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Showing content with the highest reputation on 07/26/23 in all areas

  1. [Info]: Attempt to connect to login-server... [Status]: Connecting to 127.0.0.1:6900 [Error]: Can not connect to login-server. [Error]: The server communication passwords (default s1/p1) are probably invalid . [Error]: Also, please make sure your login db has the correct communication user name/passwords and the gender of the account is S. [Error]: The communication passwords are set in map_athena.conf and char_athena. conf [Warning]: Connection to Login Server lost. So I get this error from charserv when I try to start up my server. All the passwords and usernames are correct in char_athena.conf, map_athena.conf, and the SQL database. Any ideas? Did I set up SQL wrong?
    1 point
  2. What do you mean? Sorry I am quite new at this as well! Here I'm showing everything I'm using to run my server: EDIT: I'm using latest rathena and building it using: ./configure --enable-packetver=20190605 && make clean && make server
    1 point
  3. It's been a while, I've been busy with other projects, but I'm finally back for possibly a last Ragnarok update (granted, I've said that before). For starters, I finally found out how to properly configure BrowEdit to show all the textures properly. This is not really that hard, I was just lazy before. It's all in the config file and making sure it has the right paths. Finally proper textures and objects! This caused me to fall down a rabbit hole of map editing, now that it's actually not a total pain to work on. Something I've always felt is crucial to the identity of Ragnarok Online is the amount of freedom that you have in the game. Unlike many MMORPGs where you basically just follow a linear questline, in Ragnarok you are free to go anywhere and do anything you want, at any time. This is something I've tried to maintain and enhance throughout my work on the game, by working to increase the number of options you have to level at various parts of the game. When it comes to the "present" phase of the game, I think this works pretty well. But the past world map is much smaller, and although it has a fair number of dungeons, for low levels in particular your options are kinda limited. So I figured it might need a few new areas. So the first thing I did was that I completed the Past Geffen map. There is actually a map for Geffen in the Alpha, but it's extremely incomplete, so I polished it up. I think it looks pretty good now. To reach the past version of Geffen, you have to cross a forest map, which is actually a heavily edited version of 1@mjo1. There's a few new enemies here, like Papilla and Verporta, but they are weak, this is a decent low level grinding area. Geffen of course leads to the past version of Geffen Dungeon, which in turn leads to Past Geffenia. Past Geffenia is based on ordeal_a00 and ordeal_a02. ordeal_a00 is a weird map, I assume this is another map that is full of warps or something in the official, but I instead changed it to have bridges. There are new enemies here too, the beta guards and workers. They drop Carnium, which is very useful for something we'll get to in a minute. Adding Bridges through browedit is a huge pain, by the way. You have to raise all the GAT tiles perfectly for the bridge to work. I eventually got good at this but it takes a long time: Carnium Ore is much of the reason to visit Past Geffen. Carnium can be used to forge enchantments! If you bring 10 Carnium, you can add an enchantment to your armor. You can choose the armor piece using a very similar interface to the standard refiner, and you can choose which stat you want to add. Something I think is interesting is that the strength of the enchantment depends on the refine level of the armor. If your armor is +6 or less, you get +1 to the chosen stat. +7 or +8 gives +2 to that stat, and a +9 or +10 armor gets a +3. I think this is an interesting mechanic because to some degree it acts as a counterbalance to the strength of the transcendent armor. Another feature I've always felt is key to the success of Ragnarok Online is that gear doesn't really scale based on level. Even a simple pair of shoes can become a very good piece of armor if it's very heavily upgraded. This is a great mechanic because it means that finding even a common item like Shoes is never worthless, which is important because it ties into the freedom of the game. Even if you're playing a high level character, this means you can still find useful items in areas that are below your level. This is important because it makes it easier to play with your friends. In many games, if you're even 5 levels up, everything in an area will be useless to you, but because of the card and equipment systems this is not the case in RO. It's just one of many small things that makes this game such a masterpiece. But transcendent armor somewhat goes against this idea. Items like the Goibne set, for example, are actually a fair bit more powerful than something like a pair of Boots. On my server, these items are actually a little weaker than they are in the base game, but they're still strong. However, they're also much rarer, so getting a Goibne set to +7 is a heck of an investment. So the enchantment system kind of lets the standard gear catch up to some degree. Of course, if you're super dedicated you could make a Goibne set at +9 and it would be incredibly powerful, but if you're willing to work that hard you probably deserve the 2 extra stat points. I've attached the script for the enchanter to the bottom of this post in case you'd like something similar on your server. Of course, you'd probably have to move it and you'd need to add a source of Carnium to your game, or simply change the item it uses. This isn't all the new stuff, though. Instead of heading south to Past Geffen, you can instead head north from the forest map, which leads to a new area. Even if you're familiar with the Korean version, you probably don't recognize this map. This is actually gw_fild02, but I completely retextured it because I'm a crazy person and I wanted it to fit better visually with the forest. You can find the Pitayas here, which are interesting little goobers. There are 5 colours of Pitayas, and they drop a related set of cards. They're all accessory cards that increase your resistance against a certain status by 50%. For example, Green Pitaya gives 50% resistance against Stone Curse. If you wear 2 different Pitaya cards, you get 100% resistance to those statuses instead. So you could wear, say, Red and Blue Pitaya to be immune to Burning and Freeze, albeit at the cost of both accessory slots. This is interesting on its own, but there's also King Pitaya, an MVP that spawns on this map. King Pitaya drops a dagger and an armor that also get bonuses based on any equipped Pitaya cards. The armor is mediocre, but gains stat bonuses depending on which Pitaya cards are equipped. For example, Green Pitaya gives it Def +4. The weapon has a chance to inflict whichever status your pitaya cards make you resistant too. King Pitaya's own card is an armor card that lets you inflict the statuses of the Pitaya cards that you have equipped on attackers when being hit, though of course it's a boss card so it's hard to get your hands on. It's an interesting set of items that can be pretty powerful if you get a lot of them. You can keep going to reach oz_dun, which is a pretty high level dungeon that contains the Airboat enemies, like Grave Worm and Brain Sucker. By the way, if you're wondering where these enemies are coming from, they're in the latest Korean GRF, which I've been harvesting for more content. At the end of oz_dun you can meet the Dragon Wraith, who is another very difficult MVP. I think it's kind of cool that this boss is sort of similar in concept to the Zombie Dragon, a cancelled MVP from a long time ago. Of course, none of this stuff was in the Alpha, but I think it helps to flesh out the Past area so it feels like there's appropriate variety now, and the enchantment system also gives you another reason to want to get here (as well as something you can pass back to lower-level characters via the storage to make getting this far with future characters somewhat easier. That said, adding new content is starting to take a very long time, as I'm running out of maps and enemies to repurpose from the main game. The new version doesn't tend to add many more field maps, they mostly just add single-map instanced dungeons that don't really fit with my version of the game. I have to pretty heavily edit almost all new maps I add to the game, and there aren't many more that I could feasibly use. Plus, it's reaching the point where coming up with new ideas for cards is getting to be really tough (I'm beginning to sympathize with the dev team now). Still, I think it's reached a pretty good state where I no longer have many issues with any of the content in the game and there's a lot of cool new stuff to play around with. enchanter.txt
    1 point
  4. 5172 downloads

    I see many people requesting for the new izlude map file, So I m sharing this, as I dont remember in which patch no. it was there and people are making posts asking for it like anything
    Free
    1 point
  5. check sql. in "login". In "account_id" = 1.. username and password there must match username and password from map_athena.conf and char_athena.conf
    1 point
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