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About adeptfrog
- Birthday March 2
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Philippines
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Virtuoso RO
- Github: dizonivan11
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View File Equipment Upgrade System A multi-level upgrade system for your equipment similar to ROM:EL equipment upgrades. Easily manage the upgrade bonuses of your equipment without duplicating them. The only downside is, the upgrade system doesn't support any 4 slotted equipment. For easy explanation, we will go with 2 equipment samples: Equipment 50103 (Costume Fate Magic Book) and Equipment 50107 (Costume Fate Wand) How to Use: Go and edit your file equipment_upgrades.txt 1. You add your upgrade bonuses at section II. EQUIPMENT BONUSES and list the item bonus just like the 2 samples. 2. Enumerate all the requirements for upgrading the equipment at section III. EQUIPMENT REQUIREMENTS and list it just like the 2 samples. (3.) Optional. If you are planning to add more than 5 upgrades or if you modified the item ID of enchant stones, you must also update the section I. EQUIPMENT UPGRADE LEVEL MODIFIERS. Go and edit your file item_db.yml 1. You must add this first: # UPGRADE ENCHANT CARD SLOTS - Id: 50108 AegisName: S_Upgrade_I Name: Upgrade - I Type: Card SubType: Enchant - Id: 50109 AegisName: S_Upgrade_II Name: Upgrade - II Type: Card SubType: Enchant - Id: 50110 AegisName: S_Upgrade_III Name: Upgrade - III Type: Card SubType: Enchant - Id: 50111 AegisName: S_Upgrade_IV Name: Upgrade - IV Type: Card SubType: Enchant - Id: 50112 AegisName: S_Upgrade_V Name: Upgrade - V Type: Card SubType: Enchant (2.) Optional. If you are planning to add more than 5 upgrades or if you modified the item ID of enchant stones, you must add/update the necessary item_db entry for those just like the above entries. (with the correct enchantIDs of course) 3. IMPORTANT: Every time you add an equipment upgrade bonus to an item, you must also add this line: callfunc("GetUpgradeBonus"); Here are some sample entry using the 2 equipment samples for your reference: - Id: 50103 AegisName: C_Fate_MagicBook Name: Costume Fate Magic Book Type: ShadowGear Weight: 100 View: 115 Jobs: Sage: true Locations: Shadow_Weapon: true Script: | bonus bAspdRate,50; bonus2 bSubEle,Ele_Ghost,5; bonus3 bAutoSpell,"MG_THUNDERSTORM",10,200; callfunc("GetUpgradeBonus"); - Id: 50107 AegisName: C_Fate_Wand Name: Costume Fate Wand Type: ShadowGear Weight: 100 View: 119 Jobs: SoulLinker: true Locations: Shadow_Weapon: true Script: | bonus bAspdRate,50; bonus2 bSubEle,Ele_Neutral,5; bonus2 bMagicAtkEle,Ele_Dark,5; callfunc("GetUpgradeBonus"); Lastly, go and edit your file iteminfo.lua 1. You must add this first: [50108] = { unidentifiedDisplayName = "Upgrade - I", unidentifiedResourceName = "Wolf_Orb_M_Counter_1", unidentifiedDescriptionName = { "" }, identifiedDisplayName = "Upgrade - I", identifiedResourceName = "Wolf_Orb_M_Counter_1", identifiedDescriptionName = { "^0066FFThis equipment is currently at Upgrade - I^000000" }, slotCount = 0, ClassNum = 0, costume = false }, [50109] = { unidentifiedDisplayName = "Upgrade - II", unidentifiedResourceName = "Wolf_Orb_Mag_1", unidentifiedDescriptionName = { "" }, identifiedDisplayName = "Upgrade - II", identifiedResourceName = "Wolf_Orb_Mag_1", identifiedDescriptionName = { "^404DD9This equipment is currently at Upgrade - II^000000" }, slotCount = 0, ClassNum = 0, costume = false }, [50110] = { unidentifiedDisplayName = "Upgrade - III", unidentifiedResourceName = "Wolf_Orb_Robust_1", unidentifiedDescriptionName = { "" }, identifiedDisplayName = "Upgrade - III", identifiedResourceName = "Wolf_Orb_Robust_1", identifiedDescriptionName = { "^8033B3This equipment is currently at Upgrade - III^000000" }, slotCount = 0, ClassNum = 0, costume = false }, [50111] = { unidentifiedDisplayName = "Upgrade - IV", unidentifiedResourceName = "Wolf_Orb_Str_1", unidentifiedDescriptionName = { "" }, identifiedDisplayName = "Upgrade - IV", identifiedResourceName = "Wolf_Orb_Str_1", identifiedDescriptionName = { "^BF1A8CThis equipment is currently at Upgrade - IV^000000" }, slotCount = 0, ClassNum = 0, costume = false }, [50112] = { unidentifiedDisplayName = "Upgrade - V", unidentifiedResourceName = "Wolf_Orb_Hp_1", unidentifiedDescriptionName = { "" }, identifiedDisplayName = "Upgrade - V", identifiedResourceName = "Wolf_Orb_Hp_1", identifiedDescriptionName = { "^FF0066This equipment is currently at Upgrade - V^000000" }, slotCount = 0, ClassNum = 0, costume = false }, (2.) Optional. If you are planning to add more than 5 upgrades or if you modified the item ID of enchant stones, you must add/update the necessary iteminfo entry for those just like the above entries. (with the correct enchantIDs of course) 3. Then add your equipment upgrade description. Here are some sample entry using the 2 equipment samples for your reference: [50103] = { unidentifiedDisplayName = "Costume Fate Magic Book", unidentifiedResourceName = "Fate_MagicBook", unidentifiedDescriptionName = { "Unknown Item, can be identified by using a ^6666CCMagnifier^000000." }, identifiedDisplayName = "Costume Fate Magic Book", identifiedResourceName = "Fate_MagicBook", identifiedDescriptionName = { "Slightly increase attack speed", "+5% Resistance to Ghost element", "Adds a chance of autocasting Thunder Storm when physically attacking", "+1% Matk per ^0000FFupgrade^000000", "+1 Allstats per ^0000FFupgrade^000000", "________________________", "^0000FF[Upgrades]", "^0066FFI: +2% Ignore Mdef", "^404DD9II: +4 Attack Range", "^8033B3III: Adds a chance of autocasting Heaven's Drive when physically attacking", "^BF1A8CIV: +3% Ignore Mdef", "^FF0066V: Has a low chance of autocasting Spider Web when physically attacking, +5% Ghost Resistance", "^000000________________________", "Class:^6666CC Costume Weapon^000000", "Weight:^009900 10^000000", "Jobs:^6666CC Sage^000000" }, slotCount = 0, ClassNum = 115, costume = true }, [50107] = { unidentifiedDisplayName = "Costume Fate Wand", unidentifiedResourceName = "Fate_Wand", unidentifiedDescriptionName = { "Unknown Item, can be identified by using a ^6666CCMagnifier^000000." }, identifiedDisplayName = "Costume Fate Wand", identifiedResourceName = "Fate_Wand", identifiedDescriptionName = { "Slightly increase attack speed", "+5% Resistance to Neutral element", "+5% Shadow Magical DMG", "+1% Matk per ^0000FFupgrade^000000", "+1 Allstats per ^0000FFupgrade^000000", "________________________", "^0000FF[Upgrades]", "^0066FFI: +5% Shadow Magical DMG", "^404DD9II: +5% Demi-Human Resistance", "^8033B3III: +10% Shadow Magical DMG", "^BF1A8CIV: Reduces any reflected damage from enemies by 50%", "^FF0066V: +20% Ignore Mdef, +5% Neutral Resistance", "^000000________________________", "Class:^6666CC Costume Weapon^000000", "Weight:^009900 10^000000", "Jobs:^6666CC Soul Linker^000000" }, slotCount = 0, ClassNum = 119, costume = true }, That's basically it! You may implement it to an existing equipment to make it more relevant and usable DM me on Discord for questions and clarification. Submitter adeptfrog Submitted 01/07/25 Category Utilities Video Content Author adeptfrog
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Version 1.0.1
194 downloads
A multi-level upgrade system for your equipment similar to ROM:EL equipment upgrades. Easily manage the upgrade bonuses of your equipment without duplicating them. The only downside is, the upgrade system doesn't support any 4 slotted equipment. For easy explanation, we will go with 2 equipment samples: Equipment 50103 (Costume Fate Magic Book) and Equipment 50107 (Costume Fate Wand) How to Use: Go and edit your file equipment_upgrades.txt 1. You add your upgrade bonuses at section II. EQUIPMENT BONUSES and list the item bonus just like the 2 samples. 2. Enumerate all the requirements for upgrading the equipment at section III. EQUIPMENT REQUIREMENTS and list it just like the 2 samples. (3.) Optional. If you are planning to add more than 5 upgrades or if you modified the item ID of enchant stones, you must also update the section I. EQUIPMENT UPGRADE LEVEL MODIFIERS. Go and edit your file item_db.yml 1. You must add this first: # UPGRADE ENCHANT CARD SLOTS - Id: 50108 AegisName: S_Upgrade_I Name: Upgrade - I Type: Card SubType: Enchant - Id: 50109 AegisName: S_Upgrade_II Name: Upgrade - II Type: Card SubType: Enchant - Id: 50110 AegisName: S_Upgrade_III Name: Upgrade - III Type: Card SubType: Enchant - Id: 50111 AegisName: S_Upgrade_IV Name: Upgrade - IV Type: Card SubType: Enchant - Id: 50112 AegisName: S_Upgrade_V Name: Upgrade - V Type: Card SubType: Enchant (2.) Optional. If you are planning to add more than 5 upgrades or if you modified the item ID of enchant stones, you must add/update the necessary item_db entry for those just like the above entries. (with the correct enchantIDs of course) 3. IMPORTANT: Every time you add an equipment upgrade bonus to an item, you must also add this line: callfunc("GetUpgradeBonus"); Here are some sample entry using the 2 equipment samples for your reference: - Id: 50103 AegisName: C_Fate_MagicBook Name: Costume Fate Magic Book Type: ShadowGear Weight: 100 View: 115 Jobs: Sage: true Locations: Shadow_Weapon: true Script: | bonus bAspdRate,50; bonus2 bSubEle,Ele_Ghost,5; bonus3 bAutoSpell,"MG_THUNDERSTORM",10,200; callfunc("GetUpgradeBonus"); - Id: 50107 AegisName: C_Fate_Wand Name: Costume Fate Wand Type: ShadowGear Weight: 100 View: 119 Jobs: SoulLinker: true Locations: Shadow_Weapon: true Script: | bonus bAspdRate,50; bonus2 bSubEle,Ele_Neutral,5; bonus2 bMagicAtkEle,Ele_Dark,5; callfunc("GetUpgradeBonus"); Lastly, go and edit your file iteminfo.lua 1. You must add this first: [50108] = { unidentifiedDisplayName = "Upgrade - I", unidentifiedResourceName = "Wolf_Orb_M_Counter_1", unidentifiedDescriptionName = { "" }, identifiedDisplayName = "Upgrade - I", identifiedResourceName = "Wolf_Orb_M_Counter_1", identifiedDescriptionName = { "^0066FFThis equipment is currently at Upgrade - I^000000" }, slotCount = 0, ClassNum = 0, costume = false }, [50109] = { unidentifiedDisplayName = "Upgrade - II", unidentifiedResourceName = "Wolf_Orb_Mag_1", unidentifiedDescriptionName = { "" }, identifiedDisplayName = "Upgrade - II", identifiedResourceName = "Wolf_Orb_Mag_1", identifiedDescriptionName = { "^404DD9This equipment is currently at Upgrade - II^000000" }, slotCount = 0, ClassNum = 0, costume = false }, [50110] = { unidentifiedDisplayName = "Upgrade - III", unidentifiedResourceName = "Wolf_Orb_Robust_1", unidentifiedDescriptionName = { "" }, identifiedDisplayName = "Upgrade - III", identifiedResourceName = "Wolf_Orb_Robust_1", identifiedDescriptionName = { "^8033B3This equipment is currently at Upgrade - III^000000" }, slotCount = 0, ClassNum = 0, costume = false }, [50111] = { unidentifiedDisplayName = "Upgrade - IV", unidentifiedResourceName = "Wolf_Orb_Str_1", unidentifiedDescriptionName = { "" }, identifiedDisplayName = "Upgrade - IV", identifiedResourceName = "Wolf_Orb_Str_1", identifiedDescriptionName = { "^BF1A8CThis equipment is currently at Upgrade - IV^000000" }, slotCount = 0, ClassNum = 0, costume = false }, [50112] = { unidentifiedDisplayName = "Upgrade - V", unidentifiedResourceName = "Wolf_Orb_Hp_1", unidentifiedDescriptionName = { "" }, identifiedDisplayName = "Upgrade - V", identifiedResourceName = "Wolf_Orb_Hp_1", identifiedDescriptionName = { "^FF0066This equipment is currently at Upgrade - V^000000" }, slotCount = 0, ClassNum = 0, costume = false }, (2.) Optional. If you are planning to add more than 5 upgrades or if you modified the item ID of enchant stones, you must add/update the necessary iteminfo entry for those just like the above entries. (with the correct enchantIDs of course) 3. Then add your equipment upgrade description. Here are some sample entry using the 2 equipment samples for your reference: [50103] = { unidentifiedDisplayName = "Costume Fate Magic Book", unidentifiedResourceName = "Fate_MagicBook", unidentifiedDescriptionName = { "Unknown Item, can be identified by using a ^6666CCMagnifier^000000." }, identifiedDisplayName = "Costume Fate Magic Book", identifiedResourceName = "Fate_MagicBook", identifiedDescriptionName = { "Slightly increase attack speed", "+5% Resistance to Ghost element", "Adds a chance of autocasting Thunder Storm when physically attacking", "+1% Matk per ^0000FFupgrade^000000", "+1 Allstats per ^0000FFupgrade^000000", "________________________", "^0000FF[Upgrades]", "^0066FFI: +2% Ignore Mdef", "^404DD9II: +4 Attack Range", "^8033B3III: Adds a chance of autocasting Heaven's Drive when physically attacking", "^BF1A8CIV: +3% Ignore Mdef", "^FF0066V: Has a low chance of autocasting Spider Web when physically attacking, +5% Ghost Resistance", "^000000________________________", "Class:^6666CC Costume Weapon^000000", "Weight:^009900 10^000000", "Jobs:^6666CC Sage^000000" }, slotCount = 0, ClassNum = 115, costume = true }, [50107] = { unidentifiedDisplayName = "Costume Fate Wand", unidentifiedResourceName = "Fate_Wand", unidentifiedDescriptionName = { "Unknown Item, can be identified by using a ^6666CCMagnifier^000000." }, identifiedDisplayName = "Costume Fate Wand", identifiedResourceName = "Fate_Wand", identifiedDescriptionName = { "Slightly increase attack speed", "+5% Resistance to Neutral element", "+5% Shadow Magical DMG", "+1% Matk per ^0000FFupgrade^000000", "+1 Allstats per ^0000FFupgrade^000000", "________________________", "^0000FF[Upgrades]", "^0066FFI: +5% Shadow Magical DMG", "^404DD9II: +5% Demi-Human Resistance", "^8033B3III: +10% Shadow Magical DMG", "^BF1A8CIV: Reduces any reflected damage from enemies by 50%", "^FF0066V: +20% Ignore Mdef, +5% Neutral Resistance", "^000000________________________", "Class:^6666CC Costume Weapon^000000", "Weight:^009900 10^000000", "Jobs:^6666CC Soul Linker^000000" }, slotCount = 0, ClassNum = 119, costume = true }, That's basically it! You may implement it to an existing equipment to make it more relevant and usable DM me on Discord for questions and clarification.Free -
Join us on Virtuoso RO and experience a new, fresh and unique settings of high-rate server. Balanced classes (including Expanded classes), challenging World Boss with actual mechanics, Daily Mission, balanced items (including donate items), some features on ROM like Safe Refining, Equipment Upgrades, Daily Content and much more! All this features while still faithful to vanilla Pre-Renewal RO experience! Virtuoso RO | 255/120 | 2nd-Trans | Pre-Renewal | High-Rate (PK Server) Website: http://virtuosoro.com Full Client: https://www.mediafire.com/.../VirtuosoRO_(Full.../file Lite Client: https://www.mediafire.com/.../VirtuosoRO_(Lite.../file Facebook Page: https://www.facebook.com/virtuosoragnarokonline Discord: https://discord.gg/d4XYpBRvcB Frost Server Agi-Based Delay Clients: 3 maximum / PC only Exp: 20000x Drop: 5000x/1000x Max Attack Speed: 196 Max SP: 4000 Main City: Sky City Balanced All Classes (Including Expanded Classes) Balanced Donate Items Monthly Gacha Costumes Solo/Migration Guild Package Available (WOE Ready) Hourly and MVP Points Brand New Safe Refiner 4rTools Enabled Custom Soul Link effects Gepard Shield 3.0 (Coming soon!) World Boss Battles with Unique and Challenging Mechanics Field Elite Mobs Autoattack enabled (only in Gold Room) Endless Tower Clear Reward Daily Mission Anti-Spoonfeeding Broadcast Customized Card Effects
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View File Guild Package Manager An automated guild package manager that will help your server manage the distribution of guild package. Currently the script checks the following: Must be a new guild on the server Must have at least {.@min-1} Guild Members ({.@min} including the Guild Leader) Guild Members must be online Guild Members must have a unique IP (duals are not counted and won't be receiving any rewards) {.@bypassipcheck == 0} Both Guild Leader and Guild Members must be at their maximum level {.@blvl}/{.@jlvl} Both Guild Leader and Guild Members must not participated on any Guild Recruitment on the past Configurations: .@min = 5; // Minimum Guild Count Requirement .@blvl = 255; // Required Base Level .@jlvl = 120; // Required Job Level .@bypassipcheck = 0; // Bypass IP Check Notes: » All contents must be Guild-bounded » Sharable within the guild by using @gstorage or trading guildmates » Guildmates who left the guild will have their guild-bounded items automatically transfer into @gstorage (including compounded cards) Example Packages: (feel free to modify the packages in functions getrlp, getrap, getrwp, always use getitembound/getitembound2 with Bound_Guild flag) » Recruitment Leader Pack (for Guild Leader only) - 1x BTS Armor Set » Recruitment Armor Pack (for Guild Members only) - 1x Quest Valkyrie Set of choice » Recruitment Weapon Pack (for All) - 1x +7 Custom Weapon of choice (Quest Weapon) ItemDB Packages: - Id: {YOUR .@rlpid ID HERE} AegisName: Recruitment_Leader_Pack Name: Recruitment Leader Pack Type: Delayconsume Buy: 2 Script: | callfunc "getrlp"; - Id: {YOUR .@rapid ID HERE} AegisName: Recruitment_Armor_Pack Name: Recruitment Armor Pack Type: Delayconsume Buy: 2 Script: | callfunc "getrap"; - Id: {YOUR .@rwpid ID HERE} AegisName: Recruitment_Weapon_Pack Name: Recruitment Weapon Pack Type: Delayconsume Buy: 2 Script: | callfunc "getrwp"; Submitter dizonivan11 Submitted 09/07/24 Category Utilities Video Content Author dizonivan11
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Version 1.0.0
175 downloads
An automated guild package manager that will help your server manage the distribution of guild package. Currently the script checks the following: Must be a new guild on the server Must have at least {.@min-1} Guild Members ({.@min} including the Guild Leader) Guild Members must be online Guild Members must have a unique IP (duals are not counted and won't be receiving any rewards) {.@bypassipcheck == 0} Both Guild Leader and Guild Members must be at their maximum level {.@blvl}/{.@jlvl} Both Guild Leader and Guild Members must not participated on any Guild Recruitment on the past Configurations: .@min = 5; // Minimum Guild Count Requirement .@blvl = 255; // Required Base Level .@jlvl = 120; // Required Job Level .@bypassipcheck = 0; // Bypass IP Check Notes: » All contents must be Guild-bounded » Sharable within the guild by using @gstorage or trading guildmates » Guildmates who left the guild will have their guild-bounded items automatically transfer into @gstorage (including compounded cards) Example Packages: (feel free to modify the packages in functions getrlp, getrap, getrwp, always use getitembound/getitembound2 with Bound_Guild flag) » Recruitment Leader Pack (for Guild Leader only) - 1x BTS Armor Set » Recruitment Armor Pack (for Guild Members only) - 1x Quest Valkyrie Set of choice » Recruitment Weapon Pack (for All) - 1x +7 Custom Weapon of choice (Quest Weapon) ItemDB Packages: - Id: {YOUR .@rlpid ID HERE} AegisName: Recruitment_Leader_Pack Name: Recruitment Leader Pack Type: Delayconsume Buy: 2 Script: | callfunc "getrlp"; - Id: {YOUR .@rapid ID HERE} AegisName: Recruitment_Armor_Pack Name: Recruitment Armor Pack Type: Delayconsume Buy: 2 Script: | callfunc "getrap"; - Id: {YOUR .@rwpid ID HERE} AegisName: Recruitment_Weapon_Pack Name: Recruitment Weapon Pack Type: Delayconsume Buy: 2 Script: | callfunc "getrwp";Free -
Hello, so I was implementing bHPVanishRate on my high rate server with custom items for PvP but the problem is it also works on monsters/MVP. Then I replaced it with bHPVanishRaceRate which specifies what race does this effect works only which is exactly what I wanted. But the problem with bHPVanishRaceRate is all your damage is basically locked to n% of the target's HP. The weird thing about these two are bHPVanishRate doesn't reveal the vanished HP on your screen while it display your own damage. On the other hand, bHPVanishRaceRate replaces your own damage with the vanished HP instead. The outcome I wanted is the additive damage from bHPVanishRate ([n% target's HP] + [your own damage[) but only works on players. I hope someone can help me with this, Thank you! For better understanding here are some videos of the test: (lower damage is bHPVanishRate but HP vanish also works, additive to your own damage; higher damage is bHPVanishRaceRate which is displayed as your damage but disregards all your own damage) bHPVanishRaceRate.mp4 bHPVanishRate.mp4
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A suit that can change a character sprite.
adeptfrog replied to laklaker's topic in Dito mag request ng Script at Database
There's an alternate method for this, you will need to use bodystyle instead of changebase. With that, you will also need to add a lot of sprites on your grf under costume_1, costume_2, etc..., downside is the palettes are broken. I made a third and fourth job costumes with this method, pm me if you still want it -
That was some major flaw on my end, its now fixed, Thank you so much for this!
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View File Advanced Safe Refiner Just sharing my own safe refiner NPC that mimics the Safe Refinement System of ROM:EL. As the item increases its refinement level, the materials required will grow exponentially as it requires the copy of the item you are refining based on its next refinement level. The NPC can only refine the item if its next refinement process is not safe anymore for Hollgrehenn. Settings: .@npc_name$ = Name of your NPC .@price - The required zeny for refining. .@canfail - Refining can fail but keeps the target equipment and stays at the current refinement level (0 = disabled; 1 = enabled) .@same - Check if the materials has the same refinement level (0 = disabled; 1 = enabled) .@startsafe - Start counting materials after the safe refine on Hollgrehenn (0 = disabled; 1 = enabled) .@mineralcostmultiplier - The Oridecon/Elunium required per refine based on [.@startsafe] settings (0 = disabled) [ START SAFE TABLE ] At Weapon Lvl 4 / Armor Lvl 1 +4 -> +5 = 1 copy +5 -> +6 = 2 copies +6 -> +7 = 3 copies +7 -> +8 = 4 copies +8 -> +9 = 5 copies +9 -> +10 = 6 copies Submitter dizonivan11 Submitted 06/09/20 Category Utilities Video Content Author dizonivan11
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Version 2.1.0
475 downloads
Just sharing my own safe refiner NPC that mimics the Safe Refinement System of ROM:EL. As the item increases its refinement level, the materials required will grow exponentially as it requires the copy of the item you are refining based on its next refinement level. The NPC can only refine the item if its next refinement process is not safe anymore for Hollgrehenn. Settings: .@npc_name$ = Name of your NPC .@price - The required zeny for refining. .@canfail - Refining can fail but keeps the target equipment and stays at the current refinement level (0 = disabled; 1 = enabled) .@same - Check if the materials has the same refinement level (0 = disabled; 1 = enabled) .@startsafe - Start counting materials after the safe refine on Hollgrehenn (0 = disabled; 1 = enabled) .@mineralcostmultiplier - The Oridecon/Elunium required per refine based on [.@startsafe] settings (0 = disabled) [ START SAFE TABLE ] At Weapon Lvl 4 / Armor Lvl 1 +4 -> +5 = 1 copy +5 -> +6 = 2 copies +6 -> +7 = 3 copies +7 -> +8 = 4 copies +8 -> +9 = 5 copies +9 -> +10 = 6 copiesFree -
View File VPatcher Just sharing my own Ragnarok Patcher for your server. A simple Ragnarok Client Patcher with rsumerge GRF Merge support powered by .NET Framework written in C#. INSTRUCTION 1. Serve your files using the built-in php server on the server 2. Create your new patch folder inside "patches" folder, add "list.txt" inside the newly created patch folder and enumerate all the files inside the folder with the following format: [File Name][tab][File Path]([tab][Patch Target])[newline] (parentheses indicates that the argument is optional, do not include the characters on formatting) (even though [File Path] is required, leave blank after the tab if the path is the root) Ex: RagnarokOnline.exe[tab][newline] OptionInfo.lua[tab]savedata/[newline] iteminfo.lua[tab]System/[newline] patch.grf[tab][tab]mygrf.grf[newline] Important Note: When naming your patch folders, it is important to consider its alphabetical order. With this, the last patch folder detected will override all the patches. 3. Replace the background skin of the WinForm in the Designer tab Submitter dizonivan11 Submitted 05/29/2020 Category Patchers Video Content Author dizonivan11
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Version 2.1.3
420 downloads
Just sharing my own Ragnarok Patcher for your server. A simple Ragnarok Client Patcher with rsumerge GRF Merge support powered by .NET Framework written in C#. INSTRUCTION 1. Serve your files using the built-in php server on the server 2. Create your new patch folder inside "patches" folder, add "list.txt" inside the newly created patch folder and enumerate all the files inside the folder with the following format: [File Name][tab][File Path]([tab][Patch Target])[newline] (parentheses indicates that the argument is optional, do not include the characters on formatting) (even though [File Path] is required, leave blank after the tab if the path is the root) Ex: RagnarokOnline.exe[tab][newline] OptionInfo.lua[tab]savedata/[newline] iteminfo.lua[tab]System/[newline] patch.grf[tab][tab]mygrf.grf[newline] Important Note: When naming your patch folders, it is important to consider its alphabetical order. With this, the last patch folder detected will override all the patches. 3. Replace the background skin of the WinForm in the Designer tabFree