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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 3.47GB to 2.44GB. I have also compressed the official_data.grf file from 1.24GB to 477MB. Before BGM, the Rö folder has a total size of 2.96GB, after BGM it reaches 3.30GB 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 Possible reasons: You are using outdated rAthena which doesn't work with 2022-04-06 client.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.
    4 points
  2. Version 1.0.0

    61 downloads

    [Event] Chess 1.0 By: MihaSenpai About: Hello Everynyan! My name is Mihael and I hope you are all well. I recently found these files in a personal repository and decided to share them with you. The .ZIP Contains the files: Script: NPC programmed for two players to participate in a game of chess. Map: Files containing the original Map of the event. Sprites: Files containing the event's ORIGINAL NPC Sprites. Hope you like it. If you have any questions, you can contact us here on the Forum or via Discord. A belated Happy 2024 to everyone.
    Free
    4 points
  3. 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/
    3 points
  4. Version 1.0.1

    45 downloads

    i recoded older rAthena Serv Monitor by DarkIrata in newer WPF -> Added Multithreading Server Start -> Added 1Click-Restart Server Button -> Added the WebServ -> Errorlogs are working and saving without crashes -> New design the open-src code -> https://github.com/AoShinRO/rAthena-ServMonitor-ByAoShinHo
    Free
    3 points
  5. 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
  6. View File [Event] Chess 1.0 [Event] Chess 1.0 By: MihaSenpai About: Hello Everynyan! My name is Mihael and I hope you are all well. I recently found these files in a personal repository and decided to share them with you. The .ZIP Contains the files: Script: NPC programmed for two players to participate in a game of chess. Map: Files containing the original Map of the event. Sprites: Files containing the event's ORIGINAL NPC Sprites. Hope you like it. If you have any questions, you can contact us here on the Forum or via Discord. A belated Happy 2024 to everyone. Submitter MihaSenpai Submitted 03/20/24 Category Games, Events, Quests Video Content Author MihaSenpai  
    2 points
  7. Hello, I'm sharing this project, since this might help someone who need to generate this easily. The file that generated = CheckAttendance_EN.lub & attendance.yml Download, extract, add it in your System folder and server file or create a patch or anything. You can access to this simple project here : https://x-files.amirazman.my/attendance. Let me know if you having issues and Ill update it if possible & have some leisure time to play with.
    2 points
  8. Version 1.0.1

    88 downloads

    ***Include Abyss Lake4**** -IllusionTeddy Bear/Labyrinth base on https://www.divine-pride.net/ (Include Drops Table) -No Portal -Issgard Dun/Frozen scale Field are custom to fit my server. (Custom Drops Table) Install : Put Mob and mob skill to rathena\db\import PutNpcfiles (Custom.txt) to rathena\npc\custom add new line npc: npc/custom/Custom.txt at rathena\npc\scripts_custom.conf
    Free
    2 points
  9. War Declaration System A system which allows guild leaders to declare a war against other guilds. You can only start attacking opposing guild when both guilds will declare each other as enemies. There will be an announcement when guild leaders sets a guild as an antagonist and another announcement saying that both guilds have agreed to declare war on each other. Once both guilds declared war, they can attack each other outside PVP, GvG, BG, Castle Maps, and Towns.. meaning on fields/dungeons only. This should add up some spice on guild vs guild match ups on a server. I'm open for some suggestions for improvement of this system! Cheers! [ Video: ]
    1 point
  10. Its only here for showcase until I am satisfied with it.
    1 point
  11. Oh I see! Sorry, I misread it xD I think that's only visual, because, if DirectX9 was really selected the FroggoClient wouldn't start.
    1 point
  12. 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.
    1 point
  13. Built-in archive support in windows is a joke, it has never been good. Use 7-zip (free) or equivalent software to extract !
    1 point
  14. This is not tested under renewal. I think it should still work, but test it with a GM character first. The default implementation of Homunculi is kind of obnoxious. When you create one, you get one of the homunculi at random, and in order to get another one, you have to completely delete them from existence. Wouldn't it be nice if you could keep the other homunculi to use later? Well, now you can! What it does: - When you use rest, the Homunculus returns to its Embyro. - You can use Call Homunculus to call it back out, just as it was when you rested it. - You can store the Homunculus for later use, allowing you to raise a different Homunculus, which is not normally possible. - Only you can call the Homunculus back out. If another alchemist tries to call it, it doesn't let them. - You can still delete the Homunculi as normal to remove them from existence completely. How it works from a technical perspective: - When you rest the homunculus, it is technically "removed" from you, similar to deleting it, but it returns an embyro with the Homunculus id set to its card[1] slot. - When you call out a Homunculus from an Embyro, if the embyro has a value in its card[1] slot, it restores that Homunculus instead of creating a new one. Some minor limitations: - It's not possible to distinguish embryos from each other, and call homunculus will always try to call the first one it finds in your inventory. You'll need to store the ones you don't want to raise right now, and it may take some trial and error to hatch the right one if you have a bunch. - The name display of the embryo doesn't work with the client I have (it seems like the client will only display the name if the card[1] slot is 0, which it's not if a homunculus is in there). This makes it hard to tell who owns a homunculus embyro. How to implement: Make the following code changes: In homunculus.cpp: Find the method "hom_vaporize": First, add the following variable declarations to the top, under the existing ones: int itemflag; struct item tmp_item; Next, comment out the following line: hd->homunculus.vaporize = flag ? flag : HOM_ST_REST; Then, insert the following at the end of the method, just before the return statement. if (hd->homunculus.intimacy > 0) { memset(&tmp_item, 0, sizeof(tmp_item)); tmp_item.nameid = 7142; 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; } Next, find the method "hom_call": Find this code: if (!sd->status.hom_id) //Create a new homun. return hom_create_request(sd, HM_CLASS_BASE + rnd_value(0, 7)) ; Replace it with this: struct item ed; int n; // find the embryo if (!sd->status.hom_id) { //Create or revive a homun. if ((n = pc_search_inventory(sd, 7142)) >= 0) { ed = sd->inventory.u.items_inventory[n]; } else { return false; // no embryo } 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)); } } Almost done, just one small change to make in skill.cpp. Find this line: if (sd->status.hom_id) //Don't delete items when hom is already out. And comment it out (we never want this method to delete the embyros, since the call method now handles it). Now just recompile your server and you should have the new homunculus behaviour.
    1 point
  15. Version 1.2

    682 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
    1 point
  16. Honestly, mirroring the download link feels a bit pointless to me. The repo's getting updates overtime, and trying to keep up with mirroring every new version? Nah, not really my jam. I recommend redownloading it, as it appears your initial download may have been corrupted.
    1 point
  17. Sure, you can use whatever you need, if you don't need/want the packet viewer just rename the extension (.mix) to whatever you want or just simply delete the file
    1 point
  18. Hello friends of rAthena, I came to share the CD of Brazil Ragnarok Online that was distributed at the time. (I remember coming to Sucrilhos) In case anyone wants to study or try to make an Old Times Root. Episode of Niflheim (EP-6), Released in Brazil in 2004. Promotional video of the time that was released. Credit: LevelUpGames/Gravity Download
    1 point
  19. Hello, I'm sharing this project, since this might help someone who need to generate this easily. Right now, this project support custom file generator for : 1. Custom headgear. 2. Custom robe/garment. 3. Custom weapon. 4. Custom NPC. The required file generated depends on which generator that you used. The scenario on how to generate for custom headgear file : 1. Maybe extract data\texture\유저인터페이스\item\ folder and u will have the listed one .BMP that u want to add. 2. Select all the item u want to add, right click mouse and right click, copy as path. Then open notepad, paste it. 3. Get the only .BMP in list, so replace your directory path and replace all with blank/nothing . And lastly the " with blank/nothing. So the result is as below. Copy all of it, insert in https://x-files.amirazman.my/customfilegenerator and change your : - Starting ItemID you want it to start with. Make sure the itemID is supported by your client. - Starting AccessoryID that you didnt use yet. Also make sure the final accessoryID didnt reach the maximum of your client can support/set. - Defense, so you can set all the defense in bulk. - Weight. - Slots. - Script. Insert any scripts or anything that you can replace all easily later on in itemdb and also custom_iteminfo.lua (yes, its generated inside the description). - Item Type for now only support headgears and costume headgears, I will add another item types soon if possible (yes, its generated inside the description). And click Generate. Download, extract, add it in your System folder and server file or create a patch or anything. You can access to this simple project here : https://x-files.amirazman.my/customfilegenerator. Let me know if you having issues and I'll update it if possible & have some leisure time to play with.
    1 point
  20. thanks, already test it, now the error warning not showing in map server.
    1 point
  21. I'm just now seeing this and don't have the time to test things out, but I've had problems warping players with similar BG scripts. I can't exactly remember what the problem was because its been years, but you should try collecting all of the players cids/aids for each team and then warping them individually instead of mapwarp/partywarp.
    1 point
  22. View File Upscaled npc sprites Please note that you can download the full version of the sprite set from this link. The file is large and cannot be uploaded to the forum. You can download my sprites rework [FOR FREE] and not for resale! [DOWNLOAD] https://mega.nz/file/taQwkKwL#ikVnLwKyX52rymVMlaAqxFMd8YHsC2itTyk3GxmAjtc Submitter Balfear Submitted 09/20/23 Category NPC Sprites Video https://youtu.be/gt8JM0Y5pwM Content Author Gravity / Balfear  
    1 point
  23. It's so amazing. Really great idea a very good alternative to woe or battleground. The doors who slide open/close are rly cool. It's the old office of the HQ of X? Formally known as Twitter? *Joke* Rynbef~
    1 point
  24. The error tells u that the function *rand have to be greater than -1. The attached file isn't available. Unfortunately I can't take a look therefore. Rynbef~
    1 point
  25. I was reading this topic yesterday and discovered that most of the requests were not added. Therefore, I am making my debut here to share with you the updated @autoattack function. Added Commands: @autoattack - display all @autoattack commands. @autoattack on/off @autoattack list @autoattack +monsterID @autoattack -monsterID #Edit If you use [ @autoattack on ] without adding monster targets will attack all the monsters (DEFAULT setting.) Auto-attack can be toggled on or off using the @autoattack on/off command. Specific mobs can be added or removed from the target list using @autoattack +<mobID> or @autoattack -<mobID> respectively. Since I'm using the latest version, applying the patch shouldn't be a problem.(I also removed the struct warnings from the map_session_data). Attached(Updated): atcommand[remix]
    1 point
  26. Greetings rAthena, Here's a release for a SQL-based Race to 99 Event script that I made recently. This script follows these rules --- 1. Only 2 winners for each TRANSCENDENT Class 2. If you won once already, you may not win another one (account-based) If you there are any issues or bugs, feel free to post and I'll fix it up when I can. raceto99.txt
    1 point
  27. 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
    1 point
  28. Version 1.0.0

    195 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
    1 point
  29. Version 1.0.0

    143 downloads

    Please note that you can download the full version of the sprite set from this link. The file is large and cannot be uploaded to the forum. You can download my sprites rework [FOR FREE] and not for resale! [DOWNLOAD] https://mega.nz/file/taQwkKwL#ikVnLwKyX52rymVMlaAqxFMd8YHsC2itTyk3GxmAjtc
    Free
    1 point
  30. Version 4.1

    2205 downloads

    A NPC that allow your Characters to Switch Build from time to time. Players are able to save his current status build , so that he/she can switch back to the saved build whenever he/she want. Players no need to keep memorize their status build upon changed. Configuration : // maximum build player can store (0 = disable) .max_build = 3; // check player weight limit before switching stat (0 = disable) .check_weight_limit = 1;
    Free
    1 point
  31. First I apologize for my English, my native language is PT-BR and I'm using google translator to create this post. I hope you can understand me Recently I watched a video on YouTube in a channel that "taught" how to upscale ragnarok sprites, transforming these images into "HD". I thought the result was very beautiful and tried to reproduce it. my intention is to make this UpScale of all the sprites of the CLASSES and Mobs and make it available to the community. I believe this can bring a breather to RagnarokOnline The result I have been getting is satisfactory and I want to share it with you. To me it looks very promising, but I'm encountering an issue with some in-game screens. So I would also like to share it with you so that anyone interested in helping me bring this open and free to everyone in the com
    1 point
  32. Hello, I made a script that I update regularly to improve the Guiderz.com / MVPTracker.net site for those who use it. The script is open source and you can modify it as much as you want Features: - No need to calculate the number of minutes since the death of the MVP. Simply write the time of his death as it is written on his grave. - Auto login to your tracker. - Display the main weakness of the MVP next to his name. - Enable/Disable MVP weakness display To install this script you will need : - Install the TamperMonkey extension. - Install the script from GreasyFork Demo video : https://www.youtube.com/watch?v=ZIPSBiJ2Z0M Screenshots : Changelog : v2.8 (04/07/2023) : - The script is now compatible with the Guiderz.com site. - Fixed the element of some mvp.
    1 point
  33. View File Ragnarök Login Background Generator resize , convert and slice the image to fit Ragnarok Login Background Drag and drop the image you want onto the exe application. Do not double click the application, just drag and drop the image onto the application. A 'data' folder will be created next to the image (not the application unless they are in the same folder). You can add that folder as it is in your '.grf' file. This application requires .Net Framework 4.7.2 I know there is other tools, however it didn't work for me, and I am bored of debugging every time I want to create a login background ? Source Code: https://github.com/sader1992/Sader-Ragnarok-Login-Background https://sader1992.com/ Submitter sader1992 Submitted 10/07/2021 Category Client Tools Video Content Author sader1992  
    1 point
  34. View File 4th Jobs Corrected Sprites Since Rytech released their 4th job code it is also pertinent to have the sprites corrected. It works with Kamishi's palletes and almost any generic. I recommend use Shared Body Palettes type 1 patch in NEMO Submitter ohyono Submitted 12/19/2021 Category kRO Sprites Video Content Author Van
    1 point
  35. 1 point
  36. Version 1.0.6

    3967 downloads

    Extended Vending 2.0 Made in Git Hash: '042b88623bf549b88ba619991aaa186d45f7f998' Description Yet another version of Extended Vending, this one works in actual rA c++. It has a few fixes, including vending tax only working with Zeny as currency. What is new? I tried to improve this amazing mod adding a new feature: Vending Report (Mailbox). Basically... whenever you buy items to a vendor, he receive a report that who bough,what items, how many and total profit of them. You can disable this feature through conf/feature, or If you want to disable it for a specific player you must set the permanent variable called NOVREPORT (by a NPC/Bindatcmd/Idk) For < 2015-05-13 Clients Since old mailbox has 300 characters less than RoDex, I decided to take off items name and amount. So only will send 'who bought' and 'total profit'. Feel free to Donate If you want to support me.
    Free
    1 point
  37. OnTimer1000: OnInit: showscript "Broadcaster", getnpcid(0, "Broadcaster"), AREA; initnpctimer; end;
    1 point
  38. View File Hairstyle Package Introduction: This package are currently contains around 90~100 hairstyles for both male/female character. I obtained these from various sources like old eAthena, rAthena, Hercules, TheSpriteRepository and other member who shared these sprites with me etc. I don't remember who exactly made each of the sprites, or who even shared these... tell me if you know who are them. If any of these hairstyles are custom work that are meant for private use, kindly contact me, so that I could remove it from the listing. I do have more than this amount, but since my current test client (2018-06-20) can only support up to 100 sprites, so I randomly picked 100 and only upload it here. It included the default 31 hairstyle from kRO, but I think I replaced the 1~20+ hairstyles from JRO which dyed the hair in dark color, the rest are custom hair styles. How to use: You can either merge the provided GRF into your own GRF Load it as another individual GRF using the DATA.ini file Extract it and put it in your Data folder * Depend on your client hexed with whatever settings. Search forum for all these guides. Disclaimer: You're free to share with everyone but do not monetize the contents in any way! These materials are meant for study or research purpose. Use these at your own risk, and always give credit to original author. If there exists issue with sprite file, for example: sprite misalignment, error, etc, kindly ask help from any member who have knowledge with sprite edit. If there exists issue with palette color file, for example: messed up color, error, etc, kindly ask help from any member who have knowledge with palette color edit. Fun Fact: Do you know you can actually combine all male and female hairstyle (including doram) to create a list of universal hairstyles that could be used by any gender of player and doram? Submitter Emistry Submitted 03/15/2020 Category Hairstyles Content Author Various  
    1 point
  39. Version 1.0.0

    927 downloads

    Hello Friends, I'm a mapper and I also do map services (contact-me if you're interested in my job) I recently had this Prontera ripped and now I need to make it free for everyone. I hope y'all like it! If anyone wanna support me, please DM me.
    Free
    1 point
  40. A marketplace for items on FluxCP is actually a good idea for an addon - just adding item to a holding table then inserting to the buyers inventory when in-game is relatively easy to do. I actually already have something very similar and would require minimal effort to view the table via FluxCP. For free. Paying for addons that would benefit the community as a whole is a daft idea. If you actually want someone to do it as a paid piece of work, then view the 3rd Party Services page.
    1 point
  41. I have been fiddling around with it and found a way to actually make "ok" sprites with it This was my result: http://www.framecompare.com/image-compare/screenshotcomparison/91BFMNNU?fbclid=IwAR0nw7btJdrFkXcXkU7-nfEZ2YMDDu9nWb9CyGVk5KlfGbjEcvbRZyReokQ We should try training a model with ToS Sprites maybe? ---------> https://drive.google.com/drive/folders/0B92X6lQqXBPSbFBfQVdwcHpRaG8 Here are the models I used and the order.. there might be better ones or better order but wtv http://www.mediafire.com/file/vf04k6jz0amflzu/models.rar/file Can you please tell me which models did you use for rune knight? I have been playing around and I found that there are no Pixel res-upscalers that soften the edges which is what almost everyone wants im sure. So the only way I found is to re-pixelize it after it was upscaled to your desired size, these are my results Tests are here: http://www.framecompare.com/screenshotcomparison/7YLZLNNX EDIT: One of the most consistent ways of doing this that I've found is 1x_Alias_200000_G.pth > cartoonpainted_400000.pth after that sharpen the result in Photoshop with Smooth focus 300% 3pix Radius 100% Noise Reduction this usually works best with sprites so Its worth tryng it
    1 point
  42. *** 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
  43. Version 1.1.0

    577 downloads

    This is an expansion to currently existing vending module. It allows listing of all vending items and filter list by item name. Installation: Download the file Extract it to addons folder of flux That's it. Click the Vending Info menu then click the List Items sub menu.
    Free
    1 point
  44. Version 1.0.0

    1264 downloads

    STAFF SIGN CUSTOM HEADGEAR BUNDLE Greetings again, rAthena! I'm Haziel, you might know me from the work I've done for the past years, I'm now posting new releases every week. Staff Signs is a bundle of Custom Headgears, it has all necessary files to be appropriately implemented, such as Equip Sprites, Icon and Collection files! This package contains four different Headgears to represent each Staff position, such as Community Manager, Event Manager, Game Master and Administrator! Let me know in the comments below if I'm missing any other! I hope you enjoy the final product! If you're interested in my work, Contact me on hyering or through one of the channels below! By downloading this file, you agree to my Terms of Service: • YOU WILL NOT remove my signature from any of the included files. • YOU WILL NOT alter, edit, recolour any of my files unless for your personal use. • YOU WILL NOT repost, repass or mirror my work nor edited versions of it anywhere. • YOU WILL NOT sell, resell or in any manner, ask money or rewards using my work as an exchange. • YOU WILL NOT claim my work as yours.
    Free
    1 point
  45. Version 1.2.5

    10818 downloads

    Heya, This tool is an action file editor, it edits Act and Spr files. You will find similarities with ActOR in its design, but it should be much more enjoyable to edit animations ;]. Special thanks to Nebraskka for testing this software in its early days. All the suggestions and feedbacks made this software much better. How to install Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/file/uoymx2vni249mlu Install the application with Act Editor 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. Key features The software has many, many features available. It would take too long to describe each one of them, so I've only focussed on the more impotant ones. You can undo and redo everything, scripts included. You can edit and add sounds easily. Powerful and easy to use palette editor. Sprite types have been abstracted - you don't have to worry or care about that. Animation speed can be changed easily. Most components have a drag and drop feature. Advanced scripting engine (C# language). The scripts can also be used to customize the software menus. Error checking when saving the act/spr to avoid invalid files. The sprite version will be automatically downgraded if RLE compression is not available. Frame interpolation (inbetweening/tweening) is possible via the Animation menu. Prompts you with an image converter dialog if the added image is invalid. Allows advanced edition for actions and frames via their respective menus. You can load files from GRFs directly (and save in the GRFs directly as well). Technical stuff Requires .Net Framework 3.5 (SP1) Client Profile to run (3.5 or more will work as well). When prompted with an error, use the "Copy exception" button to copy the debugging info. I will need this to fix the issue you're encountering. The editor's primary window The interface is really straightforward and similar to ActOR. I'll only focus on new elements! Rendering mode : This option changes the behavior of how layers are rendered. If you use 'Editor', you'll clearly see all the pixels when zooming in. If you use 'Ingame', it will use a linear scaling instead, which is closer to what the client does. References : These allow you to know where your item will be positionned (the yellow marker is the anchor, see below). Color mask : To edit the color of a layer, simply click on the color rectangle. You can also drag and drop the colors between different layers to quickly modify many of them. Common shortcuts : You can manipulate layers by using common shortcuts. More can be found from the Edit menu. These below are only the primary ones. Ctrl-A : Select all layers. Ctrl-C : Copy the selected layers. Ctrl-V : Paste the copied layers. Ctrl-X : Cut the selected layers. Alt-C : Copy current action. Alt-V : Paste current action. Advanced action and frame editions These expose all the available methods of the editor. You can remove a range of frames or copy a frame 10 times very quickly and easily. This dialog is found in Action/Frame > Advanced edit... Anchors You can edit anchors from the editor directly. Anchors are points that connect frames together, from different act files. Here's an example without and with anchors : This is mostly useful when you're using reference sprites (on the right panel). Clicking on the anchor button will let you choose where to attach the sprite (this is set semi-automatically for you though). You can edit those from the Anchors menu, but it is recommended to start from a pre-existing act to avoid doing this tedious process. Palette editor The palette editor allows you to quickly recolor sprites with an intuitive interface. Only indexed images can be edited (it's a palette editor after all) and three modes are available. The gradient mode changes an existing gradient to another color while keeping the original saturation and brightness of the colors - this makes the gradients blend in better. If there are no gradient (usually because it's a custom sprite), there's always the Adjust color mode. This one changes all color from a specified range to another one (Photoshop has a similar feature, which does work better). You can click on the image (on the left) to automatically select the palette indexes. These will be highlighted for a few seconds to show you what you're about to edit. Interpolation (tweening) This script can be accessed via Animation > Interpolate frames. This process fills the images between two frames by detecting the changes applied to the layers. Here's a simple example of how it can be used : Script engine The script engine can be accessed via Scripts > Script Runner. This is a big feature of Act Editor, it allows you to automate all your work with the act and much more. Click on the Help button for guides and available methods (don't hesitate to try out a script; if an error occurs the act will be reversed to its previous state). The documentation doesn't cover all of the available options and methods for obvious reasons (the .net framework is huge). Doc example : The language used by the script engine is C#. If you're not familiar with it, simply check out the script samples (Scripts > Open scripts folder)! I won't go into details here, questions can be asked in the support thread regarding addiotional features and methods. If you believe your script should be added in the program, send it to me and I'll probably add it. Customizable The settings dialog allows you to modify all colors in the editor easily. You'll also find the sound resources (GRFs and folders) that can be set up in the Sound tab. The Shell integration tab can associate the .act files with the software to edit them more easily. Don't hesitate to give me a feedbacks or suggestions!
    Free
    1 point
  46. Version 1.0

    3241 downloads

    This is the original version of Caspen Town that I created. The town comes complete with full exterior and interior maps. It also has 3 field maps & a 3 level dungeon (including a transition map). Warps are not included so its up to you to create warps for the interior maps and dungeon the way you want it.
    Free
    1 point
  47. Version Royal Turbo Room v2

    1663 downloads

    Edit by : Jeremy Reyes / DaemonSpade.rA Facebook : https://www.facebook.com/GMRaizen this map can be use as Mall/Quest Area or Town? Feel Free to use it.. and thanks haha
    Free
    1 point
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