-
Content Count
249 -
Joined
-
Last visited
-
Days Won
10
Posts posted by jTynne
-
-
On 6/24/2017 at 6:08 PM, Temtaime said:A client now has a name - Æsir !
You can support development on the patreon. More support, less freelance i do
https://www.patreon.com/temtaime
First public build will be available soon.
I'll gladly become a patron of this project once a public release is available!
-
Do a check for the job ID in the NPC script itself. If the class ID = summoner, set a limit in the NPC script itself.
-
Literally amazing. I can't wait for the next update!
-
On 7/8/2017 at 5:56 AM, fungzhan said:how can i do this
I mean, there's this: https://github.com/zackdreaver/ROenglishRE
That's the best I could find this morning when I was looking for the client translation project.
-
-
Hey, Z3R0! Good to see another familiar face.
-
Howdy, everyone!
I can't remember the last time I was on here or looked at RO-related content. Someone asked me to update an old script of mine about a week ago, then I just saw Ziu's livefeed leveling a professor, and I decided to pop my head in here to see what was new, say howdy to old friends, and generally reminisce.
I definitely miss RO and especially this community. I miss the fun I had creating content, even if I or my staff were the only people to actually enjoy it. (Lol.)
If anyone out there reading remembers me, what have you been up to the past few years? I'm finishing up two Masters degrees, teach, and perform a bit.
I never anticipated RO to play such a huge role in my life for literally a decade, but I'm grateful for the game, grateful for this emulator -- including the developers, staff, and many supporters it has/has had since its creation. I am totally out of the loop with regard to how this project is going these days, but I wish it only the best.
If you're an oldbie from Herc, the other project, one of my servers, or simply remember me, I'd love to hear from you. Shoot me a message sometime.
Thank you, Ind, Jman, and all the countless others who helped me along the way.
Until soon,
jTynne/Justin
-
Absolutely stunning creations. Will keep you in mind.
-
jTynne, on 06 Jan 2014 - 22:20, said:Tools/Things You Will NeedPhotoshop CS4 or above (I use CS6 in this tutorial)SprConviewGRF ToolWeeThumbnail Viewer (instructions on how to install below)800mb-1.5gb Available HDD spaceOptional:Jasc Paint Shop Pro 7 or GIMP (not included in toolpack.zip below; not necessary)Preface/Getting StartedFirst and foremost, download my tool package here: http://justintfields.com/guides/SpriteRecolorTutorial.zipThis tool pack contains SprConview, GRF Tool, and other essential programs I use when working on the server (Browedit, various patchers for different official RO servers, etc)Extract the entire tool pack to a location on your computer that you can easily find/return to.Guide1. Navigate to your GRF Tool program from the tool pack contents. Open it, click "Open", and find your data.grf (located in your CasualRO install folder):2. Let's make sure we have our GRF Tool configured properly. Click on "Settings" and make sure the first option is selected.3. Now, we're going to extract ALL of the .spr files from the GRF. Search for .spr and hit enter, or click the button on the right to search. (GO TO STEP 5 TO LEARN HOW TO EXTRACT)4. (You will return to do the same as step 3, but after you do the extraction process in step 5)5. When you've found all the .spr or .act files, click "Extract", make a new folder, and name it something you'll remember in a location you can easily return to. Then click OK to begin the extraction process.6. After you've extracted both .spr and .act files, navigate to where you extracted them. Once you get to the /data/sprite/ folder, you'll see a ton of folders and other files. Refer to the image below to find the drop sprite folder and the headgear folder. These are the only two we will use for this tutorial. I've made note of where monsters and robes are located in case you want to take a gander in them.7. Let's dive into the headgears folder.8. As you can see above, I can see previews of sprites in my folders. This is important because NOTHING is named in English besides a few of the newer class sprites, so you will also want to be able to visibly see a preview of what each sprite file is of. That said, navigate to you extracted the toolpack.zip, and go into the WeeThumbnail folder, and then into the folder noted in the screencapture below. Double click "Install". Head back into your sprites folder. If you can't see previews still, reboot your computer. Then return to the headgears folder in step 7.9. I always work with the female headgear sprites as my bases for recolors because a lot of the female sprites have an extra frame in their .spr file, that the male sprites for whatever reason lack. If you work with male headgear sprites as bases, you'll encounter crashes in-game due to the missing frame, so let's go into the female headgear sprite folder as noted in step 7.10. For this tutorial, I've opted to make a recolor of the Racoon Doll Hat. You will want to copy both the .act and .spr file with the same filename.11. Now, let's move these into a safe location and set up our folder hierarchy.Create a folder on your desktop named "data"Inside of this folder, create two folders, "sprite" and "texture"Go into the "sprite" folderOnce inside the sprite folder, create a folder with the following name: ¾ÆÀÌÅÛWhile still inside the sprite folder, create another folder with this name: ¾Ç¼¼»ç¸®Go inside of the folder named ¾Ç¼¼»ç¸® and create two folders; one named ¿© and the other named ³²Navigate backwards into the "data" folder again, and enter the "texture" folderInside the texture folder, create a folder called À¯ÀúÀÎÅÍÆäÀ̽ºGo into the folder called À¯ÀúÀÎÅÍÆäÀ̽º and create two folders named "item" and "collection"At the end of this hierarchy creation, you should have the following hierarchy created:data------- sprite------- ------- ¾ÆÀÌÅÛ------- ------- ¾Ç¼¼»ç¸®------- ------- ------- ¿©------- ------- ------- ³²------- texture------- ------- À¯ÀúÀÎÅÍÆäÀ̽º------- ------- ------- item------- ------- ------- collectionRemember when I told you to copy the .act and .spr in step 10? Locate where you copied those files to, and I recommend placing them within data/sprite/¾Ç¼¼»ç¸®/ for the time being as seen below.12. Now, when you double-click .spr files, by default, Windows usually has NO idea what to do with them. So let's assign the default program to open .spr files to be SprConview from the toolpack.zip archive. Right-click the .spr file, go to "Open With", and "Choose default program..."13. Chances are high that SprConview won't be in your Recommended Programs list, so if it's not, click "Browse", locate where you extracted the toolpack.zip contents, and locate SprConview inside of that folder. Once you've found it, make sure you check the box on the left so .spr files always open with Sprconview. Then click OK.14. Once you've assigned SprConview to open the .spr files, double click the sprite to open it!15. Now, let's extract the frames from the sprite file by converting each frame into a .bmp image. Click "Convert" and select "Spr to Bmp"16. A new box will appear. Under "Sprite" click the Browse button to the right of the blank field. Select the sprite (use the preview window to confirm it's the file you want) and click "Open".17. Next, enter a name in the BMP directory field (no need to click browse; just write a name for a new folder to be created where you're currently located). Click "Convert" to extract the frames.18. Navigate into the folder the frames were extracted into.19. It's time to open CS4 or above!20. Open just the very first file (far left side, usually numbered 001 at the end of the file name) in Photoshop. Once open, go to "Image" -> "Adjustments" -> "Replace Color"21. Replace the colors until you achieve a coloration you like! I've opted to make this head all gray (like a real racoon!), but you can easily make it any color(s) you want by playing with the Hue/Saturation/Lightness sliders.22. Once you're satisfied with your coloration, save the file.23. This is just an aside really, but you only have to edit the first frame of each sprite in order to achieve the recolor effect throughout the entire sprite. This is because later when we convert the bmp back into a .spr, SprConview uses only the first frame to create the palette for the sprite file. Super handy and saves time! I used to edit every single frame, but it's not necessary to do.24. Once you've saved the file, you should see the preview image update with your changes in the folder.25. It's time to repack these .bmp images into a sprite file! Back in SprConview, click "Convert", and this time select the second option "Bmp to Spr".26. A new window will appear. Click "Add" and another box will open. Left click the first image (the one you recolored) then hold down shift and left-click the very last image at the bottom. This will select all of the frames in the correct order. Then click "Open".27. Now enter the filename you wish to assign to your recolored sprite. Make sure you include the .spr file extension at the end of the name. I've chosen "racoon_head_recolor.spr" for this demonstration. Uncheck the "Encode" box. We no longer use this option in the clients and leaving it checked will cause your sprite to display incorrectly once in-game. Once you've done the preceeding instructions, click "Convert".28. Your newly created sprite will appear in the same folder the .bmp frames are found, so jump back in there if you were elsewhere.29. Admire your work! No, actually, make sure all of the frames are there, and that you can't see the background color from the .bmp files. It should include all of the frames you originally extracted from the original sprite. Below, I've opened the sprite in five different windows to see all angles. It's not necessary to do, but helps to see an overview of your work.30. Copy and paste your newly recolored sprite up one directory where you pasted the original .spr and .act files. Now, let's tidy things up a bit.. If you have any extra files besides the original .spr and .act, delete those. Keep the female and male folders, AND the default .act as we still need that.31. Make a copy of the .act file.32. Rename it, and keep the female prefix.33. Select the male folder as if to rename it, but just copy the filename into your clipboard (Ctrl+C)34. Rename the other .act file, this time with a male prefix.35. Make a copy of your recolored .spr file.36. Rename the original and the copy to have the same names as the .act files (one male, one female)37. Move the male sprites to the male folder..38. And move the female sprites to the female folder..39. Go into the female folder and copy the .spr file to your clip board. Next, go up two directories so you can get into the drop sprite folder.40. Paste the .spr from your clip board inside of the drop sprite folder. It still needs a .act, so let's go grab it!41. Navigate to where you extracted files from the GRF in steps 4 and 5.42. Find the .act file associated with the headgear you chose to recolor. (Technically any .act in this folder will work fine, but for the sake of consistency in this tutorial, just humor me and do it.)43. Paste the .act file into where you have YOUR recolored sprite in your drop sprite folder.44. And rename it. Note: Take off any prefix (female or male) your files may have.45. Next, go up two directories into the "data" folder. If you've already made a texture folder, ignore this step.46. And inside this folder named texture, create the "collection" and "item" folders if you haven't already. (If you've followed this tutorial step by step, then disregard this step as you should have already created them.) We will, however, need to get back into the GRF and pull out the collection and item images belonging to the original sprite.47. So, let's re-open GRF Tool and open data.grf back up if you've closed it already.48. Search for "item" and then click "Extract", and extract the files to whatever folder you extracted the .spr and .act files to.49. Search for "collection" and then click "Extract", and extract the files to whatever folder you extracted the .spr and .act files to.50. Navigate to the folder you just extracted all of the item/collection images to (data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/). Inside you will see two folders; collection and image51. Inside of the collection folder, find the image associated with your headgear you recolored, copy/paste it into your own collection image folder, and load the copied version into Photoshop.52. Inside of the item folder, find the image associated with your headgear you recolored, copy/paste it into your own item image folder, and load the copied version into Photoshop.53. Just to clarify,54. Now, rename the files to what you named your recolored sprite,55. Now, in Photoshop, let's play with Replace color once again!56. Replace the colors you need to, and save the image.57. Repeat with the second image,58. Go to /data/texture/ and if your "item" and "collection" folders aren't already inside of the long filename folder, À¯ÀúÀÎÅÍÆäÀ̽º/, then move them into it.59. At the end, you should have the following (assuming you did the same recolor as shown above, with the same filenames) files / file heirarchy:data------- sprite------- ------- ¾ÆÀÌÅÛ------- ------- ------- racoon_head_recolor.spr------- ------- ------- racoon_head_recolor.act------- ------- ¾Ç¼¼»ç¸®------- ------- ------- ¿©------- ------- ------- ------- ¿©_racoon_head_recolor.spr------- ------- ------- ------- ¿©_racoon_head_recolor.act------- ------- ------- ³²------- ------- ------- ------- ³²_racoon_head_recolor.spr------- ------- ------- ------- ³²_racoon_head_recolor.act------- texture------- ------- À¯ÀúÀÎÅÍÆäÀ̽º------- ------- ------- item------- ------- ------- ------- racoon_head_recolor.bmp------- ------- ------- collection------- ------- ------- ------- racoon_head_recolor.bmpAdditional NotesThis tutorial only covers creating the sprites. There are still additional steps to get them in-game: Creating the sprites is the most time-consuming part of the entire process, however.You may NOT copy/reproduce this guide without providing a link back to a location I've posted this guide to, and you must give me full credit. Thank you!A copy of this tutorial's contents can be found at the following address: http://justintfields.com/gu...or Tutorial.zip It includes the toolpack.zip, and all of the .png images, as well, the files and folders used in the tutorial for recoloring the Racoon hat.Addendum:Please do not bother asking me for support in this thread, as I will not be very active for the next several months due to university. I tried to "dummy proof" this guide as much as possible so that even the most novice of people could understand what's going on here.If you found this tutorial useful, PLEASE +1 this thread, rate me five stars, and consider sending me enough money to buy some Starbucks via Paypal: [email protected] -- Thank you and good luck!For whatever reason, the board is NOT allowing me to edit the original post, so I've moved the /guides/ directory and posted a response. Click the links (for now) to view the steps image by image.
//////////////////////////////////////////////////////
The URL for the zip with the toolpack and all of the images in the guide is located here: http://justintfields.com/guides/SpriteRecolorTutorial.zip
-
D'aww, thanks for the credit! Your script is absolutely brilliant. Far better than my own. I will definitely recommend it in the future!
-
My body is ready.
-
This would be amazing.
-
-
@Neo; Thank you for the addition of the increase NPC ID patch! Unfortunately, I'm crashing while attempting to use an ID within the custom range I've defined. Is the patch unfinished at this time?
-
Thank you for this, Rytech!
-
I can ask some of my chinese friends too. If everybody could share one by one script translated, it could be very quick to have all the pack translated.
I've run a few through Google Translate's translator; I think this would be an excellent start, at least for dialogue text. It may not be "official text," but it would certainly aid in rolling these out faster. The friends I've asked so far looked at the file size and have all had the same response, "Wow.. this will take a while." XD
If I manage to get any of these finished, I'll post them here.
-
You're fabulous for sharing these. You're very kind. I'll ask around my friend circle to see if anyone can help with translating some of the texts. Thank you for your generous contribution to the community!
-
Any monster, I can be the same level as the monster, and it will still award me half of what's displayed in the @mi window for base experience. Again, Job EXP is working properly.
Update: It has.. randomly started working correctly. This makes absolutely no sense. I haven't changed anything with experience for a few days. Odd. Marking this as solved.
-
Strange; I'm *still* only receiving half the base experience I'm supposed to, even with what's shown in @mi with the setting enabled to show the exact EXP gained with a kill.
gm.conf:
atcommand_mobinfo_type: 1
exp.conf
// Rate at which exp. is given. (Note 2)base_exp_rate: 100// Rate at which job exp. is given. (Note 2)job_exp_rate: 100level_penalty.txt:// EXP modifiers due to level difference1,12,16,11,12,15,1201,12,10,3001,12,6,5001,12,0,7001,12,-6,5001,12,-11,300renewal.h:
#define RENEWAL_EXP
-
If you have
atcommand_mobinfo_type set to 1 (battle/gm.conf)
It will show you exact exp that you will gain...
(There's misleading description for that config, it should have also mentioned about exp)
Strange, that's what I have it set to and it's still not giving the correct experience amounts.
With 1x experience rates enabled on the server, with minor adjustments to how I want the level penalty to scale (even with default level penalty file, this still happens), I'm receiving half of the correct BASE experience. Job experience seems to be working correctly. In the above screenshot, this is with a character at base level 101, which is the same as the monster defeated (Lude, #1509). This problem persists even when far above the defeated monster. What's shown in @showexp setting (displayed experience) versus @mi, does not match one another.
-
Upon updating the level penalty file with the correct race (11/12 for non-boss, boss), I think experience is still not applying 100% correctly. I'm still only receiving half of what's displayed in my @mi window in most instances.
-
your char level and monster level gap affect the exp gain.
Yeah... and it's not working. XD Renewal EXP is busted.
@@AnnieRuru, I wish I was better at coding, I found that part in the code myself but I have no idea what I'm doing. T_T
@@Triedge, thank you for posting a confirmation image<3
-
I'm killing Ludes (1509) at various levels above, same level, lower than, etc, and I'm receiving half the base experience that's displayed in @mi 1509. I have no source edits to experience algorithms or the like. @mi shows I should be receiving 2030 base EXP at 1x rates, and I'm receiving 1015 base EXP instead. I have the renewal EXP setting uncommented in the renewal config src file.
-
This made me pop in!
in General Discussion
Posted
Was riding home from my studio this evening and sighted this license plate, and was immediately compelled to pop in and say, “Hello!”
👍🏽