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Showing content with the highest reputation on 03/31/19 in Posts

  1. 2 points
    Panallox

    High Definition Damage Font

    View File High Definition Damage Font Hi all, This is a basic damage font alternative which can be used to bring a little more high definition resolution to Ragnarok! I made this purely because I was tired of staring at the hideously stretched and over-pixelated damage numbers while I was doing some testing. Feel free to give it a try! There is a slightly wider spacing between digits that I wasn't able to close off because the client must determine spacing/positionings between, but if you want to reduce some of the spacing I have provided another .act file suffixed "_larger" which reduces the spacing but makes the damage text a bit larger. Thanks Submitter Epoque Submitted 03/30/19 Category Sprites & Palettes  
  2. 1 point
    Changelog: - Updated all Clients - Updated twRO BGMS (3 new ones) NOTE: to disable the Snow effect in Prontera, open your grf and navigate to data/etcinfo.txt Then add (or edit) the following: weather# //prontera.rsw# //snow# Collection of official Full Clients. Those are vanilla, not modified in any way or whatever. They are patched up to date. Let me know if I've missed something. Server Name With BGM Without BGM BGM only South Korea (kRO) 21. Dec. 2018 2,70 GB Mega OneDrive 2,42 GB Mega OneDrive 294 MB Mega OneDrive South Korea (Ragnarok Zero) 21. Dec. 2018 2,22 GB Mega OneDrive Taiwan and Hongkong (twRO) 21. Dec. 2018 2,24 GB Mega OneDrive 1,95 GB Mega OneDrive 310 MB Mega OneDrive Japan (jRO) 21. Dec. 2018 2,23 GB Mega OneDrive 1,93 GB Mega OneDrive 311 MB Mega OneDrive Thailland (tRO) 21. Dec. 2018 1,67 GB Mega OneDrive 1,41 GB Mega OneDrive 272 MB Mega OneDrive International (iRO) 21. Dec. 2018 2,42 GB Mega OneDrive 2,14 GB Mega OneDrive 294 MB Mega OneDrive Philippines (pRO) 21. Dec. 2018 1,5 GB Mega OneDrive 1,25 GB Mega OneDrive 272 MB Mega OneDrive Indonesia (idRO) 21. Dec. 2018 1,88 GB Mega OneDrive 1,61 GB Mega OneDrive 282 MB Mega OneDrive Brazil (bRO) 21. Dec. 2018 1,95 GB Mega OneDrive 1,69 GB Mega OneDrive 273 MB Mega OneDrive France, Europe (fRO, euRO) 21. Dec. 2018 1,85 GB Mega OneDrive 1,59 GB Mega OneDrive 273 MB Mega OneDrive
  3. 1 point
    Old damage formula (before the 175/60 update, implemented December 10, 2014 in iRO): Damage = [(CurrHP ÷ 50) + (MaxSP ÷ 4)] × (SkillLv × BaseLv ÷ 150) × (95 + DragonTraining_Lv × 5)% New damage formula (after the 175/60 update): Damage = [(CurrHP ÷ 50) + (MaxSP ÷ 4)] × (SkillLv × BaseLv ÷ 150) × (95 + DragonTraining_Lv × 5)% × (100 + Ranged Damage Modifiers)% x (Elemental Modifiers)% battle.c (Hercules) case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv; RE_LVL_MDMOD(150); if (sd) md.damage = md.damage * (95 + 5 * pc->checkskill(sd,RK_DRAGONTRAINING)) / 100; md.flag |= BF_LONG|BF_WEAPON; break; battle.ccp (rAthena) case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: { int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv; if(status_get_lv(src) > 100) damagevalue = damagevalue * status_get_lv(src) / 150; if(sd) damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100; ATK_ADD(wd->damage, wd->damage2, damagevalue); #ifdef RENEWAL ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue); #endif wd->flag |= BF_LONG; } skill.c (Hercules) case RK_DRAGONBREATH_WATER: case RK_DRAGONBREATH: { struct status_change *tsc = NULL; if( (tsc = status->get_sc(bl)) && (tsc->data[SC_HIDING] )) { clif->skill_nodamage(src,src,skill_id,skill_lv,1); } else skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); } skill.cpp (rAthena) case RK_DRAGONBREATH_WATER: case RK_DRAGONBREATH: if( tsc && tsc->data[SC_HIDING] ) clif_skill_nodamage(src,src,skill_id,skill_lv,1); else skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; So I think the difference is the new formula takes these range, elemental and racial modifiers into account. It seems this formula was recently implemented in rAthena (BF_WEAPON TYPE), while Hercules is still using the old formula (BF_MISC TYPE). I have tried to merge rathena's new formula into Hercules, but encountered several problems.
  4. 1 point
    run this script, and click on it prontera,155,185,4 script ksjdhfksdjfh 1_F_MARIA,{ ModExp = 100; ModDrop = 100; ModDeath = 100; // BankVault = 1000; // in-game bank variable, limit to INT signed end; } to reset everything back to normal additionally, its store in SQL table `account_data` select * from account_data; where your account bank balance store there as well
  5. 1 point
    AnnieRuru

    @mobalive

    https://github.com/AnnieRuru/Release/blob/master/Guides/What is dynamic_mob and how it affects scripts.md. https://rathena.org/board/topic/102715-mvp-board/#comment-357487 unfortunately, Hercules/rAthena has dynamic_mob option, which is not available on Aegis, official ragnarok emulator we can't just simply mobcount the MVP because the boss_monster are not loaded until someone warp into the map the TBL_MOB in the topic you link to, using iteration, is equivalent to getunits script command, also doesn't cache the boss_monster there is a tricky way to do this however, which, in my theory, whenever a script command boss_monster pops up, push a source variable, and again this source variable can be read by scripts, and thus provide us to check either that MVP is available or not this question also has been asked to me privately in discord, and currently in 1 of my todo list
  6. 1 point
    AnnieRuru

    Max Atk

    @RagnarokOnline2015 must be using RENEWAL in renewal, its base atk + weapon atk simply equip any weapon will do, like I'm using priest, equip a club "@refine 0 10", the refine will increase the value along with bonus bAtk or bonus bAtk2 in renewal, equip fire-brand will increase the value there @Orca must be using pre-renewal yes, equip a fire-brand doesn't increase that value, to increase bAtk2, the only way is through refine "@refine 0 10" on your fire-brand, or using bonus bAtk2 and I repeat again, THIS IS OFFICIAL <-- tested same thing happen in rathena as well(EDIT) this atk/matk stuffs has even confuse some developers EDIT: seems like I misunderstood the question, you want to increase the 65535, not to add to the bAtk2 bonus ...
  7. 1 point
    banhelba2019

    Max Atk

    Well i dont remember raising my max atk ..... I just changed the attk formula so that STR gives more ATK status.c void status_calc_misc(struct block_list *bl, struct status_data *st, int level) { nullpo_retv(bl); nullpo_retv(st); //Non players get the value set, players need to stack with previous bonuses. if ( bl->type != BL_PC ) st->batk = st->hit = st->flee = st->def2 = st->mdef2 = st->cri = st->flee2 = 0; if ( bl->type == BL_PC ) st->batk = st->str * 1250; I added the if ( bl->type == BL_PC ) st->batk = st->str * 1250; at the bottom
  8. 1 point
    banhelba2019

    Max Atk

    Thats a pretty good question I can get my attack into the 100ks pretty easily... You might appreciate this post i made on rathena by Lllaaazzz (me) https://rathena.org/board/topic/118087-where-can-i-edit-stat-bonuses/#comment-357024
  9. 1 point
    File Name: Avatar and Signature Generator FluxCP Addon File Submitter: Hyvraine File Submitted: 17 Apr 2016 File Category: Web Resources This is based on KeyWorld's [Vincent Thibault] ROChargenPHP. I just made some little tweaks to work some things out. The only difference is that it's made into a FluxCP addon instead of having it on a different folder, so you don't have to write down your server's credentials again. I have only tested this yet on the latest Herc FluxCP so, uhm, you know, try not to ask for installation help on rA Flux just yet. (Although it should work just fine on rA Flux, haven't tried it yet but it should.) I'm going to upload the sprite.grf soon so look out for edit/s on this post for the link.http://www.mediafire.com/download/1nta77tc0obolhf/sprite.grf Installation 1. After extracting the ZIP file inside the addons folder, put your own GRFs inside 'addons\chargen\modules\chargen\client'. And also, edit the DATA.ini to list your GRFs. 2. You're good to go! 3. There are some settings inside the addon.php (addons\chargen\config\addon.php): This line changes the cache time for your avatar's status. 'ChargenCacheTime' => 0.1, ////In minutes These are the default backgrounds/border for your avatar/signature in case you didn't click on any of them in the creation menu. 'default_avaBG' => "background00.jpg", //Default Avatar Background BG'default_avaBD' => "border.png", //Default Avatar Border'default_sigBG' => "background01.jpg", You can have your custom INI, just make sure you edit the name here. 'Data_INI' => "DATA.INI", Like on KeyWorld's thread, setting this to true would have an improvement on speed as it's not looking inside the GRFs again and again. 'AutoExtract' => true, These are the file types that the addon will read inside the backgrounds/borders folder. 'supported_filetypes' => array('gif','jpg','jpeg','png'), //List of supported filetypes for background and border. You can also edit the default values but it's very unlikely that it will ever be needed at some point. Fetching images By default you can only fetch images when the data file has been created by the owner of that character. Sorry, but there's no turn off switch for that. This is how you can fetch an avatar image of a character <fluxcp>/?module=chargen&action=avatar&request=<charnamehere> This is for the signature <fluxcp>/?module=chargen&action=signature&request=<charnamehere> ------------- To add more backgrounds for the avatar creation just simply add them inside the dedicated folder for it: 'addons\chargen\modules\chargen\data\avatar\background' To add more borders for the avatar creation simply add them inside the borders folder: 'addons\chargen\modules\chargen\data\avatar\border' The same is also for the signatures (it's on addons\chargen\modules\chargen\data\signature). I'll add support for borders soon but I think you could just edit the background for the meantime. /no1 And I think that's all you need to know! Everything should be working now, and if it isn't don't hesitate to ask. Please report bugs too, I know it's not written that well. :/ License is the same as the original: http://creativecommons.org/licenses/by-nc-sa/3.0/ Notes: This does not generate head-only, nor monsters, nor character-only images. Click here to download this file
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