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Everything posted by Tokei
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It's not possible for the client to resize your sprite to its original size which means it's simply not reading your new sprite. Make sure you've added your files at the correct location (depends of your client's settings) : - data folder gets read first - then it reads "data.ini" and follows the priority list - then it reads the default GRF hardcoded in the client (usually data.grf)
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I should have given more details I guess xD! There are multiple ways to save the settings depending on how your client reads it. If your client uses lua files, then the width and height settings will be saved in RO\savedata\OptionInfo.lua. If your client uses registry settings, HKLM is the default hive and the settings will be saved in the path I put in the previous post. If your client uses registry settings, HKCU may be an alternative path if your client has been diffed for it. In the case of registry settings, HKCU is preferred over HKLM because Windows doesn't allow global accounts' settings to be modified by anyone without administrative privileges. Most users have admin privileges, but UAC will still block you anyway. Either way, OpenSetup will allow you to set your settings properly whatever the case is.
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Version 1.2.0.0
8470 downloads
Heya! This is a new project I've made aiming to manage the various databases as easily as possible. This tool was initially developped using Client database editor's engine, a tool from GRF Editor. It has been adapted to support more database formats and many of the features have been improved. How to install Download the zip archive provided from the download link at the top right corner of this description or directly from there : http://www.mediafire.com/download/p0zhcc8ipa6cjt3 . Install the application with SDE 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. Features Both rAthena and Hercules' formats are supported by the application. Many conversions between rAthena and Hercules are possible. Converting items can be done simply by right-clicking on the elements and selecting "Copy entries to clipboard (ServerType)". Undo and redo commands are available, as well as navigation commands (quite useful when switching tabs a lot). There are many shortcuts within the application, all of which are shown when right-clicking items or going through the menus. I do plan on adding more as well. The databases are 'merged' between each other to offer an easier view. This is true mostly for the item and mob databases. Flag fields can be entered with either an hexadecimal value or an integer value. You will have to add "0x" if you want to enter an hexadecimal number though. For Windows XP users, the program's layout may change a bit. The Aero theme is applied to make sure the application looks like it should. Getting started Create a new project from File > New project. Go in the settings tab and set the path of your database. If you're using pre-renewal, then drop the pre-re folder in the "Server DB path" box (drop the re folder otherwise). Don't drop your "db" folder, it simply won't work! Save your project file to avoid redoing this step everytime you reload the application by going in File > Save project info. The project info file is automatically saved, so you don't need to save it everytime you do a modification in the settings. If you associate .sde files with this tool, you will be able to start up your project from the project file directly (which is more convenient). The last setting is the resource files and it is optional. Simply drag and drop a GRF in the paths list. This will add icons in the items list view (it will also make the application slower when scrolling for that list). Easy input fields All the fields are easy to set and most of them have tooltips. For example, to edit the drops of a mob, simply right-click on the items and change the drop value (both float and integer values are accepted in the field : typing 5.20 is the same as typing 520). How to save the database There are multiple ways to save the database : quick save, full save and export. Quick save keeps the commands you've applied on the database (Ctrl-S), this is the saving option you should be using. Full save (Ctrl-Shift-S) does not keep the commands and you will not be able to undo any operations afterwards. Export (File > Export to db/SQL) exports the database to another folder and this is normally used to convert databases. When saving, the comments are preserved as much as possible, but this is not always possible. For example, the items table from Hercules is always rewritten, so the comments will be lost in this file. Unmodified tables will not be saved. Disabling a tab will also prevent the associated table from being rewritten/saved. This can be achieved by right-clicking on a tab and selecting "Disable 'table name'". SQL support You can export your current database to SQL from File > Export to SQL > ... The first option in the list is the current database format. The other options are used for conversions between rAthena and Hercules. Backups system The application automatically creates backups everytime you save the database (can be disabled in Settings > Enable backups manager). You can revert to a previous date by going in Tools > Backups manager. This tool's purpose is to make sure you never lose any important data (as well as preventing data corruption). Merging or adding lines from another database It is possible to merge databases by going in Edit > Add item from raw db line. Simply copy and paste the lines from the database you want to add. You must select the corresponding table before doing so, of course. (Known bug : adding lines with invalid parameters will put the database in an invalid state). Synchronize with client database files If "Synchronize with client database files" is checked in the Settings tab, you'll be able to turn on all the following features. Bind item tabs together (suggested by UltraCat) This feature enables you to quickly alternate between the Item and Client Items tabs. Whenever you switch table, it will autoselect the item previously selected. The text search filter will also be applied to all three tables (Item/Item2/Client Items). Subfilters (such as item description, script, etc) will be ignored if the item isn't included in the search result. Manage view IDs automatically (suggested by UltraCat) This feature allows you to completely ignore the view IDs for headgears and costumes. Only the identified resource's field is taken into account when synchronizing with the client databases, so make sure you set at least this field! You must also set up the lua paths; go in any item table and click on the wheel next to the "View ID" field. This will bring up a dialog to setup the paths (preferably, the files should be located in your data folder to avoid saving the GRF all the time). They will be automatically decompiled if necessary. If everything has been properly set, the View ID field for the headgears and costumes will be grayed out. When saving, you'll notice some view IDs will be switched around, but SDE will try to keep your original IDs as much as possible. The view names will be changed to the item's Aegis Name (has no effect ingame). Mob sprites edition In the mob tables, you will find a wheel button, similar to the view IDs. Setting up the paths will allow you to see the mob sprites as they will appear ingame (except for granny models, like emperium for instance). The "..." button can let you select the sprites from the mob folder in the GRFs (or data folder). Preview images With the client tables synchronization, the preview image for items in the list view will be properly displayed. This is handy for custom items. Notepad++ support There is support for Notepad++ to easily find items in a text (or conf) database. Right-click an item and use "Select in Notepad++". Search feature The search engine is the same used as CDE, so it should make it easy to find an item. There is also a hidden search option : if you type "[number_of_slots] 4" it will give all the items with 4 slots or "[refineable] true" will give you all refineable items. This can be applied to any attribute in the table which are not shown in the search panel. Todo list Import from SQL (is that even necessary?). Automatically create a table from a file. Batch files / command line methods (would be similar to GrfCL). Known bug : exporting mob_skill_db from Hercules to SqlRenewalHercules doesn't seem to be parsing properly (for this file only). Type safety (check for invalid inputs, use the same SQL rules when loading the databases). Hope you enjoy this tool! The sources will be available on githut for the next release. If you have a feedback or suggestions, let me know and I'll probably add them to the software. Sources https://github.com/Tokeiburu/RagnarokSDEFree- 9 reviews
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The client's size is a registry setting, I believe normal setups have trouble setting the values because of privilege issues. Have you tried using OpenSetup by Ai4rei? It should set your settings properly, or at the very least tell you that there was an issue while it was trying to do so. If nothing else works, just set the values yourself, they can be found in : HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Gravity Soft\Ragnarok\ with the keys HEIGHT and WIDTH. (unless you diffed your client to read the HKCU hive instead of the HKLM).
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What you're looking for would require modifying the client and adding a protection with third party softwares (such as Harmony, Hackshield, etc). The encryption feature can only protect your data (from being stolen/read). You can prevent players from modifying a GRF, that is actually possible (but this method is not currently available in GRF Editor). If you encrypt the GRF's file table, the players won't be able to see anything within the GRF and it will crash almost any application trying to read/edit it. The big issue with this is that you won't be able to patch that GRF. Also, this doesn't prevent players from putting their GRFs before yours in the priority list (or in your data folder) unless this list is protected. The encrypted GRFs do not actually contain any information regarding the key used either. So knowing wheter or not a patch match an encryption key would not be possible. It is actually more trouble for you than what you'd gain in the long run. Plus someone would probably find a way to bypass it one way or another.
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It should be showing all the content in the latest version 1.6.7.5 (mediafire link http://www.mediafire.com/download/aflylbhblrzpz0h ). The reason behind this bug is that there are many edge cases that need to be treated differently and carefully. If this happen for another file and you don't want to wait for a fix, you can always use the 'default' decompilers. Go in the "Decompiler" tab and uncheck "Use GRF Editor Decompiler". It will use LuaDec50.exe or LuaDec51.exe instead (using these also have their cons though!).
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This is a known issue with ActOR2. As far as I know, the only way to change the sound ID is to use a lua script with the "SetSoundNo(ActionId, FrameId, SoundId)" method. Example, to change all the frames with the first sound in your sound list, you could use : for ActionId = 0, GetNumAct() - 1 do for FrameId = 0, GetNumFrame(ActionId) - 1 do for PID = 0, GetNumPat(ActionId, FrameId) - 1 do SetSoundNo(ActionId, FrameId, 0); end end end Hope this helps!
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Assuming it's not compiled, you can edit it with any text editor. You'll probably want to use Notepad++ for it.
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Redownload GRF Editor from the mediafire link : http://www.mediafire.com/download/aflylbhblrzpz0h (1.6.7.4). You'll be able to generate your cps.dll file and your GRF files. As for the error you get on the client, this will happen if you renamed the executable name (this is not allowed).
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Your question is confusing me, I'm not sure what you're trying to do. Thor patcher doesn't offer a built-in encryption system, but it is possible to make encrypted patches for a protected GRF (or unprotected GRF, doesn't matter). There are multiple ways to achieve that : Rgz method Make a RGZ file with your encrypted GRF inside. This is quite easy to do, but it's not an optimal solution if you're planning to do multiple patches on your GRF. Grf in patch list method This is not very well known, but if you put a GRF file name in your patch list, Thor Patcher will merge the file with your default GRF. Example : ... 44 patch2014-09-07.thor 45 patch2014-09-08_encrypted.grf ... So you just need to make a new GRF, put your files to patch in it and encypt it using SecureGRF (I guess that's what you're using). GRF Editor method The method allows you to change the target GRF and save the patch as a Thor file. You will need the most recent version of GRF Editor for that. Encrypt your GRF with SecureGRF. Open the encrypted GRF with GRF Editor. Go in File > Save as... > Change the extension for .thor and save it. Click on the "Container options" tab from the right panel, and there you have all the same settings Thor Maker offers. As for data.ini, I'm... confused. What is your goal? This file is normally used to allow multiple GRFs to be read by your client, assuming you've diffed your client for that. Simply edit an existing one or create it from scratch yourself from a text file (rename it to .ini afterwards). Copy and paste the content in the file from the wiki page you've linked.
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All resources related to Violet Fear are in the rar file attached below. Have fun! data.rar
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There is already a script made for that, the file is named "magnifier.lua". Edit the file and change the "mag" value to your needs (mag = 2 means 200%).
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Edit the line below in db/pre-re/skill_cast_db.txt : The 5th parameter (5000:10000:15000...) is the duration of the skill from level 1 to 10, in milliseconds.
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I've put the last version I've used of GRFCrush as an attached file. If Curiosity wants me to remove the link or if he reuploads his tool, I'll remove it. GRFCrush.rar
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I've finally been able to reproduce your issue (thank you for Ai4rei's comment, it made this quicker). You added a file to the very first node of the project and this is not supposed to be allowed. I'll make this clearer in the next release, but meanwhile, you should be adding files to the "root" node for RGZ and Thor files. The root node represents your RO directory where files will be copied. On a side note, saving your RGZ file again will fix your previous issues.
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The compressed GRF is fine, it's the decompression in 1.6.6 that has issues. Please update to 1.6.7 and you'll be fine .
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Fixed in 1.6.6 (at least from my tests, if the error still eccurs for you, send me your client with the DLL generated). The new DLL will also no longer disable itself if it meets "unexpected conditions". Fixed the conversion and saving issues with the RGZ file format in 1.6.6. GRF Editor didn't allow GRFs to be added to a RGZ file (or any other format actually); its defaut behavior is to open the file instead. This was made on purpose because you shouldn't be packing a GRF inside a RGZ file; it's a double compression and it should be avoided. That being said, I've removed the restriction and you can do it now. If you're planning to make a Thor patch, I would recommend the following method instead (you will need the version 1.6.6) : Open your GRF with GRF Editor Go in File > Save as... > Rename it with the .thor extension. Click on the root node (or any other node), and select the "Container options" tab (on the right panel). Use "Merge into GRF" for the patching mode and type in the output GRF name. Save your Thor patch. Once you patch the file with Thor Patcher, it will either create or merge the GRF for you. Hope this helps!
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This helm can be found in 2014-8-5Costama_Egg25.gpf (attached the file). It's named ³²_À§½ºÆÛÅçÇÞ 2014-8-5Costama_Egg25.gpf
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Couldn't you just download jRO's GRF with a patcher (RSU)? Anyway, here they are (the patches are attached to this post) : For other jRO patches, you could just get the files from the links below. Patch list : http://httppatch.ragnarokonline.jp/patch30/patchbbs/patch2.txt Patches : ftp://ftppatch.ragnarokonline.jp/pub/dl-gunghoftp/roftp/ ³²_¹ý»ç°ü ³²_¹Ù´ÏÇìµåµå·¹½º ³²_ÇǸ°Æ®½ºÄ«ÇÁ Can be found in 2014-3-4Costama_Egg20.gpf ³²_Áúdz½Å·Ú ³²_´õºíº»Ç︧ ³²_»çÀ̱׷é2 Can be found in 2014-2-4Costama_Egg19.gpf ³²_±â¿øÀǺ¢²É ³²_ÃÊ¿øÀǹٶ÷ ³²_ÆÄ¶õÀå¹ÌÀå½Ä Can be found in 2014-4-1Costama_Egg21.gpf 2014-3-4Costama_Egg20.gpf 2014-2-4Costama_Egg19.gpf 2014-4-1Costama_Egg21.gpf
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The latest build wasn't packed properly, simply redownload GRF Editor (1.6.5.9+) and it should be extracting as expected.
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Simply edit mappostable.txt in the data folder. Change the array size from "12@" to "13@" and add the locations at the end of the file with this format : 12#map_name.rsw#x1#y1#x2#y2 Example : 12#abyss_02.rsw#301#0#500#100# The coordinates represent the top left point (x1, y1) and the bottom right point (x2, y2).
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Both of these are empty files, with 0 byte size. Try to extract them again (it's possible they're also simply encrypted, which makes their content impossible to extract).
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47 bytes for a Thor file is too small as you probably know already. Are you... sure you selected the folder containg the files in it? Please check again, it doesn't make much sense to be that small! As for the encoding, it has no effect on the content on a file, these are treated as raw bytes no matter what you choose. When saving a GRF/Thor file, the paths need to be converted to ASCII (this is fixed and part of the structure, it cannot be changed). When you add files from Windows Explorer, the paths could be anything : Unicode, UTF-16, etc. Thor needs to know this information because it won't properly convert the paths otherwise. In your case, all the paths are ASCII characters, so you should use that.
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Heya, Create an empty project in GRF Editor, drop your data folder (with the files for the patch - C:\Users\user\Desktop\RAGNAROK\Patching\data) and then extract it. Doing so will fix any encoding issues with your path names. Try to make a Thor patch with this new folder instead and it should be working fine (use ASCII in thor). As for why you're having issues... empty folders are never shown in GRF Editor. This will happen if the file paths inside the GRF aren't encoded properly (they contain unknown characters). When you make a patch with Thor, you have to make sure ALL the files use the same encoding. If you see "À¯ÀúÀÎÅÍÆäÀ̽º" in windows explorer, you should choose ASCII and if you see "유저인터페이스", you should choose Unicode. Since you tried both encoding and none worked, you probably have paths with mixed encodings and this will not work =/. Hope this helps!
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I think you're looking for data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\basic_interface\equipwin_costume.bmp The one in your screenshot is a special one : data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\basic_interface\equipwin_special.bmp