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  1. ItemDB -> YAML! As of Git Hash: 04cfe17, rAthena's item database has been converted to YAML! What this means: The item database being in YAML format means that the database is now much more human-readable. This allows for quick review, modification, and addition of items without having to memorize the CSV format or use any third party tools. The parser now also has much better error handling when reading items into memory so tracking down those pesky typos is a thing of the past! The update combines item_avail, item_buyingstore, item_delay, item_flag, item_nouse, item_stack, and item_trade databases into the item_db so there is much less searching around multiple databases when doing anything with items! As items are no longer defined in a single row, this means the flat file has grown in size. To ease the on load text editors for people's computers who may not have the horsepower we split the items as they are in game via Consumables, Equipment, and Etc. The Job restriction for items has been cleaned up so that custom masks don't have to be made and removes a horrible restriction for those adding custom classes to their servers. Now it's as easy as defining the EAJ_* constant... and that's it! The item combo system has had a massive cleanup in the background. We no longer do sketchy memory management and manipulation with a move to use standard libraries provided by C++11! As with any YAML conversion we have provided an option in the CSV2YAML tool built right into rAthena! Just build the CSV2YAML tool within Visual Studio or via Make and run the executable. The tool will provide you with general steps and convert your custom items right on over to the YAML format. No muss, no fuss! Something that was brought up in the Pull Request was the support for SQL. Many people were against the move to YAML because the support for SQL was compromised. Well, we are happy to say that SQL is still supported and isn't going anywhere! We've developed a new tool, YAML2SQL, which can convert the YAML item database into SQL format. This allows servers who utilize SQL to continue with this method. We've also gone a step further and provided a SQL View which will create a new compatibility table without breaking support for your Control Panel/databases. The SQL View is optional though once the Control Panel/database is setup to utilize the new table. The new and fuller item data in this table also provides much more detail to the item database than ever before! You can read more details in our README! What this means to developers: Pull Requests can be reviewed much quicker and much more simpler. Identifying the actual change to the item and easily verifying said change without having to count commas! Additional features being added to the item database no longer requires the development of a side database. A vast majority of the item data is now part of the item_db structure and can continue to grow in this format! Redefined Import System: Now that the item_db is in YAML format, the adjustment of items is much simpler. If a change is being made to an item only the parts that are being changed have to be defined in the import. Below are some examples: Adjusting Red_Potion weight to 10 and increasing the heal rate in the script. - Id: 501 Weight: 100 Script: | itemheal rand(100,120),0; Remove the Thief classes from being able to equip the Cap. - Id: 2226 Jobs: Assassin: false Rogue: false Thief: false Add a stack limit of 10 to Meat for inventory only. - Id: 517 Stack: Amount: 10 Inventory: true Check out the item_db documentation for further details! Thanks to @Lemongrass, @Capuche, and @Cydh for their help!
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  2. Hi sacrox The wiki has a page showing all the system-requirements to run rAthena. https://github.com/rathena/rathena/wiki/System-Requirements There is no "specific" or "best" Host for recommendation. You should build your foundation based on your personal needs. Take a look at the minimum requirements to get an idea. For example: - Your OS experience will most likely define what server platform you choose. - Your prefered audience will define server location eventualy for optimal latency. - Your player count will define hardware power and internet bandwith. A player does not use a "specific amount" of internet bandwith. It all depends on how much key strokes he sends to the server, and how much moving objects and other game states need to be sent from the server to the players. This varies tremendously and scales exponential to your player count eventualy. (for example if a player is moving in a crowded city) You could do some basic tests using network analysis tools by connecting to a server to get a better idea. You could also run rAthena on your home pc to do more indept testing in all fields.
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  3. Version 1.0.0

    936 downloads

    Greetings! I have been thinking if it is correct to name this client as "fixed" or "modified", if you have a better option for the title, please leave it as a comment, btw here is a version of the client 2018-06-21aRagexeRE with some features that many people have been looking for for a while: Number of players with numbers instead of words: Fixed visibility of fake emblem from bg eAmod (It is not necessary to use the nemo patch for this) Fixed character removal time (I know there is a nemo patch for this, but a time ago there wasn't, btw it is not necessary to use that patch with this client) Extra information: For the modification of the "Number of players with numbers instead of words" to work you must do something before... first go to src /login/login.cpp and modify this: to this: And that's it, enjoy your client exe ? And thank @Functor, without his help this would not be possible.
    Free
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  4. I confirm it. I checked it on the version "2020-09-02aRagexeRE". Decryption is failed due to changed EXE's code of new versions. @Tokei I sent details in PM.
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