of cast skill_toggle_magicpower(src, skill_id); Change the "1" to "0". Might already have the effect you are looking for.
    1 point
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