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This project was created as a learning experience to understand how game anti-cheat systems work — from basic concepts to a complete implementation that can run standalone or be integrated with a game client like Ragnarok Online. Anti cheat ini bisa di gunakan untuk MMORPG apa saja tidak sebatas ragnarok, tapi pada kasus ini sebagai contoh saya menggunakan untuk ragnarok online ^^ With the help of AI , open documentation, and real-world code references, GarudaHS has officially been completed for basic version. Release GarudaHS 0.0.1 ( sudah di sertakan di treath ini ) Untuk Resource Nanti Akan kita update Link Baru ^^ Feedback, suggestions, or bug reports are very welcome — feel free to open an issue or contribute via PR! Credits Special thanks and inspiration go to: https://github.com/Pokye/Sagaan-AntiCheat-V2.0 Big respect for the open-source contribution that helped kickstart this journey. Asli Jatuh Bangun buat beginian, ternyata susah banget, bahkan gw sempat berkali kali mau nyerah tapi gw mau coba berusaha pokoknya harus jadi hehehe thanks all ^^ Tools yang di butuhkan untuk menggunakan anti cheat ini adalah : 1. Stud_pe dapat di download di : https://docs.herc.ws/client/dll-import/ 2. Saya sertakan client.dll dan server 3. Uji coba saya sertakan screan shoot : 4. Anti cheat Garuda HS ini masih berupa basic karena di build dari awal dan saya sendiri tidak begitu tau banyak cheat ragnarok saat ini jadi ini hanya menangkal : 4.1. Cheat Enggine 4.2. RPE dan WPE 4.3. Openkore 5. Feature dari anti cheat masih dari segi : 5.1 ProcessThreadWatcher 5.2 OverlayScanner 5.3 Server yang memberitahukan jika ada yang menggunakan cheat Fn : Anti cheat ini akan terus di kembangkan walau banyak ketermabatan disebabkan pekerjaan ku, tapi di sela sela waktu senggang ku, aku mengembangkan anti cheat Garuda Hack Shield ini akan lebih baik lagi. Road map Garuda Hack Shield : 1. Process & Thread Watcher 2. Overlay Scanner (deteksi ESP/cheat window) 3. Anti-Debug (IsDebuggerPresent, NtQuery…) 4. Anti-Suspend Threads 5. Injection Scanner (DLL injection detect) 6. Digital Signature Validator ( Bagian ini nih butuh saran yang geratisan apa ya Lamao ) 7. Memory Signature Scanner 8. Hijacked Thread Detector 9. IAT Hook Scanner 10. HWID System (hashing CPU, disk, MAC) 11. File Integrity Check (MD5 dan CRC validation) 12. Server-Side Validation, seperti ID player yang menggunakan cheat dan lognya 13. Ai yang khusus mempelajari perilaku player untuk memperkuat anti cheat client.dll server.exe1 point
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How to use it? 1. Patch your diff file. 2. Change the item type in itemdb to charm. In the below example I've used an item from item_db_etc.yml and changed the type to charm. Then add a script part with the bonus that you want the item to have and reload itemdb. - Id: 670 AegisName: Gold_Coin_Moneybag Name: Bag of Gold Coins Type: Charm Buy: 100000 Weight: 400 Script: | bonus bAllStats,10; Without the charm item: With the charm item: Enjoy! Item Charm v1.0.1.diff1 point
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I think it's unknown. Website: ro3global.com But there are some leaks on youtube shorts, the game looks like mobile autoattacking game but instead a new Ragnarok World (like X, V, generations, eternal love, etc) it's RO1 world. The skin is like a Ragnarok Idle Plus enhanced, which is not bad. They showed the game in private conferences on PC. - https://www.youtube.com/shorts/UN_BetICnh4 (attacking leak) - https://www.youtube.com/shorts/Lqfw88Kb1zY (pc leak) Maybe is not gonna be what we want but not a mega dissaster how it looks, and will take a lot to get global release imo. Gravity is hiring for a ragnarok zero launch overseas (and ro zero artist creator) and currently planned ASIA version release.1 point
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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.Free1 point -
[Updated January 13, 2025] The version on this post is the latest, patch notes are on a post below. Many fixes and updates! --------------------- The last few years, I've been poundering a certain matter: Why is Ragnarok Online so difficult to get into for new people? A few answers come to mind but there's one factor most people seem to agree on: Finding any sort of accurate information on this game is a nightmare. Basically, unless you're already in the know, it's really difficult to sort out good guides and databases from bad ones. Nevermind the hundreds of guides made for defunct servers that were full of customs, even the "good" sources of information in Ragnarok are often divergent and dubious. And so, I set out on a personal project: Improving the way this game is presented to new people. A daunting task, but one that must be accomplished. If we wish to see the game continuing to thrive as it enters its 3rd decade of life. For starters, I begun by reaching for the lowest hanging fruit I could think: The in-game skill translations. Of course, although I call this a low hanging fruit, it was an enormous task nonetheless. And so I present the community with my work, the initial release of my Improved Pre-Renewal Skill Translation and Tooltips. These are "translations" in name only. I didn't care to look at the official, original or korean descriptions at all. My starting point was llchrisll's skill translation file for Pre-Renewal. From there, I compared the content of the tooltip against RateMyServer, iROwiki/classic/ and my own knowledge. But that's not everything. I went and double checked the code for every skill, in order to make sure it was accurate. The damage formulas for every skill, the success chance of every debuff, what stats and gear work or do not work for a given skill, what other skills interact with, the scaling per level on skills, the whole works. Almost every single skill in Pre-Renewal was revised and compared against these sources to see which one was most accurate. To my surprise, I found that all three could be wrong. And this happened A LOT. If you trusted in-game tooltips, you were being lied to. Like, more than half of the time. When information was not incomplete, it was wrong half of the time. You trust iROwiki? That's a little better but your understanding of the game was basically fanfiction compared to reality. RateMyServer descriptions? Surprisingly they were the closest to reality a few times but they often had outdated descriptions that didn't match the game at Ash Vacuum episode. But enough talk, it's better that I show you just how wrong everything really was. With pictures! Bowling Bash is such a rich skill! There's so much to talk about! Any experienced player could write a paragraph or two about how this skill works. But the tooltip? Didn't even have any information about Skill Scaling per level? I'm sure we could improve this a whole lot if we tried... Now this is more like it! It mentions a bunch of key aspects of Bowling Bash, such as how it hits twice, has gutterlines, how they can be removed and mentions the invisible cast time that so many people don't even know about. Not to mention I've fixed the line breaks, so that words are not cut in half. Just for this skill? Of course not, line breaks were done to every skill. I can't guarantee it will stay nice and pretty on different font but I did try to leave a little margin for error. Next, let's take a look at a favorite of mine: Soul Breaker. See? This is the sort of 'fanfiction' I was talking about. Literal lies present on this tooltip! This is one of the tooltips I'm most proud about, and a perfect example of how I want to make information accessible to new players. Soul Breaker is a skill most people aren't really sure how it works, but with just a tiny page, you can quickly reference every single important fact about Soul Breaker. The colors make it so easy to understand! Next, let's look at some example where iROwiki was completely wrong: Okay, this is another poo one. No useful information at all. What do extra skill levels do? Let's check iROwiki: Okay that makes sense, it IS a strip skill similar to Rogue's. Let's check the source code to be sure... skill.cpp case GS_DISARM: rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv)); rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target); break; Well well well, what do we have here? iROwiki is lying? More likely than you think! The DEX difference does not matter in this case. Instead, Disarm cares about the gap between the Levels. After about 40 minutes of testing and making sure I got my facts right, I was then able to write the only accurate description for this skill that matches its current implementation. So yeah, this pattern repeated itself a lot over the months. Some classes are worse than others. Going over Star Gladiator and Bard/Dancer skills was a huge chore. Some more examples: And well, since you can never have too many examples, have a big collage of them. This release includes everything I could think about that was relevant for Pre-Renewal: -Base Classes -Second Classes -Trans Classes -Expanded Classes -Quest Skills -Item Skills -Homunculus Skills -Guild Skills -Mercenary Skills Of course, I'm just a single guy and this is a huge file of text. There's no doubt typos, inconsistencies, and breaking of standards. I tried to follow llchrisll's translation formation but haven't done enough revisions to work all the problems yet. Still, it's ready to be used and tested. Let me know here any and all typos and mistakes you find! I've used these extensively since their initial release and I believe I've caught most mistakes and typos by now. However, if there's anything wrong, please reach out to me and I'll fix it upon the next revision. skilldescript.lub1 point