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KRO : https://github.com/hiphop9/ROClient_en 2025-03-19_Ragexe_1742361965(EN) -PATH- @ Bug Fix(Recommended) Add Close Button Custom Window Title Disable 1rag1 Params(Recommended) Disalbe Filename Check(Recommended) Disable Help Message Disable Indoor RSW Disalbe Swear Filter Enable 44khz Audio Enable DNS Suport Enable Multiple GRF(Recommended) Fix NPC Dialog Scroll Increase Zoom Out 75% Read Data Folder First(Recommended) Remove Hard Coded Address & Port(Recommended) Restore Clientinfo.xml(Recommended) Restore Old Login Packet(Recommended) externalsettings Korea patch Show Replay Button Skip License Screen Translations client EnableWho EnableShowName AlwaysAscii CallKoreaClientInfo PlainTextDesc HideBuildInfo TranslateClient NoGGuard CustomItemInfoLub CustomAchieveLub CustomTownInfoLub CustomTipboxLub CustomMapInfoLub CustomOngQuestInfoLub CustomRcmdQuestInfoLub NoNagle OpenToServiceSelect GuildBrackets NoGravityAds NoGravityLogo FixLatestNCWin This is distributed for testing purposes only. Please do not request additional patches!! I am not a seller!! Therefore, if you plan to operate or commercialize a server, do not contact me!!4 points
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Edit: Drive link removed - msg me on discord Skylove Github mirror, download while its up I included the bodystyle fix diff. Msg me on discord for others. chainflex#5343 Help each other out and don't gatekeep or else the sellers win.2 points
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2 points
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Version 1.0.8
81 downloads
Rsm Editor is a tool to edit RSM1 and RSM2 model files from Ragnarok Online. How to install Download the zip archive provided from the download link on this page. Install the application with Rsm Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it (the tool requires .NET 4.0). Once you are done, you can start the program from the link on your desktop. If you are opening the software for the first time, you'll be prompted with a setting resource window. You can either add a data folder or a list or GRFs from this window. This will be used for loading textures on your models. Key features Can edit both RSM1 and RSM2 file formats. When saving, you can also downgrade or upgrade the model version. The tool uses a different technique for version conversion which should give very accurate results. Position, scale and texture keyframes cannot be converted. Undo and redo for any operation. Quaternions are translated into Euler angles using the YXZ order. Merging different models can be done by right-clicking a mesh node or by drag and dropping another mesh directly. Easy texture modification for each mesh. Enable to set two-faced polygons for the entire model (to avoid invinsible faces in-game). Files can be associated with the tool through Windows (there will not be a setting for this within the software). Backups are created while you are editing the mesh. You can view the list via Debug > Backups manager... Automatically fixes mesh names and root node upon saving. There is no conversion to fbx and vice versa at the moment. Useful shortcuts All shortcuts can be modified via File > Settings > Shortcuts. Pressing Enter on a mesh will center the camera around it. You can quickly duplicate a mesh with Ctrl-C/Ctrl-V. You can hold the Shift key to snap the Gizmo when applying a transformation. You can also hold Shift when selecting a frame. You can select a mesh directly by holding Alt while clicking on it in the viewport. You can enable the wireframe view by pressing F8 or View > Wireframe view. This is useful when positioning meshes. Modifying transform origin The origin position is used for the rotation and scale transformations. To modify, press F1 or View > Show origin, then move the white gizmo. Modifying textures or normals If you click on the model rather than a mesh, you'll have a few more options. Smooth normals is the recommended method. The list of textures can be edited directly. The textures shown in this node are for all meshes together. If you edit the texture locally from your data folder, you can reload the model textures by using Ctrl-R or Transform > Reload model. Animation transform If you've already made an animation for a mesh and you want to apply a rotation (or translation) to all keyframes, you can do so by using the animation transform feature. Press F7 or Animation > Animation transform. This mode applies the transformation to all keyframes at the same time. Keyframes edit You can select multiple keyframes by holding down Shift+LeftMouseButton in the timeline view. You can unselect specific keys by pressing Ctrl+LeftMouseButton. You can move the selected frames by holding down LeftMouseButton. You can copy and paste keys with Ctrl-C/Ctrl-V. You can select all keys with Ctrl-A or deselect all with Ctrl-D. Gizmo orientation By pressing F4 or View > Change gizmo orientation, you can change between global or local orientation. Local orientation sets the gizmo to the current mesh transformation, while global ignores all mesh transformations. Each mesh has local transformations and global transformations (this is unrelated to the gizmo orientation). The difference is that local transformations do not apply to children (not entirely true for RSM2 though). Keyframe transformations always apply to children.Free2 points -
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 2.14GB. 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 ~fast mirror (●'◡'●)~ Extra Warp Profile for 2022-04-06 used for FroggoClient.exe (mirror) 2022-04-06 Vanilla Ragexe Client Login Screen Creator Official Ragnarok Complete Zipped Folder(10/June/2024) Official Ragnarok Complete EXE 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.2 points
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Version 1.8.9.7
56314 downloads
Hello everyone, GRF Editor is an open-source tool for editing GRF files (https://github.com/Tokeiburu/GRFEditor). It offers a wide variety of features and customizations. The software is very stable and responsive, it can handle large operations without lagging your computer. 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/?aflylbhblrzpz0h Install the application with GRF 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 Overall speed is faster (or at least equal) than any GRF tool. Common operations: add, delete, merge, extract, preview, save. Undo and redo for any operation. It can open any GRF file format. Clean and very interactive interface. Saving formats supported : 0x300, 0x200, 0x103 and 0x102 (through the Settings page) and conversion to the Thor format. Instant filter and search options (example : "map .gat"). File association and context menus integration for .grf, .gpf, .rgz and .thor (through the Settings page). Can rebuild separated images into one file easily. Drag and drop (with the ALT key, can be modified in the Settings page). This is a big part of the software; most of the items can be moved around within the application itself or from/to Windows Explorer. If drag and drop does not work, it is most likely because you've started the program using administrator privileges. GRF Editor does not requires administrator privileges to run. Tools Grf validation: allows you to validate a GRF with multiple settings. It can detect corrupted GRF entries, invalid sprites, empty files, non-GRF files, duplicate files and a lot more. Flat maps maker: generates flat maps from .gat and .rsw files. Useful to generate WoE maps or to fasten up the loading time. Patch maker: generates a GRF patch based on two different GRFs. Hash viewer: shows the hash code (both CRC32 and MD5) for files. Image converter: converts an image to any format requested (BMP, PNG, JPG, TGA). GrfCL: used to create batch files (.bat) which can automate tasks on GRF files. See the content in GrfCL.rar in the download for more information. This tool can be customized from the sources as well. Grf encryption The encryption feature has been enabled again. It's similar to what it used to be and it has been tested on client versions ranging from 2012-08-01 to 2024-01-01. Some error messages will be displayed if necessary. If you have an issue, copy the error message (with the code, if there's one) and send me the client executable with the cps.dll file generated by GRF Editor. There shouldn't be compatibility issues anymore though! Thor files Thor files are patches used by Thor Patcher ( https://github.com/rathena/rathena/wiki/Thor-Patcher ). Because of their similarity with the GRF file structure, they have been integrated within GRF Editor. The primary utility of this feature is that it allows you to add encrypted files to a Thor patch. All the other options can be achieved by using Thor Maker. You'll find the necessary steps below, but test your patches before sending them off to players (I've done a lot of testing on my end, but better be safe). If you're using SecureGRF, then make a new GRF, add the files and encrypt it. In GRF Editor, open the encrypted GRF you just made, use "Save as" and name the new file with a .thor extension. That's it, if you want to change the output directory, click on Edit > Edit Grf/Thor settings. You can select the output mode and the GRF to merge the patch with. Simply save again if you change these properties. If you're using GRF Editor's encryption, then make a new Thor file (File > New > New Thor) and add the files you want to patch it with. Right-click on the files you want to encrypt and use Encryption > Encrypt. Technical stuff Requires .Net Framework 4.0 to run (4.0 or more will work as well). Automatically converts file name encoding to the currently selected encoding (you can change the encoding in the Settings page). Data virtualization is used as much as possible to preview files, meaning the files aren't completely loaded. Right-clicking an item will bring up the available options with that file. Preview file formats: txt, log, xml, lua, lub, bmp, png, tga, jpp, db, ebm, pal, gnd, rsw, gat, rsm, str, spr, act, imf, fna, bson, csv, ezv and wav. Services are "crash ready", meaning that you will be warned about a failed operation and no work will be lost (the application won't close and crash). It tries to continue operating even if it meets unsual conditions. Operations can be cancelled by clicking on the button near the progress bar. The warning level can be changed to avoid messages like "Please select a folder first." When prompted with an error, use Ctrl-C to copy the current dialog's content. Some screenshots! 1) Previewing an act file, while showing the search feature 2) Preview of a model file (rsm or rsm2) 3) Preview of GrfCL 4) Preview of maps 5) Preview of Grf validation 6) Search feature (press Ctrl-F or Ctrl-H to bring up within a text editor) Got a feedback? I'd gladly hear you out and fix issues you have with the program.Free2 points -
I tested it myself, and it seems that the transaction completes without any issues.1 point
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pc.cpp +#if PACKETVER >= 20231220 + sd->status.body = job; +#else sd->status.body = 0; - clif_changelook(&sd->bl,LOOK_BODY2,0); +#endif + clif_changelook(&sd->bl,LOOK_BODY2,sd->status.body); Check this part!! It seems like everyone is talking about it but leaving out one important detail! https://github.com/Jhonvaliense/ROClient_en/blob/main/20231220%2B CLIENT bodystylefix.diff1 point
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That is because the client now uses bodystyle to display job sprites instead of job. Run a query script in your database table "char" to copy the job column into the body column. Before 2023 clients, bodystyle's only used up to value 1 for alternate costumes. Now they can be filled with whatever the job ID and the sprite will display that. Your previous chars were still using bodystyle 0 or 1 -- which are Sprite ID of Novice and Swordsman UPDATE `char` SET body = class; Run this in query.1 point
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So, I have DIFFed manually all the associated files from this github commit : https://github.com/AoShinRO/brHades/commit/1396b012600db9b0688f3cd3fdb9ac273d525bd0#diff-16a6f317c581ce365a41a9846cf48dc45c8d6ac0256a7c45849e6e1b37100ecdR13025-R13037 Applied the change you made on pc.cpp Patched my kRO client And yet all my characters are still displaying as Novices There must be something I skipped My brain is seriously racked right now trying to fix this error I'll give it a rest for today. I'll wait for future assistance.1 point
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Npc value in import\castle_db.yml is mandatory. You can put any name. Map: job3_arch01 Name: Emperium Test Room Npc: Emperium Breaker Save the file and restart the map-server.1 point
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Aqui les dejo el MSGSTRINGTABLE.csv si quieren ver las Ñ y las tildes ir a su clientinfo.xml y cambiar el <langtype>1</langtype> 1 es para america de tal modo podran verlo tal cual pero todo lo que sea coreano se vera codificado, recalco que modifique algunas letras para que se vea el texto mejor y no uno sobre otro o por fuera, si quieren modificar algo lo abren en notepad++ que es el que uso, seleccionan el texto a decodificar, en la barra de menu Base64 Encode para codificar y Base64 Decode para decodificar, si desean todo seleccionan todo y le dan Base64 decode by line. Ejemplo: MSI_DO_YOU_AGREE,Estas de acuerdo? Codificado: TVNJX0RPX1lPVV9BR1JFRQ,RXN0YXMgZGUgYWN1ZXJkbz8 cuando tengan todo listo para codificar deben tener en cuenta queprimero codifican el ID MSI_DO_YOU_AGREE y luego el texto Estas de acuerdo? si observan entre el ID y el texto hay una "," esa coma no se puede codificar ya que si lo hacen el exe no leera el archivo y les dara NO MSG por lo cual deben codificar las partes por separado y no todas de golpe ya que si tiran toda la linea el programa les codificara esa "," MSG Dowload: Editado 05/05/2025 msgstringtable.csv1 point
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you should take your time if the problem is to be solved, sometimes we have to focus on what we want to achieve, rather than thinking about the other side doing a compile is one way to get the problem resolved, if it is not possible to understand it is better to use someone else's energy to solve it, that's if you need it.1 point
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check your src\config\core.hpp look for this. /// Uncomment for use with Nemo patch ExtendCashShopPreview //#define ENABLE_CASHSHOP_PREVIEW_PATCH if you patch your client with the enable cashshop preview. make sure to uncomment that.1 point
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For hex editing: Find = 00 00 F0 43 00 00 Example: Zoom 75% = 00 00 4C 44 00 00 Zoom 50% = 00 00 FF 43 00 00 How to change Zoom 75% to default And Indoor RSW Disalbe to default Thank you Skylove.  For hex editing: Find = 00 00 F0 43 00 00 Example: Zoom 75% = 00 00 4C 44 00 00 Zoom 50% = 00 00 FF 43 00 00 And Indoor RSW Disalbe to default In the hex editor, search for the string ndoorRswTable.txt (hex: 00 6E 64 6F 6F 72 52 73 77 54 61 62 6C 65 2E 74 78 74) and replace it with indoorRswTable.txt (hex: 69 6E 64 6F 6F 72 52 73 77 54 61 62 6C 65 2E 74 78 74)1 point
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Heya, I've been working on a tool for a few weeks now and I believe it is in a ready enough state to be shown. This software is meant to edit str files, which are mostly used to display skill animations in-game. There may still be bugs left in the tool; reporting them here would be appreciated. You can download the software here: https://www.mediafire.com/file/epu1pr9xjdneupi Generic Ctrl-Z/Ctrl-Y to undo and redo an action. You can edit most shortcuts via File > Settings > Shortcuts. Transformations for the preview panel (same shortcuts as Act Editor) Translate: Left Mouse Button on the selected frame. Rotate: Shift-Left Mouse Button on the selected frame. Preview panel move: Right Mouse Button. Horizontal/vertical scaling: Ctrl-Shift-Left Mouse Button. Uniform scaling: Ctrl-Alt-Left Mouse Button. Unbound scaling: Ctrl-Left Mouse Button. Transformations for the edition panel Each layer can have multiple textures. To add a new one, click the texture combo box and select "Add new...". It will bring you to where the file is currently loaded from. While you can browse elsewhere, the textures must be in the same folder as your str file will be in. You can edit textures more rapidly with the gear button next to it. You can edit some fields by clicking the text before them. If you hold down the Left Mouse Button on this field (P1XY), you will be able to move it freely without moving the entire texture. This is especially handy when dealing with angles as those can give you unwanted results if you are editing them via the preview panel. The FPS property can be changed and saved. However, the client appears to completely ignore it and runs your animations at 60 FPS regardless. Editing an interpolated key frame will automatically create a new key frame on the timeline. Timeline panel A dot represents an existing key frame. An arrow represents an interpolated animation from the left key frame to the right key frame. You can right-click a key frame to bring up options: You can also copy the frame and move it elsewhere. The texture indexes are not re-adjusted. It copies the key frame as is. You can select multiple key frames by holding down the Left Shift key and holding down the Left Mouse Button. The traditional windows shortcuts can also be used for selection. These include: Arrow Key: move to the desired next frame. Ctrl-Arrow Key: move to the next key frame block in the wanted direction. Shift-Arrow Key: move to the next key frame for selection. Ctrl-Shift-Arrow Key: move to the next frame block while selecting what's inbetween. Double-Left Mouse Button: selects an entire frame and its interpolated section. Ctrl-A: selects the entire layer. You can move a key frame by selecting the key frame, clicking on the dot and then moving the key frame to the desired location. The operation above can also be done by selecting multiple rows at the same time. You can do a quick preview of the animation by moving the timeline selector. You can move a layer up and down by holding down the Left Mouse Button and moving it where you want it to. Right-clicking a layer also brings up more options. And I believe that's it! The next "feature" I wanted to implement was editing multiple frames at the same time, but unfortunately this project needs a small break from my end...! Hopefully some of you may have an use for it. Edit: I am most certainly not an animator and I do not know the real needs of those who will actually use the software. That is why it's being posted as a work in progress rather than a finished tool. If you have requests, feel free to post them below and I'll add as much as I can.1 point
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Just changing the trait_start_level and the statpoint.yml didn't work for me. Therefore, I looked through the code and found a way to do this. However, I am not sure if all of these changes are necessary. First, I added TraitPoints: x in statpoint.yml from level 101 onward and changed the trait_start_level to 100 like mentioned above: void PlayerStatPointDatabase::loadingFinished(){ const uint16 trait_start_level = 100; Then in pc.cpp, you can find JOBL_FOURTH branches and remove the JOBL_FOURTH check. Here are the ones that I changed: if ((sd->class_&JOBL_FOURTH) != 0) { sd->status.trait_point += battle_config.trait_points_job_change; } if ((b_class & JOBL_FOURTH) && !(previous_class & JOBL_FOURTH)) {// Change to a 4th job. sd->status.trait_point += battle_config.trait_points_job_change; clif_updatestatus(sd, SP_TRAITPOINT); clif_updatestatus(sd, SP_UPOW); clif_updatestatus(sd, SP_USTA); clif_updatestatus(sd, SP_UWIS); clif_updatestatus(sd, SP_USPL); clif_updatestatus(sd, SP_UCON); clif_updatestatus(sd, SP_UCRT); } if( class_ & JOBL_FOURTH ){ max = battle_config.max_fourth_parameter; break; } // Set trait status limit if( class_ & JOBL_FOURTH ){ max = battle_config.max_trait_parameter; }else{ max = 0; }1 point
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in game type /limitedsale you can see this windows details of thes numbers in picture 1.input a name of item you want to register (open item_db.txt to see item in aegis name ex. 501,Red_Potion,Red Potion,0,50) 2.click Search then item number has auto input 3.input number in this field for quantity 4.input a day in MM/DD format (ex. 1/24 is Jan/24) 5.input a time to begin for sale in HH:mm 24Hrs. format (ex.15:05 is 15 o'clock and 5 minute) 6.input how long of time to sale (in Hours) 7.Click Add Limited Item to register for sale When time comming to you regis these item start to sale automatical FINISH!!! x.If you want to delete item out from limitedsale use direction in 1-6 and click Item Delete Good Luck Bro...1 point
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OK Guys, use this guide FIRST Add item for sale in your item_cash_db.txt ex. // ---------- 8 Especiais não funciona --- 8,1185,4000 // Pedra do Sábio 8,1136,200 // Proof of Donation (Ticket VIP 24h) Next Step Run your server (if on running use @reloaditemdb) connect your game client and type /limitedsale to register your item for discount sale ENJOY!!!1 point
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Version 1.2.5
13286 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!Free1 point -
Here's another way to do it with script commands: // Identify all unidentified items getinventorylist; for( set .@i,0; .@i < @inventorylist_count; set .@i, .@i +1 ) { if ( @inventorylist_identify[.@i] == 1 ) continue; delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem @inventorylist_id[.@i],1; set .@count, .@count +1; } if (.@count) dispbottom .@count +" items identified.";1 point