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Showing content with the highest reputation on 03/05/22 in Posts

  1. Hi everyone! In the last few years i have been continuing the development of roBrowser. I implemented many features and effects and also searched the internet for every roBrowser fork and tried to merge and finish every development that was made outside of the main repo. The client became pretty playable compared to other versions, but there is much to be done and I am short handed on people. Some awesome guys already joined and implemented/working on much needed stuff, but there is more required. I am writing to gain some attention and perhaps someone could help us in getting the client in shape. If you are not interested in development, but you can help us in acquiring information about assets/layouts/"how to do it", that would be also a huge help! I have to spend hours listening to effect sounds and watch animations and on top of all translate their names from korean/latin1 gibberish to get exactly what we need and it is a really tiring task. If you are interested in none of those, but you have roBrowser on your server (that is unfortunately pretty outdated now), check out our version and consider using it. Everyone can use this fork and anyone can join the effort. There is only one request I have: if you implement/fix something, don't forget to open a pull request, so everyone can benefit ? The repository is located here: https://github.com/MrAntares/Ragna.roBrowser And finally some screenshots that contain things we implemented/fixed, but keep in mind, everything is WIP and many things are still missing: - Pushcart and related GUIs and other features like Forging, Brewing, Arrow Crafting, Alt+M shortcuts, Weapon sounds, Critical and combo damage display, Taming, and many more - Status effects (coloring) - Map Effects - Hard coded skill and item effects and of course sounds - Sprite based effects - Minimap icons - Skillbar cooldown display (as of yet the old style, but the clock style is also in the barrel) It also works on mobile and we try to improve the experience by adding UI elements/features that support us in the handheld environment, like - Full screen button in the top left corner - Exit battle mode/ open chat on the bottom left side of the ChatBox
    2 points
  2. Heya, I've been working on a tool for a few weeks now and I believe it is in a ready enough state to be shown. This software is meant to edit str files, which are mostly used to display skill animations in-game. There may still be bugs left in the tool; reporting them here would be appreciated. You can download the software here: https://www.mediafire.com/file/epu1pr9xjdneupi Generic Ctrl-Z/Ctrl-Y to undo and redo an action. You can edit most shortcuts via File > Settings > Shortcuts. Transformations for the preview panel (same shortcuts as Act Editor) Translate: Left Mouse Button on the selected frame. Rotate: Shift-Left Mouse Button on the selected frame. Preview panel move: Right Mouse Button. Horizontal/vertical scaling: Ctrl-Shift-Left Mouse Button. Uniform scaling: Ctrl-Alt-Left Mouse Button. Unbound scaling: Ctrl-Left Mouse Button. Transformations for the edition panel Each layer can have multiple textures. To add a new one, click the texture combo box and select "Add new...". It will bring you to where the file is currently loaded from. While you can browse elsewhere, the textures must be in the same folder as your str file will be in. You can edit textures more rapidly with the gear button next to it. You can edit some fields by clicking the text before them. If you hold down the Left Mouse Button on this field (P1XY), you will be able to move it freely without moving the entire texture. This is especially handy when dealing with angles as those can give you unwanted results if you are editing them via the preview panel. The FPS property can be changed and saved. However, the client appears to completely ignore it and runs your animations at 60 FPS regardless. Editing an interpolated key frame will automatically create a new key frame on the timeline. Timeline panel A dot represents an existing key frame. An arrow represents an interpolated animation from the left key frame to the right key frame. You can right-click a key frame to bring up options: You can also copy the frame and move it elsewhere. The texture indexes are not re-adjusted. It copies the key frame as is. You can select multiple key frames by holding down the Left Shift key and holding down the Left Mouse Button. The traditional windows shortcuts can also be used for selection. These include: Arrow Key: move to the desired next frame. Ctrl-Arrow Key: move to the next key frame block in the wanted direction. Shift-Arrow Key: move to the next key frame for selection. Ctrl-Shift-Arrow Key: move to the next frame block while selecting what's inbetween. Double-Left Mouse Button: selects an entire frame and its interpolated section. Ctrl-A: selects the entire layer. You can move a key frame by selecting the key frame, clicking on the dot and then moving the key frame to the desired location. The operation above can also be done by selecting multiple rows at the same time. You can do a quick preview of the animation by moving the timeline selector. You can move a layer up and down by holding down the Left Mouse Button and moving it where you want it to. Right-clicking a layer also brings up more options. And I believe that's it! The next "feature" I wanted to implement was editing multiple frames at the same time, but unfortunately this project needs a small break from my end...! Hopefully some of you may have an use for it. Edit: I am most certainly not an animator and I do not know the real needs of those who will actually use the software. That is why it's being posted as a work in progress rather than a finished tool. If you have requests, feel free to post them below and I'll add as much as I can.
    1 point
  3. View File Unimplemented Official Skills After the success of our previous release Battleground Extended , Mystic Project has decided to release another work for free in the community of rAthena - The Gravity's Unimplemented Official Skills. We've long heard about them since the beginning. I've seen posts of people wondering if there was any releases of them. It took a while but here it is. We did some researches about what was intended by Gravity. I think we came close to the initial project with a few modifications. What are the Unimplemented Official Skills ? Unimplemented Official Skills are skills designed by Gravity long ago that have never been released. They were forgotten / dropped by Gravity. On iRO official wiki, you can see some informations about them. For example: Fire Ivy - iRO Wiki Classic Forgotten Skills List and Effect: Fire Ivy: Wizard has plenty of fire skills, as it was supposed to be an immobile skill that causes damage, we've renamed it to Wind Ivy and made it Wind. It can stop the target and does damage each second. Can be stackable up to 5. Class: Wizard Fury: The LK enters a Fury Phase. Each attack received increases LK's ATK by 1 each 500 damage (up to 5). Some damage are being absorbed and reduced depending of current maxhp. Class: Lord Knight Steal Backpack: Steal 1 stuff / item of Players directly in the inventory. Item is sent to the storage and the Stalker will have it as a rental for 5 minutes. If used on monsters, does a AOE Steal/Steal Coin Class: Stalker System Creation: Auto-Attack system of Whitesmith was designed to summon small devices to attack targets. There are ATK/MATK devices depending on level. Iron is required to make the device. Class: Whitesmith Synthesis Potion: Creates a rental potion that lasts 5 min for the whole party around the Creator if items requirements met. It costs 3 misc items to create a potion. Amount of players in the party increases the amount of items required. Those items are healing potions (heal over 10 seconds), ATK/MATK/Flee/Hit potions. Class: Creator Ragnarok: Ensemble Skill done by a bard and a dancer together. It causes damage in the area, as well as abnormal statuses. Allies receive buffs. Buffs and abnormal statuses are random each second. (similar to gospel) Class: Bard/Dancer Hallucination Walk: Summons a clone of self and cloak the SinX. If used while being cloaked: uncloaked the SinX and causes Hallucination in an area. Class: Assassin Cross Biotechnology: Passive skill. Increases chance to create an embryo and MaxHP of Homunculus by 2% per level. Class: Alchemist Drill Master: Passive skill. Increases damage of homunculus by 2% per level. Class: Alchemist Heal Homunculus: Same as Potion Pitcher lv 4 but targets directly the homunculus by using it without having to click on the homunculus. Class: Alchemist Flame Control: Alchemist inflicts damage linked to the homunculus based on homunculus's ATK and MATK. Chances to inflict a common status depending on homunculus type. Class: Alchemist Twilight Alchemy IV: Creates 200 blue potions if all requirements are met. Bonus - Extra Custom Skills: Earth Wall: Same as Ice Wall but it is indestructible and one cell only. 5 instances maximum. Class: Wizard Earthquake: Adapted version of Earthquake for Wizard. Part of ATK and MATK are defining damage. Class: Wizard Installation and Compatibility: I did put some instructions in the read me file regarding the installation. The diff is compatible with the latest rathena but it is easy to adapt to any version really. Any Questions ? You can contact me on Discord: Grenat#5220 for support regarding the installation. Submitter grenat50 Submitted 01/21/2022 Category Source Modifications Video Content Author Grenat  
    1 point
  4. query_sql("UPDATE `login` SET `deposit` = (`deposit` + "+.@amount+" - "+((.@amount / 100) * 2)+"), `tax` = (`tax` + "+((.@amount / 100) * 2)+") WHERE `account_id` = "+getcharid(3)+" LIMIT 1");
    1 point
  5. prontera,155,181,5 script Simple Bank 757,{ query_sql("SELECT `deposit`, `tax` FROM `login` WHERE `account_id` = "+getcharid(3)+" LIMIT 1", .@total_zeny, .@total_tax); mes "You have "+F_InsertComma(.@total_zeny)+" Zeny."; mes "You contributed "+F_InsertComma(.@total_tax)+" Zeny of Tax."; mes " "; switch(select( "Deposit Zeny", "Withdraw Zeny" )) { case 1: input .@amount, 0, Zeny; if (.@amount < 100) { mes "You cant deposit less than 100 Zeny."; } else if ((MAX_ZENY - .@total_zeny) < .@amount) { mes "Your bank can't hold that much of Zeny."; } else { mes "You have deposited "+F_InsertComma(.@amount)+" Zeny."; Zeny -= .@amount; query_sql("UPDATE `login` SET `deposit` = (`deposit` + "+.@amount+" - "+((.@amount / 100) * 2)+"), `tax` = (`tax` + "+((.@amount / 100) * 2)+") WHERE `account_id` = "+getcharid(3)+" LIMIT 1"); } break; case 2: input .@amount, 0, min(.@total_zeny, 1000000000); if (.@amount <= 0) { mes "You cant deposit 0 Zeny."; } else if ((MAX_ZENY - Zeny) < .@amount) { mes "You can't hold that much of Zeny."; } else { mes "You have withdraw "+F_InsertComma(.@amount)+" Zeny."; Zeny += .@amount; query_sql("UPDATE `login` SET `deposit` = (`deposit` - "+.@amount+") WHERE `account_id` = "+getcharid(3)+" LIMIT 1"); } break; } close; } since tax value doesn't have limit, you probably should create the column with bigger datatype to support more than 2.1b value.
    1 point
  6. This version is my fork of roBrowser and although it is much more advanced that the original repo, it still needs a lot of development. If anyone can help please contribute to it: https://github.com/MrAntares/Ragna.roBrowser
    1 point
  7. 1 point
  8. Theoretically, you can just increase MAX_QUEST_OBJECTIVES in mmo.h. I don't know if any other errors will pop up though. The problem is you would have to go through the 3000+ lines in quest_db to add the new columns.
    1 point
  9. I imagine there are better ways of doing this but whatever works right. void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp) { unsigned int tick = gettick(); int warpgodelaycd = 5000; //This is the delay in milliseconds you can set what ever delay you want struct map_session_data *md = (struct map_session_data *)src; if (sp) clif_updatestatus(sd,SP_SP); if (hp) clif_updatestatus(sd,SP_HP); else return; if( !src || src == &sd->bl ) return; if(src->type == BL_PC) { sd->warpgodelay_tick = tick+warpgodelaycd; //This is the timer md->warpgodelay_tick = tick+warpgodelaycd; //This is the timer } if( pc_issit(sd) ) { pc_setstand(sd); skill_sit(sd,0); } if( sd->progressbar.npc_id ) clif_progressbar_abort(sd); if( sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support ) pet_target_check(sd,src,1); if( sd->status.ele_id > 0 ) elemental_set_target(sd,src); sd->canlog_tick = gettick(); }
    1 point
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