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Everything posted by Tokei
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Hmmm, have you tried turning the fog off (with /fog)? The maps don't have issues. Try and mess with the settings in your setup, see if it makes a difference.
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The church is the most problematic model because of its complexity; the tested clients I used are : 2010-07-30, 2012-04-10 and 2013-08-07. Anything above 2010-07-30 should in theory work without issues. I can cut off the church model in even more parts to allow older clients to load the model, but for that I would need the client version to test it on. Also, the link has been reuploaded around last week. If you've downloaded the GRF before that, then I'd suggest you to try it again (the file size should be around 61 MB).
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You have to cut the sprite (or make it invisible, set the layer's sprite ID to -1). An alternative would be to use robe sprites instead : https://rathena.org/board/topic/72734-guide-custom-wings-at-robe-place/
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From my own tests, the selection screen window as well as the equipment window cause issues with sprites depending on their location and their size. Images with more than 65536 pixels (which is around 256 by 256 pixels) have a high risk of crashing the client, especially Bgra32 images. If they're too high or too low, you can definitely expect a crash too. There are no problems when actually wearing these sprites and moving around ingame, the bugs only start when you open up these two windows. I wasn't able to confirm the actual value limits though - they are "half guessed". On a side note, monster sprites do not appear to suffer from these limitations. As for the second question, there are no limits for the amount of frames, as long as the amount is divisible by 3 for the animations 0 and 2 (Idle and Sit). This is because the client reads these two animations differently. If you have 15 frames, the first 5 will be used for the animation when the head is looking down, the next 5 are used when looking right (bottom left) and last 5 ones are for looking left (bottom right). Headgear sprites therefore have a minimum amount of 3 frames for these animations. When you said "8", I'm assuming it is actually 9 frames total, which is 3 for each head position and it should work out fine. If you want to add one more frame, you'll need 12 frames and etc.
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You can try upgrading to 1.7.2.5 ( http://www.mediafire.com/download/aflylbhblrzpz0h ); there hasn't been many changes added regarding the merging process other than a file position condition check. I have retested various merges on my end and I haven't encountered any issues. You can look for corrupted entries from Tools > Grf validation > Validate content > Validate. If you are able to reproduce the issue, using the latest version, please send me the two corresponding GRFs (here or via a private message). You should also be getting an error of some sort when you click on the file; use the "Copy exception" button and paste the result somewhere. It might be helpful.
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You could but in the end, the GRF can only be read by your client and that specific dll (or using GRF Editor and the password).
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For the client to read the encrypted GRF, you need the custom DLL generated by GRF Editor when you set up your client files (from Tools > GRF Encryption). Your friend will not be able to read or see any of the files in the GRF, he will only be able to see the file names. You can use the following guide for more info : http://hercules.ws/board/topic/6047-grf-editor/?p=44463
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I've investigated it a little further; the problematic model is Catholic_01_h.rsm, it crashes the 2012-04-10 client because the nodes Catholic_01_h and churchstatue_s_003 have too many polygon faces. I've cut the model in 4 different parts and updated the link ( http://www.mediafire.com/download/7hcz6u9vl4vjhb4/newprontera.grf ). I have successfully loaded the prontera map on clients 2010-07-30 and 2012-04-10. It should work now @@!
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This is the official behavior of the client, you simply disabled the feature when diffing it. If you're using NEMO, uncheck "Disable 1rag1 type parameters". In your patcher's configuration file, set the client's arguments to "-1rag1" and that's all. This is not a perfect protection; players can still skip your patcher if they really want to (it's good enough for most cases though).
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This option has nothing to do with the number of patches; it's about the GRF's degree of fragmentation. Everytime you patch files in a GRF, patchers will erase content and replace it with new items if possible. This operation creates wasted space in a GRF; for example, if you replace an image which had a size of 1000 bytes by a new one of 800 bytes, you'll be left with 200 unused bytes. This has the advantage of being efficient (in speed) most of the time and it's great for quick patching. The disavantage is that if you do this often, you'll get multiple 'holes' in your GRF - a fragment. When the GRF reaches 50 fragments, it will be repacked/defragmented, which is rather quick anyway. This whole process is almost exactly the same as what happens to your hard drive.
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You could start with the following : - script ANY_MAP_SPAWNER -1,{ OnInit: .mobId = 1002; setarray .maps$,"prontera","izlude"; donpcevent "ANY_MAP_SPAWNER::OnAddMob"; end; OnAddMob: monster .maps$[rand(0,getarraysize(.maps$) - 1)],0,0,"--ja--",.mobId,1,"ANY_MAP_SPAWNER::OnMyMobDead"; announce "A new mob has spawned!",0; end; OnMyMobDead: initnpctimer; announce "The mob has been killed by "+strcharinfo(0)+", wait a hour for the respawn.",0; end; OnTimer3600000: stopnpctimer; donpcevent "ANY_MAP_SPAWNER::OnAddMob"; end; }
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The link is working fine over here...!
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Alright, the issue doesn't come from your settings, it was the drag files. Copy the files from the attached archive in this post in your ¾ÆÀÌÅÛ folder. brown_fox_tail_drag.zip
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Upload your files somewhere (or give us the link) for the Fox Tail. The file I found on rAthena ( https://rathena.org/board/files/file/2310-fox-tail/ ) is slightly different and it worked fine ingame. Everything appears to be set properly as well.
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Normally you would need a newer client, but if you download the above link it'll run fine on any version.
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Should have been in "Script Support"; BaseLevel is what you're looking for. announce strcharinfo(0) + ", level " + BaseLevel + ", is looking for a guild!",bc_all;
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Try setting the item ID below 32768.
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It should be : // The rate at which cards are dropped item_rate_card: 100000 (100000 %, means a 1000 multiplier) item_rate_card_boss: 10000 (10000 %, means a 100 multiplier) item_drop_card_min: 1 item_drop_card_max: 10000 (can't be above 100%, so 100000 is invalid) The drop rate of cards are normally at 0.01%. So, Normal card drop chance = 0.01% x 1000 = 10 % chance of getting a normal card MVP card drop chance = 0.01 x 100 = 1 % chance of getting a MVP card
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You haven't actually described the issue you're having, but from the settings you showed, I'm going to guess it won't show ingame. Set the ID between 1950 and 1999. Your weapon doesn't have an attack value and it doesn't have a range value either. See if it works with these settings instead.
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Everything except something is simply : 0xFFFFFFFF - (allowed jobs) Every job except Novice would be 0xFFFFFFFF - 0x00000001 = 0xFFFFFFFE Every job except Thief would be 0xFFFFFFFF - 0x00000040 = 0xFFFFFFBF Every job except Acolyte would be 0xFFFFFFFF - 0x00000010 = 0xFFFFFFEF Every job except Acolyte Class would be 0xFFFFFFFF - (0x00000010 | 0x00000100 | 0x00008000) = 0xFFFFFFFF - 0x00008110 = 0xFFFF7EEF You get the idea ;]!
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Headgears only load the first layer of the frame (which is fairly annoying). There are no straightforward solutions for this, unless you don't mind remaking your act from scratch again with that into consideration. The following solution will increase your sprite file size by a lot depending on how complex your frames are. The advantage is that your work will be preserved almost perfectly. Make a backup first, just to be safe. Go in Script > Script Runner... copy paste the following code, then press Run. int count = act.GetAllFrames().Count + 1; int index = 0; TaskManager.DisplayTaskC("Rendering frames...", "Please wait...", () => index, count, new Action<Func<bool>>(isCancelling => { try { foreach (var action in act) { foreach (var frame in action) { if (frame.Layers.Count <= 1) { index++; continue; } if (isCancelling()) return; var image = frame.Render(act); var box = ActImaging.Imaging.GenerateFrameBoundingBox(act, frame); int relativeIndex = -1; for (int i = 0; i < act.Sprite.Images.Count; i++) { if (image.Equals(act.Sprite.Images[i])) { if (isCancelling()) return; relativeIndex = act.Sprite.AbsoluteToRelative(i, act.Sprite.Images[i].GrfImageType == GrfImageType.Indexed8 ? 0 : 1); } } if (relativeIndex < 0) { relativeIndex = act.Sprite.InsertAny(image); } int offsetX = (int) ((int) ((box.Max.X - box.Min.X + 1) / 2) + box.Min.X); int offsetY = (int) ((int) ((box.Max.Y - box.Min.Y + 1) / 2) + box.Min.Y); var layer = new Layer(relativeIndex, image); layer.OffsetX = offsetX; layer.OffsetY = offsetY; frame.Layers.Clear(); frame.Layers.Add(layer); index++; } } // Removes unused sprites - old way, older versions have a bug for (int i = act.Sprite.Images.Count - 1; i >= 0 ; i--) { if (act.FindUsageOf(i).Count == 0) { var type = act.Sprite.Images[i].GrfImageType; var relativeIndex = act.Sprite.AbsoluteToRelative(i, type == GrfImageType.Indexed8 ? 0 : 1); act.Sprite.Remove(relativeIndex, type); if (type == GrfImageType.Indexed8) { act.AllLayers(layer => { if ((layer.IsIndexed8() && type == GrfImageType.Indexed8) || (layer.IsBgra32() && type == GrfImageType.Bgra32)) { if (layer.SpriteIndex == relativeIndex) { layer.SpriteIndex = -1; } } }); } act.Sprite.ShiftIndexesAbove(act, type, -1, relativeIndex); } } } finally { index = count; } })); This script will merge all layers of your frames into one.
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Ah, this issue is probably caused by an invalid encoding. On the github link you gave up there, click on "Raw", then right-click the page > Save as... and change the extension to .lua (don't use Ctrl-A/Ctrl-C to copy paste the content, you'll have errors afterwards). If you're using Notepad++, you can check that the encoding is valid by going in the Encoding menu : Encoding > Encode in ANSI (should be set there by default). The characters should be showing properly, check if the Red Potion resource shows "»¡°£Æ÷¼Ç".
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These are set in refine_db.txt. (For every successful refinement, you'd have to edit the second value.)
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Well, you can try another compiler (5.1 or 5.0, use the one you're not using basically). Keep in mind though that doing so offers no real protection; lub files are extremely easy to decompile.
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When you convert your files from lua to lub, you don't actually compile them. You simply change the extension of the file from .lua to .lub. (On a side note, that issue is probably happening because you didn't use the correct lua compiler (RO uses lua5.1 or lua5.0). But, again, you don't have to compile the file.)