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  1. Alice in Wonderland skin (unknown author) fanmade update to fix existing textures and add missing ones including 4th job related UI and renewal menus. iRO's version of the skin (outdated, for reference): Notable new features: - 4th job Basic Information (3 remade bars) - Trait Status background - Locked favorite inventory texture - Fixed all* transparency errors and missing textures Can't fix: - Quest UI (default texture can be improved with this), Rodex, Attendance, Adventure Guide Costume Preview window (these can only be changed via data/GRF, currently broken via skin) - Tab textures (Use, Equip, Etc, Fav, Basic Settings, others): Hardcoded on modern clients (if you know of a patch to change this, let me know) 08/05/2025: Hotfixed Trait window text and updated item comparison Alice in Wonderland.zip
    4 points
  2. View File Super Convex Mirror Description : The NPC are capable to search for MVP in the whole server or specific maps. Back in eAthena, there exists a script command (forgotten the name, perhaps a mobcount(...) with parameter changed) which allow us to check for specific monster id exists in the map or not, but it was removed. Then we could use mobcount(...) script command to get similar results, but we need to manually append an NPC event to each monster. Now, we could also do the same by using getunits(...) / getmapunits(...) script commands. Of course there are pro and cons for each version, I'll just leave it to you to decide for yourself whether to use it or not. The origin of script came from @Brian Preview : Settings : // Enable player to warp to MVP? // 0 = disabled // 1 = enabled // 2 = enabled + SC_BOSSMAPINFO .warp_to_mvp = 2; Enable this setting if you wish to allow NPC to warp into the monster map. // enable this setting to fully utilize the NPC script. (use at your own risk) // read more info at /conf/battle/monster.conf setbattleflag("dynamic_mobs", 0); By default, the dynamic_mobs configuration are set to yes. This help you save some server resources if the maps aren't access by any players recently by saving the monster data into the cache. The downside of using dynamic_mobs, monsters are cached, NPC can't search for the monster data if they are cached. FYI, monsters that spawned by NPC scripts aren't cached. // list of MVP map. setarray .map$, // enable this if you want it search whole server. (unable to use warp to mvp option) // "all", Enable this if you wish to enable to NPC to search the whole server, incase you missed what other maps have MVP (including showing mvp from restricted areas, like Guild Dungeon) FYI, searching the whole server would take a longer time, use at your own risk. Notes : The NPC are capable to search any MVP monsters in the map, including monster summoned by Bloody Branch, or Class Change Skill (from Sage's Abracadabra), as long as the monster have MVP EXP. Why do we need this if we already have Convex Mirror Item? I am sure everyone has used Convex Mirror before, but there are few reason that its frustrating to use it: Each convex mirror only can search current map of player. Convex mirror are wasted if the map doesn't have any MVP or killed. Convex mirror can't search for monster that summoned by NPC script. This NPC could serve as compensation for player, imagine the use case where you spend a Convex Mirror to know which MVPs are still alive instead of letting it go wasted knowing that the MVP in current map is dead or not found. Submitter Emistry Submitted 04/24/2022 Category Utilities Video Content Author Brian, Emistry  
    1 point
  3. Version 1.0.8

    164 downloads

    Rsm Editor is a tool to edit RSM1 and RSM2 model files from Ragnarok Online. How to install Download the zip archive provided from the download link on this page. Install the application with Rsm Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it (the tool requires .NET 4.0). Once you are done, you can start the program from the link on your desktop. If you are opening the software for the first time, you'll be prompted with a setting resource window. You can either add a data folder or a list or GRFs from this window. This will be used for loading textures on your models. Key features Can edit both RSM1 and RSM2 file formats. When saving, you can also downgrade or upgrade the model version. The tool uses a different technique for version conversion which should give very accurate results. Position, scale and texture keyframes cannot be converted. Undo and redo for any operation. Quaternions are translated into Euler angles using the YXZ order. Merging different models can be done by right-clicking a mesh node or by drag and dropping another mesh directly. Easy texture modification for each mesh. Enable to set two-faced polygons for the entire model (to avoid invinsible faces in-game). Files can be associated with the tool through Windows (there will not be a setting for this within the software). Backups are created while you are editing the mesh. You can view the list via Debug > Backups manager... Automatically fixes mesh names and root node upon saving. There is no conversion to fbx and vice versa at the moment. Useful shortcuts All shortcuts can be modified via File > Settings > Shortcuts. Pressing Enter on a mesh will center the camera around it. You can quickly duplicate a mesh with Ctrl-C/Ctrl-V. You can hold the Shift key to snap the Gizmo when applying a transformation. You can also hold Shift when selecting a frame. You can select a mesh directly by holding Alt while clicking on it in the viewport. You can enable the wireframe view by pressing F8 or View > Wireframe view. This is useful when positioning meshes. Modifying transform origin The origin position is used for the rotation and scale transformations. To modify, press F1 or View > Show origin, then move the white gizmo. Modifying textures or normals If you click on the model rather than a mesh, you'll have a few more options. Smooth normals is the recommended method. The list of textures can be edited directly. The textures shown in this node are for all meshes together. If you edit the texture locally from your data folder, you can reload the model textures by using Ctrl-R or Transform > Reload model. Animation transform If you've already made an animation for a mesh and you want to apply a rotation (or translation) to all keyframes, you can do so by using the animation transform feature. Press F7 or Animation > Animation transform. This mode applies the transformation to all keyframes at the same time. Keyframes edit You can select multiple keyframes by holding down Shift+LeftMouseButton in the timeline view. You can unselect specific keys by pressing Ctrl+LeftMouseButton. You can move the selected frames by holding down LeftMouseButton. You can copy and paste keys with Ctrl-C/Ctrl-V. You can select all keys with Ctrl-A or deselect all with Ctrl-D. Gizmo orientation By pressing F4 or View > Change gizmo orientation, you can change between global or local orientation. Local orientation sets the gizmo to the current mesh transformation, while global ignores all mesh transformations. Each mesh has local transformations and global transformations (this is unrelated to the gizmo orientation). The difference is that local transformations do not apply to children (not entirely true for RSM2 though). Keyframe transformations always apply to children.
    Free
    1 point
  4. Next time i will release for free, but now is paid only
    1 point
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