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Showing content with the highest reputation since 03/22/24 in all areas

  1. Version 1.0.0

    62 downloads

    [Event] Chess 1.0 By: MihaSenpai About: Hello Everynyan! My name is Mihael and I hope you are all well. I recently found these files in a personal repository and decided to share them with you. The .ZIP Contains the files: Script: NPC programmed for two players to participate in a game of chess. Map: Files containing the original Map of the event. Sprites: Files containing the event's ORIGINAL NPC Sprites. Hope you like it. If you have any questions, you can contact us here on the Forum or via Discord. A belated Happy 2024 to everyone.
    Free
    4 points
  2. 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 Possible reasons: You are using outdated rAthena which doesn't work with 2022-04-06 client.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.
    3 points
  3. Version 1.0.1

    48 downloads

    i recoded older rAthena Serv Monitor by DarkIrata in newer WPF -> Added Multithreading Server Start -> Added 1Click-Restart Server Button -> Added the WebServ -> Errorlogs are working and saving without crashes -> New design the open-src code -> https://github.com/AoShinRO/rAthena-ServMonitor-ByAoShinHo
    Free
    3 points
  4. 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
  5. 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
  6. Version 1.0.1

    88 downloads

    ***Include Abyss Lake4**** -IllusionTeddy Bear/Labyrinth base on https://www.divine-pride.net/ (Include Drops Table) -No Portal -Issgard Dun/Frozen scale Field are custom to fit my server. (Custom Drops Table) Install : Put Mob and mob skill to rathena\db\import PutNpcfiles (Custom.txt) to rathena\npc\custom add new line npc: npc/custom/Custom.txt at rathena\npc\scripts_custom.conf
    Free
    2 points
  7. War Declaration System A system which allows guild leaders to declare a war against other guilds. You can only start attacking opposing guild when both guilds will declare each other as enemies. There will be an announcement when guild leaders sets a guild as an antagonist and another announcement saying that both guilds have agreed to declare war on each other. Once both guilds declared war, they can attack each other outside PVP, GvG, BG, Castle Maps, and Towns.. meaning on fields/dungeons only. This should add up some spice on guild vs guild match ups on a server. I'm open for some suggestions for improvement of this system! Cheers! [ Video: ]
    1 point
  8. Its only here for showcase until I am satisfied with it.
    1 point
  9. This is still working since I add to to my local server few days ago. A "solution" found for the window not being closed, is to run clif_refresh which does same than @refresh I tried many ways but nothing worked, just that..
    1 point
  10. Version 1.2

    687 downloads

    I just updated the existed one by raPalooza~ to include the K and M indicator. DarkBreath is there too. The K is light green like a frog and the M is red wine like frog's blood Used font is PixelOperator 8
    Free
    1 point
  11. 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
  12. Hello, I'm sharing this project, since this might help someone who need to generate this easily. Right now, this project support custom file generator for : 1. Custom headgear. 2. Custom robe/garment. 3. Custom weapon. 4. Custom NPC. The required file generated depends on which generator that you used. The scenario on how to generate for custom headgear file : 1. Maybe extract data\texture\유저인터페이스\item\ folder and u will have the listed one .BMP that u want to add. 2. Select all the item u want to add, right click mouse and right click, copy as path. Then open notepad, paste it. 3. Get the only .BMP in list, so replace your directory path and replace all with blank/nothing . And lastly the " with blank/nothing. So the result is as below. Copy all of it, insert in https://x-files.amirazman.my/customfilegenerator and change your : - Starting ItemID you want it to start with. Make sure the itemID is supported by your client. - Starting AccessoryID that you didnt use yet. Also make sure the final accessoryID didnt reach the maximum of your client can support/set. - Defense, so you can set all the defense in bulk. - Weight. - Slots. - Script. Insert any scripts or anything that you can replace all easily later on in itemdb and also custom_iteminfo.lua (yes, its generated inside the description). - Item Type for now only support headgears and costume headgears, I will add another item types soon if possible (yes, its generated inside the description). And click Generate. Download, extract, add it in your System folder and server file or create a patch or anything. You can access to this simple project here : https://x-files.amirazman.my/customfilegenerator. Let me know if you having issues and I'll update it if possible & have some leisure time to play with.
    1 point
  13. I'm just now seeing this and don't have the time to test things out, but I've had problems warping players with similar BG scripts. I can't exactly remember what the problem was because its been years, but you should try collecting all of the players cids/aids for each team and then warping them individually instead of mapwarp/partywarp.
    1 point
  14. https://raw.githubusercontent.com/rathena/rathena/master/db/import-tmpl/job_stats.yml Should support till level 1000 if im not mistaken.
    1 point
  15. - script loginnnnnn -1,{ OnPCLoginEvent: announce strcharinfo(0) + " Logged in.",bc_all; end; } -<tab>script<tab>loginnnnnn<tab>-1,{
    1 point
  16. 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/
    1 point
  17. Search for "MVP ladder" you will find plenty of scripts that do just this.
    1 point
  18. Hello, as the example // Examples: // MC_MAMMONITE,BL_PC,1,50 // In normal maps, players deal +50% damage to other players with Mammonite. // MO_EXTREMITYFIST,BL_PC,6,-50 // In PVP and GVG, players deal -50% (half) damage to other players with Asura Strike. // AB_ADORAMUS,BL_PC,6,50,0,10,15 // In PVP and GVG, players deal +50% damage to other players, +0% to mobs, +10% to bosses, and +15% to other with Adoramus. https://github.com/rathena/rathena/blob/master/db/skill_damage_db.txt see the adoramus lines, that might help a lot.
    1 point
  19. Hello, no, but has been merged in https://x-files.amirazman.my/customfilegenerator. I hope you can access it there.
    1 point
  20. 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
  21. The error tells u that the function *rand have to be greater than -1. The attached file isn't available. Unfortunately I can't take a look therefore. Rynbef~
    1 point
  22. 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.
    1 point
  23. I see. I went with the first solution I came up with from the top of my head. But it isn't that hard to do it the way you are showing either. You simply can use an invisible npc with an OnTouchNPC label that teleports the mob back into the desired area. - script EXAMPLE_SPAWN -1,{ OnInit: areamonster("prontera", 151, 149, 155, 143, "", "poring", 2); } - script MOB_BOUNDARY_CELL -1,{ OnTouchNPC: unitwarp(getattachedrid(), "this", 153, 147); } prontera,150,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#01 -1,0,0 prontera,151,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#02 -1,0,0 prontera,152,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#03 -1,0,0 prontera,153,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#04 -1,0,0 prontera,154,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#05 -1,0,0 prontera,155,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#06 -1,0,0 prontera,156,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#07 -1,0,0 prontera,150,149,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#08 -1,0,0 prontera,150,148,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#09 -1,0,0 prontera,150,147,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#10 -1,0,0 prontera,150,146,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#11 -1,0,0 prontera,150,145,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#12 -1,0,0 prontera,150,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#13 -1,0,0 prontera,150,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#14 -1,0,0 prontera,151,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#15 -1,0,0 prontera,152,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#16 -1,0,0 prontera,153,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#17 -1,0,0 prontera,154,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#18 -1,0,0 prontera,155,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#19 -1,0,0 prontera,156,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#20 -1,0,0 prontera,156,149,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#21 -1,0,0 prontera,156,148,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#22 -1,0,0 prontera,156,147,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#23 -1,0,0 prontera,156,146,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#24 -1,0,0 prontera,156,145,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#25 -1,0,0 prontera,156,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#26 -1,0,0
    1 point
  24. Greetings rAthena, Here's a release for a SQL-based Race to 99 Event script that I made recently. This script follows these rules --- 1. Only 2 winners for each TRANSCENDENT Class 2. If you won once already, you may not win another one (account-based) If you there are any issues or bugs, feel free to post and I'll fix it up when I can. raceto99.txt
    1 point
  25. Version 1.0.0

    195 downloads

    Hello everyone! Happy New Year! Here are my handmade gifts, custom maps for you: 2024: navayo (+nav_beach, nav_in01, nav_in02) https://rathena.org/board/topic/116200-showcase-navayo/ anrydrago https://rathena.org/board/topic/124265-showcase-miniquest-anry-dragon/ 2023: x_base https://rathena.org/board/topic/140494-showcase-x-base/ crimea https://rathena.org/board/topic/132870-showcase-crimea/ barcode https://rathena.org/board/topic/116040-showcase-barcode/ ice2xlake https://rathena.org/board/topic/124194-showcase-ice-twice-lake/ lv_beach https://rathena.org/board/topic/116553-showcase-love-beach/ yavin1b https://rathena.org/board/topic/116300-showcase-yavin1b/ mystvil https://rathena.org/board/topic/117187-showcase-mystical-vil/ crystal https://rathena.org/board/topic/116079-showcase-crystal/ 1@scp087 https://rathena.org/board/topic/116223-showcase-scp-087/ mag_dun03_ https://rathena.org/board/topic/127185-showcase-magma-dungeon-lvl-3/ b_book(1,2,3,4) https://rathena.org/board/topic/116491-showcase-four-battle-books/ The size of attachments (30mb) on rAthena does not allow to add map resources. You can find the full materials here: https://mega.nz/folder/8atXmYgC#yJEL_ssWj8D8XwmpgInYiQ ~ Keep calm and use it on your server ~ ~ Don't claim my work as yours please and etc ~ ~ Any requests/reports - https://rathena.org/board/profile/47250-w0wzukubg/ Thanks, Zuku ~
    Free
    1 point
  26. Version 1.0.0

    143 downloads

    Please note that you can download the full version of the sprite set from this link. The file is large and cannot be uploaded to the forum. You can download my sprites rework [FOR FREE] and not for resale! [DOWNLOAD] https://mega.nz/file/taQwkKwL#ikVnLwKyX52rymVMlaAqxFMd8YHsC2itTyk3GxmAjtc
    Free
    1 point
  27. Repository: https://github.com/eleriaqueen/rag-highres-scrolling-dmg-sprites Description: For this project I make high-res sprites of popular/interesting/cool fonts I come across. I apply a faithful RO-like gradient to the digits and letters so that they don't look out of place in game. Future of the Project: More stuff is coming, stay tuned, I'm hunting for the next interesting/cool/fun fonts when I have some free time. Info: Latest Release: 2023/02/01 - Release 9 - Roboto About Me: I was born in the late eighties, I like tinkering with programming and vector graphics drawing software, my skills are limited but I tend to pour hours upon hours of work into projects to compensate.
    1 point
  28. First I apologize for my English, my native language is PT-BR and I'm using google translator to create this post. I hope you can understand me Recently I watched a video on YouTube in a channel that "taught" how to upscale ragnarok sprites, transforming these images into "HD". I thought the result was very beautiful and tried to reproduce it. my intention is to make this UpScale of all the sprites of the CLASSES and Mobs and make it available to the community. I believe this can bring a breather to RagnarokOnline The result I have been getting is satisfactory and I want to share it with you. To me it looks very promising, but I'm encountering an issue with some in-game screens. So I would also like to share it with you so that anyone interested in helping me bring this open and free to everyone in the com
    1 point
  29. 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
  30. The Sage of Six Path Naruto The Sage of Six Path Cloak The legendary Super Saiyan Luminous Wings Ancient Dragon Wings Lucifer Wings Touka's Kagune (Might change this animation) Merged Zamasu's Set Super Saiyan Aura.rar
    1 point
  31. 1 point
  32. 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.
    1 point
  33. These are some examples, I have more than 30 bosses ready, 80 different monsters like mobs and mini boss, between wings, weapons, etc. If you liked it, don't forget to like it, thank you all.
    1 point
  34. Version 1.0.6

    3967 downloads

    Extended Vending 2.0 Made in Git Hash: '042b88623bf549b88ba619991aaa186d45f7f998' Description Yet another version of Extended Vending, this one works in actual rA c++. It has a few fixes, including vending tax only working with Zeny as currency. What is new? I tried to improve this amazing mod adding a new feature: Vending Report (Mailbox). Basically... whenever you buy items to a vendor, he receive a report that who bough,what items, how many and total profit of them. You can disable this feature through conf/feature, or If you want to disable it for a specific player you must set the permanent variable called NOVREPORT (by a NPC/Bindatcmd/Idk) For < 2015-05-13 Clients Since old mailbox has 300 characters less than RoDex, I decided to take off items name and amount. So only will send 'who bought' and 'total profit'. Feel free to Donate If you want to support me.
    Free
    1 point
  35. OnTimer1000: OnInit: showscript "Broadcaster", getnpcid(0, "Broadcaster"), AREA; initnpctimer; end;
    1 point
  36. DE's HEARTRINGS SYSTEM This may sound crazy, but I also believe it's a good idea, why not? In order to get some advertising (since it's really needed), I'm implementing a points system that people can exchange for gifts or some love. These services aren't mean to boost your server graphics development or something, these are just lovely gifts from me. Ok, so let's go, I'll list what stuff gives points: Posting a lovely (it must be lovely, if not it doesn't count lol) message there: +1 Heartring Using DE's userbar linking to this thread (each RO-related forum counts): +5 Heartrings Link from your RO website/forum (each site/forum counts, not userbar): +10 Heartrings Purchasing something from me (over 25$): +10 Heartrings Use more than 5 of my custom sprites in your server: +10 Heartrings Use more than 15 of my custom sprites in your server: +15 Heartrings Translating one of my guides from Spanish to English: +15 Heartrings Sending me a customer (over 50$): +20 Heartrings Working with me in a collaboration project/server: +20 Heartrings Advertise my services in your main page: +20 Heartrings Being a lovely person: +50 Heartrings Acting not according to my ToS: +1000 Baphorings and u lose all your stacked love. Gifts/prizes: 10 Heartrings for 5% discount. 20 Heartrings for 10% discount. 20 Heartrings for an inventory sprite gift. 30 Heartrings for a 20 dyes pack. 40 Heartrings to advertise your server in my signature for 1 month. 50 Heartrings to make a beautiful headgear for you. 60 Heartrings to make an NPC based on you and with your name on it. 80 Heartrings to make a small map to commemorate our love <3. 100 Heartrings and you will get a lovely prize . *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* If you liked my work, dont forget to use the DE's Userbar =D I think it's good to show my work in order to encourage other people to start spriting/pixel art. Well, basically, my RO-related works are organized in generations/collections. My portfolio is made up of: 1st Sprite Generation (a.k.a. The Red Moon Collection): My first sprites and palettes, Jan 07 ~ Jun 07. Approximately made up of 30 works. 2nd Sprite Generation (a.k.a. The Silver Moon Collection): Medium knowledge as a spriter. Not private spriter anymore (Not working for p.servers). Jun 07 ~ Jul 08. Around 25 designs or more. 3rd Sprite Generation (a.k.a. The Golden Moon Collection): High Knowledge in RO Graphics. 4th Sprite Generation (a.k.a. The Light Moon Collection): 2010-2011 (last works as a RO artist before retirement) .A. Hearts (.Atska.'s Collection): Dedicated to Atska. Fashion and girlish customs. 1st Mapping Generation: When I got Borf's. 2nd Mapping Generation When I improved at Borf's My current works aren't included in any generation/collection anymore. Download packs: First Sprite Generation: Headgears - Mobs Second Sprite Generation: All material (Except private or/and unfinished works) Third Sprite Generation: Mobs UPDATE: My sprites are no longer available for free. Please contact me to purchase them through email or twitter. Thanks to Luigiman for hosting the material - Give credits in your website or forum. - You are not allowed to redistribute or share them unless I gave permission to do so. Redistribution of my public work is allowed in brAthena, frAthena, DivineRO and rAthena. - Do not steal credits from the original author/s. - It is prohibited to use these works to make money unless I gave you permission to do so. - You are not allowed to edit my material without permission. Many of these works are based on official Gravity's designs, so I'm not the only author of these designs (there are, however, a lot of 100% original designs). Keep that in mind if you are planning to give credits to me only. Same happens with Trickster Edits. I wrote in descriptions which sprites are Trickster conversions or edits. If you want to use them as donations, please ask me through PM and then I may give you the permission. DevilEvil's Portfolio Fourth Sprite Generation To conmemorate Gay Pride Festival /me likes EVE Based on people: Jman, Usako, Rico, Eury, Epoque, me, and a friend, Phoebe xD. Third Sprite Generation Based on an Arcturus NPC A project never finished for Kisuka . Made it for the Gay Pride Festival (Reference from Arcturus) Original designs by DevilEvil are published under the Creative Commons non-commercial license. Second Sprite Generation (Forum doesnt let me upload more images) Original designs by DevilEvil are published under the Creative Commons non-commercial license.
    1 point
  37. View File Hairstyle Package Introduction: This package are currently contains around 90~100 hairstyles for both male/female character. I obtained these from various sources like old eAthena, rAthena, Hercules, TheSpriteRepository and other member who shared these sprites with me etc. I don't remember who exactly made each of the sprites, or who even shared these... tell me if you know who are them. If any of these hairstyles are custom work that are meant for private use, kindly contact me, so that I could remove it from the listing. I do have more than this amount, but since my current test client (2018-06-20) can only support up to 100 sprites, so I randomly picked 100 and only upload it here. It included the default 31 hairstyle from kRO, but I think I replaced the 1~20+ hairstyles from JRO which dyed the hair in dark color, the rest are custom hair styles. How to use: You can either merge the provided GRF into your own GRF Load it as another individual GRF using the DATA.ini file Extract it and put it in your Data folder * Depend on your client hexed with whatever settings. Search forum for all these guides. Disclaimer: You're free to share with everyone but do not monetize the contents in any way! These materials are meant for study or research purpose. Use these at your own risk, and always give credit to original author. If there exists issue with sprite file, for example: sprite misalignment, error, etc, kindly ask help from any member who have knowledge with sprite edit. If there exists issue with palette color file, for example: messed up color, error, etc, kindly ask help from any member who have knowledge with palette color edit. Fun Fact: Do you know you can actually combine all male and female hairstyle (including doram) to create a list of universal hairstyles that could be used by any gender of player and doram? Submitter Emistry Submitted 03/15/2020 Category Hairstyles Content Author Various  
    1 point
  38. Version 1.0.0

    929 downloads

    Hello Friends, I'm a mapper and I also do map services (contact-me if you're interested in my job) I recently had this Prontera ripped and now I need to make it free for everyone. I hope y'all like it! If anyone wanna support me, please DM me.
    Free
    1 point
  39. It seemed interesting, so I took a bit of everybody's work and here is my attempt with a novice. ➡ Also, my take on asking for a release. It's basically won't happen, for several reasons : Rendering issue: While the sprites can be used in 3D space (it's simply using UV coordinates, so it's basically free), the UI doesn't support scaling whatsoever; your characters will stay giant in status and skill windows, it's not negotiable. Performances: My novice has height time more pixels than the original sprite and 4 times more colors. I'm sure I could write a tool to reduce the color numbers, but it wouldn't change the fact that crossing through Prontera (or whatever is your capital city) with this kind of sprites would make the vram requirement explode, possibly beyond the 32 bit limitation of the client. And I'm not even talking about the palette system breaking. Reality check: Would you even see it? This is a 1080p screenshot of RO, with my upscaled novice right beside a real in game novice. Can you honestly see the difference? Probably not a first glance. So, beside higher resolution (1440p and 4k, basically) or in a more zoomed in scenario, this doesn't really bring much to the table. It's just a nice exercise to learn a bit about AI upscaling, I spent the whole day learning, and I'm quite satisfied with the result for a total noob.
    1 point
  40. Heya, This post is meant to explain the file format of RSM2 for those who are interested and want to play with them. I haven't seen many projects exploring the topic and I've finished digging through the file for GRF Editor. I shared some of the structure pubicly in BrowEdit's Discord almost a year ago, but the fields were still unknown at that point. Also before anyone asks, no I am not making a public converter for RSM2 > RSM1. That's not fully possible anyway. General The structure of a RSM file is quite simple. It's a list of mesh data with transformations applied to them. Each mesh has a transformation matrix, a position, a parent, etc. Then you have the transformation components on the mesh: Offset/Translation RotationAngle RotationAxis Scale And at last, you have the animation components on the mesh: RotationKeyFrame ScaleKeyFrame All the code presented below comes from GRF Editor. Also the structure varies quite a bit even among the 2.2 version and the 2.3 version. I was unable to find any model using versions 2.0 or 2.1. I'd guess they were only used internally...? Who knows. Animation duration changes In previous versions, below 2.2, the AnimationLength field and the frame animation field represented time in milliseconds. So a model such as ps_h_01.rsm has 48000 as a value for AnimationLength, which means the animation lasts for a whole 48 seconds before it resets. The key frames for the transformations work in the same manner. In version 2.2 and above, the AnimationLength field reprensents the total amount of frames in the model. So a model such as reserch_j_01.rsm2 has a value of 300. The keyframes would therefore range between 0 and 300. The duration is given by the new FramesPerSecond field, which is 30 for almost all 2.0 models currently existing. The delay between frames would then be 1000 / FramesPerSecond = 33.33 ms. The duration would be 1000 / FramesPerSecond * AnimationLength = 1000 / 30 * 300 = 10000 ms in our example. Shading Nothing new there, but I thought I'd go over the topic quickly. The ShadeType property is used to calculate the normals. There are three types that have been found in models to this day: 0: none; the normals are all set to (-1, -1, -1). 1: flat; normals are calculated per triangle, with a typical cross product of the 3 vertices. 2: smooth; each face of a mesh belongs to a smooth group, the normal is then calculated by adding the face normal of each connected vertices. In the real world, most models end up using the smooth shading type. The smooth group is a bit confusing at first if you've never heard of it, but some reading on the topic will help you. These are common techniques. Textures In previous versions, below 2.3, the textures were defined at the start of the file. Each mesh then defines a list of indices. So for example, a mesh could define these indices: "2, 5, 0" which means the mesh has 3 textures. Each face of the mesh then has a TextureId property from 0 to 2 in our example. If the face TextureId is 1, it would refer to the second indice previously defined, which is 5. This means that the texture used for this face would be the 5th texture defined at the start of the model. In version 2.3 and above, the textures are defined per mesh instead. There are no longer using texture indices. The TextureId defined for each face refers directly to the texture defined of that particular mesh. So say the TextureId for a face is 1, then the first texture defined on the mesh is the corresponding one. Transformation order In version 2.2 and above, the Scale/Offset/RotationAngle/RotationAxis properties were removed. Instead, it relies on animation frames or the TransformationMatrix. The order looks as such: /// <summary> /// Calculates the MeshMatrix and MeshMatrixSelf for the specified animation frame. /// </summary> /// <param name="animationFrame">The animation frame.</param> public void Calc(int animationFrame) { MeshMatrixSelf = Matrix4.Identity; MeshMatrix = Matrix4.Identity; // Calculate Matrix applied on the mesh itself if (ScaleKeyFrames.Count > 0) { MeshMatrix = Matrix4.Scale(MeshMatrix, GetScale(animationFrame)); } if (RotationKeyFrames.Count > 0) { MeshMatrix = Matrix4.Rotate(MeshMatrix, GetRotationQuaternion(animationFrame)); } else { MeshMatrix = Matrix4.Multiply2(MeshMatrix, new Matrix4(TransformationMatrix)); if (Parent != null) { MeshMatrix = Matrix4.Multiply2(MeshMatrix, new Matrix4(Parent.TransformationMatrix).Invert()); } } MeshMatrixSelf = new Matrix4(MeshMatrix); Vertex position; // Calculate the position of the mesh from its parent if (PosKeyFrames.Count > 0) { position = GetPosition(animationFrame); } else { if (Parent != null) { position = Position - Parent.Position; position = Matrix4.Multiply2(new Matrix4(Parent.TransformationMatrix).Invert(), position); } else { position = Position; } } MeshMatrixSelf.Offset = position; // Apply parent transformations Mesh mesh = this; while (mesh.Parent != null) { mesh = mesh.Parent; MeshMatrixSelf = Matrix4.Multiply2(MeshMatrixSelf, mesh.MeshMatrix); } // Set the final position relative to the parent's position if (Parent != null) { MeshMatrixSelf.Offset += Parent.MeshMatrixSelf.Offset; } // Calculate children foreach (var child in Children) { child.Calc(animationFrame); } } The original vertices are then multiplied by MeshMatrixSelf for their final positions. MeshMatrix is the resulting transformation matrix of a particular mesh only, without taking into account its parents matrixes or the mesh position. The MeshMatrixSelf is the final transformation matrix that will be applied to the vertices. Contrary to previous versions, the TransformationMatrix is applied all the way to the children. The matrix invert function may not be available in all common librairies, so here is the implementation used: public Matrix4 Invert() { if (this.IsDistinguishedIdentity) return this; if (this.IsAffine) return this.NormalizedAffineInvert(); float num1 = this[2] * this[7] - this[6] * this[3]; float num2 = this[2] * this[11] - this[10] * this[3]; float num3 = this[2] * this[15] - this[14] * this[3]; float num4 = this[6] * this[11] - this[10] * this[7]; float num5 = this[6] * this[15] - this[14] * this[7]; float num6 = this[10] * this[15] - this[14] * this[11]; float num7 = this[5] * num2 - this[9] * num1 - this[1] * num4; float num8 = this[1] * num5 - this[5] * num3 + this[13] * num1; float num9 = this[9] * num3 - this[13] * num2 - this[1] * num6; float num10 = this[5] * num6 - this[9] * num5 + this[13] * num4; float num11 = this[12] * num7 + this[8] * num8 + this[4] * num9 + this[0] * num10; if (IsZero(num11)) return false; float num12 = this[0] * num4 - this[4] * num2 + this[8] * num1; float num13 = this[4] * num3 - this[12] * num1 - this[0] * num5; float num14 = this[0] * num6 - this[8] * num3 + this[12] * num2; float num15 = this[8] * num5 - this[12] * num4 - this[4] * num6; float num16 = this[0] * this[5] - this[4] * this[1]; float num17 = this[0] * this[9] - this[8] * this[1]; float num18 = this[0] * this[13] - this[12] * this[1]; float num19 = this[4] * this[9] - this[8] * this[5]; float num20 = this[4] * this[13] - this[12] * this[5]; float num21 = this[8] * this[13] - this[12] * this[9]; float num22 = this[2] * num19 - this[6] * num17 + this[10] * num16; float num23 = this[6] * num18 - this[14] * num16 - this[2] * num20; float num24 = this[2] * num21 - this[10] * num18 + this[14] * num17; float num25 = this[10] * num20 - this[14] * num19 - this[6] * num21; float num26 = this[7] * num17 - this[11] * num16 - this[3] * num19; float num27 = this[3] * num20 - this[7] * num18 + this[15] * num16; float num28 = this[11] * num18 - this[15] * num17 - this[3] * num21; float num29 = this[7] * num21 - this[11] * num20 + this[15] * num19; float num30 = 1.0f / num11; this[0] = num10 * num30; this[1] = num9 * num30; this[2] = num8 * num30; this[3] = num7 * num30; this[4] = num15 * num30; this[5] = num14 * num30; this[6] = num13 * num30; this[7] = num12 * num30; this[8] = num29 * num30; this[9] = num28 * num30; this[10] = num27 * num30; this[11] = num26 * num30; this[12] = num25 * num30; this[13] = num24 * num30; this[14] = num23 * num30; this[15] = num22 * num30; return this; } New transformation animations TranslationKeyFrames In version 2.2 and above, PosKeyFrames are added. If you've seen the previous formats, you may be confused by this. I've seen PosKeyFrames in many implementations, but version 1.6 adds ScaleKeyFrames, not TranslationKeyFrames. The name is self-explanatory: it translates the mesh. TextureKeyFrames In version 2.3 and above, TextureKeyFrames are added. Similar to other transformations, they are defined as: struct TextureKeyFrame { public int Frame; public float Offset; } The TextureKeyFrames target a specific texture ID from the mesh and have different animation types. The Offset affects the UV offsets of the textures. The animation types are: 0: Texture translation on the X axis. The texture is tiled. 1: Texture translation on the Y axis. The texture is tiled. 2: Texture multiplication on the X axis. The texture is tiled. 3: Texture multiplication on the Y axis. The texture is tiled. 4: Texture rotation around (0, 0). The texture is not tiled. Main mesh In previous versions, below 2.2, there could only be one root mesh. This is no longer the case with newer versions. Code And those were all the changes! Here is a full description of the structure (which is again based on GRF Editor). # # RSM structure # private Rsm(IBinaryReader reader) { int count; // The magic of RMS files is always GRSM Magic = reader.StringANSI(4); MajorVersion = reader.Byte(); MinorVersion = reader.Byte(); // Simply converting the version to a more readable format Version = FormatConverters.DoubleConverter(MajorVersion + "." + MinorVersion); // See "Animation duration changes" above for more information. AnimationLength = reader.Int32(); ShadeType = reader.Int32(); Alpha = 0xFF; // Apparently this is the alpha value of the mesh... but it has no impact in-game, so... if (Version >= 1.4) { Alpha = reader.Byte(); } if (Version >= 2.3) { FrameRatePerSecond = reader.Float(); count = reader.Int32(); // In the new format, strings are now written with their length as an integer, then the string. In previous versions, strings used to be 40 in length with a null-terminator. // The syntax below may be a bit confusing at first. // reader.Int32() reads the length of the string. // reader.String(int) reads a string with the specific length. for (int i = 0; i < count; i++) { MainMeshNames.Add(reader.String(reader.Int32())); } count = reader.Int32(); } else if (Version >= 2.2) { FrameRatePerSecond = reader.Float(); int numberOfTextures = reader.Int32(); for (int i = 0; i < numberOfTextures; i++) { _textures.Add(reader.String(reader.Int32())); } count = reader.Int32(); for (int i = 0; i < count; i++) { MainMeshNames.Add(reader.String(reader.Int32())); } count = reader.Int32(); } else { // Still unknown, always appears to be 0 though. Reserved = reader.Bytes(16); count = reader.Int32(); for (int i = 0; i < count; i++) { _textures.Add(reader.String(40, '\0')); } MainMeshNames.Add(reader.String(40, '\0')); count = reader.Int32(); } // The Mesh structure is defined below for (int i = 0; i < count; i++) { _meshes.Add(new Mesh(reader, Version)); } // The rest of the structure is a bit sketchy. While this is apparently what it should be (some models do indeed have those), they have absolutely no impact in-game and can be safely ignored when rendering the model. if (Version < 1.6) { count = reader.Int32(); for (int i = 0; i < count; i++) { _scaleKeyFrames.Add(new ScaleKeyFrame { Frame = reader.Int32(), Sx = reader.Float(), Sy = reader.Float(), Sz = reader.Float(), Data = reader.Float() }); } } count = reader.Int32(); for (int i = 0; i < count; i++) { VolumeBoxes.Add(new VolumeBox() { Size = new Vertex(reader.Float(), reader.Float(), reader.Float()), Position = new Vertex(reader.Float(), reader.Float(), reader.Float()), Rotation = new Vertex(reader.Float(), reader.Float(), reader.Float()), Flag = version >= 1.3 ? reader.Int32() : 0, }); } } # # Mesh structure # public Mesh(IBinaryReader reader, double version) { int count; if (version >= 2.2) { Name = reader.String(reader.Int32()); ParentName = reader.String(reader.Int32()); } else { Name = reader.String(40, '\0'); ParentName = reader.String(40, '\0'); } if (version >= 2.3) { count = reader.Int32(); for (int i = 0; i < count; i++) { Textures.Add(reader.String(reader.Int32())); } // This is more so for backward compatibility than anything. The texture indices now refer to the texture list of the mesh directly. for (int i = 0; i < count; i++) { _textureIndexes.Add(i); } } else { count = reader.Int32(); for (int i = 0; i < count; i++) { _textureIndexes.Add(reader.Int32()); } } // The TransformationMatrix is 3x3 instead of 4x4 like everything else in the universe. TransformationMatrix = new Matrix3( reader.Float(), reader.Float(), reader.Float(), reader.Float(), reader.Float(), reader.Float(), reader.Float(), reader.Float(), reader.Float()); if (version >= 2.2) { // In 2.2, the transformations are already applied to the mesh, or calculated from the animation key frames. None of these properties are used anymore. Offset = new Vertex(0, 0, 0); Position = new Vertex(reader); RotationAngle = 0; RotationAxis = new Vertex(0, 0, 0); Scale = new Vertex(1, 1, 1); } else { // The Offset is the translation vector for the mesh. translated > scaled > rotated >TransformationMatrix. Offset = new Vertex(reader.Float(), reader.Float(), reader.Float()); // Position is the distance between the mesh and its parent. Position = new Vertex(reader.Float(), reader.Float(), reader.Float()); RotationAngle = reader.Float(); RotationAxis = new Vertex(reader.Float(), reader.Float(), reader.Float()); Scale = new Vertex(reader.Float(), reader.Float(), reader.Float()); } count = reader.Int32(); for (int i = 0; i < count; i++) { _vertices.Add(new Vertex(reader.Float(), reader.Float(), reader.Float())); } count = reader.Int32(); for (int i = 0; i < count; i++) { _tvertices.Add(new TextureVertex { Color = version >= 1.2 ? reader.UInt32() : 0xFFFFFFFF, U = reader.Float(), V = reader.Float() }); } count = reader.Int32(); // A face has changed a little in the new version. The SmoothGroup isn't only bound to the face itself, but can be bound to the vertex itself instead. for (int i = 0; i < count; i++) { Face face = new Face(); int len = -1; if (version >= 2.2) { len = reader.Int32(); } face.VertexIds = reader.ArrayUInt16(3); face.TextureVertexIds = reader.ArrayUInt16(3); face.TextureId = reader.UInt16(); face.Padding = reader.UInt16(); face.TwoSide = reader.Int32(); if (version >= 1.2) { face.SmoothGroup[0] = face.SmoothGroup[1] = face.SmoothGroup[2] = reader.Int32(); if (len > 24) { // It is unsure if this smooth group is applied to [2] or not if the length is 28. Hard to confirm. face.SmoothGroup[1] = reader.Int32(); } if (len > 28) { face.SmoothGroup[2] = reader.Int32(); } } _faces.Add(face); } // This was weirdly predicted to be in model version 1.6... which never existed? Either way, it is safe to set it as >= 1.6 if (version >= 1.6) { count = reader.Int32(); for (int i = 0; i < count; i++) { _scaleKeyFrames.Add(new ScaleKeyFrame { Frame = reader.Int32(), Sx = reader.Float(), Sy = reader.Float(), Sz = reader.Float(), Data = reader.Float() // Useless, has in impact in-game }); } } count = reader.Int32(); for (int i = 0; i < count; i++) { _rotFrames.Add(new RotKeyFrame { Frame = reader.Int32(), // Qx, Qy, Qz, Qw Quaternion = new TkQuaternion(reader.Float(), reader.Float(), reader.Float(), reader.Float()) }); } if (version >= 2.2) { count = reader.Int32(); for (int i = 0; i < count; i++) { _posKeyFrames.Add(new PosKeyFrame { Frame = reader.Int32(), X = reader.Float(), Y = reader.Float(), Z = reader.Float(), Data = reader.Int32() // Useless, has in impact in-game }); } } // Texture animations, look at "Textures" above for more information if (version >= 2.3) { count = reader.Int32(); for (int i = 0; i < count; i++) { int textureId = reader.Int32(); int amountTextureAnimations = reader.Int32(); for (int j = 0; j < amountTextureAnimations; j++) { int type = reader.Int32(); int amountFrames = reader.Int32(); for (int k = 0; k < amountFrames; k++) { _textureKeyFrameGroup.AddTextureKeyFrame(textureId, type, new TextureKeyFrame { Frame = reader.Int32(), Offset = reader.Float() }); } } } } } I'm also sharing the program I used to test the RSM2 files. It's a bit messy, but it does the job and might help someone. This testing program no longer has any purpose to me as it's been merged into GRF Editor already. https://github.com/Tokeiburu/RSM2/tree/master/Rsm2 The provided model is the following (it contains all the new features of RSM2): The chain on the right as well as the lights use these new texture animations. The red ball uses the translation key frames. This test project can read any RSM or RSM2 file as well as save them (you can edit RSM/RSM2 models via source). Changing the header version to change the output file will cause issues depending on which version you go from and to. With that said, have fun...! One day I'll make GRF Editor sources public again, one day.
    1 point
  41. Olá a todos! por muito tempo me dediquei ao ragnarok, aprimorando-o de alguma forma e depois de vários anos ganhei experiência de todos os lados, consigo entender o cliente perfeitamente, modificar feitiço entre tantas outras coisas muito legais, no final decidi criar o meu Brinco com todas as coisas que aprendi, e hoje está em desenvolvimento, mas hoje colocarei aqui a maior vitrine de todas as coisas que terminei ou converti para RO. aqui você vai encontrar sprites, monstros, efeitos e outros .. alguns eu fiz a pedido de algum cliente outros foram feitos só para o meu jogo. Efeitos: Tags: Monstros: Hp Bar custom ? Efeitos de LevelUp: Temas de danos: Itens / Auras: Asas 3d Outros: Vou postar mais coisas legais! obrigado
    1 point
  42. I have been fiddling around with it and found a way to actually make "ok" sprites with it This was my result: http://www.framecompare.com/image-compare/screenshotcomparison/91BFMNNU?fbclid=IwAR0nw7btJdrFkXcXkU7-nfEZ2YMDDu9nWb9CyGVk5KlfGbjEcvbRZyReokQ We should try training a model with ToS Sprites maybe? ---------> https://drive.google.com/drive/folders/0B92X6lQqXBPSbFBfQVdwcHpRaG8 Here are the models I used and the order.. there might be better ones or better order but wtv http://www.mediafire.com/file/vf04k6jz0amflzu/models.rar/file Can you please tell me which models did you use for rune knight? I have been playing around and I found that there are no Pixel res-upscalers that soften the edges which is what almost everyone wants im sure. So the only way I found is to re-pixelize it after it was upscaled to your desired size, these are my results Tests are here: http://www.framecompare.com/screenshotcomparison/7YLZLNNX EDIT: One of the most consistent ways of doing this that I've found is 1x_Alias_200000_G.pth > cartoonpainted_400000.pth after that sharpen the result in Photoshop with Smooth focus 300% 3pix Radius 100% Noise Reduction this usually works best with sprites so Its worth tryng it
    1 point
  43. *** No longer need file. Found it in older version of rAthena. Bottom of post requests upvote if anyone is interested in a complete rewrite of this mod. If no response, Ill just make a small version for myself. Otherwise, if I see interest, Ill rewrite new version and also include new monsters too. *** Hey all. Sorry for the necro post, but I feel this is the only way I'm hopefully going to get a reply with the file I need. I need a copy of the full version of the old rAthena pet_db.txt in tact. All the above files in this pack are lacking this important information. The pet system has since been revamped where several of the above files are no longer needed as the info now exists in the pet db itself. This means there is no way to merge the several files into a working new pet db and I will have to research every pet in order to make sure they have the proper skills. Would look funny bringing a pet lunatic to a level 100+ dungeon, and have it use a skill that clears the entire screen with vermilion, which I sort of did for fun with a succumbus. Anyway, I need a full copy of the old pet_db.txt file which shows the break down of what each part means. In turn I will make a new pet data base file for both server and client to just copy over and use. Being I have 627 to convert, and as you know Im an avid typer, if I get this file, it should take me a month to write, may be 2 to include new monsters. I can be found on discord, so feel free to dm me if you have this file. Please no urls on what ones fathers, sisters, cousins room mate makes in a week please ? PS, please upvote if you want this updated script. I dont want to pour time into a project no one wants. Note: ** project to convert all pets to yml. ** Add evolving to all pets to unlock special skills. ** This one Im debating on, which is pet breeding for unique pets with special skills.
    1 point
  44. Hello people~ I am Adel and this is my updated sprite showcase. ❤ ❤ ❤ Hope you enjoy ❤ ❤ ❤ Note: Please do not steal the display images. Some of the references for my sprites were taken from other game sources. Mob Sprites Other Sprites
    1 point
  45. Version 1.1.0

    577 downloads

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

    1264 downloads

    STAFF SIGN CUSTOM HEADGEAR BUNDLE Greetings again, rAthena! I'm Haziel, you might know me from the work I've done for the past years, I'm now posting new releases every week. Staff Signs is a bundle of Custom Headgears, it has all necessary files to be appropriately implemented, such as Equip Sprites, Icon and Collection files! This package contains four different Headgears to represent each Staff position, such as Community Manager, Event Manager, Game Master and Administrator! Let me know in the comments below if I'm missing any other! I hope you enjoy the final product! If you're interested in my work, Contact me on hyering or through one of the channels below! By downloading this file, you agree to my Terms of Service: • YOU WILL NOT remove my signature from any of the included files. • YOU WILL NOT alter, edit, recolour any of my files unless for your personal use. • YOU WILL NOT repost, repass or mirror my work nor edited versions of it anywhere. • YOU WILL NOT sell, resell or in any manner, ask money or rewards using my work as an exchange. • YOU WILL NOT claim my work as yours.
    Free
    1 point
  47. Hey, y'all! I just wanted to share with you guys a bunch of jobs & wings sprites I found on my ole' treasure box that i've DL'd a long time ago, and i'm not sure if it's still available somewhere. So I figured, why not share it with everyone since it's free(I guess..) and also for the sake of keeping them alive for the public to utilize! Disclaimer I DO NOT own any of these sprites, I am merely uploading a mirror of them. All credits should go to the respective people who made these. Download: 83 Job Class sprite collection Download: 82 Wings sprite collection
    1 point
  48. Version Royal Turbo Room v2

    1663 downloads

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