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Showing content with the highest reputation on 02/19/20 in all areas

  1. This is a patcher for ragnarok online, might work on other games that support file updating or patching. Requires node 12+ Requires proper understanding. Github: https://github.com/Alexander9673/npatch
    5 points
  2. You guys are wrong this are not related to the client side, its on this part https://github.com/rathena/rathena/blob/master/conf/battle/items.conf#L132
    2 points
  3. please post your solution.
    1 point
  4. Any errors? Try set variables at OnClockxxx1 and debug + look how it works. And set variables again at OnClockxxx2 do the same.
    1 point
  5. Ive made tons of effects and compiled some information on a thread in Hercules https://herc.ws/board/topic/17268-rostrviewer-reupload/
    1 point
  6. I'm using variable 16 in mvp's cards. It works perfectly, but the problem is another. When announcing the drop message, the character's name is censored. I believe it is some configuration in the source. Does anyone know how to remove the ** from the name? ps: I already checked the file msgstringtable.txt is not there.
    1 point
  7. why don't you make permanent spawn mob type? if you need a label, you can attach it on it too
    1 point
  8. did you tried to remove the Element type said in skill db yml files? # Element: Skill element. (Default: Neutral) ref for old type db txt: imo it should hold the same method, just make it neutral - Id: 2343 Name: SR_GATEOFHELL Description: Gate of Hell MaxLevel: 10 Type: Weapon TargetType: Attack Range: 7 Hit: Multi_Hit HitCount: -7 Element: Neutral CopyFlags: Skill: Reproduce: true CastCancel: true CastTime: - Level: 1 Time: 1000 - Level: 2 Time: 1200 - Level: 3 Time: 1400 - Level: 4 Time: 1600 - Level: 5 Time: 1800 - Level: 6 Time: 2000 - Level: 7 Time: 2200 - Level: 8 Time: 2400 - Level: 9 Time: 2600 - Level: 10 Time: 2800 AfterCastActDelay: - Level: 1 Time: 100 - Level: 2 Time: 200 - Level: 3 Time: 300 - Level: 4 Time: 400 - Level: 5 Time: 500 - Level: 6 Time: 600 - Level: 7 Time: 700 - Level: 8 Time: 800 - Level: 9 Time: 900 - Level: 10 Time: 1000 Requires: SpCost: 100 SpiritSphereCost: 2
    1 point
  9. In battle.cpp find the line //Elemental attribute fix if(!nk[NK_IGNOREELEMENT]) { under it there's switch( skill_id ) { case MC_CARTREVOLUTION: case SR_GATEOFHELL: case SR_TIGERCANNON: case KO_BAKURETSU: //case NC_MAGMA_ERUPTION: //Forced to neutral element wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); break; comment the "case SR_GATEOFHELL"
    1 point
  10. @Mina-chan I believe there shouldn't be any problem with the method which you are using to add your custom maps. (I just personally have been doing it as I've described) The world map files are also within your GRF, the only thing is that the files from worldviewdata are .lub files, which can't be edited within GRF (at least as far as I'm aware) therefore in order to edit them, you need to first extract, and then when you're done - import them back into GRF. In short - no there should be no conflicts. Edit: As Akkarin mentioned above, it is better to use the imports, to avoid unnecessary conflicts. I've edited the part of the guide to fit that convention of doing things on the server-side
    1 point
  11. Sure thing - here's a file i prepared a few years ago ? https://github.com/rathena/rathena/blob/master/conf/readme.md
    1 point
  12. Version 2.2.0

    37292 downloads

    Third Job Costumes + New Classes The Correction With the advent of jRO releasing new Job Costumes, and also, the new classes from the Taekwon branch, many of server owners want to replace the vanilla sprites or even, implement the bodystyle system. But, there's a catch! Originally jRO, and now, even kRO spriters, have made it completely off of the default pattern of palette. In a classic example, you can notice the pattern of the RO palettes. What matters is the position of the colours, as an example, for all jobs, the white-ish tones will be always on the same row, so we can use it to create custom palettes. See how it works: But jRO didn't follow the classic pattern, making it incompatible with custom palettes (@Kamishi ones included). So, I edited frame by frame of each job sprite, of each gender, mounted or not, correcting them, converting them in a way so many of the previously created palettes will work. This package includes: Alternate Outfits: Alternate Royal Guard M/F + Gryffon Battlemount + Lion Mount Alternate Ranger M/F + Warg Battlemount + Ostrich Mount Alternate Minstrel/Wanderer + Ostrich Mount Alternate ArchBishop M/F + Alpaca Mount Alternate Warlock M/F + Fox Mount Alternate Mechanic M/F + Savage Mount Alternate Genetic M/F + Savage Mount Alternate Guillotine Cross M/F + Hyena Mount Alternate Shadow Chaser M/F + Hyena Mount Alternate Sorcerer M/F + Fox Mount Alternate Sura M/F + Alpaca Mount Alternate Rune Knight M/F + Dragon Battlemount + Lion Mount New Classes Star Emperor M/F + Wolf Mount Soul Reaper M/F + Wolf Mount As requested by @Emistry, I also added an extra, making it more compatible to default palettes: Kagerou/Oboro + Frog Mount Following the another @Emistry's request, all files are now already on GRFs. The previous version had no Cashmount palette included, this one fixes the issue. Only the already released costumes are supported at this moment. The Rune Knight seems to be the last of them, it's over a year from the first release! As a final part of the package, I'm including Classic Palettes for all Alternate Costumes. Enjoy the final product!
    Free
    1 point
  13. 1. Concept I've been working with a plenty amount of maps, and, here I'm glad to show a revamped version of the original Rivendel map that I did almost 2 years ago (wow time has passed really fast!) the original topic of rivendel can be found here . This is rivendel as you already know it And this is how it was before. 2 years ago, that was a pretty quite challenge for me, It was maybe my 2nd time in my life I tried to work in 3D and I was really limited around the area. Those days I didn't know anything around how to handle my own models, I didn't know about optimization, about low poly modeling or mapping textures. It was a long journey to learn these things, but I'm glad to have the chance to rework on this one, with what I can do nowadays. This map is the first one of a big update that includes a vending area, a field, a dungeon and a lot of stuff. Its really a big project I'm working for one of my customers. 2. Features Rivendel Renovation is the same rivendel. it keeps everything as before but it changes: structures, mapping in structures, white style to brown/gray colors, ground, grass and other things. 3. Video *watch in HD 1080p* 4. Screenshots Some screenshots. There isn't a particular order or purpose on the screens here, just some overview screenshots and maybe some others that has to do with close ups.
    1 point
  14. There's no float in the script engine. To support it you have to multiply per 100 (or much). Example: set .@x, 33 * 5 + 300; // .@x/100 = your result Another thing is to assume that 0.33 = 1/3 so: set .@x, 5/3 + 3; But the result here is trunk: Floor(result).
    1 point
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