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Showing content with the highest reputation since 11/15/19 in all areas

  1. 3 points
    Ciar

    Official Level Up Animation

    Version 1.0.0

    56 downloads

    This file contains the main animation for the new KRO level up angel. This is mostly for older game clients whose GRF still uses the old version. Simply add the downloaded files where the original one is located (data/texture/effect) and the animation should be visible. Note: Does not include the separate ground .str file as old clients won't easily read it.
  2. 2 points
    Oops, my mistake i mixed up the checks... it does indeed check for 1 element (a 4 bytes float). This is the struct for cell attributes in aegis, and the check against water level uses h1 struct AttrCell { float h1; float h2; float h3; float h4; int flag; }; *Edit*: corrected the code in previous post
  3. 2 points
    The athena way is what aegis uses, it reads the 4th dword in the cell info struct and compares it with the map water level read from the RSW, the code roughly looks like this (quick draft so i apologize if it's not so clear). { std::ifstream gat_fs(filename, std::ios::binary); VALIDATE_MAGIC(gat_fs, "GRAT", 4); gat_fs.read(reinterpret_cast<char *>(&m_verMajor), sizeof(char)); gat_fs.read(reinterpret_cast<char *>(&m_verMinor), sizeof(char)); gat_fs.read(reinterpret_cast<char *>(&m_width), sizeof(int)); gat_fs.read(reinterpret_cast<char *>(&m_height), sizeof(int)); m_cells.resize(m_width * m_height); gat_fs.read(reinterpret_cast<char *>(m_cells.data()), m_cells.size()); std::for_each(m_cells.begin(), m_cells.end(), [idx = 0](struct CAttrCell &cell) mutable { if (cell.flag == 1 || cell.flag == 5) m_TileInfo[idx] |= SVR_CELL_BLOCK; if (cell.flag != 1) m_TileInfo[idx] |= SVR_CELL_ARROW; if (cell.h1 > m_waterLevel) // m_waterLevel from RSW m_TileInfo[idx] |= SVR_CELL_WATER; ++idx; }); return 0; }
  4. 2 points
    Rytech

    Elemental Spirits Research

    Back in March of 2010 (earliest I can find in 3CeAM's records) we started adding the first of the data found for the Sorcerer's elemental spirits and during the next few months other things like tags and ID's for skills, stats, and what else was added. During those first 6 months not much happened with them until September when Pakpil released a working version of the elemental system which excited many. During the next few months their skills and other functions were added and since then nothing else happened other then a few bug fixes. In May 2012 I did the Sorcerer 2011 update and noted that the elemental system would be worked on in a separate future update. But it never came due to many other things having a priority over it. Not only that but I didn't know much about them and detailed info on them was lacking. The 2011 iRO document had info, but it was small compared to what the entire system holds. And to top it off, the system with its current coding is kinda....meh. So I avoided working on it. But now that things are pretty much up-to-date and complete for all existing jobs and the latest jobs like Star Emperor and Soul Reaper, there really isnt much to do other then bug fixes and code cleanups. But after coming across some code for the status's that elementals give to allow autocasting bolt skills, I felt its time to tackle the system. Starting with r888 I spent a lot of time updating checks for them and figuring out how this entity is supposed to be handled and how to recode it in the proper way. Then with r889 came the 2nd update to them which brought huge changes. Took much longer since I was still figuring out how to handle them. That 2nd update made a huge difference with their sub-stats. I added a command to show their sub-stats so I could see if their being calculated correctly since there's no official way to see this. Seeing how well the command worked I decided to keep it in so player's can use it in other server's to see the sub-stats of their elementals. Below are 2 pics showing before and after the updates.... Before r889 After r889 Seeing this big of a difference I really want to do more to improve the system and make it work like official. But to do that I will have to recode the entire core of the system which will take a lot of time to do. Along with this, all of the skills that the elementals cast will need to be properly recoded as well and with that I wanted to know exactly how they work before doing so. Matter of fact, I want to know how everything works. So for around a entire week I spent most of my free time doing research by poking around in aegis files and its zone.exe and created a document containing all of the data and information ive extracted from the files. With the document now complete I will now share everything I learned from this research.... Elemental Spirits Information.txt I learned a lot of interesting things about the elementals but at the same time wondered what the hell they were thinking when they made this system. That thought popped in my mind multiple times which isn't good. I feel like they failed to make a proper logical system and kinda rushed it. But hopefully the current dev team at Gravity will rework it into a more proper system when they do the update for the Sorcerer's skills. But seeing that no dev note announcements were made yet and the fact that most of the existing 3rd jobs already got updates, Sorcerers will likely be last on the list due to the elemental system. Might not hear anything til mid or late 2020. Lets cross our fingers and hope for the best. Expect more major updates in the next few upcoming updates for 3CeAM.
  5. 1 point
    Ridley

    Community Changes 2019

    Note: Community improvements are ongoing. This changelog will be updated as new features are added and adjustments are made. Forum Update We updated to the latest software of Invision Power Suite, a full changelog can be found here. You may experience increased load times, bugs, template errors, etc. Please report all issues you encounter. We have introduced a new Dark Theme for those users interested in using it. Please be advised that some posts containing custom font coloring may become difficult to read while using this optional theme variant. Light Theme is still Default. In order to use it, scroll down to the very bottom and click on "Theme". Improved Caching Grabbed all kro Patch Notes back until 2013 https://herc.ws/board/forum/188-kro-patch-notes/ special thanks to @KirieZ The Dark Theme has now been set to default for all users. You can still switch back to the old Light Theme at the bottom "Theme" drop down menu Discord Integration You can now login with Discord In your Account Settings you will find a tab for Discord, there you can set rules to synch your Avatar or email adress Forum Changes Added new Profile Field for Client Version. Added a small box to copy code from codeboxes directly to your clipboard. Concurrent Posts in the same Topic within 10 minutes now get automatically merged. You can now set a 2FA in your accounts Securiy Settings. You can either use Google Authenticator or Authy. Removed Gravatar support due to privacy concerns and performance issues. All avatars provided via Gravatar have been removed. Staff Application Forms has been revived and added to the Community Tab. A revamp is still missing tho. Upgraded from Captcha v2 to Invisible Captcha. You don't need to do anything now in order to register. Cleaning Removed some contact information in your profiles. Right now we support IRC, Discord and Skype. Offline Servers were delisted from the Server Advertising. Feel free to open a new Topic once your server relaunched. Old Database leftovers were removed. Improved Caching Method. Rating increased from 65 to 84.
  6. 1 point
    Ridley

    [NEED HELP] tr0n's Questboard SETUP GUIDE

    you're using the function wrong. Here 2 examples AddCollection("<Test Collect>",1,99,501,10,0,0,0,501,10); AddHunting("<Test Hunting>",1,99,501,10,0,0,0,1002,10);
  7. 1 point
    above is Default Herc Euphy job changer script but i add cyro script gave to me for add cost zeny.. the problem is when change to 1st job npc ask for zeny but not on 2nd job and rebirth... can someone help me? the script i need is 1st job = free 2nd job = 150k rebirth = 1m
  8. 1 point
    Olá a todos sei que existem outros guia aqui no forum para adiconar custom itens, Porém faltam algumas informações para funcionar corretamente (em cliente novos no meu caso 2018-06-20) Item Necessarios GIT > https://git-scm.com/downloads Tortoise - > https://tortoisegit.org/download/ NEMO - > https://gitlab.com/4144/Nemo EXE -> http://nemo.herc.ws/downloads/ (pode se encontrar um aqui para você estou a versão 2018-06-20) Bom vamos lá. - Compilar o cliente ( irei usar o NEMO) Imagem auto explicativa, Segue abaixo: Dependendo do Seu cliente no passo "3" da imagem, pode dar um erro "Always call SelectKoreaClientInfo" Apenas ignore. DATA.INI System/itemInfo_Sak.lub -> para algumas pessoas pode ser necessário mudar dependendo da sua pasta no meu caso não preciso. Always Load Korea ExternalSetting lua files Read Data Folder First Increase Headgear ViewID - > Coloque o numero conforme necessidade vai até 32000 O mais importante ( Não funcionara se não ativar ira dar crash não esqueça de Ativá-lo) Esses são os necessários porém sintase a vontade de editar seu EXE, conforme sua necessidade, feito isso ficara algo parecido com isso. Feito isso vamos para pasta do servidor Hercules\db\item_db2.conf Obs: Aqui estou usando um spr que peguei aqui no site então caso queira é só fazer download aqui. creditos ao ~Wolfeh. Obs²: neste SPR alterei o nome que estava Tobi_Mask.spr/act para item01 caso for usar este item altere para item01 tudo se não vai dar erro mantendo ¿©_ / ³²_ ou altere os AgeisName { Id: 40000 //ID Do seu custom Item AegisName: "item01" Name: "Tobi Mask" Type: 5 Buy: 20 Weight: 40 Atk: 20 Def: 20 Slots: 2 Job: 0xFFFFFFFE Loc: 769 EquipLv: 1 View: 4500 //ID DO SPRITE }, Agora vamos para pasta do seu RO e vamos na pasta data Pasta - >> data\sprite\¾ÆÀÌÅÛ item01.spr // mesmo nome do AegisName colocado no item_db2.conf item01.act // mesmo nome do AegisName colocado no item_db2.conf Pasta - >> data\sprite\¾Ç¼¼»ç¸® // Existem duas pasta ³² para masculino e ¿© para Feminino. Pasta - >> ³² ³²_item01.spr ³²_item01.act Pasta - >> ¿© ¿©_item01.spr ¿©_item01.act Pasta - texture\À¯ÀúÀÎÅÍÆäÀ̽º // Existem duas pasta caso contrario crie 1 - Item e a 2 - collection item - item01.bmp //icone do item mostrado no jogo collection - item01.bmp //foto do item que mostra com a descrição feito isso vamos para data\luafiles514\lua files\datainfo 1 - Abra o accessoryid.lub e adicione na ultima linha antes do } conforme esta á baixo.// Aqui estou usando o note++ ACCESSORY_C_Luna_On_Shoulder = 1881, //IMPORTANTE FECHE A VIRGULA SE NÃO DAR ERRO. -- Custom Item ACCESSORY_item01 = 4500, // aqui coloque o ID que colocou no item_db2.conf caso usou esse memso numero deixe esse // A ULTIMA LINHA NÃO PRECISA COLOCAR MAIS SE QUISER PODE POR. } 2 - Abra o accname.lub e adcione. // Lembrando que tem que ser antes do "}" conforme abaixo, [ACCESSORY_IDs.ACCESSORY_C_Luna_On_Shoulder] = "_C_Luna_On_Shoulder", -- Custom Itens [ACCESSORY_IDs.ACCESSORY_item01] = "_item01", } 3 - Agora ultima etapa vá para a pasta SEURO\System e abra itemInfo_Sak.lub (o mesmo nome, que colocou no nemo) Procure "function main()" vai estar +- assim: } function main() for ItemID, DESC in pairs(tbl) do result, msg = pcall(AddItem, ItemID, DESC.unidentifiedDisplayName, DESC.unidentifiedResourceName, DESC.identifiedDisplayName, DESC.identifiedResourceName, DESC.slotCount, DESC.ClassNum) if not msg then result, msg = pcall(AddItem, ItemID, DESC.unidentifiedDisplayName, DESC.unidentifiedResourceName, DESC.identifiedDisplayName, DESC.identifiedResourceName, DESC.slotCount, DESC.ClassNum, DESC.costume) end Antes do } adicione: [40000] = { unidentifiedDisplayName = "Tobi Mask", unidentifiedResourceName = "item01", unidentifiedDescriptionName = { "Item desconhecido, voce precisa identificar usando a ^6666CCLupa^000000." }, identifiedDisplayName = "Tobi Mask", identifiedResourceName = "item01", identifiedDescriptionName = { "Uma mascara laranja com desenho espiral e um orificio para o olho direito.", "Ataque :^777777 20^000000", "Defesa :^0000FF 20^000000", "Equipped on :^777777 Upper, Mid, Lower^000000", "Weight :^009900 40^000000", "Applicable Job :^777777 Every Job^000000", "Spriter :^777777 Wolfeh^000000", "Level Requirement:^009900 1^000000", "Jobs:^6666CC All except Novice^000000" }, slotCount = 2, ClassNum = 4500, costume = false }, ficando parecido com isso : [40000] = { unidentifiedDisplayName = "Tobi Mask", unidentifiedResourceName = "item01", unidentifiedDescriptionName = { "Item desconhecido, voce precisa identificar usando a ^6666CCLupa^000000." }, identifiedDisplayName = "Tobi Mask", identifiedResourceName = "item01", identifiedDescriptionName = { "Uma mascara laranja com desenho espiral e um orificio para o olho direito.", "Ataque :^777777 20^000000", "Defesa :^0000FF 20^000000", "Equipped on :^777777 Upper, Mid, Lower^000000", "Weight :^009900 40^000000", "Applicable Job :^777777 Every Job^000000", "Spriter :^777777 Wolfeh^000000", "Level Requirement:^009900 1^000000", "Jobs:^6666CC All except Novice^000000" }, slotCount = 2, ClassNum = 4500, costume = false }, } function main() for ItemID, DESC in pairs(tbl) do result, msg = pcall(AddItem, ItemID, DESC.unidentifiedDisplayName, DESC.unidentifiedResourceName, DESC.identifiedDisplayName, DESC.identifiedResourceName, DESC.slotCount, DESC.ClassNum) if not msg then result, msg = pcall(AddItem, ItemID, DESC.unidentifiedDisplayName, DESC.unidentifiedResourceName, DESC.identifiedDisplayName, DESC.identifiedResourceName, DESC.slotCount, DESC.ClassNum, DESC.costume) end if not result then return false, msg end for k, v in pairs(DESC.unidentifiedDescriptionName) do result, msg = AddItemUnidentifiedDesc(ItemID, v) if not result then return false, msg end end for k, v in pairs(DESC.identifiedDescriptionName) do result, msg = AddItemIdentifiedDesc(ItemID, v) if not result then return false, msg end end if nil ~= DESC.EffectID and nil ~= AddItemEffectInfo then result, msg = AddItemEffectInfo(ItemID, DESC.EffectID) if not result then return false, msg end end if nil ~= DESC.costume and nil ~= AddItemIsCostume then result, msg = AddItemIsCostume(ItemID, DESC.costume) if not result then return false, msg end end end return true, "good" end function main_server() for ItemID, DESC in pairs(tbl) do result, msg = AddItem(ItemID, DESC.identifiedDisplayName, DESC.slotCount) if not result then return false, msg end end return true, "good" end Abra seu servidor, e logue nele crie o item e teste. Considerações: Resolvi fazer esse guia pois não achei nenhum atualizado e faltava informações ( como a parte do nemo eu mesmo nunca tinha visto um guia sitando para ativar esse viewID) a maioria dos tutorial que via, ou pasta de exemplos sempre mandava adicionar em outros arquivos como idnum e etc e no caso do cliente novo não precisa. espero que este guia ajude.
  9. 1 point
    Ciar

    Official Level Up Animation

    View File Official Level Up Animation This file contains the main animation for the new KRO level up angel. This is mostly for older game clients whose GRF still uses the old version. Simply add the downloaded files where the original one is located (data/texture/effect) and the animation should be visible. Note: Does not include the separate ground .str file as old clients won't easily read it. Submitter Ciar Submitted 11/14/19 Category Other Graphics  
  10. 1 point
    Ciar

    Modernized Voice of Siren

    Version 1.0.0

    16 downloads

    Replacement of the "kiss2.bmp" file within data/texture/effect so that it doesn't look like a pixelated mess. The new image is actually just another RO grf file but aligned slightly so it doesn't stray too far to one side. It is not a .str file like most effects as the animation is made by the client, but it should still work on newer ones.
  11. 1 point
    Thank you so much for your work! A fast service with dedication, very proffessional. I will consider you on the next projects or updates too. Keep up the good work!!
  12. 1 point

    Version 1.0.0

    47 downloads

    Minor retouches to the storm gust .str file to make it look more "modern".
  13. 1 point
    Bruno Nogueira

    Academia de Izlude

    Resolvido: Arquivos ".mcache" Desatualizados o que aconteceu era que meu arquivos do "mcache" estavam desatualizados , então eu os recriei novamente a partir do "mapcache.dat" do rathena, o procedimento foi o seguinte 1º: ativei o plugin mapcache 2º peguei um mapcache.dat do rathena e adicionei na pasta db/re (eu uso o renewal) e usei esse comando aqui no cmd map-server --load-plugin mapcache --convert-old-mapcache
  14. 1 point

    Version 1.0

    163 downloads

    My First Recolor Ever with the Ugly Monster.. Please Rate the recolors.
  15. 1 point

    Version 1.0

    176 downloads

    Elemental Practice Targets by Request(http://herc.ws/board/topic/5492-elemental-practice-targets/) This Download contains sprite only. Elemental Practice Targets are the monsters, and contains 10 Sprites: 1)Emperium Practice Target 2)Fire Practice Target 3)Ghost Practice Target 4)Holy Practice Target 5)Neutral Practice Target 6)Poison Practice Target 7)Shadow Practice Target 8)Undead Practice Target 9)Water Practice Target 10)Wind Practice Target 11)Earth Practice Target Credits to Rytech, for uploading these files on eathena.
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