Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 08/27/22 in Posts

  1. Actually, your theme is out of date. The xLabels are defined in the language files. You should update your theme.
    2 points
  2. Hello, I'm Haziel. I've been a graphic artist for over 15 years. I've made commissions for several Ragnarök Servers and also, worked on the production of some Indie Games either as Concept or Pixel Artist. Spriter is my main role on game development but I'm also able to perform as Designer, Mapper and Programmer, drop me a PM if you're interested in any of those services. For the previews below, keep in mind: Headgears, Garments, Equipment, Weapon/Shield and Monsters. Headgears Divine Headgear Set A Gem Themed Headgear Set carrying the theme of mystical stones, targeted for each of the main class branches. Dragon Headgear Set In a similar fashion of the previous one, having one main headgear targeted to fit certain classes. Equipment Divergent Set The Divergent Set concept is based on evolution. After meeting some requirements, the player would be able to evolve the basic Divergent Equipment (grey-ish blue), to one of 8 different forms: Demon (Purple), Dragon (Green), Fox (Orange), Ox (Black), Phoenix (Red), Shark (Skyline Blue), Tiger (Yellow) and Wolf (White). Each one with its own properties. The Helmet has it's own appearances while the other equipment will have it's colour changed. Arcane Set The Arcane Set was meant to be a magical bundle of equipment with four options of headgears for combining, it also has a Weapon compatible with Wizards, Sages and their evolutions. Sacred Set Initially, the Sacred Shield was requested, then, a Swordsman Equipment set, I mixed both things and expanded it to an 8-piece Equipment Set. Plate themed, this one is intended for Knights, Crusaders and their respective evolutions, but can be used by any Class. The Shield is currently only available for Crusaders and evolutions but can be adapted for any Class, although a specific Diff from NEMO is required to implement it. An alternative Cursed theme is also available. Elemental Auras Four Aura-like headgears and four monsters/pets to go along the theme. Anime/Show/Game Themed Gears Anime/Game Themed Gears Miscellaneous Gears made based on some Anime/Game characters and/or artefacts. Above, Megaman X and Zero Helmets from Megaman X franchise, Dying Will from Katekyo Hitman Reborn anime, Kaneki Mask from Tokyo Ghoul anime. Sword Art Online 2 Headgears/Garments and 3 Weapons based on the Manga/Anime Sword Art Online. Elucidator and Dark Repulser both are available for Knights and Evolutions, Kirito Weapons for Assassins and Evolutions. Event Gears Valentine's Day Halloween Halloween Package includes 5 Headgears with matching Garments and also the Wicked Set, composed of 2 Headgears and a Garment. Auras 32bit Headgear Auras All of them available in 12 colours. Monsters Defence Turrets Those are monsters meant to be summoned and attack anything that goes near. Originally intended to be WoE-related. Untear, Unseal, Unnes & Undine My take on the concept of evolutive Pets, can also be used as monsters. Miscellaneous Monsters Situational mobs to be used in Custom Maps/Quests. Trickster Collection My own take on Trickster Online conversions. Christmas Boss: Evil Santa Meant for Christmas Events, this boss has some weirdly strong Reindeers as minions! Sword Art Online Collection Overlord Collection RE: Zero Collection Bosses Big Bosses Really Big Bosses VIP Badges Those were intended to be exclusive to certain VIP levels, there are alternate versions for PVP purposes. Logo Headgears I also offer the service of recreating a server's Logo in a promotional Headgear. Headgear Edits Examples of minor works I usually receive requests for, that may be, from little corrections or addition of details to recolours and mixing of headgears. Above, a symbolic gift to Nova and his request about a Sunglass equipped on the lower slot. Garments/Robes Garments are visual items Gravity made on Jan/05 of 2011, but even Gravity itself didn't make much of them. They're equipped on Cape or Costume Cape slot and must be made Class by Class to fit perfectly on each movement. Different from Headgears, they are layered correctly behind the character and does not stay floating around it as some custom content out there. Official examples of it are the Archangel Wings and the Adventurer's Backpack. Wing-Themed Collection My current Wing collection consists of several themes divided on Insect, Feathered, Leather and Other categories. Suitable for all classes. Classes Relics A garment bundle created to illustrate an attribute of each class branch in RO. Miscellaneous Garment Collection Another set of Custom Garments, but with another kind of thematic, instead of the usual wings. Weapons Weapons Weapons are specific for classes, but can be adapted to multiple at once. Miscellaneous Equipment Sets These have no visual appearance, are only intended as common gear. Freebies Headgears Garments Monsters Freebies Click on the preview image to be redirected to download thread! Freebies will be posted weekly! Rules 1. DO NOT steal my work, it takes hours, days, sometimes weeks to be made, don't claim it yours. 2. DO NOT redistribute, mirror or redistribute my work. 3. DO NOT edit my work without my permission, It includes recolours. 4. DO NOT remove my signature included among my files, be respectful. 5. DO use my works as Donation Rewards, be kind and just ask me first. Additional Information • I'm a Freelancer and my work is for sale, contact me by PM, Facebook, Discord, E-Mail ([email protected]) or Skype (hyering) if you're interested. • I'll not edit or modify other Artists' work without their permission, be sure to have it before asking. • I do take references on Sprites from TalesWeaver, Trickster and other sources, but I'll not redistribute raw materials or teach how to get it. • Feel free to contact me speaking English or Spanish. I can also understand Portuguese at a certain level. • I'm not a master or a know-it-all, I'll share my knowledge when I feel appropriate to do so.
    1 point
  3. So I made necromancer into a pet and I was trying all the available bonus scripts I could think of to get him to summon monsters, but it wasn't working. Couldn't even get him to add a bonus to drop dead branches by chance. BUT THEN, I remembered that some pets already summon monsters- like Sera, and I was able to take the pieces (source code and the various skill_db files) to Summon Legion and was able to create a new move that I only plan to use as a "pet bonus", where I can use bonus3, "skillname", skill_lv, proc chance to make it seem like my pet is summoning whatever monsters I want it to. The nice thing is- skills have a max lv of over ten, which means I could have ten different pets summoning ten different enemies at different amounts. And I did get this to work. My necromancer procs rake scaraba spawning right now (my test mob). I encourage you all to try it out. It's quite fun. You could make a lunatic that spawns 10 more lunatics if you want to. I don't plan to release the code in the source releases, because it's a lot of different little file edits, and I have yet to figure out how to make a branch on GitHub. If it was easier to share code, I'd do it. ?
    1 point
  4. View File ReputationUI File Converter Converter that allows you to Decompile Bson files to Json, so you can edit them to your liking, and then Compile from Json to Bson for the client to read. Example: Editing the Json file. and then compile to Bson Result in the Game: Submitter Pokye Submitted 08/22/2022 Category Client Tools Video Content Author Pokye  
    1 point
  5. Heya, Well, the first step would be converting your SQL database to CSV/text format. You can do that by querying the following: // for db/re/item_db.txt select `id`, `name_english`, `name_japanese`, `type`, `price_buy`, `price_sell`, `weight`, `atk:matk`, `defence`, `range`, `slots`, `equip_jobs`, `equip_upper`, `equip_genders`, `equip_locations`, `weapon_level`, `equip_level`, `refineable`, `view`, CONCAT('{', IFNULL(`script`, ''), '}'), CONCAT('{', IFNULL(`equip_script`, ''), '}'), CONCAT('{', IFNULL(`unequip_script`, ''), '}') from `item_db_re` I'm using HeidiSQL, but from there... right-click a row > Export grid rows > - Output format: Delimited text - Row selection: Complete - Options: - Uncheck "Include column names" - Field separator: "," - NULL value: "" (leave empty) Then you should have a normal item_db.txt output. Paste the output to your item_db.txt file in the db folder, do the same for the import folder using the other SQL table. From there, you can run the csv2yaml tool (just make sure there is no item_db.yml files, otherwise it won't actually attempt to do the conversion).
    1 point
  6. (Not only magic, but also all damage skill) Picture preview : http://goo.gl/91vrl Video preview : Introduction : hmm... let skill attack also has critical hit. (damage x2) /////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////// Download : Critical_hit_on_Magic_2.patch Critical_hit_on_Magic_1.patch Critical_hit_on_Magic.patch /////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////// Update : 1. Show Full hit combo 2. Fix exp not gain and
    1 point
  7. Unit.cpp - if (ud->skilltimer != INVALID_TIMER && ud->skill_id != LG_EXEEDBREAK && (!sd || !pc_checkskill(sd, SA_FREECAST) || skill_get_inf2(ud->skill_id)&INF2_GUILD_SKILL)) + if (ud->skilltimer != INVALID_TIMER && ud->skill_id != LG_EXEEDBREAK && (!sd || !pc_checkskill(sd, SA_FREECAST) ))
    1 point
  8. File Name: [source] Monsterally Command File Submitter: Zephyr File Submitted: 17 Dec 2012 File Category: Source Modifications Content Author: Keops (rAthena) or Zephyr (brAthena) With this script command, you can create sized monsters, big, small or normal, monsters to help some guild, char or party, and you can also define an event like the "monster" script command. You can also control the AI of a monster, if you know how to work with AI and if you know how the effects, you can change the number according to AI that you want to use. Anyway, if you don't know about AIs, always use the number 0 or 1 for the AI argument. You can control the quantity of the spawned monsters too, like the 'monster' script command. How to use the command: monsterally <"Map">,<X Coord>,<Y Coord>,<"Name">,<Mob ID>, <Quantity>,<Guild ID>,<Party ID>,<Acc ID>,<Size>,<AI>{,<"Event">} This is very usefull for events or other things. Demonstration Video: Click here to download this file
    1 point
  9. if ( getequipid(EQI_HAND_L) == 1101 && getequipid(EQI_HAND_R) == 1101 ) unequip EQI_HAND_L; should belongs to database support though
    1 point
  10. ived read that many times already.. and i still dont know how to make skill passive and summon monster T_T
    1 point
×
×
  • Create New...