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  1. Froggo Rö Folder This is a simple RO folder that contains everything you need to run a 2022-04-06 client, the latest publicly available. I have cleaned and compressed the data.grf file to reduce its size from 3.87GB to 2.15GB. official_data.grf took the same treatment and the file size went down to 426MB. Additionally, I have added a mini-map to all those maps that were lacking one, approximately 275 mini-maps were added, I only ignored some indoor (_in) and guild castles maps. Before BGM, the Rö folder has a total size of 2.62GB, after BGM it reaches 2.96GB Screenshots Requirements Server Up & Running with ‎‏‏‎ PACKETVER=20220406 Visual C++ Redistributables DirectX Runtime Features Includes latest RoEnglishRE - 16/mar/2024 Custom Lua Support jRO Enchantment Display Includes rsu-kro-rag-lite (kRO updater) - v4.2.2.1316 Includes opensetup - v3.1.0.627 Includes iRO's Setup.exe, thanks to relzz! Includes AzzyAI 1.55 Includes Packet Viewer Download click here to download a .zip file of this ro-folder Extra Warp Profile for 2022-04-06 used for FroggoClient.exe (mirror) 2022-04-06 Vanilla Ragexe Client Login Screen Creator Official Ragnarok Complete Installer (08/Jan/2024)(mirror) Froggö Ro Folder Gitlab's Repo FAQ Why am I getting CHARACTER_INFO size error when trying to log in? Possible reasons: You are using outdated rAthena which doesn't work with 2022-04-06 client. You haven't set correct PACKETVER or done it with mistakes (skill issue ). You haven't recompiled rAthena. You haven't restarted server after recompilation. Why am I getting errors about MSVCP140.dll, VCRUNTIME140.dll when executing FroggoClient.exe? You haven't installed Visual C++ Redist, check requirements section, if problem persists, try installing this too Visual C++ Redist for VS 2012u4 What is official_data.grf ? official_data.grf is from the ROResourceCollection project, which brings many items, mobs and npc files from other RO Regions and merges it into one convenient grf. Why does the Setup.exe opens instead of the FroggoClient.exe? In your Windows registry there is no data about your selected graphic card, to fix it, just set up your settings in Setup.exe and click on OK, be aware to don't select DirectX9, stay on DirectX7 What was removed from the data.grf? Several unnecessary files were removed from the data.grf . These included residual files such as thumbs.db and stray BMP Screenshots. However, the majority of the cleanup was performed in the mob and npc sprite folders. In these folders, some .spr files contained sprites (images) that were not utilized in their corresponding .act files. For example, the monster katrinn's .spr file contained approximately 140 images, but only 6 of them were actually used. In total, out of nearly 90,000 collective images, around 9,400 were removed alv.
    8 points
  2. Let's continue to explore new horizons in mapping! A seamless map containing the entire island of Angrboda, where the place of worship of the god Odin is located. The island can be used for a Battle Royale in the RO lore, for other events or as a replacement for the standard three locations. The map size is 400x400 tiles or 800x800 cells. .•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•. odin1map video: Lighting and shadows have been completely restored. In addition, local lighting has been added in various places. Since the map was created for special modes, the places available to players have been expanded. So the huge hill between the first and second areas was completely opened, and a coastal zone was added in the second area. Passages, descents and ascents were also added. The bridge connects the areas. Especially for the Battle Royale mode, shooting and using skills from lowlands and hills is allowed.
    4 points
  3. Hmm, there is an approximation that can be done which will probably be good enough. The point 2 is misleading; what is seen in the UI is a blend of the background + layers. You can't separate them as it's already a final image, if that makes sense. But you could in theory extract a transparency value by using a black and white background version of the composite image. Then do some math magic and approximate the bgra values. I've added the option in 1.1.0, though it's a bit awkward to use (found in File > Export as PNG...).
    3 points
  4. 1. rathena/src/map/script.hpp Search: HAT_EF_MAX Replace: /* Custom Hateffects */ HAT_EF_arcane_aura_A, HAT_EF_arcane_aura_B, HAT_EF_gluttony_aura_A, HAT_EF_gluttony_aura_B, HAT_EF_MAX = 9999 2. rathena/src/map/script_constants.hpp Search: export_constant(HAT_EF_EFST_C_20TH_ANNIVERSARY_HAT); Replace: export_constant(HAT_EF_EFST_C_20TH_ANNIVERSARY_HAT); /* Custom Hateffects */ export_constant(HAT_EF_arcane_aura_A); export_constant(HAT_EF_arcane_aura_B); export_constant(HAT_EF_gluttony_aura_A); export_constant(HAT_EF_gluttony_aura_B); 3. Compile you Server. 4. Copy in you Data/texture/effect/(arcane_aura) and (gluttony_aura) Data(Example_Auras).zip 5. Data/luafiles514/lua files/hateffectinfo/hateffectinfo.lub Search: HAT_EF_efst_C_20th_Anniversary_Hat = 176 } Replace: HAT_EF_efst_C_20th_Anniversary_Hat = 176, HAT_EF_arcane_aura_A = 177, HAT_EF_arcane_aura_B = 178, HAT_EF_gluttony_aura_A = 179, HAT_EF_gluttony_aura_B = 180 } resourceFileName: route effect(Data/effect/name you effect folder/name you str file.str) IsIgnoreRiding: if true when mounting a mount or asking for hateffect will not go up, it will ignore this action isRenderBeforeCharacter: If true when using hateffect it will be over the character. hatEffectPos: Position the Y anchor (up and down) of the hateffect hatEffectPosX: Positions hateffect X anchor (left right) isAdjustPositionWhenShrinkState: always true isAdjustSizeWhenShrinkState: always true Search: [HatEFID.HAT_EF_efst_C_20th_Anniversary_Hat] = { resourceFileName = "efst_C_20th_Anniversary_Hat\\20th_f.str", hatEffectPos = -6, hatEffectPosX = 0, isIgnoreRiding = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true } } Replace: [HatEFID.HAT_EF_efst_C_20th_Anniversary_Hat] = { resourceFileName = "efst_C_20th_Anniversary_Hat\\20th_f.str", hatEffectPos = -6, hatEffectPosX = 0, isIgnoreRiding = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }, [HatEFID.HAT_EF_arcane_aura_A] = { resourceFileName = "arcane_aura\\arcane_aura_particle.str", hatEffectPos = -1, hatEffectPosX = 0, isRenderBeforeCharacter = false, isIgnoreRiding = false, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }, [HatEFID.HAT_EF_arcane_aura_B] = { resourceFileName = "arcane_aura\\arcane_aura.str", hatEffectPos = -2, hatEffectPosX = 0.2, isRenderBeforeCharacter = true, isIgnoreRiding = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }, [HatEFID.HAT_EF_gluttony_aura_A] = { resourceFileName = "gluttony_aura\\gluttony_aura_particle.str", hatEffectPos = -1, hatEffectPosX = 0, isRenderBeforeCharacter = false, isIgnoreRiding = false, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }, [HatEFID.HAT_EF_gluttony_aura_B] = { resourceFileName = "gluttony_aura\\gluttony_aura.str", hatEffectPos = -2, hatEffectPosX = 0.2, isRenderBeforeCharacter = true, isIgnoreRiding = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true } } 6. Add Script NPC: rathena\npc\custom\hateffect.txt (Use command @efc in game) - script HATEFFECT -1,{ OnHatEffect: if(getgmlevel()>= 80){ input .@number; if (.@number < 1) end; if (.@number >= 301) end; for(.@i = 1; .@i < 300; ++.@i) hateffect .@i,false; hateffect .@number,true; end; } OnInit: bindatcmd "efc",strnpcinfo(3)+"::OnHatEffect"; end; } 7. Add npc in rathena\npc\scripts_custom.conf npc: npc/custom/hateffect.txt 8. (OPTIONAL) Add Hateffect in item: Example: - Id: 2301 AegisName: Cotton_Shirt Name: Cotton Shirt Type: Armor Buy: 10 Weight: 100 Defense: 1 Locations: Armor: true ArmorLevel: 1 Refineable: true Script: | hateffect HAT_EF_arcane_aura_A,true; hateffect HAT_EF_arcane_aura_B,true; UnEquipScript: | hateffect HAT_EF_arcane_aura_A,false; hateffect HAT_EF_arcane_aura_B,false; Update: My project all Auras. (09/27/2023) - Pack Auras: My Project All Auras Too my project Ragnarok Online Pre-Renewal(Offline) and guide for easy update. - Data Folder + Server: Google Drive or MediaFire - Client RO: Google Drive or MediaFire Guide for start server and Play: 0. Dowloand Client RO and Update. 1. Download Data Folder + Server 2. Copy all files C:/MyServer/Client (In folder Ragnarok Onmline). 3. Run C:/MyServer/UwAmp/UwAmp.exe 4. Start Server C:/MyServer/rathena/runserver.exe Enjoy!!! Gluttony Aura: Arcane Aura: Credits: LCDTheOG Fros
    3 points
  5. Version 1.0.0

    223 downloads

    Hello everyone! Happy New Year! Here are my handmade gifts, custom maps for you: 2024: navayo (+nav_beach, nav_in01, nav_in02) https://rathena.org/board/topic/116200-showcase-navayo/ anrydrago https://rathena.org/board/topic/124265-showcase-miniquest-anry-dragon/ 2023: x_base https://rathena.org/board/topic/140494-showcase-x-base/ crimea https://rathena.org/board/topic/132870-showcase-crimea/ barcode https://rathena.org/board/topic/116040-showcase-barcode/ ice2xlake https://rathena.org/board/topic/124194-showcase-ice-twice-lake/ lv_beach https://rathena.org/board/topic/116553-showcase-love-beach/ yavin1b https://rathena.org/board/topic/116300-showcase-yavin1b/ mystvil https://rathena.org/board/topic/117187-showcase-mystical-vil/ crystal https://rathena.org/board/topic/116079-showcase-crystal/ 1@scp087 https://rathena.org/board/topic/116223-showcase-scp-087/ mag_dun03_ https://rathena.org/board/topic/127185-showcase-magma-dungeon-lvl-3/ b_book(1,2,3,4) https://rathena.org/board/topic/116491-showcase-four-battle-books/ The size of attachments (30mb) on rAthena does not allow to add map resources. You can find the full materials here: https://mega.nz/folder/8atXmYgC#yJEL_ssWj8D8XwmpgInYiQ ~ Keep calm and use it on your server ~ ~ Don't claim my work as yours please and etc ~ ~ Any requests/reports - https://rathena.org/board/profile/47250-w0wzukubg/ Thanks, Zuku ~
    Free
    3 points
  6. A new large map for group events with many players. This map contains three parts of Fortress Saint Darmain and Beacon Island with Pharos Lighthouse. It is also surrounded by parts of neighboring locations for ambience. And the main innovation is that you can enter all houses and caves without switching to another map. The map size is 450x450 tiles or 900x900 cells. .•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•. st_darmain Video: Since the four main maps cmd_fild06(07,08,09) were united by one theme, they were ideal for connection. They represent four different zones - jungle, desert, island, mountain ranges. And in the mountains there are a lot of obstacles in the form of fort ruins. The map is suitable for group events such as Battle Royale and etc. In the south and east of the map there are houses and caves available for visiting. The lighthouse rooms were designed by me, the rest of the rooms were taken from the maps in_rogue, job3_guil01(02), que_job01, alb_ship, and anthell01(02). Here you can place loot or simply hide from other players. In the second half of the video you can see a visit to all the premises. Also added climbs to the gazebos in the small green area, many passages and added the ability to use skills and shoot from lowlands and hills as usual. Shadows and lighting recreated. P.S. When creating the map, difficulties arose with different water levels in different maps, so I had to take the average water level as a basis.
    2 points
  7. Fixed in 1.8.7.1. There was an issue with UV texture coordinates being all set to 0 on new tiles.
    2 points
  8. After encountering issues with the current data.grf, I decided to start from scratch and overhaul the entire process. The result? A significantly reduced file size for the data.grf Previously, the data.grf weighed in at around 2.45GB, but now it’s down to just 2.15GB. In addition to the file size reduction, I’ve added 275~ mini maps to maps that were lacking them. The entire folder, including BGM, now stands at 2.96GB. What was done to the poor data.grf? Besides cleaning up unused sprites from npc and mob folders, now I converted all .BMP files to be 8bit, this doesn't affect quality on a game like RO, instead, it actually makes it easier for the client to handle those assets. .JPG and .PNG were treated as well but with some differences. Feel free to report any issue here
    2 points
  9. Prueba cambiando (BaseLevel/2) por status_get_lv(src)
    2 points
  10. src/status.cpp search for: // Skill-related recovery (only when sit) there you can edit the source. ^-^
    2 points
  11. Hey there, fellow Ragnarok enthusiasts! Welcome to RO Artisan Hub, your cozy corner of creativity where we sprinkle a little bit of magic onto your Ragnarok Online server. Are you ready to give your players an eye-popping visual feast that'll have them coming back for more? You're in the right place! Here's a peek at the goodies we've got lined up for you: Custom Patcher Skins - Tired of the same old loading screens? Our patcher skins are like a breath of fresh air, offering a visual treat that'll get your players excited before they even step foot into your world. (CODE INCLUDED!) Interface Designs - Clunky menus are a thing of the past. We'll deck out your UI with a slick, user-friendly design that's not just pretty to look at but also a breeze to navigate. Logo & Branding - First impressions count, and a killer logo sets the stage for your server's identity. Let us craft a branding package that'll make your server the talk of the town (or, in this case, the world of Midgard). Promotional Graphics - Need to spread the word about your server's latest and greatest features? Our promotional graphics are perfect for catching eyes on social media, forums, and beyond. We're all about collaboration here at RO Artisan Hub, so we'll be with you every step of the way to ensure the final product isn't just good; it's exactly what you envisioned. Your satisfaction is our top priority, and we're not happy until you're over the moon with your new designs. So what are you waiting for? Let's get together and make your Ragnarok Online server the envy of them all. Drop us a message, and we'll start spinning those creative gears right away! Happy gaming, The RO Artisan Hub Team Discord Server: https://discord.gg/KpXFFwrE
    2 points
  12. I have multiple generator project, maybe u can try.
    2 points
  13. Here is another fully furbished Morroc Town! Join my Discord Channel: https://discord.gg/AhBjDJnEW3 Cinematic! morom.mp4
    2 points
  14. This is my new work Payon Town ROM! Join my Discord Channel: https://discord.gg/AhBjDJnEW3 Cinematic! payorm.mp4
    2 points
  15. Was having errors running my own 20220406 client, and this saved me. Thanks for this !
    2 points
  16. I'm developing a server based on a game called Harvest Moon. Conclude the Farm system, it will accept trees, vegetables and animals. What do you think? Any suggestions? Content of the video in Portuguese.
    2 points
  17. There are two methods for doing that: Once you have the current frame, click on: Then add the name of the file, like "test.wav". The file should be in data\wav\test.wav You can add a bunch of sound names by editing the list instead: Then select the sound for the frame from the list. If the sound doesn't play when testing the sprite, then it's just because it wasn't found in the resources. That's not really important, but you can add more resources from File > Settings > Sound:
    2 points
  18. Version 1.2

    779 downloads

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

    115 downloads

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

    136 downloads

    ***Include Abyss Lake4**** -IllusionTeddy Bear/Labyrinth base on https://www.divine-pride.net/ (Include Drops Table) -No Portal -Issgard Dun/Frozen scale Field are custom to fit my server. (Custom Drops Table) Install : Put Mob and mob skill to rathena\db\import PutNpcfiles (Custom.txt) to rathena\npc\custom add new line npc: npc/custom/Custom.txt at rathena\npc\scripts_custom.conf
    Free
    2 points
  21. Version 1.0.1

    116 downloads

    i recoded older rAthena Serv Monitor by DarkIrata in newer WPF -> Added Multithreading Server Start -> Added 1Click-Restart Server Button -> Added the WebServ -> Errorlogs are working and saving without crashes -> New design the open-src code -> https://github.com/AoShinRO/rAthena-ServMonitor-ByAoShinHo
    Free
    2 points
  22. are 4jobs.grf your custom grf, i yes put the file at this grf. try this step. 1 create data folder and put the file like this path data/luafiles514/lua files/skillinfoz/skilldescript.lub 2. open 4jobs.grf using grf application, here as example using grf editor, at your grf righ click than choose add 3. pick data folder directore point no 1 4. then click add, wait until the progress bar finished. 5. click file and then pick save.
    1 point
  23. https://github.com/rathena/rathena/blob/master/src/config/renewal.hpp#L45C1-L45C21 If you didnt want Renewal drop mode, then you can disable it.
    1 point
  24. src/skill.cpp case NV_FIRSTAID: clif_skill_nodamage(src,bl,skill_id,5,1); status_heal(bl,5,0,0); <---- just change 5 to your wished amount break;
    1 point
  25. Hola, creo que rAthena tiene más soporte y actualizaciones. 1- Abre \npc\re\scripts_jobs.conf. Encuentra y comenta estas líneas: // - 3-1 npc: npc/re/jobs/3-1/archbishop.txt npc: npc/re/jobs/3-1/mechanic.txt npc: npc/re/jobs/3-1/ranger.txt npc: npc/re/jobs/3-1/rune_knight.txt npc: npc/re/jobs/3-1/warlock.txt npc: npc/re/jobs/3-1/guillotine_cross.txt // - 3-2 npc: npc/re/jobs/3-2/genetic.txt npc: npc/re/jobs/3-2/minstrel.txt npc: npc/re/jobs/3-2/royal_guard.txt npc: npc/re/jobs/3-2/shadow_chaser.txt npc: npc/re/jobs/3-2/sorcerer.txt npc: npc/re/jobs/3-2/sura.txt npc: npc/re/jobs/3-2/wanderer.txt 2- NPC actualizado: 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 " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points 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 ) { if (.JumpRebirth) { // SALTAR AL TRASCENDENTE Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, Class + Job_Novice_High); } else { // 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 { // getarg(0) is the .@job_opt array holding all available job changes. function Confirm_Change; while(true) { .@opt_cnt = getarraysize(getarg(0)); if( .@opt_cnt <= 0 ) { 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 "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$ + " ~ " + .@jobname$ + ":"; } .@menu$ = .@menu$+" ~ ^777777Cancel^000000"; .@selected = select(.@menu$) - 1; if( .@selected < 0 || .@selected >= .@opt_cnt ) close; next; mes .NPCName$; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@class) + "."; return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { .@previous_class = Class; .@to_cls = getarg(0); next; mes .NPCName$; mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!"; if (.@to_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.@previous_class != Class) { if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); } close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 || eaclass(.@class) == -1 ) { mes "Unknown Class Error."; close; } mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class"; if( .@class == Job_Novice_High) .@job_option$ = " ~ ^0055FFRebirth^000000"; if (select(.@job_option$+": ~ ^777777" + ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) { 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) { // Second Class (And not Third Class) switch(BaseJob) { // Second Class case Job_Knight: getitem 1163,1; break; // Claymore [0] case Job_Priest: getitem 1522,1; break; // Stunner [0] case Job_Wizard: getitem 1617,1; break; // Survivor's Rod [0] case Job_Blacksmith: getitem 1360,1; break; // Two-Handed-Axe [1] case Job_Hunter: getitem 1718,1; break; // Hunter Bow [0] case Job_Assassin: getitem 1254,1; break; // Jamadhar [0] case Job_Crusader: getitem 1410,1; break; // Lance [0] case Job_Monk: getitem 1807,1; break; // Fist [0] case Job_Sage: getitem 1550,1; break; // Book [3] case Job_Rogue: getitem 1222,1; break; // Damascus [1] case Job_Alchemist: getitem 1126,1; break; // Saber [2] case Job_Bard: getitem 1907,1; break; // Guitar [0] case Job_Dancer: getitem 1960,1; break; // Whip [1] case Job_Super_Novice: getitem 1208,1; break; // Main Gauche [4] case Job_Star_Gladiator: getitem 1550,1; break; // Book [3] case Job_Soul_Linker: getitem 1617,1; break; // Survivor's Rod [0] } } else { // Neither Second or Third Cls // => First Cls or not covered by the switch switch(BaseClass) { // First Class case Job_Swordman: getitem 1108,1; break; // Blade [4] case Job_Mage: getitem 1602,1; break; // Rod [4] case Job_Archer: getitem 1705,1; break; // Composite Bow [4] case Job_Acolyte: getitem 1505,1; break; // Mace [4] case Job_Merchant: getitem 1302,1; break; // Axe [4] case Job_Thief: getitem 1208,1; break; // Main Gauche [4] case Job_Gunslinger: getitem 13101,1; break; // Six Shooter [2] case Job_Ninja: getitem 13010,1; break; // Asura [2] } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "[Job Master]"; // Settings .ThirdClass = false; // 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 = false; // 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 = true; // Get platinum skills automatically? .GetJobEquip = false; // Get job equipment (mostly weapons) on job change? .JumpRebirth = true; // SALTAR AL TRASCENDENTE // 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 // 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; } 3- Sí.
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  26. https://github.com/rathena/rathena/blob/master/db/re/skill_tree.yml or https://github.com/rathena/rathena/blob/master/db/pre-re/skill_tree.yml
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  27. Use the OnPCLoginEvent. Get the VIP State for VIP if(vip_status(VIP_STATUS_ACTIVE) && AGI >= 99)bAspdRate,196;) else {bonus bAspd,195;} It's not rly complicated. I'd like to call upon everyone once again to please read through the Rathena documentation, as it contains all the answers, one just needs to dig a bit. For example, want to find out about the VIP status? Simply use the search function on the site with *vip_status, and you'll get direct hints. I clearly refer to Doc/Script_comments.txt and Doc/item_bonus.txt. it's not much complicated to do research and try cuz' you will learn and it's much better instead of else everyone get the answer directly and just copy paste into his project. This should not to be an offensive or attack against you please don't miss understand this. Rynbef~
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  28. 1 point
  29. @Sapito Sucio I think patch "BodyPalMF" can cause issues. I had the game crash when switching to job High Thief and it would subsequently crash everytime I would get to character select screen. I then made my own patched 2022-04-06 exe to confirm and tried with "BodyPalMF" -> it crashed. Then I disabled that patch -> it didn't crash any more.
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  30. Awesome! I think I should use a few things from ur great stuff. It's not only more for newbies. Rly great! Thank u for ur work and for sharing this stuff for free! Rynbef~
    1 point
  31. 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/
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  32. you can use my old battleground scripts as reference. Most of them doesn't require waiting room limits
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  33. I just wanted to stop in to say thanks to the Dev team for continuing to support this great game after all these years. RO was a very important game to me in my youth and to see that the community is still active after all this time is amazing. Back in the old days, I always considered running my own server, but I only finally bit the bullet on it recently. I never suspected that the entire server backend would be open-source! As such, I modded the bejeezus out of it. For starters, my server is PRE-RE, however, I backported almost all of the new content from Renewal into it. Here is my Doram character in Malangdo. It's actually pretty easy to pull renewal content into PRE-RE, since they use the same server backend. To pull renewal enemies into pre-re is as simple as grabbing them from db/re's mob-db and mob-skill-db and pulling them into pre-re's mob-db / mob-skill-db. Of course, renewal enemies have slightly different stats, in particular their "max attack" is their "matk" value and their def and mdef values are usually way too high, but that's easily fixed with SDE. Ditto for items and cards, using item-db. As far as the maps are concerned, they're already all in the game, they just don't have warps, so you just need to grab the npc/warps files from renewal and pull them into pre-re. Many renewal dungeons are instances, so you can either pull the instance into pre-re, or do what I did and turn the instance dungeons into normal dungeon floors by adding warps and recreating their mob tables. As for the Doram, it's fairly easy to add them too, I'll probably make a post explaining how to do it at some point. The main thing you have to do is remove your service_korea folder from your prere grf file, which will allow the one from renewal that allows the creation of Doram to be used instead. Then there's a flag in the server settings somewhere that you have to modify so the server won't reject character creation requests for Doram. I'll write up something on this later. The biggest thing I added by far is the ability to rebirth as Super Novice, Star Gladiator, Soul Linker, Ninja, Gunslinger, and Summoner. It always annoyed me that the classes added after the first 12 never got the ability to rebirth, so I did it myself. It's not possible (or at least I can't figure out how to do it) to add new classes to the game since class sprites are hardcoded in the client file, so instead the way I did this is that when you rebirth as one of the new classes, it unlocks a new "quest skill" which is a pre-requisite for their transcendent abilities. The game also checks to see if you have this skill when it determines if you are transcendent (say, for equipping transcendent only armor or getting the 25% max hp / sp bonuses), and it also uses it to force you to the transcendent exp tables. I'd love to share the code for this, but there's so many code changes that it probably can't be done without me just zipping up my entire codebase, which is also somewhat out of date. By I encourage other intrepid coders to experiment! A reborn Ninja's new skill tree. Note the presence of a few Kagerou skills, despite the fact that he is a still a Ninja. The "reborn" skill in the bottom left is the new quest skill that makes this possible. For Ninja / Gunslinger / Star Gladiator / Soul Linker, they get a few skills from their next job as transcendent skills, with many alterations (for example, Soul Linker gains Espa and Eswhoo, but they don't require spirit energy to use, since it's not available. In exchange they have much less power). Summoner gets his post level 100 skills as transcendent skills, since the max level cap is 99. Super Novice gets to become Expanded Super Novice. I also added the ability for Novices to use bows, which required me to make a custom animation for this. The dream of Bow Super Novice is finally real! Beyond this, I also added like a hundred new pets. They all have custom portraits and speech lines. I put up a guide on how to add custom pets elsewhere on the forum if you want to do this. This poor Lunatic is NOT ready for what's about to happen. And then I manually rebalanced the effect of every card in the game and manually tweaked the exp and drop rates of almost every monster in the game. My server is technically 10x, but the beginning feels like 5x or so, while the late game feels more like 20x, because lategame monsters give more exp. I also fixed a ton of bugs and made a number of enhancements, for example if you use the whodrops command, it now shows exact matches first, so if you do "whodrops boots" you actually see slotted boots now! At this point, there's probably some room for debate as to whether or not this game is still Ragnarok Online or something else entirely, but I'm having fun with it. The only problem is that now my regular job seems boring by comparison. Having complete control over the codebase for one of the best games of all time is pretty much impossible to top. Oh well. Everyone reaches the pinnacle of their career sooner or later. I'm sorry if this sounded like a giant advertisement. Actually, my server will probably never be open to the general public. However, where my code is easily distributable I'll probably make some of it available. I've already put up a couple topics sharing some of the files I've written, and I'll probably try to put up a few more once everything is adequately tested (I've also crashed my server about a hundred times already).
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  34. Just Init an NPC Timer that trigger a label. https://github.com/rathena/rathena/blob/26335994588c4b45846c05d0e53780ead78e475c/doc/script_commands.txt#L7169 Rynbef~
    1 point
  35. Oh I see! Sorry, I misread it xD I think that's only visual, because, if DirectX9 was really selected the FroggoClient wouldn't start.
    1 point
  36. Are you sure about exposing port 3306 (mysql) to the internet? phpmyadmin doesn't run on this port since it's just a web-application. Also, I don't feel safe with its interface exposed to the entire internet through http://public-ip/phpmyadmin, I'd consider updating the guide with instructions on how to secure your phpmyadmin access.
    1 point
  37. Honestly, mirroring the download link feels a bit pointless to me. The repo's getting updates overtime, and trying to keep up with mirroring every new version? Nah, not really my jam. I recommend redownloading it, as it appears your initial download may have been corrupted.
    1 point
  38. thanks, already test it, now the error warning not showing in map server.
    1 point
  39. 1 point
  40. i just edited a custom tree sprites, but somehow it can only be view in full in max zoom out, when zoom in only half of 1/3 of the tree missing, can someone guide me how to fix this please ? Thanks ! Zoom Out zoom in : Act :
    1 point
  41. This is a simple site that allows you to create your own RO Login Background. Although it is not yet 100% complete at the time of writing, it is fully functional and only lacks froggy aesthetic design. With this tool, you can upload any image of your choice and select the desired area to be cropped. You can also adjust the aspect ratio to your liking. The default output is a 24bit BMP, which produces very good quality images, you can choose to get the BMPs as 8Bit version if you check the checkbox, which will reduce the final output size (and quality too). Tool URL: FroggoCutter (sapitosucio.github.io) The files generated have the following format: t_¹è°æX-Y.bmp, said files are compressed into a .zip file, then it's downloaded. Do remember those BMPs files should be placed on: data\texture\À¯ÀúÀÎÅÍÆäÀ̽º Btw everything is done locally, nothing is uploaded. You can see it's source code here Known Issues: When you try to slice a big image (>3000px) and 8Bit is selected, the browser may lock itself for a few seconds (❁´◡`❁) Froggo tip of the day: Use big images(>2000px), upscale them or something and then, slice it, the final result is quite gucci ? Some SS:
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  42. I have been ripping sprites from other games and transforming into ragnarok items. What you guys think? OBS¹: My sprites/effects/images will never have the same style because i get it from a lot of sources. OBS²: Please don't ask for raw images/sprites, and i'll not teach how to get it.
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  43. E - Script Collection Last Update : September 10, 2013 Refine Function SQL Mission Board Monster Marching Vendor Control Advanced Stylist Coin Exchanger Doppelganger Race Of The Day Limited Items Multi Currency Shop Random News GM Online List Link Broken E-Inquiry DotA Runes Flower Counting Game Class Restriction Chain Quest Build Manager Misc Scripts : Freebies Script Card Trader Gold Room [ Pick Gold ] Gold Room [ Guild Tax ] Map Restriction [ GM Based ] Daily Reward Monthly Reward Monster Spawner Monster Summoner with Last Summoned Display Players Stats & Equipments 3rd Job Item Giver Exchanger [ Cashpoint to Coins ] Exchanger [ Poring Coin - Zeny ] Exchanger [ Points to Tickets ] Exchanger [ Item to Item ] Exchanger [ Item to Item ] Exchanger [ Multi Item to 1 Item ] Party Match Auto Ban Over Stats Users Soul Link Buff Kill Players gain Cash Points Party Members All Get Items [ Snippet ] Message Board Stalker Class Skill Reproduce NPC Multiple Selection Quest [ Template ] In-Game Item Rewarder In-Game Points Rewarder Invasion Event Custom Item Rate Status Point Seller [ Snippet ] Anti Bot Security Script Anti Bot Script [ Code / Question ] Item Combo Restriction [ LHZ Card ] Drop Item Upon Death PVP Switcher + Announcer [ Guild Master ] Rotating Waitingroom Messages +10 Refiner [ Specific Items ] Random Rate Item Exchanger MVP Invasion Premium Users [ Boost Rates ] Display Cutin Image upon Login Custom Randomed Box Items Kick GM during WOE Custom Crafting NPC Restrict Same IP [ Certain Map ] Coloured Items Exchanger Guild Master Changer Party Team PK Match Gambling Game IRC Channel Crafting NPC Guild Storage Restriction Stage Game [ Version 4 ] Monster Wiki Event [ Version 3 ] Special Thank you for my Tutor : Notes : I am a bit lazy to write all those Script Descriptions, i do believe that all of you able to get how this script works. Anyway, i will still doing my best to write the Updated Changelog or informations about the script as detail as possible. All the Scripts above are uploaded to Pastebin . Abide the Following Rule : Scripts Error / Not Working , you have to Explain it in Details. ( Add in Images / Modified Scripts ) Do not SPAM / BUMP in my Topic. Do not ask for Support stuffs for other Scripts in this Topic. Link Down , then drop [ @Emistry ] a message. I Reserved the Right for NOT Answering your Posts if you did not abide my Topic's Rules. Keep This In Your Mind : All the Scripts i distribute here are NOT FOR COMMERCIAL USES . DO NOT remove my Credits if you are using part of the scripts to modify your own. DO NOT re-release the scripts in any form / way. If you ♥ these Scripts , Click on to Vote this Topic up. Or you may also click on at above the Topic
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  44. (UPDATED 2022-05-16) Unlike popular believe, Brasilis actually existed in pre-renewal, but only on bRO and jRO. Since it never existed on kRO, it is undefined in what rAthena consider "official stats". As of today I pushed the pre-renewal Brasilis monsters stats (jRO version) to rAthena master. Originally we left the guessed values as they were, but as we now have the YAML format that allows overwriting only selected stats of a monster rather than having to copy over the whole line, it's better to have as many official values as possible already in the base file. Now the only thing you need to do to get the bRO version of pre-renewal is to overwrite the ATK values. I've attached mob_db_bra_atk.yml which includes these changes. If you have no custom changes to your monsters, then you can just name it "mob_db.yml" and overwrite the file in \db\import\. Otherwise just copy the monster lines into the "Body" section of your file. I originally released the monster stats already in 2013, but the jRO values were guessed based on Doddler's comment that they seem to be about "3x" as high. In the meantime jRO actually released their customized values so we know the real ATK stats now. I also fixed the ATK in my original release from 2013, but keep in mind that the mob_db.txt format changed. This monster lines in the file will only work until rAthena from March 2016. After that you will need to fix the "mode" of the monsters (see here: https://github.com/rathena/rathena/commit/55e4df14c2141f291a985c391408a045ec1b25c4) or just use latest rAthena which uses YAML format. My old file also includes the spawns, they should still be working, but I did not test it (alternatively you can just use the renewal spawn files for bra_fild and bra_dun). bRO and jRO have slightly different versions, here are the differences: - the bRO version is the original version, but features really low monster attack, jRO considered this as too easy / exploitable and decided to strongly increase the ATK of the monsters (around 3x as much) - bRO's field map mainly has Headless Mule's and Curupira spawning, first floor is mainly Piranha and second floor is mainly Iara - jRO removed Headless Mule from the field map completely and added more Toucan and Jaguar spawns instead - jRO added Thara Frog and Headless Mule to the first dungeon floor - jRO removed all weaker monsters except Hydra on the second dungeon floor and added Headless Mule instead Issues that are not 100% official because a leak is missing: - monster modes in pre-renewal are unknown (both bRO and jRO), jRO reported that Iara was actually aggressive, however since we have no leaks on the monster modes, I simply used the renewal ones - the spawn types of jRO are 100% official, but the amounts are estimated Everything else should be 100% accurate. bra_all.txt mob_db_bra_atk.yml
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  45. Good morning, For the last months I've been working on a mod that would allow deeper ai conditions. Here is how the config file looks like : - friendrecoverable: # arbitrary name tag - or: - friend sleep - friend stone - friend stun - friend freeze - selfcellempty: - not self safetywall - not self pneuma - not self landprotector - not self icewall - friendcellempty: - not friend safetywall - not friend pneuma - not friend landprotector - not friend icewall Then you can add or modify lines in the usual mob_skill_db.yml file : 1639,Kathryne Keyron@MG_SAFETYWALL,anytarget,12,10,3000,0,10000,yes,self,expanded,selfcellempty,,,,,,, #use tag "expanded" then the name 1639,Kathryne Keyron@MG_SAFETYWALL,anytarget,12,10,3000,0,10000,yes,friend,expanded,friendcellempty,,,,,,, 1637,Margaretha Sorin@PR_STRECOVERY,any,72,1,10000,1000,10000,no,friend,expanded,friendrecoverable,,,,,,, I also added 2 new modes to complement these new behaviors : Modes: SkillOnly: true PcSkillBehavior: true SkillOnly will disable basic attacks and PcSkillBehavior will modify its skills' ranged/melee flag depending on range and not distance, as players' behave. Link : https://github.com/Singe-Horizontal/rathena/tree/mod/expanded_ai Quick design video : It is my first c++ project mod and contribution with git, I gave all the care I could but unoticed things may have slipped out.
    1 point
  46. I have made my own Plagiarism NPC last week. Hope it helps you. //===== rAthena Script ======================================= //= Plagiarism NPC //===== By: ================================================== //= Easycore //===== Last Updated: ======================================== //= 20210905 //===== Description: ========================================= //= Simple Plagiarism Skill //= Require 'getskillname' script command: //= https://rathena.org/board/files/file/4307-script-command-getskillname/ //============================================================ prontera,150,150,3 script Plagiarism NPC 747,{ mes "[ ^FF0000Plagiarism Master^000000 ]"; if (.plag_skill && !getskilllv("RG_PLAGIARISM")) { mes "You must have Plagiarism learned."; close; } mes "Heya ^FFA500"+strcharinfo(0)+"^000000!"; mes "Do you want to copy a skill?"; if (.zeny) mes "My service costs ^FF0000"+.zeny+" Zeny^000000."; if (select("~ Proceed","Cancel") == 2) close; if (.zeny > 0 && Zeny < .zeny) { message(strcharinfo(0),"Not enough Zeny."); close; } .@menu$ = ""; .@f = getarraysize(.SkillID); for(.@i = 0; .@i < .@f; .@i++) .@menu$ += getskillname(.SkillID[.@i])+(.@i==.@f?"":":"); .@s = select(.@menu$) - 1; close2; if (.zeny > 0 && Zeny < .zeny) end; if (.zeny > 0) Zeny -= .zeny; npcskill .SkillID[.@s],.SkillLV[.@s],20,200; sleep2 1500; unitwarp getnpcid(0),.map$,.x,.y; end; OnInit: //Default NPC Data Values setunitdata(getnpcid(0),UNPC_DEX,300); setunitdata(getnpcid(0),UNPC_ATKMIN,100); setunitdata(getnpcid(0),UNPC_ATKMAX,200); getmapxy(.map$,.x,.y,BL_NPC); //Configuration //Zeny required? Set 0 to disable it .zeny = 25000; //Must Plagiarism skil be learned? (1. Yes | 0. No) .plag_skill = 1; //Skill ID Array setarray .SkillID[0],263,13, 7,14,19,20,21,83,84,85,86,89,90,91,421,534,536,537,540,542; //Skill LV Array setarray .SkillLV[0], 10,10,10,10,10,10,10,10,10,10,10,10,10,5, 7, 10, 5, 10, 19, 5; end; } PS: It requires 'getskillname' script command to work.
    1 point
  47. Super-Novice & Hyper Novice (Ringo & Maris Stellar) Ninja - Oboro - Shiranui (Cheril Belle) Gunslinger - Rebellion - Night Watch (Vincent Weikath) Taekwon - Soul Linker - Soul Reaper - Soul Ascetic (Faust Estee) Taekwon - Star Gladiator - Star Emperor - Sky Emperor (Rachel Wirth)
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  48. Client-Side Just name the files as morocc (for morroc) and payon (for payon) then add in your data. Server-Side First be sure your grf-files.txt in your conf folder is properly configurated. //grf: C:\Program Files\Gravity\RO\data.grf >>Add your grf here just like the model //----------------------------------------- // Data Directory // Use the base folder, not the data\ path. //----------------------------------------- //data_dir: C:\Program Files\Gravity\RO\ >>Add your RO folder here just like the mode Then using WeeMapCache Open your mapcache.dat (in db folder) and delete the payon and morocc from the list, save and close your mapcache. Run the mapcache.bat in the trunk folder of the emulator (the main folder) and the maps will take place of the current ones. NOTE: you must have to fix the NPC and Portal positions Manually.
    1 point
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