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Tokei

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Posts posted by Tokei

  1. Couldn't you simply edit your the job changer script? In rAthena, npc/custom/jobmaster.txt and change the line 

     

    .SecondExpanded = 1; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)

     

    Or just edit the script to do what you're looking for, there's no need to modify your renewal settings to enable one class...!

  2. Does this happen with other headgears? What happens when you wear another headgear, do the two stack on top of each other?

     

    Maybe you used setlook at some point in one of your script, you could try to reset your look with the script below.

    prontera,157,225,4	script	 Style Remover	4_PORING,{
    	unequip EQI_HEAD_TOP;
    	unequip EQI_HEAD_MID;
    	unequip EQI_HEAD_LOW;
    	unequip EQI_COSTUME_HEAD_TOP;
    	unequip EQI_COSTUME_HEAD_MID;
    	unequip EQI_COSTUME_HEAD_LOW;
    	setlook 3,0;
    	setlook 4,0;
    	setlook 5,0;
    	end;
    }
    
  3. Thanks it works. Now i got troubled on patching encrypted .thor patches 

    you said here that

    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.

    so i did is i try first to edit a single file inside of backup and non-encrypted grf to be overwrite  inside the encrypted grf so here it goes. i made several changes on that particular file i will be patched and i placed it on its proper directory and save it as .thor extension added it on my patchlist and webhost but stuck at saving resources when i try to ran the Patcher any idea about this? thanks looking forward for your answer

     

    I'm confused as to what you did last. A similar bug was present when I first introduced the feature, so please update to the latest version available ( http://www.mediafire.com/download/aflylbhblrzpz0h ). If your issue persists, please send me a private message with your thor patch file and specify your Thor Patcher version. I'll have a look.

  4. Hi Tokei,

    Is encrypted GRF and merging with non-encrypted grf will turn the encrypted grf into non-encrypted i got trouble to this i need to protect my files lol

     

    Not sure what you're trying to achieve here...! The encryption is based per file, not for the whole GRF. If you're merging non-ecnrypted files in a fully encrypted GRF, then the non-encrypted files will remain non-encrypted. If you want to encrypt your patch files, then I'd suggest you to follow this guide : http://hercules.ws/board/topic/6047-grf-editor/?p=44463

  5. Download a fresh full client, the data.grf you're using appears to be outdated or missing files. When you get a sprite error it'll give you the resource missing (which... well, tells you what's missing really). You could find the mising sprites manually too...

     

    data\idnum2itemresnametable.txt (or itemInfo.lua) > Cultus > [1135] > Ä¿Æ²·¯½º > 

    data\sprite\¾ÆÀÌÅÛ\ĿƲ·¯½º.spr
    data\sprite\¾ÆÀÌÅÛ\ĿƲ·¯½º.act
    data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\collection\ĿƲ·¯½º.bmp
    data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item\ĿƲ·¯½º.bmp
     
    Is your data.grf being read at all? Check your data.ini.
  6. I used Tokei's newprontera.grf but It still has a client error nearby prontera church.

     

    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).
  7. I was wondering if there is a limit for .spr in the game. I replace a .spr and .act that I had to a new picture. In the game I can see the picture, but when I select and log in the character that was already using the item the game crash. *Edit* And I would like to know if there is any limit for animated sprites, I found that the limit of frame was 8, but I want to confirm it.

     

    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.

    • Upvote 1
  8. Sometime when i'm mergering some files, especially the huge one,

    many of my files got corrupted, any idea?

     

    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.

  9. can i just generate a dll with my password on it and encrypt the grf w/o the generated rag.exe?

     

    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).

  10. hi sir tokei, im just little confuse of the encrypt function

     

    what can i do if i want to give my friend my grf file but i dont want him to be able to extract the content (read only)

    what should i do

     

    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

  11. Still no luck with the 2012-04-10 client it appears.

    Has anyone managed to make New Prontera function with the 2012-04-10 client, by any chance?

     

    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 @@!

    • Upvote 2
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  12. Hi rAthena,

    it's possible launch the .exe only with Patcher?

    nullifying the option to open normally (from "YourRo.exe for eg.)

     

    Regards ~

     

    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).

    • Upvote 1
  13. I asking because this configuration

    [Misc]//Set a limit for fragment, when reach this limit, patcher will ask user to defrag
    FragmentLimit=50

     

    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.

    • Upvote 1
  14. Hello everyone! I need help with making a script of a monster that can spawn it in all maps (in the interval of 1 hour when is killed). Is that possible? Thanks!

     

    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;
    }
    
    • Upvote 1
  15. Heya,

     

    The Armor versus Weapon bug (they are simply reversed) is caused by a conflict between the item types of rAthena and Hercules. This is actually tricky because both databases use the same format after being parsed. One of the parser needs to be modified and ensure it doesn't impact other features (which is likely). Anyhow, it'll take some time to get fixed properly.

     

    As for the drop rates, this could be added. However, adding new columns would be troublesome since the UI is already cluttered enough as it is. What I can do is simply change how they are displayed (you wouldn't be able to see the original values). Same thing goes for the exp rates; entering 500 exp on 5x rates would be converted back to 100 exp.

     

    As for showing empty fields, you can do that with the search engine. The syntax goes as follow :

    [property_name] value

     

    So for empty resources, simply type (with nothing afterwards) :

    [resource_name]

     

    Other examples would be :

    [view_id] 5

    [number_of_slots] 2

    [view_id] 5 [number_of_slots] 4 (they can be combined)

     

    Since both the identified and unidentified resource names have the same property name, you'll want to use their column index inside the database (which you cannot see, so here goes) :

    [3]  // This is for identified resource name - same as [resource_name]

    [6]  // This is for unidentified resource name

     

    This search feature is restrictive only and it searches for exact matches.


    Updated to 1.1.0 ( http://www.mediafire.com/download/p0zhcc8ipa6cjt3 )

     

    This version only fixes the Weapon/Armor bug.

    • Upvote 1
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