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Uzieal

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  1. Upvote
    Uzieal got a reaction from eitopop in [Support] The Castle City of Invek   
    Hello Hercules, 
     
    So here it is The Updated & Released Castle City of Invek, or just Invek for short. Sorry for any delay in the release of the map but I hope it has been worth the wait. I have struggled with all of the bugs and issues when using BrowEdit, and I believe it has finally paid off! Here is my first public map release and I hope you all enjoy it ! I plan to Release many more maps, and even take requests from time to time. I would GREATLY appreciate any opinions, or general enthusiasm's, after all I could just keep my maps to myself but they are intended to benefit the Hercules Community ! If you download my free map release please offer me your input ! 
     

    -Updated Screen Caps- July 14, 2013 

    I have included the invek.extra file incase you wish to make a change to the map. You may use this map as you wish, however please do not redistribute as your own work or offer my work at any other location. I do not require being credited for this map. This is intended to be used with sky background, if you have trouble changing the background, installing the map, or making a fix then drop me a PM and I will gladly help support you.
     
    DOWNLOAD: 
     
  2. Upvote
    Uzieal got a reaction from nasagnilac in How to fix this issue in map?   
    Usually I set gat height then I will go into objects and bring them to the correct levels, it is typically best to turn sloping on when setting gat heights. If you still have issues with this PM me and I can help you further or as Effas said, I could fix the map for you if you would like. I would recommend taking a look at Syouji's Browedit video guides on gat edits, this will help you out if you have not yet found a solution to this.
    To raise gat tiles: left click
    To lower gat tiles: right click
    To even out gat tiles to current gat peak: hold shit, ctrl and left click
    To even out gat tiles to current gat valley: hold shit, ctrl and right click
    Hope this helps, best of luck!
  3. Upvote
    Uzieal got a reaction from PhalanX in [Support] The Castle City of Invek   
    Hello Hercules, 
     
    So here it is The Updated & Released Castle City of Invek, or just Invek for short. Sorry for any delay in the release of the map but I hope it has been worth the wait. I have struggled with all of the bugs and issues when using BrowEdit, and I believe it has finally paid off! Here is my first public map release and I hope you all enjoy it ! I plan to Release many more maps, and even take requests from time to time. I would GREATLY appreciate any opinions, or general enthusiasm's, after all I could just keep my maps to myself but they are intended to benefit the Hercules Community ! If you download my free map release please offer me your input ! 
     

    -Updated Screen Caps- July 14, 2013 

    I have included the invek.extra file incase you wish to make a change to the map. You may use this map as you wish, however please do not redistribute as your own work or offer my work at any other location. I do not require being credited for this map. This is intended to be used with sky background, if you have trouble changing the background, installing the map, or making a fix then drop me a PM and I will gladly help support you.
     
    DOWNLOAD: 
     
  4. Upvote
    Uzieal got a reaction from elinhopp in [Support] The Castle City of Invek   
    Hello Hercules, 
     
    So here it is The Updated & Released Castle City of Invek, or just Invek for short. Sorry for any delay in the release of the map but I hope it has been worth the wait. I have struggled with all of the bugs and issues when using BrowEdit, and I believe it has finally paid off! Here is my first public map release and I hope you all enjoy it ! I plan to Release many more maps, and even take requests from time to time. I would GREATLY appreciate any opinions, or general enthusiasm's, after all I could just keep my maps to myself but they are intended to benefit the Hercules Community ! If you download my free map release please offer me your input ! 
     

    -Updated Screen Caps- July 14, 2013 

    I have included the invek.extra file incase you wish to make a change to the map. You may use this map as you wish, however please do not redistribute as your own work or offer my work at any other location. I do not require being credited for this map. This is intended to be used with sky background, if you have trouble changing the background, installing the map, or making a fix then drop me a PM and I will gladly help support you.
     
    DOWNLOAD: 
     
  5. Upvote
    Uzieal reacted to Mystery in Beginner Cap   
    Hello @@Akaneharuka, 
     
    I believe the content author of this file belongs to Gravity and not yourself necessarily. Please fix the Content Author to display Gravity instead of your name. Thanks!
  6. Upvote
    Uzieal reacted to Neo-Mind in Happy Birthday Yommy   
    One year older, one year wiser 
    Happy Birthday Master Yommy 
    wish there was a /congrats emoticon here
    Hope you have a wonderful year ahead
  7. Upvote
    Uzieal got a reaction from erald in [Support] The Castle City of Invek   
    Hello Hercules, 
     
    So here it is The Updated & Released Castle City of Invek, or just Invek for short. Sorry for any delay in the release of the map but I hope it has been worth the wait. I have struggled with all of the bugs and issues when using BrowEdit, and I believe it has finally paid off! Here is my first public map release and I hope you all enjoy it ! I plan to Release many more maps, and even take requests from time to time. I would GREATLY appreciate any opinions, or general enthusiasm's, after all I could just keep my maps to myself but they are intended to benefit the Hercules Community ! If you download my free map release please offer me your input ! 
     

    -Updated Screen Caps- July 14, 2013 

    I have included the invek.extra file incase you wish to make a change to the map. You may use this map as you wish, however please do not redistribute as your own work or offer my work at any other location. I do not require being credited for this map. This is intended to be used with sky background, if you have trouble changing the background, installing the map, or making a fix then drop me a PM and I will gladly help support you.
     
    DOWNLOAD: 
     
  8. Upvote
    Uzieal got a reaction from Neneka in Making custom items, straight forward guide?   
    The Wiki for item creation is straightforward, however if you do not have previous knowledge of what it takes to make things visible between client-side and server-side I can see how it may be confusing. PM me and I will walk you through making your first custom item. 
  9. Upvote
    Uzieal got a reaction from Ehwaz in Hallow Ground Map   
    File Name: Hallow Ground Map 2.0
    File Submitter: Uzieal
    File Submitted: Oct 31, 2013
    File Category: Maps & Textures
    Preview: http://imageshack.us/a/img59/5090/7u4u.png
     
    Hallow Ground is a Large Hercules Inspired Haloween Themed Event Style Map that may also be used as a Town Map.
    Once the final version of this is released this will also include a Spawn Event with a custom mob, Indoor Maps for all the
    buildings, & other optimizations such as Custom Mp3 Audio, Effects & Mini-Map. This has over 4,000 hand placed models!

    Just Released:
    Hallow Ground Map 2.0 should contain the missing models and textures that were not included in version 1.0

    Click here to download Hallow Ground Map 2.0
  10. Upvote
    Uzieal got a reaction from Echoes in How to create an .act?   
    Very Welcome Echoes, Also to be noted;
     
    If you are going to do a custom mob, take the .act base file from an existing mob sprite 
    If you are going to do a custom npc, take the .act base file from an existing npc sprite 
    If you are going to do a custom headgear, take the .act base file from an existing headgear sprite etc.
  11. Upvote
    Uzieal got a reaction from inlovezaa in [Pre-Release] Pallet Town+   
    Pallet Town -
    This is the Pre-Release of my Custom Pallet Town, Yes it has been done a million times, but not by me /gg
    I have about as much nostalgia for Ragnarok as I do Pokemon! In time I will release more PokeMaps here and
    there but what better place to start than Pallet Town?! I would greatly appreciate any feedback or opinions you
    might have about this release so let me know! Did I mention this Release Will include Interior Maps as Well !?

  12. Upvote
    Uzieal reacted to KeyWorld in ROChargenPHP - Free PHP Character Viewer   
    ROChargenPHP
     
      
     
     
     
    Features

    Core [*]Support for .spr, .act, .pal, .grf, ... [*].act file completed support (transparency, scale, color, rotate, ...) [*]Characters fully implemented ( body, head, hats, weapon, shield, robe, mount) with palettes support. [*]Can modify action, animation and direction. [*]Class to generate : Full Character / Character Head only / Monster-NPC-Homunculus / Avatar / Signature. [*]Cache system available (and can be set off) with configurable time to cache. [*]Emblem Loader available.
    Client
    [*]Data.ini file support (to list your GRFs) [*]Support GRF (0x200 version only without DES encryption - repack before uploading) - the data folder is always read first. [*]Auto-Extract files from GRF if needed (optimize performance) [*]Updater script available to convert some lua files to PHP.





    How to use

    Really url-friendly:
    myserver.com/chargen/<controller>/<data> // with url-rewritingmyserver.com/chargen/index.php/<controller>/<data> // without url-rewriting Example for my character called "KeyWorld":myserver.com/chargen/avatar/KeyWorld // avatarmyserver.com/chargen/signature/KeyWorld // signaturemyserver.com/chargen/character/KeyWorld // full Charactermyserver.com/chargen/characterhead/KeyWorld // Character's head  

    You can change the default link by modify the array $routes in the index.php file:// $routes['url'] = controller$routes['/avatar/(.*)'] = 'Avatar';$routes['/character/(.*)'] = 'Character';$routes['/characterhead/(.*)'] = 'CharacterHead';$routes['/monster/(d+)'] = 'Monster';$routes['/signature/(.*)'] = 'Signature'; 




    Custom display

    At least, the tool is really easy to use, here an example on how to display a static character:
     
    $chargen = new CharacterRender(); $chargen->action = CharacterRender::ACTION_READYFIGHT; $chargen->direction = CharacterRender::DIRECTION_SOUTHEAST; $chargen->body_animation = 0; $chargen->doridori = 0; // Custom data: $chargen->sex    = "M"; $chargen->class = 4002; $chargen->clothes_color = 0; $chargen->hair = 5; $chargen->hair_color = 12; // ... head_top, head_mid, head_bottom, robe, weapon, shield, ... // Generate Image $img = $chargen->render(); imagepng($img);  
     




    Examples / Demos









     

    Sources
     
     


    Get the source
    (Thanks to report all bugs)


    License

    Instead of selling it, I give a try to "Open Source project with Donation".
    So if you think, you would have buy it if i was selling it, think to give a donation ?




     


    Notes [*]A directory "client" is in the project, it will be a good idea to move it to a directory not accessible by the user (for example /home/client/). [*]If you use generate images from GRFs you have to know it's a little slower, i recommend you in this case to allow the "AutoExtract" option to gain performance. [*]GRFs have to be save as 0x200 version without any encryption (even the official DES), good idea is to remove unused folders ( textures, wav, models).. [*]If you use the options Cache and AutoExtract, don't forget the script need to have a write access to the client and cache folder. [*]Thanks to Khazou for the acces to his server to fully testing the tool

  13. Upvote
    Uzieal reacted to orange in Rebellion Skill Balance Update   
    Actually that's the reason updates are a bit delayed in hercules. Here formulas etc are made as per gravity release. what we have here  are tried and tested and the devs here try to keep as close as possible to the original release. 
  14. Upvote
    Uzieal got a reaction from Nebraskka in I think it is time..   
    @Yommy - Dammit to all hell, I was almost done with your "nozoki_ana_yom_signature.psd" 
    Well my friend, you know we all love ya & I am sure you won't ever be far from our thoughts.
    ________________________________________________
     
    If you are a fan of Yommy's Contributions to Athena please
    feel free to add this to your signatures to show your support:

    [url=http://s1354.photobucket.com/user/uzieal/media/Yom2_zpsb2d759de.png.html][img]http://i1354.photobucket.com/albums/q684/uzieal/Yom2_zpsb2d759de.png[/IMG][/URL]
  15. Upvote
    Uzieal got a reaction from pr3p in PEEK - Successor to Yommy's Packet Analyzer   
    If you are a fan of Yommy's Contributions to Athena please
    feel free to add this to your signatures to show your support:

    [url=http://s1354.photobucket.com/user/uzieal/media/Yom2_zpsb2d759de.png.html][img]http://i1354.photobucket.com/albums/q684/uzieal/Yom2_zpsb2d759de.png[/IMG][/URL]
  16. Upvote
    Uzieal reacted to KeyWorld in Web Grf Viewer   
    GRF Viewer
     


     
     
    Hi there !
     
    If you remember, in the past I released a buggy web grf viewer.
    It was slow, didn't work with big GRF because of memory issue, can't decode DES encryption, now time to present its new version.
     
    Basically this web tool allow you to select your own GRFs and display their contents directly in the browser. Nothing to download.
    As its name suggest, it can't write into the GRF, there are currently no API available (for security reason) to have write access to the user computer, so the only point of this tool is to display its content and search on it. There are no way to repack, add or modify files. Just view and extract files.
     
    This tool is built using only javascript, html5 and webgl, it is in my point of view a demonstration of what can be done in the web today with new technologies.
    It can view as thumbnail some sort of files : bmp, gif, jpeg, tga, spr, pal, and some tools are included to render models and maps or listening audio files.
     
    Two possibilities at the start up :
    Select a GRF (click on "select files", or drag drop your grfs in the box).
    Note: once the page quit or reloading you have to re-select the files, the browser do not remember them. Click on the data folder, in this case, it will show resources from my remote client.

     
    This tool is an application from roBrowser, it's using roBrowser's core. So if you ever find a bug, I'll be really happy to fix it !
     
    Note: it's possible the viewer stop rendering a directory content because it encounter a corrupted file in the GRF (wrong gzip encryption, or invalid file offset) or the file is encrypted.
     
    You can test this tool online here: http://www.robrowser.com/prototype/GRF-Viewer/
     
    Some preview:
     











     
    All feedback are welcome.
    Have fun~
  17. Upvote
    Uzieal reacted to ossi0110 in Preview of my New Client Package   
    Hello hercules
     
    Im working on a New Client atm , and here you can see a few Preview pics of it ,  the New client 2014-01-15 Ragexe with new world Map Support.
     
    Atm im working on the  Translation of the new Lub files,  when all is done i will upload a new package for it
     
    Special Thanks to
     
    Yommy 
    Neo 
     
    for helping me
     

     
     
    New World Map Main Page with Dungeon Names  (Translation Done)

     
     
    New Airship Route Display (Translation Done)

     
     
    Dungeon Browsing over Navigation Interface ( Translation 30% Done)

     
     
    Extended Map Interface for Episodes ( Translation done)

  18. Upvote
    Uzieal reacted to Rytech in Rebellion Skill Balance Update   
    On February 12, 2014, the kRO test server received a balance update for the Rebellions skills. The changes comes with a mix of buff's/nerf's which pretty much overall looks good. The info also gives some details about the skills that we didn't know. Credits to Ziu for translating....
     
    Rich's Coin
    - Increase chance 50% to 80%.

    Bind Trap
    - Damage formula depends current HP
    - Fix Trap to 1

    Banishing Buster.
    - now only remove buff.
    - now only remove 1/2/3/4/5 buffs
    - Chance remove buff (100%).
    - Change variable cast (3/2.5/2/.1.5/1 sec)

    Round trip
    - Use coins (1)

    Shatter Storm
    - Chance (5/10/15/20/25%)
    - Change Variable cast (3/2.5/2/1.5/1 sec)
    - Increase cooldown ( 1 to 2 sec)
    - Only destroyed a 1 type equip.

    Anti-Material Blast
    - Change Fix Cast change (2 to 1)
    - Change Variable Cast (1 to 2)
    - decrease Buff duration (6/7/8/9/10 sec)
    - Decrease % that decrease resistence neutral attacks (for abuse in PVM)
    - Add in arch bishop skill (clearance)

    Eternal Chain
    - Increased damage depends on the skill level
    - This skill always consumes coin 1
    - Damage = nº total of coins that used (each attack used all coins available)
    - Damage = nivel total of chain action.
    - increase time effect (45/60/75/90/105/120/135/150/165/180 sec)

    Fire Rain
    - change variable cast (1.5/1.6/1.4/.1.2/1 sec)
    - Add cooldown (5 sec)
    - Use coin (1).
     
    Fire Dance
    - Increased Area of Effect: 5X5 -> 7X7

    Fallen Angel
    - Decrease sp consumption (90 to 10).
    - Use coin (1)

    Howling Mine.
    - Increase cooldown (5/4.5/4/3.5/3 sec)
    - Use coin (1)
    - Increase add burning status (10/20/30/40/50%)

    Hammer of god
    - change bullets for coins. (3 to 0 bullets)
    - Damage = nº total of coins that used (each attack used all coins available)

    Heat Barrel
    - Don't stack other skills (platinum alter and madness canceler)

    Platinum Alter
    - Now use all types of bullets (but change a holy property)
    - Don't stack other skills (Heat Barrel and madness canceler)

    Slug Shot
    - Decrease fix cast (2 to 1 sec)
    - Change variable cast (1 to 5/6/7/8/9 sec)
    - change time SIT formula (2+ skill level) to fix 2 sec.
     
    Official Source
    http://ro.gnjoy.com/news/update/View.asp?seq=148&curpage=1
     
    Topic On iRO Wiki Forums
    http://forums.irowiki.org/showthread.php?t=100131&page=50
     
    Text Rip
    강력한 한방 파괴력의 소유자로 REbirth! RE벨리온 스킬, RE밸런싱 패치UPDATE : 2014. 02리벨리온을 더욱 더 리벨리온답게!가장 최근 업데이트 한 리벨리온 직업의 스킬 리밸런싱, 스킬 리밸런싱은 그 어떠한 패치보다 많은 영향이 있음을 알기에 오랜 시간, 오랜 고민을 거듭하여 우리의 기획의도에 더욱 가깝게 완성한 리벨리온 스킬 리밸런싱 패치의 과정과 결과를 안내 해 드립니다.리벨리온 스킬 리밸런싱 주요 변경내용리치스 코인성공 확률 변경 (50%에서 80%로 변경)리밸런싱 목적 : 리치스 코인은 챔피언의 광축기 같은 스킬을 사용하기 위한 기본 스킬로 건 슬링거 '플립 더 코인'의 상위 스킬임에도 불구하고 성공확률이 낮은 부분에 대한 스트레스 완화를 위해 성공 확률 상향 조정바인드 트랩남은 HP에 의해 폭발 데미지 결정트랩의 최대 설치 개수 1개로 조정리밸런싱 목적 : 바인트 트랩은 기본적으로 '생존'을 컨셉으로 하고 있기 때문에 데미지 공식을 수정하여 본래 목적에 맞게 조정 하였습니다.배니싱 버스터기존의 디버프/ 버프가 삭제되던 것을 버프만 삭제 되도록 변경삭제되는 버프 수 변경 (4/6/8/10/12개에서 1/2/3/4/5개로 변경)버프 삭제 확률이 100%로 변경변동 캐스팅 변경 (1/1.5/2/2.5/3초에서 3/2.5/2/1.5/1초로 변경)리밸런싱 목적 : 기존의 배니싱 버스터는 낮은 데미지와 버프와 디버프를 둘 다 삭제하는 애매한 능력을 갖고 있어 해당 단점을 보완하여 공격력은 낮지만 적의 버프를 무조건 삭제할 수 있도록 변경하였으며, 변동 캐스팅이 스킬 레벨에 따라 감소하도록 PVP에서의 활용도를 상향하였습니다.라운드 트립코인 소모량 추가 ( 0개에서 1개로 변경)리밸런싱 목적 : 범위형 스킬에 대해 일괄적으로 코인이 소모되도록 조정되면서 라운드 트립도 함께 적용섀터 스톰최소 성공확률 추가 (5/10/15/20/25%)변동 캐스팅 변경 (1/1.5/2/2.5/3초에서 3/2.5/2/1.5/1초로 변경)글로벌 쿨타임 변경 (1초에서 2초로 변경)파괴되는 장비 수 1개로 고정리밸런싱 목적 : 섀터 스톰은 동시에 너무 많은 장비를 파괴할 수 있는 스킬로 판단되어 파괴되는 장비 수를 감소하였으며, 이에 따라 레벨 증가에 따라 변동 캐스팅을 감소시키고 최소 성공확률을 추가하여 사용 편의성을 증대시켰습니다.안티 매터리얼 블래스트고정 캐스팅 변경 (2초에서 1초로 변경)변동 캐스팅 변경 (1초에서 2초로 변경)효과 지속시간 변경 (12/14/16/18/20초에서 6/7/8/9/10초로 변경)무속성 내성 감소에서 플레이어형 내성 감소로 변경디버프가 클리어런스에 의해 삭제 되도록 변경리밸런싱 목적 : 무속성 내성 감소 효과의 경우 몬스터는 무속성 내성을 가지지 않으며 PVP에서의 활용도도 떨어진다고 판단하여 플레이어형 내성 감소로 변경하여 활용성을 증대하였습니다. 추가로, 효과 변경 전의 배니싱 버스터로 밖에 삭제할 수 없었던 부분과 클리어런스의 기획 컨셉에 따라 클리어런스로 디버프를 삭제할 수 있도록 추가하였습니다.이터널 체인코인 개수에 따라 적용 받던 체인액션의 스킬레벨이 이터널 체인의 스킬레벨에 따라 적용 받도록 변경코인 소모 개수 변경 (전부에서 1개로 변경)지속시간 변경(30/45/60/75/90/105/120/135/150/165에서 45/60/75/90/105/120/135/150/165/ 180초로 변경)리밸런싱 목적 : 이터널 체인의 스킬레벨과 상관없이 코인의 개수로 정해지던 '체인 액션'스킬 레벨을 이터널 체인의 스킬레벨로 변경하여 이터널 체인의 스킬레벨을 높일수록 좋은 효율을 보일 수 있도록 조정하였습니다.또한 지속시간을 3차 직업군의 일반적인 버프 스킬과 동일하게 맞춰 편의성을 상향하였습니다.파이어 레인변동 캐스팅 변경 (1/1.2/1.4/1.6/1.8초에서 1.8/1.6/1.4/1.2/1초로 변경)스킬 쿨타임 추가 (5초)코인 소모량 추가 (1개)리밸런싱 목적 : 해당 스킬은 스킬트리 초반에 있으면서도 높은 데미지와 지면스킬 삭제라는 효과까지 가지고 있는 고효율 스킬로 판단하여 캐스팅과 스킬 쿨타임을 변경하였습니다. 또한, 해당 스킬은 범위형 스킬로 코인 소모량을 추가하였습니다.파이어 댄스효과 범위 확대 (5X5에서 7X7로 변경) 리밸런싱 목적 : 데스페라도의 상위 스킬로 해당 스킬의 효과 범위를 데스페라도와 같은 범위로 변경합니다.펄른 엔젤소모 SP 변경 (90에서 10로 변경)코인 소모량 추가 (1개)리밸런싱 목적 : 해당 스킬은 이동이 주 목적인 스킬로 판단하여 사용 편의성 증대를 위해 소모 SP량을 대폭 감소하였습니다. 다만, 몽크의 궁신탄영에 기구체가 소모되는 것과 같이 형평성을 위해 코인 소모량이 추가 되었습니다.하울링 마인스킬 쿨타임 변경 (3/3.5/4/4.5/5초에서 5/4.5/4/3.5/3초로 변경)코인 소모량 추가 (1개)발화 성공확률 변경 (2/4/6/8/10%에서 10/20/30/40/50%로 변경)리밸런싱 목적 : 해당 스킬은 기본 공격력 보다 발화상태 이상이 주 목적인 스킬로 판단하여 발화 성공확률을 대폭 증가시켰습니다. 또한, 기존 스킬의 경우 스킬 레벨증가에 따라 증가되는 스킬 쿨타임을 반대로 감소시켜 스킬레벨에 따른 효율을 증대하였습니다. 추가로, 해당 스킬은 범위형 스킬로 코인 소모량을 추가하였습니다.해머 오브 갓총알 소비량 변경 (3발에서 없음로 변경)코인 소모량 추가 (남은 코인 전부)데미지 공식 변경 (코인 소모량에 따라 데미지 상승)리밸런싱 목적 : 해당 스킬은 리벨리온이 직접 공격하는 스킬이 아닌 새틀라이트 캐논에게 좌표를 설정하여 레이저 공격을 하는 스킬로 총알 소비가 불필요하다는 판단하에 총알 소비량을 삭제하였습니다. 대신, 소모하는 코인 소모량에 따라 데미지가 증가되도록 데미지 공식에 대한 변경이 진행되었습니다.히트 배럴매드니스 캔슬러, 플래티넘 알터, 히트 배럴은 서로 중첩되지 않도록 변경리밸런싱 목적 : 매드니스 캔슬러, 플래티넘 알터, 히트 배럴은 모두 ATK를 증가시키는 스킬로 모든 스킬을 동시에 사용할 경우 매우 높은 수치의 ATK가 증가됨에 따라 서로 중첩되지 않도록 변경됩니다.플래티넘 알터스킬 발동 조건 변경 (실버 블릿에서 성속성 탄환로 변경)매드니스 캔슬러, 플래티넘 알터, 히트 배럴은 서로 중첩되지 않도록 변경리밸런싱 목적 : 실버 블릿 외 성속성 탄환의 업데이트를 염두하여 해당 스킬 설명을 변경하였으며, 히트 배럴과 동일하게 ATK의 극대화를 위해 3종 스킬에 대해 서로 중첩되지 않도록 변경됩니다.슬러그 샷고정 캐스팅 변경 (2초에서 1초로 변경)변동 캐스팅 변경 (1초에서 5/6/7/8/9초로 변경)강제 앉기 지속시간 변경 ((2+스킬레벨)초에서 2초로 변경)리밸런싱 목적 : 해당 스킬은 매우 강력한 데미지와 상태이상을 겸비하고 있는 스킬로 오버 밸런스 판단 이에 슬러그 샷은 강력한 데미지에 주력하고 그 외 부분을 조절하여 리밸런싱 되었습니다.본 리밸런싱 패치를 통해 더욱 더 즐거운 리벨리온을 플레이 하시길 바라며 보다 좋은 의견, 아이디어가 있으시면 언제든 1:1 문의를 통해 접수 부탁 드립니다!라그나로크는 항상 여러분의 의견을 경청할 준비가 되어 있습니다!  
    UPDATE - February 26, 2013
    2nd balance applied to the sakray server.
    Info below was translated from korean to spanish by Ziu and then translated from spanish to english by me through google translator.
     
    - Second rebalance patch for class rebellion .

    [ Round Trip ]
    - SP consumption is reduced to this skill

    [ Rich 's Coin ]
    - The creation of coins no longer fails.

    [Anti - Material Blast ]
    - Skill cooldown is reduced.
    - Debuff the enemy increases the likelihood something .

    [Fire Dance ]
    - SP consumption is reduced to this skill

    [Fire Rain ]
    - The list of skills that can disable is added:
    List -> Lan protection ( sage) , Ice Wall ( Wizard ) , Firewall ( Wizard ) , Warmer ( sorcerer )
    Killing Cloud ( Sorcerer ) , Extreme Vacuum ( sorcerer ) , Fiber Lock ( professor ) , Blinding Mist ( Professor) ,
    Deluge ( professor ) , Violent Gale ( professor ) , Volcano ( professor ) , Quagmire ( wizard )
    Gravitation Field ( high wizard) , Magnus Exorcismus ( Priest ) , Thorn Trap (generic )
    Thorn Wall (generic) , Crazy Weed ( generic) , Demonic Fire (generic) , Hells plant ( generic) .
    Bio Cannibalize ( Alchemist) , Poison Smoke ( guillotine cross) , venom dust ( assassin )
    Malestorm ( shadow chaser ) , Man hole ( shadow chaser )
    Dimension Door ( shadow chaser ) Graffiti ( rouge) , Land Mine ( Hunter )
    Blast mine ( hunter ) sandman ( hunter ) , Shockwave Trap ( Hunter ), 1
    Skid Trap ( hunter ) , Ankle Snare ( hunter ) , Claymore Trap ( hunter )
    Talkie Box ( hunter ) , Freezing Trap ( hunter ) , Verdure trap ( ranger )
    ice bound trap ( ranger ) , firing trap ( ranger ) , Electric shocker ( ranger )
    Dissonance ( bard / dancer ) , Roki 's Weil ( bard ) , Eternal chaos ( bard / dancer )
    Suiton ( ninja) , Kaensin ( ninja) .

    [ Hammer Of Gods ]
    - SP consumption for this ability is reduced.

    [ heat Barrel ]
    - SP consumption for this ability is reduced.
     
    New Items
    A number of new ammo's were added along with this update with them being bullet types, Not only that, but some of the bullets are of a element (About freaken time). Note that even tho the item type says cannonball, its not. The item is really just bullets/ammo. Also ammo prices for the new ammos are also now known due to one of the patch notes in the update listing original price and a discounted price for a event.
     
    - 리벨리온 전용 탄환이 저렴한 가격으로 새롭게 판매됩니다. (기존가격 -> 변경가격)
     실버블릿 (15 -> 5)
     블러디셀 (30 -> 10)
     플레어스피어 (80 -> 15)
     라이트닝스피어 (80 -> 15)
     포이즌스피어 (80 -> 15)
     블라인드스피어 (80 -> 15)
     프리징스피어 (80 -> 15)
     철갑탄 (50 -> 15)
     작열탄 (40 -> 10)
     빙결탄 (40 -> 10)
     전격탄 (40 -> 10)
     마석탄 (40 -> 10)
     정화탄 (40 -> 10)
     
    Id: (13215)
    철갑탄
    장갑을 관통시키기 위해서 만들어진 탄환.
    계열 : 탄환 공격 : 50
    무게 : 0.2 속성 : 무속성
    ====== auto-parsed ======
    Itemclass : Cannonball
    Attack : 50
    Weight : 0.2
    Attribute: Neutral

    Id: (13216)
    작열탄
    불의 기운을 담고 있는 블릿.
    계열 : 탄환 공격 : 40
    무게 : 0.2 속성 : 화속성
    ====== auto-parsed ======
    Itemclass : Cannonball
    Attack : 40
    Weight : 0.2
    Attribute: Fire

    Id: (13217)
    빙결탄
    얼음의 기운을 담고 있는 블릿.
    계열 : 탄환 공격 : 40
    무게 : 0.2 속성 : 수속성
    ====== auto-parsed ======
    Itemclass : Cannonball
    Attack : 40
    Weight : 0.2
    Attribute: Water

    Id: (13218)
    전격탄
    번개의 기운을 담고 있는 블릿.
    계열 : 탄환 공격 : 40
    무게 : 0.2 속성 : 풍속성
    ====== auto-parsed ======
    Itemclass : Cannonball
    Attack : 40
    Weight : 0.2
    Attribute: Wind

    Id: (13219)
    마석탄
    대지의 기운을 담고 있는 블릿.
    계열 : 탄환 공격 : 40
    무게 : 0.2 속성 : 지속성
    ====== auto-parsed ======
    Itemclass : Cannonball
    Attack : 40
    Weight : 0.2
    Attribute: Earth

    Id: (13220)
    정화탄
    실버블릿을 성수로 정화시켜 능력을 향상 시켰다.
    계열 : 탄환 공격 : 40
    무게 : 0.2 속성 : 성속성
    ====== auto-parsed ======
    Itemclass : Cannonball
    Attack : 40
    Weight : 0.2
    Attribute: Holy
  19. Upvote
    Uzieal reacted to Angelmelody in An item behaves like @autoloot   
    try this
    - script cieffect -1,{Onatlootend: atcommand "@autoloot 0";end;}and item script Script: <" deltimer "cieffect::Onatlootend"; while(input(.@rate,1,100)!=0); atcommand "@autoloot "+.@rate; addtimer 5000,"cieffect::Onatlootend"; ">
  20. Upvote
    Uzieal reacted to kisuka in Authors of Athena   
    Athena has been passed along from team to team through the ages: from Athena, to AthenaMods, to eAthena, to 3CeAM, to rAthena, and now Hercules. With each new development team that acquires the project, a little bit more is done to improve the overall project that is Athena.
     
    There have been countless people involved with this project through many years. Many of them have put in countless hours, and contributed thousands of lines of code (some of which still exists to this day).
     
    Athena would not be where it is today without the help of these amazing developers. Because of this, I'm adding in this AUTHORS file to give tribute and credit to the amazing people which have made this project possible.
     
    Thank you to everyone who has helped in the development of Athena. You are amazing, skilled, and your work will live on through the years to come. This project is yours, and has lasted over 10 years thanks to the dedication and support you have put in.
     
    View AUTHORS List
     
    If you know any past developers which have contributed to Athena and aren't on the list, please submit a pull request
     
    To any development teams that are maintaining their own forks of Athena, please include this AUTHORS file in your own repos, give credit to all these amazing people.
  21. Upvote
    Uzieal reacted to jTynne in [Guide] How to Recolor Sprites - by Eiphes   
    I forgot how to English. :'(
  22. Upvote
    Uzieal reacted to jTynne in [Guide] How to Recolor Sprites - by Eiphes   
    Tools/Things You Will Need

      Photoshop CS4 or above (I use CS6 in this tutorial) SprConview GRF Tool WeeThumbnail Viewer (instructions on how to install below) 800mb-1.5gb Available HDD space

    Optional:

      Jasc Paint Shop Pro 7 or GIMP (not included in toolpack.zip below; not necessary)

    Preface/Getting Started
    First and foremost, download my tool package here: http://www.jtynne.co...es/toolpack.zip

      This tool pack contains SprConview, GRF Tool, and other essential programs I use when working on the server (Browedit, various patchers for different official RO servers, etc) Extract the entire tool pack to a location on your computer that you can easily find/return to.

    Guide
    1. Navigate to your GRF Tool program from the tool pack contents. Open it, click "Open", and find your data.grf (located in your CasualRO install folder):
    http--,,--//justintfields.com/guides/recolors/1.png [/url]]
     
    2. Let's make sure we have our GRF Tool configured properly. Click on "Settings" and make sure the first option is selected.
    http--,,--//justintfields.com/guides/recolors/2.png[/url]]
     
    3. Now, we're going to extract ALL of the .spr files from the GRF. Search for .spr and hit enter, or click the button on the right to search. (GO TO STEP 5 TO LEARN HOW TO EXTRACT)
    http--,,--//justintfields.com/guides/recolors/3.png[/url]]
     
    4. (You will return to do the same as step 3, but after you do the extraction process in step 5)
    http--,,--//justintfields.com/guides/recolors/4.png[/url]]
     
     
     
    5. When you've found all the .spr or .act files, click "Extract", make a new folder, and name it something you'll remember in a location you can easily return to. Then click OK to begin the extraction process.
     http--,,--//justintfields.com/guides/recolors/5.png[/url]]
     
    6. After you've extracted both .spr and .act files, navigate to where you extracted them. Once you get to the /data/sprite/ folder, you'll see a ton of folders and other files. Refer to the image below to find the drop sprite folder and the headgear folder. These are the only two we will use for this tutorial. I've made note of where monsters and robes are located in case you want to take a gander in them.
    http--,,--//justintfields.com/guides/recolors/6.png[/url]]
     
    7. Let's dive into the headgears folder.
    http--,,--//justintfields.com/guides/recolors/7.png[/url]]
     
    8. As you can see above, I can see previews of sprites in my folders. This is important because NOTHING is named in English besides a few of the newer class sprites, so you will also want to be able to visibly see a preview of what each sprite file is of. That said, navigate to you extracted the toolpack.zip, and go into the WeeThumbnail folder, and then into the folder noted in the screencapture below. Double click "Install". Head back into your sprites folder. If you can't see previews still, reboot your computer. Then return to the headgears folder in step 7.
    http--,,--//justintfields.com/guides/recolors/8.png[/url]]
     
    9. I always work with the female headgear sprites as my bases for recolors because a lot of the female sprites have an extra frame in their .spr file, that the male sprites for whatever reason lack. If you work with male headgear sprites as bases, you'll encounter crashes in-game due to the missing frame, so let's go into the female headgear sprite folder as noted in step 7.
    http--,,--//justintfields.com/guides/recolors/9.png[/url]]
     
    10. For this tutorial, I've opted to make a recolor of the Racoon Doll Hat. You will want to copy both the .act and .spr file with the same filename.
    http--,,--//justintfields.com/guides/recolors/10.png[/url]]
     
    11. Now, let's move these into a safe location and set up our folder hierarchy.

      Create a folder on your desktop named "data" Inside of this folder, create two folders, "sprite" and "texture" Go into the "sprite" folder Once inside the sprite folder, create a folder with the following name: ¾ÆÀÌÅÛ While still inside the sprite folder, create another folder with this name: ¾Ç¼¼»ç¸® Go inside of the folder named ¾Ç¼¼»ç¸® and create two folders; one named ¿© and the other named ³² Navigate backwards into the "data" folder again, and enter the "texture" folder Inside the texture folder, create a folder called À¯ÀúÀÎÅÍÆäÀ̽º Go into the folder called À¯ÀúÀÎÅÍÆäÀ̽º and create two folders named "item" and "collection"

    At the end of this hierarchy creation, you should have the following hierarchy created:
     
    data
    ------- sprite
    ------- ------- ¾ÆÀÌÅÛ
    ------- ------- ¾Ç¼¼»ç¸®
    ------- ------- ------- ¿©
    ------- ------- ------- ³²
    ------- texture
    ------- ------- À¯ÀúÀÎÅÍÆäÀ̽º
    ------- ------- ------- item
    ------- ------- ------- collection
     
    Remember when I told you to copy the .act and .spr in step 10? Locate where you copied those files to, and I recommend placing them within data/sprite/¾Ç¼¼»ç¸®/ for the time being as seen below.
    http--,,--//justintfields.com/guides/recolors/11.png[/url]]
     
    12. Now, when you double-click .spr files, by default, Windows usually has NO idea what to do with them. So let's assign the default program to open .spr files to be SprConview from the toolpack.zip archive. Right-click the .spr file, go to "Open With", and "Choose default program..."
    http--,,--//justintfields.com/guides/recolors/12.png[/url]]
     
    13. Chances are high that SprConview won't be in your Recommended Programs list, so if it's not, click "Browse", locate where you extracted the toolpack.zip contents, and locate SprConview inside of that folder. Once you've found it, make sure you check the box on the left so .spr files always open with Sprconview. Then click OK.
    http--,,--//justintfields.com/guides/recolors/13.png[/url]]
     
    14. Once you've assigned SprConview to open the .spr files, double click the sprite to open it!
    http--,,--//justintfields.com/guides/recolors/14.png[/url]]
     
    15. Now, let's extract the frames from the sprite file by converting each frame into a .bmp image. Click "Convert" and select "Spr to Bmp"
    http--,,--//justintfields.com/guides/recolors/15.png[/url]]
     
    16. A new box will appear. Under "Sprite" click the Browse button to the right of the blank field. Select the sprite (use the preview window to confirm it's the file you want) and click "Open".
    http--,,--//justintfields.com/guides/recolors/16.png[/url]]
     
    17. Next, enter a name in the BMP directory field (no need to click browse; just write a name for a new folder to be created where you're currently located). Click "Convert" to extract the frames.
    http--,,--//justintfields.com/guides/recolors/17.png[/url]]
     
    18. Navigate into the folder the frames were extracted into.
    http--,,--//justintfields.com/guides/recolors/18.png[/url]]
     
    19. It's time to open CS4 or above!
    http--,,--//justintfields.com/guides/recolors/19.png[/url]]
     
    20. Open just the very first file (far left side, usually numbered 001 at the end of the file name) in Photoshop. Once open, go to "Image" -> "Adjustments" -> "Replace Color"
    http--,,--//justintfields.com/guides/recolors/20.png[/url]]
     
    21. Replace the colors until you achieve a coloration you like! I've opted to make this head all gray (like a real racoon!), but you can easily make it any color(s) you want by playing with the Hue/Saturation/Lightness sliders.
    http--,,--//justintfields.com/guides/recolors/21.png[/url]]
     
    22. Once you're satisfied with your coloration, save the file.
    http--,,--//justintfields.com/guides/recolors/22.png[/url]]
     
    23. This is just an aside really, but you only have to edit the first frame of each sprite in order to achieve the recolor effect throughout the entire sprite. This is because later when we convert the bmp back into a .spr, SprConview uses only the first frame to create the palette for the sprite file. Super handy and saves time! I used to edit every single frame, but it's not necessary to do.
     
    24. Once you've saved the file, you should see the preview image update with your changes in the folder.
    http--,,--//justintfields.com/guides/recolors/24.png[/url]]
     
    25. It's time to repack these .bmp images into a sprite file! Back in SprConview, click "Convert", and this time select the second option "Bmp to Spr".
    http--,,--//justintfields.com/guides/recolors/25.png[/url]]
     
    26. A new window will appear. Click "Add" and another box will open. Left click the first image (the one you recolored) then hold down shift and left-click the very last image at the bottom. This will select all of the frames in the correct order. Then click "Open".
    http--,,--//justintfields.com/guides/recolors/26.png[/url]]
     
    27. Now enter the filename you wish to assign to your recolored sprite. Make sure you include the .spr file extension at the end of the name. I've chosen "racoon_head_recolor.spr" for this demonstration. Uncheck the "Encode" box. We no longer use this option in the clients and leaving it checked will cause your sprite to display incorrectly once in-game. Once you've done the preceeding instructions, click "Convert".
    http--,,--//justintfields.com/guides/recolors/27.png[/url]]
     
    28. Your newly created sprite will appear in the same folder the .bmp frames are found, so jump back in there if you were elsewhere.
    http--,,--//justintfields.com/guides/recolors/28.png[/url]]
     
    29. Admire your work! No, actually, make sure all of the frames are there, and that you can't see the background color from the .bmp files. It should include all of the frames you originally extracted from the original sprite. Below, I've opened the sprite in five different windows to see all angles. It's not necessary to do, but helps to see an overview of your work.
    http--,,--//justintfields.com/guides/recolors/29.png[/url]]
     
    30. Copy and paste your newly recolored sprite up one directory where you pasted the original .spr and .act files. Now, let's tidy things up a bit.. If you have any extra files besides the original .spr and .act, delete those. Keep the female and male folders, AND the default .act as we still need that.
    http--,,--//justintfields.com/guides/recolors/30.png[/url]]
     
    31. Make a copy of the .act file.
    http--,,--//justintfields.com/guides/recolors/31.png[/url]]
     
    32. Rename it, and keep the female prefix.
    http--,,--//justintfields.com/guides/recolors/32.png[/url]]
     
    33. Select the male folder as if to rename it, but just copy the filename into your clipboard (Ctrl+C)
    http--,,--//justintfields.com/guides/recolors/33.png[/url]]
     
    34. Rename the other .act file, this time with a male prefix.
    http--,,--//justintfields.com/guides/recolors/34.png[/url]]
     
    35. Make a copy of your recolored .spr file.
    http--,,--//justintfields.com/guides/recolors/35.png[/url]]
     
    36. Rename the original and the copy to have the same names as the .act files (one male, one female)
    http--,,--//justintfields.com/guides/recolors/36.png[/url]]
     
    37. Move the male sprites to the male folder..
    http--,,--//justintfields.com/guides/recolors/37.png[/url]]
     
    38. And move the female sprites to the female folder..
    http--,,--//justintfields.com/guides/recolors/38.png[/url]]
     
    39. Go into the female folder and copy the .spr file to your clip board. Next, go up two directories so you can get into the drop sprite folder.
    http--,,--//justintfields.com/guides/recolors/39.png[/url]]
     
    40. Paste the .spr from your clip board inside of the drop sprite folder. It still needs a .act, so let's go grab it!
    http--,,--//justintfields.com/guides/recolors/40.png[/url]]
     
    41. Navigate to where you extracted files from the GRF in steps 4 and 5.
    http--,,--//justintfields.com/guides/recolors/41.png[/url]]
     
    42. Find the .act file associated with the headgear you chose to recolor. (Technically any .act in this folder will work fine, but for the sake of consistency in this tutorial, just humor me and do it.)
    http--,,--//justintfields.com/guides/recolors/42.png[/url]]
     
     
    43. Paste the .act file into where you have YOUR recolored sprite in your drop sprite folder.
    http--,,--//justintfields.com/guides/recolors/43.png[/url]]
     
    44. And rename it. Note: Take off any prefix (female or male) your files may have.
    http--,,--//justintfields.com/guides/recolors/44.png[/url]]
     
    45. Next, go up two directories into the "data" folder. If you've already made a texture folder, ignore this step.
    http--,,--//justintfields.com/guides/recolors/45.png[/url]]
     
    46. And inside this folder named texture, create the "collection" and "item" folders if you haven't already. (If you've followed this tutorial step by step, then disregard this step as you should have already created them.) We will, however, need to get back into the GRF and pull out the collection and item images belonging to the original sprite.
    http--,,--//justintfields.com/guides/recolors/46.png[/url]]
     
    47. So, let's re-open GRF Tool and open data.grf back up if you've closed it already.
    http--,,--//justintfields.com/guides/recolors/47.png[/url]]
     
    48. Search for "item" and then click "Extract", and extract the files to whatever folder you extracted the .spr and .act files to.
    http--,,--//justintfields.com/guides/recolors/48.png[/url]]
     
    49. Search for "collection" and then click "Extract", and extract the files to whatever folder you extracted the .spr and .act files to.
    http--,,--//justintfields.com/guides/recolors/49.png[/url]]
     
    50. Navigate to the folder you just extracted all of the item/collection images to (data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/). Inside you will see two folders; collection and image
    http--,,--//justintfields.com/guides/recolors/50.png[/url]]
     
    51. Inside of the collection folder, find the image associated with your headgear you recolored, copy/paste it into your own collection image folder, and load the copied version into Photoshop.
    http--,,--//justintfields.com/guides/recolors/51.png[/url]]
     
    52. Inside of the item folder, find the image associated with your headgear you recolored, copy/paste it into your own item image folder, and load the copied version into Photoshop.
    http--,,--//justintfields.com/guides/recolors/52.png[/url]]
     
    53. Just to clarify,
    http--,,--//justintfields.com/guides/recolors/53.png[/url]]
     
    54. Now, rename the files to what you named your recolored sprite,
    http--,,--//justintfields.com/guides/recolors/54.png[/url]]
     
    55. Now, in Photoshop, let's play with Replace color once again!
    http--,,--//justintfields.com/guides/recolors/55.png[/url]]
     
    56. Replace the colors you need to, and save the image.
    http--,,--//justintfields.com/guides/recolors/56.png[/url]]
     
    57. Repeat with the second image,
    http--,,--//justintfields.com/guides/recolors/57.png[/url]]
     
    58. Go to /data/texture/ and if your "item" and "collection" folders aren't already inside of the long filename folder, À¯ÀúÀÎÅÍÆäÀ̽º/, then move them into it.
    http--,,--//justintfields.com/guides/recolors/58.png[/url]]
     
    59. At the end, you should have the following (assuming you did the same recolor as shown above, with the same filenames) files / file heirarchy:
     
    data
    ------- sprite
    ------- ------- ¾ÆÀÌÅÛ
    ------- ------- ------- racoon_head_recolor.spr
    ------- ------- ------- racoon_head_recolor.act
    ------- ------- ¾Ç¼¼»ç¸®
    ------- ------- ------- ¿©
    ------- ------- ------- ------- ¿©_racoon_head_recolor.spr
    ------- ------- ------- ------- ¿©_racoon_head_recolor.act
    ------- ------- ------- ³²
    ------- ------- ------- ------- ³²_racoon_head_recolor.spr
    ------- ------- ------- ------- ³²_racoon_head_recolor.act
    ------- texture------- ------- À¯ÀúÀÎÅÍÆäÀ̽º
    ------- ------- ------- item
    ------- ------- ------- ------- racoon_head_recolor.bmp
    ------- ------- ------- collection
    ------- ------- ------- ------- racoon_head_recolor.bmp
     
    Additional Notes
     
    This tutorial only covers creating the sprites. There are still additional steps to get them in-game: Creating the sprites is the most time-consuming part of the entire process, however.
     
    You may NOT copy/reproduce this guide without providing a link back to a location I've posted this guide to, and you must give me full credit. Thank you!
     
    A copy of this tutorial's contents can be found at the following address: http--,,--//justintfields.com/gu...or Tutorial.zip It includes the toolpack.zip, and all of the .png images, as well, the files and folders used in the tutorial for recoloring the Racoon hat.
     
    Addendum:
    Please do not bother asking me for support in this thread, as I will not be very active for the next several months due to university. I tried to "dummy proof" this guide as much as possible so that even the most novice of people could understand what's going on here.
     
    If you found this tutorial useful, PLEASE +1 this thread, rate me five stars, and consider sending me enough money to buy some Starbucks via Paypal: [email protected] -- Thank you and good luck!






  23. Upvote
    Uzieal got a reaction from Hadeszeus in [Support] The Castle City of Invek   
    Hello Hercules, 
     
    So here it is The Updated & Released Castle City of Invek, or just Invek for short. Sorry for any delay in the release of the map but I hope it has been worth the wait. I have struggled with all of the bugs and issues when using BrowEdit, and I believe it has finally paid off! Here is my first public map release and I hope you all enjoy it ! I plan to Release many more maps, and even take requests from time to time. I would GREATLY appreciate any opinions, or general enthusiasm's, after all I could just keep my maps to myself but they are intended to benefit the Hercules Community ! If you download my free map release please offer me your input ! 
     

    -Updated Screen Caps- July 14, 2013 

    I have included the invek.extra file incase you wish to make a change to the map. You may use this map as you wish, however please do not redistribute as your own work or offer my work at any other location. I do not require being credited for this map. This is intended to be used with sky background, if you have trouble changing the background, installing the map, or making a fix then drop me a PM and I will gladly help support you.
     
    DOWNLOAD: 
     
  24. Upvote
    Uzieal reacted to Ind in Hercules 1st 2014 MegaPatch   
    Hercules: 1st 2014 MEGAPATCH
    Helloooo! Starting 2014 with a boom, yet another outstanding patch from Hercules! Patch Item #1: Scripting Level UP
    Char and account variables overhaul They're no longer limited to #define ACCOUNT/GLOBAL_REG_NUM, they're now limitless Their storage capabilities have received a colossal improvement, each numeric variable now uses at least 1/10 the memory it did previously, and we achieved it while increasing speed, simply outstanding as expected from us. Thanks to their quantity no longer being limited, char and account variables now support arrays, i.e. setarray #accreg[y],...; Saving and loading procedures have been improved outstandingly! for instance, previously, if you had 100 char regs but only one had been modified or deleted, map server would need to send all of them and char server would have to re-insert all of them; now only modified or deleted ones are saving, increasing saving speed of both map and char server procedures and decreasing inter-server bandwidth by dinosaur steps. Magnificent Array Improvement (to all variable types) Size limit modified from 127 to ...2 billion! Speed of countless array operations have been improved thanks to new array handling, e.g. whereas previously upon deleting any array it'd set its 127 possible values to 0 (regardless of how many values it actually had) now it only deletes as many members as it possesses getarraysize (the-oh-misleading-function since it returns the arrays' highest index) has been sped up as well thanks to this, and it no longer wastes script stack room on every interaction And the futureThis improvement has open way for many other amazing features, for example, Haruna has designed a foreach implementation for scripting among some other useful enhancements Global account variable handling redesign To clarify, this is that ancient type used on multiple-char-server setups, ##varname, which are present in all servers an accounts logs into, as opposed to #varname which, while account-wide, are considered 'local' to a char server. Saving and loading have been modified to match char/local-acc variable new design, on its own it already is a major speed boost and bandwidth saver, however, it has also improved login servers overall processing speed, thanks to its processing no longer being attached to ordinary account handling, this means that all operations that required login server to use an accounts data (i.e. login/pincode change/ban/block/etca) have been sped up, and use less memory. '.', '.@' and ''' variables write operation speed up trying to write ''' variables outside instances will now print warnings instead of silently doing nothing runtime read/write operations of global/temporary(@) char variables, as well as account variables, have been considerably sped up, whereas previously it'd run a str lookup to find a match for read/write it now uses the variable id, furthermore it now relies on DBMaps to handle the lookup (whereas previously it was a normal loop). Database tables overhaulWe've analysed global reg data storage and we've decided that it not only is a memory waste, it is a processing one as well due to how int and str variables share the same storage, we've analysed global reg data for a number of large servers and have identified most variables are numbers, by a outstanding majority, with that in mind, this patch introduces 6 tables that will improve this drastically. You'll notice this patch's SQL upgrade file will take care of this, and thus migrate the data properly into the new tables. Special Thanks To:
    Haruna ! <3 wouldn't have gotten half of it done if it weren't for Haru, thank you so much sensei! jaBote, for proposing it! Emistry Yommy Streusel Patch Item #2: @autotrade Persistency
    Also known as: @at merchants survive server crashes/restart, as soon as the server starts again they're re-spawned. May be disabled on src/config/core.h by commenting out AUTOTRADE_PERSISTENCY Special Thanks To:
    Haruna! Michieru, this feature wouldn't be out now if it weren't for him, lets all thank him! Dekamaster/Nightroad for helping me on this features original design, 3-4 years ago. Thank you master <3! Link'u!
    Commit Upgrade files #1 (Autotrade) #2 (Scripting Level UP)
  25. Upvote
    Uzieal reacted to Olrox in Browedit with high jump? and also map sorrounding background..   
    Just
    For the sky effect, just name your map as any name with 4 letters, open the rsw file with an hex editor, and find yuno.rsw -> replace with your custom map name. 
    You are not removing or replacing the original yuno, it would work just fine. The only thing will happen, is that yuno'll no longer have the sky effect.
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