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banhelba2019

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Posts posted by banhelba2019


  1. Semi Transparent Glass Set


    Figured out how to get these alpha channels w/ tga files to work.... dont ask me how if you dont know how to use photoshop 

     

    You can easily change the color just by picking any texture and changing the hue/saturation and re saving it

     

    this is my browedit : 

    newyork/newyork\glassblue.tga|newyork\glassblue.tga
    newyork/newyork\glassgreen.tga|newyork\glassgreen.tga
    newyork/newyork\glassyellow.tga|newyork\glassyellow.tga
    newyork/newyork\glasspink.tga|newyork\glasspink.tga
    newyork/newyork\glassred.tga|newyork\glassred.tga

    RO/newyork/glassblue|data\model\newyork\glassblue.rsm
    RO/newyork/glassgreen|data\model\newyork\glassgreen.rsm
    RO/newyork/glassyellow|data\model\newyork\glassyellow.rsm
    RO/newyork/glassred|data\model\newyork\glassred.rsm
    RO/newyork/glasspink|data\model\newyork\glasspink.rsm

     


     


  2. Ill keep my reserved post for other things. 

     

    Working on the entrance to my subway

    ny11.png

    Trying to not get sued, so i still have to use my own imagination

    No issues with textures or models... I wanted to try and get a hand at animated models for the lettering but ill probably save that for another day and just lay this out now

     

    issues : 

    street corners, I can make them half transparent but light doesnt pass through the floor so even if i fill in the holes with models with the same texture as the ground, there is no light so i cannot make it darker. 

    Maybe if I stick a light bulb in the floor... hmm 

     

    Glass, I havnt experimented much with transparent sprites with a bit of reflection.... i really dont wanna just leave it open

     

    "That looks like it probably takes awhile"
    - its ok, personally i cant just sit down for 10 hours only working on maps... but I usually have something ro related open on my desktop... general process is gather the models i wanna work with + find all their textures... after that its easy really.


    "What do you do with the other 14 hours?"
    -Sleep

     

    trying to make models i can reuse and not just make every setting unique... 
     


  3. Actually after a bit a playing around I figured that you can just use 

    pc->checkskill

     

    and even if you dont wanna seperate the skill that you wanna edit...

    You can create a NEW skill that acts as a check...............................

     

    this is in regards to my , can i have an aura that freezes and use the same one but to stun ?

     

    Yeah just make a new passive and use it as your check..... now you can have 2 completely new skills that use the same animation

     

     

    "what?"

    At first i thought id have to have it like this

    AURA_01

    at level 1 this aura freezes

    at level 2 it stuns....

     

    Nah now i can use the check to make it a bit more complex and effects can easily be swapped with just by checking if you have this new passive..........


  4. 2 hours ago, Dastgir said:

    I must say good concept, however the map should be little dark (maybe change the model to little dark colors since I have no idea if light would affect models).

    Also for doram, I believe there's lua file named externalservice which can be used to disable that slot.

    Yep thats the plan, Lightmaps are actually one of my "issues" and still learning how to exploit them as much as I can. 

     

    Ill have to check, 
    asdasdasd.png

     

     

    Thanks but I dont think I can use this :P

    asdasdasddddddd.png

     

    I dont wanna waste anything :/ 


  5. Im ready to start posting my game that is being built on the Hercules Emulator.

     

    I dont really have anything to say except that theirs GOOD horror, and BAD horror

    I just hope I can make it good. 

     

    So the first idea I came up with was how I can take advantage of the newer clients, their layouts compared to the older clients, both have ups and downs but I went with a fully updated client. 

    That left me with doram at the character selection screen. Meaning I needed to find a way to use both slots , human and doram.

     

     

    So I really wanted to try and mix up a crazy apocalypse, not restricted to zombies.. no.. Its going to be filled with demons and monsters, but for the time being I only made my character sprites, and a few npcs just to see how things look. Made some maps to build up from: 

     

    This is the train station I had planned to let novices(mercenaries) start off at:

    giphy.gif

    Along with the train behind it : 

    giphy.gif

     

    My issues right now are :

    -Advertisement ****Holy crap I have no imagination or something, I tried hard not to rip anyone off. Most likely going to come back and fix all these once I get better at texturing

    -You may notice I shine really bright on the ramps because im not standing on the FLOOR but a MODEL which apprently doesnt shine darkness...... I know of a way to fix it but I didnt do it yet cause I thought it may just be browedit

    -Didnt add the train wheels cause I really wanted to write this up.

     

    Future plans for this area:

    Like you will see below I made custom water to make a new background.... Just scroll down a bit. You cant miss it.

    I really wanna make some sort of hollywood blue screen , and make a moving train effect for the "introduction"

     

     

    So a close up of my Novice (Mercenary) sprite, along with an AK47 just because. 

    giphy.gif

     


    I dont have issues with spriting and animations , its just a long process. ATM my navi sprite is probably 80% complete and my merc is 70% AK47 Still wanna play around with the flash muzzle crap

    A taste of what my future jobs will be like :

    Advancement will be kinda morally based weather you wanna dip into the powers of darkness and gain demonic fires or you know become a slayer or whatever, and use holy lightning. Tech vs Claws... 

    "What about PvP?"

    Yeah I keep pvp in mind. What I really thought would be cool would be to have a ghost you can control and lay traps and spawns around the map and try to kill players, obviously rewarding to both sides. 

    I really liked Zombie Master(Google it), so thats KINDA the road im going for

     

    Alright so what about Doram Race?

    Zombies dont care about ATMs or Old Computers.

    Whatevers still working is going to be hackable. (think jacking in like megaman)

    giphy.gif

     

     

    Whats going on here? Well Ive been playing with frames and custom skills for a while and figured out a way to create the illusion of skills being used but solely by using their animations. (pretty much what we got now but im thinking aoe attacks{this one for example hits targets all around it})

    Custom background just copied battle network, just to see how a cybery world with flashy colors would look 

     

    This is who you would control in the digital areas. I guess they can be made any color. I dont really plan on making any boy sprites, just NPC's 

    giphy.gif

     

    Ive been exprimenting with weapon animations and how i could add flavor to my skills.

    So for example this blank item im equipping gives me the light blue slashes, so the idea is to eventually make a bunch of equipment that creates things like drones and you know cyber punky things. (Imagine .hack// where data drain is involved and pretty much the whole g.u series and how you can search for rips in the game)

     

     

     

    Whats next? 

    I need to start building the city, modern buildings, garbage, cars.

    Ill probably do that train introduction after I get myself excited from seeing my city

    "what about the custom src stuff?" - Well I think ive gathered enough around here to say that, its no problem. I spent like 8-12 months on that, actually most of this time ive just been trying to copy the original RO artstyle and mapping....

     

    Story? Nah not really. Its just going to be a sandbox with side quests really. Any lore will be derived from books,movies and games that already exist, sure ill add my own spin on it but I dont wanna make something, just to say its different, because that would be impossible. (good horror vs bad horror)

    Probably have a questline from mercenary until your first job advancement. . .

     

    "Can you please make your weapon sprites work on a few RO jobs?"

    - Yeah ill probably make some for sniper and rebellion... Later though

     

    "What are some films/games/books you get motivation from"

    Movies/Anime: George Romero OFC, The Thing, Alien Series, Terraformars, Gantz, Yugioh 

    Games: .hack// , Castlevania, Silent Hill, Resident Evil, Dying Light , Left 4 Dead, Killing Floor (Pretty sure its a mix of alot more but you know what i mean)

    Books/Manga: Soul Eater, Hell Girl, Sherlock Holmes (Not much good horror manga :/)

     

    "Can we have your models?"

    -Yeah but only after im done with them first ;) 

     

    "I heard you were interested in creating your own models"

    -Probably not unless its something small like food, at most ill strip down bigger models just so its not a huge mess

     

     

     

    Thats it for this post.

     

     

    Big thanks and I hope im not insulting you:

    @Syouji most of all for all his browedit videos, I dunno how long that woulda taken me alone.

    And everyone else who's ever written a useful post. Their is just too many things spread out to name anyone but you know who you are. 

    seraaaph.jpgseraaaph.jpgseraaaph.jpg

     

    Oh yeah, Blam! is pretty good too


  6. 1 hour ago, prism said:

    Wowwee. That's a pretty serious side effect. Imagine at higher ASPD. How would a copy of Sacrifice that scales off ATK instead of HP with a buff timer instead of number of hits do? I could probably attach it to the player with sc_start in itemdb.

    What I made does scale off attack, Im pretty sure i just set it to +100% ATK per level 

    Itd still look the same, I could give it a toggle/timer instead of hits yeah(the video its just set to infinite). . . 

     

    Another thing we could try is to re apply the thiefs double hit passive, Ill check that out tonight 


  7. 5 minutes ago, prism said:

    Could the bonus to damage scale with the skill level of the buff?

     

    However your gonna lose your weapon sounds and itll just sound like a skill cast and your character swinging its weapon...not sure if i can delete the text bubble either

    Can you explain this a little more? Do you mean what when the skill for the buff it cast weapon sounds won't work properly for the duration of it and the text will be floating there?

     

     

    my sprites are fucked cause im doing something on my server

     

    But yeah this is a really dirty skill and i wouldnt use it - I would change all my skill damages before using this

    1)no weapon sprite

    2)no weapon sound

    3)obnoxious skill cast animation ( I think i can find an id without this )

     

     

    This is all I can figure out at the moment, maybe in a few years ill have something better :yes:

    Ill give it to you if you want. . . 


  8. Spoiler

     

    Ok after redownload hercules and trying out battle_calc_base_damage

    
    /*==========================================
     * Calculates the standard damage of a normal attack assuming it hits,
     * it calculates nothing extra fancy, is needed for magnum breaks WATK_ELEMENT bonus. [Skotlex]
     *------------------------------------------
     * Pass damage2 as NULL to not calc it.
     * Flag values: // TODO: Check whether these values are correct (the flag parameter seems to be passed through to other functions), and replace them with an enum.
     * &1: Critical hit
     * &2: Arrow attack
     * &4: Skill is Magic Crasher
     * &8: Skip target size adjustment (Extremity Fist?)
     *&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX)
     */
    /* 'battle_calc_base_damage' is used on renewal, 'battle_calc_base_damage2' otherwise. */
    // FIXME: Missing documentation for flag2
    static int64 battle_calc_base_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int nk, bool n_ele, short s_ele, short s_ele_, int type, int flag, int flag2)
    {
    	int64 damage;
    	struct status_data *st = status->get_status_data(src);
    	struct status_change *sc = status->get_sc(src);
    	const struct map_session_data *sd = NULL;
    	nullpo_retr(0, src);
    
    	sd = BL_CCAST(BL_PC, src);
    
    	if ( !skill_id ) {
    		s_ele = st->rhw.ele;
    		s_ele_ = st->lhw.ele;
    		if (sd != NULL) {
    			if (sd->charm_type != CHARM_TYPE_NONE && sd->charm_count >= MAX_SPIRITCHARM) {
    				s_ele = s_ele_ = sd->charm_type;
    			}
    			if (flag&2 && sd->bonus.arrow_ele != 0)
    				s_ele = sd->bonus.arrow_ele;
    		}
    	}
    	if (src->type == BL_PC) {
    		int64 batk;
    		// Property from mild wind bypasses it
    		if (sc && sc->data[SC_TK_SEVENWIND])
    			batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->calc_batk(bl, sc, st->batk, false), nk, n_ele, s_ele, s_ele_, false, flag)*3;
    		else
    			batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->calc_batk(bl, sc, st->batk, false), nk, n_ele, ELE_NEUTRAL, ELE_NEUTRAL, false, flag)*3;
    		if (type == EQI_HAND_L)
    			damage = batk + 3 * battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->lhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2) / 4;
    		else
    			damage = (batk << 1) + battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->rhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2)*3;
    	} else {
    		damage = st->batk + battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->rhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2)*3;
    	}
    
    	return damage;
    }

    Im gonna assume that "a normal attack" is vaguely trying to say anything that isnt misc damage sort of thing

    Because any changes i make here also effect skill damage. . . and cross referance with other code... they dont even use this anymore or its just moved

     

    above is results of further testing

     

     

    Anyways the only thing I can promise you is a skill that:

    -could be a permanent buff

    -only effects basic attack, and damage is easily modifiable.. also effect by weapon element

    -ive seen a skill crit add on so i guess its possible for crit to work

    However your gonna lose your weapon sounds and itll just sound like a skill cast and your character swinging its weapon...not sure if i can delete the text bubble either

     

     

    Maybe ill figure something out later 


  9. Just tested a bunch of crap, Ill need to try something else

    *sigh*

     

    test results : 

    Spoiler

    I could make something similar to sac but :

    1) You wouldnt have sound effects that your weapon normally makes like gun sounds... 
    But it would still be modifiable by element, have no limitations, infinite duration , and the damage would be easily modifiable... and most likely able to be able to be added as a permanent buff on equipment

    2)I cant figure out how just change basic attack damage within the formula... Everything ive tried so far still effects skill damage on Pre Re

    3)Left hand basic attacks look interesting and need to be looked at again

    Maybe someone can help me read this , I added comments afters **********************

    Spoiler

    int64 battle_calc_base_damage2(struct status_data *st, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag) {
        unsigned int atkmin=0, atkmax=0;
        short type = 0;
        int64 damage = 0;

        nullpo_retr(damage, st);
        nullpo_retr(damage, wa);
        
        if (!sd) { //Mobs/Pets
            if(flag&4) {*******************************If magic crasher we consider it MATK
                atkmin = st->matk_min;
                atkmax = st->matk_max;
            } else {
                atkmin = wa->atk;
                atkmax = wa->atk2;
            }
            if (atkmin > atkmax)
                atkmin = atkmax;***this just means if your min atk is greater then max... itll take your max 
        } else { //PCs
            atkmax = wa->atk;
            type = (wa == &st->lhw)?EQI_HAND_L:EQI_HAND_R;

            if (!(flag&1) || (flag&2)) { //Normal attacks    *************** NOT CRIT but BOW attack
                atkmin = st->dex;

                if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
                    atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;

    *****this means if you have anything equipped itll start searching for things that effect the formula

                if (atkmin > atkmax)
                    atkmin = atkmax;

                if(flag&2 && !(flag&16)) { //Bows   *******BOWS NOT GUNS (seems like bows are really tight)
                    atkmin = atkmin*atkmax/100;
                    if (atkmin > atkmax)
                        atkmax = atkmin;
                }
            }
        }

        if (sc && sc->data[SC_MAXIMIZEPOWER])  ************BALANCE ATK
            atkmin = atkmax;

        //Weapon Damage calculation
        if (!(flag&1)) ********************************************NON Crit attack
            damage = (atkmax>atkmin? rnd()%((atkmax)-atkmin):0)+atkmin;
        else *****************CRIT ALWAYS DEAL MAX DAM
            damage = atkmax;

        if (sd) {
            //rodatazone says the range is 0~arrow_atk-1 for non crit
            if (flag&2 && sd->bonus.arrow_atk)
                damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );

            //SizeFix only for players
            if (!(sd->special_state.no_sizefix || (flag&8)))
                damage = damage * ( type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size] ) / 100;
        }

        //Finally, add baseatk********************I dont know all the different ATKS but i guess this is from stat
        if(flag&4)*************************magic crasher
            damage += st->matk_min;
        else****************************Normal
            damage += st->batk;
                

        //rodatazone says that Overrefined bonuses are part of baseatk
        //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
        if(sd) {
            if (type == EQI_HAND_L) {*************************refine bonuses or something
                if(sd->left_weapon.overrefine)
                    damage += rnd()%sd->left_weapon.overrefine+1;
                if (sd->weapon_atk_rate[sd->weapontype2])
                    damage += damage * sd->weapon_atk_rate[sd->weapontype2] / 100;
            } else { //Right hand
                if(sd->right_weapon.overrefine)
                    damage += rnd()%sd->right_weapon.overrefine+1;
                if (sd->weapon_atk_rate[sd->weapontype1])
                    damage += damage * sd->weapon_atk_rate[sd->weapontype1] / 100;
            }
        }
        return damage;
    }

    Maybe its in battle_calc_base_damage1 but it says its only applied in renewal? I deleted most renewal files but didnt touch src related stuff and when i changed back to renewal battle_calc_base_damage1 still did nothing..........Maybe its somewhere else completely

     

    Ill have to redownload the herc database >___>


  10. Is using anchor on custom job sprites / animations supposed to be so horrible ? 

    To me it seems like it doesnt even matter where your head pieces are positioned as long as you fit the anchor on the body sprite...

    But when i try to change the anchor its like everything really off and I just have to guess and hope its aligned when i look in game

     

    Maybe im doing it wrong ? 

    anchor.png

    It doesnt matter where i place my heads on my head animation, i have to move the anchor, but it doesnt align how i see it in act editor and moving it is the only way to fit it in game 

     


  11. 22 minutes ago, vykimo said:

    Yes that's it. I recreate effects from my client IG (not decompiled version). For example, heal is only a flat texture applied on a cylinder with opacity and animation...

    So I work hard on trying to imitate official content with code. (Btw if someone knows well which ressource is associated to which hardcoded effect, it'd help me).

     

    For rathena forum, they deleted my topic because of the crowdfunding part.

    Sounds like a pain


  12. 30 minutes ago, Asheraf said:

    The data available in the GRF files is just the resources, the actual animation is done by the client code (which isn't public), basically his project is to look into decompiled client code and try to emulate these animations in roBrowser.

    ok but hes actually editting the textures used in the animations from what i can see.. unless your saying the decompiled effects are just a bunch of numbers representing . . . pixels colors and positions. . . or something


  13. whats this about recreating the specialeffects? id pay you just to respond 

     

    do you have access to effects that werent included in the data.grf? If so i guess you must have some sort of packet viewer or something if you gotta make all the textures by hand again? 

    Also you didnt post this on rathena ? 

    Sorry im just a potato! 


  14. Half of my knight was killed in the great upgrade of my client but some still remains intact

     

    So pretty much you got your aura going on , it was planned on being anti heal 

    Now at the start i target the poring and he isnt effected by rage burst

    rage burst pushes everything effectively except for marked targets.. get it?

     

     

    I had some 1h sword stuff sonic wave was made similar to sharp shooting where it hits everything but i showed that in the gunslinger video, along with a few more movement skills that i developped really early on ... now i can use the same functions as my gunslinger

     

     

     

    As for everything else i had planned with my current skill set:

     

    I had alot of plans but decided to go and just make my own game but these were the sum of it :

    Soul Linker : New aura system... everyone has them. Soul linkers can merge auras with people like how bards and dancer used to inneffictivly do with each other. Just some revamped links and the only really planned skill was a CAGE that you casted on top of monsters that changed elements... 4 sided firewall with adjustable element
     

    Champion:Expanded Spirit Orb system... many classes will have use of spirit balls and champion will get his skills involving sharing and gaining spirit orbs... storing them or making an aura that adds spirit orbs to team mates... then the combat build was gonna get cut in half too many combos... maybe just split them up and make them do different things


    Star Gladiator : Gladiator is fine.. i didnt actually put much thought into him yet but was gonna go with the fast paced RUNNING FSK... also stances gave atk bonuses SOOO more stances = higher ATK bonus... however thats 4 more kicks to keep track of. 

    Ninja: I was gonna keep it pretty similar.. not sure about the gimmick mechanics but just generally a strong hybrid.. wasnt too sure about the aura but a reverse tatami aura the triggers on team mates aroud you would be intereting

    Gunslinger : Seen above, versatile, many weapons high ranged damage

    Lord Knight :Seen above.. Versatile, 1h sword , 2h swords, spears... 1h weapons were gonna focus on movement abilities while spears werent decided.. hybrid weapons planned... anti heal aura atm

    Paladin: Had him have a custom homunculous , his soul.. and he had many stationary skills (auras) where he would become unmovvable unsable but you could still control your homunculus.. added some more status holy magics and nothing planned for the defensive skill tree.... blinding aura and slowing auras for enemies.. not sure about allies

    High Wizard : I was saving this one for last but i like frost nova... No plans really ill admit

    Sage: same as wizard but i really like using light bolt and mobbing seals with movement seal back in the day... probably keep the same idea as vaccumm+psychic wave but more rational... probably gonna turn deluge and all them into auras.. not sure how im gonna spread them

    Sniper : whatever i dont keep for simple damage ... arrow/bow skills will be turned into stat reduction attacks.. crippling agility / vitality  / str things like that to allow more chances for status you couldnt inflict before . . . traps were just gonna be buffed in general not planned yet... i think i was gonna give it a movement speed aura

    clown: Planned on making similar to auto cast sage but using instruments and sound skills... I only plan like 100 steps at a time, i threw away duets for now and probably just gonna buff all the songs once i decide on a combat build for them... so many songs probably gonna spread them out as much as a i can before deciding what to do

    high priest: No idea

    white smith: Constructs, walls, job specific turrets with custom ai, probably just gonna give all the bs/ws skills to someone else and just make it mostly summons... probably just gonna give him an hp buff def buff aura not sure

    creator: i wanted to add an infection spin to it, giving it a biorifle  similar to unreal ... along with spreading insects swarms and things like that, 

    Oh and my stalker was gonna get a gun sprite, given the sage free cast, and sharp skill shots... but being able to hit lock targets and getting them stuck in the cast area ;) 

    Lots of things i wanna do

    Doesnt mean I was scrapping all the old skills just making them all stronger really, instead of just 1hko ... 1h aoe ko zeny farm . . 

     

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