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Naruto

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  1. Like
    Naruto reacted to letstry in Skill Cooldown   
    Hello,
     
    Is it possible to remove all of the character's skill cooldown after talking to an NPC?
    For example, if the Warlock's Comet skill is on cooldown, if he talk to the NPC, the cooldown will be removed and can be casted again?
     
    Thanks
  2. Like
    Naruto reacted to Ai4rei in RO Patcher Lite, v4.2.2.1316 - last updated 2023/12/18   
    Updated to 2.4.5, added community contributed mirror support for kRO main and sakray. Further applications for approved mirror servers are welcome.
  3. Like
    Naruto reacted to Ai4rei in RO Patcher Lite, v4.2.2.1316 - last updated 2023/12/18   
    Updated to 2.4.27, fixes possible buffer corruption (security issue).
  4. Like
    Naruto reacted to Ai4rei in RO Patcher Lite, v4.2.2.1316 - last updated 2023/12/18   
    The file is present on the mirror, so no problem there. There should be a  rsu-kro-rag-lite.exe-debug.log file in the same folder as the patcher, that says why it failed to retrieve the file.
     
    Updated to 2.4.26, updates phRO patch information, fixes few issues and removes idRO and some iRO variants.
  5. Like
    Naruto reacted to botka4aet in RO Patcher Lite, v4.2.2.1316 - last updated 2023/12/18   
    Last version.
    Mirrors added.

    Same with beta version.
  6. Like
    Naruto reacted to evilpuncker in RO Patcher Lite, v4.2.2.1316 - last updated 2023/12/18   
    thank you for still supporting it! its the only way I can keep up with my kRO updated!
  7. Like
    Naruto reacted to Ai4rei in RO Patcher Lite, v4.2.2.1316 - last updated 2023/12/18   
    Updated to 2.4.25, updates kRO patch information, allows mirrors for kRO Zero and allows HTTP mirrors.
  8. Like
    Naruto reacted to Ai4rei in RO Patcher Lite, v4.2.2.1316 - last updated 2023/12/18   
    Updated to 2.4.19, updates twRO patch information and makes the UI less confusing.
    Updated to 2.4.20, the real thing.
    Updated to 2.4.21, updates kRO patch information.
    Updated to 2.4.22, fixes potential patch process issues introduced in previous release.
    Updated to 2.4.23, removes notices and behavior related to archives over 2GiB.
    Updated to 2.4.24, updates bRO patch information and removed fRO (closed).
    Issued hotfix for kRO Zero (2.4.24.807), updates kRO Zero patch information.
  9. Like
    Naruto reacted to Verzeltainne in RO Patcher Lite, v4.2.2.1316 - last updated 2023/12/18   
    Thank you @Ai4rei for sharing your Hard Work. I really appreciated it so much. 
  10. Like
    Naruto reacted to Ai4rei in RO Patcher Lite, v4.2.2.1316 - last updated 2023/12/18   
    Updated to 2.4.18, fixes a potential crash due to wrong memory usage.
  11. Like
    Naruto reacted to Ai4rei in RO Patcher Lite, v4.2.2.1316 - last updated 2023/12/18   
    Updated to 2.4.17, adds iRO:Restart, kRO Zero and phRO, and updates jRO patch information (for details see docs). Fixes a super-random crash on super-modern systems.
  12. Upvote
    Naruto got a reaction from Nakano15 in Draft of Skill Cooldowns for Cooperative gameplay   
    Yeah I know what your saying if you look at any instance like rune knight its ignition break and thousand spear ( obviously 1 when your surrounded and the other when your soloing )
     
    Thats the way mobas are doing it, but the existing skills would definitly need buffs to complement cooldowns...
     
    but then you would still see people mobing high orcs and just spamming their best skill either way 
     
     
    rough lief
     
     
     
    personally I like using the same skills but in another way... for example lghtning whip from Archeage is my absolute favorite spell 
    cant even find a good clip of it
     
     
     
    c
  13. Like
    Naruto reacted to AnnieRuru in skill mob rate not working properly   
    { Id: 1001 SpriteName: "SCORPION" Name: "Scorpion" Lv: 16 Hp: 153 Sp: 1 Exp: 108 JExp: 81 AttackRange: 1 Attack: [33, 7] Def: 16 Mdef: 5 Stats: { Str: 12 Agi: 15 Vit: 10 Int: 5 Dex: 19 Luk: 5 } ViewRange: 10 ChaseRange: 12 Size: "Size_Small" Race: "RC_Insect" Element: ("Ele_Fire", 1) Mode: { CanMove: true CastSensorIdle: true CanAttack: true Detector: true ChangeTargetMelee: true ChangeTargetChase: true } MoveSpeed: 200 AttackDelay: 1 AttackMotion: 1 DamageMotion: 1 MvpExp: 0 Drops: { Boody_Red: 70 Scorpions_Tail: 5500 Elunium_Stone: 57 Solid_Shell: 210 Fine_Grit: 100 Yellow_Herb: 200 Lusty_Iron: 20 Scorpion_Card: 1 } }, SCORPION: { NPC_FIREATTACK: { SkillState: "MSS_BERSERK" SkillLevel: 1 Rate: 2000 Delay: 5000 Cancelable: true SkillTarget: "MST_TARGET" CastCondition: "MSC_ALWAYS" } NPC_POISON: { SkillState: "MSS_BERSERK" SkillLevel: 1 Rate: 500 CastTime: 800 Delay: 5000 SkillTarget: "MST_TARGET" CastCondition: "MSC_ALWAYS" } NPC_POISONATTACK: { SkillState: "MSS_BERSERK" SkillLevel: 1 Rate: 500 CastTime: 300 Delay: 5000 SkillTarget: "MST_TARGET" CastCondition: "MSC_ALWAYS" } MO_EXTREMITYFIST: { SkillState: "MSS_ANY" SkillLevel: 5 Rate: 10000 CastTime: 0 Delay: 0 SkillTarget: "MST_TARGET" CastCondition: "MSC_ALWAYS" } } you also need to lower monster's AttackDelay and AttackMotion for the monster to cast skill faster too
  14. Like
    Naruto reacted to AnnieRuru in Promotional Code Script   
    https://rathena.org/board/topic/115232-script-doesnt-recognize-spaces/?do=findComment&comment=344440
     
    seriously this is getting on my nerve whenever somebody bring this script up
    can't everyone just recognize this script is just bug as hell ?
     
    and promotion code can always bypass by players no matter how hard you try
    block by IP is just plain stupid
    better use getitembound instead of getitem so players will realize the reward item is bound to the account only
     
    and when the script made as getitembound, means this VERY OLD script is invalid to use in today's script method
     
    -------------------------------
     
    ok enough being grumpy,
    1. the SQL table has to be case-sensitive
    2. use varchar
    CREATE TABLE IF NOT EXISTS `reward_logs` ( `account_id` int unsigned NOT NULL default '0', `last_ip` varchar(16) NOT NULL, `code` VARCHAR(26) NOT NULL, `redeem_time` DATETIME NOT NULL DEFAULT '0000-00-00 00:00:00', `claim` INT NOT NULL, PRIMARY KEY (`code`) ) ENGINE = MYISAM; and I'm not fixing this script
     
    better just write a new one with *getitembound
  15. Like
    Naruto reacted to AnnieRuru in Cluckers npc/custom/events   
    need to stretch my scripting skills a little bit, too long since I done any scripting
     
    https://gist.github.com/AnnieRuru/4a87e0ab7451e671d0e3056aedd2a086
  16. Like
    Naruto reacted to AnnieRuru in nopettame mapflag   
    @evilpuncker there you go
     
    Download:
    plugin
     
    tested with
    prontera,155,185,5 script dfgsfgdfg 1_F_MARIA,{ pet 0; } //prontera mapflag nopettame there are several problems with this plugin though
    1. I tested with unripe apple, and the item still being deleted, because it seems hercules has changed pet taming items from IT_DELAYCONSUME(11) into IT_USABLE(2)
    2. Sage's hocus pocus has SA_TAMINGMONSTER skill also can catch pets, so nope, I couldn't just give back the items, since give back items also mean sage will get free pet taming items
     
    DISCUSSION !!!
    lazy to think anymore .... go to sleep now brrrr...
     
  17. Upvote
    Naruto got a reaction from Keru in Add Custom Ammo/Bullets to Custom Mobs   
    Nah you cant do it by normal means, and the only other way is to ask @Zell 
     
    I mean you might be able to whip up something silly like spawning an npc bullet and having it zoom towards a target 
     
    But theres tons of usuable monsters projectiles that are in one of the newer renewal maps... fuck they are the robots and there is like 10 different variants
  18. Like
    Naruto reacted to SyncMaster in [Showcase] Tailed Beast / Bijuu   
    The tailed beasts (尾獣, bijū), sometimes referred to as "Chakra Monsters" (チャクラのバケモノ, Chakura no Bakemono),
     are the nine titanic living forms of chakra created by the Sage of Six Paths out of the chakra from the Ten-Tails.
    They are differentiated by the number of tails they have, ranging from one to nine.
    Shukaku, Matatabi, Isobu, Son Gokū, Kokuō, Saiken, Chōmei, Gyūki, Kurama.
     
    See More : https://streamable.com/mm0icb    https://streamable.com/t1b2rr
       
  19. Like
    Naruto reacted to SyncMaster in [Showcase] Jutsu - Kuchyiose Gojuu Rashomon   
    Summoning: Quintuple Rashōmon
    Summons five Rashōmon gates to block an incoming attack.
    Reference:
    Skill:
    https://streamable.com/o9gn67
    Skill : Gojuu Rashomon
    By: @SyncMaster e @NettHacker
    Bugs fixed by: @Zell
    3D Models by: @SyncMaster
  20. Like
    Naruto reacted to Rytech in The End of A Era - Goodbye 3CeAM   
    Well this is it. This is the day I knew would one day come after spending some time thinking about the project and my priorities. After a number of not so good things happened to me during the first few months of this year (2020) I had to sit down and think about many things including this project. In the end I came to the difficult decision of ending this project. Many many years of work into something that I feel has to end. But not every reason for this is due to my current situation in life but also the changing world of Ragnarok Online. I won't get into the details of whats going on in my personal life but ill talk about the issues with the project itself.
     
    RO is changing. A lot. Its changing too much for me to keep up on jobs, skills, and important features on the project and my life future needs to take priority. For most of the time I worked on this project it has distracted me from my priorities in life. I kept up with it for a very long time and I tried to catch up on things for many years. With the complete recode of the elemental system on r900 I felt I finally got all caught up and only had a few bugs here and there related to skills that needed to be fixed and I just needed to finish up whats missing for the Summoner job. But I was so wrong. The thing is I felt the need to keep things up to keep the project alive and not have people wondering if the project is dead or not. Plus after doing so much work it felt like ending it would mean I wasted years of my life doing this for....what??? What exactly did I get out of this? Some fun, a hand full of thanks, and some credits and rep. Kinda felt like someone who played a MMO for many years and can't quit knowing it would make all that past time feel like it was all for nothing. A waste.
     
    So whats the issues with the project itself? Well....
     
    1. The Base Code Is Too Old
    3CeAM is running on eAthena r14767 which is around 9 or 10 years old. A base that dated has been found to have some issues with newer compilers like VS 2015 which I have resolved this year. But other issues appeared after running the program made with newer compilers which I fixed some. But I realized that not only is there a lot of hidden issues needing fixing but things like plugin's and other .dll files are dated and need updating along with the code that uses them. I have little knowledge of this stuff and can't do it by myself. Other projects like rAthena and Hercules are much more up-to-date for newer compilers and OS's. 3CeAM's base code is just too old to keep up with. Especially when im the only one working on it.
     
     
     
    2. Keeping Things Up-To-Date Is Impossible
    When it comes to development in this project there's a few key things I focus on most. Jobs, skills, any systems related to the jobs/skills that require them, and client support. I don't bother with things like the banking system or equip swap or other non important things. This pile of stuff I pushed off grew over the years and now while client support is good, many features in them don't work since I never coded them in. Im always busy working on job/skill related stuff most of the time. Its very time consuming. But after spending many years catching up on the official support for skills and these job/skill related systems I finally caught up in r900 with the exception of Summoners and a few skills that could use a quick recode.
     
    Looking at whats been going on in official kRO the dev's have been changing things with the 3rd job skills....A LOT!!!! They will increase the max level for some of them, change how some of the skills work, and do these massive skill updates. That would be kinda fine with me if it wasn't for the fact that they keep changing things. How many skill updates Rune Knights got? How many freaken times Sonic Wave got changed? How many times did they change a large number of 3rd job skills for each job? Each job must of gotten at least 3 or 4 massive skill change updates to their skill set. Its enough to drive me crazy trying to keep up with it all.
     
    Remember how long it took me to go through every 3rd job a few years back to comb through all of the code to get each of them up-to-date with the 2011 skill updates? Even after that I had to go back and revisit the parts I held off on knowing they would be very complex and time consuming to do. Now it feels like half or most of what ive done was now a time waster since I will have to do this exact procedure ALL OVER AGAIN combing through the code and kRO change logs to update each 3rd job skills 1 by 1 to get them up-to-date again. I did it once, im not doing it again.
     
     
    3. Newer Client Support.
    In mid 2018 official kRO increased the value that handles item ID's from short (16-bit 32k item limit or 64k however you look at it) to int (32-bit allowing over 2 billion ID's). But the way they did it made things difficult. Many existing packets relays on item ID's and so they decided to change this value in all already existing packets. To support newer clients over 50 or probely 70 or 80 or maybe more needs updating. But not only updating but many which only have 1 versions of itself requires additional code to keep backward support for older clients. Such a change is a huge workload and would require multiple updates to get it working. Me not having the time for this crap if I did it would just say FUCK IT and remove ALL of those packets and only readd the latest versions of each one to significantly reduce that workload. I would make a copy of the source files that handles the packets and put them to the side in the SVN for those who want 2018-06-20 or older support because that change will make it so only 2018-07-01 and newer clients will work. Won't be the most popular choice but im not up for trying to keep backward compatibility with years of clients. Just going to be a pain in the ass.
     
     
     
    4. The 4th Jobs Workload
    It took many years since the beginning to get the 3rd jobs caught up. Some of that time spent figuring out how to implement them in the system on their own layer and also inherit the features and permissions of the previous jobs. That was a big challenge since noone knew exactly how the job management system worked. Me and a few others made multiple prototype codes to find the best method until I found the right way to do it. Knowing this knowledge I can create a new layer for 4th jobs. But these jobs come with a lot more then just a hand full of skill sets.
     
    When 3rd jobs came, so did the introduction of a new game mechanic that split cast times into variable cast and fixed cast and it also introduced cooldowns. It was a nice and much needed change and it didn't take long to code this stuff in. 4th jobs however are adding new game mechanics much bigger then this. When you change to a 4th job, level 201 to 250 will give you a new kind of stat points called T.Stats and you use them on 6 new stats that are added to the 6 that existed since day 1 of RO, making the total number of stats in the game 12 now. This also comes with a hand full of new sub-stats which we can just call T.Sub-Stats. Coding all of this in will be a big work load since no new stats were added since the early days of RO server emulators. Also new to the table is something called AP which will be a new requirement for some if not all of the 4th job skills according to info I found in a updated skillinfo_f.lua file. So now we will soon have to mange HP, SP, and now AP.
     
    Info extracted from newer client exe's shows some of the new buff skills increases T.Stats and also increases T.Sub-Stats. Combining that with the new AP requirements and you now have over 100 new skills that will require all of this to be coded in and working to allow those skills to work properly. This is a workload much MUCH greater then what the 3rd jobs were and doing this alone will just stress me out. Especially when this is only a free time hobby that brings no income.
     
     
     
    5. A Project Managed By 1 Person
    Managing the project by myself has been somewhat stressful at times. It used to be developed by a small team but everyone moved on with their lives. And I got used to doing it all by myself. I knew the code inside and out because almost everything was being done by me and I knew what was done and what still needed to be coded in. Well this became a big part of the project's downfall. Doing it all by myself is a lot on me and it prevented things like a updated base code and .dll's, server/client features, and other things to fall behind. Sure 15peaces made patches you can apply to get those other features working but its not something officially in the project's code.
     
    I tried working with the team at rAthena before only to quickly find out that some of the dev's there don't do a good job at coding. Some would code something in and commit it to the GIT and those changes would cause problems. So dev's have to go back and fix the bug or the issue which sometimes causes crashes and commit again. And even with that the fix won't even fix the issue as if the dev didn't test it. WTF!!??!! The dev would commit multiple times on that code before its actually working. I can only imagine the number of issues in that project's code. When you code something in your supposed to TEST IT BEFORE RELEASING IT!!!! Test it thoroughly to make sure it works EXACTLY how its supposed to and test some scenario with it to make sure it doesn't cause problems or crashes in case there's any hidden bugs. And even if it works properly, find ways to shrink the code down to make it smaller and optimize it to use a few CPU cycles and little memory as possible.
     
    I follow a procedure when I do my own coding. Code it in, do simple tests, shrink and optimize the code if it passes the test, test again for the same expected results, do extra testing (thorough testing through stressing the code and running scenarios that might cause issues), and then release it if all passes. Its because of this 3CeAM has a history of being stable and extremely rarely has any crashes or bugs. If there's one thing dev's should take from this example, do it right the first time and give it your best at all times. If your often having to go back to your previous work or the same piece of code repeatedly to fix it then your doing something wrong. The lack of this procedure in rAthena made me quit in less then a month as I refused to fix/cleanup other people's messes. This is why I worked alone for so long. I was afraid to let or ask others join the team.
     
     
     
    Final Note
    3CeAM was fun to work on and I learned a lot from it. It was very popular before rAthena and Hercules existed since at the time people wanted 3rd jobs in their servers. But those golden years are gone and trying to keep this project alive will just be a waste. Its time to let go and move on to new hobbies. Im very interested in the 4th jobs but im not interested in trying to code them into a old very dated project. If I do such a thing it will be in rAthena (which is in a better standing then when I saw it years ago), or Hercules. Anything with 3CeAM will only happen if its a paid job and thats if I even choose to accept it.
     
    Thank you to the community for supporting the project and being with me all these years. It was a fun journey.
  21. Like
    Naruto got a reaction from apuadofrancisco in [Request tutorial] Disassemble/Decompile Client   
    the only person i know who plays with that is @Functor
  22. Like
    Naruto got a reaction from hauren in Adding a new skill   
    Start your new skill at 1600
     
    you have hundreds of free slots your just playing in the no no area 
     
    btw your gonna have issues simply writing 
    case NEW_SKILL; 
    at the bottom of your skill.h
     
    gonna have to write it like this
     
    case NEW_SKILL = 1600;
     
     
  23. Like
    Naruto reacted to SyncMaster in [Showcase] Skill Custom - Byakugan   
    Byakugan
     
    The player can move his field of vision around the map during the skill time.
    Players and mobs are shown in red and blue, respectively, on the minimap.
    Stronger enemies are shown with a darker shade (based on HP).
    Created by: @Lucas [Nett] e @SyncMaster
    Special Participation : @Falker, @Frost , @rapalooza, @Zell
    https://streamable.com/c0z3fy#
  24. Like
    Naruto reacted to zxcnhoj in Run Server Bat Problem   
    Can someone help me with this? Why my Hercules Run Server look like this? First Picture is Mine, Second Picture is the instruction that I followed here in Hercules. Thanks for the fast response, im new here hehehe


  25. Like
    Naruto got a reaction from Quazi in sprite / weapon animation info   
    no and you are still limited to the ID in the guides like you can only make BOWs that stick in the BOW hunter slot... when its within certain IDS
     
    one of my friends just uses hats for animations instead following my guide to changing equipment slot he just flipped it all aroud and now has endless amount of bows and katars while maintaining the same equipment interface
     
     
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