Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 04/27/19 in all areas

  1. GRF Editor: Encryption The Movie Hello again, rAthena, I'm Haziel. I'm a Pixel Artist and also a Scripter. (Also, you can check my work here and here, and if you ever need any Sprite/Script Service, check here! You can also add me on skype (it's on my signature)) Most of the people who know me or hired me for any kind of service know that I don't charge more than it's fair. What upsets me is the people who use my work without authorization, most of the cases, paid material that took hours, days or, sometimes, weeks to be concluded. So, hoping to protect my work, and the custom content of your servers' owners, I've decided to write a guide explaning in detail how to use @Tokei's awesome tool. 1. List of Materials • GRF Editor, if you're not familiar with this software, it is the best GRF Management Tool ever coded. • The files you want to protect, the encryption is made by file so, there's no need to encrypt the whole GRF. • Your Hexed must be 2012-04-10 or above, it won't work on 2010 Clients. • Decide your Hexed filename, it's essential for the encryption to work. 2. Generating Encryption Key GRF Editor uses a Key Encryption Method, what means that your protection is based on a password. Choose a password you'll remember or note it somewhere, you won't be able to decrypt your files without it and always save a Backup of the files you'll encrypt. Password chosen, you'll need to generate the DLL, the one that will allow your Client to read encrypted files. Open the GRF Editor and navigates on the top menu to Tools > GRF Encryption, you'll see the window below. First, Input your Key on the Encryption Password field. Next, select your Client on the Client Path field, it is needed for the DLL to be coded to its filename or be modified if needed. IMPORTANT: The Client being asked here is for the Hexed, IT IS NOT the Patcher, Launcher or Loader. The name of the DLL can also be changed, it will output a modified Hexed of ready to read it. With everything set, click in Generate File(s), and it will pop up a folder where your DLL has been generated, add/replace the one in your Client folder. 3. Encrypting Files Files can now be encrypted. Open your GRF, GPF or THOR, select the files you want to protect. Right-click it and select EncryptIon > Encrypt. Enter the Password you previously defined, confirm and the file will be highlighted in Orange. The colour might not show up when you're working on a THOR file or opens a GRF/THOR previously encrypted, that's normal behavior. Once the GRF or THOR is saved, you won't be able to read the file. Normally an error will pop, but you can test it ingame, if you've done it correctly, it will be displayed properly. As far as I've tested, the Encrypted Files works in the DATA folder if extracted. If you want to Encrypt or Decrypt a whole GRF, you can select Tools > GRF Encryption with the GRF open by the software and choose the options Encrypt GRF or Decrypt GRF. You will be asked for the Key, and then It'll run the process through the entire GRF and export it to a new folder. The same process can be made with THOR files, even if it displays any reading error, patched Encrypted files will work. I hope that's clear enough and that it may help you. Post any question you may have in the comments below and I'll try to help. My best regards, Haziel
    1 point
  2. Good Morning ? Another Prontera Edition that was requested some time ago. I thought it was good to show up. Software used: zbrush (for sculpting the organic tree), Photoshop (textures) and browedit (legacy). The map is simple but, sometimes "less is more" ?
    1 point
  3. This is my first map, so be honest. ^o^
    1 point
  4. Version 2.0 Update Adding Design Adding support for Multiple folder layer
    1 point
  5. Started my work on Gunslinger AI. Coin Flip, Increase Accuracy - this is easy, always use when idle, skill level is high and not maxed on coins, like similar self buffs that take some time. Cracker - Use when an enemy is near and targeting us, similar to Mage's Frost Diver Madness Canceller, Gatling Fever - not being able to move for more atk, these are very similar skills. I think the AI should specifically only activate these if the total HP of nearby enemies is above a certain threshold (maybe more than 1000% * party member count * Gunslinger's ATK?) Adjustment - Only when under attack by a ranged enemy Bull's Eye - Only if target is of the proper races. Considering the cast time and coin cost this skill is actually useless as is, but I adjusted that to be more worth it. I'm going to ignore the 0.1% Coma chance, not only is it too rare but on a normal monster it's not really a big deal even when it works. Magical Bullet - Use if MAtk and AGI (for aspd) is high enough Fling - Do not use. AI isn't smart enough to know if a target needs a defense reduction to kill or not. Triple Action - Doesn't seem to be as good as the more specialized skills so use them only if those are not available/valid. Might get used for weapon types that have no matching specialized skills for the situation and while job level is to low to learn them. Rapid Shower - Best skill with revolver, use as highest priority for single target Desperado - Use as self-target AOE with the usual priorities. Tracking - This seems strictly inferior to Rapid Shower with a Revolver so use with Rifle only? I mean 1200% damage is more than 1000% but the other is instant and uninterruptable, +200% isn't worth the casting time, is it? I guess it also consumes less ammo but does that matter? They aren't that heavy or expensive? Piercing Shot - Casting time rivals Tracking but damage is about a quarter. Even with high Dex which can reduce casting time on this and not tracking, I don't think this is useful. Higher range (with Snake Eyes) is an advantage though, might be worth using if the enemy is too far for Tracking when equipped by a Rifle? Ability to ignore armor seems to be the selling point but I don't think the AI can properly judge when that makes this skill worth it. In fact I have no either if it's ever worth it either, are there ANY monsters that reduce 75%+ of the incoming damage not counting the unreasonable case of fighting something 50 levels higher than myself? Might be worth considering to buff this skill although I think I'll play it safe and leave it alone. Armor Piercing and bleeding might have some uses for human players at least. I might reconsider on the AI for this though. Instead of using it while still at a higher range, isn't it better to just use normal attacks? Those also have higher range, and considering the casting time, probably deal more damage overall. What's even better, they aggro the monster immediately, reducing range so Tracking will become available and other party members can also attack it. So I think the best AI for this skill is "Do not use" afterall. Disarm - Useless. No effect on bosses and you usually don't need to debuff normal mobs. Might be helpful for human players though when fighting really high atk normal mobs with weak characters. AI will never use this. Dust - ugh a close range gun skill that knocks back. Well, it is more useful than Cracker at least, for getting rid of enemies that got dangerously close. Full Buster - this is basically Tracking but for Shotguns. Range and less casting time are the benefits, more delay, more ammo consumption and self-blinding are the drawbacks. Fair I guess? AI doesn't need anything special for it. Spread Attack - Generic AOE code will work for this one. Damage is unimpressive but it's an instant case long range AOE so I guess it's okay. Works with grenade launchers too. Ground Drift - Like most trap skills this also will be unusable for the AI. Oh, you can put this directly under a monster, nice then it can be used as a normal single target skill except it targets the ground....oh it has a casting time, nevermind then, the monster will likely move away... more importantly, this does 300% ATK damage, Spread Attack does 280% but that's instant. So that's strictly superior unless you are actually planning to place the mines in advance and then lure monsters on it which is clearly a human only tactic. btw I wonder, this isn't really a question thread anymore, more like a feature development one, not sure if this is the correct place for it?
    1 point
  6. Maybe you can use OnTouch, whenever the player is close it changes the sprite. That way its always invisible unless the player has a variable, didn't test it tho.
    1 point
  7. you are asking a lot of questions i couldn't understand most of it i think you want to know how to add Custom NPC? this a short guide < do it and everything would work: SERVER_FILES: >src >>map >>npc.hpp EXAMPLE: JT_NPC_CUSTOM = 30000, >>script_constants.hpp EXAMPLE: export_constant_npc(JT_NPC_CUSTOM); CLIENT_FILES: >data >>sprite >>>npc >>>> //your npc spr/act here EXAMPLE: >>>>npc_test.act >>>>npc_test.spr >>luafiles514 >>>lua files >>>>datainfo >>>>>npcidentity.lub EXAMPLE: JT_NPC_CUSTOM = 30000, (THE ID MOST NOT BE ALREADY USED IN jobidentity.lub AND npcidentity.lub / THE ID MUST BE THE SAME AS THE SERVER npc.hpp) >>>>>jobname.lub EXAMPLE: [jobtbl.JT_NPC_CUSTOM] = "npc_test", recompile your server do not use already used IDS/NAMES "JT_" is important make sure the client read the files you edited first!!!! <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< READ THIS run your server now you can add the script in your server prontera,150,150,0 script my_costum_npc 30000,{} OR prontera,150,150,0 script my_costum_npc JT_NPC_CUSTOM,{} reloadscript and you will see your npc
    1 point
×
×
  • Create New...