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Showing content with the highest reputation on 11/02/23 in all areas

  1. The problem is very clear, just read the message, eventually someone has software that can be used for macros, such as mouse or keyboard software, or any other tool. The player just needs to turn off the software and this will be resolved. Contact functor via skype if you want him to disable this type of gepard feature.
    1 point
  2. maybe they have macro software ? any emulation key = considered as macro.
    1 point
  3. My server started out simply by implementing content into PRE-RE that already existed in the game, but was exclusive to Renewal, and then when I ran out of Renewal content I started harvesting content from the Korean version, and then the alpha, but we've reached the point where there simply isn't any more content that is usable for what I want to do. Actually, we probably reached that point a few months ago. Unfortunately, I still have new ideas. While the "present" on my server is pretty well filled with stuff, there are still a few places in the past that feel a bit sparse. As such, I had an idea for a castle in the middle of the desert that would feature the "abyss arthur" boss, which is one of the only MVPs that isn't in my server already. I knew there was an unused desert castle map at moc_vilg00 that I don't use because I don't think the past version of Morroc particularly needs to have a castle (and Morroc's Fortress is south of it), so it was just sitting around unused in the GRF. There are also a couple maps representing the inside of the castle, which also might be usable. The outside map is actually kinda usable! It'll only be enterable from one side (the bottom) and I'd like to move the castle up towards the top of the map so there's more space, but this is a good start! The inside maps, though, are just a mess. Renewal actually has a few maps like this (ie, Octopus Cave, Misty Forest Labyrinth), but they simply don't play well (neither of these maps are on my server). Having a map that's made up exclusively of extremely small rooms with teleporters every few feet gives you no space to fight, and it's very common to teleport into a room full of enemies and get ganked immediately. These maps are also designed solely as indoor maps and thus only have walls on the northeast side, as the indoor camera doesn't allow you to rotate the map any other way. These are not usable. So if I wanted to make this dungeon, I'd have to create the indoor maps from scratch, which is far more complex than anything I'd ever done with the map editor before. However, at least I have the old maps as a general guide for the aesthetics of the map, as I do like the general feeling of these maps, they're just not suitable for gameplay. The first step was to alter the outdoor map to move the castle. This was comparatively fairly straightforward. There's no kind of "multi select and drag" feature here (at least, not in this old version of Browedit), so I had to move the terrain and objects manually, but having the old version as a guide this was not overly hard. I did have to learn a fair bit about how walls worked for this (as the moat around the castle has a ton of walls, which was useful practice for later. Here's my version of the outdoor map. It's a little more open, befitting its status as a combat map, but it's still pretty similar overall. Now came the hard part, creating the indoor maps. For each one, I started out with the floorplan, just laying out the rooms and hallways using texture tiles, then building walls around them, and finally filling them with objects. Here's my version of the upper floor of the castle. This has a sort of generally similar feel to the original, and in particular I liked the idea of the water room, which I kept and expanded for my version. It feels appropriately decadent for a desert castle. And here's the bottom floor. This part of the castle has more of a pyramid feel. I like the idea that perhaps the castle was built on top of an ancient tomb or some such. It's also divided into two halves that are linked by a portal, making it feel a bit more like it's in three pieces. The boss always spawns in the big room in the upper right. I learned a ton about the way Ragnarok maps are constructed while working on this. For example, let's take a look at this guest bedroom on the lower right of the upper floor. You might think that those paintings on the walls are objects, for example, but they are actually simply wall textures, and ditto for the windows. The wall graphics contain a ton of different variants for different wall textures, all shoved into the same texture file, and the walls are made out of one section of that larger texture. Similarly, those carpets are floor textures, but do you think they store the entire carpet? Oh no. Only the corner is actually part of the texture, which you then have to rotate and overlay upon itself to create the full thing. These sorts of little efficiencies are everywhere. Many of the objects you see in the maps are actually made up of multiple objects. For example, let's appreciate this little shelf in Payon: You might think this is a single object, but no, this is dozens of objects meticulously aligned together. Each one of those little sets of 2 doors is an object. So the bottom layer is made up of 3 objects, and so is the second, the third layer is 4 objects, The top 4 rows are made up of 10 objects each! It probably took an hour to create this shelf, and this house has two of them on opposite walls. For as many crazy things as I've done with Ragnarok, I can't even come close to what the original creators did. It's amazing how much they were able to do with such a simple engine. It's probably part of why the game feels as compelling as it does, and how it's still interesting to tinker with even 20 years later. With the maps finally done and added to the game, it was time to fill them with enemies. Having gone to all that work, simply adding effects to clone monsters using monster_size_effect_sak_new.lub didn't feel like enough, so I used my newfound knowledge of how to recolour sprites to create some entirely new palette swaps. I quite like the new blue bird. I also went back and created new sprites for a few enemies who just had effects before, like this harder version of Isis from Past Pyramid. Dang, I kind of want a Green Isis pet now. Adding new sprites to existing monsters is quite easy, you just have to change their sprite file in jobname.lub and add the new act and spr files to the monsters folder in your GRF file. I also went back and improved the dungeon I made out of 1@jorchs some time back. It now has significantly more objects. I had wanted to put lab objects in here before, but slabw doesn't load in my browedit for some reason. However, 1@lab and biolab both load, so I was able to steal some of their objects. This map is much creepier now. Anyway, that's enough map editing for now, and hopefully for quite some time, as I think the past finally has enough dungeons now. It definitely gave me a deeper appreciation for the map design in this game, and makes me even more impressed with Toy Factory, which I've always considered to be the best-looking map in the game. Look at how many different texture pieces are used in this tiny section of the map. The attention to detail is crazy. Seriously, open this map up in the editor, it's worth seeing how this was put together. It just goes to show that there'll never be another Ragnarok. The amount of love and care that went into this game isn't something you see every day.
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  4. Hi I'm sorry for reviving this topic, but may I know how did you resolve the problem about the Error: status_change_start: Invalid status change (1500)!? I tried to use different status change id like 1418, 976 and the error just don't disappear. Some say that if this error exist this means that the status is still not exist. I followed every step you did on this thread but I can't seem to resolve the problem about the error. Can you help me, please?
    1 point
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