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Haziel

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Everything posted by Haziel

  1. Please, show a screenshot of your edited file and the folder you're including the .mp3.
  2. Once you're using 2013 Clients, neither of the previously used 'idnum2' files are needed anymore. For nothing. Iteminfo.lua replaces the needs of editing 7 damn files into 1, it replaces idnum2itemdesctable.txt, idnum2itemdisplaynametable.txt, idnum2itemresnametable.txt, num2itemdesctable.txt, num2itemdisplaynametable.txt, num2itemresnametable.txt and itemslotcounttable.txt. So, why would you want to still use the older way? ,
  3. Thor Patcher uses Internet Explorer, so, check any code on IE and it probably may be compatible with Thor Patcher.
  4. You didn't make my edits correctly, forgot to edit this part:
  5. As a creator of original content, this post is a little offensive. eAmod is not free on Internet, the ones who leaked it just broke the contract. Me, myself, purchased a license years ago and Zephyrus keep making it up to date til today. This BG System, with all the mods was all scripted by him, and for this reason, you had to ask him to redistribute his work. Is actions like those that break the incentive for original content makers to do free releases.
  6. View File Third Job Costumes & New Classes: Corrected Third Job Costumes + New Classes The Correction With the advent of jRO releasing new Job Costumes, and also, the new classes from the Taekwon branch, many of server owners want to replace the vanilla sprites or even, implement the bodystyle system. But, there's a catch! Originally jRO, and now, even kRO spriters, have made it completely off of the default pattern of palette. In a classic example, you can notice the pattern of the RO palettes. What matters is the position of the colours, as an example, for all jobs, the white-ish tones will be always on the same row, so we can use it to create custom palettes. See how it works: But jRO didn't follow the classic pattern, making it incompatible with custom palettes (@Kamishi ones included). So, I edited frame by frame of each job sprite, of each gender, mounted or not, correcting them, converting them in a way so many of the previously created palettes will work. This package includes: Alternate Outfits: Alternate Royal Guard M/F + Gryffon Battlemount + Lion Mount Alternate Ranger M/F + Warg Battlemount + Ostrich Mount Alternate Minstrel/Wanderer + Ostrich Mount Alternate ArchBishop M/F + Alpaca Mount Alternate Warlock M/F + Fox Mount Alternate Mechanic M/F + Savage Mount Alternate Genetic M/F + Savage Mount Alternate Guillotine Cross M/F + Hyena Mount Alternate Shadow Chaser M/F + Hyena Mount Alternate Sorcerer M/F + Fox Mount Alternate Sura M/F + Alpaca Mount Alternate Rune Knight M/F + Dragon Battlemount + Lion Mount New Classes Star Emperor M/F + Wolf Mount Soul Reaper M/F + Wolf Mount As requested by @Emistry, I also added an extra, making it more compatible to default palettes: Kagerou/Oboro + Frog Mount Following the another @Emistry's request, all files are now already on GRFs. The previous version had no Cashmount palette included, this one fixes the issue. Only the already released costumes are supported at this moment. The Rune Knight seems to be the last of them, it's over a year from the first release! As a final part of the package, I'm including Classic Palettes for all Alternate Costumes. Enjoy the final product! Submitter Haziel Submitted 02/24/2016 Category Job Sprites Content Author Gravity Corp  
  7. Version 2.2.0

    37270 downloads

    Third Job Costumes + New Classes The Correction With the advent of jRO releasing new Job Costumes, and also, the new classes from the Taekwon branch, many of server owners want to replace the vanilla sprites or even, implement the bodystyle system. But, there's a catch! Originally jRO, and now, even kRO spriters, have made it completely off of the default pattern of palette. In a classic example, you can notice the pattern of the RO palettes. What matters is the position of the colours, as an example, for all jobs, the white-ish tones will be always on the same row, so we can use it to create custom palettes. See how it works: But jRO didn't follow the classic pattern, making it incompatible with custom palettes (@Kamishi ones included). So, I edited frame by frame of each job sprite, of each gender, mounted or not, correcting them, converting them in a way so many of the previously created palettes will work. This package includes: Alternate Outfits: Alternate Royal Guard M/F + Gryffon Battlemount + Lion Mount Alternate Ranger M/F + Warg Battlemount + Ostrich Mount Alternate Minstrel/Wanderer + Ostrich Mount Alternate ArchBishop M/F + Alpaca Mount Alternate Warlock M/F + Fox Mount Alternate Mechanic M/F + Savage Mount Alternate Genetic M/F + Savage Mount Alternate Guillotine Cross M/F + Hyena Mount Alternate Shadow Chaser M/F + Hyena Mount Alternate Sorcerer M/F + Fox Mount Alternate Sura M/F + Alpaca Mount Alternate Rune Knight M/F + Dragon Battlemount + Lion Mount New Classes Star Emperor M/F + Wolf Mount Soul Reaper M/F + Wolf Mount As requested by @Emistry, I also added an extra, making it more compatible to default palettes: Kagerou/Oboro + Frog Mount Following the another @Emistry's request, all files are now already on GRFs. The previous version had no Cashmount palette included, this one fixes the issue. Only the already released costumes are supported at this moment. The Rune Knight seems to be the last of them, it's over a year from the first release! As a final part of the package, I'm including Classic Palettes for all Alternate Costumes. Enjoy the final product!
    Free
  8. GRF Editor: Encryption The Movie Hello again, rAthena, I'm Haziel. I'm a Pixel Artist and also a Scripter. (Also, you can check my work here and here, and if you ever need any Sprite/Script Service, check here! You can also add me on skype (it's on my signature)) Most of the people who know me or hired me for any kind of service know that I don't charge more than it's fair. What upsets me is the people who use my work without authorization, most of the cases, paid material that took hours, days or, sometimes, weeks to be concluded. So, hoping to protect my work, and the custom content of your servers' owners, I've decided to write a guide explaning in detail how to use @Tokei's awesome tool. 1. List of Materials • GRF Editor, if you're not familiar with this software, it is the best GRF Management Tool ever coded. • The files you want to protect, the encryption is made by file so, there's no need to encrypt the whole GRF. • Your Hexed must be 2012-04-10 or above, it won't work on 2010 Clients. • Decide your Hexed filename, it's essential for the encryption to work. 2. Generating Encryption Key GRF Editor uses a Key Encryption Method, what means that your protection is based on a password. Choose a password you'll remember or note it somewhere, you won't be able to decrypt your files without it and always save a Backup of the files you'll encrypt. Password chosen, you'll need to generate the DLL, the one that will allow your Client to read encrypted files. Open the GRF Editor and navigates on the top menu to Tools > GRF Encryption, you'll see the window below. First, Input your Key on the Encryption Password field. Next, select your Client on the Client Path field, it is needed for the DLL to be coded to its filename or be modified if needed. IMPORTANT: The Client being asked here is for the Hexed, IT IS NOT the Patcher, Launcher or Loader. The name of the DLL can also be changed, it will output a modified Hexed of ready to read it. With everything set, click in Generate File(s), and it will pop up a folder where your DLL has been generated, add/replace the one in your Client folder. 3. Encrypting Files Files can now be encrypted. Open your GRF, GPF or THOR, select the files you want to protect. Right-click it and select EncryptIon > Encrypt. Enter the Password you previously defined, confirm and the file will be highlighted in Orange. The colour might not show up when you're working on a THOR file or opens a GRF/THOR previously encrypted, that's normal behavior. Once the GRF or THOR is saved, you won't be able to read the file. Normally an error will pop, but you can test it ingame, if you've done it correctly, it will be displayed properly. As far as I've tested, the Encrypted Files works in the DATA folder if extracted. If you want to Encrypt or Decrypt a whole GRF, you can select Tools > GRF Encryption with the GRF open by the software and choose the options Encrypt GRF or Decrypt GRF. You will be asked for the Key, and then It'll run the process through the entire GRF and export it to a new folder. The same process can be made with THOR files, even if it displays any reading error, patched Encrypted files will work. I hope that's clear enough and that it may help you. Post any question you may have in the comments below and I'll try to help. My best regards, Haziel
  9. Enthr said what I was about to. Also, take some time to take a close look on the doc folder, all the Script Commands and AtCommands that may be used, avoiding Source Snippets, are listed and explained there.
  10. Consider this as an act of kindness.
  11. I guess it's BaseLevel. But I already told you to read doc/item_db.txt because of: eLV: Base level required to be able to equip. maxLevel: Only able to equip if base level is lower than this.
  12. Do not use Thor Generator, use GRF Editor to create your .thor files. Last time I tried to use Thor Generator I had that headache.
  13. Check if you have the account set to a gender S, that must be the account used to Login, Map and Char servers to connect.
  14. Did you even check if the quests to get into a 3rd job are disabled? By the way, if it is and he has no commands, may be a possibility that he found a hole on your website and created the character via SQL Injection, check that, tho.
  15. Every string variable should end with $. Like: #bankpoints$ Examples: name - permanent character integer variable name$ - permanent character string variable @name - temporary character integer variable @name$ - temporary character string variable $name - permanent global integer variable $name$ - permanent global string variable $@name - temporary global integer variable $@name$ - temporary global string variable .name - NPC integer variable .name$ - NPC string variable .@name - scope integer variable .@name$ - scope string variable #name - permanent local account integer variable #name$ - permanent local account string variable ##name - permanent global account integer variable ##name$ - permanent global account string variable
  16. Here. As simple as that. Please, when posting scripts, use the codebox. prontera,147,171,5 script Soul Link Santa 718,{ set .@n$,"^0000FF[ Soul Linker NPC ]^000000"; set .@time, 300000; // the buff last 5 minutes set @itemcost,7179; mes .@n$; mes "Hello "+strcharinfo(0)+",do"; mes "You want me to Soul Link you? It cost 10m per link <3"; switch(select("Yes:No")) { case 1: if(!countitem(@itemcost)) goto l_noitem; delitem @itemcost, 1; switch ( basejob ) { case Job_Alchemist: set .@spirit, 445; break; case Job_Monk: set .@spirit, 447; break; case Job_Star_Gladiator: set .@spirit, 448; break; case Job_Sage: set .@spirit, 449; break; case Job_Crusader: set .@spirit, 450; break; case Job_SuperNovice: set .@spirit, 451; break; case Job_Knight: set .@spirit, 452; break; case Job_Wizard: set .@spirit, 453; break; case Job_Priest: set .@spirit, 454; break; case Job_Bard: case Job_Dancer: set .@spirit, 455; break; case Job_Rogue: set .@spirit, 456; break; case Job_Assassin: set .@spirit, 457; break; case Job_Blacksmith: set .@spirit, 458; break; case Job_Hunter: set .@spirit, 460; break; case Job_Soul_Linker: set .@spirit, 461; break; default: if ( upper == 1 && baselevel < 70 ) set .@spirit, 494; } if ( .@spirit ) { sc_start4 sc_spirit, .@time, 5, .@spirit,0,0; skilleffect .@spirit, 5; } case 2: mes .@n$; mes "Okay,goodbye!"; close; } l_noitem: mes .@n$; mes "You need one " + getitemname(@itemcost) + " for a Soul Link."; close; }
  17. Can you provide the code of the Plankton Card you're currently using?
  18. I dunno how to help, but just to state, I also have rAthena + rAmod last revision and never saw that happens.
  19. Well, on item script just: if (BaseLevel < 70) bonus bAllStats,3; It reads: If BaseLevel is less than 70, give All Stats + 3. And, for limiting it on certain maps, it's better to disable the item on that specific map, but, you can: if (strcharinfo(3) != "prontera") bonus bAllStats,3; It reads: If current map isn't prontera, give All Stats + 3. But if it's several maps, I, again, would prefer to use db/item_noequip.txt.
  20. Harmony Vanguard has both source and client modifications, badly hard to get them out without having the proper Harmony installation files, or even, the files from before the changes. My advice would be, actually, rebuild your emulator, but you can try to see the .diff from the installation files and revert all the changes file by file.
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