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Posts posted by xazax
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3215
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As long as the custom client uses gravity's maps, sprites, acts, etc it is still in the grey zone. Correct me if i'm wrong.
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If a function defined in the same file it was called, ( especially if it was made static ), it is very likely, it will be inlined by the compiler automagically.
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3190
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Well, I'm with JoWei on this one, somehow I think a pre-re mapcache can cause more confusion only.
Anyways go-go Malufet hopefully he will manage to add them.
I will convert some more messages to msg_athena, and maybe start working on scriptable statuses .
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Added some stuff, not too much though.
About kagerou & oboro skills, we should poke Rytech.
Anyways I wonder if it worth adding pre-re map_cache.dat, because users need to also add old maps to their client, and it is not hard to rebuild mapcache after that.
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Maybe some lazy times after work I'll add the most trivial ones
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My idea would be something like customstatus "statusname","itemscript", duration, icon;
example:
customstatus "OP buff", "bonus bMaxHPrate,20; bonus bMaxSPrate,15; bonus bAspdRate,2;", 180000, SI_BERSERK;
This would display a status named OP buff, with the icon of berserk, that last 180 sec and gives 20% max hp 15% max sp and 2% aspd bonus.
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Hi!
First of all sorry for being inactive, I've been very busy lately, and still am, however noticed something.
There are some statuses such as the newly added SC_INCMHP.
Well, honestly, I don't really like that we add new statuses on each bonus, simply we do not need so many statuses, futhermore we want to be more flexible, to give users the possibility to create their own statuses.
There is a nice script command called autobonus. It can attach a bonus script to the user as a status, on attack, hit etc. We should create a similar command, which just simply starts a status, something like autobonus does. This way we can simply remove some statuses, and replace them with scriptet ones, which are more customizable.
Maybe we can even add support for adding status icons to those statuses.
Opinions?
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File Name: ItemConverter
File Submitter: xazax
File Submitted: 03 Jul 2012
File Category: Client Tools
Content Author: Xazax
This tool intended to convert old txt files like idnum2itemdesctable, idnum2itemdisplaynametable, idnum2itemresnametable, itemslotcounttable, num2itemdesctable, num2itemdisplaynametable, num2itemresnametable to the new itemInfo.lua format. Although a conversion is available here: https://code.google....p/roclientside/, this tool can be usefull for those, who have translations or dozens of custom item.
Usage: browse to the folder, where your txt files are located ( using ... button ). Press the convert button, and chose the location where do you want to save the iteminfo.lua. Note: if you want classNum field to be filled, copy your item_db.txt to the same folder, where your client side files are located.
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I agree with the changes, one should be able to reload questdb.
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First of all, I would like to thank you for this Database Editor. So, here's my problem ...
I released today a new minor update that should fix your problems.
Changelog:
- New function to delete database entries.
- All of the reported bugs were fixed.
- Minor usability improvements.
- Qt libraries are updated to 4.8.1.
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- New function to delete database entries.
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You need to browse for the db folder, not to a .txt.
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Of course, we can not avoid overflows completely, but 25 days sounds way to frequent to me =(.
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Since we dropped TXT, I think it is not too hard to make it possible to modify offline player's variables, or read them.
In fact, you can already do that with query_sql, however built in support would be much more elegant of course.
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Maybe the best would be to have 3 different configurations?
1. max weight of the cart
2. max weight that is used for damamge
3. how much the weight influence the damage
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The drop issue: I did an unintended rounding and I did not notice it. It will be fixed in the next release.
The mode issue: I did not consider that, the string is a hexadecimal value when I converted it to integer. This will be also fixed in the next release.
Thanks for pointing out those issues.
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Max level is also one of the most requested stuff to be moved to a config.
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I'm happy with most of the staff and thanks for your great work, but I have only one concern. The tickcount overflow in 32 bit systems. Honestly I doubt that we need that big resolution for timers, so maybe it would worth to sacrafice a bit accuracy to avoid those overflows.
Anyways huuuuge +1 for moving SQL operations to another thread.
Custom Ragnarok Online Client
in Client Releases
Posted
Yeah, it is true. As far as I know, it is legal to spread gravity's stuff as long as you do not modify and do not sell it.