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FXFreitas

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Everything posted by FXFreitas

  1. Nice sprites arround. Just to Remember: Create sprites is take the image edit tool and start from 0. Here the credits goes all to you and no one more. Edit sprites is take a already done sprite and turn it on a diferent thing. Here you credit the original creatior. Animate sprites is take already done original or edited sprites and convert to RO .spr/.act format. Here you credit the original creator too, even if its just from another game. See yah!
  2. DK Skill Tree, aw man that 4370 points!
  3. maybe because haziel pallete is under kami-shi pallete, should be above, right? To make his palletes reads first than kami-shi ones. Put both haziel grfs first and see what happens.
  4. Vamos lá, primeiramente, precisará do programa ACT Editor, desenvolvido pelo Tokei, temos ele aqui na seção de downloads. Com o programa aberto, seguimos os passos: No caso aqui estou mostrando uma arma, mas você pode ver que tem uma template pra vários dos elementos do jogo, alem disso, você pode usar outro arquivo act (como por exemplo, se você quer fazer uma montaria, pegue a act de outra montaria e edite a partir dela) Aqui, você pega um frame cortado e arrasta ele pro quadro inferior, você pode tambem dar um click direito, e selecionar add. Esta parte requer um pouco mais de explicação, ao adicionar a sprite assim, ele gera automaticamente uma paleta, sprites como estilos de cabelo e classes precisam de uma paleta organizada por questões de compatibilidade, então deve-se antes configurar uma paleta, baseada nas cores que sua sprite usa. Como pode ver ele identifica as cores e aplica na paleta, se já tiver uma paleta, você pode dar a opção de ele buscar as cores na paleta e aplicar na imagem. Você pode habilitar uma referência pra alinhar as sprites, como pode ver tem varios tipos, e facilitam quando vai colocar a sprite no lugar. A imagem já explica, arrasta a imagem pra cima da referencia e alinhe, então passa pro próximo frame, até fazer todos, daí passe pra outra direção, quando alinhar todos os frames de todas as direções, passe pra próxima animação, de fato a parte mais trabalhosa, e mais longa, por sorte existe a opção de inverter os frames e tambem copiar uma action e colar em outra, para animações como a de ataque que se repetem. É isso, nas configurações tambem tem as âncoras, quando se tem uma template não precisa se preocupar com elas, mas em sprites como as de classe, será necessário configurar as âncoras, basicamente a âncora define onde que uma sprite conecta a outra, exemplo: a âncora de uma sprite de cabeça fica na base dela, e a de uma sprite de corpo fica no pescoço, quando o game vai carregar as imagens ele junta as 2 âncoras, manendo a sprite no lugar.
  5. So we can't update kRO and jRO by RSU anymore, at least without the ftp link.
  6. The reference of a hg is the head, so the head stay in the center when the body follow the anchor to keep aligned for reference, if you ate making a headgear, don't worry, keep following the head and in game everything will fits fine.
  7. nothing yet. there's already a page on jRO's site, but nothing on the files yet (at least for me, there's any change on kRO and jRO ftp recently?)
  8. Oh they finally finished it, but I still prefer the classic sprite hehehe.
  9. How Many Skill Points o.o dat super edited servers e.e
  10. the problem is here: This File follows the id order and you simply skipped to the end of the file, find the monster_last and add your mob before him...
  11. Mob ID range is 1000~3999
  12. GM Sprite is with the other job sprites at: data\sprite\Àΰ£Á·\¸öÅë (For Female, go to \¿©, For Male Go to ³².) File Name is: ¿î¿µÀÚ_³² (if male, for female the name ends with _¿©) Is strongly recommended use Tokei's Grf Editor to build your grf, because it can preview most of the files, making more easy to identify what are you looking for. If you are making a custom grf, make sure to put him in the top of data.ini file, like this: [Data] 0=MyGRF.grf 1=rdata.grf 2=data.grf 3=rwc.grf 4=adata.grf 5=palletes.grf
  13. ? ID = 4000 SPRName = THIEF kRO Name = Thief jRO Name = Thief Level = 20 HP = 648 SP = 0 EXP = 0 JEXP = 0 Range = 1 MinAttack = 90 MaxAttack = 0 ----> add a number here, need a second attack value DEF = 20 MDEF = 10 STR = 15 AGI = 30 VIT = 5 INT = 1 DEX = 25 LUK = 1 Sight Range = 10 Spell Range = 12 Size = 1 Race = Demi-Human Element = Neutral 1 Mode = 0x3885 MoveSpeed = 200 AttackSpeed = 1500 aMotion = 1000 dMotion = 300 Drops = 0
  14. 2 reasons: Custom Mob Level is too low Custom Mob (attacker) Stats are too lower than normal mob (attacked) A Fake Player must be Demi-Human (or Player) and Neutral 1, you can define it on mob_db. I was testing My Dark Knight Sprites Making Mob Versions of them, you can see here how they are: 3989,DARK_KNIGHT_F,Dark Knight,Dark Knight,99,72300,1,100000,300000,2,700,1300,78,40,99,80,40,40,80,70,12,14,1,10,20,0x3195,150,110,400,550,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5482,500,2780,1000,2779,1000,0,0 In doc/mob_db.txt you can see a detailed explanation about mob_db. he got level 99, 72300 hp but 1 sp because mobs desn't have sp, gives 100000 base and 300000 job exp, attack range is 2 cells, the attack varies 700 to 1300, def is 78 and mdef is 40, his status are str 99, agi 80, vit 40, int 40, dex 80 and luk 70, sight ranger is 12 cells, skill range is 14, size is 1 (medium), race and element are player and neutral 1, mode is agressive, cast detector, can change target on attack and chase, walk speed is 150, attack delay is 110 (aka aspd but not like player's), attack motion is 400 (how fastest attack animation plays) and damage motion is 550 (same but when he get hit), he is not a boss so have no mvp exp or mvp drops, normal drops are part of dark knight armor set. My Dark Knight is Race Player (10) and Element Neutral 1 (20), you can set other element if you want (like put fire 1 to simulate a pasana card) If race 10 don't work, you can put race 7 (demi-human)
  15. Ok lets try to keep in the line: 1Topic+4357replies=4358posts+1mypost=4359
  16. Because it is my name, Felipe X. Freitas.
  17. I've read on notes long time ago (arround 2013) on iROwiki forums, Acid demonstration takes the weapon element to add damage but is forced to neutral, the skill still can miss ghost even if enchanted with elemental proprieties, but a AD with fire weapon does more damage on earth monsters. Well, I cannot find any source right now, better you ask on iRO or wathever oficial server you have access.
  18. You project is going very well. I want to see whats will happen. Just pay attention on the original game client, it hs made on base of another Gravity's game so you can find many unused codes. Some can be useful, and some are useless. Well, Gravity was improved a lot their clients this year, fixing some issues, improving the basic interface with more user-friendly systems. And they might yo improve more it on next year. Maybe you can save or waste some time trying to keep your client working with the last version of Ragnarök avalible.
  19. Just to add the @secrets post, Like with Amon Ra, the Bio labs MvP spawn one or two of the mini-bosses with NPC_SUMMONMONSTER and these are independent monsters, not MvP slaves.
  20. A nice sprite, very good. Just a question: You are the author of the sprite? Because looks very good, most than I can believe.
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