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Neo-Mind

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Everything posted by Neo-Mind

  1. well i checked the client but i didn't see any limits for robes.
  2. I thinks its because of the msgstringtable.txt. New clients are reading different lines from msgstringtable.txt.
  3. Currently Fixing xDiff Patches

  4. MEGA UPDATE: Restore Login Window & Disable 1rag1 Patches are now fixed (well i haven't seen any errors so far). Please download the updated xdiff from the repository link above.
  5. well usually what you do is add an extra bmp image with your signature/banner and ofcourse same palette as your sprite to your spr file at the end. dont refer this image in your act file and it wont show up in the game but it will be there if you directly view the spr file (using sprconview for e.g.)
  6. all items need collection image, item image and drop sprite+act. best way to make a drop sprite => convert your item image bmp to spr using sprconview. as for the act file => you can use any act from any sprite that you have.
  7. i guess you didn't see my topic last link in my signature
  8. update: Issue with Enable 64k hairstyle has been fixed. please get the updated diff file from the link. https://sourceforge..../xdiffgen/code/ (Really want to add that to the first topic :| ) Update 2: that was quicker than i thought ... Fixed patches: Ignore Missing File Error & Only First Background, Only Second Background Download link same as above. Thanks to shenhuyong for pointing out the bugs. List of Patches & issues being worked on: 1) Reqweapon issue (1st priority - currently checking). 2) Skip Service Select (next in line - have not started). 3) Increase headgear view id - change the 5000 to configurable value (needs some core changes - to be started soon) 4) Use Custom Font (needs some core changes - to be started soon). 5) Restore Old Login Window (being considered whether plausible or not). Let me know if there are more that i have missed out. EDIT: Update 3: Shared Palette Patches also have been fixed.
  9. Well, I'm always confuzed with that. Same with, Expanded Super Novice, and Kagerou/Oboro. If we look at it from the aspect of one class building on top the previous, they are 2nd classes, but technically they are 3rd classes since they get access to 3rd class max lvl and stats. On iRowiki, these are not 2nd nor 3rd classes. They are simply Expanded classes, like Ninja, GS, and the TK tree (they don't say they are 1st/2nd class). Lil chaotic I see =) expanded it is! ok gunslinger and ninja were expanded classes already so yes they are 2nd classes of the expanded set of classes which now consists of kagerou , oboro and now rebellion :-P. Another interesting point but maybe not entirely relevant is all these three are using english names instead of korean for their files BTW Incase anyone is planning to add them to their server Rebellion is Job Number 4215.
  10. I have added support for garments in my Item Organizer tool. :-D you just need to have the proper fields in the item_db.
  11. search without case sensitivity . I believe its called ItemInfo.lub
  12. @shen i will see what it is. your reminded me of Kungfu Panda 2 @8joax8 you need to change the max_hair_style value in that and ofcourse provide the head sprites in your grf.
  13. http://rathena.org/board/topic/60627-guide-securing-your-grf-includes-grf-encryptor-and-game-client-decrypt-library/
  14. i checked in june client ... hmm alright ill check it out tonight with the latest client.
  15. *Fix Angles* patch has been fixed. Please use the updated xdiff files from here https://sourceforge.net/p/xdiffgen/code/ As for 64k hairstyle i didn't see any issue in it. can you tell me what the issue is and from which client version it is coming up.
  16. it is in the client . just open the client in any hex editor and search for (Used / Total) and replace with what you want , just make sure it is not longer than that and ends with null byte (00 hex should follow ur string)
  17. Can someone post a list of patches failing currently for 2013 clients. Since i have completed my job & shield patches I have some time to work on fixing these
  18. all clients load jobname.lub and npcidentity.lub files. it might not be picking up your lua files since it sees the lub files first in data.grf. Since the Read Lua before Lub patch is not there in xDiffGen (dunno why it was taken out), you have two choices Either compile your lua to lub files or just rename the lua extension to lub
  19. Well a few people know i have been working on these. So here goes. Did I hear right? 1. Yes it is what you are thinking. The Custom Job patch allow you to modify the existing jobs and add new jobs in a fashion similar to HeliumRO's Xray Clients (and some extra stuff you will see below) but using lua files. 2. Similarly Custom Shield Patch allows you to throw the existing 4 shield limit out the door and modify existing as well as add more shield equipment types to your liking using lua files. 3. For now I have tested them out on a set of clients (for others the logic followed were the same so I didn't bother with the rest). Ofcourse if any bug comes up I will work on fixing them. 4. Patches were made with existing patches in mind and therefore will not affect any and existing diffs present in a client you use. Infact you are supposed to use these last only. 5. Custom Job Patch has also an override for Class names based on gender. For it to work Langtype Korean Jobname Fix is expected to be enabled (for xDiff patches it is a part of Translate to English patch) 6. So is there a limit ? yes for now i have limited them as max shields to 10 and max job id to 4300. So how does it work ? 1. Get the xdiff file for your client version (from the link below) 2. Get the lua files (also from the link below) 3. Modify/Add entries to the lua files (Format is specified below) 4. Load your client and xdiff file in xDiffPatcher 5. Let it Rip!... i mean Patch!! 6. And last but not least place the lua files in their proper locations. Lua File Formats - Custom Job Patch Custom Job Patch makes use of 7 lua files (similar to the various txt files Xray client had).They need to be present in the luafiles514/lua files/admin path. 1) PCIdentity.lua: This file is already present in the official GRF but we are going to use a modified version of that one. All Job Sprites have a corresponding Job ID (including costumes and Job Mounts). This file defines all of them and their relationships to each other. This is done with the help of 3 tables => i) pcJobTbl (mandatory): This is where the job id value is defined and mapped to a string for identification. JT_KAGEROU = 4211, -- 4211 is the job id for kagerou class ii) Halter_Map : This is where you specify which job id is the job mount of which class. Ofcourse if you dont plan to add a job mount for a class you can ignore this one. [pcJobTbl.JT_KAGEROU] = pcJobTbl.JH_KAGEROU, -- maps kagerou job to it's frog mount (JH_KAGEROU) iii) Shrink_Tbl : This is list of job IDs that need to be ... shrunk i.e. specify all Baby Jobs here. pcJobTbl.JT_SWORDSMAN_B, -- will include Baby Swordsman in the list 2) PCPaths.lua: Lua equivalent of class_tab.txt . Defines the prefix string used for each class to get its sprite & act file path. i.e. prefix in => /data/sprite/Àΰ£Á·/¸öÅë/<gender>/<prefix>_<gender>.spr (& act as well). This is done with the help of two tables (only one of which needs to be filled for a class). i) PCStitchTbl : If your job uses a completely new sprite with a new filename then you can assign it in this table. [pcJobTbl.JT_SWORDMAN] = "°Ë»ç" -- Prefix for Swordsman ii) PCStitchInheritTbl : If your job is sharing an existing sprite path already used by a job specified in PCStitchTBl then you can simply connect them in this table (target job id inherits from source job id). [pcJobTbl.JT_SWORDMAN_H] = pcJobTbl.JT_SWORDMAN, --JT_SWORDMAN_H is High Swordsman which uses --same sprite as Swordsman All of the remaining lua files follow a similar pattern with one table for direct assignment and the other one for inheriting value from another job id 3) PCImfs.lua: Lua equivalent of imf_tab.txt . Defines the prefix string for imf files of each class. i) PCImfTbl : [pcJobTbl.JT_KNIGHT] = "±â»ç", -- Prefix for Knight ii) PCImfInheritTbl : [pcJobTbl.JT_KNIGHT_H] = pcJobTbl.JT_KNIGHT, -- JT_KNIGHT_H is Lord Knight and has the same -- imf as Knight class. 4) PCHands.lua: Lua equivalent of reality_dir_tab.txt. Defines the prefix strings used for Weapons and Shields of each class i) PCHandsTbl : [pcJobTbl.JT_ASSASSIN] = "¾î¼¼½Å\\¾î¼¼½Å", -- Prefix for Assassin ii) PCHandsInheritTbl : [pcJobTbl.JT_GUILLOTINE_CROSS] = pcJobTbl.JT_ASSASSIN, -- Guillotine Cross picks up --weapons/shields from the same path as Assassin class 5) PCPals.lua Lua equivalent of reality_tab.txt. Defines the prefix strings for the body palettes. i) PCPalTbl: [pcJobTbl.JT_MAGICIAN] = "¸¶¹ý»ç", -- prefix for Mage ii) PCPalInheritTbl: [pcJobTbl.JT_MAGICIAN_H] = pcJobTbl.JT_MAGICIAN, -- High Mage uses same prefix as Mage class 6) PCNames.lua Lua equivalent of monstrosity_tab.txt (in part since mobs are defined by jobname.lua) . As the file name says this is where you define all your class names. Reason i saved this for last is because this file is slightly different from the previous 4. Here you can define the class name seperately for both genders. For male classes => i) PCJobNameTbl : [pcJobTbl.JT_WARLOCK] = "Warlock", -- Kind of obvious right? ii) PCJobNameInheritTbl : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- JT_WARLOCK_H is Transcendent version of -- warlock class and ofcourse it will have same name For female classes => iii) PCJobNameTbl_F : [pcJobTbl.JT_WARLOCK] = "Witch", -- Now the female Warlock will be called Witch iv) PCJobNameInheritTbl_F : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- Same for Transcendent Warlock By default if your gender is female and there is no names defined using either iii) or iv) above then it checks in the tables for male gender. 7) PCFuncs.lua Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!! Lua File Formats - Custom Shield Patch Custom Shield Patch makes use of 2 lua files as specified below. They need to be present in luafiles514/lua files/datainfo folder. 1) ShieldTable.lua : This lua file is the only one you need to configure. It contains 3 tables and is similar in format to WeaponTable.lua i) Shield_IDs : Defines a list of IDs which includes both Shield Types & Item IDs used by shield items in item_db.txt. Shield Items can only start from item id 2101 onwards so anything lesser than that will be considered as a shield type id. To distinguish between them we use the ST (Shield Type) and SI (Shield Item) prefixes. ST_MSHIELD = 4, -- Mirror Shield Type SI_Platinum_Shield = 2122, -- Platinum Shield's Item ID ii) ShieldNameTable : Here we assign suffix strings for Shield Types i.e. shield suffix in => /data/sprite/¹æÆÐ/<hand prefix>_<gender>_<shield suffix>.spr [Shield_IDs.ST_MSHIELD] = "_¹Ì·¯½¯µå", --Suffix for Mirror shield iii) ShieldMapTable : Here we specify which Shield Type is used by each of the Shield Items. [Shield_IDs.SI_Platinum_Shield] = Shield_IDs.ST_MSHIELD, -- Platinum Shield uses -- Mirror Shield sprite 2) ShieldTable_F.lua : Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!! Ok.. So Where do i get the files? Download link Final Note If you have any issues or doubts about the xDiff files or Lua files (I expect some in this department) let me know. So Enjoy
  20. it might be the extension - did you use the patch "Load ItemInfo.lua before lub" otherwise it checks for ItemInfo.lub file.
  21. makes sense actually. I am worried too that nothing other than avatar design alone have been demoed for a long time. I was hoping to see some more activity from Ipis too
  22. which client date are you using? 10k+ ids are supported starting late 2012 clients. 2012-04-10 definitely dont have it.
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