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Showing content with the highest reputation since 08/26/20 in all areas

  1. 4 points

    Dota PVP Ladder

    yeah I bet everyone still using version 2.9, that outdated version from eathena honestly there isn't much change with previous version, version 2.9 still works fine if you know how to fix it Download: 3.2 script soundeffect Questions: when people ask to make modification to this script, it always comes down to these 2 1. monthly/weekly reset ladder will reset monthly or weekly ... self explain 2. "@dotaannounce" off now this is the one I need some explaination/discussion why people are requesting this feature to turn off announcement ? why not just set the announcement to the map only, so people outside the map couldn't hear the announcement ? I don't get why people wants the announcement to be global, then allow some players to use "@dotaannounce" to turn off for each player ... if there is a valid reason for it then I'll do it ...
  2. 4 points

    nopettame mapflag

    @evilpuncker there you go Download: plugin tested with prontera,155,185,5 script dfgsfgdfg 1_F_MARIA,{ pet 0; } //prontera mapflag nopettame there are several problems with this plugin though 1. I tested with unripe apple, and the item still being deleted, because it seems hercules has changed pet taming items from IT_DELAYCONSUME(11) into IT_USABLE(2) 2. Sage's hocus pocus has SA_TAMINGMONSTER skill also can catch pets, so nope, I couldn't just give back the items, since give back items also mean sage will get free pet taming items DISCUSSION !!! lazy to think anymore .... go to sleep now brrrr...
  3. 3 points

    [WIP] @packetfilter

    ... you know, I usually never explain what my release does, since things I made are either already famous or is straight forward but this one however, I think needs to explain a little bit What is `@packetfilter` ? `@packetfilter` is a custom mod originate from eamod https://github.com/zephyrus-cr/eamod/blob/master/Servers/rAthena/conf/groups.conf#L418-L422 it can actually reduce lag on your live server during woe depends on how many players activate it it totally depends on the player's side, community effort for every player help together to turn on the `@packetfilter` to reduce massive lag during woe this modification is actually very famous and people actually willingly to pay for it https://rathena.org/board/topic/121200-packetfilter-battleinfo/ https://rathena.org/board/topic/123203-battleinfo-packetfilter/ https://rathena.org/board/topic/111797-packetfilter-zepyhrus-ramod/ https://rathena.org/board/topic/79995-buy-noactnodelay-partybuff-src-as-it-was-on-pro-ro-or-packetfilter/ recently this caught my attention when somebody over discord bring this up to me, from now on my effort will be focusing on completing this feature This is currently Work in Progress made entirely from scratch and release in plugin format to public Download - incomplete https://github.com/AnnieRuru/Release/blob/master/plugins/packetfilter/packetfilter_0.1.c [x] block player overhead chat (done) [_] block buff skilleffect display on other players (not from party) [_] block item effect display on other player [_] block bard/dancer songs and sage's land protection [_] .... what else ?
  4. 2 points

    About dead / bloody branches

    wait, I thought I answered this on rathena forum already ? https://rathena.org/board/topic/126009-deadbloody-branch-timer/ same user name, I actually thought I helped a rathena member there if you come here and ask the same question again it means you are actually hercules user ? anyway hercules has plugin system that rathena don't, and rathena still hasn't implement plugin system yet, so here goes https://github.com/AnnieRuru/Release/blob/master/plugins/deadbranch_timerdelete/deadbranch_timerdelete.c
  5. 2 points
    short description There are 3 different generations of laboratory monsters: 1. Egnigem, Wickebine, Laurell, Errende, Josephina, Kavach, Armeyer 2. Seyren, Eremes, Kathryne, Margaretha, Cecil, Howard 3. Randel, Gertie, Celia, Chen, Trentini, Alphoccio, Flamel I collect them, correct mistakes, add every possible class to each monster, recolor them in 3 official color sets and improve their aura. As a basis, I took the logic of the first implemented sprites at lhz_dun01-03 If you compare the following kRO sprites with corrections in the changelog you will notice that the logic has ceased to be respected and the sprites do not even have sounds! [DONE] 1st classes 2nd class advanced class 3rd class 3rd japan edition class 4th class previous versions of some classes custom extended classes The total number of sprites in the pack: ~170 classes (including different types of weapons) x 3 color sets x 2 different auras = ~1020 sprites changelog: (!) Below are the non-clean gifs recorded using GifCam.exe over the Act Editor (!) So these can brake or accelerate and do not serve as an accurate image. These gifs are added just for reference For clarity, the background of the laboratory is taken, and the sprites are shown in transparent blue 969F9EE7 and with improved aura Seyren Windsor Eremes Guile Kathryne Keyron Margaretha Sorin Cecil Damon Howard Alt-Eisen Randel Lawrence Gertie Wie Celia Alde Chen Lio Trentini Ilaria Alphoccio Basil Flamel Emure Egnigem Chenia Wickebine Tres Laurell Weinder Errende Ebecee Josephina Kavach Icarus Armeyer Dinze
  6. 2 points

    Need support for @market plugin

    dastgir has been a big help trying to help maintain some of my plugins, but this one in particular, I see the version is 1.6, which means he miss the version 1.7 update yup, the one you posted has memory leak problem because the chat-room doesn't remove properly eg: only remove the chat-room shown, but the memory still persist see the remove_chatroom function to see how to remove the chat-room from server memory properly ... which was copy paste from a function from chat.c anyway here is version 1.9 https://github.com/AnnieRuru/Release/blob/master/plugins/marketclone/marketclone_1.9.c
  7. 2 points

    Hidemobhpbar Plugin

    I tried to convert my pull request to disable hp bar on MvP and Emperium into a plugin hidemobhpbar
  8. 2 points

    Castle Guild Member Limit

    - script woelimit HIDDEN_NPC,{ end; OnPCLoadMapEvent: [email protected] = playerattached(); if ( !compare(strcharinfo(PC_MAP), "g_cas") || !agitcheck() ) end; getguildmember getcharid(CHAR_ID_GUILD), 1; getguildmember getcharid(CHAR_ID_GUILD), 2; [email protected] = 0; for ( [email protected] = 0; [email protected] < [email protected]; [email protected]++ ) { if (attachrid([email protected][[email protected]])) { if( compare(strcharinfo(PC_MAP), "g_cas") ) [email protected]++; } } if ( [email protected] ) attachrid([email protected]); else detachrid; if([email protected] > .max){ message strcharinfo(0), "WARNING: Max of "+.max+" members can simultaneously join the WOE."; warp "SavePoint",0,0; } end; OnInit: .max = 25; end; } try this
  9. 2 points

    The End of A Era - Goodbye 3CeAM

    Well this is it. This is the day I knew would one day come after spending some time thinking about the project and my priorities. After a number of not so good things happened to me during the first few months of this year (2020) I had to sit down and think about many things including this project. In the end I came to the difficult decision of ending this project. Many many years of work into something that I feel has to end. But not every reason for this is due to my current situation in life but also the changing world of Ragnarok Online. I won't get into the details of whats going on in my personal life but ill talk about the issues with the project itself. RO is changing. A lot. Its changing too much for me to keep up on jobs, skills, and important features on the project and my life future needs to take priority. For most of the time I worked on this project it has distracted me from my priorities in life. I kept up with it for a very long time and I tried to catch up on things for many years. With the complete recode of the elemental system on r900 I felt I finally got all caught up and only had a few bugs here and there related to skills that needed to be fixed and I just needed to finish up whats missing for the Summoner job. But I was so wrong. The thing is I felt the need to keep things up to keep the project alive and not have people wondering if the project is dead or not. Plus after doing so much work it felt like ending it would mean I wasted years of my life doing this for....what??? What exactly did I get out of this? Some fun, a hand full of thanks, and some credits and rep. Kinda felt like someone who played a MMO for many years and can't quit knowing it would make all that past time feel like it was all for nothing. A waste. So whats the issues with the project itself? Well.... 1. The Base Code Is Too Old 3CeAM is running on eAthena r14767 which is around 9 or 10 years old. A base that dated has been found to have some issues with newer compilers like VS 2015 which I have resolved this year. But other issues appeared after running the program made with newer compilers which I fixed some. But I realized that not only is there a lot of hidden issues needing fixing but things like plugin's and other .dll files are dated and need updating along with the code that uses them. I have little knowledge of this stuff and can't do it by myself. Other projects like rAthena and Hercules are much more up-to-date for newer compilers and OS's. 3CeAM's base code is just too old to keep up with. Especially when im the only one working on it. 2. Keeping Things Up-To-Date Is Impossible When it comes to development in this project there's a few key things I focus on most. Jobs, skills, any systems related to the jobs/skills that require them, and client support. I don't bother with things like the banking system or equip swap or other non important things. This pile of stuff I pushed off grew over the years and now while client support is good, many features in them don't work since I never coded them in. Im always busy working on job/skill related stuff most of the time. Its very time consuming. But after spending many years catching up on the official support for skills and these job/skill related systems I finally caught up in r900 with the exception of Summoners and a few skills that could use a quick recode. Looking at whats been going on in official kRO the dev's have been changing things with the 3rd job skills....A LOT!!!! They will increase the max level for some of them, change how some of the skills work, and do these massive skill updates. That would be kinda fine with me if it wasn't for the fact that they keep changing things. How many skill updates Rune Knights got? How many freaken times Sonic Wave got changed? How many times did they change a large number of 3rd job skills for each job? Each job must of gotten at least 3 or 4 massive skill change updates to their skill set. Its enough to drive me crazy trying to keep up with it all. Remember how long it took me to go through every 3rd job a few years back to comb through all of the code to get each of them up-to-date with the 2011 skill updates? Even after that I had to go back and revisit the parts I held off on knowing they would be very complex and time consuming to do. Now it feels like half or most of what ive done was now a time waster since I will have to do this exact procedure ALL OVER AGAIN combing through the code and kRO change logs to update each 3rd job skills 1 by 1 to get them up-to-date again. I did it once, im not doing it again. 3. Newer Client Support. In mid 2018 official kRO increased the value that handles item ID's from short (16-bit 32k item limit or 64k however you look at it) to int (32-bit allowing over 2 billion ID's). But the way they did it made things difficult. Many existing packets relays on item ID's and so they decided to change this value in all already existing packets. To support newer clients over 50 or probely 70 or 80 or maybe more needs updating. But not only updating but many which only have 1 versions of itself requires additional code to keep backward support for older clients. Such a change is a huge workload and would require multiple updates to get it working. Me not having the time for this crap if I did it would just say FUCK IT and remove ALL of those packets and only readd the latest versions of each one to significantly reduce that workload. I would make a copy of the source files that handles the packets and put them to the side in the SVN for those who want 2018-06-20 or older support because that change will make it so only 2018-07-01 and newer clients will work. Won't be the most popular choice but im not up for trying to keep backward compatibility with years of clients. Just going to be a pain in the ass. 4. The 4th Jobs Workload It took many years since the beginning to get the 3rd jobs caught up. Some of that time spent figuring out how to implement them in the system on their own layer and also inherit the features and permissions of the previous jobs. That was a big challenge since noone knew exactly how the job management system worked. Me and a few others made multiple prototype codes to find the best method until I found the right way to do it. Knowing this knowledge I can create a new layer for 4th jobs. But these jobs come with a lot more then just a hand full of skill sets. When 3rd jobs came, so did the introduction of a new game mechanic that split cast times into variable cast and fixed cast and it also introduced cooldowns. It was a nice and much needed change and it didn't take long to code this stuff in. 4th jobs however are adding new game mechanics much bigger then this. When you change to a 4th job, level 201 to 250 will give you a new kind of stat points called T.Stats and you use them on 6 new stats that are added to the 6 that existed since day 1 of RO, making the total number of stats in the game 12 now. This also comes with a hand full of new sub-stats which we can just call T.Sub-Stats. Coding all of this in will be a big work load since no new stats were added since the early days of RO server emulators. Also new to the table is something called AP which will be a new requirement for some if not all of the 4th job skills according to info I found in a updated skillinfo_f.lua file. So now we will soon have to mange HP, SP, and now AP. Info extracted from newer client exe's shows some of the new buff skills increases T.Stats and also increases T.Sub-Stats. Combining that with the new AP requirements and you now have over 100 new skills that will require all of this to be coded in and working to allow those skills to work properly. This is a workload much MUCH greater then what the 3rd jobs were and doing this alone will just stress me out. Especially when this is only a free time hobby that brings no income. 5. A Project Managed By 1 Person Managing the project by myself has been somewhat stressful at times. It used to be developed by a small team but everyone moved on with their lives. And I got used to doing it all by myself. I knew the code inside and out because almost everything was being done by me and I knew what was done and what still needed to be coded in. Well this became a big part of the project's downfall. Doing it all by myself is a lot on me and it prevented things like a updated base code and .dll's, server/client features, and other things to fall behind. Sure 15peaces made patches you can apply to get those other features working but its not something officially in the project's code. I tried working with the team at rAthena before only to quickly find out that some of the dev's there don't do a good job at coding. Some would code something in and commit it to the GIT and those changes would cause problems. So dev's have to go back and fix the bug or the issue which sometimes causes crashes and commit again. And even with that the fix won't even fix the issue as if the dev didn't test it. WTF!!??!! The dev would commit multiple times on that code before its actually working. I can only imagine the number of issues in that project's code. When you code something in your supposed to TEST IT BEFORE RELEASING IT!!!! Test it thoroughly to make sure it works EXACTLY how its supposed to and test some scenario with it to make sure it doesn't cause problems or crashes in case there's any hidden bugs. And even if it works properly, find ways to shrink the code down to make it smaller and optimize it to use a few CPU cycles and little memory as possible. I follow a procedure when I do my own coding. Code it in, do simple tests, shrink and optimize the code if it passes the test, test again for the same expected results, do extra testing (thorough testing through stressing the code and running scenarios that might cause issues), and then release it if all passes. Its because of this 3CeAM has a history of being stable and extremely rarely has any crashes or bugs. If there's one thing dev's should take from this example, do it right the first time and give it your best at all times. If your often having to go back to your previous work or the same piece of code repeatedly to fix it then your doing something wrong. The lack of this procedure in rAthena made me quit in less then a month as I refused to fix/cleanup other people's messes. This is why I worked alone for so long. I was afraid to let or ask others join the team. Final Note 3CeAM was fun to work on and I learned a lot from it. It was very popular before rAthena and Hercules existed since at the time people wanted 3rd jobs in their servers. But those golden years are gone and trying to keep this project alive will just be a waste. Its time to let go and move on to new hobbies. Im very interested in the 4th jobs but im not interested in trying to code them into a old very dated project. If I do such a thing it will be in rAthena (which is in a better standing then when I saw it years ago), or Hercules. Anything with 3CeAM will only happen if its a paid job and thats if I even choose to accept it. Thank you to the community for supporting the project and being with me all these years. It was a fun journey.
  10. 1 point

    Need NoView Plugin Support

    Hello, I have today released new plugin, namely NoView. It adds command @noview to disable the headgear views for users (Upper/Mid/Lower headgear views) Link: https://github.com/dastgirp/HPM-Plugins/blob/master/src/plugins/noview.c
  11. 1 point

    About dead / bloody branches

    Hi mam annie, yes that was me. I recently migrated to hercules because of its unique features that rathena hasn't implement yet. I both trying to learn and adopt the two emu but I guess hercules was great and friendly user so far and I might stick with hercules starting this week. Regarding to the topic, I will try this asap and thank you so much.
  12. 1 point

    [WIP] @packetfilter

    @AnnieRuru I knew about the woe hiding the damage, but I was wondering if hiding everyones damage but yours would reduce bandwidth and memory. Example: If tou have 20 player hiting a worldboss for 123456789(damages are high nowadays) That wouldbe 20 x 12356789 packets sent with that value per player... If it shows only your (self) damage there would be 1 x 123456789 damage packet and 19 x -1 for the damage animation. (Hope its clear) Do you think It would improve performance?
  13. 1 point

    Clan system WITH guild system

    OnPCStatCalcEvent ? prontera,155,185,5 script fhdskdjf 1_F_MARIA,{ mes "join annieruru fan club"; next; if (select("Yes","No") == 2) close; #annie_fan_club = true; close2; recalculatestat; end; OnPCStatCalcEvent: if (!#annie_fan_club) end; bonus bAllStats, 100; // Makes you imba end; }
  14. 1 point

    Ragnarok Online access card

    some people actually doesn't believe I've played Ragnarok Online LOL so I dig up my precious childhood memory storage box, and scan all those access cards really, its my childhood memory @Emistry sure have seen them before EDITING : yeah this IPB forum sucks ...
  15. 1 point
    The file is present on the mirror, so no problem there. There should be a rsu-kro-rag-lite.exe-debug.log file in the same folder as the patcher, that says why it failed to retrieve the file.
  16. 1 point

    Castle Guild Member Limit

    THanks @AnnieRuru so much learning.!
  17. 1 point

    HELP VIP System - add command

    a basic google search found this topic didn't test, but it looks to be most feature complete hmm.................... bad script design though
  18. 1 point

    Castle Guild Member Limit

    oh ok, you are partially right when it kick excess guild members but it isn't the way you claimed that it count from other guild members upon close inspection, @astralprojection script has 2 problems which is 1. if the player has multiple characters from the same account join the same guild, it count multiple times instead of 1, it doesn't extend the isloggedin into [email protected] check 2. it checks as long as the guild member enter ANY CASTLE map, not that particular castle map try this one https://gist.github.com/AnnieRuru/339e268a8be5370fa7ae1aa2f856ca28
  19. 1 point

    Castle Guild Member Limit

    I already tried this, and it's affecting (kicking) all the guild members when you Ecall them. Once recalled, all the members are affected by limit and they will be warped out even you set the limit to large number. Sir @astralprojection script works and exclude the ecall issue, but the problem is the script is counting the overall guildmember cap inside the castle/koe map, not per member of the separate guilds so even though the guild A and guild B aren't 3 (or 30) members inside, the script will kick the excess as long as its reach the limit inside the map. It counts all the guild members inside the map.
  20. 1 point
    ok visual studio sux https://github.com/AnnieRuru/Release/blob/master/plugins/ignoredropitem/ignoredropitem_0.3.c - fix possible null pointer error
  21. 1 point
    prontera,155,185,5 script kjhfkhsjd 1_F_MARIA,{ // #Attendance_require = 0; // end; mes callsub(YYYYMMDD); #Attendance_require = callsub(YYYYMMDD); close; YYYYMMDD: return gettime(GETTIME_YEAR) * 10000 + gettime(GETTIME_MONTH) * 100 + gettime(GETTIME_DAYOFMONTH); } #include "common/hercules.h" #include "map/pc.h" #include "map/clif.h" #include "plugins/HPMHooking.h" #include "common/HPMDataCheck.h" HPExport struct hplugin_info pinfo = { "attendance_requirement", SERVER_TYPE_MAP, "", HPM_VERSION, }; // copy from src\map\date.c int date_get_date(void) { time_t t; struct tm * lt; t = time(NULL); lt = localtime(&t); return (lt->tm_year + 1900) * 10000 + (lt->tm_mon + 1) * 100 + (lt->tm_mday); } static void clif_parse_attendance_reward_request_pre(int *fd, struct map_session_data **sd) { if ((*sd)->state.trading || pc_isdead(*sd) || pc_isvending(*sd)) return; if (pc_readaccountreg(*sd, script->add_variable("#Attendance_require")) != date_get_date()) { clif->messagecolor_self((*sd)->fd, COLOR_RED, "You don't meet the requirement."); hookStop(); } return; } HPExport void plugin_init (void) { addHookPre(clif, pAttendanceRewardRequest, clif_parse_attendance_reward_request_pre); } this has been tested working btw remember the attendance system are bind to each character in the account https://github.com/HerculesWS/Hercules/blob/da14478a8c0c616a6aa5481694c550143bc9b9f3/sql-files/main.sql#L245-L246 <-- under `char` table so I guess what you doing there is the reward can claim for each character in the account once the quest has completed
  22. 1 point
    ~~ 4th class update ~~ Egnigem - Wickebine - Laurell - Errende - Josephina - Kavach - Armeyer Seyren - Eremes - Kathryne - Margaretha - Cecil - Howard & Madogear Randel - Gertie - Celia - Chen - Trentini - Alphoccio - Flamel The main idea behind sprites with two types of attack is that they can be used as: 1. different ordinary monsters with only one type of attack initially 2. monsters with the ability to transform one into another depending on the use of skills by players or randomly Main examples of use for such sprites: 1.1. Celia / Laurell with a staff / book has a casting time and normal delay when using one of the types of magic bolts from a distance and near 1.2. Celia / Laurell with a knife uses instant magic bolts on melee attacks (as if she / he had Auto-Spell enabled) 2.1. Margaretha with a staff can cast protective spells on monsters around her and attack with normal speed (like supportive priest) 2.2. Margaretha with the book casts protective spells only on herself and attack way more faster (like battle priest) 3. Wikebine / Gertie / Josephina / Trentini / Kavach / Alphoccio with the ability to melee attack and carry a bow can randomly change the type of attack from ranged to melee and from melee to ranged to prevent players using Pneuma (Cecil is the exception, as a professional archer only) (!) This is not the final version of the project (!) There is an example of a sprite naming system:
  23. 1 point

    Cluckers npc/custom/events

    need to stretch my scripting skills a little bit, too long since I done any scripting https://gist.github.com/AnnieRuru/4a87e0ab7451e671d0e3056aedd2a086
  24. 1 point

    Hercules Zero

    Not long ago kro clients again packed with themida. And for now no way to unpack this clients for use in pservers. After unpack client always will crash. But themida not used in ragexeRE clients, and this clients can be used as before. Same issue was with ragexe clients from late 2016 to 2018, worked only ragexeRE clients.
  25. 1 point
    or simpler. try apply this patch to generate-translations.c - } else if (*p == PATHSEP) { + } else if (*p == PATHSEP || *p == '/') {
  26. 1 point
    version 2.9 sleep 1500; ... if ( .announce ) mapannounce [email protected]$, "The guild ["+ getguildname([email protected]_gid) +"] is OWNING["+ getd(".dota_sql_"+ [email protected]_gid +"_c") +"] !!!",16; else announce "The guild ["+ getguildname([email protected]_gid) +"] is OWNING["+ getd(".dota_sql_"+ [email protected]_gid +"_c") +"] !!!",16; ... } I used [email protected]_gid, which was set earlier, to save the killer's guild ID because the sleep script command will detach the RID sleep 1500; ... if ( .Announce ) mapannounce [email protected]$, "The guild ["+ getguildinfo(GUILDINFO_NAME, getcharid(CHAR_ID_GUILD)) +"] is OWNING["+ getd(".dota_sql_"+ [email protected]_gid +"_c") +"] !!!",16; else announce "The guild ["+ getguildinfo(GUILDINFO_NAME, getcharid(CHAR_ID_GUILD)) +"] is OWNING["+ getd(".dota_sql_"+ [email protected]_gid +"_c") +"] !!!",16; ... } of course the way you did it will cause map-server to spam error because after sleep, RID has detached anyway just download version 3.1, just released
  27. 1 point

    King of Emperium Hill

    trying to integrate this script with HULD, but I couldn't get it to work, so drop the idea update hercules version to 1.3 script plugin I'll assume rathena still works in version 1.2, as I just tested it still working fine and for all those members saying how to patch
  28. 1 point


    Guide: How to post anonymously on the Internet 1. open incognito tab 2. login into your account 3. profit !! now you can anonymously on the Internet PS: nobody knows its me ... right ? I post this in incognito mode ~
  29. 1 point

    NoBank and NoRodex Mapflag

    Hello everyone! Just like to release this newly made mapflag I tried to create via plugin. nobanknorodex
  30. 1 point

    hit-delay plugin

    Try this, haven't tested yet void pc_damage_received(struct map_session_data **sd, struct block_list **src, unsigned int *hp, unsigned int *sp) { struct warp_delay_tick *delay_data; if ((map_flag_gvg(sd->bl.m)) || (map_flag_gvg2(sd->bl.m))) { return; } if ((delay_data = getFromMSD(*sd, 0)) == NULL) { CREATE(delay_data,struct warp_delay_tick,1); addToMSD(*sd,delay_data,0,true); } delay_data->last_hit = timer->gettick(); if (*src) delay_data->who_hit = (*src)->type; else delay_data->who_hit = BL_NUL; return; } Replace the pc_damage_received function with that. Back it up first before replacing.
  31. 1 point

    Another Nemo patcher fork

    yes you doing it wrong. Read instructions again. You cant patch downloader script. you must download client exe first.
  32. 1 point
    hey! just so you know, I get an HTTP ERROR 500 on your signature link xD
  33. 1 point

    How to check Skill ID's Client-Side

    Brd / dancer was reworked after 2018-11-21b client. They no longer cast auras and instead apply Party buffs with a cast time. (thats why you have missing song effects and only see a cast animation) Gepard Shield has a function to restore this if you order his product. Else you can use a client up to 2018-11-21b.
  34. 1 point

    LuaFiles kRO

    Version v2.2


    v2.2 - LuaFiles 2020-07-01 v2.1 - LuaFiles 2020-06-03 v2.0 - LuaFiles 2020-04-09 v1.1 - LuaFiles 2019-11-27 v1.0 - LuaFiles 2019-01-09
  35. 1 point

    Act Editor

    Version 1.0.3


    Heya, This tool is an action file editor, it edits Act and Spr files. You will find similarities with ActOR in its design, but it should be much more enjoyable to edit animations ;]. Special thanks to Nebraskka for testing this software in its early days. All the suggestions and feedbacks made this software much better. How to install Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/download/y3amu1o5zsmgd2o Install the application with Act Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it. Once you are done, you can start the program from the link on your desktop. Key features The software has many, many features available. It would take too long to describe each one of them, so I've only focussed on the more impotant ones. You can undo and redo everything, scripts included. You can edit and add sounds easily. Powerful and easy to use palette editor. Sprite types have been abstracted - you don't have to worry or care about that. Animation speed can be changed easily. Most components have a drag and drop feature. Advanced scripting engine (C# language). The scripts can also be used to customize the software menus. Error checking when saving the act/spr to avoid invalid files. The sprite version will be automatically downgraded if RLE compression is not available. Frame interpolation (inbetweening/tweening) is possible via the Animation menu. Prompts you with an image converter dialog if the added image is invalid. Allows advanced edition for actions and frames via their respective menus. You can load files from GRFs directly (and save in the GRFs directly as well). Technical stuff Requires .Net Framework 3.5 (SP1) Client Profile to run (3.5 or more will work as well). When prompted with an error, use the "Copy exception" button to copy the debugging info. I will need this to fix the issue you're encountering. The editor's primary window The interface is really straightforward and similar to ActOR. I'll only focus on new elements! Rendering mode : This option changes the behavior of how layers are rendered. If you use 'Editor', you'll clearly see all the pixels when zooming in. If you use 'Ingame', it will use a linear scaling instead, which is closer to what the client does. References : These allow you to know where your item will be positionned (the yellow marker is the anchor, see below). Color mask : To edit the color of a layer, simply click on the color rectangle. You can also drag and drop the colors between different layers to quickly modify many of them. Common shortcuts : You can manipulate layers by using common shortcuts. More can be found from the Edit menu. These below are only the primary ones. Ctrl-A : Select all layers. Ctrl-C : Copy the selected layers. Ctrl-V : Paste the copied layers. Ctrl-X : Cut the selected layers. Alt-C : Copy current action. Alt-V : Paste current action. Advanced action and frame editions These expose all the available methods of the editor. You can remove a range of frames or copy a frame 10 times very quickly and easily. This dialog is found in Action/Frame > Advanced edit... Anchors You can edit anchors from the editor directly. Anchors are points that connect frames together, from different act files. Here's an example without and with anchors : This is mostly useful when you're using reference sprites (on the right panel). Clicking on the anchor button will let you choose where to attach the sprite (this is set semi-automatically for you though). You can edit those from the Anchors menu, but it is recommended to start from a pre-existing act to avoid doing this tedious process. Palette editor The palette editor allows you to quickly recolor sprites with an intuitive interface. Only indexed images can be edited (it's a palette editor after all) and three modes are available. The gradient mode changes an existing gradient to another color while keeping the original saturation and brightness of the colors - this makes the gradients blend in better. If there are no gradient (usually because it's a custom sprite), there's always the Adjust color mode. This one changes all color from a specified range to another one (Photoshop has a similar feature, which does work better). You can click on the image (on the left) to automatically select the palette indexes. These will be highlighted for a few seconds to show you what you're about to edit. Interpolation (tweening) This script can be accessed via Animation > Interpolate frames. This process fills the images between two frames by detecting the changes applied to the layers. Here's a simple example of how it can be used : Script engine The script engine can be accessed via Scripts > Script Runner. This is a big feature of Act Editor, it allows you to automate all your work with the act and much more. Click on the Help button for guides and available methods (don't hesitate to try out a script; if an error occurs the act will be reversed to its previous state). The documentation doesn't cover all of the available options and methods for obvious reasons (the .net framework is huge). Doc example : The language used by the script engine is C#. If you're not familiar with it, simply check out the script samples (Scripts > Open scripts folder)! I won't go into details here, questions can be asked in the support thread regarding addiotional features and methods. If you believe your script should be added in the program, send it to me and I'll probably add it. Customizable The settings dialog allows you to modify all colors in the editor easily. You'll also find the sound resources (GRFs and folders) that can be set up in the Sound tab. The Shell integration tab can associate the .act files with the software to edit them more easily. Don't hesitate to give me a feedbacks or suggestions!
  36. 1 point

    Hairstyle Package

    Version 1.0.0


    Introduction: This package are currently contains around 90~100 hairstyles for both male/female character. I obtained these from various sources like old eAthena, rAthena, Hercules, TheSpriteRepository and other member who shared these sprites with me etc. I don't remember who exactly made each of the sprites, or who even shared these... tell me if you know who are them. If any of these hairstyles are custom work that are meant for private use, kindly contact me, so that I could remove it from the listing. I do have more than this amount, but since my current test client (2018-06-20) can only support up to 100 sprites, so I randomly picked 100 and only upload it here. It included the default 31 hairstyle from kRO, but I think I replaced the 1~20+ hairstyles from JRO which dyed the hair in dark color, the rest are custom hair styles. How to use: You can either merge the provided GRF into your own GRF Load it as another individual GRF using the DATA.ini file Extract it and put it in your Data folder * Depend on your client hexed with whatever settings. Search forum for all these guides. Disclaimer: You're free to share with everyone but do not monetize the contents in any way! These materials are meant for study or research purpose. Use these at your own risk, and always give credit to original author. If there exists issue with sprite file, for example: sprite misalignment, error, etc, kindly ask help from any member who have knowledge with sprite edit. If there exists issue with palette color file, for example: messed up color, error, etc, kindly ask help from any member who have knowledge with palette color edit. Fun Fact: Do you know you can actually combine all male and female hairstyle (including doram) to create a list of universal hairstyles that could be used by any gender of player and doram?
  37. 1 point

    Barter shop doubt

    try this way: - trader Shop1 FAKE_NPC,{ OnInit: tradertype(NST_BARTER); sellitem White_Herb, 100, Red_Potion, 2; sellitem Blue_Herb, 200, Orange_Potion, 3; end; } - trader Shop2 FAKE_NPC,{ OnInit: tradertype(NST_BARTER); sellitem Green_Herb, 100, Red_Potion, 4; sellitem White_Herb, 100, Orange_Potion, 1; end; } - trader Shop3 FAKE_NPC,{ OnInit: tradertype(NST_BARTER); sellitem Apple, -1, Orange_Potion, 1; sellitem Praetorian_Shield, 100, Berserk_Potion, 10; end; } prontera,159,284,4 trader Barter Shop 4_M_KID1,{ mes "Select the shop for open!"; switch(select("Shop 1:Shop 2:Shop 3")) { case 1: close2; openshop "Shop1"; break; case 2: close2; openshop "Shop2"; break; case 3: close2; openshop "Shop3"; break; } end; }
  38. 1 point

    Client Translation Project

    iro files almost always very outdated, but i think good base for translation. As another source can be used euRo files People i think using translation by Asheraf: https://github.com/Asheraf/Translation and translation by zackdreaver https://github.com/zackdreaver/ROenglishRE zackdreaver mostly for rathena and outdated clients and Asheraf's for latest clients.
  39. 1 point
    Novice [The Last One in original] - Super-novice [King of the Alley in original] Ninja - Oboro Gunslinger - Rebellion Taekwon - Soul Linker - Soul Reaper Taekwon - Star Gladiator - Star Emperor
  40. 1 point

    Old Character Creation

    I'm happy for you if you have so high skills and it isn't just in words. But what is the sense to inform about it if you aren't going to help Khonsu? As I see you even created account to tell about it. It was very useful info for the community. Please, keep us informed. P.S. I can go into space in a couple hours easily, but I will not do it.
  41. 1 point
    I'll just pick a few to reply 1. you did a good job helping people to instantly setup a server, I wont deny that part just like playing games online, for example, just download the package, plug and play what I did is post a proper guide for the community, same as many others before me, http://herc.ws/board/topic/152-obtaining-hercules/ http://herc.ws/board/topic/968-guide-how-to-setup-hercules/#comment-6870 http://herc.ws/board/topic/93-guidehow-to-setup-a-ragnarok-onlineserver-side-only/ your package can last forever, assuming members want to use an outdated emulator mine will not last, and will wash just like any other guides 2. I have A LOT OF MEMBERS asking me how to apply King of Emperium patch, and when I ask how they setup their server, 90% of them say use your guide your guide is plug and play, but it doesn't teach the process, yes, there are a lot of bumpy road if take the hard way, but you actually learn something every time solve a problem for example, following my guide, already learn how to update the server, apply patch, how to create grf, how to write SQL ... all in screenshots 3. and no, when comes to contributing, we have to use the latest/updated emulator ... same goes to rathena or hercules for example, your current version which last update on 07 July 2018 it still having bugs on *inarray script command, and many of my scripts using this script command will throw error on your current package yes, I told them to update to latest revision, and 3 people asked me how to do it, I just sigh .... well at least 3 people doesn't understand the 9th minute part of your video 4. I guess we just have a different opinion on the subject, I prefer to do the traditional method, and you like to help newbies some might prefer to follow my guide, but I think majority (especially newbies) will prefer yours make no mistakes, when I hear people say --> I just want to install RO just for childhood memory <-- I would still recommend your guide 5. I think its rude to come here and bash some other member's guide I hope you won't do the same if there is another similar guide post on rathena forum the rest are minor compare windows to linux ... of course linux better ... to be honest, I'm the only hercules staff member using windows, all other staff members use linux imgur ... no ... if I make this topic fully load with screenshots, it eats lots of bandwidth how did I learn to ride bicycle ? my father rent a bicycle and I ride on it while I was 7~8 years old, nobody push at the back, no book, no guide, straight on to the real thing, fell a few times ... typical chinese teaching method ... yes I'm chinese EDIT: yes, how the chinese children learn how to swim -> throw them into the water that's why western culture thinks chinese are child abuse
  42. 1 point

    Custom NPC Sprite for Card Remover

    View File Custom NPC Sprite for Card Remover Here is 1 of some sprite that lately I make to my server. Credits: Idea: AvonRO. Image: Gravity Interactive (Box & Smoke) w0wzukubg (Cards Image) (I don't know who own the Guy image since I can't find it or the source no longer available) It's just my experiments about sprite editing to improve my experience about it. Do remain any credits of respective author if you know. Submitter mralchemia Submitted 11/08/18 Category Sprites & Palettes  
  43. 1 point
    Updated to 2.4.19, updates twRO patch information and makes the UI less confusing. Updated to 2.4.20, the real thing. Updated to 2.4.21, updates kRO patch information. Updated to 2.4.22, fixes potential patch process issues introduced in previous release. Updated to 2.4.23, removes notices and behavior related to archives over 2GiB. Updated to 2.4.24, updates bRO patch information and removed fRO (closed). Issued hotfix for kRO Zero (, updates kRO Zero patch information.
  44. 1 point

    New /conf folder sucks

    He's not complaining about the new item_db syntax, I think it's more the fact that we now have 7 sub folders when we used to have 3 (correct me if I'm wrong in thinking this was what you meant). I also find it very annoying. I like editing my files all at once, and what is the point of a sub-folder with one or two files? Seems pointless to me.
  45. 1 point


    As we know some maps have spots outside the actual map players can't reach, but it can happen mobs and specially bosses (in this case Ifrit) can spawn there. This is a fixed version of those. There is actually no need to add this to your grf, just use the map file and update your mapcache from it's gat. contains: thor_v03 lhz_dun04 Note: Please let me know if you spot maps where you can warp
  46. 1 point

    @costumeitem adds stats

    the topic already said http://herc.ws/board/topic/4383-costume-item-plugins/ This Plugins will convert your items to costume(item stats/combos/bonuses will also copied) so to disable item bonus, have to revised the status_calc_pc_ I think src/map/status.c | 3 +++ 1 file changed, 3 insertions(+)diff --git a/src/map/status.c b/src/map/status.cindex 699e734..7223a04 100644--- a/src/map/status.c+++ b/src/map/[email protected]@ -2317,6 +2317,9 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { continue; if(!sd->inventory_data[index]) continue;+ if ( i >= EQI_COSTUME_TOP || i <= EQI_SHADOW_ACC_L )+ if ( MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) == 999998 )+ continue; for(k = 0; k < map->list[sd->bl.m].zone->disabled_items_count; k++) { if( map->list[sd->bl.m].zone->disabled_items[k] == sd->inventory_data[index]->nameid ) {
  47. 1 point

    Homunculus AI Improvement?

    wooo. I forgot to update this =x. Through the data Yommy harvested on November 29th, my findings: - The official ID ranges are dumb: mob/homun/merc/elem/skill-units share the 1-50k range (his script caps the range at 42k, thats wrong btw) aegis sucky design is able to maintain that, thus why officials run on so many servers, because the 50k range can be offset into multiple zones, on our design (thousand times better (and efficient), must I emphasise) it would limit the amount of such units (e.g. default settings have 47k mobs, by using the official range map servers would have little room for more or custom mobs, nevermind homuns/skill-units/etca) - Thanks to yommy again I was able to determine no client functionality is lost by us using custom ranges, the game clients do not rely on the ranges (have not for many years), instead it relies on objecttype -- this is used to determine what a unit is, not by its id. - Even though the ids are different, it doesn't mean the AI cannot be used (I was successful at getting it to work, with 6 edits, as I will demonstrate) -- all files that follow are located in his ./AI/USER_AI, do not mistake it for those in the ./AI/ folder. --- in AI_MAIN.lua ---- Find "if (v > MagicNumber2) then" change to "if (v >= MagicNumber2 and v <= MagicNumber3) then" ---- Find "if (v < MagicNumber) then" change to "if (v >= MagicNumber) then" ---- Find "elseif (v < MagicNumber) then" change to "elseif (v >= MagicNumber) then" --- in AzzyUtil.lua ---- Find "if (m < MagicNumber) then" change to "if (m >= MagicNumber) then" ---- Find "elseif (id > MagicNumber2) then" change to "elseif (id >= MagicNumber2 and id <= MagicNumber3) then" ---- Find "if (id>MagicNumber2) then" change to "if (id>=MagicNumber2 and id <= MagicNumber3) then" --- Lastly, in Defaults.lua ---- Find: MagicNumber =42000MagicNumber2 =100000Replace the chunk with:MagicNumber =110000000MagicNumber2 =2000000MagicNumber3 =100000000- Special Thanks to Yommy, Haru.
  48. 1 point
    The safe max storage is 731 explained by Ai4rei http://www.eathena.ws/board/index.php?autocom=bugtracker&showbug=4391&&st=20
  49. 1 point

    Flameres Set

    Version 1.0


    Flameres Set by MxR All files uploaded here credits to the original authors of the sprite. MxR is pinoy spriter and gfx artist way back 2006
  50. 1 point

    Auction Feature all screwed up.

    maybe it got "auction"ed off !!
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