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Showing content with the highest reputation since 12/20/2018 in all areas

  1. 6 points
    As of now, there isn't a script command to retrieve the timer or the hunted amount of a given mob in a quest. There's only checkquest(<id>,PLAYTIME) or checkquest(<id>,HUNTING) which only retrieves if the timer has been reached, or if the amount has been hunted. It'd be useful to have a command which returns the sd->quest_log[id].time parameter or sd->quest_log.count[j] This way there wouldn't be a need for variables like etower_timer, and this would be useful to retrieve this info instantly for multiple specified quests. Here's what I propose: *getquestinfo(<quest>,<type>{,<mob id>{,<char_id>}) Returns the quest information of the given character. Valid info types: PLAYTIME: returns the internal timer of the quest. HUNTING: returns the amount of <mob id> already hunted. Examples: mes "You've hunted "+getquestinfo(60301,HUNTING,1155)+" Petit."; [email protected] = getquestinfo(60200,PLAYTIME); mes "You still have to wait "+Time2Str([email protected])+" to enter Endless Tower again."; And here's a little snippet to check instance timers easily, which would be one of the main uses of this type of command I think. setarray [email protected]$[0],"Endless Tower","Sealed Catacomb"; setarray [email protected]_id[0],60200,3040; setarray [email protected]$[0],"Unavaiaible","990000","Avaiaible","009900"; for([email protected] = getarraysize([email protected]$);[email protected] < [email protected];[email protected]++) { [email protected]$ = ""; [email protected] = checkquest([email protected]_id[[email protected]],PLAYTIME); [email protected] = [email protected] == -1 || [email protected] == 2; if([email protected]) { [email protected] = getquestinfo([email protected]_id[[email protected]],PLAYTIME); [email protected]$ = Time2Str([email protected]); } dispbottom [email protected]$[[email protected]]+": "[email protected]$[[email protected]*2]+" "[email protected]$+".","0x"[email protected]$[[email protected]*2 + 1]; } end;
  2. 6 points
    I'm looking for this illust files. I hope some jRO player has them. https://ragnarokonline.gungho.jp/store/summer-package2014.html Thanks!
  3. 5 points

    Version 1.0.0


    A healer that allow player to receive the buffs they want. Player could decide the combination of buff they want. * Notes: For demo purpose, I only write a simple script to demo the rough idea, imagine the buff system you could do with your own creative imagination. Feel free to share with us if you have any nice idea. Preview:


  4. 5 points
    let the EQI_SHADOW_WEAPON slot can equip any special weapon you want and cover the your EQI_HAND_R weapon view ID. Its showcase only.
  5. 4 points

    Version 1.0.0


    Here are the new mobs of episode Biotechnology Research Institute, 5 new monsters from Kro.


  6. 3 points
    roCORD for rAthena Hey everyone, I am currently working on a Discord bot which allows interaction between a Discord server and an in game channel. Support for Version 1 is now dropped! Version 2 can be found under this link -> https://github.com/Normynator/roCORD/tree/development Documentation about installation and configuration can be found here -> https://github.com/Normynator/roCORD/tree/development/docs More updates on Version 2 will follow.
  7. 3 points
    The video content is mandarin. It's kind of like the game called Plant VS Zombie. You can upgrade your plant(Poring) to defense the zombie but it cost the sunshine as well It's long time ago script so I don't have the map anymore.... In this video,waitingroom shows how many sunshine do you have and the shining poring will let you get sunshine as much as quickly if your garden guardian is dead then you lose.
  8. 2 points
    View File GRF Editor Hey everyone, This is a GRF tool I started to develop for my own personnal use, but I thought I'd share it since I've upgraded the UI. Its primary goal is to be easy to use while offering a wide variety of options and customizations. The software is quite stable and can handle large operations easily. How to install Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/?aflylbhblrzpz0h Install the application with GRF Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it. Once you are done, you can start the program from the link on your desktop. Key features Overall speed is faster (or at least equal) than any GRF tool. Common operations : add, delete, merge, extract, preview, save. Undo and redo for any operation. It can open any GRF file. Clean and very interactive interface. Saving formats supported : 0x200, 0x103 and 0x102 (through the Settings page) and conversion to the Thor format. Instant filter and search options (example : "map .gat"). File association and context menus integration for .grf, .gpf, .rgz and .thor (through the Settings page). Can rebuild separated images into one file easily. Drag and drop (with the ALT key, can be modified in the Settings page). This is a big part of the software; most of the items can be moved around within the application itself or from/to Windows Explorer. Tools Sprite editor : a simple sprite editor with powerful features. Semi-transparent images can be added, you can easily change the order or replace images, etc. This tool can convert images in the wrong type by showing you multiple solutions (merging a new palette, dithering the image by using current palette, using the closest color, and a few more). Grf validation : allows you to validate a GRF with multiple settings. It can detect corrupted GRF entries, invalid sprites, empty files, non-GRF files, duplicate files and a lot more. Flat maps maker : generates flat maps from .gat and .rsw files. Useful to generate WoE maps or to fasten up the loading time. Patch maker : generates a GRF patch based on two different GRFs. Hash viewer : shows the hash code (both CRC32 and MD5) for files. Image converter : converts an image to any format requested (BMP, PNG, JPG, TGA). GrfCL : used to create batch files (.bat) which can automate tasks on GRF files. See the content in GrfCL.rar in the download for more information. This tool can be customized from the sources as well. Palette recolorer : creates new sprites by changing their colors (this tool is now deprecated). Client database editor : allows modifications of the database client files (txt and lua) with easy and simple tools. Work in progress. Grf encryption The encryption feature has been enabled again. It's similar to what it used to be and it has been tested on client versions ranging from 2012-08-01 to 2014-02-05. Some error messages will be displayed if necessary. If you have an issue, copy the error message (with the code, if there's one) and send me the client executable with the cps.dll file generated by GRF Editor. There shouldn't be compatibility issues anymore though! Thor files Thor files are patches used by Thor Patcher ( http://thor.aeomin.net/ ). Because of their similarity with the GRF file structure, they have been integrated within GRF Editor. The primary utility of this feature is that it allows you to add encrypted files to a Thor patch. All the other options can be achieved by using Thor Maker. You'll find the necessary steps below, but test your patches before sending them off to players (I've done a lot of testing on my end, but better be safe). If you're using SecureGRF, then make a new GRF, add the files and encrypt it. In GRF Editor, open the encrypted GRF you just made, use "Save as" and name the new file with a .thor extension. That's it, if you want to change the output directory, click on the root node of the project and select the tab "Container options". You can select the output mode and the GRF to merge the patch with. Simply save again if you change these properties. If you're using GRF Editor's encryption, then make a new Thor file (File > New > New Thor) and add the files you want to patch it with. Right-click on the files you want to encrypt and use Encryption > Encrypt. Technical stuff Requires .Net Framework 3.5 (SP1) Client Profile to run (3.5 or more will work as well). Automatically converts file name encoding to their proper values (you can change the encoding). Data virtualization is used as much as possible to preview files, meaning the files aren't completely loaded. Right-clicking an item will bring up the available options with that file. Preview file formats : txt, log, xml, lua, lub, bmp, png, tga, jpp, db, ebm, pal, gnd, rsw, gat, rsm, str, spr, act, imf, fna and wav. Services are "crash ready", meaning that you will be warned about a failed operation and no work will be lost (the application won't close and crash). It tries to continue operating even if it meets unsual conditions. Operations can be cancelled by clicking on the button near the progress bar. The warning level can be changed to avoid messages like "Please select a folder first." When prompted with an error, use Ctrl-C to copy the current dialog's content. Some screenshots! 1) Previewing an act file, while showing the search feature 2) Preview of a model file (rsm) 3) Preview of GrfCL with the MakeGrf command 4) Preview of maps 5) Preview of Grf validation 6) Search feature (press Ctrl-F or Ctrl-H to bring up within a text editor) Got a feedback? I'd gladly hear you out and fix issues you have with the program. Submitter Tokei Submitted 01/10/2013 Category GRF Files Content Author  
  9. 2 points

    Version 1.0.0


    Mobs from the Abyss Dungeon F4 and "Past" Odin Temple updates.


  10. 2 points
    Bonjour! I finished another map of the Gaia Series, totally customized, and with that touch of fantasy. The Enchanted Village! The idea of this map is to be the main city of the Gaia project, an idealized instance created by TioAkima, where there will be PVP, dungeons, fiefdoms, items, NPCs, Mobs, VIP Room, etc ... All this theme. (Below are some prints and video of the Map) One more touch of fantasy of TioAkima ... VIDEO SHOWING THE MAP MORE DETAIL LOOK THE MOVIE! Leets'rooock For those who have not seen yet, the PVP with the same theme, Look the video! LOOK THE MOVIE! GO! Leets'plaaaaaaaay guys This is GAIA PVP End! Thanks
  11. 2 points
    Hello, I'll use this post to show you some of my projects and modifications. The name of my server is called RO: Zero, but it started before gravity announced theirs, so I chose to keep the name. LOGIN SCREEN https://vimeo.com/287302640 https://vimeo.com/300142810 https://vimeo.com/274177970 SCRIPT & SOURCE Bet System https://vimeo.com/297864967 Pick Item with Mouse Click https://vimeo.com/288068416 Hack'n Slash Attack System https://vimeo.com/285431474 SkillShot System https://vimeo.com/269528679 Header Hud Char Info https://vimeo.com/268928510 System Conversor Skill Target to Place https://vimeo.com/307620277 LEAGUE OF LEGENDS INSPIRED SKILLS Ivern https://vimeo.com/270423927 https://vimeo.com/270211429 Kalista https://vimeo.com/270518714 Ash https://vimeo.com/270728857 Orianna https://vimeo.com/270911850 Xayah https://vimeo.com/271172345 Katarina https://vimeo.com/269402201 Client Edit New Hud Interface New Game Filter https://vimeo.com/303199417 Item Summon Screen https://vimeo.com/300142810 Rain https://vimeo.com/298893681 Campfire Button Shortcut https://vimeo.com/298498848 Discord Integration ________________________________________ A lot of other things I haven't record, but I will try to keep this updated soon.
  12. 2 points
    As you can see in video, mobs will show up in center area, and the NPC will announce how many "XXX" in the area, you will get the score as high as quickly if you answer it right.
  13. 2 points
    View File Biotechnology Research Institute Monsters Here are the new mobs of episode Biotechnology Research Institute, 5 new monsters from Kro. Submitter smiths12 Submitted 12/22/2018 Category Monster Sprites Video Content Author Gravity  
  14. 2 points
    Sorry guys, the vedio is made with mandarin . The camp have a few functional NPC and a command @back: warp to the camp and get some support. heal : you can heal you teammate with NPC , the area will be 10x10. Jump: you can jump out the wall you choose and against the giant mobs. Shop: get whatever you need. The instance has 3 walls. When giants break down the defense line(mobs:1906) then the wall will goes disappear after 3 walls all gone and you lose. * You can make any damage to defense lines only giants can. map and mobs by Soulestar
  15. 2 points
    The video content is mandarin. When game start, the BOSS EDDGA will show up. and everyone in this map will get some skill on hotkey all you need to do is follow the EDDGA. if you don't active the skill as same as EDDGA in time and you get fail.
  16. 2 points
    sorry guys Im taiwanese so the vedio content is with mandarin. It's a special headgear storage You can put in your extra card to get extra bonus and also you can set what kind of bonus to each headgear but you can't store in the same headgear you can get back your headgear anytime.
  17. 2 points
    prontera,155,181,5 script Sample 4_F_KAFRA1,{ mes "Warp to "+.map$+" ?"; if (.item_id_size) { for ([email protected] = 0; [email protected] < .item_id_size; [email protected]++) { mes "> "+.item_qty[[email protected]]+"x "+getitemname(.item_id[[email protected]]); if (countitem(.item_id[[email protected]]) < .item_qty[[email protected]]) [email protected]++; } } if (select("Warp", "Cancel") == 1) { if ([email protected]) { mes "You didnt have enough items."; } else { if (.item_id_size) for ([email protected] = 0; [email protected] < .item_id_size; [email protected]++) delitem .item_id[[email protected]], .item_qty[[email protected]]; warp .map$, 0, 0; } } close; OnInit: .map$ = "prontera"; setarray .item_id, 501, 502, 503; setarray .item_qty, 100, 200, 300; .item_id_size = getarraysize(.item_id); end; }
  18. 2 points

    Version 2.2.0


    Third Job Costumes + New Classes The Correction With the advent of jRO releasing new Job Costumes, and also, the new classes from the Taekwon branch, many of server owners want to replace the vanilla sprites or even, implement the bodystyle system. But, there's a catch! Originally jRO, and now, even kRO spriters, have made it completely off of the default pattern of palette. In a classic example, you can notice the pattern of the RO palettes. What matters is the position of the colours, as an example, for all jobs, the white-ish tones will be always on the same row, so we can use it to create custom palettes. See how it works: But jRO didn't follow the classic pattern, making it incompatible with custom palettes (@Kamishi ones included). So, I edited frame by frame of each job sprite, of each gender, mounted or not, correcting them, converting them in a way so many of the previously created palettes will work. This package includes: Alternate Outfits: Alternate Royal Guard M/F + Gryffon Battlemount + Lion Mount Alternate Ranger M/F + Warg Battlemount + Ostrich Mount Alternate Minstrel/Wanderer + Ostrich Mount Alternate ArchBishop M/F + Alpaca Mount Alternate Warlock M/F + Fox Mount Alternate Mechanic M/F + Savage Mount Alternate Genetic M/F + Savage Mount Alternate Guillotine Cross M/F + Hyena Mount Alternate Shadow Chaser M/F + Hyena Mount Alternate Sorcerer M/F + Fox Mount Alternate Sura M/F + Alpaca Mount Alternate Rune Knight M/F + Dragon Battlemount + Lion Mount New Classes Star Emperor M/F + Wolf Mount Soul Reaper M/F + Wolf Mount As requested by @Emistry, I also added an extra, making it more compatible to default palettes: Kagerou/Oboro + Frog Mount Following the another @Emistry's request, all files are now already on GRFs. The previous version had no Cashmount palette included, this one fixes the issue. Only the already released costumes are supported at this moment. The Rune Knight seems to be the last of them, it's over a year from the first release! As a final part of the package, I'm including Classic Palettes for all Alternate Costumes. Enjoy the final product!


  19. 1 point
    prontera,145,199,5 script Game of Thrones 485,{ switch(select("Game of Thrones"){ <---------------HERE ONE CASE case 1: if (countitem(8966) < 1){ mes "your mes!"; close; } warp "verus03",248,170; end; case 2: <----------------HERE SECOND CASE close; }
  20. 1 point

    Version 1.0.0


    I'm releasing this map for free! Enjoy! Spread love! Contact me in Skype: keough_99


  21. 1 point
    Wrong section. Moved to "Database Support".
  22. 1 point

    Version Free


    Hello members! Here is my Christmas version of Prontera that I've promised to release. [Original link] As you will see when you compare the screenshots of that thread with these, you'll notice that I've done some changes since that showcase (but only for the better). Keep in mind. this is a free version to promote my paid version. So if you like the map, please contact me, and I'll sell you the purchasable (creditless) version (for $10). I choose to put credits on it because my terms of use keep being violated... Another important note, if you download this map, make sure you also download >> [this Texture Pack] << - I couldn't include it in this upload because it'd exceed the boards' allowed file size limit. Merry Christmas everyone~ ♥ If you find any bugs, please report!


  23. 1 point
    Look for client resource link in here: https://rathena.org/board/topic/102689-ragnarok-english-translation-project/ you don't have the required files for that item.
  24. 1 point
    A brief look at RagExe Game Framework Class (GFC) is Gravity's own name for the game engine or application architecture used in Ragnarok Online. With the Ragnarok beta release in 2001, Gravity announced the finalization of GFC 2.0. But what exactly is GFC, and where did it come from? Most game developers use commercial proprietary engines for their games, while GFC is an in-house product by Gravity's RND-1 development division. In truth, it's misleading to call it a game engine, as GFC in its current form has been used in exactly one game and is tightly coupled to it. In all likelyhood the name GFC and the notion of a game engine are just buzzwords Gravity used in an attempt at impressing investors in their early days. However, my client is strictly based on Gravity's RagExe implementation, and I guess it can therefore be said to be a clone of GFC. Here's a brief look at its history. Gravity Corp. was a relatively small developer before Ragnarok Online became an international success. Certainly no one outside of South Korea knew of them. In fact, right up until Ragnarok become ready for alpha testing they were still just Team Gravity. In 1999 they partnered up with Sonnori Entertainment in a joint venture to develop an action RPG. Arcturus: The Curse and Loss of Divinity was released with success in 2000. At this point Gravity obtained the rights to publish a game based on the popular Korean comic Ragnarök. They decided to reuse source code from Arcturus. While Arcturus and Ragnarok don't have much in common in terms of game play, resemblances can be noticed in aspects such as artistic style and music. Making Arcturus into the Ragnarok we know today required a severe overhaul of the code base. However, in many architectural decisions were left intact. What was retained became the base of GFC. Ragnarok, like Arcturus, is a 2.5D game. While Gravity at one point experimented with 3D actors in Ragnarok, the main focus has always been on sprite-based characters in a 3D world. Most of the file formats from Arcturus could therefore be reused directly in Ragnarok. This is one of the reasons why some of Gravity's file formats have strange features. For instance the world resource format (RSW) contains strings pointing to scripts files, a feature not used in Ragnarok. Some formats, like RSX (think RSM for actors) were retained and is still in the code base, but never used. A few formats from Arcturus you may know include: SPR - indexed color bitmap format ACT - actor animation RSM - hierarchical 3D models with basic animation support GND - tile based ground mesh GAT - tile based property map RSW - map format (defines a scene with objects) They also made new formats, like the worthless IMF format that no one understand what is supposed to do... (Just kidding, IMF is used when combining ACT files for player characters, but it turns out it wasn't really necessary or useful. The client uses IMF offsets when drawing the player on the character select, which is probably why headgear sometimes looks a little wonky there. It also uses it for drawing order for player character sprites in-game.) While based on DirectX 7.0, from a modern perspective GFC can be said to be software rendered. If you've ever wondered why Ragnarok uses so much CPU, that is why! Direct3D is only used as a glorified triangle rasterizer with blending and depth buffering. GFC has a fairly large entity-based actor system where every actor is responsible for rendering themselves every frame. There are a few principal object types: ground (GND), models (e.g. RSM) and game objects (actors, effects, etc). Rendering done by registering a render pass from with the renderer - basically a list of screen projected vertices and a texture. The renderer sorts the render passes by depth, opacity and other attributes, and draws everything at the end of each game cycle. This all makes for a pretty horrible design. Easy to work with, but unnecessarily taxing on the system. The only reason it worked in the first place is the low amount of polygons on the screen. (Typically below 10,000 triangles at any time.) Game objects communicate by passing messages around to each other. In Ragnarok, there is also a global state (the session) and the current game mode, which is responsible for tasks like processing input, creating actors, handling network messages and signalling actors. The diagram above shows part of the base object hierarchy in Arcturus, which is pretty tall and convoluted. In Arcturus, each enemy needed its own class specialization. In comparison the diagram below shows the object hierarchy at the time of the Ragnarok alpha release. While simplified, the principal structure is the same. I have colored a few classes that provide similar functionality in the two games. CRenderObject is any type of object that is draw on the screen, while CGameActor is any object that can be interacted with. CPc is the object type for characters controlled by a player. CNpc covers static NPCs and monsters. In Arcturus you could interact with certain 3D models (e.g. doors, chests), so C3dActor was a part of the game object hierarchy. In Ragnarok, all 3D models are just decoration and not part of the game play and aren't considered game objects. (The exceptions to the rule are Granny actors and traps, the latter of which are actually RSM models drawn by a Skill object.) From the Ragnarok alpha to commercial release the renderer was improved a bit, and the 2D actor system become more flexible. A few libraries from RAD Game Tools was integrated to provide sound, video playback and a more practical 3D format (namely GR2, thought it's only been used for a few models). Aside from that, not much has changed.
  25. 1 point
    pre-renewal is better all in all.
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