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Rytech

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Everything posted by Rytech

  1. I can tell for a fact he used some special program to convert it and its a good thing he did too. If he was to do that all by hand, their would be a big risk of error and the file breaking. A big grats to you Earthlingz. =D
  2. I find it genius how they combined all those item text files together into 1. That will make adding custom items much easier for anyone. Only problem now is who's goina take all our translated text files and place all the info into that new lub file, because its all gotta be done bit by bit. Strange how the iteminfo.lub is placed outside the grf. Their's also a weapontable.lub and weapontable_f.lub which im guessing is for....well it appears to set weapon sound effects to different weapons? Didn't see the decompile yet. Their's even 2 new books. 11058 and 11059.
  3. Looks nice. I have a small question.... if ((b_class&JOBL_2) && dst_2nd != MAPID_SUPER_NOVICE) // super novices have no 1st job Is this because the server is treating the Super Novice as the 2-1 job of the Novice and using Novice as a base? Just wondering since ill be added the Extended Super Novice job in soon and it uses both the 2-1 and THIRD. Also how will the system know how many skill points to give? Does it check for the set max job level? I didn't look over the entire code, just parts of it.
  4. About time they add a special monster to test your attacks on.
  5. Is this a guild skill your trying to add? Im asking this since your placing that ID in the guild skill ID's range which is 10000 - 10999. I think thats the full range. If this is a normal player usable skill then youll have to change the ID to be within the PC skills range which is between 1 - MAX_SKILL. MAX_SKILL I think is 2550 as of right now. The upper 1000 range has plenty of ID's that arnt being used that you can make full use of.
  6. I like the idea of a falcon flute. I much perfer a falcon when dealing with groups of agressive mobs and WoE for reasons. While a waug can deal higher damage its limited to direct attacks on 1 player, while a falcon can use Blitz Beat and deal damage between multiple mobs at once even tho the damage is somewhat lower, but good for preventing multiple enemy players from casting skills. Since Waug Mastery skill calls out the Waug and only works when having a waug flute, I wonder if Falcon Mastery will be changed into a active skill to work the same way with the falcon flute.
  7. Wouldn't surprise me if it did run off of IE since its a common browser on any computer that comes with windows on it. If it doesn't use IE and instead uses its own internal coding, then no telling how unsecure it is. Can you imagine someone unable to get away from RO for a while and ends up paying their bills online through the in-game browser?
  8. The in-game web browser was horrible and failed badly. No telling how unsecure it was.
  9. Possible. Hopefully well know after this week patch notes are translated.
  10. I didn't bother working on the navigation files since its still only in the test server. Anything in it could change. Better hope they don't decide to redo half of the entire script or your time will end up being wasted.
  11. What the f**k? Never seen anything like that in RO before. Texture file name is merge_wnd.bmp. Interesting.
  12. Sorry for the wait everyone. Ive been busy with life and other developments. I updated the 1st post with new info and added a V2 download that has updated skill description files, english status icon info, and is fully usable with the "Load Lua Before Lub" diff. Gravity appears to have switched from Lua 5.0.3 to Lua 5.1.4 around December or January and the clients arnt fully diffable. So my focus will continue around this client date for another few months at least. Their's a few things noted that I haven't done yet and probably wont do anytime soon due to busyness. So if anyone wants to work on the things I didn't do yet your welcome to do so.
  13. Here's what I got.... //2011-11-22 0x0835,19,wanttoconnection,2:6:10:14:18 0x0898,6,getcharnamerequest,2 0x0899,6,ticksend,2 0x0896,5,changedir,2:4 0x0892,5,walktoxy,2 0x022d,7,actionrequest,2:6 0x08a1,10,useskilltoid,2:4:6 0x08ad,10,useskilltopos,2:4:6:8 0x0363,90,useskilltoposinfo,2:4:6:8:10 0x0436,6,dropitem,2:4 0x0893,6,takeitem,2 I didn't bother with adding any more since its all I need to do dev work and testing on 3CeAM. They were captured and fully tested. I probably should work on getting full support made. Just tell me the different things I have to do to get the server to DC me and display unknown packet messages.
  14. Shin's diff program isnt able to generate all the critically needed diff since December 2011 and higher clients. So its not testable at the moment, but looking at the screenshot and info it probably does use options. Wont know until sometime later.
  15. You just blew my mind. Reading this I opened one of the EZV files with wordpad and saw everything.... EVFF0.95 fps=60 maxkey=60 layernum=6 layer:Back { display=1 group=0 type=1 texcnt=0 anikeynum=0 } layer:maho { display=1 group=0 type=0 texcnt=1 texname=maho.bmp anikeynum=5 { frame=0 aniframe=0 anitype=0 delay=0.0000 pos=320.0000,300.0000 uv=0.0000,0.0000 uvs=1.0000,1.0000 uv2=0.0000,0.0000 uvs2=1.0000,1.0000 scale=300.0000,150.0000 angle=0.0000,0.0000,0.0000 color=255.0,255.0,255.0,0.0, 5,7 mtpreset=0 points=-150.0000,-75.0000 150.0000,-75.0000 150.0000,75.0000 -150.0000,75.0000 rpoints=-150.0000,-75.0000 150.0000,-75.0000 150.0000,75.0000 -150.0000,75.0000 bezier=0.0000,0.0000 0.0000,0.0000 afbias=0.0000 posbias=0.0000 ptbias=0.0000 angbias=0.0000 uvbias=0.0000 uvsbias=0.0000 uvbias2=0.0000 uvsbias2=0.0000 } { frame=60 aniframe=0 anitype=0 delay=0.0000 pos=320.0000,300.0000 uv=0.0000,0.0000 uvs=1.0000,1.0000 uv2=0.0000,0.0000 uvs2=1.0000,1.0000 scale=150.0000,75.0000 angle=0.0000,0.0000,0.0000 color=255.0,255.0,255.0,0.0, 5,7 mtpreset=0 points=-75.0000,-37.5000 75.0000,-37.5000 75.0000,37.5000 -75.0000,37.5000 rpoints=-75.0000,-37.5000 75.0000,-37.5000 75.0000,37.5000 -75.0000,37.5000 bezier=0.0000,0.0000 0.0000,0.0000 afbias=0.0000 posbias=0.0000 ptbias=0.0000 angbias=0.0000 uvbias=0.0000 uvsbias=0.0000 uvbias2=0.0000 uvsbias2=0.0000 } { frame=30 aniframe=0 anitype=0 delay=0.0000 pos=320.0000,300.0000 uv=0.0000,0.0000 uvs=1.0000,1.0000 uv2=0.0000,0.0000 uvs2=1.0000,1.0000 scale=150.0000,75.0000 angle=0.0000,0.0000,0.0000 color=255.0,76.0,76.0,198.0, 5,7 mtpreset=0 points=-75.0000,-37.5000 75.0000,-37.5000 75.0000,37.5000 -75.0000,37.5000 rpoints=-75.0000,-37.5000 75.0000,-37.5000 75.0000,37.5000 -75.0000,37.5000 bezier=0.0000,0.0000 0.0000,0.0000 afbias=0.0000 posbias=0.0000 ptbias=0.0000 angbias=0.0000 uvbias=0.0000 uvsbias=0.0000 uvbias2=0.0000 uvsbias2=0.0000 } { frame=15 aniframe=0 anitype=0 delay=0.0000 pos=320.0000,300.0000 uv=0.0000,0.0000 uvs=1.0000,1.0000 uv2=0.0000,0.0000 uvs2=1.0000,1.0000 scale=150.0000,75.0000 angle=0.0000,0.0000,0.0000 color=255.0,76.0,76.0,198.0, 5,7 mtpreset=0 points=-75.0000,-37.5000 75.0000,-37.5000 75.0000,37.5000 -75.0000,37.5000 rpoints=-75.0000,-37.5000 75.0000,-37.5000 75.0000,37.5000 -75.0000,37.5000 bezier=0.0000,0.0000 0.0000,0.0000 afbias=0.0000 posbias=0.0000 ptbias=0.0000 angbias=0.0000 uvbias=0.0000 uvsbias=0.0000 uvbias2=0.0000 uvsbias2=0.0000 } { frame=45 aniframe=0 anitype=0 delay=0.0000 pos=320.0000,300.0000 uv=0.0000,0.0000 uvs=1.0000,1.0000 uv2=0.0000,0.0000 uvs2=1.0000,1.0000 scale=150.0000,75.0000 angle=0.0000,0.0000,0.0000 color=255.0,76.0,76.0,198.0, 5,7 mtpreset=0 points=-75.0000,-37.5000 75.0000,-37.5000 75.0000,37.5000 -75.0000,37.5000 rpoints=-75.0000,-37.5000 75.0000,-37.5000 75.0000,37.5000 -75.0000,37.5000 bezier=0.0000,0.0000 0.0000,0.0000 afbias=0.0000 posbias=0.0000 ptbias=0.0000 angbias=0.0000 uvbias=0.0000 uvsbias=0.0000 uvbias2=0.0000 uvsbias2=0.0000 } } I didnt paste the entire animation script since it would make this post really long. With brand new ezv files, someone could take this data and make a program that could allow us to make animations and save them as ezv for in case you want to work on it some more later. Once done you can compile it into a STR file. Seeing that new ones were released we can now see all the latest stuff they use in these files and make something useful for this. It would be a great tool to have since clients like the 2011-11-22 may allow us to add custom animations thanks to the new lubs in the skilleffectinfo folder. I wonder if its possiable to make a client read a uncompiled ezv and display the animation in game?
  16. Not sure. I just checked the data.grf and their's only 3 ezv's with the names suicide, cross, and black_hammerfall. To see these new ones get added feels weird since this type is very rare.
  17. Its OPTION masks and is the masks im thinking their using. I realized their's also some code that sets the required level to access each of the old carts and not sure what file its in.
  18. I just noticed their may be a issue with adding the new carts.... OPTION_NOTHING = 0x00000000, OPTION_SIGHT = 0x00000001, OPTION_HIDE = 0x00000002, OPTION_CLOAK = 0x00000004, OPTION_CART1 = 0x00000008, OPTION_FALCON = 0x00000010, OPTION_RIDING = 0x00000020, // it's used to mount gryphon too [pakpil] OPTION_INVISIBLE = 0x00000040, OPTION_CART2 = 0x00000080, OPTION_CART3 = 0x00000100, OPTION_CART4 = 0x00000200, OPTION_CART5 = 0x00000400, OPTION_ORCISH = 0x00000800, OPTION_WEDDING = 0x00001000, OPTION_RUWACH = 0x00002000, OPTION_CHASEWALK = 0x00004000, OPTION_FLYING = 0x00008000, //Note that clientside Flying and Xmas are 0x8000 for clients prior to 2007. OPTION_XMAS = 0x00010000, OPTION_TRANSFORM = 0x00020000, OPTION_SUMMER = 0x00040000, OPTION_GREEN_DRAGON = 0x00080000, OPTION_WUG = 0x00100000, OPTION_RIDING_WUG = 0x00200000, OPTION_MADO = 0x00400000, OPTION_BLACK_DRAGON = 0x00800000, OPTION_WHITE_DRAGON = 0x01000000, OPTION_BLUE_DRAGON = 0x02000000, OPTION_RED_DRAGON = 0x04000000, I know the 5 old carts use a OPTION, but I dont know if their using some of the remaining OPTIONS for the new ones, but its mostly by chance they did since its something that will be removable from the character by clicking the off button on your status window. So it might be..... OPTION_CART6 = 0x08000000, OPTION_CART7 = 0x10000000, OPTION_CART8 = 0x20000000, OPTION_CART9 = 0x40000000, #define OPTION_CART (OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5|OPTION_CART6|OPTION_CART7|OPTION_CART8|OPTION_CART9) This is all in status.h and no guarantee itl work. No telling how these current RO dev's are adding it since the old dev's arnt there anymore. If they did add it like this then their's only 1 OPTION mask left.
  19. Im pretty sure you can increase that max to 8 and itl show. The sprite names are all the same, except each one has a number on the end of the name. Like cart5, cart6, cart7, cart8 and the old ones are like 1,2,3,4. So im sure its a addon and may be selectable depending on your level like the old ones. I cant test this since current diffing tools dont work on clients for December 2011 and higher.
  20. The carts are really nice. I was expecting to see the Genetic with a cart with a cannon in it but I guess that will happen if they decide to add a skill animation. As for the new effects for Kagerou and Oboro skill its acturally new animations. Their's a hand full of new STR files and effect textures. Watching them in action in the tool I use to view them I was shocked to see how unique the animations look as they use entirely new textures in the patch and none of the existing ones in the grf. So nothing is recycled at all. But whats strange is I think the introduction of a new file type. The file extension is EZV. Their appears to be one for every STR file in the patch. I wonder what their for?
  21. Change your files and folders options to show file extensions and then change the extension on each lub files to lua.
  22. If 1002 is the Mob ID, what's the 621, 1, and 1? Format of the command is @displaystatus [status ID], [Flag], [Tick], [Val1], [Val2], [Val3] Some status require both a tick and a flag to work and some also work with a value of more then 1 value. You just gotta mess with them.
  23. Actually I think its MONSTER_TRANSFORM = 621, but seeing that no status icon for the transform status is appearing you may be right. So far I see this.... MONSTER_TRANSFORM = 621 Used for the....think scrolls that changes you into a monster and gives you bonuses until the duration ends. Displays a status icon. KYOUGAKU = 651 Used for the illusion - shock skill debuff. Lowers stats and cant change equips. Displays no status icon. ACTIVE_MONSTER_TRANSFORM = 665 Appears to be used autocasting status scripts for equip items like that dragon headgear. Shows no status icon. All 3 of them changes you into a monster and shows the bloodlust face thingy above your character. You can trigger the status by doing for example....@displaystatus 621 1 1 1002. The last number is the ID of the monster to change yourself into. Going below 1001 into the NPC range will crash the client. Same if you go too high out of the monster ID range.
  24. Here's a interesting thing about one of the patches. One of them adds a new file in your root RO directory called GuildTip. Its a text file with gibberish text in it and when translated through google it shows this.... Heh.
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