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1. rathena/src/map/script.hpp Search: HAT_EF_MAX Replace: /* Custom Hateffects */ HAT_EF_arcane_aura_A, HAT_EF_arcane_aura_B, HAT_EF_gluttony_aura_A, HAT_EF_gluttony_aura_B, HAT_EF_MAX = 9999 2. rathena/src/map/script_constants.hpp Search: export_constant(HAT_EF_EFST_C_20TH_ANNIVERSARY_HAT); Replace: export_constant(HAT_EF_EFST_C_20TH_ANNIVERSARY_HAT); /* Custom Hateffects */ export_constant(HAT_EF_arcane_aura_A); export_constant(HAT_EF_arcane_aura_B); export_constant(HAT_EF_gluttony_aura_A); export_constant(HAT_EF_gluttony_aura_B); 3. Compile you Server. 4. Copy in you Data/texture/effect/(arcane_aura) and (gluttony_aura) Data(Example_Auras).zip 5. Data/luafiles514/lua files/hateffectinfo/hateffectinfo.lub Search: HAT_EF_efst_C_20th_Anniversary_Hat = 176 } Replace: HAT_EF_efst_C_20th_Anniversary_Hat = 176, HAT_EF_arcane_aura_A = 177, HAT_EF_arcane_aura_B = 178, HAT_EF_gluttony_aura_A = 179, HAT_EF_gluttony_aura_B = 180 } resourceFileName: route effect(Data/effect/name you effect folder/name you str file.str) IsIgnoreRiding: if true when mounting a mount or asking for hateffect will not go up, it will ignore this action isRenderBeforeCharacter: If true when using hateffect it will be over the character. hatEffectPos: Position the Y anchor (up and down) of the hateffect hatEffectPosX: Positions hateffect X anchor (left right) isAdjustPositionWhenShrinkState: always true isAdjustSizeWhenShrinkState: always true Search: [HatEFID.HAT_EF_efst_C_20th_Anniversary_Hat] = { resourceFileName = "efst_C_20th_Anniversary_Hat\\20th_f.str", hatEffectPos = -6, hatEffectPosX = 0, isIgnoreRiding = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true } } Replace: [HatEFID.HAT_EF_efst_C_20th_Anniversary_Hat] = { resourceFileName = "efst_C_20th_Anniversary_Hat\\20th_f.str", hatEffectPos = -6, hatEffectPosX = 0, isIgnoreRiding = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }, [HatEFID.HAT_EF_arcane_aura_A] = { resourceFileName = "arcane_aura\\arcane_aura_particle.str", hatEffectPos = -1, hatEffectPosX = 0, isRenderBeforeCharacter = false, isIgnoreRiding = false, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }, [HatEFID.HAT_EF_arcane_aura_B] = { resourceFileName = "arcane_aura\\arcane_aura.str", hatEffectPos = -2, hatEffectPosX = 0.2, isRenderBeforeCharacter = true, isIgnoreRiding = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }, [HatEFID.HAT_EF_gluttony_aura_A] = { resourceFileName = "gluttony_aura\\gluttony_aura_particle.str", hatEffectPos = -1, hatEffectPosX = 0, isRenderBeforeCharacter = false, isIgnoreRiding = false, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }, [HatEFID.HAT_EF_gluttony_aura_B] = { resourceFileName = "gluttony_aura\\gluttony_aura.str", hatEffectPos = -2, hatEffectPosX = 0.2, isRenderBeforeCharacter = true, isIgnoreRiding = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true } } 6. Add Script NPC: rathena\npc\custom\hateffect.txt (Use command @efc in game) - script HATEFFECT -1,{ OnHatEffect: if(getgmlevel()>= 80){ input .@number; if (.@number < 1) end; if (.@number >= 301) end; for(.@i = 1; .@i < 300; ++.@i) hateffect .@i,false; hateffect .@number,true; end; } OnInit: bindatcmd "efc",strnpcinfo(3)+"::OnHatEffect"; end; } 7. Add npc in rathena\npc\scripts_custom.conf npc: npc/custom/hateffect.txt 8. (OPTIONAL) Add Hateffect in item: Example: - Id: 2301 AegisName: Cotton_Shirt Name: Cotton Shirt Type: Armor Buy: 10 Weight: 100 Defense: 1 Locations: Armor: true ArmorLevel: 1 Refineable: true Script: | hateffect HAT_EF_arcane_aura_A,true; hateffect HAT_EF_arcane_aura_B,true; UnEquipScript: | hateffect HAT_EF_arcane_aura_A,false; hateffect HAT_EF_arcane_aura_B,false; Update: My project all Auras. (09/27/2023) - Pack Auras: My Project All Auras Too my project Ragnarok Online Pre-Renewal(Offline) and guide for easy update. - Data Folder + Server: Google Drive or MediaFire - Client RO: Google Drive or MediaFire Guide for start server and Play: 0. Dowloand Client RO and Update. 1. Download Data Folder + Server 2. Copy all files C:/MyServer/Client (In folder Ragnarok Onmline). 3. Run C:/MyServer/UwAmp/UwAmp.exe 4. Start Server C:/MyServer/rathena/runserver.exe Enjoy!!! Gluttony Aura: Arcane Aura: Credits: LCDTheOG Fros1 point
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View File High Definition Damage Font Hi all, This is a basic damage font alternative which can be used to bring a little more high definition resolution to Ragnarok! I made this purely because I was tired of staring at the hideously stretched and over-pixelated damage numbers while I was doing some testing. Feel free to give it a try! There is a slightly wider spacing between digits that I wasn't able to close off because the client must determine spacing/positionings between, but if you want to reduce some of the spacing I have provided another .act file suffixed "_larger" which reduces the spacing but makes the damage text a bit larger. Thanks Submitter Epoque Submitted 03/31/2019 Category Sprites & Palettes Video Content Author Chris Copeland1 point
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Since Auction Feature has been removed long time ago, I re-created another way to bring back Auction with an Alternative Method. Using Vending System albeit with some limitation. Known Limitation: - You can't purchase the item that auctioned on vending if you has not engough zeny (Client Limitation), to work around this create item to be used as placement of currency equivalent to the real currency, in example if you want to use Zeny as currency of the payment method, by default maximum zeny is capped to by defined in MAX_ZENY (usually 2 Billion), but how if the auctioner want to by pass that limit? this is where curency placement come to play. - Only one item should be auctioned at once, Auctioning multiple item can be done but because UI / Display limitation info about auctioned item can't be verbose enough to be known / understood at glance if each item has different currency.1 point
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Another small update, but no less time-consuming. I got my hands on the GRF file with the information from the beta, and I was able to harvest the last removed map, etc_cave01. This map did not initially load properly as its textures are looking at some nonexistent location, but hex editing the GND file easily allowed these to be replaced. It seems to use the same textures as Dungeon001, so I've added it to the game as another floor to that dungeon. There's a few new enemies here, like Papare and that Black Bat enemy. I found a new item I wanted the black bat to drop, the Black Devil Mask. It's a neat-looking mask that covers one eye. However, there's a big problem with it! If you turn in certain directions, the eye that it covers changes! This looks super stupid and I wasn't willing to put it in the game like that. So, because I'm way too picky about stuff like this, I decided to see if I could fix the sprite myself. There's a pretty good tool that can be used to do this called Act Editor which I used a little bit before for editing enemy sprites. A naive person (ie, me before I did this) would probably think that because the character can be displayed from 8 directions, this will only require 2 new sprites (only 2 directions are messed up). Oh no. The game manually specifies the position of the headgear for every possible animation frame the character can have. I'm sure there's probably some automatic way to update this but I didn't find it, I just did them all manually by calculating how much the sprite moved each frame. There are also different sprites for male and female characters since they have different animations. This took a while. Since I was already spending my whole evening on this, I decided to see if I could fix the Kitty Band as well, which has a strange issue where the inside of the ear always faces outward regardless of which direction you face, causing people on my server to joke about it being the worst headgear in the game. This was comparatively much easier because I didn't have to reposition anything, I just had to add some new sprites and then swap out the sprite index in the animations. Interestingly, the male act file for the Kitty band already specifies a back sprite, it's just identical to the front sprite, but the female act file does not. Did two different people work on these? At any rate, here's what they look like once they're fixed. Should you want these sprite edits for your own server, I've attached a GRF file that contains the updates. You'll probably just want to merge this into one of your grf files, since it's very small. headgearfix.grf1 point
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Been working on a ton of small things that don't really make for an interesting post. Lots of little polish things, like fixing minimaps where exits have changed, fixing item descriptions, fixing status icon descriptions, altering the card prefixes to make sense with the new / changed cards, etc. Important, but not flashy. I've also been trying to look at EXP curves and smooth out various issues. Something I noticed was that without fail, every character always wants to go to Culvert 1 after job change. This is probably because Thief Bugs and Thief Bug Eggs give somewhat disproportionately high exp for how easy they are, so I've toned this back a fair bit. You can push on to Culvert 2 for better exp (but at more risk), or you can consider other areas like the areas south or east of Prontera at this level. Similarly, pretty much every character always wants to go to Lutie when they get to around level 35-40. This one I'm kind of okay with (there are some other viable alternatives here, Clock Tower 2, Orc Dungeon, Brasilis, Amatsu Dungeon 1, etc). Instead, I chose to slightly nerf Lutie in a slightly different way: it's now harder to get there. Rather than talking to Santa Claus at Aldebaran and getting warped there, Lutie is instead now on the main map, north of Yuno. There's also now a second Lutie Field map, which occurs before the existing one. It's actually just an altered version of the existing map with a new enemy in the Snow Tail, which is a weaker version of Nine Tail. This plays the previously unused Track 56, which is a nice peaceful song for a nightime snow map. I also made some tweaks to Dewata, which I noticed was a place you would basically never bother with, it's now a decent level 70ish levelling area. I added the previously unused Basilisk enemy to this map, which I think fits well here. Finally, the later floors of Malangdo dungeon have these new Fire fish enemies, which give roughly Niflheim-level exp, being a decent alternative for level 75+. With these changes I think the PVE content feels pretty good and there aren't really any major deadzones or spots where there's only one viable place to level. Beyond this, one of the biggest issues with playing on my server is that so much is changed that it's hard to create builds. The existing at commands in the game can help a little, but it really helps to be able to view the content in the game using a webpage, so I put together a very simple dictionary of the cards, pets, and card sets in the game, which I've attached to this post in the event that you're curious what my rebalance of the cards looks like. I also took the opportunity to do another pass of the card balance while I was putting it together. While this is a massive document to go through (my server contains exactly 700 cards, purely by chance), I think there's some interesting things to talk about with regards to game balance when it comes to the cards. For starters, my biggest pet peeve when it comes to the cards are when there are multiple cards that have almost the same effect but one is purely better than the other. An example in the base game would be Wormtail and Zerom, which are both accessory cards that increase DEX. Wormtail gives DEX +2, and Zerom gives DEX +3, so Zerom is just purely superior in every situation. On my server, Wormtail instead gives DEX +2, STR +1, INT +1. I think this is still generally worse, as most builds that want to use a DEX accessory card want as much as they can get and don't care too much about INT or STR, but for certain builds that use all of these stats (like autocast Sage for example) you might consider it. Another thing I really wanted to avoid are situations where there's literally only one card you would ever consider for a specific slot. A good example would be in PVP. There is literally only one card you would ever consider for your shield card and that's Thara Frog, which cuts damage taken from Demi-Human by 30%. There is pretty much no way this can exist in the game and not be the best PVP card, so this was a rare example of a card that I actually nerfed fairly substantially, on my server it only reduces demi-human damage by 20%, to make room for some other shields to be relevant, though it's probably still the all-around best option. Another example would be the weapon cards for Mages. In base, the only weapon any mage ever uses is a 4-slot Rod with 4 Drops cards, because there are almost no cards that do anything for mages. This is now drastically changed as almost all cards that affect damage that used to be physical-only also affect magic, so mages can now run Hydra cards for example (though Hydra is also somewhat nerfed). This makes mages significantly more powerful, but there are more ways to defend against magic as well. When it comes to the relative power of the cards, I generally chose a few baseline cards for each category to use as a guideline for the general power of that category, typically the most commonly used ones. For example, for weapon cards, the benchmark was the "do 20% more damage to enemies of a specific race / element" cards. These are almost undeniably the most powerful weapon cards in the base game (save for MVP cards), but rather than severely nerfing them to bring them in line with everything else, I generally tried to buff the other cards to be more relevant. An interesting wrinkle when it comes to buffs is you often have to buff slightly more than feels sensible in order to make things balanced. My first idea is usually something along the lines of "this seems fine now but I probably still wouldn't use it", but in order to make it an interesting option it has to be powerful enough that you actually want to go out and get it. This was particularly an issue for the cards in the past, as they have to be quite powerful to make up for how difficult it is to get there. By far the hardest thing to balance were the card sets, particularly the ones for each class. In the base game, these sets are simply irrelevant and no one ever uses them. They involve a lot of lousy cards that you'd never want to use and the bonuses are generally not worth what you're giving up. Here, with the cards being buffed so they're actually usable, some of the card sets actually became much too powerful and had to be nerfed somewhat. There's an extremely fine line between the card sets clearly being the best option for their class and being worthless, In general, I don't think you want the sets to be too good because I feel like they're kind of fundamentally uninteresting, since coming up with your own card build is one of the most interesting things about the game, but some of them do give some interesting effects, like Rogues gaining the ability to use some traps. The balance of the pets is probably nonsense. This is the one area where I mainly focused on flavour and what I thought was cool moreso than balance. Some pets that have a really strong skill have a somewhat weaker loyalty bonus, but there's no question that a lot of them are kinda bonkers. Oh well. Pets are fun. There's a good chance this will end up being my last post about the server, because to be honest, there's not actually that much more to be done with it. It's definitely been incredibly fun to tinker around with, though. I hope this topic can inspire others to see what interesting things they can do with this game. It's actually kinda bonkers how much control you have with this game compared to pretty much any other game that allows modding. pets.html sets.html cards.html1 point
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Being doing some behind the scenes stuff lately, most of which is hard to show off. For starters, I've been fiddling with autocast. I've mentioned before that I always felt Professor felt mediocre and part of this is because autocast kind of sucks. Whenever you trigger an autocast, it cancels your attack and you just pose, similar to casting the spell normally. For Professor, this makes autocast kind of pointless since you can just cast the spell normally and attack with free cast and you get a similar effect, except you call the spell at the maximum level. I've always felt that they way it should work is that you should keep attacking and the spell should just go off, so autocast is just like bonus DPS on top of your regular attacking. This is actually extremely hard to change, because the posing actually takes place client-side, and it does not respect any of the fields sent in the packet like amotion. There is a flag that is sent to skill_attack that can suppress the casting animation, but it doesn't work for multi-hit or NPC skills (ie, almost every spell that can be autocast) and it has its own share of problems. My first change to try to change this was to shift the "src" of the attack to the target. For mobs, this works perfectly, because mobs don't have casting animations. We can now auto-attack and throw bolts without stopping! The problem is PVP. If you use this approach for PVP, the person being hit by the bolts does the casting animation instead! This is obviously not what we want. There isn't a great solution to this. What I've done is to change the damage type to splash when used against a player (this is also how the animation flag works). However, this has several issues. When casting a multi-hit spell, it only hits once (for bolts, all the bolts come down at once). It also deals the damage instantly, rather than after the animation. This is not ideal, but I don't think there's any other way without changing the client. Notice the 501 damage from the bolts already happened a bit ago even though they haven't hit yet. Speaking of, I've been working on PVP. I wrote a pretty simple script to add some PVP arenas, which I've added to this post if anyone wants it. It does require you to set the mapflags on these maps (pvp_n_1-5, pvp_n_2-5, and pvp_n_3-5), all of them need to have the nightmare flag removed and the nopenalty flag added, and the first arena needs noparty, and the last needs noexp and noloot. The first two arenas are pretty straightforward, the first is FFA and the second is Team-Based. The third arena is fun though, as it also spawns some enemies! It can get pretty chaotic, but you might be able to use the Monsters to your advantage. You can also just use this area to test out your builds without any risk, since you don't lose exp if you die here (though you don't get exp or drops either). Finally, I also added a pity system for cards. Whenever a card fails to drop from a monster, the rate very slightly increases until the card drops, at which time it resets. This increase is server-wide and it doesn't persist if the server is shut down, but I think it makes card hunting feel a lot better. It doesn't make a huge amount of difference most of the time, but it makes it very unlikely to go super dry on getting a card. The chance of taking like 4x the expected amount of kills to get a card is now effectively nonexistent. Programming-wise this is actually pretty simple. I might maybe eventually make a topic about it if people want it. pvp.txt1 point
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Been on a little bit of a break after all the work I did on RO recently, but I've been filling in a bit of content here and there. For starters, I finally got marriage working. The custom marriage script that came with my distribution had a few bugs. I'm not sure if they are fixed in the latest version, but I've included the fixed version in this post. Here's the happy couple. (Not pictured their previous 6 divorces while I debugged the script) In order for this to work, the wedding rings need to be marked as married partner tradeable, which they weren't initially in my distribution (this is bit flag 511 in item-trade.txt). Also, for some reason, the Tuxedo was marked as an etc item, I restored it to being an equippable item as it was before. I've also been adding some new stuff here and there. For starters, there's now a new dungeon in Jawaii called the Tunnel of Love. It's accessed via this NPC in Jawaii. This place is pretty unique. For starters, he won't even let you in if you don't have your wedding ring equipped, and if you take it off in the dungeon you get warped out (this is achieved via an unequip script on the wedding ring, which only activates on this particular map). The map itself is a reskinned version of Beach Cave North, but it plays track 172, which I think fits well with it. There are a couple new enemies here and a new boss, but it also has a lot of pairs of enemies like Poporing and Marin, and Bongun and Munak. The boss is a fairly unique one called The Lovers, which consists of two boss-like entities who have comparable power. The female is the "main boss", if you defeat her they both die, and the male enemy is the summon, but she will only summon him on spawn and never resummons him if he dies. As long as he's alive, he tries to heal her and cast buffs on her, so you kind of want to target him first, but she starts using NPC_POWERUP once he goes down (this uses the same check on number of living slaves that bosses typically use to respawn their summons). They drop a couple different things, but the real prize is the Lovers' Ring, a slotted accessory that gives an incredible +2 to all stats, making it easily the best accessory in the game. The catch is that it only works if you're also equipping your wedding ring in the other slot, which significantly limits its power. Actually, pretty much everything unique you can get in here is connected to the wedding ring in some way. I mainly wanted a way to make wearing the wedding ring kinda viable. Obviously, under normal circumstances you just keep it in your inventory and only swap to it when you want to use the wedding skills, but I think this gives you some fun options if you'd prefer to keep it equipped. This also means that for characters who are single, the fact that they can't come to this dungeon isn't a big deal. I also added a boss based on Red Scar from Ragnarok 2 to the Cave Dungeon in the past. This area bares some resemblance to where you fight him in RO2 and RO2 takes place in the past compared to RO1, so I thought it was a fun little touch. He's quite an easy boss, not much more powerful than GTB, which makes sense because he was one of RO2's earliest bosses and this area is one of the first you can access in the past. I also don't know if I ever talked about the Humanoid Chimera pet. She's the hardest pet to get in the entire game (she requires killing T_W_O, who is close to Satan Morroc in power), but her pet skill is that she can give you Soul Link. This actually uses a completely new skill called "SL_OMNI" which calls all of the other soul link spells depending on the target's class. You might be wondering how I created these new bosses. Actually, it was very easy. You can probably tell that they're using the sprites of existing enemies, namely Succubus, Incubus, and Desert Wolf. RO has a file in the System subfolder under the client folder (this is also where iteminfo.lub) is located that the game uses to dynamically apply certain sprite effects to various enemies. They use this to create quite a number of the enemies in the game. The file is monster_size_effect_sak_new.lub. It's quite easy to understand and modify, the entries in the list are just the Monster IDs, then there's a list of effects to apply to them. For Red Scar, his effects look like this. [2546] = { MonsterSize = 1.5, MonsterEff = { EFFECT.EF_GREEN99_3, EFFECT.EF_GREEN99_5, EFFECT.EF_GREEN99_6, EFFECT.EF_REDLIGHTBODY } }, So what this does is it takes Desert Wolf's sprite, makes it 1.5x the size, then applies 4 effects to it. The first 3 create the "boss aura", while the last colours him red. And presto! It's a vaguely new enemy sprite! In terms of things that weren't so simple, there's also this place. This is the Endless Sands dungeon, which is found in the past. Unlike other things I added, this is a totally new map that I made from scratch. It's not fancy or anything, it's mostly just some bumpy terrain with some cacti and a sand texture, but I like it. This dungeon is also a maze, where each screen has multiple exits but only one leads forward. The Pixy Porings also appear here, and they have pretty good stuff, though they're pretty strong for porings. Should you make it to the exit, you can reach Valhalla! It's actually just the Lasagna field maps, but I think it looks kind of heavenly. This is the most dangerous area in the entire game. There's a ton of new enemies and gear here, but the enemies have comparable power to Odin's Tower and since this is in the past all enemies deal double damage and take only half. Defeating the Wish Maiden (who actually uses a different sprite that's from a newer version of the game) will not be easy. You're probably going to want at least a couple boss cards before you come here. I feel like I'm probably mostly done with PVE content now, the next big thing I'll have to figure out is all the PVP stuff. The amount of stuff to fiddle with never ends. marriage.txt1 point
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I've been fiddling a lot with skills lately. For starters, I've been playing Sage. Sage has always felt like a bit of an underwhelming class to me. A big part of this is that it gets very few new damage spells. So I made a new one. Poison Splash is basically just Poison-element Fire Ball, it does AOE Magic Poison damage and can also inflict the Poison status. On my server, Poison does extra damage against Neutral (I think this makes sense, since Assassins use it and the main targets that are Neutral are players), so this spell is quite useful against Ridewords and the like. I also think it works well for Sage since Sage is intended to be a PVP-focused Mage and this is a pretty decent PVP spell. That said, you have to watch out because a number of enemies can cast this spell against you! I also buffed Professor's Memorize skill, which I've renamed to Lecture. Like the Summoner Buffs, it now also applies this buff to all party members on the screen. I think this makes thematic sense with the class being called "Professor" but doing no actual teaching previously. It was also a move which, in my opinion, didn't have a ton of utility for Professor, as they tend to either use fast-casting spells or autocast, but has a ton of potentially interesting utility for other characters and enhances the "Support Sage" playstyle. Beyond this, something I think is super cool is that I've added some cards that allow you to cast previously enemy-only skills. For example, here my Paladin has the Dark Priest Card, which allows you to cast Soul Strike of Darkness. It even has a proper description in the skill window and everything. This was surprisingly painless to pull off. You need to add entries for the enemy spells (in this case NPC_DARKSTRIKE) to skilldescript.lub and skillinfolist.lub (these are in the GRF file under skillinfoz), and add entries for the spell in skill-cast-db and skill-require-db and that's about it, then just have the card script look something like "skill "NPC_DARKSTRIKE", 5;" and you're good to go. I have cards like this for Grand Darkness, Darkness Jupitel, Blood Drain, and Energy Drain, but none of them are easy to get your hands on. Still, it's cool to have more options for dealing Darkness damage. I also almost completely reworked Endless Tower. For starters, I moved it. It was originally accessed via Alberta, like far too much of the game (like 8 different towns are accessed through there), so it's now where Misty Forest Labyrinth used to be at Bifrost Field 1. The condition where you have to wait a week between attempts is also now gone, you can now play it as much as you like, but creating the instance costs 500k Zeny. The difficulty of the tower has also been rebalanced. Previously, it was kind of ludicrous, forcing you to fight many of the hardest bosses in the game, like Ifrit and Beelzebub. You now generally fight the low to mid tier bosses, with a number of bosses who didn't previously appear in the tower, like Gopinich, Boitata, and Stormy Knight making an appearance. I also tweaked the enemies that spawn on pretty much every floor. There's generally less of them, and they're themed based on various locations in the game. For example, can you identify the map that this floor is based on? I also gave Endless Tower a huge music buff, in that it now plays the previously unused track 168 (well, this is used for Lasanga dungeon in Renewal, but that map isn't in Pre-Re), which I think fits perfectly with this dungeon. If you ever want to edit which songs play where, this is very easily done by editing mp3nametable.txt, which is in root folder of one of your GRF files. (I also restored Track 67, which currently doesn't play anywhere, it now plays on the maps north of Yuno). There are also kafras and shops within Endless Tower (though the Kafras only allow you to use the storage. no saving), to somewhat mitigate how absurdly many items you tend to get here. Additionally, when you clear floors 25, 50, 75, and 99, the warp in the first room is replaced with a new warp that takes you to the appropriate floor (the concept of the Ashes is removed). Overall, I think this makes this dungeon a lot more fun.1 point
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My cat is finally rebirthed! I can't believe nothing broke! He even got the correct number of status points and everything. I'm the king of scripting. Back to Toy Factory for me. Now I can learn the cat's (originally) post level-100 skills. Besides all the new content, my server also has a boatload of skill tweaks (this is part of why I don't just share my code directly, there's hundreds of changes most people probably won't want). For example, the first skill in each of the cat skill trees can now level to 10 instead of 5, to give you more options in terms of how you spend your points pre-rebirth. The initial skills for Summoner are also buffed, particularly the nearly-useless Bite and Scratch. These are both worthless 200% damage skills initially, that you would literally never use once you have anything else. I tweaked it so that they now have 100 + <your base level> * 10 % attack, (only *5 for scratch). Bite also has a chance to Stun and does more damage to weakened targets, making them very viable at high levels, with the caveat that Bite is a melee skill with cast time, so unless you have uninterruptable cast, a ton of flee, or tons of cast speed reduction you're going to get hit out of it a lot. At any rate, I think this is interesting because this now means you could go healer cat and have a fairly viable form of offense that requires no further skill point investment, though obviously the loss of the range from Picky Peck is an issue. Soul Attack is also now a 5-level skill which functions similarly to a mastery skill, and enables long range attack at maximum level. This is a fairly substantial nerf, but mastery skills on my server work like they do in the newest version of the game, where they increase your atk rather than final damage, so they're not worthless. Summoner also has, initially, probably the single most broken skill in the game in Silvervine Root Twist. This is a ranged skill with instant cast that completely freezes the enemy's movement with 100% success rate for 10+ seconds. I shouldn't need to tell you how ludicrously busted this is on a character that has powerful ranged attacks. The second you learn this skill, you are essentially completely invincible to almost all normal mobs. I was able to waltz into area 30+ levels above me with no issues by just grabbing anyone who looked at me funny. I have no clue who looked at this skill and thought this was fine. Obviously this had to be adjusted. On my server, Silvervine Root Twist has a 1.5 second cast time and about 1/4 the duration (4 sec at max level). It's still a ludicrously good skill which I think almost any build wants to take, but it no longer completely explodes the game balance. Stop hitting me! I'm supposed to be invincible! (Not pictured: my untimely death) On the flip side, Scar of Tarou is greatly buffed, in that the damage over time effect is greater and can work on bosses (albeit at only 25% of the power) if you have Spirit of Life. With the aid of a powerful tank, Scar of Tarou can handle almost all your DPS needs, so that could be another interesting option for support cat. The only issue is that its power scales with STR instead of DEX, as it does in the base game, so if you have no STR it will be weak. Speaking of, I've even tweaked the way the stats work slightly. For example, every time you get 10 VIT, you now get a point of DEF. I always thought it worked this way initially, but apparently it never did. Well, now that I have absolute power, I can make it work however I want. Actually, every stat gives you some kind of bonus for every 10 points now. The sky's the limit in terms of what you can do with this game. I've tried to generally stick to (my interpretation of) the general balancing of the game prior to the battlegrounds update, since I wanted to make the game what I think it might have become if Renewal had never existed, but you could take it in pretty much any direction you want. This game really is a modder's dream come true.1 point
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