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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 Possible reasons: You are using outdated rAthena which doesn't work with 2022-04-06 client.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.
    11 points
  2. In this tutorial we are going to use Chocolatey Package Manager to help us install all the needed components without using the browser to click here, click there, unzip this, unzip that. We are going to use some plain commands, all righty? You can follow the tutorial with this video Install Chocolatey Set-ExecutionPolicy Bypass -Scope Process -Force; [System.Net.ServicePointManager]::SecurityProtocol = [System.Net.ServicePointManager]::SecurityProtocol -bor 3072; iex ((New-Object System.Net.WebClient).DownloadString('https://community.chocolatey.org/install.ps1')) Disable confirmation for each installation choco feature enable -n allowGlobalConfirmation Installing Packages choco install git mariadb visualstudio2022community notepadplusplus Install Visual Studio Open Visual Studio Installer Select Desktop Development with C++ and its following components: MSVC v143 - VS 2022 C++ x64/x86 Just-in-Time-debugger C++ tools for Windows IntelliCode C++ AddressSanitizer Windows SDK vcpkg package manager You can also choose to do the minimal setup if you want, although this is not recommended. Minimal Setup: MSVC v143 - VS 2022 C++ x64/x86 Windows SDK Clone rAthena Repository We will only clone the master branch, that will save us space and download time. git clone https://github.com/rathena/rathena.git -b master OPTIONAL STEP Cloning the ro-folder project git clone https://gitlab.com/sapitosucio/ro-folder Create Databases and user We access the MariaDB console mysql -u root We create the database rathenadb DROP DATABASE IF EXISTS rathenadb; CREATE DATABASE IF NOT EXISTS rathenadb DEFAULT CHARACTER SET utf8 COLLATE utf8_general_ci; We create the database rathenalog DROP DATABASE IF EXISTS rathenalog; CREATE DATABASE IF NOT EXISTS rathenalog DEFAULT CHARACTER SET utf8 COLLATE utf8_general_ci; We create users and grant permissions on the databases rathenadb and rathenalog Remember to change the froggopass to anything you want, don't forget the password. GRANT SELECT,INSERT,UPDATE,DELETE,CREATE ON rathenadb.*TO 'rathenadbusr'@'localhost' IDENTIFIED BY 'froggopass'; FLUSH PRIVILEGES; GRANT SELECT,INSERT,UPDATE,DELETE,CREATE ON rathenalog.* TO 'rathenadbusr'@'localhost'; FLUSH PRIVILEGES; We exit the MariaDB console exit Once the database is created, we can populate it with tables; cd rathena/sql-files Get-Content main.sql | mysql -u root rathenadb Get-Content web.sql | mysql -u root rathenadb Get-Content logs.sql | mysql -u root rathenalog Get-Content roulette_default_data.sql | mysql -u root rathenadb Get-Content item_db.sql | mysql -u root rathenadb Get-Content item_db2.sql | mysql -u root rathenadb Get-Content item_db_re.sql | mysql -u root rathenadb Get-Content item_db2_re.sql | mysql -u root rathenadb Get-Content item_db_equip.sql | mysql -u root rathenadb Get-Content item_db_etc.sql | mysql -u root rathenadb Get-Content item_db_usable.sql | mysql -u root rathenadb Get-Content item_db_re_equip.sql | mysql -u root rathenadb Get-Content item_db_re_etc.sql | mysql -u root rathenadb Get-Content item_db_re_usable.sql | mysql -u root rathenadb Get-Content mob_db.sql | mysql -u root rathenadb Get-Content mob_db2.sql | mysql -u root rathenadb Get-Content mob_db_re.sql | mysql -u root rathenadb Get-Content mob_db2_re.sql | mysql -u root rathenadb Get-Content mob_skill_db.sql | mysql -u root rathenadb Get-Content mob_skill_db2.sql | mysql -u root rathenadb Get-Content mob_skill_db_re.sql | mysql -u root rathenadb Get-Content mob_skill_db2_re.sql | mysql -u root rathenadb Add S1, P1 and a new admin account We access the MariaDB console again mysql -u root We select the rathenadb database use rathenadb We add the user S1 and the password P1 UPDATE login set `userid` = "froggos1", `user_pass` = "froggop1" where `account_id` = 1; Create a GM Lvl 99 account (Optional). INSERT INTO `login` VALUES (2000000, 'test', 'test', 'M', '[email protected]', 99, 0, 0, 0, 0, NULL, '', NULL, 0, '', 0, 0, 0, NULL, 0); Exit the MariaDB console exit Conf Folder In import\inter_conf.txt login_server_id: rathenadbusr login_server_pw: froggopass login_server_db: rathenadb ipban_db_id: rathenadbusr ipban_db_pw: froggopass ipban_db_db: rathenadb char_server_id: rathenadbusr char_server_pw: froggopass char_server_db: rathenadb map_server_id: rathenadbusr map_server_pw: froggopass map_server_db: rathenadb web_server_id: rathenadbusr web_server_pw: froggopass web_server_db: rathenadb log_db_id: rathenadbusr log_db_pw: froggopass log_db_db: rathenalog In import\map_conf.txt userid: froggos1 passwd: froggop1 In import\char_conf.txt userid: froggos1 passwd: froggop1 pincode_enabled: no In src/custom/defines_pre.hpp We need to declare the packetver in our emulator, and the packetver is based on the RO client of your choosing, in this tutorial, we are using a 2022-04-06 client to connect, so that's what we declare, remember the format (YYYYMMDD) #define PACKETVER 20220406 Remember to compile and restart server after changing the source code!
    5 points
  3. Updated to 1.8.6.6, this update mostly targets the map rendering: Added/fixed the RSM2 to RSM1 option when right-clicking a RSM2 file. The "anim" option will keep the rotation key frames, but it is not a perfect conversion; the scale/texture/offset key frames cannot be converted. The "flat" option will remove any kind of animation but will always be a perfect match with the original. I know this feature isn't that useful anymore since most clients support RSM2 files just fine, but I still hear people wanting to downgrade RSM2 files. You'll need to set the scale to (-1,1,1) in BrowEdit if you want to keep original model direction. Added the "Downgrade" option when right-clicking a RSW file. This will set the version of the RSW to 0x201 and GND to 0x107. All RSM2 files inside the RSW file will be converted to RSM1 and added to your GRF. The RSM2 models are also placed in their correct positions after conversion. Fixed the FPS counter. Added a "minimap" option to create minimaps: Added a face culling option to reflect the client's behavior more accurately. Added a copy/paste feature meant for BrowEdit 3 by using shift-left-click: Please keep your drama/trolling out of this thread, thank you. This forum is primarily dedicated towards developers, not players. I'd refer you to RMS, reddit or your own server forum instead.
    5 points
  4. 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.
    4 points
  5. 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]
    4 points
  6. 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
  7. Hello. Your script is looking good, great start. You can test this one, maybe you learn something, I tried doing what you requested. //Converts ratio to return actual number with decimals. //10000=100% 1000=10% 100=1% 10=0,1% 1=0,01% function script F_ConvertRatio { .@n = getarg(0); if (.@n%100 && .@n > 100 && .@n < 1000 && atoi(charat(""+.@n, 1)) == 0 || .@n < 10) .@n2$ = .@n/100 + (.@n%100?",0"+.@n%100:""); else if (.@n%100 && .@n > 9 && .@n < 1000 && atoi(charat(""+.@n, getstrlen(""+.@n)-1)) == 0) .@n2$ = .@n/100 + "," + (.@n%100)/10; else .@n2$ = .@n/100 + (.@n%100?","+.@n%100:""); return .@n2$; } prontera,113,246,5 script Rafa da Rifa 1_F_PUBGIRL,{ cutin "job_dancer_eir01", 0; mes "[" + strnpcinfo(1) + "]"; mes "Você quer participar da minha rifa?"; mes "Ai, que pergunta, né? É claro que quer!"; mes "Pelo generosíssimo valor de ^0000FF" + F_InsertComma($@raffle_cost) + "z^000000, você concorre a"; mes "" + $@raffle_prize_qty + " [<ITEM>" + getitemname($@raffle_prize_id) + "<INFO>" + $@raffle_prize_id + "</INFO></ITEM>]."; next; if (isnpccloaked()) goto S_Restarting; .@i = rand(20,40); mes "[" + strnpcinfo(1) + "]"; mes "Você precisa tirar o número ^FF0000" + .@i + "^000000 pra ganhar ^00FF00" + getitemname($@raffle_prize_id) + "^000000."; mes "Mas primeiro, preciso dos ^0000FF" + F_InsertComma($@raffle_cost) + "z^000000."; mes "O que me diz?"; next; if(select("Tá OK! Lá vamos nós...", "Não, obrigad" + (Sex?"o":"a") + ".") == 2) { mes "[" + strnpcinfo(1) + "]"; mes "Não tá confiante?"; close3; } if (Zeny < $@raffle_cost) { mes "[" + strnpcinfo(1) + "]"; mes "Você não tem o zeny para participar?"; close3; } if (checkweight(1301,1) == 0) { mes "[" + strnpcinfo(1) + "]"; mes "Você tá com uma mochila bem pesada em..."; mes "Como você vai receber o prêmio desse jeito?"; close3; } if (isnpccloaked()) goto S_Restarting; Zeny -= $@raffle_cost; mes "[" + strnpcinfo(1) + "]"; mes "O número do prêmio é ^FF0000" + .@i + "^000000."; if (rand(10000) > $@raffle_chance) { .@l = rand(.@i-19,.@i+19); showdigit .@l; mes "Você tirou o número ^0000FF" + .@l + "^000000."; mes "Não foi dessa vez. Mas e se você tentar de novo?"; mes "Aliás, aqui está o seu prêmio de consolação!"; getitem $@raffle_consol_id, rand($@raffle_consol_min,$@raffle_consol_max); close3; } showdigit .@i; mes "Você tirou o número ^0000FF" + .@i + "^000000."; mes "... Peraí, você ganhou? É isso mesmo, produção?"; mes "Hoje é o seu dia!"; getitem $@raffle_prize_id, $@raffle_prize_qty; announce "" + strnpcinfo(1) + " : Parabéns! " + strcharinfo(0) + " recebeu " + $@raffle_prize_qty + " " + itemlink($@raffle_prize_id) + " na Rifa!", bc_all; specialeffect2 EF_PROVIDENCE; donpcevent strnpcinfo(3)+"::OnStart"; close3; S_Restarting: mes "[" + strnpcinfo(1) + "]"; mes "Nossa, essa rifa acabou bem quando estávamos conversando."; mes "Você vai ter que tentar a sorte na nova rifa."; close3; OnInit: bindatcmd "rifa",strnpcinfo(3)+"::OnGM", 99, 99; setarray .rifas, //Cada linha é uma rifa diferente //<grand prize>,<grand prize amount>,<consolation prize>,<consolation min amount>,<consolation max amount>,<cost>,<win chance 1~10000>, 970 , 30 , 7136 , 1, 20, 40000 , 100, 12264, 5 , 7135 , 1, 20, 100000, 100, 12928, 5 , 678 , 1, 10, 100000, 200, 7938 , 100, 7939 , 1, 50, 100000, 100, 6962 , 1 , 7139 , 1, 20, 150000, 125, 7620 , 10 , 984 , 1, 15, 150000, 125, 7619 , 10 , 985 , 1, 15, 200000, 200, 12412, 1 , 6259 , 1, 40, 300000, 40, 23546, 1 , 1061 , 1, 400, 500000, 200, 6635 , 1 , 23044, 1, 10, 600000, 50; // 1200000 = 20 minutos OnTimer1200000: OnStart: stopnpctimer; cloakonnpc strnpcinfo(0); sleep 10000; .@r = rand(getarraysize(.rifas)/7) *7; $@raffle_prize_id = .rifas[.@r]; $@raffle_prize_qty = .rifas[.@r+1]; $@raffle_consol_id = .rifas[.@r+2]; $@raffle_consol_min = .rifas[.@r+3]; $@raffle_consol_max = .rifas[.@r+4]; $@raffle_cost = .rifas[.@r+5]; $@raffle_chance = .rifas[.@r+6]; announce "A Rafa gostaria de convidar a todos a participarem de sua Rifa, na biblioteca ao oeste de Prontera!", bc_all; cloakoffnpc strnpcinfo(0); initnpctimer; sleep 5000; announce "" + strnpcinfo(1) + " : O grande prêmio é " + ($@raffle_prize_qty>1?$@raffle_prize_qty+"x ":"") + itemlink($@raffle_prize_id) + "! E o prêmio de consolação é " + itemlink($@raffle_consol_id) + " " + $@raffle_consol_min + "~" + $@raffle_consol_max + "x!", bc_all; npctalk "Este aqui é um prêmio especial que aparece só de vez em quando, então se eu fosse você, eu participaria!"; end; OnGM: message strcharinfo(0), "Esses são comandos especiais que apenas você ADMs e GMs podem usar."; switch(select("Cancelar", "^0000FFVer rifa atual^000000", "^0000FFVer rifas^000000", "^0000FFIniciar nova rifa^000000")) { case 1: end; case 2: if (isnpccloaked()) { message strcharinfo(0), "RIFA EM PROCESSO DE REINICIAR"; end; } mes "^0000FFPrêmio:^000000"; mes "^0000FF[<ITEM>" + getitemname($@raffle_prize_id) + "<INFO>" + $@raffle_prize_id + "</INFO></ITEM>] " + $@raffle_prize_qty + "x^000000"; mes "^FF0000Consolação:^000000"; mes "^FF0000[<ITEM>" + getitemname($@raffle_consol_id) + "<INFO>" + $@raffle_consol_id + "</INFO></ITEM>] " + $@raffle_consol_min + "~" + $@raffle_consol_max +"x^000000"; mes "Preço: " + F_InsertComma($@raffle_cost) + "z"; mes "Chance do prêmio: " + F_ConvertRatio($@raffle_chance) + "%"; mes "Iniciada faz " + (getnpctimer(0)/1000) + " segundos."; close; case 3: .@size = getarraysize(.rifas)/7; for( .@i = 0; .@i < .@size; .@i++ ) { .@r = .@i * 7; mes "^0000FFRifa " + (.@i+1) + " - Prêmio:^000000"; mes "^0000FF[<ITEM>" + getitemname(.rifas[.@r]) + "<INFO>" + .rifas[.@r] + "</INFO></ITEM>] " + .rifas[.@r+1] + "x^000000"; mes "^FF0000Consolação:^000000"; mes "^FF0000[<ITEM>" + getitemname(.rifas[.@r+2]) + "<INFO>" + .rifas[.@r+2] + "</INFO></ITEM>] " + .rifas[.@r+3] + "~" + .rifas[.@r+4] +"x^000000"; mes "Preço: " + F_InsertComma(.rifas[.@r+5]) + "z"; mes "Chance do prêmio: " + F_ConvertRatio(.rifas[.@r+6]) + "%"; if (.@i < .@size-1) { if(select("Ver outra rifa","Fechar") == 1) clear; else break; } } close; case 4: donpcevent strnpcinfo(3)+"::OnStart"; end; } } prontera,115,246,3 script Rifa#raffle_board 2_BULLETIN_BOARD,{ mes "^0000FFGrande prêmio da Rifa:^000000"; mes "^0000FF[<ITEM>" + getitemname($@raffle_prize_id) + "<INFO>" + $@raffle_prize_id + "</INFO></ITEM>] " + $@raffle_prize_qty + "x^000000"; mes " "; mes "^FF0000Prêmio de Consolação:^000000"; mes "^FF0000[<ITEM>" + getitemname($@raffle_consol_id) + "<INFO>" + $@raffle_consol_id + "</INFO></ITEM>] " + $@raffle_consol_min + "~" + $@raffle_consol_max +"x^000000"; mes " "; mes "Preço: " + F_InsertComma($@raffle_cost) + "z"; close; } Using initnpctimer and stopnpctimer you can automate the raffle change. Example: OnInit: // set the first raffle when the server starts. initnpctimer; //start the timer end; OnTimer60000: //after 60 seconds this part will trigger //change the raffle array to new values. stopnpctimer; //erase the old timer initnpctimer; //start the timer again from 0 end;
    3 points
  8. I have updated custom weapon part, but didnt finalized yet, maybe need some changes for information in iteminfo.lua generated for weapon type part. Will update later on. And also shadow weapon part, maybe.
    3 points
  9. 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
  10. In this section we are going to go through the steps to getting you set up with your very own server computer to run Ragnarok Online (and other games). Requirements : A Computer with at least 128 GB of space & 4 GB of RAM (8GB Recommended). Latest rAthena (Download here) Your own pre-made private client. (Not covered in this topic) Stable Internet connection. Ubuntu Bootable drive. (This guide was made using UBUNTU 22.04 LTS) Download Rufus if you don't have a bootable drive made. (Not Portable) Some time to process all of this information. Replace 127.0.0.1 with your Public IPv4 address. Wired Internet connection Optional Requirements : A Domain name SSL Certificates 32 GB Free Space (we will format it) Windows 10 ISO (x64) PRE-GAME SETUP Very Minimum system requirements : Operating System : Windows 95 to 11 CPU : Pentium II, 400MHz (or better) Memory (RAM) : 128 MB (or higher) Hard Disk Space : 7.2 GB (after system installation) Monitor Resolution : 640 x 480 (or higher) Video Card : Any with 3D Acceleration & at least 16MB on-board RAM Sound Card : DirectSound (or compatible with 3D Sound Effect Support) Internet Connection : 56 kbps (or faster) DirectX : 8.1 (or newer) Recommended System specifications : Operating System : Windows 10 CPU : Intel® Core™ i3-1305U Processor - 10M Cache, up to 4.50 GHz (or better) Memory (RAM) : 2 GB (or higher) Hard Disk Space : 128 GB (after system installation) Monitor Resolution : 1080x 720 (or higher) Video Card : Any with 3D Acceleration & at least 16MB on-board RAM Sound Card : DirectSound (or compatible with 3D Sound Effect Support) Internet Connection : 10 MB/ps (or faster) DirectX : 8.1 (or newer) ...... Now that we got a few things to get us moving let's get started... Section 1 - Installation STEP ONE: Making the Bootable (Rufus booter) i1.1.0 Once you've downloaded Rufus (here if still need) you will run it. You will a simple window with a basic user interface. Simple click "Boot selection" and make sure "Disk or ISO image" is selected. We will continue by clicking "SELECT" and choosing the Ubuntu disk image we downloaded earlier. The "Device" will be the USB drive we're making bootable: The default "cluster size" we'll leave as default. The "Volume Label" is what we will name the USB (optional). With that we're ready to click "START"! Here is what mine looks like at the end of it. STEP TWO: Setting up the OS (Ubuntu 22.04) i1.2.0 Upon booting up, you'll want to select "Try or Install Ubuntu". After this it will load up the start up interface. Follow the linear steps to install your new operating system. (NOTE: Ubuntu Pro is optional) We will do a normal installation for our example. After selecting the driver and location, you will need to create your user account. This is very important as it will contain information used further into the guide. Make sure you can remember your credentials. Getting used to the system will be beneficial for you. For this guide, we will navigate to your app menu located by default in the bottom left corner. STEP THREE: Preparing the Server (Adding Utilities & Libraries) i1.3.0 Here we are going to download a few necessary packages and then we will be able to simply update them whenever we need to using our update and upgrade commands. First thing's first. Let's update & upgrade our system. Type inside your terminal the following command: sudo apt update && sudo apt upgrade -y This will update and upgrade the system. Next we will need to install some packaged to run the server. Still inside the terminal, we will enter the following commands: sudo apt update && sudo apt upgrade -y sudo apt install build-essential zlib1g-dev libpcre3-dev -y sudo apt install libmariadb-dev libmariadb-dev-compat -y sudo apt install software-properties-common apt-transport-https -y sudo add-apt-repository ppa:ondrej/php -y sudo apt-get install php phpmyadmin mysql-server mysql-client git make gcc libmysqlclient-dev zlib1g-dev libpcre3-dev -y sudo apt-get install g++ From here we are ready to download rAthena. (If you have it downloaded manually and have a custom directory already ready for it, go ahead and upload it now. If not, follow these next couple steps to download and set the directory.) In this example, we are going to make the rAthena folder inside our Documents folder so we can find it easily. In your terminal enter in the following command to change to your documents directory: (replace the name with your user.) cd /home/raguser/Documents The terminal should now read something along the lines of: raguser@RagServer:~/Documents$ This is where we will create the rAthena directory. We will pull the rAthena trunk to a custom location we will name using the terminal. To do this we must enter in: git clone https://github.com/rathena/rathena.git ~/rAthena This will now clone the rAthena repository to the directory we specified as rAthena inside the Documents folder. Now we need to update the repo to make sure we have the latest files. Change directory using the cd command and entering in the new folder we just created: cd rAthena And pull the latest updates from the repository to ensure we have the correct version: git pull We now have a fully functional rAthena that is ready to be set up with our packet information, SQL database, our website, and more. In the next section we will cover how to set up the SQL server using PMA (phpmyadmin) right from the desktop browser! STEP FOUR: PMA & SQL (Setting up the database) i1.4.0 Now that we have a fresh rAthena installed, it's time to check MySQL to see if it installed correctly at the start. This may not be installed by default so follow the commands if you don't have it. To check the status of MySQL enter in your terminal the following command: service mysql status This will tell you what the status of your MySQL is. If this fails, install MySQL using: sudo apt-get install php phpmyadmin mysql-server mysql-client git make gcc You will want to select apache2 to install. Now we will have full access to MySQL! We need to start our first launch of SQL to get thigns started. To access SQL enter in: sudo mysql -u root -p This will access MySQL as the root user after you enter the password. (The password is the one you set up earlier when initially installing MySQL) Once authenticated and inside we can create a database and populate it with our server account. Creating the database is done using a few simple inputs. Enter in & modify the following details: CREATE DATABASE ragserver; CREATE USER 'raguser'@'localhost' IDENTIFIED BY 'StrongPassword'; CREATE USER 'raguser'@'%' IDENTIFIED BY 'StrongPassword'; GRANT ALL PRIVILEGES ON ragserver. * TO 'raguser'@'localhost' WITH GRANT OPTION; GRANT ALL PRIVILEGES ON * . * TO 'raguser'@'%' WITH GRANT OPTION; GRANT ALL PRIVILEGES ON * . * TO 'raguser'@'localhost' WITH GRANT OPTION; This created the database 'ragserver' and added 'raguser' to the database with full access. Next we need to make the logs and grant privileges to raguser on it. To do this enter in: CREATE DATABASE log; GRANT ALL ON log.* TO raguser@localhost; Now we can leave by entering in: quit This next part of this step is a little more complicated, but very simple to do. rAthena has a database in their files that we are going to pull the columns and rows from so we don't have to manually construct it ourselves piece by piece. Thankfully we can execute it all in two simple commands: mysql -u raguser -p ragserver < /home/raguser/rAthena/sql-files/main.sql mysql -u raguser -p log < /home/raguser/rAthena/sql-files/logs.sql And finally we are going to insert the first player account of our database. To do so we much enter & modify the following details. (This can always be changed later.) sudo mysql -u raguser -p Inside MySQL enter the following lines: INSERT INTO `ragserver`.`login` (`account_id`, `userid`, `user_pass`, `sex`, `email`, `group_id`, `state`, `unban_time`, `expiration_time`, `logincount`, `lastlogin`, `last_ip`, `birthdate`, `character_slots`, `pincode`, `pincode_change`, `vip_time`, `old_group`) VALUES ('20000000', 'admin', 'adminPassword', 'M', '[email protected]', '99', '0', '0', '0', '0', '2022-02-20 00:00:00', '', '2022-02-20', '9', '', '0', '0', '0'); (You can always change this later in the PMA window in the next steps.) It's time to check our SQL to make sure it looks as good as we think. To do this we are going to need to go to your favourite web browser and enter in the following website ( your website! ) http://127.0.0.1/phpmyadmin/ And we're in! Here inside PMA you will find all the accounts and database information. You can load item and mob databases directly to here and read from here instead of the traditional rAthena directory. There are many things to control inside here, especially if you're troubleshooting. (You also have an App icon in your menu.) STEP FIVE: Getting Green (Online) i1.5.0 Great! You're this far. Not much more to do from here. We're going to now navigate to your rAthena directory and edit the "char_athena.conf" script located in: /home/raguser/rAthena/conf/char_athena.conf Open the file with any text editor, the default one will work. Inside this file, near the top, will be the lines that show your Name & Password. These are for your Login database we set up earlier for phpMyAdmin (PMA). Search for and change the values to a random name and password: // Server Communication username and password. userid: s1 passwd: p1 For this step it is recommended to use random password generator of some sort. This never needs to be entered in manually anywhere. You can copy-paste it everywhere in this guide. In this example we are changing it to: userid: 4Xy3NAKxnl3sk6Aj passwd: 79y59S3m8lWmMDMS Now the Server's username and password are set, we can change the "inter_athena.conf" file so that the server can read our database we set up. Navigate to: /home/raguser/rAthena/conf/inter_athena.conf This is where we are going to change some access information so the server can read through our MySQL login we made earlier. Find and change: // MySQL Login server login_server_ip: 127.0.0.1 login_server_port: 3306 login_server_id: raguser login_server_pw: StrongPassword login_server_db: ragserver login_codepage: login_case_sensitive: yes ipban_db_ip: 127.0.0.1 ipban_db_port: 3306 ipban_db_id: raguser ipban_db_pw: StrongPassword ipban_db_db: ragserver ipban_codepage: // MySQL Character server char_server_ip: 127.0.0.1 char_server_port: 3306 char_server_id: raguser char_server_pw: StrongPassword char_server_db: ragserver // MySQL Map Server map_server_ip: 127.0.0.1 map_server_port: 3306 map_server_id: raguser map_server_pw: StrongPassword map_server_db: ragserver // MySQL Web Server web_server_ip: 127.0.0.1 web_server_port: 3306 web_server_id: raguser web_server_pw: StrongPassword web_server_db: ragserver // MySQL Log Database log_db_ip: 127.0.0.1 log_db_port: 3306 log_db_id: raguser log_db_pw: StrongPassword log_db_db: log log_codepage: log_login_db: loginlog The last location we need to navigate to are our map server configurations. For this we will navigate to: /home/raguser/rAthena/conf/map_athena.txt Change the username and password for the server. It's the same as earlier: userid: 4Xy3NAKxnl3sk6Aj passwd: 79y59S3m8lWmMDMS Now add (or uncomment) the following lines: char_ip: 127.0.0.1 char_port: 6121 map_ip: 127.0.0.1 map_port: 5121 In this part of the step we will configure the client to match your packet version. First we need to ensure "make" is installed. Enter in: sudo apt install make We'll need to give execution access to the configure file. Enter inside the rAthena directory (cd /home/raguser/rAthena) : sudo chmod a+x ./configure Then we are going to configure the server packet to match the client we downloaded. ./configure --enable-packetver=YYYYMMDD The YYYMMDD is your client version for your server.exe. Our example is going to be 20211103: ./configure --enable-packetver=20211103 Once you've done that we're all ready to get the green light. Let's test it out! Let's make a clean slate! Enter in the command while still inside your rAthena directory: make clean Now let's start constructing the server: make server After that's done loading, let's give execution access to the start files & servers: sudo chmod a+x login-server && sudo chmod a+x char-server && sudo chmod a+x map-server Time to start it up! (Make sure you're inside the rAthena directory) To start the server: sudo ./athena-start start To stop the server: sudo ./athena-start stop To restart the server: sudo ./athena-start restart To check the status: sudo ./athena-start status We're online! EXTRA STEPS (OPTIONAL) STEP SIX: DNS. (Mask your IP) i1.6.0 So many of you, like myself, would like to mask your IP address and the best way to do this is to use a domain name service to mask our IP. But does this mean you can't find my IP? No. This does not mean your IP is hidden completely. It just means people have an easier way of accessing your website on a more reliable and trusted connection. In this part of the guide we will go through the process of obtaining and setting up the DNS on your personal dedicated server. Let's start by understanding what DNS means. I'll be quick. What this is telling is, is that we can now take one thing (our IP) and mask it with another thing (domain name). That's short enough. Now some might be wondering... "Don't I need a website and a host for all of that?" The answer is Yes. We set that all up in the previous steps of this guide. You're all ready good to go. The first step is to navigate to your favourite (and trusted) domain name service provider. There are many out there that a simple google search can discover. In this example we are going to use Domain.com. It's affordable, takes Paypal, and has everything we need neatly displayed. Right in the middle of the landing page, you'll notice a search bar. It's large and ahrd to miss. This is where you will type your domain name you want to look for. Don't worry about attaching the endings onto it (.com, .net, etc) as it will give you a list of all the available ones. Purchasing a domain will create an account for you using the details entered in during the billing process. The basic domain I purchased costs slightly more because it's a ".net", which holds a premium standard these days. You don't need to worry about protection and SSL either. We will be managing that all from the server computer as well. For free. Once you find a domain name that fits what you want to achieve and your account was successfully created, it's time to navigate to your email and verify the website. This process is necessary to get the site online. We are now authenticated and ready to move onto the next part of this step. Now that we have a domain, what do we do now? How do we ge this domain name we now own onto mask your personal address? Keep following along. We're almost there! To confirm we have everything, in case there was an issue before, we're going run, in the terminal, the command: sudo apt update && sudo apt upgrade -y && sudo apt install apache2 -y Next we'll need a couple library files for the server to read the data. The following command will give us those libraries: sudo apt install php libapache2-mod-php php-mysql -y Now that we made some changes, it's always good to verify things are still where we left them. Let's verify PHP again to make sure it's the same version as before (8.2.2) php -v Earlier we made a web server. Now it is time to configure it! Enter in and customise the name: sudo mkdir /var/www/customName sudo chown -R raguser /var/www/customName This creates a folder and gives us full ownership of it inside the webserver directory. The custom name is for security measures. This is where we will upload our website and all the web files later. First we need to make a configuration file to run it properly. To do that we must enter in and adjust the name of: sudo nano /etc/apache2/sites-available/customName.conf An empty screen will appear. This is what we want. Now we can populate it with all the information necessary to maintain the web server. I recommend pasting this into a notepad and changing the values as needed. You will need your web site name, user name,custom folder name we made moments ago and your public IP address (v4). Change the values and paste it in to the blank page: <VirtualHost *:80> ServerName localhost ServerAlias kingsman-gaming.net ServerAdmin [email protected] DocumentRoot /var/www/customName ErrorLog ${APACHE_LOG_DIR}/error.log CustomLog ${APACHE_LOG_DIR}/access.log combined </VirtualHost> Now the website is almost ready. We've given it instructions where to go. All we have to do now is verify it and enable scripts for the site to operate. Let's start by reloading our web server. sudo systemctl reload apache2 You may have to reload the apache2 service. If this appears simply run the command again: sudo systemctl reload apache2 This will appear a couple times through this part. Next we need to enable the default script. To do this we will run a command called "a2dissite". What this does is uses system links to run the website and disaables them when needed. Once enabled, we can set and forget even after reboots. sudo a2dissite 000-default Now we're going to do the same thing, except for the config file we just created above. The name must be exact: sudo a2ensite customName Let's test the config to see if it throws any errors: sudo apache2ctl configtest It looks like we got an error! It reads: If you encounter this, it's a simple fix! Enter the command to edit the following file: sudo nano /etc/apache2/apache2.conf Now we need to go to the bottom of the page and insert (at the very bottom) : ServerName localhost And now we want to reload the apache2 service one more time: sudo systemctl reload apache2 Finally, we must route our public IP to the domain name. This is done in that DNS menu on our domain host website. Let's navigate back to Domain.com and set this up. Here we want to edit (or add if it's not here) the "A record" that points to the host configured IP address. We will simply click edit to change the existing record and have it reflect (and edit to match your public IP) the values below: A @ 127.0.1.1 And to prepare things for the next steps, we are going to navigate to back to our basic domain settings and make sure the settings reflect the following: (Auto-renew optional) This is telling us all the options are disabled. We won't be needing any of them supplied by the host. That's it for this part! Our web server is ready for a website to be added and for the DNS to be redirected in our network settings. In the next step we will go through securing the website with a security certificate. It's free and easy to set up. STEP SEVEN: Getting SSL Certified (HTTPS) i1.7.0 In this step we're going to get that SSL set up. Currently when we access our website it says HTTP. We are going to make it say HTTPS. Start by registering to SSL For Web. It's free and easy to set up. After registering, we're going to go right to the top right and click the create button. You will be given two options. DNS & HTTP. We are going to select DNS to continue. You'll also need to enter your domain name to continue. This is where it gets a little more complicated, so follow closly. You will be given two codes to enter into your DNS register. To find this, you will navigate to where you purchased the domain name and modify the existing DNS service to include these values. Simple, right? In our example we used Domain.com. So we will continue using them. Log in and navigate to your domain. On the left side panel you will have some options. Select the one that says DNS & Nameservers. You will get a window like this: We are going to click DNS Records. This is where we will enter those values SSL generated for us. Go back to the SSL page and copy the first value on the left. This is a challenge domain for your domain name. Go back to your DNS records and enter in a new record. The record type we want is TXT. Paste inside the "Name" box the value we jsut copied. Go back to SSL and copy the value on the left. This is going to be pasted in the "Content" box. Set the value to 1/2 hour and hit confirm. Finally go back and verify that it worked. (It can take up to 30 minutes to fully work, but is usually quicker dependingon the service.) There is a status checker so you don't need to submit every time. Use the scroll bar to go to the right and check the status. Now that we have the green light and a security certificate is added to the domain, we can download the certificates and add them to the server. There are two main types of certificate for use and a bundled version. All we need in this example is the Certificate and Private Key. Now that we have them, how do we add them? Leave this page open for now, as we will need it shortly, and navigate back to your terminal. We're going to enter a few commands to get things set up on our dedicate server. Enter in to edit your certificate file: (rename to your website) sudo nano /etc/ssl/certs/kingsman-gaming.net.crt Then paste your certificate value that was given to you. We're looking for the Certificate. It now looks good to save! (CTRL-X, then enter Y to confirm) Now we must give it the key to the certificate. Enter in and edit the file: sudo nano /etc/ssl/private/kingsman-gaming.net.key We want to populate it with the key that SSLForWeb gave us. Go ahead and paste that in, then save the file. The last certificate we're going to add is the CA bundle. This will be used in the later steps, but let's add it now since we're here. Create a new file and give it adifferent name. In this example we jsut added ca. to it: sudo nano /etc/ssl/certs/kingsman-gaming.net.ca.crt Certificates are added and ready to go. Here we will go back to our server config file we made earlier and set it up for SSL encryption. Open: sudo nano /etc/apache2/sites-available/customName.conf We want to change the values to reflect: <VirtualHost *:443> SSLEngine on SSLCertificateKeyFile /etc/ssl/private/kingsman-gaming.net.key SSLCertificateFile /etc/ssl/certs/kingsman-gaming.net.crt ServerName localhost ServerAlias kingsman-gaming.net ServerAdmin [email protected] DocumentRoot /var/www/customName ErrorLog ${APACHE_LOG_DIR}/kingsman-gaming.net_error.log CustomLog ${APACHE_LOG_DIR}/kingsman-gaming.net_access.log combined <Directory /var/www/customName> Options FollowSymlinks AllowOverride All Require all granted </Directory> </VirtualHost> Then enable SSL to run scripts: sudo a2enmod ssl Let's break that down.... <VirtualHost *:80> is set to a standard, non-secured, port. We updated this to a secure port to allow the security certificates through. We added three lines to the top. These lines will be read first and indicate we are turning the SSL Engine ON, setting the Certificate Key file to our private ssl folder, and setting the Standard Certificate file to our certificate folder. And at the bottom we added some additional options for some System Links, Overrides, and Permission granting. Now the server can read all the security changes we made! Once we save that file we are going to enable the SSL scripts in the server. This was done simply with one command. With all this done, we have only one more step left to complete before we can fully set up SSL on the server. We need to allow our SSL access through the firewall. We can do this very easily with the following commands: sudo ufw allow 443 Your firewall should now appear with these ports for all of default Ragnarok services: (Check out open allowed services with sudo ufw status) 443 ALLOW Anywhere 5121 ALLOW Anywhere 6121 ALLOW Anywhere 6900 ALLOW Anywhere 3306 ALLOW Anywhere 80 ALLOW Anywhere 22 ALLOW Anywhere 21 ALLOW Anywhere If you don't ahve an active firewall you can enable it with: sudo ufw enable With all this added, we are now going to check the syntax for the apache2 configuration to make sure it's still "OK" and restart the apache2 service: sudo apache2ctl -t sudo systemctl restart apache2 Common issue after this step: This is caused because the SSL scripts have to be passed through the system still. To do this we can enter in two commands to set this up: sudo a2enmod ssl sudo systemctl restart apache2 That's it for this step! We now have an SSL connection for our webserver. In the next section we will go through various methods of setting up the File Transfer Protocol (FTP) for our webserver. This is great for setting up files from your server for others to download. Users can download files directly from the web server. STEP EIGHT: File Trasnfer Protocol (FTP) i1.8.0 We're going to enable this on our server to allow users to download various files we set up in the download folder. Let's start by making that folder. Change directory to your web directory. We modified it earlier above: cd /var/www/kingsman/ Now create a directory: mkdir download We now have a folder where we will be adding out downloadable files. Let's get the libraries ready for the web server. Enter in: sudo apt-get update && sudo apt-get install openssh-server It will be a linear installation. Once it completes we can check the status of it: sudo systemctl status ssh If it failed to start load it again with: sudo systemctl start ssh Once we set the configs we're all ready to go. Edit the file: sudo nano /etc/ssh/sshd_config These settings will be added at the very bottom of this document. Scroll to the bottom, add & edit the following values: Match User raguser ForceCommand internal-sftp PasswordAuthentication yes ChrootDirectory /var/www/kingsman/download PermitTunnel no AllowAgentForwarding no AllowTcpForwarding no X11Forwarding no Save the document and exit. (CTRL + X then Y & Enter) Restart SSH with: sudo systemctl restart ssh We now have a fully functional FTP server attached to the web server. Now to get links for your files, you'll need to understand how the folders work in the web server. This part is completely ignored in the link you will generate: /var/www/kingsman/ Your link will be the default web address, so let's start with that: https://kingsman-gaming.net/ That's the start. Now we need to add our download folder. We know the default location is /var/www/kingsman/ directory, so this means kingsman-gaming.net is that location. To add the downloads folder we simply just separate it with a " / " and add the download directoy, exactly how it's spelt,in the file hierarchy: So /var/www/kingsman/download becomes: https://kingsman-gaming.net/download/ You can add as many directories as you can fit into the web address search bar and break off from the download folder to download other parts of the site. You'll add the file name to the link for which ever file you want to download. For example, I want to download VLRO.zip: https://kingsman-gaming.net/download/vlro.zip Now we have a place players can download our server from. Simply upload your files inside this download folder and send the link to your players to download. In the next step we will go through how to create a launchable version of Windows 10 wil your Ragnarok Online server set up on it. We will also go through various tools that will be useful to development. STEP NINE: Emulating Windows 10, Ragnarok & RO Tools (QEMU/KVM) i1.9.0 In this step we will be going through how to build and run a virtual machine based on Windows 10 operating system with our Ragnarok Online server installed onto it. Make sure to download Windows 10 ISO while we work. This will save some time later. You may also want to consider moving it to a new directory inside your Documents folder. We'll be doing this for our example moving forward, as well. Start by check that your system is Virtualization Ready. Enter in the terminal: egrep -c '(vmx|svm)' /proc/cpuinfo If your system is Virtualization Ready it will appear with a number greater than 0. My number came out as 16, so we're good to check if the system is supported. To do this enter in: kvm-ok If the system does not have the checker, you can enter this command to enable it: sudo apt install cpu-checker -y Now that we found out we can support virtualization it's time to install it, along with the librarfies neeeded to run it. Enter the following command to run all of this in one go: sudo apt install qemu-kvm virt-manager virtinst libvirt-clients bridge-utils libvirt-daemon-system -y We're going to run two more commands to make sure we have the virtualization daemon. Enter in: sudo systemctl enable --now libvirtd sudo systemctl start libvirtd Now check the status of to make sure it's online and everything is green:\ sudo systemctl status libvirtd Everything looks good so far! Before we can run the program we need to give our user specific permissions to access the daemon. To do this we will enter in: sudo usermod -aG kvm $USER sudo usermod -aG libvirt $USER We are now ready to launch! You can start the application in the application menu using the icon it supplies. (It can take a minute to populate) If you can't find it, or it hasn't appeared yet, you can manually run it with the command: sudo virt-manager You should now have a window that looks like this: If you experience an error trying to connect after finishing up to this part of the step and it reads something along the lines of: Unable to connect to libvirt qemu:///system.Verify that the 'libvirtd' daemon is running. Error: Failed to connect socket to '/var/run/libvirt/libvirt-sock': Permission denied It is recommended to restart your computer and try connecting. Sometimes after the installation it won't have all permissions set properly. A full restart of the system can resolve this. Now that we are set up, it's time to create a virtual machine! Go ahead and click the New Machine button at the top left. We're going to select Local install media from the list and select the ISO file we downloaded at the start of this step. (If you didn't donwload it before, now is a good time to. While you're waiting you can reflect over the steps you've went through to get this far. It is good to understand the system and how you got here.) We'll want to click "Browse..." and a new window will appear. Here we have our default filesystem directory. This is a default directory that is given with the application. We don't have files in this folder so we won't focus on this. At the bottom left, there's green " + ". Click it. Now we are presented with options for renaming the pool, changing the type of file it is, and setting the target path for where to read and write data. We are only going to focus on two of these options in this step. Name & Target Path. We'll give it the name "DiskImages", though you can name it anything you want, and we want to select the path to be the folder we created inside our Documents which holds the Windows 10 ISO. We now have a link to this folder inside the KVM. If we select it, we can now see the Windows 10 64 bit ISO is there. We will click it and Choose Volume. The applicatiion will likely guess that it is Windows 11, so we need to uncheck that box and change it from an 11 to a 10. Change to Press Forward and agree to the promt. You can click the Don't Ask button for future changes. Now we must set the amount of RAM and Cores to use. We can change this any time after shutting the virtual machine down. For now, we will use the default 8G and 4 Cores. (Recommend: 3G RAM or more, 2 cores or more for this setup) The next part of this step is to create the virtuale machine's hard drive. To do this we need to let the VMM do a rather long process to the 32 GB of space that will add a system file to a size we pre-determine, and it will allow us to boot Windows 10 off that space and dedicate it a hard drive to store files. It sounds complicated, but it's really simple to do. It just takes some time if you have larger spaces to work with. Moving forward, we much select "Enable Storage for this virtual machine" and we will then go to the bottom and select "Create a dusk image for the virtual machine" and click "Forward". If we get asked to grant search permissions for the path. Click YES. Now we are ready to create the Windows 10 disk space. Double check the information is correct, mainly the Windows 10 operating system doesn't say Windows 11. It will launch automatically for the first time on Finish. You will now be able to set up your emulated Windows 10. (If you encounter...) ERROR: If you experience an error, roughly like the one I created above, it's possible that the QEMU user does not have access to this directory still. You can manuall add this access very easily. Enter in the command to check the permissions, first: The output should look close to this: This is showing us that our QEMU is not here on the list. Let's add it: sudo setfacl -m u:libvirt-qemu:rx /home/raguser/RagDisk Now if we run the command to check it again: sudo getfacl -e /home/raguser/RagDisk We can see that the user is added successfully. Finally, Restart the Virtualization library and you're ready to continue on to the next parts of this step: sudo systemctl restart libvirtd You should be ready to launch now! We've got Windows 10 running and Updated as much as it can get. We're going to install a few necessary applications to run our programs and the game itself. Download the following files from the following (trusted) sources: -Microsoft Direct X Runtime -Visual C++ Redistributable for Visual Studio 2015 -.NET 6.0 or 7.0 -(Optional) RO Tools List With everything installed, and the system fully rebooted for good measure, we're ready to get started with the game installation. STEP TEN: Setting up rAthena Source (Game Files) i1.10.0 Now it's time to get rAthena set up so we can get players connecting to the server. First thing's first! Organise and familiarise yourself with the files. This is where you will be spending lots of your time. This will be an ongoing process once you complete these steps. In this guide, it will give you some organization pointers. Take your time with this and get used to how you lay things out. You will navigate back and forth a lot during a maintenance. If you have not already downloaded rAthena we will go ahead and do that now. The following commands will change your directory to the root for your profile, next it will make a "Server" folder for you to operate in, and finally it will download the rAthena trunk to that directory. Finally we will enter that directory to process the remaining steps. cd sudo mkdir Server git clone https://github.com/rathena/rathena.git ~/rAthena cd rAthena To update rAthena to the latest verison we need to process a git-pull while inside the rAthena diretory. git pull Now we've got rAthena's latest trunk and all the updates! It is important to get a good, or at least an okay, understanding of how rAthena has all their files organized. Things are in a specific place and named specific things for a reason. If you move or rename a file or folder it will cause you many problems. Source files are where you will make changes that will affect the entire game and the way it functions. Be very careful when editing these files and stay within the lines of the cave if you don't know what you're doing. Config files are where you will make the majority of changes to your server. This is where things like Drop rates, EXP rates, and all your Server settings will be located. In the continued steps below, we will go through how to set up the remainder of the server. It's time to create a database for all the player accounts to be saved to. To get started be sure you've followed the previous steps for setting up PMA (phpMyAdmin). Now that we have access to MySQL we can start by entering in some commands to give us access to the databases involved. Open the terminal and enter in the following: (Note: You set the username and password earlier) CREATE DATABASE ragserver; CREATE USER 'raguser'@'localhost' IDENTIFIED BY 'StrongPassword'; CREATE USER 'raguser'@'%' IDENTIFIED BY 'StrongPassword'; GRANT ALL PRIVILEGES ON ragserver. * TO 'raguser'@'localhost' WITH GRANT OPTION; GRANT ALL PRIVILEGES ON * . * TO 'raguser'@'%' WITH GRANT OPTION; GRANT ALL PRIVILEGES ON * . * TO 'raguser'@'localhost' WITH GRANT OPTION; This created the database 'ragserver' and added 'raguser' to the database with full access. Next we need to make the logs and grant privileges to raguser on it. Enter in: CREATE DATABASE log; GRANT ALL ON log.* TO raguser@localhost; Now we can leave by entering in: quit Majoirty of the database is set up now! This next step is a little more complicated, but very simple to do. rAthena has a database in the server files that we are going to pull the columns and rows from so we don't have to manually construct it ourselves piece by piece. Thankfully we can execute it all in two simple commands: mysql -u raguser -p ragserver < /home/raguser/rAthena/sql-files/main.sql mysql -u raguser -p log < /home/raguser/rAthena/sql-files/logs.sql Now we have an almost-fully functional database for the server. It's time to create the first account! Back to the terminal, we are going to enter and log in to MySQL again: sudo mysql In MySQL enter in: (Before submitting this to the database, we are going to change the Login Name, User Name, Password, & Email) INSERT INTO `ragserver `.`login` (`account_id`, `userid`, `user_pass`, `sex`, `email`, `group_id`, `state`, `unban_time`, `expiration_time`, `logincount`, `lastlogin`, `last_ip`, `birthdate`, `character_slots`, `pincode`, `pincode_change`, `vip_time`, `old_group`) VALUES ('20000000', 'admin', 'adminPassword', 'M', '[email protected]', '99', '0', '0', '0', '0', '2022-02-20 00:00:00', '', '2022-02-20', '9', '', '0', '0', '0'); Great! You're this far. Not much more to do from here. Navigate in WinSCP/FileZilla (or other FTP access app) and go to your directory: /home/raguser/Server/rAthena/conf/char_athena.conf Inside this, near the top, will be the lines that show your Name and Password. These are for your Login database we set up earlier for PMA. If you haven't changed these yet, do so now. I recommend a random generator for the values. A simple Google search for this will help. Search for and change the values to a random name and password: // Server Communication username and password. userid: s1 passwd: p1 These values must reflect what is inside the login database or the server won't be able to connect. Do not share these values. With anyone. Now the Server's username and password are set, we can navigate to: /home/raguser/rAthena/conf/inter_athena.conf This is where we are going to change some access information so the server can read through our MySQL login we made earlier.Find and change: // MySQL Login server login_server_ip: 127.0.0.1 login_server_port: 3306 login_server_id: raguser login_server_pw: StrongPassword login_server_db: ragserver login_codepage: login_case_sensitive: yes ipban_db_ip: 127.0.0.1 ipban_db_port: 3306 ipban_db_id: raguser ipban_db_pw: StrongPassword ipban_db_db: ragserver ipban_codepage: // MySQL Character server char_server_ip: 127.0.0.1 char_server_port: 3306 char_server_id: raguser char_server_pw: StrongPassword char_server_db: ragserver // MySQL Map Server map_server_ip: 127.0.0.1 map_server_port: 3306 map_server_id: raguser map_server_pw: StrongPassword map_server_db: ragserver // MySQL Web Server web_server_ip: 127.0.0.1 web_server_port: 3306 web_server_id: raguser web_server_pw: StrongPassword web_server_db: ragserver // MySQL Log Database log_db_ip: 127.0.0.1 log_db_port: 3306 log_db_id: raguser log_db_pw: StrongPassword log_db_db: log log_codepage: log_login_db: loginlog The last locations we need to navigate to are our map server & subnet configurations. Navigate to: /home/raguser/rAthena/conf/map_athena.txt Change the username and password for the server. It's the same as earlier: userid: 4Xy3NAKxnl3sk6Aj passwd: 79y59S3m8lWmMDMS Now add (or uncomment) the following lines: char_ip: 127.0.0.1 char_port: 6121 map_ip: 127.0.0.1 map_port: 5121 And finally adjust the subnet to match your server's IP address. This step can be a little tricky if you don't understand how a subnet works. So simply follow below and replace x.x.x.x with your server's IP address: subnet: 255.0.0.0:127.0.0.1:127.0.0.1 subnet: 255.0.0.0:x.x.x.x:x.x.x.x Excellent! You're near the end. It's time to configure the client to your packet version. Let's give execution access to the configure file: sudo chmod a+x ./configure Then we are going to configure the server: ./configure --enable-packetver=YYYYMMDD The YYYMMDD is your client version for your server.exe. An example of how this looks is: ./configure --enable-packetver=20211103 Congratulations on making it to the end of setting up your server. It's time to start it up now! Let's make a clean slate! Enter in: make clean Then let's start constructing that server. Enter in: make server After that's done loading, let's give execution access to the start files & servers: sudo chmod a+x login-server && sudo chmod a+x char-server && sudo chmod a+x map-server Time to start it up! (Make sure you're inside the rAthena directory) To start the server: ./athena-start start To stop the server: ./athena-start stop To restart the server: ./athena-start restart To check the status: ./athena-start status That's it for this step. If you followed up to here you'll have a all server files downloaded and ready on the server side with a database ready to accept logs and registrations. In this next step we will go through the systemd.service files to get your server running automatically when the system restart or if it crashes. STEP ELEVEN: Setting up UFW (Firewall) i1.11.0 When setting up the firewall, we want to make sure we know exactly what ports we are adding in before we add them. This will save us from having to deny thema ccess later. Let's gather the ports we know of for all the services we've set up thus far. We know of our Web ports, which should be automatically added when installed, but sometimes this isn't the case. We've also got the FTP ports for the download servers, if we want to use them. There's also the PMA & SSH ports. Are you writing this down? sudo ufw allow 443 sudo ufw allow 80 sudo ufw allow 20/tcp sudo ufw allow 21 sudo ufw allow 22 sudo ufw allow 3306 sudo ufw allow 6900 sudo ufw allow 5121 sudo ufw allow 6121 sudo ufw allow 8888 Sometimes you might still get some issues with the firewall blocking you. You may be required to let the firewall know what type of conneciton to allow, either TCP or UDP; but what is TCP/UDP you might ask? Very simply put... TCP means Transmission Control Protocol which runs a more reliable connection, however, it can lack in transfer speed. UDP means User Datagram Protocol and it has a much faster transfer rate of data, but can be unreliable in sending said data. What does this mean for you? You can choose to do UDP all accross the board since Ragnarok uses small packets of data compared to a much larger scale game. Just my recommendation. However, if you want absolute data transfer at the highest success rate to avoid lost packets and data, then do TCP. Still confused? Do both in the firewall. An example of what the command will look like for adding TCP/UDP: sudo ufw allow 5121/udp sudo ufw allow 5121/tcp Now that we've got an understanding of the firewall and the ports we have added we can now relax knowing the firewall will protect us from majority of threats. STEP TWELVE: Setting & Forgetting (Auto-Start scripts) i1.12.0 I hate when the server crashes. But you know what's worse? When it doesn't come back up until an admin turns it on. In this step we will go through the simple setup process to get your server ready to start when you load your system and reboot if it crashes. Start by opening up the terminal and entering in the following command to create a new system.service file: sudo nano /etc/systemd/system/ro-login.service This will create a system service file which we will enable later to start automatically. Inside these service files will be a series of commands that will allow the server to boot up automatically when it experiences an outage for a speificied amount of time & when starts the system after a reboot. Populate the file and edit the values to match your rAthena directory and User Login name: [Unit] Description=Ragnarok Login-Server After=syslog.target network.target mysqld.service [Service] WorkingDirectory=/home/raguser/rAthena User=raguser ExecStart=/home/raguser/rAthena/login-server ExecReload=/bin/kill -HUP $MAINPID KillMode=process Restart=on-failure RestartSec=15s [Install] WantedBy=multi-user.target We are going to do this two more times. Once for Character Server & another for the Map Server. sudo nano /etc/systemd/system/ro-char.service Populate with: [Unit] Description=Ragnarok Character-Server After=syslog.target network.target mysqld.service [Service] WorkingDirectory=/home/raguser/rAthena User=raguser ExecStart=/home/raguser/Server/rAthena/char-server ExecReload=/bin/kill -HUP $MAINPID KillMode=process Restart=on-failure RestartSec=15s [Install] WantedBy=multi-user.target And now: sudo nano /etc/systemd/system/ro-map.service Populate with: [Unit] Description=Ragnarok Map-Server After=syslog.target network.target mysqld.service [Service] WorkingDirectory=/home/raguser/rAthena User=raguser ExecStart=/home/raguser/Server/rAthena/map-server ExecReload=/bin/kill -HUP $MAINPID KillMode=process Restart=on-failure RestartSec=15s [Install] WantedBy=multi-user.target We will now start them all and check their status: sudo systemctl start ro-char sudo systemctl start ro-map sudo systemctl start ro-login sudo systemctl status ro-char sudo systemctl status ro-map sudo systemctl status ro-login Once we have the Green light on the status we can go ahead and enable the scripts to automatically start on boot. Enter in: sudo systemctl enable ro-char sudo systemctl enable ro-map sudo systemctl enable ro-login That's it! You're set to boot up automatically after a crash and upon system restart. Well done! Section 2 - After-Installation Now that we've got everything set up this far, we can continue maintaining & updating what we've started. Continue below to learn more on how to maintain the server after you've set it up. Requirements : Latest NEMO release An executable update from NEMO's website Latest FluxCP from rAthena STEP ONE: FluxCP (Registration & Logins) i2.1.0 Everyone needs to register somehow, right? We're mostly all aware of the high risks with enabling registration via "_M/_F", if you're not... In short: Don't use it if you're opening the server to the public. It can enable botters, spammers, & hackers the ability to just create infinite accounts and continue their schemes easier. With FluxCP we can help avoid this by limiting the amount of registrations allowed per person. Let's dive into it now. Gather your resources! You'll need to download the latest FluxCP by clicking that link. If you missed it, here's the link again: https://github.com/rathena/FluxCP This is where we will manage all the registrations to the game as well as many other fun functions we will get into later. For now download & extract this entire directory into your webserver. I put mine in the primary (root) directory of my webserver. That's the folder we created earlier with the custom name we provided. In this example we used "kingsman" as the custom name. The folder path is: /var/www/customName Our final output will look like not include the folder. This means we must drag all the contents into the root directory of the webserver. Now we should look like this at after extraction: Enter the config folder first. This is where we will be doing all the work for setting up this control panel. Inside the config folder you will have 31 files to select from. We're only going to work in two of these for this step. Open servers.php and you will see a set up similar to earlier where we added some settings for rAthena configs. They are the exact same configs. Go ahead and add that in there exactly as you did in the configs earlier. Now that we have our config looking good, let's scroll down towards the bottom and edit our rates to reflect that of our server's. This will display the rates set up in your databse as well so players can use that to search drop rates on your server. Change accordingly! That's it for the servers.php! Save that & move to the next file. Let's now open up application.php and edit the first few lines we see. We want to change the base URI to be blank. This will set it to the root directory where we hold the control panel. Server Address is going to remain localhost since we are running it on the localhost. And finally we need a storng password to gain access to the administration panel to set it up. 'ServerAddress' => 'localhost', // This value is the hostname:port under which Flux runs. (e.g., example.com or example.com:80) 'BaseURI' => '', // The base URI is the base web root on which your application lies. 'InstallerPassword' => 'superduperstrongpassword,man', // Installer/updater password. Save that and open your website now! You'll likely get several permission errors. Copy waht they say for you to do, it will be a sudo chmod command giving access to the logs. This is necessary to proceed to the next part. Add sudo before each command or it won't work. You'll need to enter your password into the control panel shown after granting permissions to FluxCP. After the password is successfully added it will update your PMA database with all the new information for FluxCP's registration and logins. Your panel should look like this by default now: You now have a palce where you can register and manage accounts! Navigate through the application.php file to change some various settings like your control panel name and what is displayed. You can also adjust the ports if they are different during the previous set up. STEP TWO: My First EXE (Making an Executable) i2.2.0 Now that we've got everything set up on the server-side of things it's time to work on the client-side of things now. Let us start first by making an executable. this will be the CustomRO.exe that players will use to run the game. Launch NEMO and give it a moment to load up. In a compact form, this is waht you'll see. What this is showing us is that we can Load a client, which we downloaded from the "Requirements" section above, we can apply patches, select the recommended patches, select previously loaded patches, load a pre-saved profile, and save an existing setup as a profile to load later. for this example we are going to use the current recommended version in rAthena's trunk. This is version "2021-11-03". We are presented with a file that will launch a terminal to download the latest executable. It will look similar to this: Now we have the executable ready to be patched. Back inside NEMO, we want to browse to that file we just downloaded and select it. You can change the saved outpute file name here or rename it anytime later. Here we will change it now. Click "Load Client" and a list of patches will populate. Now we want to "Select Recommended" patches given for for the executable. To apply these patches simply click the "Apply Selected" button and it will pack it for you. Brose the patches and select any patches that will help you or you might use in the future. For this example we are changing the Client Title name, the ItemInfo.lub or ItemInfo.lua and a majority of other changes that will allow the client to read LUA files over LUB files. Take your time going through the list. It will take a while the first time around. With all the patches applied we now have en executable in our output folder. But it came with other files, what do I do with those? You only need the custom executable we made (CustomRO.exe). This is going to be sent to the players and the rest will be removed from the client folder You're now ready to send this to other players! STEP THREE: My First Patcher (Making a Patcher) i2.3.0 We've got a client executable and it's fully patched the way we like. This is a great start! Now it's tie to send players an update. Through the patcher. But we don't have one yet! In this example we will go through the steps to creating a patcher using Thor Patcher from rAthena download section. Your extracted package should reflect similar to this: We want to enter the Configuration folder and edit the config.ini file located inside. Inside this config file are the lines necessary to connect the client to the server and send files from the server to the client. In the first few mines we'll edit the values to reflect our server values: The IP can be our website, this example is jsut a localhost address. Remote config file we will leave as default. Status file we can name server.dat. This can be anything, however. The custom GRF we have for our server, listed as number 0= in the data.ini. Finally our custom client executable we made earlier. Further down the page we have the title of the patcher. This can be anything. And lastly our notice page which will have a brief text description for the updates on the patcher front page. Save that and we're ready to launch the config generator. Drag the config into your .../Thor_Patcher/Patcher folder and it you're ready to copy them to your CustomRO client files. When compelte you'll have a patcher similar to this: You're made your Patcher now, well done! STEP FOUR: My First Patch (Making a Patch) i2.4.0 Keeping organised is key to staying sane. Let's start off by making a couple folders. A Patches folder & a data folder. It should look like this now: Patches/data This should look familiar. It's the same set up as the GRF. We will now be able to drag all the files we want to patch into this directory. One more folder we want to make is going to be the Output folder. This is where all the patches will be saved. There will be two more options to deal with. We want to set compression to HIGH and in the Options tab we want to set the file type to ACSII. It should reflect the below image. Once that's set we can click "Generate" to make the first patch. It will be create in the Output folder we selected. That's all there is too it! You've created your first patch. STEP FIVE: Sending The Patch (Sending Patches) i2.5.0 We now have it all. The Patcher & The Patch. Things are great. But how do we send it to players withing them having to redownload the entire GRF? Great question! In this next step we will cover how to add the patch to the webserver and get it ready for players to recieve when they load their patchers. In step i2.3.0 we covered how to set the patcher up in the web server. This is the file structure we will continue to follow moving forward. Let's open open up our file browser for accessing the server trunk, if needed, or it you're running your own system you can also navigate to the web server folder. The directories are the same either way. /var/www/custom/patch/ This is the directory we wil be working in regarding the patcher. It should now represent the image below: Let's break this down first... We have: The data folder. This is where we will add the patches into after we name them. The Background image. This will be a back ground image for the patcher to load. You can even leave this transparent if you want. Our main.ini is where we will configure the settings for the patcher. We will go through this soon. The notice page will be need to be updated with each news change. This is a very simple text edit. Keep it short and simple. Our patch list text file is where we will add the patches. The format will be discussed soon. Our Style sheet. This is the style arrangements for the pages. We usually don't need to modify this unless we know what we're doing. First thing to do after we have a patch made is to give it a name. What do you ask? A very specific name. In this example we will follow a date format with a part value in the event of more than one patch in a day. Our name in this example will be the date followed by a version number, or update number. 24012024-1 This well tell me that the patch was set for today and it's the first path released of that day. Now we can edit the plist.txt and add this patch into the list. Inside the patch list we will enter in the exact namme of the patch. Including the ending. Our names will start with an index number first. This is the order at which the patcher will read the patches. The index starts at 0 and is followed by a SPACE and then the item name. 1 24012024-1.thor Save and it's ready to load through the patcher! Finally we need to tell the website to send patches to players. Open up the main.ini file with a text editor. We're going to modify the line that asks for a website address. Search for "file_url=" ad edit that to be your website. Save and it's ready to go! That's pretty much it for uploading patches to the server. You're all set to start updating players with new content! STEP SIX: Adding/Removing Maps (map_cache.dat) i2.6.0 Got a enw map you want to try out or is your current map not up to date with your pathing? In this step we're going to add maps to the map_cache.dat, remove maps if needed and update the list with our new maps. First start by downloading the Map Cache Editor from the trusted rAthena source: HERE You'll be presented with a window that looks like this: What we want to do next is download our map_cache.dat from the server trunk: rAthena/db/map_cache.dat Once downloaded it will be able to drag and drop that file into this window. We now are presented with a list of maps. From here what we want to do is drag and drop all our map's .gat files from our GRFs into this window. this will update the walkable paths for the map. This is especially important when you cannot walk on certain maps due to old GAT configurations, It still thinks there are structures in the way. To delete a map you can select it and click delete. Simple as that. Save the Map Cache and reupload it to your server. That's it! Nice and quick. Section 3 - Optional Options Things are running now, yeah? That's great to hear. Sometimes they may require additional software, maybe another step or two, or maybe you need something else for it all to work. Below are some steps that are completely optional but might just help you out in some situations. STEP ONE: Forwarding a Router (Port Forwarding) o3.1.0 Understanding what port forwarding is will be an important start to not having your network breached. In this step we will go through the basics of forwarding your port through your router. The user interface (menus) will look different for each router brand, however, the concept will remain the same universally. Check your router software for updates before making any changes. Let's begin! Accessing the Router To access the router we want to first ensure we are connected to the internet using it. Next we will open the trouter software through our web-browser. To access that page we will have to enter the local domain IP to gain access to the initial menu. In your address bar enter in: 192.168.1.1 If this DOES NOT work try entering in: 192.168.0.1 My basic Netgear modem has a menu that looks like this. I'm going to want to click into Advanced Settings & open up the Port Forwarding option. We are now presented with a window similar to this. It will give us all options for forwarding our ports. Let's get an understanding of what's here before we continue... We will select between Forwarding and Triggering. Since we don't need to trigger a port we will focus only on Forwarding it. There are many types of services that might be precompiled in your router. For our Ragnarok Online server will be making a custom service. It's not as hard as it sounds, don't worry! The device IP we want to connect is a little different. It has to be exactly what device you have the server under. Let's navigate to the device list on the router. This will be under the "basic" settings, usually. It shows here I have 3 devices listed. An Amazon Fire stick, My cell phone and a PC I built specifcally for this guide. That's exactly what we are looking for, too! It looks like the device I am forwarding resides under the IP ending with 7. Okay, so we now understand where the ports are going to and waht device has them. So it's time to make that custom service we spoke of earlier. This interface has a button, making it very convenient to start. We're going to go ahead and click the "Add Custom Service" button. With the custom port window we can now add our ports for Ragnarok to run. We will need to process this 1 number of times as we have more than one port for Ragnarok Online services. The ports we need to add are: 3306, 6900, 5121, 6121, 8888 Make sure to select the proper device for it to work as we want it to. After they are all applied, it will represent something similar to this: That's it! Your ports are now open & ready for users to connect through to. Make sure firewalls are enabled at all times. STEP TWO: Automatic Server Backups (World Runner) o3.2.0 This script will automatically save your server to your server_backup folder every 24 hours. This time is completely adjustable in time and destination. I originally made this for Minecraft hence the name World Runner. Open the terminal and enter in the command: sudo nano /etc/systemd/system/worldrunner.service This will create a service script we will set to run on start up. Inside this document we are going to add int the following script and change the destination values to match our back up folder destination: [Unit] Description=This will copy the Server folder to a back-up location [Service] Restart=always RuntimeMaxSec=1d User=raguser ExecStart=cp -r /home/raguser/Server/rAthena /var/www/raguser/Documents/server_backups/ RemainAfterExit=yes [Install] WantedBy=multi-user.target Now we want to enable it on start-up: sudo systemctl enable worldrunner If you're having issues with it executing properly we can simply grant permissions to the file to do so: sudo chmod 600 /etc/systemd/system/worldrunner.service We now have the trunk backing up now, but what about the SQL server? For that we need to edit a default file structure in Ubuntu called Cron. Cron can hold automated tasks on a timer, or schedule, just like what we want to do for backing up MySQL. Enter in the terminal: sudo nano /etc/crontab You'll be presented with a window simial to this: As you can see here they are displaying each value for the job. First digits represents Minutes and the second digits represents Hours. These are the two we'll primarily need for daily backups to occur. At the very bottom we are going to add the following line: (NOTE: Include your password after the -p. My password is "69SuperStrongPass69" so the password section will look like -p69SuperStrongPass69 ) 0 0 * * * root mysqldump -u raguser -p69SuperStrongPass69 --all-databases | gzip > /home/raguser/Documents/Rag_SQL/ragserver_`date +%d%m%Y-%H:%M:%S`.sql.gz This will set the back up time to be at Midnight each night using the PMA login we set up earlier, backing up our ragserver database into a zip file at the directory ~/Documents/Rag_SQL. NOTE: Avoid use of these symbols in the password field: ) ( ' ` Finally we need to restart the service for it to take effect: sudo /etc/init.d/cron restart That's all there is to it! Keep up to date with the latest changes & updates to this guide. Want to see something included? Suggest it below!
    2 points
  11. 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
  12. 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
  13. Already answered your question in discord.
    2 points
  14. Hello, ive update this for weapon, robe and headgear generator, so when there is no script, its not generated at iteminfo. too. Let me know if you found any issue or anymore improvements/ideas to make this tools better. Ive been planning to add the SQL part too, but maybe later.
    2 points
  15. Before I saw a few of servers having issue because of groups.yml that written incorrectly, which can makes server couldnt start (stuck at reading groups.yml), or account cannot login because of group ID didnt exist (cant be read by rathena emulator). So I hope this helps, Commands Generator. The list of commands are parsed directly from doc/atcommands.txt so if there is any updates of commands, it should be automatically added too. Let me know if you have any suggestion or improvement ideas for any of this generator.
    2 points
  16. Hello! If you're here it likely means you want to learn, or learn more about, your Ragnarok Art Tools. Feel free to browse the entire post for bits of information you want. This guide will show the basics of how to run most applications and where to officially download them from. To avoid virus and scams please follow only the links posted in thie guide & by the official rAthena crew. Requirements : A Computer with at least 32 GB of space & 2 GB of RAM (4GB Recommended). Latest Ragnarok Client for data.grf (Download here or RMS here) Latest rAthena trunk Photo Editing software (Gimp, Photoshop, Illustrator, Paint, etc.) Act Editor GRF Editor Notepad++ (or anther text editor) Optional Requirements : Photo Manipulation Sofware (ImageMagick) Now that we got a few things to get us started let's get editing... Section 1 - Installation STEP ONE : Understanding Software (Learn the tools) i1.1.0 Before we get starter we are going to open up and make sure we have an understanding of our tools we want to use. in this example we will be using GIMP 2.10 as our editor of choice. It's free & open-sourced. Once we've download Gimp, & have run it for the first time, we are going to now see a screen that looks similar to the one below... This layout is quite similar to most GNU programs. The tools are on the Left and the stats/properties are on the right. Let's start with the tools. Starting at the top left and moving right we have the default Move Tools, Shaped Select Tool, Free Select Tool & the Magic Select Tools. These are usually going to be the primary tools you will want to use for editing. The Move tools allow you to move and allign the images, frames, or selections. This is very simple way to crop out areas of an image you don't want or need. The Shaped & Free select tools will be used to select specific areas we want to manipulate. This is great for choosing set spots that we might need to change the colour of, or even just remove completely from the frame. And finally, for this example, we have our Magic Select tools. These are especially important for colour manipulation & photo editing as it will allow us to select an exact pixel-point selection around, or of, an object. You will likely use these tools frequently when editing for Ragnarok Online. That's the basics of GIMP, for now. Moving on, we have the basics of GRF editing. GRF Editor is a gret tool used to extract & read files from Gravity made files. We will use GRFE to extract and import our images we want. In the image below we have opened a dara.grf and are ready to view the files. GRFE is going to be used in this example primarily for extracting images & adding new ones in. On the top we have our Menu. For this first part we are going to navigate to Tools and select Settings. In here we will be presented with the settings menu. We are not going to touch on all the options here, instead, we will just do the translation so we can see where we are adding/removing files to and from. Go ahead and select the "Tree Behaviour" tab. You'll see some radio boxes here. We want to Check the last one. It should say "Translate paths in the tree". This will turn make most of the titles with ASCII characters into plain English. Close and relaunch the application for this to take effect. Our GRFE will now read like this so we cans ee where we want to make changes easier. Now you can find everything much easier. For this example moving forward, we will be editing the Hylozoist monster. to extract just that mosnter, hold SHIFT and click with your mouse the files you want to extract. Right click and hit "Extract". It should automatically pop up with the extracted files. It will be where ever the GRF is and extracted into a /data folder. Once we've made changes to the file we can simply drag these files back into the GRF exactly how it is. So take the entire /data folder and drag it into the witespace of GRFE. Save (CTRL+S) and wait for it to pack everything together. You've now made your first change to the GRF. ...... But did we really? We didn't actually make any changes to the file, just yet. We'll need Act Editor (actOR) to unpack the sprites out of the .act/.spr files now. To make things easier first right click the .ACT file and click "Open with...". We will associate the Act Editor with the .act files in Windows so it's quicker to open later. Once open we will have a window similar to this: At the top we have our Menu where we can do just about everything the application allows. The very bottom we have the frames. These are all the different images used in the actor. This will show all the angles and directions it can face. The center shows the actor at it's current (or final) state after the changes and on the right of that we have the stats window for each sprite. This is where we can manipulate the directions, angles, animation playing, state of the animation, and much more. Sounds compliacted but it's really simple. Just get a feel for everything and you will learn to understand how everything works over time. At the bottom, where we have our sprites, we can right click any one of them and another menu will appear. This is how we will extract an individual frame for editing using the "Export" button. Select where you want to extract it and we can start editing the image. I've went ahead and extracted all the images for this example. We will make colour changes to start. With the images now extracted we can open them up using our photo editing software, GIMP. We're in and ready to start editing! In this example I'm going to use the Colour Select tool and change the threhold to be higher, or lower, depending how much of the colours I want to take over. At threshold of 15 it select a small portio of the colours I want. I will increase this to 30 and see how I like it next. 15 Threshold 30 Threshold It looks like 30 is strong enough for what I want to achieve. With this selection we can now change only those bits of the image. Go ahead and select "Colors" from the menu. Many options, yes. For now we just want to change the "Temperature" of the selection to be different. Select "Split view" and we can see the changes before we apply them to save time. Making the image hot worked for what I need to do. Now I can hit apply and save this image, just make this change to all the frames you want and save them using the "Export" option (CTRL+SHIFT+E by default). Replace the file and DO NOT CHANGE THE FORMAT AT ALL. Ragnarok has a very specific format that requires the following settings to be EXACT or it won't read: -format bmp -alpha off -type palette -colors 255 -depth 8 -compress none BMP3: Without those settings it won't read. So don't change anything if you can avoid it. Once all changes are made we can repack it into the Actor Editor. So get actOR ready loaded with the sprite you are editing. Inside the editor we can now go back to the bottom and select the frame we just edited. We want to, this time, select "Replace" and this will take the image we have and put it in the exact same position as we left it in. This is important so we don't mess around with the placement of the image. Once we've processed this for all the frames we can take a look at our final product with the Play button. It looks good! (For the example) Now this sprite was a bad colour choice for editing simply because the RED we changed was actually a transparency colour for Ragnarok Online. There are, if I recall correctly, 3 colours of transparency in Ragnarok. Red, Blue and Purple. This is the primary one (Purple): Save your Actor file and we are ready to open the GRFE again to import the newly changed sprite. Simply drag and drop the files and hit save! That's it! You've made your first edit and packed it back into the GRF for use in-game. STEP TWO : Headgears & Implementation (Custom Headgears) a1.2.0 We've got a headgear all spited out and tucked into an actor file in the GRF. Ready. To. Go. Now what? Well.... It's time to add... The Code. That's right. I said it. Artists have to code just as much as coders have to art. To start, we're going to extract a few default files from the data.grf we downloaded earlier. The files we want are: data\lua files\datainfo\accessoryid.lub data\lua files\datainfo\accname.lub data\luafiles514\lua files\datainfo\accessoryid.lub data\luafiles514\lua files\datainfo\accname.lub data\luafiles514\lua files\datainfo\accname_eng.lub The accessoryid.lub is where we will add the "ACCESSORY_IDs" that are in the item_db_equip.yml file of our server. We will go through this next. Inside your rAthena trunk you will find the file item_db_equip.yml which we are going to open and examine. Notice inside we have a structure. This is what the server reads in order to tell the client what item to display and when. Follow this structure exactly as it is and do not change any of the syntax or else nothing will work. Our layout is telling the server take a;; ACCESSORY_IDs based on their ACCESSORY_NAME followed by their ID. ACCESSORY_IDs = { ACCESSORY_GOGGLES = 1, ACCESSORY_CATTYHAIRBAND = 2, ACCESSORY_GLASS = 3, ... Notice each item is separated by a comma then proceeds to the next line. However, at the end, there is a break in the comma streak. ... ACCESSORY_Chocolat_Rabbit_Hair = 2369, ACCESSORY_Cookie_PinkRibbon = 2370 } This is telling the server that is the end of the file and it has reached thelast headgear. We're going to edit from here by adding a comma to this ending, extending it to our new headgears. We also want to take into consideration the updates of the future. This game is always being added on to and it's important to not conflict our numbers with possible future updates. We're going to give our future updates a good distance in headgears, with the highest possible limit we think we'll reach for ourselves. In this example we will give future devs up to Accessory ID 9999 and we will claim anything above 10,000. File structure must remain the same: - Id: 30000 AegisName: Majora_Mask2 Name: Majora's Mask Type: Armor Locations: Costume_Head_Mid: true ArmorLevel: 1 EquipLevelMin: 1 View: 10000 Inside /data/lua files/datainfo/accessoryid.lub: ... ACCESSORY_Chocolat_Rabbit_Hair = 2369, ACCESSORY_Cookie_PinkRibbon = 2370, ACCESSORY_Majora_Mask2 = 10000 } Inside /data/lua files/datainfo/accname.lub and/or accname_eng.lub: ... [ACCESSORY_IDs.ACCESSORY_Chocolat_Rabbit_Hair] = "_Chocolat_Rabbit_Hair", [ACCESSORY_IDs.ACCESSORY_Cookie_PinkRibbon] = "_Cookie_PinkRibbon", [ACCESSORY_IDs.ACCESSORY_Majora_Mask2] = "_Majora_Mask2" } Save those and repack them into the Custom.grf (or data.grf if you're using that). That's it for the GRF section. Onward to the Client files now. Open up /CustomRO/System/itemInfo.lua and we are going to edit near the bottom. Last item in the list. A new item. The item info we are entering in must surpass the tieminfo that is going to exist as well. Let's jump right to 60,000 in this example: ... ClassNum = 0, costume = false }, [60000] = { unidentifiedDisplayName = "Majora's Mask", unidentifiedResourceName = "Majora_Mask2", unidentifiedDescriptionName = { "Can be identified by using a ^990099Magnifier^000000." }, identifiedDisplayName = "Majora's Mask", identifiedResourceName = "Majora_Mask2", identifiedDescriptionName = { "Description", "_______________________", "DEX +1", }, slotCount = 4, ClassNum = 0, costume = true } Save and we're done with the itemInfo.lua file. So we've got Server files save and Client files asved. Lastly we need to do the Sprites for the client. The art portion. Let's go ahead and open up GRF Editor and import those files we created. The file structure for each file is below. The sprite and texture files we want are: (Example name is Majora_Mask2) Some characters are not displayed correctly in the text. data majorabw\sprite\_’AIU\Majora_Mask2.act data majorabw\sprite\_’AIU\Majora_Mask2.spr data majorabw\sprite\_€¬¬¯‡,r\3ý\3ý_Majora_Mask2.act data majorabw\sprite\_€¬¬¯‡,r\3ý\3ý_Majora_Mask2.spr data majorabw\sprite\_€¬¬¯‡,r\¨c\¨c_Majora_Mask2.act data majorabw\sprite\_€¬¬¯‡,r\¨c\¨c_Majora_Mask2.spr data majorabw\texture\A_A£AII’„AI«§\collection\Majora_Mask2.bmp data majorabw\texture\A_A£AII’„AI«§\item\Majora_Mask2.bmp Save the GRF and it's now ready to use your new item in-game! Section 2 - Additional Resources actOR : Actor Editor (Bulk Export) a2.1.0 Editing in Actor is very easy. Scripting it is just as easy! In this step we are going to discuss and go through various methods of exporting and importing images using actOR. To start we want to create an export script. We'll call it "export.cs" to start. Open a Notepad or Code editor and paste the following inside: using System; using System.Collections.Generic; using System.Globalization; using System.IO; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Media; using System.Windows.Media.Imaging; using ErrorManager; using GRF.FileFormats.ActFormat; using GRF.FileFormats.SprFormat; using GRF.FileFormats.PalFormat; using GRF.Image; using GRF.Image.Decoders; using GRF.Graphics; using GRF.Core; using GRF.IO; using GRF.System; using GrfToWpfBridge; using TokeiLibrary; using TokeiLibrary.WPF; using Utilities; using Utilities.Extension; using Action = GRF.FileFormats.ActFormat.Action; using Frame = GRF.FileFormats.ActFormat.Frame; using Point = System.Windows.Point; namespace Scripts { public class Script : IActScript { public const int Magnify = 2; public object DisplayName { get { return "Export"; } } public string Group { get { return "Custom"; } } public string InputGesture { get { return "{Scrips.Export}" ; } } public string Image { get { return "scale.png"; } } public void Execute(Act act, int selectedActionIndex, int selectedFrameIndex, int[] selectedLayerIndexes) { // Script for extraction string basepath = @"C:\GRFsprites"; var name = act.LoadedPath; var outputFolder = GrfPath.Combine(basepath, Path.GetFileNameWithoutExtension(name)); if (Directory.Exists(outputFolder)) { var files = Directory.GetFiles(outputFolder); if (files.Length > 0) { if (!ErrorHandler.YesNoRequest("Do you want to replace the existing extracted files?", "Possible overwrite")) return; } } for (int i = 0; i < act.Sprite.Images.Count; i++) { var image = act.Sprite.Images[i].Copy(); var ext = ".bmp"; if (image.GrfImageType == GrfImageType.Bgra32) { ext = ".png"; } var output = GrfPath.Combine(basepath, Path.GetFileNameWithoutExtension(name), String.Format("{0:0000}", i) + ext); GrfPath.CreateDirectoryFromFile(output); image.Save(output); } Utilities.Services.OpeningService.OpenFolder(GrfPath.Combine(basepath, Path.GetFileNameWithoutExtension(name))); } public bool CanExecute(Act act, int selectedActionIndex, int selectedFrameIndex, int[] selectedLayerIndexes) { return true; } } } Save that as "exprot.cs" and make sure the file type is changed to be a .CS file. Inside actOR select "Scripts" in the menu at the top and navigate to "Open scritps folder". Simply paste the export.cs script inside this folder and actOR will do the rest by linking it with a DLL file. Close and reload actOR for changes to take effect. If all worked well you should see a new menu called "Custom" and it will have the export script inside it. Select Export with your active sprite file open and it will extract all the images included in it to your C:/ drive with the folder named after the sprite. You can now extract all images with one click! This is perfect and will save you so much time Rgnarok BMP : Converting to BMP (Ragnarok Compatible BMP) a2.2.0 Oh noe! I made all my files in .png and not .bmp! How can I fix this? I have over 9,000 files! Ever done that? I have. It really sucks. Kind of. There's a way through it without starting all over from scratch or going deep into your files and resaving them all as BMP one by one... In this section we'll go through how to mass-convert all your files to be copatible with Ragnarok Online's file format. Start by downloading ImageMagick from their website and installing it. You'll maybe want (maybe need) "Legacy Tools" which can be checked during the installation process. After installation you will likely have no visuals on how to operate this application. There is no drag-and-drop process for bulk operations. That would be quite complicated to code as well. BUt that's oaky. We have all the tools necessary built into both Linux and Windows operating systems already. The Terminal! (CMD) Open up your terminal. With ImageMagick they have now built in commands that we can execute from the terminal. This is going to prove very useful for the fastest and most effective conversion. This is partly because it skips all UI lag and extra garbage in an application. It processes this directly without any middle-man. The file format we mentioned earlier is actually going to be very useful in filling out our command. To go over that again we have the following format to deal with: A Bitmap image with no alpha channel processed under the palette layer with 255 colours at an 8 depth with no compression on a BMP3 level. Broken down we can take their aspects from that description and put it into a line of code. Simple right? I knew you got it! Change the directory to match your directory and enter in the following command to conver your first image: (Highlighted areas are what you will change) magick mogrify "C:/Users/Rivers/Desktop/Input/prt_12A01.png" -format bmp -alpha off -type palette -colors 255 -depth 8 -compress none BMP3:"C:/Users/Rivers/Desktop/output/prt_12A01.bmp" Let's break that down, again. In short. - magick mogrify is the command to tell our computer what program we need to use. Every command must start with this. - format bmp sets the intial format we want to change the file type to. We must declare this first. - alpha off will disable the alpha channel. Very necessary to avoid bad transparency issues. (Ragnarok Transparency runs on colours) - type palette will change the layer we are operating on to the palette layer. This is our primary layer to work in when editing sprites and textures. - colors 255 is going to set that maximum colours allowed for the final format. If this is 256 it will not work. - depth 8 is going to set the bit depth to 8-bit which is the only size readable by Ragnarok for most things. This is because in 2002 code was much more limited in what it could possibly do. - compress none will remove any compression. Ragnarok can't read compressed files. - BMP3:"C:/Location" is going to be the final piece of the code that will set the file type one final time to be a BMP3 and save it in the location we designate. Now that we have a better understanding we can learn from this while we continue to make all the images pixel perfect and compatible in the GRF. Bulk Editing Images : Batch Image Manipulation (Bulk Edit) a2.3.0 In this part of the guide we will go through how to edit multiple files with a single modification. This is called Batch Image Manipulation. There's even a great plugin we're going to use that is built for GIMP. The plugin is called Batch image Manipulation Plugin or BIMP for short. So in this section we will cover how to download, install, and user BIMP. If you missed it, here's the download link for BIMP: https://alessandrofrancesconi.it/projects/bimp/ Installing BIMP Here's where things get slightly trickier. Follow the exact paths moving forward and you'll be bulk editing in no time. Run BIMP installer. A window similar to this will appear: Once you're at the window to select installation destination you'll need to navigate to and select the directory exactly as is below: %AppData%\Roaming\GIMP If it continues without requesting to select a destination then you're good to go! After installation is done you can launch GIMP and navigate to the top menu: File > Batch Image Manipulation Plugin This will be the primary window you need to operate in. As you can see here there are many options you can play around with, including the very popular "Watermark" feature which will add a watermark to all your images for you. This will save so much time later on. That's just about it for this part of the guide. Happy editing! Keep posted for more updates to this section. Want to see something specific? Leave a comment and I'll do what I can!
    2 points
  17. I fixed the hyperlink color, along with the brush selection and the search brush (same download link as before). As for the 4 GB limit, that's a structural limit with GRF files and there's nothing that can be done about it unless Gravity updates their file format. For more context, the file table offset is defined as an unsigned integer and the entries within the file table are also defined as unsigned integers. Four bytes of data cannot go beyond 4294967295; if they do, they'll wrap back to 0 and starts corrupting data in your GRF. I'm afraid this is technically impossible. If your GRF reached 5+ GB in size, then it means you've lost data within your GRF without you knowing about it. As I mentioned above, if you go past 4 GB with your file offsets, the data wraps back to 0. The fact that your GRF loads means that the file table offset was indeed beyond the limit and is probably written right in the middle of your GRF instead of at the end of it. The file table has overwritten some of your files within your GRF and some indexes are linking to invalid data (and not by a small amount, about 1/5th of your GRF is unreadable). When that happens, the client won't be able to decompress the data as it won't be a valid zlib entry, and it will attempt to read from the next GRF listed.
    2 points
  18. Check if you can download kRO_FullClient_20230404.zip --- https://drive.google.com/file/d/1ceW09_uIishuOTaneLhxVJjBax5Qz1OP/view?usp=sharing
    2 points
  19. Alright, i got my own excel, you can modify the excel by drag it down the row to generate more level if you want.. Here i will share to you guys. job_exp (base) 1-1000.xls job_exp (job) 1-255.xlsstatpoint (1 - 1000).xls After that you can use this link to convert excel to yaml, hen copy it : https://tableconvert.com/excel-to-yaml Then you can go to db/re/job_exp.yml then paste what you needed. Sorry i cant share my own yml, dont ask me! Sorry for bad english
    2 points
  20. 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
  21. thanks, already test it, now the error warning not showing in map server.
    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. Well, what I posted was an example for you to modify yourself to fit your needs. If you want to be able to only mark one specific mob on a map by mob id you can do it like this: - script MOB_MARKER -1,{ OnInit: bindatcmd("markmobs", strnpcinfo(3) + "::OnMarkMobs"); bindatcmd("unmarkmobs", strnpcinfo(3) + "::OnUnmarkMobs"); end; function delete_viewpoints { freeloop(1); for(.@i = 0; .@i < getarraysize(@viewpoints_x); .@i++) { viewpoint(2, @viewpoints_x[.@i], @viewpoints_y[.@i], (.@i + 1), 0xFF0000); } freeloop(0); deletearray(@viewpoints_x, getarraysize(@viewpoints_x)); deletearray(@viewpoints_y, getarraysize(@viewpoints_y)); } OnMarkMobs: if(.@atcmd_numparameters != 1) { dispbottom("Usage: @markmobs MobID"); end; } .@mob_id = atoi(.@atcmd_parameters$[0]); if((.@mob_name$ = strmobinfo(1, .@mob_id)) == "") { dispbottom("A mob with the Mob ID " + .@mob_id + " does not exist."); end; } getmapxy(.@map$, .@x, .@y); getmapunits(BL_MOB, .@map$, .@mobs); if(getarraysize(.@mobs) == 0) { dispbottom("There are no mobs on this map."); end; } if(getarraysize(@viewpoints_x) > 0) { delete_viewpoints(); } freeloop(1); for(.@i = 0; .@i < getarraysize(.@mobs); .@i++) { if(getunitname(.@mobs[.@i]) != .@mob_name$) { continue; } getunitdata(.@mobs[.@i], .@unit_data); .@viewpoint_index = getarraysize(@viewpoints_x); viewpoint(1, .@unit_data[UMOB_X], .@unit_data[UMOB_Y], (.@viewpoint_index + 1), 0xFF0000); @viewpoints_x[.@viewpoint_index] = .@unit_data[UMOB_X]; @viewpoints_y[.@viewpoint_index] = .@unit_data[UMOB_Y]; } freeloop(0); if(getarraysize(@viewpoints_x) == 0) { dispbottom("Mob ID " + .@mob_id + " was not found on the map."); end; } end; OnUnmarkMobs: if(getarraysize(@viewpoints_x) == 0) end; delete_viewpoints(); }
    1 point
  24. Thanks Rynbef, will add it to pull request once I get back, I’m out of town atm.
    1 point
  25. Hey new_1-3,114,64,6 script Stone Pile 1_JOURNEY_STONE_D,{ mes "I need to stay put for 60 seconds so that the stones can activate."; next; if (select("Start", "Cancel") == 2) { close; } mes "Let's start."; close2; progressbar "3131FF",60; getitem 720, 1; specialeffect EF_FLOWERCAST; end; }
    1 point
  26. Well, I'm not quite done yet. Whenever I'm away from Ragnarok for a while, I tend to come up with new ideas for skills, so I figured I'd do one last round of custom skills for classes that were a bit low in terms of total skill count. Pretty much every one of these skills required some kind of unique nuance to get it working, so it was a good test of all I've learned coding this game so far. Assassin: Assassin is one of the most changed classes on my server, as I feel it is a problematic class in a number of ways. It is simultaneously super strong and extremely basic to play, with among the fewest skills in the game and a large portion of its skill tree that no one ever uses. It also has the second-highest base HP of any class in the game for some reason, despite being extremely hard to hit. As such, I've endeavored to flesh out their skill tree to encourage build diversity while simultaneously scaling back their tankiness (they now have the lowest max health of any non-mage class). I think this has mostly worked, but it's had the side effect of making it a significantly harder class to play, and in particular it feels much harder to level at endgame because it's far less self-sufficient now. I wanted to restore a little bit of that feeling of being a one man army without turning them back into a one man army in guild war, so I came up with this. Soul Absorption is a fairly simple passive that restores some HP and SP when you kill things, significantly increasing the levelling efficiency of the class, though it's also now a prerequisite for Soul Breaker, which also scales back the strength of that build to some extent (it was somewhat outperforming the other Assassin builds, especially at low levels). If you think the idea behind this sounds very similar to the Wizard skill Soul Drain, you're not wrong, and mechanically it's implemented very similarly, though unlike Soul Drain it works with any type of attack, not just single target skills. This skill does also work in PVP, though I doubt it would be worth the skill points in guild war. It is fun to grimtooth down a bunch of enemies and get a full heal, though. Rogue: Besides build diversity, something else I want to encourage within the game is class diversity. In vanilla Ragnarok Online, there's quite a lot of classes to choose from to construct your party. Most of the classes can do just fine for DPS. For tanking, you'll usually use a Swordsman class or an Assassin, or maybe a Blacksmith. Then for healing, you bring a Priest. See the problem here? Pretty much no matter how you construct your party, the Priest is kind of essential. As such, one of the main things I've tried to address is to give various classes more options in terms of healing and support to make non-Priest parties more viable. For example, Summoner, Bard, and Alchemist all have better healing options, Monk is better for support, and Star Gladiator and Blacksmith are better at tanking. However, I wanted one more healing option available, but I didn't just want to give another class a standard heal spell. So I came up with a fairly unique healing option for everyone's favourite jack of all trades, the Rogue. Herbology is a unique skill in a bunch of different ways. For starters, it's a heal spell that has cast time and is interruptible, so it's not super great to spam during combat. It also requires an item to use, specifically a Hinalle Leaflet for Levels 1-5, and an Aloe Leaflet for Levels 6-10. The power of the heal actually resets at level 6, but the level 6+ version is an area heal that can heal multiple people close together, while the former version is single target. It also removes certain statuses at certain levels, level 3+ removes Bleeding, level 7+ removes Paralysis, and level 9+ removes Infection (which is a new status that Assassin has access to). Notably, these are all statuses that are hard to get rid of since many status heals don't affect them. It's intended to be used as a kind of backline heal spell, so it's part of the Bow Rogue skill tree, giving them a bit more support power to compliment their backline DPS, though you can certainly also use it as an out-of-combat heal for standard Rogue if you're willing to spend a few points for it. It's probably not a particularly class-defining skill but I feel like the idea behind it fits well with the class. From an implementation standpoint, this is actually kind of complicated due to the fact that it requires different items at different levels, which is not a concept that rathena supports natively (the only other skill that works this way is Potion Pitcher). Also, you might remember from before that the list of skills that target allies is defined client-side, so I had to cannibalize an existing skill for this. There was actually only one ally-targeting skill left in the game that wasn't already used, which was GC_Antidote, which was kind of a funny coincidence since this skill actually also heals Assassin's special poison status (infection is actually a modified version of SC_Toxin). Wizard: Of all the classes in the game, Wizard was probably one of the ones I touched the least. It was always a pretty good class, but with all the other classes getting new skills, it had kind of fallen behind in terms of the number of skills (I was actually a bit shocked by just how small its skill tree was). For some time now, I've sort of wanted to give Wizard some kind of utility spell, but I hadn't come up with any idea I really liked. However, the new Assassin ability gave me an idea. Soul Drain has always been kind of mediocre ability for Wizard, the class doesn't tend to have problems with SP and it doesn't use a ton of single-target spells either, and that ability just felt like it made way more sense for Assassin, so I completely reworked the ability into something totally different. Power Drain is now a regular spell with a totally new effect. It's basically Marionette Control but backwards, when you cast this on an enemy you steal some of their stats for a little while, with the level of the spell determining which stat is stolen. Like Marionette Control, there's both a status for the caster and the victim, and the caster's stats are increased by 1/10th of the victim's value for the chosen stat, while the victim's stats are decreased instead. Casting this on an enemy with high stats is very powerful, for example you could steal 12 Dex from an enemy who had 118 Dex, which is a ton, though the effect doesn't last especially long. I think it's still fun to play around with though. High Wizard also gets another attack spell in Explosion. This is just a reworked version of Warlock's Soul Expansion, where it's a slow-casting single target fire spell that hits really hard. Not too much to say about this, I just always felt that Wizard's fire spells seemed kind of weak. If you stone curse someone and then do magical amplification before this spell it does bonkers damage, so I guess this increases Wizard's dueling potential in PVP. That's not all for Wizard, though, they also get another new attacking spell in Static Field. This is kind of like a wind-element version of the Ninja's Blaze Shield spell, in that it creates a zone of damaging magic that can also inflict a status, in this case Paralyse. It doesn't hit as frequently, but it's still a decent way to slow down attackers. This skill is actually a reworked version of Shadow Chaser's Chaos Panic skill. It looks much more like an electric attack to me. Speaking of Shadow Chaser skills there's also this. This is actually what I always expected Shadow Chaser's Dimension Door would do, as similarly-named spells in other games usually have this effect, but instead what it does is it creates a zone on the floor that simply teleports you to a random location if you step on it, which is kind of a troll spell that you can't even use in GVG. Instead, my version of the spell creates an exit portal wherever you cast the spell, and an entrance portal wherever you were standing. This results in you warping to the new location immediately, but your allies can use it too. This is a fun way to take shortcuts or bypass traps in War of Emperium, though Dex does not reduce the spell's casting time and the portal doesn't stay open for very long, so it's not super abusable. Actually, Wizard also gets Teleport and Warp Portal as well, which are both prerequisites to get this spell, so even if this doesn't have a lot of use outside of WoE they still gain some extra utility. I think this is enough new tools to play with that Wizard doesn't feel neglected anymore. This was probably the hardest one to program. The entrance portal is actually Manhole, which didn't otherwise exist on my server, but obviously its functionality is totally changed. The exit portal is the actual Dimension Door spell, but it no longer does anything at all since the trip is one-way (save for the fact that it can be removed by spells like Ganbantein, which also eliminates the entry portal as they are linked to each other). Anyway, that's probably it for new stuff for a bit. The classes are looking pretty good now, there's probably mainly just going to be relatively small balance adjustments to skill power and enemy skill lists and such for the next little while.
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  27. Elurair Patching Launcher (RO Patcher Lite+ROCred Merge) About Universal auto-patcher for all your updating needs combined with a launcher, which is fully skinnable, highly customizable and easy on resources. It is free of any cost and works on every 32-bit and 64-bit Microsoft* Windows* platform. Known Issues None. FAQ Q: Does the patcher support encrypted GRFs? A: Yes, common GRF encryption schemes are supported. Q: Can I use the Patcher part without the Launcher part? A: Yes, the Launcher mechanics and UI can be disabled in configuration. Q: Can I use the Launcher part without the Patcher part? A: Yes, remove all Patcher sections from the configuration. Download & Website http://ai4rei.net/p/skal License This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 International License.
    1 point
  28. Remove everything on this Label https://github.com/rathena/rathena/blob/f34a47ae24b6e96e2d68d03cb0bdc7dc3dbee74c/npc/custom/woe_controller.txt#L32 Rynbef~
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  29. int counter = static_cast<int>(pc_readreg2( sd, ATTENDANCE_COUNT_VAR )); // Check if we have a remaining counter from a previous period if( counter >= 25 && !pc_attendance_rewarded_today(sd) ){ pc_setreg2( sd, ATTENDANCE_COUNT_VAR, 0 ); return 0; }
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  30. Here is an example. I haven't tested. EventBan.txt U can use a command to ban player from event in minutes. Different events can have different IDs. And u have a function u can call to check if player is banned or not. Rynbef~
    1 point
  31. Sorry, my mistake. You must enter the domain name you got here. That would be that happyragnarok.wuaze.com domain in that box.
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  32. Step seven is for making your home page HTTPS instead of HTTP. This can be done with just your IP as well. Step eight is file transfer protocol which is also able to be done withjust the IP. For these next steps the DNS is optional as a feature, but still recommended if you plan to publish this website publicly.
    1 point
  33. The last few years, I've been poundering a certain matter: Why is Ragnarok Online so difficult to get into for new people? A few answers come to mind but there's one factor most people seem to agree on: Finding any sort of accurate information on this game is a nightmare. Basically, unless you're already in the know, it's really difficult to sort out good guides and databases from bad ones. Nevermind the hundreds of guides made for defunct servers that were full of customs, even the "good" sources of information in Ragnarok are often divergent and dubious. And so, I set out on a personal project: Improving the way this game is presented to new people. A daunting task, but one that must be accomplished. If we wish to see the game continuing to thrive as it enters its 3rd decade of life. For starters, I begun by reaching for the lowest hanging fruit I could think: The in-game skill translations. Of course, although I call this a low hanging fruit, it was an enormous task nonetheless. And so I present the community with my work, the initial release of my Improved Pre-Renewal Skill Translation and Tooltips. These are "translations" in name only. I didn't care to look at the official, original or korean descriptions at all. My starting point was llchrisll's skill translation file for Pre-Renewal. From there, I compared the content of the tooltip against RateMyServer, iROwiki/classic/ and my own knowledge. But that's not everything. I went and double checked the code for every skill, in order to make sure it was accurate. The damage formulas for every skill, the success chance of every debuff, what stats and gear work or do not work for a given skill, what other skills interact with, the scaling per level on skills, the whole works. Almost every single skill in Pre-Renewal was revised and compared against these sources to see which one was most accurate. To my surprise, I found that all three could be wrong. And this happened A LOT. If you trusted in-game tooltips, you were being lied to. Like, more than half of the time. When information was not incomplete, it was wrong half of the time. You trust iROwiki? That's a little better but your understanding of the game was basically fanfiction compared to reality. RateMyServer descriptions? Surprisingly they were the closest to reality a few times but they often had outdated descriptions that didn't match the game at Ash Vacuum episode. But enough talk, it's better that I show you just how wrong everything really was. With pictures! Bowling Bash is such a rich skill! There's so much to talk about! Any experienced player could write a paragraph or two about how this skill works. But the tooltip? Didn't even have any information about Skill Scaling per level? I'm sure we could improve this a whole lot if we tried... Now this is more like it! It mentions a bunch of key aspects of Bowling Bash, such as how it hits twice, has gutterlines, how they can be removed and mentions the invisible cast time that so many people don't even know about. Not to mention I've fixed the line breaks, so that words are not cut in half. Just for this skill? Of course not, line breaks were done to every skill. I can't guarantee it will stay nice and pretty on different font but I did try to leave a little margin for error. Next, let's take a look at a favorite of mine: Soul Breaker. See? This is the sort of 'fanfiction' I was talking about. Literal lies present on this tooltip! This is one of the tooltips I'm most proud about, and a perfect example of how I want to make information accessible to new players. Soul Breaker is a skill most people aren't really sure how it works, but with just a tiny page, you can quickly reference every single important fact about Soul Breaker. The colors make it so easy to understand! Next, let's look at some example where iROwiki was completely wrong: Okay, this is another poo one. No useful information at all. What do extra skill levels do? Let's check iROwiki: Okay that makes sense, it IS a strip skill similar to Rogue's. Let's check the source code to be sure... skill.cpp case GS_DISARM: rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv)); rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target); break; Well well well, what do we have here? iROwiki is lying? More likely than you think! The DEX difference does not matter in this case. Instead, Disarm cares about the gap between the Levels. After about 40 minutes of testing and making sure I got my facts right, I was then able to write the only accurate description for this skill that matches its current implementation. So yeah, this pattern repeated itself a lot over the months. Some classes are worse than others. Going over Star Gladiator and Bard/Dancer skills was a huge chore. Some more examples: And well, since you can never have too many examples, have a big collage of them. This release includes everything I could think about that was relevant for Pre-Renewal: -Base Classes -Second Classes -Trans Classes -Expanded Classes -Quest Skills -Item Skills -Homunculus Skills -Guild Skills -Mercenary Skills Of course, I'm just a single guy and this is a huge file of text. There's no doubt typos, inconsistencies, and breaking of standards. I tried to follow llchrisll's translation formation but haven't done enough revisions to work all the problems yet. Still, it's ready to be used and tested. Let me know here any and all typos and mistakes you find! skilldescript.lub
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  34. 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
  35. try link https://drive.google.com/drive/folders/1NKzHYH4o2KUMxR5yFeVxV6iKkD11MLSr from Checkmate, above your post.
    1 point
  36. 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  
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  37. I've uploaded a new and highly improved updated patch. ? Enjoy guys!
    1 point
  38. Hi how do I add the Geffenia map? when I warp to Geffenia01 I get an error message
    1 point
  39. View File Item Mall (All new items) This is a item mall with all items in it updated has tons of stuff found this script broken on forums with no author fixed it and cleaned it up and added tons of items should have everything in it I'll keep it updated as new items come out! Submitter Zycron Submitted 05/09/2018 Category Utilities Video Content Author Unknown Updated by: Zycron  
    1 point
  40. Jobmaster change for Zeny: - First Job: 15.000z - Second Job: 250.000z - Third Job: 1.000.000z - Rebirth: 1.285.000z + Heroic Stone. Change price: setarray .cost, // Cost for Jobchange 15000, // To First Job 250000, // To Second Job 1000000, // To Third Job 1285000; // To Rebirth setarray .rebirthRequiredItemId[0],7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825; // Item Requeriment for Rebirth. Change for Pre-Renewal: // Settings .ThirdClass = false; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = false; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = false; // Enable Baby third classes? .BabyExpanded = false; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = false; // Enable Baby Summoner? .LastJob = true; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = false; // Get platinum skills automatically? .GetJobEquip = true; // Get job equipment (mostly weapons) on job change? Change for Renewal: // Settings .ThirdClass = true; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = true; // Enable Baby third classes? .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = true; // Enable Baby Summoner? .LastJob = true; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = false; // Get platinum skills automatically? .GetJobEquip = true; // Get job equipment (mostly weapons) on job change? //===== rAthena Script ======================================= //= Job Master //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. [Euphy] //= 1.1 Fixed reset on Baby job change. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. //= 1.3 Kagerou/Oboro added. //= 1.4 Rebellion added. //= 1.5 Added option to disable RebirthClass. [mazvi] //= 1.6 Added option to get job related equipment on change. [Braniff] //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey] //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi] //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi] //============================================================ prontera,153,193,6 script Job Master 123,{ function Get_Job_Equip; // Checks if the Player has the required level. // closes if not, returns if yes function Require_Level { if (BaseLevel < getarg(0) || JobLevel < getarg(1)) { .@blvl = getarg(0) - BaseLevel; .@jlvl = getarg(1) - JobLevel; mes "Level requirement:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "You need " + ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + ((.@jlvl > 0) ? "and " : "") : "") + ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") + "to continue."; close; } return; } // Checks if the given eac is a baby class function Is_Baby { return ((getarg(0, eaclass())&EAJL_BABY)>0); } // Checks if the player can change to third class. // Note: This does not include the level checks. function Can_Change_Third { // To change to third class you either need to be: // * Second Class // * Transcendent Second Class // * Baby Second Class if( !.ThirdClass ) return false; // Third job change disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_THIRD ) return false; // Already Third Class if( roclass(eaclass()|EAJL_THIRD) < 0 ) return false; // Job has no third Class if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE ) return false; // Exp. Super Novice equals 3rd Cls, but has it's own case if( Is_Baby() && (!.BabyClass || !.BabyThird) ) return false; // No Baby (Third) change allowed return true; } function Can_Rebirth { // To rebirth, you need to be: // * Second Class if( !.RebirthClass ) return false; // Rebirth disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&(EAJL_UPPER|EAJL_THIRD) ) return false; // Already Rebirthed/ Third Class if( roclass(eaclass()|EAJL_UPPER) < 0 ) return false; // Job has no transcended class if( Is_Baby() && !.BabyClass ) return false; // No Baby changes allowed return true; } // Checks if the given eac is a first class function Is_First_Cls { return (getarg(0) <= EAJ_TAEKWON); } function Check_Riding { // Note: Why we should always check for Riding: // Mounts are considered as another class, which // would make this NPC bigger just to handle with // those special cases. if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your ^ff0000" + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + "^000000 before proceeding."; close; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { mes "Please use all your ^ff0000skill points^000000 before proceeding."; close; } return; } // addJobOptions is essentially the same like // setarray .@array[getarraysize(.@array)],opt1,opt2,...; // It's just easier to read, since we're using it very often function Job_Options { .@argcount = getargcount(); .@arr_size = getarraysize(getarg(0)); for( .@i = 1; .@i < .@argcount; .@i++) { setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i); } } // Begin of the NPC mes .NPCName$; Check_Riding(); Check_SkillPoints(); // initialisation .@eac = eaclass(); .@third_possible = Can_Change_Third(); .@rebirth_possible = Can_Rebirth(); .@first_eac = .@eac&EAJ_BASEMASK; .@second_eac = .@eac&EAJ_UPPERMASK; // Note: These are already set in pc.cpp // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")"; // From here on the jobmaster checks the current class // and fills the the array `.@job_opt` with possible // job options for the player. if( .@rebirth_possible ) { // Rebirth option (displayed on the top of the menu) Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]); Job_Options(.@job_opt, Job_Novice_High); } if( .@third_possible ) { // Third Job change (displayed below rebirth) Require_Level(.Req_Third[0], .Req_Third[1]); Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD)); } if (.SecondExpanded && (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN // (Baby) Super Novice to Expanded (Baby) Super Novice if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]); Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls } } if (.SecondExpanded && ((.@eac&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger // (Baby) Ninja to (Baby) Kagerou / Oboro // (Baby) Gunslinger to (Baby) Rebellion if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]); // Kagerou, Oboro, Rebellion are considered as a 2-1 class Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1)); } } // Player is Job_Novice, Job_Novice_High or Job_Baby if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) { // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY Require_Level(.Req_First[0], .Req_First[1]); switch(Class) { case Job_Novice: // First job change Job_Options(.@job_opt,Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja); if( .BabyNovice ) Job_Options(.@job_opt, Job_Baby); break; case Job_Novice_High: // Job change after rebirth if( .LastJob && lastJob ) Job_Options(.@job_opt, roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); else Job_Options(.@job_opt, Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High); break; case Job_Baby: if( !.BabyClass ) break; // First job change as a baby Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief); if( .BabyExpanded ) Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon, Job_Baby_Gunslinger, Job_Baby_Ninja); if( .BabySummoner ) Job_Options(.@job_opt, Job_Baby_Summoner); break; default: mes "An error has occurred."; close; } } else if( Is_First_Cls(.@eac) || // First Class Is_First_Cls(.@eac&(~EAJL_UPPER)) || // Trans. First Cls (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) { // Baby First Cls // Player is First Class (not Novice) // most jobs should have two options here (2-1 and 2-2) .@class1 = roclass(.@eac|EAJL_2_1); // 2-1 .@class2 = roclass(.@eac|EAJL_2_2); // 2-2 // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")"; if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) { // Player is rebirth Cls and linear class changes are enforced Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, lastJob + Job_Novice_High); } else { // Class is not enforced, player can decide. if( .@class1 > 0 ) { // 2-1 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class1); } if( .@class2 > 0 ) { // 2-2 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class2); } } } // Displaying the Job Menu defined by .@job_opt. // .@job_opt should not be changed below this line. function Job_Menu; Job_Menu(.@job_opt); close; // Displays the job menu function Job_Menu { function Confirm_Change; while(true) { mes "I can train you to get stronger ^008aff"+strcharinfo(0)+"^000000!."; mes "You don't even have to complete a quest!"; mes "..."; next; mes .NPCName$; mes "Prices:^ff0000$^000000"; mes "- First Class = ^ff0000"+.cost[0]+"^000000z"; mes "- Second Class = ^ff0000"+.cost[1]+"^000000z"; mes "- Third Class = ^ff0000"+.cost[2]+"^000000z"; mes "- Rebirth = ^ff0000"+getitemname(.rebirthRequiredItemId[0])+"^000000 & ^ff0000"+.cost[3]+"^000000z."; next; Check_Riding(); Check_SkillPoints(); // getarg(0) is the .@job_opt array holding all available job changes. .@opt_cnt = getarraysize(getarg(0)); if( .@opt_cnt <= 0 ) { mes .NPCName$; mes "No more jobs are available."; close; } .@selected = 0; // Just a single job class given, no select needed if (.@opt_cnt > 1) { // Multiple job classes given. Select one and save it to .@class // After that confirm .@class mes .NPCName$; mes "Select a job."; .@menu$ = ""; for (.@i = 0; .@i < .@opt_cnt; .@i++) { if( getelementofarray(getarg(0), .@i) == Job_Novice_High) .@jobname$ = "^0055FFRebirth^000000"; else .@jobname$ = jobname(getelementofarray(getarg(0), .@i)); .@menu$ = .@menu$ + .bcor$+" " + .@jobname$ + ":"; } .@menu$ = .@menu$+ .rcor$+" ^777777Cancel^000000"; .@selected = select(.@menu$) - 1; if( .@selected < 0 || .@selected >= .@opt_cnt ) close; next; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes .NPCName$; mes "A base level of ^ff0000" + .SNovice + "^000000 is required to turn into a ^008aff" + jobname(.@class) + "^000000."; return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { .@previous_class = Class; .@to_cls = getarg(0); if ( (.@to_cls >= Job_Swordman && .@to_cls <= Job_Thief) || (.@to_cls >= Job_Gunslinger && .@to_cls <= Job_Ninja) || .@to_cls == Job_Taekwon || (.@to_cls >= Job_Swordman_High && .@to_cls <= Job_Thief_High) || (.@to_cls >= Job_Baby && .@to_cls <= Job_Baby_Thief) || .@to_cls == Job_Baby_Gunslinger || .@to_cls == Job_Baby_Ninja || .@to_cls == Job_Baby_Taekwon ) { .costamount = .cost[0]; } else if ( (.@to_cls >= Job_Knight && .@to_cls <= Job_Crusader2) || (.@to_cls >= Job_Lord_Knight && .@to_cls <= Job_Paladin2) || (.@to_cls >= Job_Star_Gladiator && .@to_cls <= Job_Soul_Linker) || (.@to_cls >= Job_Kagerou && .@to_cls <= Job_Rebellion) || .@to_cls == Job_SuperNovice || (.@to_cls >= Job_Baby_Knight && .@to_cls <= Job_Super_Baby) ) { .costamount = .cost[1]; } else { .costamount = .cost[2]; } if ( (.@to_cls == Job_Novice_High && .LastJob) ) { .costamount = .cost[3]; } if ( Zeny < .costamount ) { next; mes .NPCName$; mes "You don't have ^ff0000"+.costamount+"^000000 Zeny!"; close; } next; mes .NPCName$; mes "You are now ^008aff" + callfunc("F_InsertArticle", jobname(.@to_cls)) + "^000000!"; if (.@to_cls == Job_Novice_High && .LastJob) { lastJob = Class; // Saves the lastJob for rebirth } Zeny -= .costamount; jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.@previous_class != Class) { if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); } close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 || eaclass(.@class) == -1 ) { mes .NPCName$; mes "Unknown Class Error."; close; } mes .NPCName$; mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = .bcor$+" Change into ^0055FF"+jobname(.@class)+"^000000 class"; if( .@class == Job_Novice_High) .@job_option$ = .bcor$+" ^0055FFRebirth^000000"; if (select(.@job_option$+ ":" + ((.@back) ?.rcor$+"^777777Go back^000000" : .rcor$+"^777777Cancel^000000") + "") == 1) { if( .@class == Job_Novice_High) { if(getarraysize(.rebirthRequiredItemId) > (Class - 7)) //check if required item id have been provided { if ( Zeny < .cost[3] ) { next; mes .NPCName$; mes "You don't have ^ff0000" + callfunc("F_InsertComma",.cost[3]) + "^000000z!"; close; } if(countitem(.rebirthRequiredItemId[Class - 7]) > 0) { next; mes .NPCName$; mes "I see if you have ^ff0000" + getitemname(.rebirthRequiredItemId[0]) + "^000000 + ^ff0000" + callfunc("F_InsertComma",.cost[3]) + "^000000z. ^0055FFGood^000000."; delitem .rebirthRequiredItemId[Class - 7], 1; Job_Change(.@class); } else { next; mes .NPCName$; mes "You don't have ^ff0000" + getitemname(.rebirthRequiredItemId[0]) + "^000000. Come back with it before asking for ^0055FFRebirth^000000."; close; } } } Job_Change(.@class); } if (!.@back) close; // "Cancel" pressed return; } // Function which gives a job related item to the player // the items are the rewards from the original job change quests function Get_Job_Equip { // Note: The item is dropping, when the player can't hold it. // But that's better than not giving the item at all. .@eac = eaclass(); if( .@eac&EAJL_THIRD ) { // Third Class Items getitem 2795,1; // Green Apple Ring for every 3rd Class switch(BaseJob) { // BaseJob of Third Cls // For Normal Third, Baby Third and Transcended Third Cls case Job_Knight: getitem 5746,1; break; // Rune Circlet [1] case Job_Wizard: getitem 5753,1; break; // Magic Stone Hat [1] case Job_Hunter: getitem 5748,1; break; // Sniper Goggle [1] case Job_Priest: getitem 5747,1; break; // Mitra [1] case Job_Blacksmith: getitem 5749,1; break; // Driver Band [1] case Job_Assassin: getitem 5755,1; break; // Silent Executor [1] case Job_Crusader: getitem 5757,1; break; // Dip Schmidt Helm [1] case Job_Sage: getitem 5756,1; break; // Wind Whisper [1] case Job_Bard: getitem 5751,1; break; // Maestro Song's Hat [1] case Job_Dancer: getitem 5758,1; break; // Dying Swan [1] case Job_Monk: getitem 5754,1; break; // Blazing Soul [1] case Job_Alchemist: getitem 5752,1; break; // Midas Whisper[1] case Job_Rogue: getitem 5750,1; // Shadow Handicraft [1] getitem 6121,1; // Makeover Brush getitem 6122,1; break; // Paint Brush } } else if ( !(.@eac&EAJL_2) && !(.@eac&EAJL_UPPER) ) { // Not Second Job AND not Rebirth/Third if ( (.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN ) { getitem 1101,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_MAGE ) { getitem 1601,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_ARCHER ) { getitem 1701,1; getitem 1750,500; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_ACOLYTE ) { getitem 1501,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_MERCHANT ) { getitem 1301,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_THIEF ) { getitem 1201,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_GUNSLINGER ) { getitem 13100,1; getitem 13200,500; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_NINJA ) { getitem 13010,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_TAEKWON ) { getitem 2101,1; } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "^FF7F00[ Job Master ]^000000"; .bcor$ = "^008aff[>]^000000 "; // Option Button Symbol; .rcor$ = "^ff0000[>]^000000 "; // Cancel button symbol; // Settings .ThirdClass = false; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = false; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = false; // Enable Baby third classes? .BabyExpanded = false; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = false; // Enable Baby Summoner? .LastJob = true; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = false; // Get platinum skills automatically? .GetJobEquip = true; // Get job equipment (mostly weapons) on job change? // Level Requirements setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice .SNovice = 45; // Minimum base level to turn into Super Novice setarray .cost, // Cost for Jobchange 15000, // To First Job 250000, // To Second Job 1000000, // To Third Job 1285000; // To Rebirth setarray .rebirthRequiredItemId[0],7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825; // Item Requeriment for Rebirth. // Setting adjustments by PACKETVER if( PACKETVER < 20161207 ) { if( .BabyExpanded ) debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER."; if( .BabySummoner ) debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER."; .BabyExpanded = false; .BabySummoner = false; } end; } jobmaster.txt
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  41. Hi, you can use mapflag noskill to disable all skills; https://github.com/rathena/rathena/blob/master/doc/mapflags.txt#L161 or create new zone with list of skills that shouldn't be used on current map https://github.com/rathena/rathena/blob/master/db/re/skill_nocast_db.txt for that you need mapflag restricted <zone> https://github.com/rathena/rathena/blob/master/doc/mapflags.txt#L167
    1 point
  42. Solved by my own means. Autotrade merchants are not counting in the multi login ip filter, Only 3 accounts per IP and the fourth was kicked. Also added an exception, just in case there are confirmed brothers, couples, etcm in different pcs but using same ip: if (#brothers) end; - script Only3perIP -1,{ OnPCLoginEvent: if (getgmlevel() >= 99) end; if (#brothers) end; set .@myname$, strcharinfo(0); if (query_sql("SELECT `char`.`name` FROM `char` LEFT JOIN login ON `char`.account_id=login.account_id WHERE login.last_ip='"+getcharip()+"' AND `char`.online=1 AND `char`.char_id!="+getcharid(0), .@name$) >= 2) { for (set .@i,0; .@i<getarraysize(.@name$); set .@i,.@i+1) { if (!checkvending(.@name$[.@i]) ) set .@sameip, .@sameip +1; } if (.@sameip >= 3) { announce "Lo sentimos, Solo se permite un maximo de 3 cuentas logeadas por IP.", bc_self; mes "Suzaku Ro"; mes "Lo sentimos, solo se permite un maximo de 3 cuentas logeadas por IP!"; sleep 4000; atcommand "@kick " + .@myname$; } } end; }
    1 point
  43. 1 point
  44. you are asking a lot of questions i couldn't understand most of it i think you want to know how to add Custom NPC? this a short guide < do it and everything would work: SERVER_FILES: >src >>map >>npc.hpp EXAMPLE: JT_NPC_CUSTOM = 30000, >>script_constants.hpp EXAMPLE: export_constant_npc(JT_NPC_CUSTOM); CLIENT_FILES: >data >>sprite >>>npc >>>> //your npc spr/act here EXAMPLE: >>>>npc_test.act >>>>npc_test.spr >>luafiles514 >>>lua files >>>>datainfo >>>>>npcidentity.lub EXAMPLE: JT_NPC_CUSTOM = 30000, (THE ID MOST NOT BE ALREADY USED IN jobidentity.lub AND npcidentity.lub / THE ID MUST BE THE SAME AS THE SERVER npc.hpp) >>>>>jobname.lub EXAMPLE: [jobtbl.JT_NPC_CUSTOM] = "npc_test", recompile your server do not use already used IDS/NAMES "JT_" is important make sure the client read the files you edited first!!!! <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< READ THIS run your server now you can add the script in your server prontera,150,150,0 script my_costum_npc 30000,{} OR prontera,150,150,0 script my_costum_npc JT_NPC_CUSTOM,{} reloadscript and you will see your npc
    1 point
  45. What git hash are you using? Anyways try this one - script point_cmd -1,{ OnInit: bindatcmd("eventpt","point_cmd::OnAtcommand",0,99); end; OnAtcommand: .@points = atoi(.@atcmd_parameters$[1]); if( .@atcmd_parameters$[0] == "" || .@points < 1 || .@atcmd_numparameters != 2 ) { message strcharinfo(0),"Please enter correct parameters (usage: @evenpt <character name> <number of event points>)"; message strcharinfo(0),"@evenpt failed."; end; } .@charname$ = .@atcmd_parameters$[0]; .@accid = getcharid(3,.@charname$); .@rewarder$ = strcharinfo(0); if( attachrid(.@accid) ) { #EVENTPOINTS += .@points; dispbottom "You received "+.@points+" event points."; dispbottom "Total Event Points: "+#EVENTPOINTS+""; message .@rewarder$, ""+.@points+" Event Points was rewarded to "+.@charname$+"."; } else { message strcharinfo(0),"No character found."; message strcharinfo(0),"Might be offline or a non-existing character name."; message strcharinfo(0),"@evenpt failed."; } end; }
    1 point
  46. Here, Auto repair/identify included. if you don't want it just remove it. Credits to Euphy //===== rAthena Script ======================================= //= Healer //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.1 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Basic healer script. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.1 Aligned coordinates with @go. //============================================================ - script Healer -1,{ .@Price = 0; // Zeny required for heal .@Buffs = 1; // Also buff players? (1: yes / 0: no) .@Delay = 5; // Heal delay, in seconds if (@HD > gettimetick(2)) end; if (.@Price) { message strcharinfo(0), "Healing costs " + callfunc("F_InsertComma",.@Price) + " Zeny."; if (Zeny < .@Price) end; if (select("^0055FFHeal^000000:^777777Cancel^000000") == 2) end; Zeny -= .@Price; } specialeffect2 EF_HEAL2; percentheal 100,100; if (.@Buffs) { specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,240000,10; specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10; //repairall if( getbrokenid(1) ) repairall; getinventorylist; while( .@i < @inventorylist_count ){ if ( !@inventorylist_identify[.@i] ){ delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem @inventorylist_id[.@i],1; } .@i++; } } if (.@Delay) @HD = gettimetick(2) + .@Delay; end; } // Duplicates //============================================================ alberta,25,240,6 duplicate(Healer) Healer#alb 909 aldebaran,135,118,6 duplicate(Healer) Healer#alde 909 amatsu,204,112,3 duplicate(Healer) Healer#ama 909 ayothaya,144,117,5 duplicate(Healer) Healer#ayo 909 comodo,184,158,6 duplicate(Healer) Healer#com 909 einbech,57,36,6 duplicate(Healer) Healer#einbe 909 einbroch,57,202,6 duplicate(Healer) Healer#einbr 909 geffen,115,72,6 duplicate(Healer) Healer#gef 909 gonryun,156,122,6 duplicate(Healer) Healer#gon 909 hugel,89,150,6 duplicate(Healer) Healer#hug 909 izlude,121,150,6 duplicate(Healer) Healer#izl 909 //Pre-RE: (125,118) jawaii,250,139,4 duplicate(Healer) Healer#jaw 909 lighthalzen,152,100,6 duplicate(Healer) Healer#lhz 909 louyang,223,120,3 duplicate(Healer) Healer#lou 909 manuk,272,144,6 duplicate(Healer) Healer#man 909 mid_camp,203,289,6 duplicate(Healer) Healer#mid 909 moc_ruins,72,164,4 duplicate(Healer) Healer#moc 909 morocc,153,97,6 duplicate(Healer) Healer#mor 909 moscovia,220,191,4 duplicate(Healer) Healer#mos 909 niflheim,212,182,5 duplicate(Healer) Healer#nif 909 payon,163,226,3 duplicate(Healer) Healer#pay 909 prontera,162,193,4 duplicate(Healer) Healer#prt 909 rachel,125,116,6 duplicate(Healer) Healer#rac 909 splendide,201,153,4 duplicate(Healer) Healer#spl 909 thor_camp,249,74,4 duplicate(Healer) Healer#thor 909 umbala,105,148,3 duplicate(Healer) Healer#umb 909 veins,217,121,4 duplicate(Healer) Healer#ve 909 xmas,143,136,4 duplicate(Healer) Healer#xmas 909 yuno,164,45,4 duplicate(Healer) Healer#yuno 909 // Duplicates (Renewal) //============================================================ brasilis,194,221,6 duplicate(Healer) Healer#bra 909 dewata,195,187,4 duplicate(Healer) Healer#dew 909 dicastes01,201,194,4 duplicate(Healer) Healer#dic 909 ecl_in01,45,60,4 duplicate(Healer) Healer#ecl 909 malangdo,132,114,6 duplicate(Healer) Healer#mal 909 malaya,227,204,6 duplicate(Healer) Healer#ma 909
    1 point
  47. hide it inside the grf: if you are using iteminfo.lub search for 53 79 73 74 65 6D 2F 69 74 65 6D 69 6E 66 6F 2E 6C 75 62 replace with 64 61 74 61 2F 69 74 65 6D 69 6E 66 6F 2E 6C 75 62 2E 2E
    1 point
  48. Hi, for this matter you got 2 choices. -Recompile server with pre-renewal formulas overall by commenting this line in renewal.h, #define RENEWAL and recompile. It well turn your server into part pre-renewal for several formulas unless you comment out the rest on it. or -Go in the source code, pc.c, and change the following line, sp += (low < 100) ? (2 + (low - 1) / 10) : (16 + 4 * ((low - 100) / 5)); for sp += ( 1 + (low + 9) / 10 ); and recompile the server which will make server use pre-renewal formulas for status point calculations while keeping the rest of the renewal settings.
    1 point
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