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nakano15

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  1. Hey guys, I just checked out. Both the site and repository of roBrowser are back. And the test server is up too. I guess the owner of the project were able to take care of the DMCA claim, based on what he said on a news on his site.
  2. Because the way I'm using to delevel Ragnarok is by using a tool I've made that directly modifies the mob_db.txt entries.
  3. That's also where another problem enters, I can't modify or compile Rathena source, so I'll have to use an alternative way of solving that problem.
  4. Hey guys, I need help in some creative way to solve this issue: So, I'm still trying to make my Deleveling program work independend of the level, but I'm bumping into a problem. I'm having issues with the monsters Hit and Flee rates, I actually have not much idea of how It's being handled, but those two status are causing me problems when testing the Deleveling program, because either the player has high evasion and hit rate, or the inverse happens, and that isn't nice. (For example, when testing level 1 and level 99 player characters) Someone has any idea how I can control It to not make the values so overpowered?
  5. I think Gravity is running out of ideas of what to do about the game.

  6. Why do I keep coming back here from time to time?

  7. I got the idea of changing the Ragnarok Deleveled to change the status scaling of enemies, I just need to think on what options it could offer.

  8. It's getting really tough to make the deleveled scaling to work on all levels, even more since the evasion rate of enemies are a problem, aswell as the status can get unbalanced depending on the level. Also doesn't help the fact that the player feels underpowered, compared to the homunculus.

  9. If you submit a file for download, be sure to click "Get Support" and follow the topic, you might miss people asking for support if you doesn't do so.

  10. Version 0.2

    154 downloads

    The Ragnarok Deleveled project tries to remove the use of the Base Level from the game, making so not only you can go anywhere you want, but also your progression shifts towards equipments and classes. This project has been at work just for fun, I've been studying ways of making the level of the monsters and their status, tells how hard it is to face them, but the program I created - which is used to scale the monsters and item status - isn't stable yet, since depending on the levels and status sum you set to the players and the monsters, the monsters may either be too easy, or too hard to face, one example you may find while testing, is that Thor Volcano is actually a end-game instance, because the monsters there has absurd status, most likelly because of the sum of their status values. On other hand, I've been testing the project on a Pre-Renewal server, so I have no idea how the project will work on a Renewal server, because I didn't built a client for that yet, so basically It's a "test at your own risk" in that case. Do beware aswell, that since base level will no longer be a thing, the grinding may shift towards the job leveling, so better prepare yourself a pack full of quest npcs or event npcs, or else the game will be boring quickly. The instalation guide is inside the zip file, and enjoy.
    Free
  11. I was going to release the project stuff in the future when I get some concrete results, beside I'm still going, but there are still some tweaks I need to do on the program that calculates the monsters and items levels based on a certain level. I had pretty much a lot of freedom while playing with the monsters status capped to around my character level, I could go everywhere in the world without much problems, playing it was like listening in loop the music "Wanna be Free!" over and over, but the problems are: Not only the grinding role went to the class level (not only because I still had to grind it). Ragnarok Itself doesn't have much of other content to do other than grind, so grind is the only option. When setting the level cap to a low level, like 10, the player would most likelly have problems with mana, due to the fact that first and second class skills demand some sp to be used, and when the level cap is set to a very high number, like 99, the game turned evident the fact that the status are unstable, possibly a problem with the scaling system. The mana status could be avoided if there were a way of setting the server mana cost rules of skill to reduce the cost by a percentage, aswell as do the same about the potions healing value, so at low levels Novice Potions aren't as useful as White Potions. In this case, this project success could be of benefit for servers where the host doesn't want it to turn around leveling, let's say, some Mid/High Rates server, or just an unbound adventure server, where the player can spawn and go anywhere to explore. Ps:. Thanks to writing this answer, I found out a possible issue causer on the monster status calculator, Yupi!
  12. Removing the need of the base level turned Ragnarok Online world more exploreable, even when solo, but it still has a few problems that needs to be fixed, for example, facing a mvp is absurd, because of it's huge health.

  13. Day 4 I kind of delayed on this one, I did the tests some days ago, but you know, busy life... Anyway, this time, I tried to level up a Merchant, things didn't went really well due to the fact I had to skip some maps due to my emulator being broken at some portal placements, but still, I were able to level up fine the Merchant, but didn't reached job level 50 yet, I've even added a npc that offers a simple quest to get the Halter Lead/Boarding Lead, which allowed me to travel faster through the game world, and as I said before, the grinding of the game shifted towards the Class Exp, this wouldn't be so evident if there were side activities in-game to do while progressing in the game, anyway, the equipments still are proving really useful, they extend how far I can go in the game world, but the real challenge will be when I test the game with base level cap of 99. I've also tried to make use of the bonus script on my login capper npc, the problem is that as stated on the script commands document, It doesn't last for too long, so item restoration percentage, aswell as mana cost didn't were capped to the level for too long. Anyway, I noticed that this project haven't caught the interest of people, so I'm going to stop updating it, later I may release the tool I used for scaling the monsters level based on a certain level cap, but first, I need to make it do a backup once of the mob and item db when opening on the first time, and when telling it to do the scale, replace the mob_db.txt and item_db.txt with the scaled changes. Well, until next time.
  14. Hey guys, I have a question here, Is there any way I can change the game font? Or at least add some extra characters on it? I guess Ragnarok Online uses Arial font by default, but I wanted to include on It's character map (or change the font to one that have) the characters {▲, ▼, ▬}. Does someone knows how I can do that? If is possible, I mean.
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