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  1. maybe you can try this put the iteam as rental or delete it when the event already end.
    1 point
  2. Heya, This tool parses replay files (rrf) and outputs a readable format. It is used to gather data from official replay files by extracting NPC dialogues, quest status, skill cast time, after-cast delay, etc. Say you want to replicate an official instance, you would get a replay of it and then extract the data using this tool. You'll be able to follow along the mes dialogues, the next statements, etc, when making the actual script. You can save a lot of time doing so. It is a tool I've been using heavily for many years now and it was made to fit my needs, so some stuff may not seem very useful to you. Because of this, I'm making the project public so you're free to add more features/information as you see fit. The source for the Replay format as far as I'm aware is from Dia (from Divine Pride), so huge thanks on that side. Download: https://github.com/Tokeiburu/Rrf-Parser/releases Git repo: https://github.com/Tokeiburu/Rrf-Parser Some replays may not work as this tool was made specifically for kRO replays (and I've been removing support for older versions throughout the years). How it works Change the replay path to your replay and click "Parse Replay" to start the process. Once that's done, you should get the output shown above. Choose the parsing options on the left if you don't want to include useless data. It may be useful for some though. The [output] options are files generated in your folder\output\file.txt. Main output NPC scripts. All the NPCs that have been seen (in order) will be put there with a pre-made script. It will also show "npc_avail" for some very specific NPCs. On kRO, some NPCs don't actually have a view ID but are actually characters with a style. This is what npc_avail is for (though it's not something rAthena supports at the moment). For example: 1@exnw,12,107,3 script ³ªÀÌÆ® ¿öÄ¡#nw3 npc_avail[4306,0,21,7,0,0,0,0,0,0,0],{ end; } Which corresponds to: p.job,p.sex,p.head,p.headpalette,p.weapon,p.shield,p.accessory,p.accessory2,p.accessory3,0,p.bodypalette Equipment. The next entry in the main output is the player equipment with the @item2 command to remake the gears quickly. This only includes equipped items. The other pieces of equipment in the inventory are not included there. Monster spawned. This part will include all the monsters that have spawned and it will not show them more than once. Packet output. That is the main part of the parsed script. It will give you the script lines, cutins, and much more. It will detect cloakoffnpcself, but don't trust the output blindly either. Sometimes kRO just hides a NPC for dumb reasons. Though usually it should be accurate. Parsing options Most of the fields are self-explanatory, so I'll only go over those that aren't. Show raw packets. Outputs the packets in hexadecimals rather than a readable format. Revert instance names. Looks for ###1@name in map names and reverts it back to the original map name. This also changes NPC names that got converted such as something#ins_0o1 to something#ins. Generic packet. This one contains pretty much everything not included in the other options. UnitWalk packet. This one is disabled by default, but you might consider turning it on if you're doing newer instances because kRO uses those a lot lately. When a NPC moves, it will be shown there. mob_data.conf A special file is generated alongside the replay in the output folder called "mob_data.conf" (though it's not a real libconf format). The mob_data.conf file contains data gathered from the mobs inside the replay such as mob level, speed, damage motion, attack motion, boss type, skills used and mob drops. As far as mob drops go however, be careful as the tool makes a lot of estimation there. For example: Mob Death: 148 Drops: 1000364,135 Dropped: 2 The above means the mob has been killed 148 times, and only one drop has been seen (1000364). The estimated drop rate is 1.35%. A drop is defined as an item dropped alongside the unit_dead packet. So it may be wrong, or if the mob is looter type, you'll get a bunch of invalid results. Though usually it's a fair estimation. Tool > Translation helper So if you put the following as the input: select("¾îµð·Î °¡¸é µÇÁÒ?:"); // TICK: 19263 ms, INTERVAL: 0, FORMAT: 0:19 mes "[¸¶¶÷]"; // TICK: 19746 ms, INTERVAL: 433, FORMAT: 0:19 mes "¾ÆÀÌ»þ°¡ ¾îµð¼­ »ì¾ÒÁö? ¾Æ! ÀÌ <NAVI>[À­ÂÊ]<INFO>wolfvill,99,178,0,101,0</INFO></NAVI>¿¡ °¡¸é ¾ÆÀÌ»þÀÇ ÁýÀÌ ÀÖ¾î¿ä."; // TICK: 19746 ms, INTERVAL: 0, FORMAT: 0:19 next; // TICK: 19746 ms, INTERVAL: 0, FORMAT: 0:19 mes "[½ºÄ«´Ï¾Æ]"; // TICK: 20129 ms, INTERVAL: 0, FORMAT: 0:20 mes "ÇÏÁö¸¸ ¸»Çصµ ¼Ò¿ë ¾øÀ» °É¿ä? ¼³µæÇÑ´Ù¸é, ´ç½Å¿¡ ´ëÇÑ ³» »ý°¢µµ ¹Ù²ÙÁÒ."; // TICK: 20129 ms, INTERVAL: 0, FORMAT: 0:20 npctalk "½ºÄ«´Ï¾Æ, ¸ðÇè°¡´ÔÀº ³× »ý°¢À¸·Î °¡Ä¡°¡ Æò°¡µÇ´Â ºÐÀÌ ¾Æ´Ï¼Å.", "¸¶¶÷#wms01"; // TICK: 20129 ms, INTERVAL: 0, FORMAT: 0:20 npctalk "´©°¡ ¹¹·¡? ÀßÇØÁÙ °Å¶ó°í.", "½ºÄ«´Ï¾Æ#wms01"; // TICK: 20129 ms, INTERVAL: 0, FORMAT: 0:20 next; // TICK: 20129 ms, INTERVAL: 0, FORMAT: 0:20 mes "[¸¶¶÷]"; // TICK: 20479 ms, INTERVAL: 33, FORMAT: 0:20 mes "¸ðÇè°¡´Ô, ±×·³ ´Ù³à¿À¼¼¿ä! ³ªµµ À̸¸ °¥°Ô!"; // TICK: 20479 ms, INTERVAL: 0, FORMAT: 0:20 setquest 17510; // State = 1, Time = 0 // TICK: 20479 ms, INTERVAL: 0, FORMAT: 0:20 close; // TICK: 20480 ms, INTERVAL: 1, FORMAT: 0:20 You would get the following as the output: 어디로 가면 되죠? [마람] 아이샤가 어디서 살았지? 아! 이 [윗쪽]에 가면 아이샤의 집이 있어요. <NAVI>[윗쪽]<INFO>wolfvill,99,178,0,101,0</INFO></NAVI> [윗쪽] next; [스카니아] 하지만 말해도 소용 없을 걸요? 설득한다면, 당신에 대한 내 생각도 바꾸죠. 스카니아, 모험가님은 네 생각으로 가치가 평가되는 분이 아니셔. 누가 뭐래? 잘해줄 거라고. next; [마람] 모험가님, 그럼 다녀오세요! 나도 이만 갈게! setquest 17510; close; It extracts the content and puts them in Korean for easier google/papago translate copy paste. The "select" content will be extracted, same for <NAVI> and a few other annoying cases where you end up spending more time removing the tags than actually translating. Tool > Replay simulation This one is meant to "transform" a replay into a script so that you can view it on your own server. The input account ID is your account id, on the test server you'll be on. This is required for the script to work correctly. You will get an output similar to - script REPLAY_SIMULATION -1,{ end; OnTimer1: attachrid(2000012); sendpacket("ff09620006aa010000000000002c0100000000040000008928000000000000000000000000000000000000000000000000000000000000000000000000000024472500000000000000ffffffffffffffff000000b9ccb8aebecf23657031385f7776"); sendpacket("ff09600006a9010000000000002c0100000000040000008828000000000000000000000000000000000000000000000000000000000000000000000000000023c72500000000000000ffffffffffffffff000000b8b6b6f723657031385f7776"); sendpacket("ff09620006ab010000000000002c0100000000000000008b28000000000000000000000000000000000000000000000000000000000000000000000000000023c71500000000000000ffffffffffffffff000000c0ccb9c7b8b123657031385f7776"); end; OnInit: initnpctimer; end; } Then load the script and your character will redo what the replay file was doing. You'll probably have to put your character where the replay starts as otherwise some weird stuff is gonna happen. You'll also need the following script command as well: BUILDIN_DEF(sendpacket,"s"), BUILDIN_FUNC(sendpacket) { const char *input = script_getstr(st,2); struct block_list *bl = map_id2bl(st->rid); unsigned char buf[10000]; int len = strlen(input); int i; for (i = 0; i < len; i += 2) { sscanf(&input[i], "%2hhx", &buf[i/2]); } if (!bl) { npc_timerevent_stop(map_id2nd(st->oid)); st->state = END; return SCRIPT_CMD_FAILURE; } clif_send(buf, len / 2, map_id2bl(st->rid), SELF); return SCRIPT_CMD_SUCCESS; } Notes This is a tool I do not plan on spending a whole lot of time on. It would be a nightmare to maintain in the first place. I will add requested features if any for a short time, but it would be much easier to add such features yourself if you are planning to use this as a base for your own needs. If you want to handle a new packet, simply go in RrfParser\Packet\PacketDecoder.cs and add it as you want. Only those I needed were handled. The display timers are both useful and annoying. Once I'm done with a script, I usually run a quick regex to wipe out all comments and that solves that problem. //.*
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  3. Some clients cannot be patched with nemo or warp to fix the cash shop unknown item bug.It says a hook is missing or something alike. But, after looking through the Git, I found the precise place of the problem. Go to : src/config/core.hpp There, change this one: /// Uncomment for use with Nemo patch ExtendOldCashShopPreview //#define ENABLE_OLD_CASHSHOP_PREVIEW_PATCH To this one: /// Uncomment for use with Nemo patch ExtendOldCashShopPreview #define ENABLE_OLD_CASHSHOP_PREVIEW_PATCH Build again since you changed src stuff and done. It solved my issue at least. Hope it helps someone else. Props to Pokye from the git PS: This only works if your patched exe has one of the above preview patches enabled. I tried to patch one that gave an error to both of these and changing the define in the file did not solve it.
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  4. My Collectibles I just decided to put my released scripts in here organization purposes and easier access for others who might want to add them to their servers. I will keep on releasing my scripts, both Free and Paid, whenever it is ready! You can also visit my gitlab for access of these files: https://github.com/pajodex/ScriptCollections So here are my script collection!! Free Release: ------- Not mine but I modified these then released with permission from author -------- Paid Release: I hope you enjoy these scripts! Feel free to comment / suggest / or react on whichever script. Hoping to release more of these soon! ~ Have a good day~ SHOW CASE:
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