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Posts posted by grenat50
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Yes. The sprite has changed in the newer clients, as well as rebellion.
Try with these sprites:
Corrected sprite for Summoner and mount.rar
Correct sprite for Rebellion and mount.rar
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I found how to fix this. Update here for those who are interested -
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Update:
I found a way to fix some issues related to models on texture or models on models, but not quiet there yet.
Meanwhile someone can help about how to smooth the models/water on texture, I edited a few maps and "elevate" some models to avoid this kind of awful look.Please, If you know any visual bugs similar, I would like to know, I will edit them and post them here.
So far:


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Hi !
I was wondering if anyone knows why a lot of models do this :



But when I zoom :

Is there any ways to have great graphic quality when zoomed out ?
I'm using 2018-0620 exe
Thank you
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The newer clients don't have the same sprite they used to for rebellion and its mount, as well as gunslinger's mount.
Try with those sprites:
Correct sprite for Rebellion and mount.rar

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Hi everyone !
I'm on a project and I thought some of you might be interested in one topic I'm currently working on.
I'm sharing with you 3 different multi-language system I made.
1. Multi-language support + Compact Automatic NPC Structure System
In this file, all npcs are calling one function with an ID per npc, everything or almost everything is defined in this function (texts, menus, commands script, set, conditions, input). The script is then reading a common function-code that will generate the whole npc depending on the numbers ID in front of each line. There is no need of a npc structure anymore with this code. It calculates how many texts the npc should say, when to "next", when to "close", when to show a menu, set a variable, put a if condition, etc... All managed by numbers in the variable. Of course, the system is not fully done but it works. As I wrote on comment, I still need to change the conditions system to be able to read many conditions separately from each other but on the same dialogue. So far, it can read one/many conditions in one sentence and return false(0)/true(1) if the PJ has it. Also, It does need a duplication of menus/menus choices so the script can go on and on infinitely. Still in process.. But it is currently functional if you make sure 2 sub-menus are not displaying at the same time (same text number) in the choice of either menu- case1 or menu case-2 or menu case-3.
I probably also need to create an array table with ID/values for each and put the common code in a different function just to be more clean.
2. Multi-language support + Same old NPC structure
alberta Sample V2.txtIn this file, all npcs are calling one function to determine in which language the texts will be. Simpler than the one above, variables names are only t1, t2, t3 etc.... t3a t3b only if there are many texts in the same window npc. It returns to each individual npcs that has the same structure (a for was made when there are many dialogues before a menu to make it compact). I also need to set the variables to 0 before each reading.
3. Multi-Language npcs
In this file, all npcs are individual from each other, depending on the #langtype, it will display the texts in the same old structure.
Language default is english in case there aren't a translation available in the language associated with #langtype.
#langtype is a variable already existed in rathena, depending on the value of your #langtype (english is default), the messages from msg_conf will appear in the appropriate language that is located in conf/msg_conf. Also, a line has to be changed in src/common/msg_conf.hpp:
Quoteenum lang_types {
LANG_RUS = 0x01,
LANG_SPN = 0x02,
LANG_GRM = 0x04,
LANG_CHN = 0x08,
LANG_MAL = 0x10,
LANG_IDN = 0x20,
LANG_FRN = 0x40,
LANG_POR = 0x80,
LANG_THA = 0x100,
LANG_MAX
};#ifndef LANG_ENABLE
// Multilanguage System.
// Define which languages to enable (bitmask).
// 0xFFF will enable all, while 0x000 will enable English only.
#define LANG_ENABLE 0xFFF
#endifWhen the first system will be fully done, It would be great if someone can create an .exe that can automatically replace "mes" "menu" etc in all npcs at once by a variable$ number that follows a certain direction.
I'm interested to read your feedbacks, impressions, comments, suggestions, perhaps modifications?
If you have enough knowledge and are interested to help, please PM me.
Thank you
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Also you will have to replace the location of some NPCs in academy.txt:
iz_ac02,205,111,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02 4_F_KAFRA1 iz_ac02_a,205,111,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_a 4_F_KAFRA1 iz_ac02_b,205,111,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_b 4_F_KAFRA1 iz_ac02_c,205,111,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_c 4_F_KAFRA1 iz_ac02_d,205,111,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_d 4_F_KAFRA1 iz_ac01,77,76,5 duplicate(ac_board) [Armory]#ac 2_BULLETIN_BOARD iz_ac01_a,77,76,5 duplicate(ac_board) [Armory]#ac_a 2_BULLETIN_BOARD iz_ac01_b,77,76,5 duplicate(ac_board) [Armory]#ac_b 2_BULLETIN_BOARD iz_ac01_c,77,76,5 duplicate(ac_board) [Armory]#ac_c 2_BULLETIN_BOARD iz_ac01_d,77,76,5 duplicate(ac_board) [Armory]#ac_d 2_BULLETIN_BOARD iz_ac01,122,77,3 duplicate(ac_board) [Library]#ac 2_BULLETIN_BOARD iz_ac01_a,122,77,3 duplicate(ac_board) [Library]#ac_a 2_BULLETIN_BOARD iz_ac01_b,122,77,3 duplicate(ac_board) [Library]#ac_b 2_BULLETIN_BOARD iz_ac01_c,122,77,3 duplicate(ac_board) [Library]#ac_c 2_BULLETIN_BOARD iz_ac01_d,122,77,3 duplicate(ac_board) [Library]#ac_d 2_BULLETIN_BOARD iz_ac01,122,45,3 duplicate(ac_board) [Cafeteria]#ac 2_BULLETIN_BOARD iz_ac01_a,122,45,3 duplicate(ac_board) [Cafeteria]#ac_a 2_BULLETIN_BOARD iz_ac01_b,122,45,3 duplicate(ac_board) [Cafeteria]#ac_b 2_BULLETIN_BOARD iz_ac01_c,122,45,3 duplicate(ac_board) [Cafeteria]#ac_c 2_BULLETIN_BOARD iz_ac01_d,122,45,3 duplicate(ac_board) [Cafeteria]#ac_d 2_BULLETIN_BOARD iz_ac01,77,45,5 duplicate(ac_board) [Dispensary]#ac 2_BULLETIN_BOARD iz_ac01_a,77,45,5 duplicate(ac_board) [Dispensary]#ac_a 2_BULLETIN_BOARD iz_ac01_b,77,45,5 duplicate(ac_board) [Dispensary]#ac_b 2_BULLETIN_BOARD iz_ac01_c,77,45,5 duplicate(ac_board) [Dispensary]#ac_c 2_BULLETIN_BOARD iz_ac01_d,77,45,5 duplicate(ac_board) [Dispensary]#ac_d 2_BULLETIN_BOARD iz_ac01,103,89,3 duplicate(ac_board) [Great Hall]#ac 2_BULLETIN_BOARD iz_ac01_a,103,89,3 duplicate(ac_board) [Great Hall]#ac_a 2_BULLETIN_BOARD iz_ac01_b,103,89,3 duplicate(ac_board) [Great Hall]#ac_b 2_BULLETIN_BOARD iz_ac01_c,103,89,3 duplicate(ac_board) [Great Hall]#ac_c 2_BULLETIN_BOARD iz_ac01_d,103,89,3 duplicate(ac_board) [Great Hall]#ac_d 2_BULLETIN_BOARD iz_ac02,202,110,5 duplicate(ac_board) [Merchant Classroom]#2 2_BULLETIN_BOARD iz_ac02_a,202,110,5 duplicate(ac_board) [Merchant Classroom]#2_a 2_BULLETIN_BOARD iz_ac02_b,202,110,5 duplicate(ac_board) [Merchant Classroom]#2_b 2_BULLETIN_BOARD iz_ac02_c,202,110,5 duplicate(ac_board) [Merchant Classroom]#2_c 2_BULLETIN_BOARD iz_ac02_d,202,110,5 duplicate(ac_board) [Merchant Classroom]#2_d 2_BULLETIN_BOARD iz_ac02,213,110,3 duplicate(ac_board) [Acolyte Classroom]#2 2_BULLETIN_BOARD iz_ac02_a,213,110,3 duplicate(ac_board) [Acolyte Classroom]#2_a 2_BULLETIN_BOARD iz_ac02_b,213,110,3 duplicate(ac_board) [Acolyte Classroom]#2_b 2_BULLETIN_BOARD iz_ac02_c,213,110,3 duplicate(ac_board) [Acolyte Classroom]#2_c 2_BULLETIN_BOARD iz_ac02_d,213,110,3 duplicate(ac_board) [Acolyte Classroom]#2_d 2_BULLETIN_BOARD iz_ac02,202,94,5 duplicate(ac_board) [Thief Classroom]#ac 2_BULLETIN_BOARD iz_ac02_a,202,94,5 duplicate(ac_board) [Thief Classroom]#ac_a 2_BULLETIN_BOARD iz_ac02_b,202,94,5 duplicate(ac_board) [Thief Classroom]#ac_b 2_BULLETIN_BOARD iz_ac02_c,202,94,5 duplicate(ac_board) [Thief Classroom]#ac_c 2_BULLETIN_BOARD iz_ac02_d,202,94,5 duplicate(ac_board) [Thief Classroom]#ac_d 2_BULLETIN_BOARD iz_ac02,213,94,3 duplicate(ac_board) [Ninja Classroom]#ac 2_BULLETIN_BOARD iz_ac02_a,213,94,3 duplicate(ac_board) [Ninja Classroom]#ac_a 2_BULLETIN_BOARD iz_ac02_b,213,94,3 duplicate(ac_board) [Ninja Classroom]#ac_b 2_BULLETIN_BOARD iz_ac02_c,213,94,3 duplicate(ac_board) [Ninja Classroom]#ac_c 2_BULLETIN_BOARD iz_ac02_d,213,94,3 duplicate(ac_board) [Ninja Classroom]#ac_d 2_BULLETIN_BOARD iz_ac02,202,78,5 duplicate(ac_board) [Archer Classroom]#ac 2_BULLETIN_BOARD iz_ac02_a,202,78,5 duplicate(ac_board) [Archer Classroom]#ac_a 2_BULLETIN_BOARD iz_ac02_b,202,78,5 duplicate(ac_board) [Archer Classroom]#ac_b 2_BULLETIN_BOARD iz_ac02_c,202,78,5 duplicate(ac_board) [Archer Classroom]#ac_c 2_BULLETIN_BOARD iz_ac02_d,202,78,5 duplicate(ac_board) [Archer Classroom]#ac_d 2_BULLETIN_BOARD iz_ac02,213,78,3 duplicate(ac_board) [Mage Classroom]#ac 2_BULLETIN_BOARD iz_ac02_a,213,78,3 duplicate(ac_board) [Mage Classroom]#ac_a 2_BULLETIN_BOARD iz_ac02_b,213,78,3 duplicate(ac_board) [Mage Classroom]#ac_b 2_BULLETIN_BOARD iz_ac02_c,213,78,3 duplicate(ac_board) [Mage Classroom]#ac_c 2_BULLETIN_BOARD iz_ac02_d,213,78,3 duplicate(ac_board) [Mage Classroom]#ac_d 2_BULLETIN_BOARD iz_ac02,202,62,5 duplicate(ac_board) [Taekwon Classroom]#2 2_BULLETIN_BOARD iz_ac02_a,202,62,5 duplicate(ac_board) [Taekwon Classroom]#2_a 2_BULLETIN_BOARD iz_ac02_b,202,62,5 duplicate(ac_board) [Taekwon Classroom]#2_b 2_BULLETIN_BOARD iz_ac02_c,202,62,5 duplicate(ac_board) [Taekwon Classroom]#2_c 2_BULLETIN_BOARD iz_ac02_d,202,62,5 duplicate(ac_board) [Taekwon Classroom]#2_d 2_BULLETIN_BOARD iz_ac02,213,62,3 duplicate(ac_board) [Gunslinger Classroom]#0 2_BULLETIN_BOARD iz_ac02_a,213,62,3 duplicate(ac_board) [Gunslinger Classroom]#a 2_BULLETIN_BOARD iz_ac02_b,213,62,3 duplicate(ac_board) [Gunslinger Classroom]#b 2_BULLETIN_BOARD iz_ac02_c,213,62,3 duplicate(ac_board) [Gunslinger Classroom]#c 2_BULLETIN_BOARD iz_ac02_d,213,62,3 duplicate(ac_board) [Gunslinger Classroom]#d 2_BULLETIN_BOARD iz_ac02,202,46,5 duplicate(ac_board) [Swordman Classroom]#2 2_BULLETIN_BOARD iz_ac02_a,202,46,5 duplicate(ac_board) [Swordman Classroom]#2_a 2_BULLETIN_BOARD iz_ac02_b,202,46,5 duplicate(ac_board) [Swordman Classroom]#2_b 2_BULLETIN_BOARD iz_ac02_c,202,46,5 duplicate(ac_board) [Swordman Classroom]#2_c 2_BULLETIN_BOARD iz_ac02_d,202,46,5 duplicate(ac_board) [Swordman Classroom]#2_d 2_BULLETIN_BOARD iz_ac02,213,46,3 duplicate(ac_board) [Lounge]#ac 2_BULLETIN_BOARD iz_ac02_a,213,46,3 duplicate(ac_board) [Lounge]#ac_a 2_BULLETIN_BOARD iz_ac02_b,213,46,3 duplicate(ac_board) [Lounge]#ac_b 2_BULLETIN_BOARD iz_ac02_c,213,46,3 duplicate(ac_board) [Lounge]#ac_c 2_BULLETIN_BOARD iz_ac02_d,213,46,3 duplicate(ac_board) [Lounge]#ac_d 2_BULLETIN_BOARD iz_ac02,204,121,5 duplicate(ac_board) [Principal's Office]#a 2_BULLETIN_BOARD iz_ac02_a,204,121,5 duplicate(ac_board) [Principal's Office]#aa 2_BULLETIN_BOARD iz_ac02_b,204,121,5 duplicate(ac_board) [Principal's Office]#ab 2_BULLETIN_BOARD iz_ac02_c,204,121,5 duplicate(ac_board) [Principal's Office]#ac 2_BULLETIN_BOARD iz_ac02_d,204,121,5 duplicate(ac_board) [Principal's Office]#ad 2_BULLETIN_BOARD -
Hi !
Is there an updated version of it? I tried the current one but I'm having a strange issue:
It works, 4 grapes are appearing only when I kill poring and only in Rachel as defined BUT with 2 staffs + 1 unknown item.
rachel mapflag mobitemadder 1002,514,10000,514,10000,514,10000,514,10000
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Problem fixed! The encoding while saving the file was on UTF-8 (Is it a new default encoding for npcs scripts tho?) instead of ANSI (As my old scripts were also). Good to know !
Thank you so much for responding
I really appreciate it.
Is there any differences for the server to have scripts encoding UTF-8 or ANSI?
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I've tried all langtype (about 21) and I still have the same issue. However, I can write with é, à, etc... I can see item descriptions etc with them as well. It shows on the chat and others can see it. It seems to do not work ONLY with NPCs, which makes me think that it is a server-side related problem.
Anyone knows?

In the NPC:
Quotemes "Quand on voyage partout dans le monde comme moi, on entend beaucoup de rumeurs. L'une de celles que j'ai entendues récemment est particulièrement intéressante...";
Up
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El sitio web está cerca. ¿Alguien tiene cliente DivineRO? Me gustaría la traducción en español
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Hi !
I'm working on a translation project ENG -> FR but NPCs sentences don't show special accents (é à, etc).
I'm not sure if my issue is client-side or server-side. I would think server-side since I'm able to talk IG with é or à without it showing the kind of letter I got on the screenshot.
Any idea where is this coming from ? I'm using last version of rAthena with 20180620 ragRE.

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I already have everything in French and English (opening through two different launcher) but I was looking also for a Spanish data translation
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Hi !
Is there any client that contains other languages files in it?Thank you.
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Hi everyone,
I'm currently working on custom skills possibly obtained through NPC. I've been using the skill list window from the Sage skill Auto Spell in order to choose the custom skill the player would like to have. Everything works great, the NPC recognizes which skill the player chooses. However, When the player has to decide which skill he wants, I would like to have the description to appear when the cursor goes on the skill.
Is it possible to do in the sources ? Or is this a client-related request?
Thank you.
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Hi!
I was wondering if it takes a lot of "resources" for the server to spawn lot of mobs and modifie their stats through scripts OR if it's better to duplicate the mobs instead and change the stats directly in the mob_db?
This is for the use of instances.
Thank you.
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Hi!
Is it possible to convert the mob_avail.txt to yml?
Thank you. -
Hi !
Is it possible to have a version that works with 20180620 exe ? The game appears when I click on Start but then shuts down right away -
Hi!
I'm having a problem when I zoom + change the angle :
(As I recall, the way to fix this was to edit the .exe and modify some letters/numbers but I forgot, it's been a while)
Does anyone knows how to fix this? (When I remove fix angle camera on the diff, it's better, but I would love to be able to change the angle while not distort the character)
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Thank you ! I found them.
I'm still working on them, deciding which frames (or no frame) I'll put around.




Doram Summoner Corrected Class
in Graphics Support
Posted
Can you show a screenshot of the error ?