Rytech

High Council
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Rytech last won the day on December 15

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About Rytech

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  • Gender
    Male
  • Emulator:
    3CeAM
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    Rytech2

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  1. You may want to try using a newer client to see if that resolves the issue. Newer clients likely have updated support for newer OS's and API's and you client being a Feb 2014 client is close to reaching 5 years of age.
  2. =General *Disabled access to multi-colored dragons through commands and scripts. -Its been found that riding any color other then green while having a body style -of 1 or more causes sprite error's and client crash, making it impossible to get -back on that character. *Fixed a issue where skills could not be leveled up when playing as a Summoner. =NPC *Disabled dragon color selection in the 3CeAM rental script.
  3. =General *HC_ACK_CHARINFO_PER_PAGE +Recoded the packet to work as it officially should. -The packet is supposed to divide all the character's on a account to be sent by -3 per packet and no higher. It turns out that sending all the characters in one -packet leads to issues, like noticeable delays when character select loads, -long delay when going from map to character select on character's saved in a -high slot number, and in certain cases none of the character's will appear in -character select if you have certain numbers of character's on a account. -Overall, this greatly improves the stability and performance client side. =NPC *Updated the Neuralizer cashshop script to check for dragon, wug, and mado.
  4. No. There's no plans on renewal mechanics support since rAthena and Hercules already have that and mainly focus on that.
  5. =General *Increased MAX_MAP_PER_SERVER to 2000 +Because their's nearly 1000 maps in the cache, instance maps will likely generate -in the ID range for Extra/Custom maps. The 500 increase will give headspace for -more official maps and instances. This also shifts the ID ranges for Extra/Custom -maps by 500. Be sure to rebuild your map cache if your using custom maps. *Added support for the extended refine system. +This is a customized system for supporting +20 equippment refines. -The system is off by default but can be enabled in the source. -Check the db/refine_db_extended.txt file for more info. *Disabled warnings about possible packet encryption when the server receives a -unknown packet. 2018 clients have encryption disabled by default and people by -now should know how to resolve possible issues like this. *Important monster ID's are now set in a enum table. *Player clone ID range reduced to 200 clones max. +This will be increased back in the future once the 2nd monster ID range is -supported. =Database *Renamed the monster KO_ZANZOU to KO_KAGE. +Its the actural official name. =Jobs *Mechanic +Can now use all Merchant, Blacksmith, and Whitesmith skills while in a Mado. =Skills *RK_CRUSHSTRIKE *LG_SHIELDSPELL +Updated damage, effect, and duration formula's to work properly for +10 and +20 -refine settings. *LG_SHIELDPRESS +Updated stun duration to official. -Once again the 2011 iRO document is wrong. +Updated damage, effect, and duration formula's to work properly for +10 and +20 -refine settings.
  6. =General *Added a 2nd usable letters/symbols options for "char_name_letters". -This option allows for the use of ASCII Punctuation & Symbols in character names. *Removed MAX_CHARS_SLOTS. -This was useless since noone uses the feature to set max slots and how many of -those slots can be used. Best to only have MAX_CHARS. *MAX_CHARS is now set to 12 by default. *Update HC_ACCEPT_ENTER2 packet. *HC_ACK_CHARINFO_PER_PAGE *HC_CHARLIST_NOTIFY *CH_CHARLIST_REQ -Added support for these packets to better support the new character select. -These are currently setup for 2018-06-20 and newer clients since I don't want -to risk breaking things with older clients.
  7. =General *Added plugins for the Travis system to use on GitHub.
  8. =General *Updated item_db.sql, item_db_3ceam.sql, mob_db.sql, and mob_db_3ceam.sql with -the latest data from the text file versions.
  9. =General *Did some cleanup by deleting many old files no longer needed.
  10. Yes, just watch the homunculus attack and attempt to kill mobs. If successful, then its killing mobs. If not, then its failing to kill mobs.
  11. =General *Added tons of new maps to the map index and cache. -Cache is completely rebuilt using data.grf last patched on 2018-06-20. -Index lists are taken from rAthena. Credits to them. -Note: I had to use a grf that wasn't as up-to-date due to the mapcache program -having issues reading one I have patched to the end of October 2018. -Its likely that it can't read grf's over 2 GB in size. *Players that have hair style 0 will have their style changed to 1 on login. -Also players having a body dye of 1 will have their dye changed to 0 on login. -This is because hair style 0 and body dye 1 are not allowed in official servers. -Both for each one is basicly the same. Not sure why its like that but it is. -Using them can cause small glitches on character select and the equip window. -Example: The blue crystal looking things on the Warlock outfit will appear -black and missing other colors on body dye 1. -GM's can still access those values by command, but will be changed back on login. *Added 2 new towns to the "go" command. Lasagna and Rock Ridge. *Fixed some linux compile error's. =Database *Added item_fixeddrop. -This allows you to add items that you don't want to be affected by the set -server rates and instead only be affected by whats set in the monster database. -Basicly its a way to force certain items to drop at official chances no matter -what the rates are set to. =NPC *Updated the 3ceam_stylist to not allow the use of hair style 0 and body dye 1. -This is for official reasons and also to prevent glitches.
  12. =General *max_cloth_color changed to 3. -Turns out while the old original 1st and 2nd jobs has a 4th dye option, the other -jobs don't. Plus the styling shop info only allows for dyes up to 3 by default. -They must of decided long ago to only offer 3 dyes. *Added 2 new skill place holders. *Updated the "displayskill" command to allow for selecting which skill animation -packets to send. =Database *Fixed some item script errors in item_db. =Skills *RK_IGNITIONBREAK -Fixed a issue where the animation wouldn't appear on 2018-06-20 and newer clients. *SJ_NOVAEXPLOSING *SP_SOULEXPLOSION -Fixed a issue where the damage didn't bypass protection from Devotion. *SC_ESCAPE -Added missing item requirement. =SQL Files *Fixed some item script errors in item_db. *Changed the values of monster's stats to smallint. =Tools *Updated perl script for the monsters to use smallint for their stats.
  13. If your getting a error message saying there's no alternate style for that class (if playing a 3rd job), check your source code for that command to see if it allows it for that job or try updating your install of Herc/rA/3CeAM. Also, no there's no alternate for trans jobs. Only the original 3rd jobs have access to these.
  14. I recently learned that some of the textures for the character select screen were changed at some point between 2018-06-20 and today (2018-10-24) which will cause the 2018-06-20/21 RagexeRE to crash when reaching the character select screen. A few of them look different and are of a different size but I don't know why its causing this issue. So im releasing this here. The download contains the old and new textures for compare. To use the fix, place the select_character_v3 folder from the old textures folder in your "data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/" directory. Char Select Textures.zip
  15. I wasn't aware the ToS character's were 3D. Is what im seeing in the RO conversion a 2D sprite? Likely so since a head sprite can be attached to it. It also looks like the head flicker is due to the lack of frames for the head. If it was possible to duplicate changes in one ACT file to another I think gravity would of found a way to make a universal one for all head sprites or headgears to use. Look how many copies of the garment sprites they have for each one. Its insane. You can try making a modified one and clone to see what happens. As for the IMF files I think it has something to do with weapons. What type of weapons can be displayed with that job sprite and also what attack action should appear. For example different attack animation for knife and bows for Archers or dagger/swords and spears for Knight's. Even duel welding on Assassin and Kagerou/Oboro jobs use a special file for this. I remember when coding the body style system I made a Guillotine Cross look like a Thief but was able to weld katar's without any error's and they appeared perfectly fine on the sprite. So if the system read the SPR and ACT files for a Thief to appear, then why no error's with the katar's? Its as if the weapon data or likely IMF was still loaded for Guillotine Cross. *Edit* I just realized I don't see IMF's for headgears or heads. It might be for what I said above, as well as how to layer the sprites for everything making up a character.