Jump to content


  • Content Count

  • Avg. Content Per Day

  • Joined

  • Last visited

  • Days Won


L1nkZ last won the day on August 23

L1nkZ had the most liked content!

Community Reputation

21 Excellent

1 Follower

About L1nkZ

  • Rank
    New Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi everyone, It's been a while since I've published something. Today I'm releasing the code of a patcher I've been working on for some time. The idea was to make an open-source drop-in replacement for the Thor patcher while also bringing some improvements. The project has been developed in Rust and the UI is based on the webview project. The project's repository can be found here: https://github.com/L1nkZ/rpatchur The patcher's current features are the following: Customizable, web-based UI Configurable through an external JSON file HTTP/HTTPS support GRF file patching (version 0x101, 0x102, 0x103 and 0x200) THOR patch format support Drop-in replacement for the Thor patcher Cross-platform (Windows 7+, Linux, macOS) I don't think the project's ready for a formal release quite yet, more thorough testing and feedback is needed. Contributions are welcome!
  2. Hum, I'm not sure what you mean by that, could you elaborate ?
  3. I'm not sure what you mean by client security in this case but I'll assume that you're asking about making use of the plugin system to make bots, for example, rather than using of the plugin system to compromise a client with malicious scripts (although that is also a problem that users must acknowledge). In this case, well yeah it's clear that there are many things to consider before rushing into implementing new features. Everything that allows the player to automate something is, technically, a step closer to him being able to make a bot. For example, if we add an API that allows scripts to move the player to given coordinates, we can imagine doing a plugin that would, for example, get along with the tracking system and conveniently do the walk for you, that sounds like good enough use case to me. But then again, what about potential abuses ? Being able to move programmatically is a good start for botting as well. So it's an open problem right now. But no matter what, a system that is open-source will always benefit to both sides I guess.
  4. Here's some rAthena for you So yeah, I uploaded a very basic discord plugin on the github repository. It's a bit ugly but it does the job. Need a few things more in the API to make writing plugins a bit easier but right now it's already fairly usable. Debugging plugins is still currently messy because of the lack of exception handling (I'll be working on that) and utf8 support is still missing. I'll keep this thread updated.
  5. Alright, so to further illustrate the idea behind the plugin system I added a couple of examples on the github repository. First I added the possibility to use items (with ragnarok_client.use_items) from within python plugins and made a basic autopot plugin out of it. You can take a look at the autopot.py plugin example in the examples folder. And secondly, since a bird in the hand is worth two in the bush, I also added a small irc.py plugin that does what I mentioned in my previous post. The plugin listens to an IRC channel and transfer messages from IRC to the in-game chat. Here's a screenshot:
  6. Well, it's merely a PoC at the moment. But anything that you can think of that is event-driven is doable. All it takes is some work and deciding what you want to hook. At the moment, the only api that "commands" the client is a print_in_chat function that allows writing into the game chat from inside the plugins. As it is now, it would be possible, for example, to make an event-driven Discord or IRC client as a plugin (since you can use the usual python libraries) that would be plugged to the client and printing messages from Discord or IRC channels into the game chat. Yes that's a way of seeing it, with enough support from Bourgeon, you could imagine exposing networking parts (or higher level stuff like, move player, attack mob id) of the client and do whatever.
  7. Hey guys, Sooo, a few days ago, I wanted to try and do something related to RO, but open-source for once ... I figured, why not make a plugin system ? The idea is simple: expose an API that will allow anyone to interface with the client through a high-level scripting language. As far I as I know, this isn't the first RO client plugin system project. If I recall correctly, there was something named ROPS (Ragnarok Online Plugin System) that existed a few years ago, but it has since disappeared. Edit: I was told that apparently there was also rextensions recently, that went in the same direction as ROPS and gave access to a few hooks for use with C or C++ extensions. The idea behind this thread is, mainly, to see if there's any interest in such a system, and if there is, to see what people want to be able to do with it. This is totally a work in progress and I don't know where it'll lead or what it's gonna end up like, but it's open-sourced so it'll be potentially re-usable (if anyone's brave enough) anyway. Here are screenshots picturing different parts of the system as it is right now: Link to the github: https://github.com/L1nkZ/Bourgeon Cheers.
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and Privacy Policy.