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Showing content with the highest reputation on 05/28/25 in all areas

  1. Hello guys, this is my rAthena Text Editor (Offline), a lightweight, browser-based tool I created for editing rAthena scripts (syntax highlight) without needing any installation or internet connection. Features: Edit your scripts directly in your browser Download your code as a .txt file after you're done Open existing .txt files to continue editing Toggle between Dark Mode and Light Mode for better readability Works 100% offline – no installation, no internet, no hassle Grab the file here: https://github.com/Manuuuu21/rAthena-Text-Editor Screenshots: This is a simple tool made for convenience, especially for fellow scripters who want to work quickly without setting up a full IDE. Feel free to check it out, use it, or suggest improvements. Thanks and happy scripting!
    2 points
  2. Update: Added a live website. Try it here: https://manuuuu21.github.io/rAthena-Text-Editor/ Added a Ctrl+S feature and SAVE button. The tab title now updates based on the file you open or created/saved. Drag and drop .txt files to get the data of txt file Added some rathena scripting keywords to highlight. <-- this is most tiring xD
    1 point
  3. KRO : https://github.com/hiphop9/ROClient_en 2025-03-19_Ragexe_1742361965(EN) -PATH- @ Bug Fix(Recommended) Add Close Button Custom Window Title Disable 1rag1 Params(Recommended) Disalbe Filename Check(Recommended) Disable Help Message Disable Indoor RSW Disalbe Swear Filter Enable 44khz Audio Enable DNS Suport Enable Multiple GRF(Recommended) Fix NPC Dialog Scroll Increase Zoom Out 75% Read Data Folder First(Recommended) Remove Hard Coded Address & Port(Recommended) Restore Clientinfo.xml(Recommended) Restore Old Login Packet(Recommended) externalsettings Korea patch Show Replay Button Skip License Screen Translations client EnableWho EnableShowName AlwaysAscii CallKoreaClientInfo PlainTextDesc HideBuildInfo TranslateClient NoGGuard CustomItemInfoLub CustomAchieveLub CustomTownInfoLub CustomTipboxLub CustomMapInfoLub CustomOngQuestInfoLub CustomRcmdQuestInfoLub NoNagle OpenToServiceSelect GuildBrackets NoGravityAds NoGravityLogo FixLatestNCWin This is distributed for testing purposes only. Please do not request additional patches!! I am not a seller!! Therefore, if you plan to operate or commercialize a server, do not contact me!!
    1 point
  4. View File bonus bNoComa About This File bonus bNoComa Add coma resistances ::Structure:: bonus bNoComa,1; ignores coma skill Submitter AlfheiMsz Submitted 05/11/25 Category Source Modifications Video Content Author AlfheiM  
    1 point
  5. Introduction Current implementation of random options offers two options: Fixed slots, with defined pool of options for each slot Define the upper bound, for one big pool of options With this setup is hard to control the drop chance for gear with a specific number options. So, I thought about adding the option to define exactly the chance for a given random option slot. Source (Github) The source code is available in my fork of rAthena (branch feat/chances-rand-options) https://github.com/rhrlima/rathena/tree/feat/chances-rand-options You can also easily check the diff here: https://github.com/rathena/rathena/compare/master...rhrlima:rathena:feat/chances-rand-options Configuration - Id: INTEGER Group: STRING MaxRandom: INTEGER Chances: LIST OF INTEGERS # new parameter Random: LIST OF OBJECTS - Option: STRING MinValue: INTEGER MaxValue: INTEGER Chance: INTEGER In the item_randomopt_group.yml file, we have the parameter Chances which is a list of integers, that defines the chance of adding a option slot to the equipament. The example above, defines a group that can generate up to 3 options, where the first option has a 50% chance of being applied, the second one 30%, and third 10%. Once an option is added, then, the selected effect will be affected by the Chance defined in the Option list. You can still use the original behavior with the MaxRandom parameter. You can mix both Parameters, the upper bound with be defined by which value is bigger, MaxRandom or the length of Chances. If MaxRandom is bigger than the length of Chances, slots that don't have a chance defined will use the fault behavior (the chance defined in each effect). Example # Group that generates 0-3 options - Id: 1 Group: GROUP_NAME Chances: - 5000 # 1st option has 50% - 3000 # 30% - 1000 # 10% Random: - Option: VAR_STRAMOUNT MinValue: 1 MaxValue: 5 Chance: 2000 - Option: VAR_AGIAMOUNT ...
    1 point
  6. 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.grf
    1 point
  7. First of all put the .spr and .act in data/sprite/npc/ Then go to lua files/datainfo/jobname.lua Let's consider you have for example f_npcname.spr and .act Then at the end add: [jobtbl.JT_f_npcname] = "f_npcname", Then open lua files/datainfo/npcidentity.lua and add at the end: ["JT_f_npcname"] = 658, Why 658? Well there's a gap between 658 and 699 so that way you wont need to replace another npc with your custom one. But still, the ID is up to you, wether you want to replace another one or not, it's fine as long as the ID doesn't go over 999. And that's all, if you've done all that then #658 will be your new npc.
    1 point
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