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  1. Froggo Rö Folder This is a simple RO folder that contains everything you need to run a 2022-04-06 client, the latest publicly available. I have cleaned and compressed the data.grf file to reduce its size from 3.87GB to 2.15GB. official_data.grf took the same treatment and the file size went down to 426MB. Additionally, I have added a mini-map to all those maps that were lacking one, approximately 275 mini-maps were added, I only ignored some indoor (_in) and guild castles maps. Before BGM, the Rö folder has a total size of 2.62GB, after BGM it reaches 2.96GB Screenshots Requirements Server Up & Running with ‎‏‏‎ PACKETVER=20220406 Visual C++ Redistributables DirectX Runtime Features Includes latest RoEnglishRE - 16/mar/2024 Custom Lua Support jRO Enchantment Display Includes rsu-kro-rag-lite (kRO updater) - v4.2.2.1316 Includes opensetup - v3.1.0.627 Includes iRO's Setup.exe, thanks to relzz! Includes AzzyAI 1.55 Includes Packet Viewer Download click here to download a .zip file of this ro-folder Extra Warp Profile for 2022-04-06 used for FroggoClient.exe (mirror) 2022-04-06 Vanilla Ragexe Client Login Screen Creator Official Ragnarok Complete Installer (08/Jan/2024)(mirror) Froggö Ro Folder Gitlab's Repo FAQ Why am I getting CHARACTER_INFO size error when trying to log in? Possible reasons: You are using outdated rAthena which doesn't work with 2022-04-06 client. You haven't set correct PACKETVER or done it with mistakes (skill issue ). You haven't recompiled rAthena. You haven't restarted server after recompilation. Why am I getting errors about MSVCP140.dll, VCRUNTIME140.dll when executing FroggoClient.exe? You haven't installed Visual C++ Redist, check requirements section, if problem persists, try installing this too Visual C++ Redist for VS 2012u4 What is official_data.grf ? official_data.grf is from the ROResourceCollection project, which brings many items, mobs and npc files from other RO Regions and merges it into one convenient grf. Why does the Setup.exe opens instead of the FroggoClient.exe? In your Windows registry there is no data about your selected graphic card, to fix it, just set up your settings in Setup.exe and click on OK, be aware to don't select DirectX9, stay on DirectX7 What was removed from the data.grf? Several unnecessary files were removed from the data.grf . These included residual files such as thumbs.db and stray BMP Screenshots. However, the majority of the cleanup was performed in the mob and npc sprite folders. In these folders, some .spr files contained sprites (images) that were not utilized in their corresponding .act files. For example, the monster katrinn's .spr file contained approximately 140 images, but only 6 of them were actually used. In total, out of nearly 90,000 collective images, around 9,400 were removed alv.
    6 points
  2. Let's continue to explore new horizons in mapping! A seamless map containing the entire island of Angrboda, where the place of worship of the god Odin is located. The island can be used for a Battle Royale in the RO lore, for other events or as a replacement for the standard three locations. The map size is 400x400 tiles or 800x800 cells. .•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•. odin1map video: Lighting and shadows have been completely restored. In addition, local lighting has been added in various places. Since the map was created for special modes, the places available to players have been expanded. So the huge hill between the first and second areas was completely opened, and a coastal zone was added in the second area. Passages, descents and ascents were also added. The bridge connects the areas. Especially for the Battle Royale mode, shooting and using skills from lowlands and hills is allowed.
    4 points
  3. A new large map for group events with many players. This map contains three parts of Fortress Saint Darmain and Beacon Island with Pharos Lighthouse. It is also surrounded by parts of neighboring locations for ambience. And the main innovation is that you can enter all houses and caves without switching to another map. The map size is 450x450 tiles or 900x900 cells. .•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•. st_darmain Video: Since the four main maps cmd_fild06(07,08,09) were united by one theme, they were ideal for connection. They represent four different zones - jungle, desert, island, mountain ranges. And in the mountains there are a lot of obstacles in the form of fort ruins. The map is suitable for group events such as Battle Royale and etc. In the south and east of the map there are houses and caves available for visiting. The lighthouse rooms were designed by me, the rest of the rooms were taken from the maps in_rogue, job3_guil01(02), que_job01, alb_ship, and anthell01(02). Here you can place loot or simply hide from other players. In the second half of the video you can see a visit to all the premises. Also added climbs to the gazebos in the small green area, many passages and added the ability to use skills and shoot from lowlands and hills as usual. Shadows and lighting recreated. P.S. When creating the map, difficulties arose with different water levels in different maps, so I had to take the average water level as a basis.
    3 points
  4. Hmm, there is an approximation that can be done which will probably be good enough. The point 2 is misleading; what is seen in the UI is a blend of the background + layers. You can't separate them as it's already a final image, if that makes sense. But you could in theory extract a transparency value by using a black and white background version of the composite image. Then do some math magic and approximate the bgra values. I've added the option in 1.1.0, though it's a bit awkward to use (found in File > Export as PNG...).
    3 points
  5. Hey there, fellow Ragnarok enthusiasts! Welcome to RO Artisan Hub, your cozy corner of creativity where we sprinkle a little bit of magic onto your Ragnarok Online server. Are you ready to give your players an eye-popping visual feast that'll have them coming back for more? You're in the right place! Here's a peek at the goodies we've got lined up for you: Custom Patcher Skins - Tired of the same old loading screens? Our patcher skins are like a breath of fresh air, offering a visual treat that'll get your players excited before they even step foot into your world. (CODE INCLUDED!) Interface Designs - Clunky menus are a thing of the past. We'll deck out your UI with a slick, user-friendly design that's not just pretty to look at but also a breeze to navigate. Logo & Branding - First impressions count, and a killer logo sets the stage for your server's identity. Let us craft a branding package that'll make your server the talk of the town (or, in this case, the world of Midgard). Promotional Graphics - Need to spread the word about your server's latest and greatest features? Our promotional graphics are perfect for catching eyes on social media, forums, and beyond. We're all about collaboration here at RO Artisan Hub, so we'll be with you every step of the way to ensure the final product isn't just good; it's exactly what you envisioned. Your satisfaction is our top priority, and we're not happy until you're over the moon with your new designs. So what are you waiting for? Let's get together and make your Ragnarok Online server the envy of them all. Drop us a message, and we'll start spinning those creative gears right away! Happy gaming, The RO Artisan Hub Team Discord Server: https://discord.gg/KpXFFwrE
    2 points
  6. Fixed in 1.8.7.1. There was an issue with UV texture coordinates being all set to 0 on new tiles.
    2 points
  7. After encountering issues with the current data.grf, I decided to start from scratch and overhaul the entire process. The result? A significantly reduced file size for the data.grf Previously, the data.grf weighed in at around 2.45GB, but now it’s down to just 2.15GB. In addition to the file size reduction, I’ve added 275~ mini maps to maps that were lacking them. The entire folder, including BGM, now stands at 2.96GB. What was done to the poor data.grf? Besides cleaning up unused sprites from npc and mob folders, now I converted all .BMP files to be 8bit, this doesn't affect quality on a game like RO, instead, it actually makes it easier for the client to handle those assets. .JPG and .PNG were treated as well but with some differences. Feel free to report any issue here
    2 points
  8. Prueba cambiando (BaseLevel/2) por status_get_lv(src)
    2 points
  9. src/status.cpp search for: // Skill-related recovery (only when sit) there you can edit the source. ^-^
    2 points
  10. I have multiple generator project, maybe u can try.
    2 points
  11. 1. rathena/src/map/script.hpp Search: HAT_EF_MAX Replace: /* Custom Hateffects */ HAT_EF_arcane_aura_A, HAT_EF_arcane_aura_B, HAT_EF_gluttony_aura_A, HAT_EF_gluttony_aura_B, HAT_EF_MAX = 9999 2. rathena/src/map/script_constants.hpp Search: export_constant(HAT_EF_EFST_C_20TH_ANNIVERSARY_HAT); Replace: export_constant(HAT_EF_EFST_C_20TH_ANNIVERSARY_HAT); /* Custom Hateffects */ export_constant(HAT_EF_arcane_aura_A); export_constant(HAT_EF_arcane_aura_B); export_constant(HAT_EF_gluttony_aura_A); export_constant(HAT_EF_gluttony_aura_B); 3. Compile you Server. 4. Copy in you Data/texture/effect/(arcane_aura) and (gluttony_aura) Data(Example_Auras).zip 5. Data/luafiles514/lua files/hateffectinfo/hateffectinfo.lub Search: HAT_EF_efst_C_20th_Anniversary_Hat = 176 } Replace: HAT_EF_efst_C_20th_Anniversary_Hat = 176, HAT_EF_arcane_aura_A = 177, HAT_EF_arcane_aura_B = 178, HAT_EF_gluttony_aura_A = 179, HAT_EF_gluttony_aura_B = 180 } resourceFileName: route effect(Data/effect/name you effect folder/name you str file.str) IsIgnoreRiding: if true when mounting a mount or asking for hateffect will not go up, it will ignore this action isRenderBeforeCharacter: If true when using hateffect it will be over the character. hatEffectPos: Position the Y anchor (up and down) of the hateffect hatEffectPosX: Positions hateffect X anchor (left right) isAdjustPositionWhenShrinkState: always true isAdjustSizeWhenShrinkState: always true Search: [HatEFID.HAT_EF_efst_C_20th_Anniversary_Hat] = { resourceFileName = "efst_C_20th_Anniversary_Hat\\20th_f.str", hatEffectPos = -6, hatEffectPosX = 0, isIgnoreRiding = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true } } Replace: [HatEFID.HAT_EF_efst_C_20th_Anniversary_Hat] = { resourceFileName = "efst_C_20th_Anniversary_Hat\\20th_f.str", hatEffectPos = -6, hatEffectPosX = 0, isIgnoreRiding = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }, [HatEFID.HAT_EF_arcane_aura_A] = { resourceFileName = "arcane_aura\\arcane_aura_particle.str", hatEffectPos = -1, hatEffectPosX = 0, isRenderBeforeCharacter = false, isIgnoreRiding = false, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }, [HatEFID.HAT_EF_arcane_aura_B] = { resourceFileName = "arcane_aura\\arcane_aura.str", hatEffectPos = -2, hatEffectPosX = 0.2, isRenderBeforeCharacter = true, isIgnoreRiding = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }, [HatEFID.HAT_EF_gluttony_aura_A] = { resourceFileName = "gluttony_aura\\gluttony_aura_particle.str", hatEffectPos = -1, hatEffectPosX = 0, isRenderBeforeCharacter = false, isIgnoreRiding = false, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }, [HatEFID.HAT_EF_gluttony_aura_B] = { resourceFileName = "gluttony_aura\\gluttony_aura.str", hatEffectPos = -2, hatEffectPosX = 0.2, isRenderBeforeCharacter = true, isIgnoreRiding = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true } } 6. Add Script NPC: rathena\npc\custom\hateffect.txt (Use command @efc in game) - script HATEFFECT -1,{ OnHatEffect: if(getgmlevel()>= 80){ input .@number; if (.@number < 1) end; if (.@number >= 301) end; for(.@i = 1; .@i < 300; ++.@i) hateffect .@i,false; hateffect .@number,true; end; } OnInit: bindatcmd "efc",strnpcinfo(3)+"::OnHatEffect"; end; } 7. Add npc in rathena\npc\scripts_custom.conf npc: npc/custom/hateffect.txt 8. (OPTIONAL) Add Hateffect in item: Example: - Id: 2301 AegisName: Cotton_Shirt Name: Cotton Shirt Type: Armor Buy: 10 Weight: 100 Defense: 1 Locations: Armor: true ArmorLevel: 1 Refineable: true Script: | hateffect HAT_EF_arcane_aura_A,true; hateffect HAT_EF_arcane_aura_B,true; UnEquipScript: | hateffect HAT_EF_arcane_aura_A,false; hateffect HAT_EF_arcane_aura_B,false; Update: My project all Auras. (09/27/2023) - Pack Auras: My Project All Auras Too my project Ragnarok Online Pre-Renewal(Offline) and guide for easy update. - Data Folder + Server: Google Drive or MediaFire - Client RO: Google Drive or MediaFire Guide for start server and Play: 0. Dowloand Client RO and Update. 1. Download Data Folder + Server 2. Copy all files C:/MyServer/Client (In folder Ragnarok Onmline). 3. Run C:/MyServer/UwAmp/UwAmp.exe 4. Start Server C:/MyServer/rathena/runserver.exe Enjoy!!! Gluttony Aura: Arcane Aura: Credits: LCDTheOG Fros
    2 points
  12. Here is another fully furbished Morroc Town! Join my Discord Channel: https://discord.gg/AhBjDJnEW3 Cinematic! morom.mp4
    2 points
  13. This is my new work Payon Town ROM! Join my Discord Channel: https://discord.gg/AhBjDJnEW3 Cinematic! payorm.mp4
    2 points
  14. Was having errors running my own 20220406 client, and this saved me. Thanks for this !
    2 points
  15. I just wanted to stop in to say thanks to the Dev team for continuing to support this great game after all these years. RO was a very important game to me in my youth and to see that the community is still active after all this time is amazing. Back in the old days, I always considered running my own server, but I only finally bit the bullet on it recently. I never suspected that the entire server backend would be open-source! As such, I modded the bejeezus out of it. For starters, my server is PRE-RE, however, I backported almost all of the new content from Renewal into it. Here is my Doram character in Malangdo. It's actually pretty easy to pull renewal content into PRE-RE, since they use the same server backend. To pull renewal enemies into pre-re is as simple as grabbing them from db/re's mob-db and mob-skill-db and pulling them into pre-re's mob-db / mob-skill-db. Of course, renewal enemies have slightly different stats, in particular their "max attack" is their "matk" value and their def and mdef values are usually way too high, but that's easily fixed with SDE. Ditto for items and cards, using item-db. As far as the maps are concerned, they're already all in the game, they just don't have warps, so you just need to grab the npc/warps files from renewal and pull them into pre-re. Many renewal dungeons are instances, so you can either pull the instance into pre-re, or do what I did and turn the instance dungeons into normal dungeon floors by adding warps and recreating their mob tables. As for the Doram, it's fairly easy to add them too, I'll probably make a post explaining how to do it at some point. The main thing you have to do is remove your service_korea folder from your prere grf file, which will allow the one from renewal that allows the creation of Doram to be used instead. Then there's a flag in the server settings somewhere that you have to modify so the server won't reject character creation requests for Doram. I'll write up something on this later. The biggest thing I added by far is the ability to rebirth as Super Novice, Star Gladiator, Soul Linker, Ninja, Gunslinger, and Summoner. It always annoyed me that the classes added after the first 12 never got the ability to rebirth, so I did it myself. It's not possible (or at least I can't figure out how to do it) to add new classes to the game since class sprites are hardcoded in the client file, so instead the way I did this is that when you rebirth as one of the new classes, it unlocks a new "quest skill" which is a pre-requisite for their transcendent abilities. The game also checks to see if you have this skill when it determines if you are transcendent (say, for equipping transcendent only armor or getting the 25% max hp / sp bonuses), and it also uses it to force you to the transcendent exp tables. I'd love to share the code for this, but there's so many code changes that it probably can't be done without me just zipping up my entire codebase, which is also somewhat out of date. By I encourage other intrepid coders to experiment! A reborn Ninja's new skill tree. Note the presence of a few Kagerou skills, despite the fact that he is a still a Ninja. The "reborn" skill in the bottom left is the new quest skill that makes this possible. For Ninja / Gunslinger / Star Gladiator / Soul Linker, they get a few skills from their next job as transcendent skills, with many alterations (for example, Soul Linker gains Espa and Eswhoo, but they don't require spirit energy to use, since it's not available. In exchange they have much less power). Summoner gets his post level 100 skills as transcendent skills, since the max level cap is 99. Super Novice gets to become Expanded Super Novice. I also added the ability for Novices to use bows, which required me to make a custom animation for this. The dream of Bow Super Novice is finally real! Beyond this, I also added like a hundred new pets. They all have custom portraits and speech lines. I put up a guide on how to add custom pets elsewhere on the forum if you want to do this. This poor Lunatic is NOT ready for what's about to happen. And then I manually rebalanced the effect of every card in the game and manually tweaked the exp and drop rates of almost every monster in the game. My server is technically 10x, but the beginning feels like 5x or so, while the late game feels more like 20x, because lategame monsters give more exp. I also fixed a ton of bugs and made a number of enhancements, for example if you use the whodrops command, it now shows exact matches first, so if you do "whodrops boots" you actually see slotted boots now! At this point, there's probably some room for debate as to whether or not this game is still Ragnarok Online or something else entirely, but I'm having fun with it. The only problem is that now my regular job seems boring by comparison. Having complete control over the codebase for one of the best games of all time is pretty much impossible to top. Oh well. Everyone reaches the pinnacle of their career sooner or later. I'm sorry if this sounded like a giant advertisement. Actually, my server will probably never be open to the general public. However, where my code is easily distributable I'll probably make some of it available. I've already put up a couple topics sharing some of the files I've written, and I'll probably try to put up a few more once everything is adequately tested (I've also crashed my server about a hundred times already).
    2 points
  16. I'm developing a server based on a game called Harvest Moon. Conclude the Farm system, it will accept trees, vegetables and animals. What do you think? Any suggestions? Content of the video in Portuguese.
    2 points
  17. There are two methods for doing that: Once you have the current frame, click on: Then add the name of the file, like "test.wav". The file should be in data\wav\test.wav You can add a bunch of sound names by editing the list instead: Then select the sound for the frame from the list. If the sound doesn't play when testing the sprite, then it's just because it wasn't found in the resources. That's not really important, but you can add more resources from File > Settings > Sound:
    2 points
  18. Version 1.2

    781 downloads

    I just updated the existed one by raPalooza~ to include the K and M indicator. DarkBreath is there too. The K is light green like a frog and the M is red wine like frog's blood Used font is PixelOperator 8
    Free
    2 points
  19. Version 1.0.0

    225 downloads

    Hello everyone! Happy New Year! Here are my handmade gifts, custom maps for you: 2024: navayo (+nav_beach, nav_in01, nav_in02) https://rathena.org/board/topic/116200-showcase-navayo/ anrydrago https://rathena.org/board/topic/124265-showcase-miniquest-anry-dragon/ 2023: x_base https://rathena.org/board/topic/140494-showcase-x-base/ crimea https://rathena.org/board/topic/132870-showcase-crimea/ barcode https://rathena.org/board/topic/116040-showcase-barcode/ ice2xlake https://rathena.org/board/topic/124194-showcase-ice-twice-lake/ lv_beach https://rathena.org/board/topic/116553-showcase-love-beach/ yavin1b https://rathena.org/board/topic/116300-showcase-yavin1b/ mystvil https://rathena.org/board/topic/117187-showcase-mystical-vil/ crystal https://rathena.org/board/topic/116079-showcase-crystal/ 1@scp087 https://rathena.org/board/topic/116223-showcase-scp-087/ mag_dun03_ https://rathena.org/board/topic/127185-showcase-magma-dungeon-lvl-3/ b_book(1,2,3,4) https://rathena.org/board/topic/116491-showcase-four-battle-books/ The size of attachments (30mb) on rAthena does not allow to add map resources. You can find the full materials here: https://mega.nz/folder/8atXmYgC#yJEL_ssWj8D8XwmpgInYiQ ~ Keep calm and use it on your server ~ ~ Don't claim my work as yours please and etc ~ ~ Any requests/reports - https://rathena.org/board/profile/47250-w0wzukubg/ Thanks, Zuku ~
    Free
    2 points
  20. Version 1.2.0.0

    7588 downloads

    Heya! This is a new project I've made aiming to manage the various databases as easily as possible. This tool was initially developped using Client database editor's engine, a tool from GRF Editor. It has been adapted to support more database formats and many of the features have been improved. How to install Download the zip archive provided from the download link at the top right corner of this description or directly from there : http://www.mediafire.com/download/p0zhcc8ipa6cjt3 . Install the application with SDE Installer.exe; if you are missing a .NET Framework you will be prompted to download it. Once you are done, you can start the program from the link on your desktop. Features Both rAthena and Hercules' formats are supported by the application. Many conversions between rAthena and Hercules are possible. Converting items can be done simply by right-clicking on the elements and selecting "Copy entries to clipboard (ServerType)". Undo and redo commands are available, as well as navigation commands (quite useful when switching tabs a lot). There are many shortcuts within the application, all of which are shown when right-clicking items or going through the menus. I do plan on adding more as well. The databases are 'merged' between each other to offer an easier view. This is true mostly for the item and mob databases. Flag fields can be entered with either an hexadecimal value or an integer value. You will have to add "0x" if you want to enter an hexadecimal number though. For Windows XP users, the program's layout may change a bit. The Aero theme is applied to make sure the application looks like it should. Getting started Create a new project from File > New project. Go in the settings tab and set the path of your database. If you're using pre-renewal, then drop the pre-re folder in the "Server DB path" box (drop the re folder otherwise). Don't drop your "db" folder, it simply won't work! Save your project file to avoid redoing this step everytime you reload the application by going in File > Save project info. The project info file is automatically saved, so you don't need to save it everytime you do a modification in the settings. If you associate .sde files with this tool, you will be able to start up your project from the project file directly (which is more convenient). The last setting is the resource files and it is optional. Simply drag and drop a GRF in the paths list. This will add icons in the items list view (it will also make the application slower when scrolling for that list). Easy input fields All the fields are easy to set and most of them have tooltips. For example, to edit the drops of a mob, simply right-click on the items and change the drop value (both float and integer values are accepted in the field : typing 5.20 is the same as typing 520). How to save the database There are multiple ways to save the database : quick save, full save and export. Quick save keeps the commands you've applied on the database (Ctrl-S), this is the saving option you should be using. Full save (Ctrl-Shift-S) does not keep the commands and you will not be able to undo any operations afterwards. Export (File > Export to db/SQL) exports the database to another folder and this is normally used to convert databases. When saving, the comments are preserved as much as possible, but this is not always possible. For example, the items table from Hercules is always rewritten, so the comments will be lost in this file. Unmodified tables will not be saved. Disabling a tab will also prevent the associated table from being rewritten/saved. This can be achieved by right-clicking on a tab and selecting "Disable 'table name'". SQL support You can export your current database to SQL from File > Export to SQL > ... The first option in the list is the current database format. The other options are used for conversions between rAthena and Hercules. Backups system The application automatically creates backups everytime you save the database (can be disabled in Settings > Enable backups manager). You can revert to a previous date by going in Tools > Backups manager. This tool's purpose is to make sure you never lose any important data (as well as preventing data corruption). Merging or adding lines from another database It is possible to merge databases by going in Edit > Add item from raw db line. Simply copy and paste the lines from the database you want to add. You must select the corresponding table before doing so, of course. (Known bug : adding lines with invalid parameters will put the database in an invalid state). Synchronize with client database files If "Synchronize with client database files" is checked in the Settings tab, you'll be able to turn on all the following features. Bind item tabs together (suggested by UltraCat) This feature enables you to quickly alternate between the Item and Client Items tabs. Whenever you switch table, it will autoselect the item previously selected. The text search filter will also be applied to all three tables (Item/Item2/Client Items). Subfilters (such as item description, script, etc) will be ignored if the item isn't included in the search result. Manage view IDs automatically (suggested by UltraCat) This feature allows you to completely ignore the view IDs for headgears and costumes. Only the identified resource's field is taken into account when synchronizing with the client databases, so make sure you set at least this field! You must also set up the lua paths; go in any item table and click on the wheel next to the "View ID" field. This will bring up a dialog to setup the paths (preferably, the files should be located in your data folder to avoid saving the GRF all the time). They will be automatically decompiled if necessary. If everything has been properly set, the View ID field for the headgears and costumes will be grayed out. When saving, you'll notice some view IDs will be switched around, but SDE will try to keep your original IDs as much as possible. The view names will be changed to the item's Aegis Name (has no effect ingame). Mob sprites edition In the mob tables, you will find a wheel button, similar to the view IDs. Setting up the paths will allow you to see the mob sprites as they will appear ingame (except for granny models, like emperium for instance). The "..." button can let you select the sprites from the mob folder in the GRFs (or data folder). Preview images With the client tables synchronization, the preview image for items in the list view will be properly displayed. This is handy for custom items. Notepad++ support There is support for Notepad++ to easily find items in a text (or conf) database. Right-click an item and use "Select in Notepad++". Search feature The search engine is the same used as CDE, so it should make it easy to find an item. There is also a hidden search option : if you type "[number_of_slots] 4" it will give all the items with 4 slots or "[refineable] true" will give you all refineable items. This can be applied to any attribute in the table which are not shown in the search panel. Todo list Import from SQL (is that even necessary?). Automatically create a table from a file. Batch files / command line methods (would be similar to GrfCL). Known bug : exporting mob_skill_db from Hercules to SqlRenewalHercules doesn't seem to be parsing properly (for this file only). Type safety (check for invalid inputs, use the same SQL rules when loading the databases). Hope you enjoy this tool! The sources will be available on githut for the next release. If you have a feedback or suggestions, let me know and I'll probably add them to the software. Sources https://github.com/Tokeiburu/RagnarokSDE
    Free
    2 points
  21. You can enable/disable it here : https://github.com/rathena/rathena/blob/master/src/config/renewal.hpp comment it to disable it by adding // at early lines for example //#define RENEWAL
    1 point
  22. Not sure about Renewal, but in Pre-Renewal the damage of Auto-Blitz gets divided by number of targets, whereas actively using it doesn't.
    1 point
  23. Duplicate GvG map damage modiflier functions then create condition for check attacker was monster then do a multiplier there. (Try to use Find All in Visual Studio to find where to edit)
    1 point
  24. Version 1.0.0

    1 download

    Hi ! Discord: https://discord.gg/qgJCERnqem https://payhip.com/b/knwPc I Present to you my map: Oasis of Morocc I let you watch the video below or the screenshots to get a overview of the project. - What's in the .rar file? Map (Rsw, Gat & Gnd Files) Textures & models - SCREENSHOTS : https://bluff-ro.artstation.com/projects/4XWNg1 INFORMATIONS -You should know that the project took me a long time! -Be indulgent -Do not share or sale this project (It's my work) -if you find any errors contact me so i can correct and update the project You can support my work : putting a "like" on the video & SUBSCRIBE ! React & give your opinion on my work buy the project Pay a cofee : https://www.paypal.com/donate/?hosted_button_id=Q4T6KSYZBPYY8
    40.00 USD
    1 point
  25. Official servers have a drop penalty on level difference, but many private server remove that "feature". I only play on pre-renewal servers so not sure how many there are that actually have a drop penalty.
    1 point
  26. I think your client read GRF file instead of data folder, so you must import your modification data folder into your grf file.
    1 point
  27. You can use stuff like this: Zeny -= value * BaseLevel; or like Rynbef said, do if checks like if (BaseLevel >= 30) Zeny -= 2000; else if (BaseLevel >= 20) Zeny -= 1000; and so on
    1 point
  28. src/skill.cpp case NV_FIRSTAID: clif_skill_nodamage(src,bl,skill_id,5,1); status_heal(bl,5,0,0); <---- just change 5 to your wished amount break;
    1 point
  29. Skill_db or source modification. It's depends on the skill. Skill_db o modificación de source. Depende del skill. Rynbef~
    1 point
  30. int32 pc_attendance_counter( map_session_data* sd ){ std::shared_ptr<s_attendance_period> period = pc_attendance_period(); // No running attendance period if( period == nullptr ){ return 0; } // Get the counter for the current period int counter = static_cast<int>(pc_readreg2( sd, ATTENDANCE_COUNT_VAR )); + // Check if we have a remaining counter from a previous period + if( counter >= 20 && !pc_attendance_rewarded_today(sd) ){ + pc_setreg2( sd, ATTENDANCE_COUNT_VAR, 0 ); + return 0; + } // Check if we have a remaining counter from a previous period if( counter > 0 && pc_readreg2( sd, ATTENDANCE_DATE_VAR ) < period->start ){ // Reset the counter to zero pc_setreg2( sd, ATTENDANCE_COUNT_VAR, 0 ); return 0; } return 10 * counter + ( ( pc_attendance_rewarded_today(sd) ) ? 1 : 0 ); } I think this is what @Sapito Sucio is trying to tell you to do. Though you have to really understand that attendance forces players to login/attend. On the days you want them active. It would be best if you just use a daily reward script for the purpose of resetting your daily rewards.
    1 point
  31. thanks will let you know when its added
    1 point
  32. 1 point
  33. @Sapito Sucio I think patch "BodyPalMF" can cause issues. I had the game crash when switching to job High Thief and it would subsequently crash everytime I would get to character select screen. I then made my own patched 2022-04-06 exe to confirm and tried with "BodyPalMF" -> it crashed. Then I disabled that patch -> it didn't crash any more.
    1 point
  34. Yes, you can encrypt files and patch the encrypted files as .Thor file into the GRF. Create new file. Add ur files. Right click on data folder. Encrypt. Save as .Thor and u can patch it. Everything will be encrypted in the GRF. Rynbef~
    1 point
  35. Do you have very old clients or emulators lying around? Maybe that old hard drive with RO stuff? How about those old CD-Rs on the shelf? Or are you simply a RO data hoarder? WE WANT YOU! Hi, I’m vit. I’m developing along with o oldinroplayer a *Ragnarok Online Cross-Episode Database*, called RagnaDB. It’s a db in which you’re able to choose a specific episode and we’ll show you all the info precisely as it was back in the day. The idea is for it to be the “one RO database to rule them all”. For this to exist, there’s a great deal of historical research and digital data scavenging involved. Since we’re committed to historical accuracy, we’re on a journey to finding old files (client and server) to feed the db with, as well as (old) reliable sources for data validation. If you were waiting for the right moment to shine and looking for a group of people who will truly appreciate and see value in those dozens of RO gigabytes collecting dust like no one ever had, this is the moment! We’ll love to have you! If any of the words above piqued your interest, you’re more than welcome here. Join our Discord to hear about the latest updates or just hang around! Our Discord: https://discord.gg/cueAdED64N RagnaDB: https://ragnadb.com/
    1 point
  36. Hi, I didn't have to do anything to enable 4th jobs on my local server using (hexed) 20220406 ragexe on 2022 client data. Maybe you're missing the 4th jobs sprites while the server side works fine ?
    1 point
  37. short description There are 3 different generations of laboratory monsters: 1. Egnigem, Wickebine, Laurell, Errende, Josephina, Kavach, Armeyer 2. Seyren, Eremes, Kathryne, Margaretha, Cecil, Howard 3. Randel, Gertie, Celia, Chen, Trentini, Alphoccio, Flamel I collect them, correct mistakes, add every possible class to each monster, recolor them in 3 official color sets and improve their aura. As a basis, I took the logic of the first implemented sprites at lhz_dun01-03 If you compare the following kRO sprites with corrections in the changelog you will notice that the logic has ceased to be respected and the sprites do not even have sounds! LINK TO FILE: https://mega.nz/file/tGFCxRSL#y5S8uLWw0cMCrLt059ycmZSeeFY1oLYTSVJwa0BoEWs [DONE] 1st class 2nd class advanced class 3rd class 3rd japan edition class 4th class latest expanded classes previous versions of some classes custom extended classes The total number of sprites in the pack: all classes from novice to 4th class (with different types of weapons) x 3 official color sets = 600 sprites changelog: (!) Below are the non-clean gifs recorded using GifCam.exe over the Act Editor (!) So these can brake or accelerate and do not serve as an accurate image. These gifs are added just for reference For clarity, the background of the laboratory is taken, and the sprites are shown in transparent blue 969F9EE7 and with improved aura Seyren Windsor Eremes Guile Kathryne Keyron Margaretha Sorin Cecil Damon Howard Alt-Eisen Randel Lawrence Gertie Wie Celia Alde Chen Lio Trentini Ilaria Alphoccio Basil Flamel Emure Egnigem Chenia Wickebine Tres Laurell Weinder Errende Ebecee Josephina Kavach Icarus Armeyer Dinze
    1 point
  38. Hello. https://pastebin.com/Cwrv0Mhd
    1 point
  39. Comment out with // the countitem and delitem commands. And change ur quest_db Rynbef~
    1 point
  40. Just Init an NPC Timer that trigger a label. https://github.com/rathena/rathena/blob/26335994588c4b45846c05d0e53780ead78e475c/doc/script_commands.txt#L7169 Rynbef~
    1 point
  41. A very small post, but I wanted to share something in case anyone else ever runs across it. As I've mentioned previously, my server contains the maps from the alpha, albeit with new monsters and warp points and such. However, there's a strange problem on one of the alpha maps. On pro_fild01, there's this bizarre culling issue where parts of the map will sometimes disappear while you're walking through it (look at the top part) It flickers on and off while you walk through the map and is generally very annoying. But what's going on? No other map in the game does this. I decided to try to investigate it in the map editor. Everything looks normal enough. There's nothing in the map to indicate any "culling zones" or anything strange like that. I even tried replacing the rsw with one from another map of the same size and the problem persists. The one thing I noticed is that if you look at the map boundary, the map is actually sunk below it (notice how the yellow walls are above the map rather than below), which is a bit weird. Actually, most of this map is sunk pretty far into the ground, with many parts having Y values in the 30s and 40s. I decided to try moving the entirety of the map up by 50 units, to see if the height of the map was the problem. Note that the map now sits above the yellow wall. This is not too hard using the "global height edit" function, which also thankfully adjusts the GAT tiles. However, it was also necessary to manually adjust the height of each object, which was moderately time consuming but not difficult using the object list. And surprisingly, it works! The weird culling effect is eliminated and the map displays normally now. So it seems like the game has issues if map geometry goes too far below the ground, though this isn't an issue on any other official maps that I've seen. I wonder if this bug existed in the alpha? My guess is that the client worked slightly differently back then so this issue didn't occur, but who knows.
    1 point
  42. If you've gotten annoyed with the limitation of not being able to see what homunculus is inside the Embryo, I've coded a significantly more complicated version of this change that displays a pet incubator-like dialog and lets you pick the embryo you want to hatch. This is much more complex from a coding perspective though, so you should make sure you're confident in making changes to the codebase. Any embryos made with the old version of the mod will still work, but you'll have to hatch and rest them to convert them to their named versions. This will also require you to distribute a new version of iteminfo.lub. First, you need to add a new method to clif.hpp: void clif_sendembryo(struct map_session_data* sd); Next, you need to add the code for this method to clif.cpp: /// Presents a list of embyros that can be revived /// 01a6 <packet len>.W { <index>.W }* void clif_sendembryo(struct map_session_data* sd) { int i, n = 0, fd; nullpo_retv(sd); fd = sd->fd; WFIFOHEAD(fd, MAX_INVENTORY * 2 + 4); WFIFOW(fd, 0) = 0x1a6; for (i = 0, n = 0; i < MAX_INVENTORY; i++) { if (sd->inventory.u.items_inventory[i].nameid <= 0 || sd->inventory_data[i] == NULL || (sd->inventory_data[i]->nameid != 7142 && !(sd->inventory_data[i]->nameid >= 9901 && sd->inventory_data[i]->nameid <= 9909)) || sd->inventory.u.items_inventory[i].amount <= 0) continue; WFIFOW(fd, n * 2 + 4) = i + 2; n++; } WFIFOW(fd, 2) = 4 + n * 2; WFIFOSET(fd, WFIFOW(fd, 2)); sd->menuskill_id = AM_CALLHOMUN; sd->menuskill_val = -1; } There's also a change needed in clif.cpp: Find the method clif_parse_SelectEgg and replace it with this: /// Answer to pet incubator egg selection dialog (CZ_SELECT_PETEGG). /// 01a7 <index>.W void clif_parse_SelectEgg(int fd, struct map_session_data* sd) { if (sd->menuskill_val != -1) return; if (sd->menuskill_id == SA_TAMINGMONSTER) { pet_select_egg(sd, RFIFOW(fd, packet_db[RFIFOW(fd, 0)].pos[0]) - 2); clif_menuskill_clear(sd); } if (sd->menuskill_id == AM_CALLHOMUN) { hom_call(sd, RFIFOW(fd, packet_db[RFIFOW(fd, 0)].pos[0]) - 2); if (sd->pd) clif_send_petstatus(sd); // the client wipes the pet status upon answering this dialog, so it has to be resent. clif_menuskill_clear(sd); } } Now we need to change homunculus.hpp. Find the definition for hom_call and change it to this: bool hom_call(struct map_session_data *sd, short hom_index); Now in homunculus.cpp: Replace the hom_call method with this: /** * Make a player spawn a homonculus (call) * @param sd * @param hom_index * @return False:failure, True:sucess */ bool hom_call(struct map_session_data* sd, short hom_index) { struct homun_data* hd; struct item ed; int n; if (hom_index < 0 || hom_index >= MAX_INVENTORY) return 0; //Forged packet! // find the embryo if (!sd->status.hom_id) { //Create or revive a homun. if (sd->inventory.u.items_inventory[hom_index].nameid == 7142 || sd->inventory.u.items_inventory[hom_index].nameid >= 9901 && sd->inventory.u.items_inventory[hom_index].nameid <= 9909) n = hom_index; else { ShowError("wrong embryo item inventory %d\n", hom_index); return false; } ed = sd->inventory.u.items_inventory[n]; if (ed.card[1] != 0) { // is it ours? if (sd->status.char_id == MakeDWord(ed.card[2], ed.card[3])) { // revive the homun // delete the embryo pc_delitem(sd, n, 1, 0, 0, LOG_TYPE_CONSUME); sd->status.hom_id = ed.card[1]; // proceed with rest of function } else { // Cannot revive someone else's homunculus return false; } } else { // create a new homun // delete the embryo pc_delitem(sd, n, 1, 0, 0, LOG_TYPE_CONSUME); return hom_create_request(sd, HM_CLASS_BASE + rnd_value(0, 7)); } } // If homunc not yet loaded, load it if (!sd->hd) return intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id); hd = sd->hd; if (!hd->homunculus.vaporize) return false; //Can't use this if homun wasn't vaporized. if (hd->homunculus.vaporize == HOM_ST_MORPH) return false; // Can't call homunculus (morph state). hom_init_timers(hd); hd->homunculus.vaporize = HOM_ST_ACTIVE; if (hd->bl.prev == NULL) { //Spawn him hd->bl.x = sd->bl.x; hd->bl.y = sd->bl.y; hd->bl.m = sd->bl.m; if(map_addblock(&hd->bl)) return false; clif_spawn(&hd->bl); clif_send_homdata(sd,SP_ACK,0); clif_hominfo(sd,hd,1); clif_hominfo(sd,hd,0); // send this x2. dunno why, but kRO does that [blackhole89] clif_homskillinfoblock(sd); if (battle_config.hom_setting&HOMSET_COPY_SPEED) status_calc_bl(&hd->bl, SCB_SPEED); hom_save(hd); } else //Warp him to master. unit_warp(&hd->bl,sd->bl.m, sd->bl.x, sd->bl.y,CLR_OUTSIGHT); return true; } Also replace the hom_vaporize method with this: /** * Vaporize a character's homunculus * @param sd * @param flag 1: then HP needs to be 80% or above. 2: then set to morph state. */ int hom_vaporize(struct map_session_data *sd, int flag) { struct homun_data *hd; int itemflag; struct item tmp_item; nullpo_ret(sd); hd = sd->hd; if (!hd || hd->homunculus.vaporize) return 0; if (status_isdead(&hd->bl)) return 0; //Can't vaporize a dead homun. if (flag == HOM_ST_REST && get_percentage(hd->battle_status.hp, hd->battle_status.max_hp) < 80) return 0; hd->regen.state.block = 3; //Block regen while vaporized. //Delete timers when vaporized. hom_hungry_timer_delete(hd); //hd->homunculus.vaporize = flag ? flag : HOM_ST_REST; if (battle_config.hom_setting&HOMSET_RESET_REUSESKILL_VAPORIZED) memset(hd->blockskill, 0, sizeof(hd->blockskill)); clif_hominfo(sd, sd->hd, 0); hom_save(hd); if (hd->homunculus.intimacy > 0) { memset(&tmp_item, 0, sizeof(tmp_item)); switch (hom_class2mapid(hd->homunculus.class_)) { case MAPID_LIF: case MAPID_LIF_E: tmp_item.nameid = 9901; break; case MAPID_AMISTR: case MAPID_AMISTR_E: tmp_item.nameid = 9902; break; case MAPID_FILIR: case MAPID_FILIR_E: tmp_item.nameid = 9903; break; case MAPID_VANILMIRTH: case MAPID_VANILMIRTH_E: tmp_item.nameid = 9904; break; case MAPID_EIRA: tmp_item.nameid = 9905; break; case MAPID_BAYERI: tmp_item.nameid = 9906; break; case MAPID_SERA: tmp_item.nameid = 9907; break; case MAPID_DIETER: tmp_item.nameid = 9908; break; case MAPID_ELANOR: tmp_item.nameid = 9909; break; } tmp_item.amount = 1; tmp_item.identify = 1; tmp_item.card[0] = CARD0_CREATE; tmp_item.card[1] = hd->homunculus.hom_id; tmp_item.card[2] = GetWord(sd->status.char_id, 0); // CharId tmp_item.card[3] = GetWord(sd->status.char_id, 1); if ((itemflag = pc_additem(sd, &tmp_item, tmp_item.amount, LOG_TYPE_PRODUCE))) { clif_additem(sd, 0, 0, itemflag); if (battle_config.skill_drop_items_full) { map_addflooritem(&tmp_item, tmp_item.amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 0, 0); } } unit_remove_map(&hd->bl, CLR_OUTSIGHT); sd->status.hom_id = 0; unit_free(&hd->bl, CLR_OUTSIGHT); sd->hd = 0; return 1; } return unit_remove_map(&hd->bl, CLR_OUTSIGHT); } Getting there, we now need to make a couple changes to skill.cpp: As with the first version of this process, comment out this line: (If you already implemented the first version this will be done already) if (sd->status.hom_id) //Don't delete items when hom is already out. Now find this code block: case AM_CALLHOMUN: //[orn] if (sd && !hom_call(sd)) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; And replace it with this: case AM_CALLHOMUN: if (sd && !sd->status.hom_id) { clif_sendembryo(sd); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } else if (sd && !hom_call(sd, 0)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; Now, find this line in script.cpp: hom_call(sd); // Respawn homunculus. and replace it with this: hom_call(sd, 0); // Respawn homunculus. Phew! Done with code changes! Now we just need to add the new embryos into the item-db (for a fun challenge, see if you can determine what their item ids are from the code before we proceed further). If you have the old, text based item-db, you need to add this: 9901,Lif_Embryo,Lif Embryo,3,10,,10,,,,,,,,,,,,,{},{},{} 9902,Amistr_Embryo,Amistr Embryo,3,10,,10,,,,,,,,,,,,,{},{},{} 9903,Filir_Embryo,Filir Embryo,3,10,,10,,,,,,,,,,,,,{},{},{} 9904,Vanilmirth_Embryo,Vanilmirth Embryo,3,10,,10,,,,,,,,,,,,,{},{},{} 9905,Eira_Embryo,Eira Embryo,3,10,,10,,,,,,,,,,,,,{},{},{} 9906,Bayeri_Embryo,Bayeri Embryo,3,10,,10,,,,,,,,,,,,,{},{},{} 9907,Sera_Embryo,Sera Embryo,3,10,,10,,,,,,,,,,,,,{},{},{} 9908,Dieter_Embryo,Dieter Embryo,3,10,,10,,,,,,,,,,,,,{},{},{} 9909,Eleanor_Embryo,Eleanor Embryo,3,10,,10,,,,,,,,,,,,,{},{},{} If you have the new, yaml-based item-db, you need to add this to item-db-etc.yml - Id: 9901 AegisName: Lif_Embryo Name: Lif Embryo Type: Etc Buy: 10 Weight: 10 - Id: 9902 AegisName: Amistr_Embryo Name: Amistr Embryo Type: Etc Buy: 10 Weight: 10 - Id: 9903 AegisName: Filir_Embryo Name: Filir Embryo Type: Etc Buy: 10 Weight: 10 - Id: 9904 AegisName: Vanilmirth_Embryo Name: Vanilmirth Embryo Type: Etc Buy: 10 Weight: 10 - Id: 9905 AegisName: Eira_Embryo Name: Eira Embryo Type: Etc Buy: 10 Weight: 10 - Id: 9906 AegisName: Bayeri_Embryo Name: Bayeri Embryo Type: Etc Buy: 10 Weight: 10 - Id: 9907 AegisName: Sera_Embryo Name: Sera Embryo Type: Etc Buy: 10 Weight: 10 - Id: 9908 AegisName: Dieter_Embryo Name: Dieter Embryo Type: Etc Buy: 10 Weight: 10 - Id: 9909 AegisName: Eleanor_Embryo Name: Eleanor Embryo Type: Etc Buy: 10 Weight: 10 Finally, we just need to add the following to iteminfo.lub: [9901] = { unidentifiedDisplayName = "Lif Embryo", unidentifiedResourceName = "¿¥ºê¸®¿À", unidentifiedDescriptionName = { "..." }, identifiedDisplayName = "Lif Embryo", identifiedResourceName = "¿¥ºê¸®¿À", identifiedDescriptionName = { "An embryo containing a Lif.", "^FFFFFF_^000000", "Weight:^009900 1^000000" }, slotCount = 0, ClassNum = 0 }, [9902] = { unidentifiedDisplayName = "Amistr Embryo", unidentifiedResourceName = "¿¥ºê¸®¿À", unidentifiedDescriptionName = { "..." }, identifiedDisplayName = "Amistr Embryo", identifiedResourceName = "¿¥ºê¸®¿À", identifiedDescriptionName = { "An embryo containing an Amistr.", "^FFFFFF_^000000", "Weight:^009900 1^000000" }, slotCount = 0, ClassNum = 0 }, [9903] = { unidentifiedDisplayName = "Filir Embryo", unidentifiedResourceName = "¿¥ºê¸®¿À", unidentifiedDescriptionName = { "..." }, identifiedDisplayName = "Filir Embryo", identifiedResourceName = "¿¥ºê¸®¿À", identifiedDescriptionName = { "An embryo containing a Filir.", "^FFFFFF_^000000", "Weight:^009900 1^000000" }, slotCount = 0, ClassNum = 0 }, [9904] = { unidentifiedDisplayName = "Vanilmirth Embryo", unidentifiedResourceName = "¿¥ºê¸®¿À", unidentifiedDescriptionName = { "..." }, identifiedDisplayName = "Vanilmirth Embryo", identifiedResourceName = "¿¥ºê¸®¿À", identifiedDescriptionName = { "An embryo containing a Vanilmirth.", "^FFFFFF_^000000", "Weight:^009900 1^000000" }, slotCount = 0, ClassNum = 0 }, [9905] = { unidentifiedDisplayName = "Eira Embryo", unidentifiedResourceName = "¿¥ºê¸®¿À", unidentifiedDescriptionName = { "..." }, identifiedDisplayName = "Eira Embryo", identifiedResourceName = "¿¥ºê¸®¿À", identifiedDescriptionName = { "An embryo containing an Eira.", "^FFFFFF_^000000", "Weight:^009900 1^000000" }, slotCount = 0, ClassNum = 0 }, [9906] = { unidentifiedDisplayName = "Bayeri Embryo", unidentifiedResourceName = "¿¥ºê¸®¿À", unidentifiedDescriptionName = { "..." }, identifiedDisplayName = "Bayeri Embryo", identifiedResourceName = "¿¥ºê¸®¿À", identifiedDescriptionName = { "An embryo containing a Bayeri.", "^FFFFFF_^000000", "Weight:^009900 1^000000" }, slotCount = 0, ClassNum = 0 }, [9907] = { unidentifiedDisplayName = "Sera Embryo", unidentifiedResourceName = "¿¥ºê¸®¿À", unidentifiedDescriptionName = { "..." }, identifiedDisplayName = "Sera Embryo", identifiedResourceName = "¿¥ºê¸®¿À", identifiedDescriptionName = { "An embryo containing a Sera.", "^FFFFFF_^000000", "Weight:^009900 1^000000" }, slotCount = 0, ClassNum = 0 }, [9908] = { unidentifiedDisplayName = "Dieter Embryo", unidentifiedResourceName = "¿¥ºê¸®¿À", unidentifiedDescriptionName = { "..." }, identifiedDisplayName = "Dieter Embryo", identifiedResourceName = "¿¥ºê¸®¿À", identifiedDescriptionName = { "An embryo containing a Dieter.", "^FFFFFF_^000000", "Weight:^009900 1^000000" }, slotCount = 0, ClassNum = 0 }, [9909] = { unidentifiedDisplayName = "Eleanor Embryo", unidentifiedResourceName = "¿¥ºê¸®¿À", unidentifiedDescriptionName = { "..." }, identifiedDisplayName = "Eleanor Embryo", identifiedResourceName = "¿¥ºê¸®¿À", identifiedDescriptionName = { "An embryo containing an Eleanor.", "^FFFFFF_^000000", "Weight:^009900 1^000000" }, slotCount = 0, ClassNum = 0 }, And that should be everything! Now just recompile the codebase and restart the server and you should have the new homunculus behaviour. Hopefully I didn't miss anything in the steps.
    1 point
  43. Version 2.0

    1436 downloads

    Yet another simple MVP Kill reward on MVP Maps Only with an announcer and now with a simple MVP Ladder If player is in a party, the reward will be given randomly to online party members. You can config the script easily at this part: OnInit: setarray .p_rwd, 607,1; // Party reward <item>,<amount> setarray .s_rwd, 607,1; // Solo reward <item>,<amount> .chance = 50; // Drop rate chances % .gm = 10; // Prevents gm level and above to trigger the event // MVP Map list setarray .t_maps$[0],"// <MVP MAPS> This script will also help other in-game players see if an MVP has been slain. I'm open for suggestions, comments, reactions and such for the betterment of this script and my skill. Questions? Q> Why only at MVP Maps? A> Because some server puts MVP Rooms which the reward can be abused.
    Free
    1 point
  44. These are some examples, I have more than 30 bosses ready, 80 different monsters like mobs and mini boss, between wings, weapons, etc. If you liked it, don't forget to like it, thank you all.
    1 point
  45. Version 1.0.0

    312 downloads

    Hi Guys , here is a small pvp map to fight you! If you need a change or a fix let me know. Do not hesitate to contact me if you have any map projects. I'm available on the Forum or on Discord #Bluff#5446. just a small reaction will make me happy to know if my work pleases you. a small video is available on my youtube channel to present the map: https://www.youtube.com/watch?v=AYhyZDWiS30
    Free
    1 point
  46. Olá a todos! por muito tempo me dediquei ao ragnarok, aprimorando-o de alguma forma e depois de vários anos ganhei experiência de todos os lados, consigo entender o cliente perfeitamente, modificar feitiço entre tantas outras coisas muito legais, no final decidi criar o meu Brinco com todas as coisas que aprendi, e hoje está em desenvolvimento, mas hoje colocarei aqui a maior vitrine de todas as coisas que terminei ou converti para RO. aqui você vai encontrar sprites, monstros, efeitos e outros .. alguns eu fiz a pedido de algum cliente outros foram feitos só para o meu jogo. Efeitos: Tags: Monstros: Hp Bar custom ? Efeitos de LevelUp: Temas de danos: Itens / Auras: Asas 3d Outros: Vou postar mais coisas legais! obrigado
    1 point
  47. *** No longer need file. Found it in older version of rAthena. Bottom of post requests upvote if anyone is interested in a complete rewrite of this mod. If no response, Ill just make a small version for myself. Otherwise, if I see interest, Ill rewrite new version and also include new monsters too. *** Hey all. Sorry for the necro post, but I feel this is the only way I'm hopefully going to get a reply with the file I need. I need a copy of the full version of the old rAthena pet_db.txt in tact. All the above files in this pack are lacking this important information. The pet system has since been revamped where several of the above files are no longer needed as the info now exists in the pet db itself. This means there is no way to merge the several files into a working new pet db and I will have to research every pet in order to make sure they have the proper skills. Would look funny bringing a pet lunatic to a level 100+ dungeon, and have it use a skill that clears the entire screen with vermilion, which I sort of did for fun with a succumbus. Anyway, I need a full copy of the old pet_db.txt file which shows the break down of what each part means. In turn I will make a new pet data base file for both server and client to just copy over and use. Being I have 627 to convert, and as you know Im an avid typer, if I get this file, it should take me a month to write, may be 2 to include new monsters. I can be found on discord, so feel free to dm me if you have this file. Please no urls on what ones fathers, sisters, cousins room mate makes in a week please ? PS, please upvote if you want this updated script. I dont want to pour time into a project no one wants. Note: ** project to convert all pets to yml. ** Add evolving to all pets to unlock special skills. ** This one Im debating on, which is pet breeding for unique pets with special skills.
    1 point
  48. Hello people~ I am Adel and this is my updated sprite showcase. ❤ ❤ ❤ Hope you enjoy ❤ ❤ ❤ Note: Please do not steal the display images. Some of the references for my sprites were taken from other game sources. Mob Sprites Other Sprites
    1 point
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