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Showing content with the highest reputation on 06/24/25 in Posts

  1. Within this few days I've tried to see how packageitem.lub structure and is it possible to create generator for that. Yes, possible but I wont share the generator here, because Ive tried for renewal it takes around 15 minutes or more because of too much of groups in item_group_db (2777 groups) and also a lot of items. Btw, I'm using latest rAthena and latest ROTP by Chris to date (24 June 2025), maybe ill update this post if needed but since its for Pre-RE, I don't think there will be much changes then. I've tried to use AI to analyze data generated from my generator with ROTP latest packageitem.lub and below is the result for Renewal data. As you can see, the generator covered 96.4% packages for Renewal compare to latest packageitem ROTP and 86 of missing packages is because of unknown itemID and non existing group. I need to filter some group in rAthena item_group_db.yml because of some groups thats are not even in official packageitem.lub, so thats why the new packages is 0. There are 292 functionally different because of different prob/rates and also the item data inside that specific group compare to official one. Below is latest packageitem.lub from ROTP as default which is Renewal. And below is the generated one for Pre-Renewal by using ROTP Pre-RE iteminfo.lua data Since there isn't any released as I'm aware of for Pre-Renewal packageitem.lub so I'll share it here and you could try it. The data is generated by using ROTP Pre-Renewal iteminfo.lua and rAthena Pre-Renewal files. If the probability info didn't shown, recheck packageitem.lub does it have that itemID existing, and if yes but still not showing, try to add the itemID in the list in simplecashshopscript.lub. If there is any inaccuracy compare to rAthena you can let me know and I'll try to update it ASAP. packageitem.lubsimplecashshopscript.lub
    2 points
  2. Hey everyone, I wanted to showcase a custom MVP mechanic system I've been developing for Ragnarok Online using rAthena. The idea is to bring more dynamic, thematic, and visually appealing mechanics to MVP encounters — moving beyond the usual tank-and-spank format. DISCORD Takechiii#8303 DISCORD Takechiii#8303 🛠 What does this system do? Allows MVPs to execute custom attack patterns on specific map coordinates. Works on an 11x11 grid centered around the MVP (6x6 coordinate) to trigger precise damage zones. Each MVP’s behavior can be thematically tailored (e.g., feline patterns for Moonlight Flower, curses for Osiris, etc.). Easily reusable and expandable for other bosses or PvE events. This system is inspired by raid-style battles. It’s ideal for: Custom instances MVP events with multiple phases Progressive PvE challenges I’m still refining the system and adding new mechanics and visual effects. I’m open to feedback, suggestions, or even collaborations!
    1 point
  3. Hello, may I ask if this is function are able for selling? Wanna have this.
    1 point
  4. This looks AMAZING, it reminds me of raids in FFXIV
    1 point
  5. case MO_BODYRELOCATION: if(sc && (sc->getSCE(SC_SPIDERWEB) || sc->getSCE(SC_ANKLE))) break; if (unit_movepos(src, x, y, 2, 1)) { Hello. Solved it! Thanks @pajodex @Katakuri
    1 point
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