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Tero

Thanks for keeping RO alive + Tero's wacky modding adventures

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I just wanted to stop in to say thanks to the Dev team for continuing to support this great game after all these years.  RO was a very important game to me in my youth and to see that the community is still active after all this time is amazing.  

 

Back in the old days, I always considered running my own server, but I only finally bit the bullet on it recently.  I never suspected that the entire server backend would be open-source!  As such, I modded the bejeezus out of it.

 

For starters, my server is PRE-RE, however, I backported almost all of the new content from Renewal into it.  Here is my Doram character in Malangdo.

 

Modding1.png.870b6b32fa3f9c28a5e8ceb23f4312ac.png

 

It's actually pretty easy to pull renewal content into PRE-RE, since they use the same server backend.  To pull renewal enemies into pre-re is as simple as grabbing them from db/re's mob-db and mob-skill-db and pulling them into pre-re's mob-db / mob-skill-db.  Of course, renewal enemies have slightly different stats, in particular their "max attack" is their "matk" value and their def and mdef values are usually way too high, but that's easily fixed with SDE.  Ditto for items and cards, using item-db.  As far as the maps are concerned, they're already all in the game, they just don't have warps, so you just need to grab the npc/warps files from renewal and pull them into pre-re.  Many renewal dungeons are instances, so you can either pull the instance into pre-re, or do what I did and turn the instance dungeons into normal dungeon floors by adding warps and recreating their mob tables.

 

As for the Doram, it's fairly easy to add them too, I'll probably make a post explaining how to do it at some point.  The main thing you have to do is remove your service_korea folder from your prere grf file, which will allow the one from renewal that allows the creation of Doram to be used instead.  Then there's a flag in the server settings somewhere that you have to modify so the server won't reject character creation requests for Doram.  I'll write up something on this later.

 

The biggest thing I added by far is the ability to rebirth as Super Novice, Star Gladiator, Soul Linker, Ninja, Gunslinger, and Summoner.  It always annoyed me that the classes added after the first 12 never got the ability to rebirth, so I did it myself.  It's not possible (or at least I can't figure out how to do it) to add new classes to the game since class sprites are hardcoded in the client file, so instead the way I did this is that when you rebirth as one of the new classes, it unlocks a new "quest skill" which is a pre-requisite for their transcendent abilities.  The game also checks to see if you have this skill when it determines if you are transcendent (say, for equipping transcendent only armor or getting the 25% max hp / sp bonuses), and it also uses it to force you to the transcendent exp tables.  I'd love to share the code for this, but there's so many code changes that it probably can't be done without me just zipping up my entire codebase, which is also somewhat out of date.  By I encourage other intrepid coders to experiment!

 

A reborn Ninja's new skill tree.  Note the presence of a few Kagerou skills, despite the fact that he is a still a Ninja.  The "reborn" skill in the bottom left is the new quest skill that makes this possible.

Modding2.png.46524c0507b4c146c4aef6a5985f7472.png

 

For Ninja / Gunslinger / Star Gladiator / Soul Linker, they get a few skills from their next job as transcendent skills, with many alterations (for example, Soul Linker gains Espa and Eswhoo, but they don't require spirit energy to use, since it's not available.  In exchange they have much less power).  Summoner gets his post level 100 skills as transcendent skills, since the max level cap is 99.  Super Novice gets to become Expanded Super Novice.  I also added the ability for Novices to use bows, which required me to make a custom animation for this.  The dream of Bow Super Novice is finally real!

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Beyond this, I also added like a hundred new pets.  They all have custom portraits and speech lines.  I put up a guide on how to add custom pets elsewhere on the forum if you want to do this.

 

This poor Lunatic is NOT ready for what's about to happen.

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And then I manually rebalanced the effect of every card in the game and manually tweaked the exp and drop rates of almost every monster in the game.  My server is technically 10x, but the beginning feels like 5x or so, while the late game feels more like 20x, because lategame monsters give more exp.  I also fixed a ton of bugs and made a number of enhancements, for example if you use the whodrops command, it now shows exact matches first, so if you do "whodrops boots" you actually see slotted boots now!

Modding4.png.b163ab3eb86db019be8e8070a6d38ffd.png

 

At this point, there's probably some room for debate as to whether or not this game is still Ragnarok Online or something else entirely, but I'm having fun with it.  The only problem is that now my regular job seems boring by comparison.  Having complete control over the codebase for one of the best games of all time is pretty much impossible to top.  Oh well.  Everyone reaches the pinnacle of their career sooner or later.

 

I'm sorry if this sounded like a giant advertisement.  Actually, my server will probably never be open to the general public.  However, where my code is easily distributable I'll probably make some of it available.  I've already put up a couple topics sharing some of the files I've written, and I'll probably try to put up a few more once everything is adequately tested (I've also crashed my server about a hundred times already).  

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I demand to know what happened to that little Lunatic.

 

Yeah, in a serious note, all devs working on the RO emulator are the real MVP here. 

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7 hours ago, sapitosucio said:

I demand to know what happened to that little Lunatic.

Atroce hit him with Pulse Strike for about 3500 damage.  Poor bunny.

Modding8.png.8480a7b15e737daa88c2181774b025dc.png

 

A couple other things I forgot to mention before.

 

I also created two completely new enemies.  RO has official pet art + accessories for two new pets, Scatleton and Skelion, who don't exist in the mob-db at all (they have sprites, but their entries are just stubs), thus they cannot exist as pets.  So I created them myself.

 

Scatleton is a sneaky kitty, his AI is a mix of Frilldora and Matyr, and he stalks people around Niflheim

Modding6.png.3cef7622e773f13933aa92fa8681b1cd.png

 

Skelion is a miniboss in Niflheim's first area.  His Scatleton mob is cute but deadly.  Both of them drop some Doram-related stuff as well as their taming items and accessories.

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The Bathory pet is a pretty good one, she uses Energy Drain, which I changed so that when a pet uses it, it heals your SP a little.  Hunter Fly's Blood Drain also does this, but with HP.  I can share the code for this one as this is quite simple.  The change is in skill.cpp.  Just find and replace the case statements for BLOODRAIN and ENERGYDRAIN with these.  You could easily add a similar effect to any skill using the "if src-type == BL_PET" part of the code.

case NPC_BLOODDRAIN:
	{
		int heal = (int)skill_attack((skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
			src, src, bl, skill_id, skill_lv, tick, flag);
		if (heal > 0) {
			if (src->type == BL_PET) {
				// pet heals owner instead of itself
				clif_skill_nodamage(NULL, (struct block_list*)((TBL_PET*)src)->master, AL_HEAL, heal, 1);
				status_heal((struct block_list*)((TBL_PET*)src)->master, heal, 0, 0);
			}
			else {
				clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
				status_heal(src, heal, 0, 0);
			}
		}
	}
	break;

	case NPC_ENERGYDRAIN:
	{
		int heal = (int)skill_attack((skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
			src, src, bl, skill_id, skill_lv, tick, flag);
		if (heal > 0) {
			if (src->type == BL_PET) {
				// pet heals owner instead of itself
				//clif_skill_nodamage(NULL, (struct block_list*)((TBL_PET*)src)->master, AL_HEAL, 0, 1);
				status_heal((struct block_list*)((TBL_PET*)src)->master, 0, heal / 15, 2);
			}
			else {
				clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
				status_heal(src, heal, 0, 0);
			}
		}
	}

 

The one I like the best though is Moonlight Flower.  She attacks with Mammonite, which drains YOUR money!  I specifically added a check to this skill to drain your cash if it used by a pet, because I think this is hilarious.

Modding9.png.7a5d2c65bd112d11d280ffb70f017956.png

She also eats Topaz and constantly praises how wealthy and handsome you are.  What a gold-digger!  You get what you pay for, though, she's strong.

 

I also reimplemented most of the missing Sograt Desert maps.  This is easy as they are still in the game, they just have their warps commented out in npc/pre-re/warps/fields/morroc_fild.txt.  I moved the Sograt Exclusion Zone map to where Sograt Desert 17 was (Phreeoni's old map).  It also now has proper exits rather than trapping you on that map.  Exiting to the bottom right leads to the Satan Morroc Maps.

Modding10.png.e92806c15d612603a8665634a6e6bb6e.png

 

The method to access the new world is also changed on my server, the dimensional gorge on Morroc field 22 now leads to the Bifrost bridge, because I think this makes sense lorewise.  After you cross the bifrost bridge you come to bifrost tower, which eventually exits to Splendide.  This is relevant because on my server, you cannot teleport to any town or dungeon unless you've already been there, so it's quite a trek to Splendide.  Satan Morroc himself is at Flame Basin, which lies past Manuk, probably the farthest point in the game from where you start.  Oh, and don't think you'll just warp to Thor Camp via the cats, I disabled that.

 

I also kiboshed the Battlegrounds, as I always thought the battlegrounds equipment was far too strong for PVP.  If you want to fight other players, you'll have to farm Hydra and Thara Frog cards like we all had to back in the old days.  Similarly, a lot of the new equipment like the Elemental Sword has been nerfed to be more in line with the PRE-RE equipment in terms of power.  All of the guild-dungeon exclusive enemies have new spawn locations too.

Edited by Tero
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My cat is finally rebirthed!  I can't believe nothing broke!  He even got the correct number of status points and everything.  I'm the king of scripting.

 

Back to Toy Factory for me.

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Now I can learn the cat's (originally) post level-100 skills.

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Besides all the new content, my server also has a boatload of skill tweaks (this is part of why I don't just share my code directly, there's hundreds of changes most people probably won't want).  For example, the first skill in each of the cat skill trees can now level to 10 instead of 5, to give you more options in terms of how you spend your points pre-rebirth.

Modding13.png.cd41921c78e33d39904df397e62b1e3a.png

The initial skills for Summoner are also buffed, particularly the nearly-useless Bite and Scratch.  These are both worthless 200% damage skills initially, that you would literally never use once you have anything else.  I tweaked it so that they now have 100 + <your base level> * 10 % attack, (only *5 for scratch).  Bite also has a chance to Stun and does more damage to weakened targets, making them very viable at high levels, with the caveat that Bite is a melee skill with cast time, so unless you have uninterruptable cast, a ton of flee, or tons of cast speed reduction you're going to get hit out of it a lot.  At any rate, I think this is interesting because this now means you could go healer cat and have a fairly viable form of offense that requires no further skill point investment, though obviously the loss of the range from Picky Peck is an issue.

 

Soul Attack is also now a 5-level skill which functions similarly to a mastery skill, and enables long range attack at maximum level.  This is a fairly substantial nerf, but mastery skills on my server work like they do in the newest version of the game, where they increase your atk rather than final damage, so they're not worthless.

Modding14.png.d1afb55c7e7ed9aa77c83348a2e83bef.png

 

Summoner also has, initially, probably the single most broken skill in the game in Silvervine Root Twist.  This is a ranged skill with instant cast that completely freezes the enemy's movement with 100% success rate for 10+ seconds.  I shouldn't need to tell you how ludicrously busted this is on a character that has powerful ranged attacks.  The second you learn this skill, you are essentially completely invincible to almost all normal mobs.  I was able to waltz into area 30+ levels above me with no issues by just grabbing anyone who looked at me funny.  I have no clue who looked at this skill and thought this was fine.  Obviously this had to be adjusted.

 

On my server, Silvervine Root Twist has a 1.5 second cast time and about 1/4 the duration (4 sec at max level).  It's still a ludicrously good skill which I think almost any build wants to take, but it no longer completely explodes the game balance.

Modding15.png.2e2fabee27bb68f581f7201615318aed.png

Stop hitting me!  I'm supposed to be invincible!  (Not pictured: my untimely death)

 

On the flip side, Scar of Tarou is greatly buffed, in that the damage over time effect is greater and can work on bosses (albeit at only 25% of the power) if you have Spirit of Life.  With the aid of a powerful tank, Scar of Tarou can handle almost all your DPS needs, so that could be another interesting option for support cat.  The only issue is that its power scales with STR instead of DEX, as it does in the base game, so if you have no STR it will be weak.

 

Speaking of, I've even tweaked the way the stats work slightly.  For example, every time you get 10 VIT, you now get a point of DEF.  I always thought it worked this way initially, but apparently it never did.  Well, now that I have absolute power, I can make it work however I want.  Actually, every stat gives you some kind of bonus for every 10 points now.

 

The sky's the limit in terms of what you can do with this game.  I've tried to generally stick to (my interpretation of) the general balancing of the game prior to the battlegrounds update, since I wanted to make the game what I think it might have become if Renewal had never existed, but you could take it in pretty much any direction you want.  This game really is a modder's dream come true.

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I've been fiddling a lot with skills lately.

 

For starters, I've been playing Sage.  Sage has always felt like a bit of an underwhelming class to me.  A big part of this is that it gets very few new damage spells.  So I made a new one.

Modding16.png.e38c9a015b5cb7bd8c315d1b07e3bfbe.png

Poison Splash is basically just Poison-element Fire Ball, it does AOE Magic Poison damage and can also inflict the Poison status.  On my server, Poison does extra damage against Neutral (I think this makes sense, since Assassins use it and the main targets that are Neutral are players), so this spell is quite useful against Ridewords and the like.  I also think it works well for Sage since Sage is intended to be a PVP-focused Mage and this is a pretty decent PVP spell.  That said, you have to watch out because a number of enemies can cast this spell against you!

 

I also buffed Professor's Memorize skill, which I've renamed to Lecture.  Like the Summoner Buffs, it now also applies this buff to all party members on the screen.  I think this makes thematic sense with the class being called "Professor" but doing no actual teaching previously.  It was also a move which, in my opinion, didn't have a ton of utility for Professor, as they tend to either use fast-casting spells or autocast, but has a ton of potentially interesting utility for other characters and enhances the "Support Sage" playstyle.

Modding17.png.c4cdee80168d8c327b6f2ca6838595e2.png

 

Beyond this, something I think is super cool is that I've added some cards that allow you to cast previously enemy-only skills.  For example, here my Paladin has the Dark Priest Card, which allows you to cast Soul Strike of Darkness.

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It even has a proper description in the skill window and everything.

Modding19.png.6a729d7e72207ef5af29bc5f72bf7f7a.png

This was surprisingly painless to pull off.  You need to add entries for the enemy spells (in this case NPC_DARKSTRIKE) to skilldescript.lub and skillinfolist.lub (these are in the GRF file under skillinfoz), and add entries for the spell in skill-cast-db and skill-require-db and that's about it, then just have the card script look something like "skill "NPC_DARKSTRIKE", 5;" and you're good to go.

I have cards like this for Grand Darkness, Darkness Jupitel, Blood Drain, and Energy Drain, but none of them are easy to get your hands on.  Still, it's cool to have more options for dealing Darkness damage.

 

I also almost completely reworked Endless Tower.  For starters, I moved it.  It was originally accessed via Alberta, like far too much of the game (like 8 different towns are accessed through there), so it's now where Misty Forest Labyrinth used to be at Bifrost Field 1.  The condition where you have to wait a week between attempts is also now gone, you can now play it as much as you like, but creating the instance costs 500k Zeny.

The difficulty of the tower has also been rebalanced.  Previously, it was kind of ludicrous, forcing you to fight many of the hardest bosses in the game, like Ifrit and Beelzebub.  You now generally fight the low to mid tier bosses, with a number of bosses who didn't previously appear in the tower, like Gopinich, Boitata, and Stormy Knight making an appearance.

 

I also tweaked the enemies that spawn on pretty much every floor.  There's generally less of them, and they're themed based on various locations in the game.  For example, can you identify the map that this floor is based on?

Modding20.png.62a930c046286a1101dffd57e8e03d38.png

I also gave Endless Tower a huge music buff, in that it now plays the previously unused track 168 (well, this is used for Lasanga dungeon in Renewal, but that map isn't in Pre-Re), which I think fits perfectly with this dungeon.  If you ever want to edit which songs play where, this is very easily done by editing mp3nametable.txt, which is in root folder of one of your GRF files.  (I also restored Track 67, which currently doesn't play anywhere, it now plays on the maps north of Yuno).

 

There are also kafras and shops within Endless Tower (though the Kafras only allow you to use the storage. no saving), to somewhat mitigate how absurdly many items you tend to get here.  Additionally, when you clear floors 25, 50, 75, and 99, the warp in the first room is replaced with a new warp that takes you to the appropriate floor (the concept of the Ashes is removed).  Overall, I think this makes this dungeon a lot more fun.

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A small update this time, but something I'm quite pleased with.

 

Meet Pere!  Players of Renewal might recognize Pere from Jitterbug of Nightmare, which I recently implemented on my server.  (Which, as mentioned above, is PRE-RE, I've been porting all of Renewal's content to it).

Pere1.png.ea996710610f08f05134c18f49f30b83.png

Pere is quite special.  Besides being super cute, she can also serve as your ensemble partner!

Pere2.png.57ff313584615ee5da19159f4a536737.png

There are two Peres that you can get as pets, one dances and one plays the guitar, and whichever one you are, you need the other one.

Someone on my server has been complaining since day 1 about the necessity of being joined at the hip with a Bard and I think this is a good compromise that preserves the intent of the ensemble skills while also making them a little more accessible.

 

If you want to add this functionality to your server, it's actually pretty easy from a coding perspective.  You just have to find the method "skill_check_condition_castbegin" in skill.cpp, then find this code:

	else if(inf2[INF2_ISENSEMBLE]) {
	    if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->data[SC_KVASIR_SONATA])) {
		    clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
		    return false;
	    }
	}

And replace it with this:

	else if(inf2[INF2_ISENSEMBLE]) {
		// check to see if we have the ensemble pet
		bool ensemblepet = false;
		if (sd && sd->pd) {
			if ((sd->status.class_ == JOB_BARD || sd->status.class_ == JOB_CLOWN) && sd->pd->pet.class_ == 3069 && sd->pd->pet.intimate > PET_INTIMATE_LOYAL) {
				ensemblepet = true;
			}
			if ((sd->status.class_ == JOB_DANCER || sd->status.class_ == JOB_GYPSY) && sd->pd->pet.class_ == 3070 && sd->pd->pet.intimate > PET_INTIMATE_LOYAL) {
				ensemblepet = true;
			}
		}
		if (!ensemblepet && skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->data[SC_KVASIR_SONATA])) {
		    clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
		    return false;
	    }
	}

Of course, you also have to pull everything from Jitterbug of Nightmare into PRE-RE, then implement the Peres as custom pets, but at least the coding part is simple!  (alternatively, you could just use a different pet, like maybe a Rocker or something, you can just change the id number it looks for in the pet.class_ part).

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