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Naruto

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  1. Like
    Naruto got a reaction from Tsuuu in File Pack #8 : Revised Airship   
    View File File Pack #8 : Revised Airship
    I made a new airship with custom walls and textures along with many other things made by me
    It features a few retextured models from the Hospital map that fit a more civilized setting
     
     
    I dont think ill be continuing it so ill just leave it here
     
     
    Do what you want with it  
    Submitter Naruto Submitted 03/27/20 Category Maps & Textures  
  2. Like
    Naruto reacted to 4144 in New hercules feature: Expanded barter shop   
    From last release in hercules was added new shop type: expanded barter shop.
    This shop allow buy item with different amount and pay with other items or with money. For removed items supported refine levels.
    Also this shop allow infinite or limited numbers in shop. Limited numbers saved into database.
     
    For use shop example script uncomment in file npc/scripts_custom.conf this line:
    //"npc/custom/expandedbartershop.txt",  
    This shop supported from clients:
    Ragexe: 2019-11-20 and newer
    RagexeRE: 2019-11-06 and newer
    Ragexe zero: 2019-11-27 and newer
     
    Same sample images:

     

     
  3. Like
    Naruto got a reaction from JoJoSW in Change name class?   
    the name that appears in the top left corner with your HP is changed through client hexxing
     
    but idr totally if that particular change also changes some of the crucial files in your grf ( which means you have to change them ALL ) pretty sure its just the INF file... practically useless but responsible for some checks in the char selection and is EASILY skippable but not recommened 
     
    itll still work fine though just gotta be careful
  4. Upvote
    Naruto got a reaction from meko in How to put a skill as a platinum skill   
    its the quest tag in your DB and in the skillinfo.lub
  5. Like
    Naruto reacted to Rytech in r900 - Elemental System Recode Part 10 / Elemental System Recode Complete   
    =General
    *Elemental system recode part 10.
    -This update focuses on adding support for all of Tera's skills.
    -With this update, the recoding of the entire elemental system is now complete.
    -Any further updates to the system will be bug fixes and optimization.
    -Im sooooooo glad im finally done with this.

    *Reduced the amount of code used for some autocasting status's.
     
     
     
    =Skills
    *EL_WIND_SLASH
    -Fixed a issue where it was dealing magical damage instead of physical.
     
    *EL_SOLID_SKIN
    *EL_STONE_SHIELD
    *EL_POWER_OF_GAIA
    *EL_PETROLOGY
    *EL_CURSED_SOIL
    *EL_UPHEAVAL
    *EL_STONE_HAMMER
    *EL_ROCK_CRUSHER
    *EL_ROCK_CRUSHER_ATK
    *EL_STONE_RAIN
    -Added support for these skills.
  6. Like
    Naruto reacted to Tio Akima in jobchange and sc_end   
    when i use pc-> jobchange () it finishes some SC_ (sc originals) and my sc_ custom it doesn't finish ...
    The idea is that he will stop finishing all SCs
     

     
    the two original sc_ he is finalizing ... I can not understand why he finalizes these two, and my custom not
     
    I looked at the whole pc->jobchange() function
    And I found this condition that from status_change_end,
    I left commented //
     
    // if ((job & MAPID_UPPERMASK) != (sd->job & MAPID_UPPERMASK)) { //Things to remove when changing class tree. // const int class_idx = pc->class2idx(sd->status.class); // short id; // for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[class_idx][i].id) > 0; i++) { //Remove status specific to your current tree skills. // enum sc_type sc = status->skill2sc(id); // if (sc > SC_COMMON_MAX && sd->sc.data[sc]){ // status_change_end(&sd->bl, sc, INVALID_TIMER); // } // } // } but it did not work
    the strange thing is that it finish (sc_end) only the original sc
    in sc_config they are set the same
    with these flags
    Flags: { NoDeathReset: true NoDispelReset: true NoClearanceReset: true NoMadoReset: true }  
     
    @EDIT SOLVED! 
  7. Like
    Naruto reacted to Rytech in r896 - Elemental System Recode Part 6   
    =General
    *Elemental system recode part 6.
    -This part focused on redoing all the SQL save/load related stuff for elementals
    -and the format that the data for them is saved in. Due to the major rework on
    -the format for their save data a SQL update is required. This update drops the
    -elemental table and all of the data for them and creates a new one with the new
    -format. This is also important to get rid of any unused elemental data caused
    -by a bug on character deletion.
    -
    -Glad I got this out of the way. All thats left is to code in all of the skills
    -for the elementals. Should be easy to do since their skills are simple.
     
    *Fixed a issue where deleting a character would not delete the data for a attached
    -elemental if one was active at the time of deletion.
     
     
     
    =Elementals
    *Base sub-stats are now calculated during the summoning of a elemental.
    -Once summoned, these base sub-stats will be set for the entire duration of the
    -elementals life. The only thing that will affect them after is changes through
    -status's.
     
     
     
    =SQL
    *Updated the main.sql file with the new format for the elemental table.
     
    *Added update 3CeAM_svn896.sql.
  8. Like
    Naruto reacted to Rytech in r893 - Elemental System Recode Part 3   
    =General
    *Elemental system recode part 3.
    -This part focused on adding AI support for the elementals.
    -With the AI requiring a lot of work its best to do the main functions here and
    -do the other functions in the next part.
     
    *Added AI support for the elementals.
    -Elementals appear to use the same AI as monsters in official and because of this
    -I decided to make a copy of the mob's AI and then do the needed edits to make it
    -usable for elementals. The basic functions and feature are complete which gives
    -the elementals life. They will follow its master, attack anything the master
    -attacks, attack anything that attacks it, search for and attack stuff when set
    -to aggressive, etc.
    -
    -Only the main parts of the AI is done. More features and functions will be added
    -in the next update.
     
    *Added the "elemtalk" command.
    -This allows you to make a elemental say what you type. Fun extra to have.
     
    *Added the "elemental_ai" config setting.
    -Allows setting custom AI settings for the elemental's AI.
    -Note: Not all of the settings work since the AI is still under development.
  9. Like
    Naruto reacted to Rytech in Sorcerer's Elemental System Recode   
    Starting on r888 I begun work on getting the elementals working more like official after dodging it for a few years to work on other priority things. r887 is what set me off to work on this after I had to fix one of the effects they can place on the players. During r888 I added many needed checks and missing code to better help the handling for them and in r889 I added support for their sub-stats and fixed the Elemental Cure skill and a few other things that make it much easier to keep them alive and also make them more useful.
    During all of this I learned that the coding for the core parts of the system is very flawed and because of the amount of code that would need to be fixed I decided its best to just recode the entire system itself instead of going through every piece of code and try to fix it all. But doing so will be a massive task that I would have to spread out over a number of revisions due to the massive amount of changes that will happen and keeping track of it al for 1 revision isnt possible. Sadly this means that a few revisions will have to happen with the system not working. Not my norm when it comes to development but I have to do whats best in the long run.
    Because of this I focused on stable fixes first for the past 3 revisions and r890 is the last stable release ive released in preparing for the future. r891 and the next 5 to around 10 revisions will focus on the elementals recode which will mean unstable releases. So if your running a server powered by 3CeAM, its best to stay on and go no higher then r890 until I give the green light. You can get the update now by SVN update or downloading the "3CeAM r890 2018-06-21" pre-compile from the project page.
    So whats the plan during the recode? Below is what my plan is for doing this. Keep in mind that this is as is right now and could change during the recoding process....
    r891 - Gut out all of the code for the elemental system and all of their status/skills. Its not just the system itself that needs recoding but all of the skills they can cast. So pretty much nearly everything except the type checks for BL_ELEM or elementals since those are fine.
    r892 - Recode everything for elemental.c and elemental.h. Summoning, its AI, database handling, timers and safety checks, etc..
    r893 - Char server's saving for elementals. I will start with SQL support and then do TXT support as well since this is a major job related thing for Sorcerer's just like how homunculus are a major part for Alchemist. Both must be supported. Also the formatting for the elemental save data is getting entirely redone. There is a chance the SQL part for this update may have to be done in r892 as well with the core recode.
    r894 - Code in a few simple skills and work on the AI to prepare the system for checking which skill the elemental is supposed to be using depending on its type, summon LV, and mode. Other things that are needed will be code here as well. Hope to get things stabilized here.
    r895 - If all goes well then this update and those following will focus on adding in their skills. With 42 skills in total its going to take some time to get them all in.
    I estimate that this may take around 2 or 3 months to complete. If you want to see the progress thats been made you can click the link below to view a post I made not long ago showing the difference in the elementals sub-stats. You can also read a document I made from my research showing what all the elementals skills are able to do.
     
  10. Like
    Naruto reacted to Rytech in r890 - Regen Rates Update / Insignia LV 1 Works / Gentle Touch Revitalize Recoded / Other Fixes   
    =General
    *Regen rate adjusting for natural HP/SP recovery through status's and skills is
    -updated to support adjustments in multiples of 1%.
    -Why this was done in multiples of 100% before is just....ugh.
    *The "eleminfo" command now displays a elementals regen rate.
    -This is a temp thing and might be removed in the future once the recode is done.
     
    =Database
    *White Potion Z and Vitata 500 no longer increases HP/SP recovered through potions
    -and heal skills. They do now increase natural HP/SP recovery rates by 20%.
    *FAW's now have a 10% chance of dropping steel when killed.
    *Updated settings for elemental skills.
    -This is to prepare for the recoding of these skills.
     
    =Skills
    *SR_GENTLETOUCH_REVITALIZE
    -Recoded the skill.
    -Now properly increases natural HP recovery rate.
    -Now allows natural HP recovery while moving.
    -Natural HP recovery rate is not reduced while moving.
    *SO_FIRE_INSIGNIA
    *SO_WATER_INSIGNIA
    *SO_WIND_INSIGNIA
    *SO_EARTH_INSIGNIA
    -Level 1 now works on elementals.
    *MH_SUMMON_LEGION
    -Summoned monster's HP, MaxAttack, DEF, and ASPD is now affected by the homunculus
    -BaseLV and the skill level used.
  11. Like
    Naruto reacted to Asheraf in How does AEGIS read map cell data? (gat/rsw)   
    Oops, my mistake i mixed up the checks... it does indeed check for 1 element (a 4 bytes float).
    This is the struct for cell attributes in aegis, and the check against water level uses h1
    struct AttrCell { float h1; float h2; float h3; float h4; int flag; }; *Edit*: corrected the code in previous post
  12. Like
    Naruto reacted to hadiesyafiq in Can someone Help me on this Job Changer script?   
    above is Default Herc Euphy job changer script but i add cyro script gave to me for add cost zeny..
    the problem is when change to 1st job npc ask for zeny but not on 2nd job and rebirth...
    can someone help me?
    the script i need is 
    1st job = free
    2nd job = 150k
    rebirth = 1m
  13. Like
    Naruto reacted to Asheraf in How does AEGIS read map cell data? (gat/rsw)   
    The athena way is what aegis uses, it reads the 4th dword in the cell info struct and compares it with the map water level read from the RSW, the code roughly looks like this (quick draft so i apologize if it's not so clear).
    { std::ifstream gat_fs(filename, std::ios::binary); VALIDATE_MAGIC(gat_fs, "GRAT", 4); gat_fs.read(reinterpret_cast<char *>(&m_verMajor), sizeof(char)); gat_fs.read(reinterpret_cast<char *>(&m_verMinor), sizeof(char)); gat_fs.read(reinterpret_cast<char *>(&m_width), sizeof(int)); gat_fs.read(reinterpret_cast<char *>(&m_height), sizeof(int)); m_cells.resize(m_width * m_height); gat_fs.read(reinterpret_cast<char *>(m_cells.data()), m_cells.size()); std::for_each(m_cells.begin(), m_cells.end(), [idx = 0](struct CAttrCell &cell) mutable { if (cell.flag == 1 || cell.flag == 5) m_TileInfo[idx] |= SVR_CELL_BLOCK; if (cell.flag != 1) m_TileInfo[idx] |= SVR_CELL_ARROW; if (cell.h1 > m_waterLevel) // m_waterLevel from RSW m_TileInfo[idx] |= SVR_CELL_WATER; ++idx; }); return 0; }  
  14. Like
    Naruto reacted to Rytech in Elemental Spirits Research   
    Back in March of 2010 (earliest I can find in 3CeAM's records) we started adding the first of the data found for the Sorcerer's elemental spirits and during the next few months other things like tags and ID's for skills, stats, and what else was added. During those first 6 months not much happened with them until September when Pakpil released a working version of the elemental system which excited many. During the next few months their skills and other functions were added and since then nothing else happened other then a few bug fixes.
    In May 2012 I did the Sorcerer 2011 update and noted that the elemental system would be worked on in a separate future update. But it never came due to many other things having a priority over it. Not only that but I didn't know much about them and detailed info on them was lacking. The 2011 iRO document had info, but it was small compared to what the entire system holds. And to top it off, the system with its current coding is kinda....meh. So I avoided working on it.
    But now that things are pretty much up-to-date and complete for all existing jobs and the latest jobs like Star Emperor and Soul Reaper, there really isnt much to do other then bug fixes and code cleanups. But after coming across some code for the status's that elementals give to allow autocasting bolt skills, I felt its time to tackle the system. Starting with r888 I spent a lot of time updating checks for them and figuring out how this entity is supposed to be handled and how to recode it in the proper way. Then with r889 came the 2nd update to them which brought huge changes. Took much longer since I was still figuring out how to handle them.
    That 2nd update made a huge difference with their sub-stats. I added a command to show their sub-stats so I could see if their being calculated correctly since there's no official way to see this. Seeing how well the command worked I decided to keep it in so player's can use it in other server's to see the sub-stats of their elementals. Below are 2 pics showing before and after the updates....
    Before r889
    After r889
    Seeing this big of a difference I really want to do more to improve the system and make it work like official. But to do that I will have to recode the entire core of the system which will take a lot of time to do. Along with this, all of the skills that the elementals cast will need to be properly recoded as well and with that I wanted to know exactly how they work before doing so. Matter of fact, I want to know how everything works. So for around a entire week I spent most of my free time doing research by poking around in aegis files and its zone.exe and created a document containing all of the data and information ive extracted from the files.
    With the document now complete I will now share everything I learned from this research....
    Elemental Spirits Information.txt
    I learned a lot of interesting things about the elementals but at the same time wondered what the hell they were thinking when they made this system. That thought popped in my mind multiple times which isn't good. I feel like they failed to make a proper logical system and kinda rushed it. But hopefully the current dev team at Gravity will rework it into a more proper system when they do the update for the Sorcerer's skills. But seeing that no dev note announcements were made yet and the fact that most of the existing 3rd jobs already got updates, Sorcerers will likely be last on the list due to the elemental system. Might not hear anything til mid or late 2020. Lets cross our fingers and hope for the best.
    Expect more major updates in the next few upcoming updates for 3CeAM.
  15. Upvote
    Naruto got a reaction from Tsuuu in rAthena to Hercules   
    Im gonna need a few things first:
     
    I need a few things to copy / paste involving amount of players in map
     
    1) I need EVERY map to be checks for current number of players in map EXCEPT doram (is not included in the player count ),ON THIS MAP PAY_FILD0101
    So if PAY_FILD010101 has 100 players on it, all new connections will connect them to PAY_FILD0102 instead, and a little message in your chatbox saying you were moved to the next channel 
     
    2) Now I need an npc that does this :
    mes hello
    switch select choice ( warp , exit)
    case 1: warp
    select ( prontera , payon )
    case prontra:
    so now it checks for amount of players in each channel and says how many followed by a color
    channel 1 100/100 players in red 
    channel 2 70-99/100 players in orange
    channel 3 20-69/100 players in blue
    channel 4 0-19/100 players in green
  16. Upvote
    Naruto got a reaction from Tsuuu in Skill MC_LOUD Change ATK Bonus   
    The problem is your probably looking up MC_LOUD exclusivly
     
    all skills that have statuses attached to them have new entries
     
    in this case
     
    Look in status.c
    find 
    MC_LOUD and the associated status 
        status->set_sc( MC_LOUD              , SC_SHOUT        , SI_SHOUT           , SCB_STR );
     
    look for sc_shout
    if(sc->data[SC_SHOUT]) str += 4;  
  17. Like
    Naruto reacted to Haziel in Haziel's Graphics   
    Greetings, I'm Haziel.
    I've been a Pixel Artist and Designer for over 15 years and I'm here to offer my services to the RO community.
    I'll be listing some of my prices and rates below with a brief explanation of each service I can offer.
    Keep in mind that my pricing range is based and varies depending on the complexity and amount of needed hours of work.
    As an additional note, for RO, I'll always try my best to make my work fit perfectly in the environment as if it was an official resource, avoiding that weird custom feeling most third-party sprites causes since the beginning of RO community.
     
    Headgears:
    Headgears are crafted in a usual static, 5 framed fashion by default, following Gravity's patterns.
    Animations, however, can be applied depending on the design.
    Includes: Equipment SPR/ACT, Inventory SPR/ACT, Item BMP, Collection BMP Prices: Lower $15 ~ $30 Middle $20 ~ $40 Upper $20 ~ $50 For animation, an extra fee starting at $10 ~ $20 will be charged depending on the number of extra frames necessary.
    Examples:



    Robes/Garments:
    Robes or Garments are visual sprites equipped under the Cape or Costume Cape slot that actually displays a visual sprite.
    Although it was released by Gravity in January of 2011, there's a lot of people still not aware of its existence.
    The main advantage of using Robes is that it allows the sprite to be behind the character in certain angles, making the appearance of some sprites, such as the beloved wings, to look way better than the old custom ones.
    Includes: Equipment SPR/ACT, Inventory SPR/ACT, Item BMP, Collection BMP Prices: Sigle Class $15 ~ $25 All Classes $20 ~ $40 It's important to note that Robes, unfortunately, CAN'T be animated.
    Examples:


    Monsters & Pets:
    Monsters in RO consists of a range of frames that varies from 20 to over 100 frames, so creating them is a job that may take weeks of effort. Alternatively, I've also worked on conversions of monsters from other media, which I enjoy to enhance, adding new frames and effects to improve the overall experience of finding a new monster in a well-known environment.
    Includes: Monster SPR/ACT, Monster WAV Prices: Edits/Recolours $10 ~ $50+ Monster $40 ~ $100+ Monster Sounds $10 I can also work on adding sounds or other kinds of media to already existing monsters or creating new colours and even small edits to them.
    Examples:



    Weapons:
    Weapons are a tricky job to perform due Client's hardcoded limitations, however, I've managed to get some really interesting results over the years.
    Within this topic is interesting to note that weapons are inherited from BaseJobs, it means that Rune Knights and Lord Knights will directly use the Knight's weapon sprites.
    It's important to note that each Gender and Class requires its own sprite so the visual can be shown, even if it's the same item.
    Includes: Weapon SPR/ACT, Inventory SPR/ACT, Item BMP, Collection BMP Prices: Design $20 (One Class) Additional Class $5 Examples:


    NPCs:
    I've already created a wide range of Custom NPCs over the years and it's one of the most common requests I'm usually hired to.
    Includes: NPC SPR/ACT Prices: First Frame $15 ~ $20 Extra Frame $5 ~ $10 The additional frames of an animated NPC may vary in price depending on its complexity.
    Examples:

    Logos:
    I have quite some experience on the development of Server's visual identity and logos, which usually are essential to define a series of elements of the Server itself.
    Includes: Logo PSD, Logo PNG Prices: Logo $20 ~ $40 Examples:
    CLICK ME!!
    Patchers:
    I can also create Thor Patchers fairly well, not only the design part but also the coding.
    Includes: Thor Patcher Complete Folder Prices: Patcher $20 ~ $40 Web Portion $10 Examples:
    CLICK ME!!
    Also Available:
    I can also, and commonly work creating:
    - Status Icons
    - Skill Icons
    - NPC Cutins
    - Custom Cards
    - Login Screens
    - Loading Screens
    Not Available:
    Unfortunately, there are some services that I won't be offering due to the fact those usually takes too much time and aren't as rewarding as it should be neither for me or for the customers based on the fair price I would have to ask:
    - Custom Classes
    - Custom Battlemounts
    Rules:
    1. DO NOT steal my work, it takes hours, days, sometimes weeks to be made, don't claim it yours.
    2. DO NOT redistribute, mirror or redistribute my work.
    3. DO NOT edit my work without my permission, It includes recolours.
    4. DO NOT remove my signature included among my files, be respectful.
    5. DO use my works as Donation Rewards, be kind and just ask me first.
    6. YOU WILL respect and follow the Terms of Service attached to any of my available media.
    Additional Information:
    • I'm a Freelancer and my work is for sale, contact me by PM, Facebook, Discord, E-Mail ([email protected]) or Skype ( hyering ) if you're interested.
    • I'll not edit or modify other Artists' work without their permission, be sure to have it before asking.
    • I do take references on Sprites from TalesWeaver, Trickster and other sources, but I'll not redistribute raw materials or teach how to get it.
    • Feel free to contact me speaking English or Spanish. I can also understand Portuguese at a certain level.
    • I'm not a master or a know-it-all, I'll share my knowledge when I feel appropriate to do so.
  18. Like
    Naruto reacted to Rytech in r888 - Elemental System Update Part 1   
    =General
    *Elemental Update Part 1
    -This is the start of a series of updates that focuses on fixing up the elementals
    -system. Due to the system being coded in 2010 with very little info on the
    -elementals, how they work and are handled, and how things were coded, the system
    -will have to be completely redone which will take a lot of work to do.
    -
    -The work load will be spread out between updates to make it easier to keep track
    -of changes in the updates. This first part focuses on adding missing checks in
    -the code for elemental entitys and other similar checks needed to perform
    -functions for this kind of entity.
    *Updated Visual Studio 2008 project files.
    -Would update the 2010 ones too but I don't have that version installed.
    *attack_walk_delay
    *attack_direction_change
    *clear_skills_on_warp
    *auto_counter_type
    *land_skill_limit
    -Added mercenarys and elementals to these configs by default.
    *MAX_MERCSKILL increased to 41.
    -This should of been increased long ago when MER_INVINCIBLEOFF2 was added.
    *Added a bunch of missing code that should resolve some hidden issues with the
    -elementals. What all it fixes im not entirely sure. I just know they should
    -be there.
    *ZC_EL_INIT
    *ZC_EL_PAR_CHANGE
    -Updated these packets.
    *Added some stuff to prepare for future updates to elementals.
     
    =Skills
    *EL_WILD_STORM
    -Fixed a issue where the caster's ASPD didn't increase properly.
  19. Like
    Naruto reacted to nuna in How to add quest delay? or NPC talk delay per character   
    Example I want to get item to one npc and it will require 1 hr again to get or talk to him. (Timer will count even you log out)
    Thanks!!
  20. Upvote
    Naruto got a reaction from Tsuuu in [PAID] Costums, Maps, Mobs   
    Im available, let me know what your offering through PM 
  21. Like
    Naruto reacted to bWolfie in How to disable certain skills from being copied by rogue class?   
    Requires source edit. Go to src/map/skill.c, find static int can_copy().
    Anywhere after nullpo_ret(sd); you can put your conditions.

        if (skill_id == WZ_WATERBALL)         return 0;
    If you want to carryover skill_lv, you need to edit 2 lines.
    Change 1, find line:

    can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
    Change to:

    can_copy(tsd, copy_skill, skill_lv, bl)) // Split all the check into their own function [Aru]
    Change 2, find line:

    static int can_copy(struct map_session_data *sd, uint16 skill_id, struct block_list *bl)
    Change to:

    static int can_copy(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, struct block_list *bl)
  22. Like
    Naruto reacted to Dastgir in September Digest 2019   
    For pre-re:
    python itemcombodbconverter.py --mode pre-re > item_combo_db.conf For re:
    python itemcombodbconverter.py --mode re > item_combo_db.conf then move the item_combo_db.conf to your db folder
  23. Like
    Naruto reacted to vykimo in XPRO : cross platform client   
    Mobile UI
    Another interesting update, the mobile UI.
    I imagined by myself a new way to play Ragnarok Online on a mobile device.
    I created a joystick on the left side in order to move your character easily. On the right side, I added skills in shortcuts in a rotating circle with size increased and an auto-attack feature.
    Here are the gestures presented in the gif:
    Move : Joystick on the left Sit down/stand up : Simple click on joystick Shortcuts : 4 Rotating circles with your shortcut bars content Auto-attack : Click on swords in order to attack or cast skill on the nearest opponent Context menu : Long tap on player It increase experience on smartphone and prepare for long games on it.

  24. Like
    Naruto reacted to Promeister in Edit Status points per level   
    Update*

    found it on statpoint.txt
  25. Like
    Naruto reacted to AnnieRuru in @partybuff / @spb   
    ok, let's analyze the packet
     
    clif_party_member_info
    /// Adds new member to a party.
    /// 0104 <account id>.L <role>.L <x>.W <y>.W <state>.B <party name>.24B <char name>.24B <map name>.16B (ZC_ADD_MEMBER_TO_GROUP)
    23 characters for name, 23 characters for map name
    hmm ... if we replace the map name with buff ... hehe ... sounds fun
     
    clif_party_info
    /// Sends party information (ZC_GROUP_LIST).
    /// 00fb <packet len>.W <party name>.24B { <account id>.L <nick>.24B <map name>.16B <role>.B <state>.B }*
    /// role:
    /// 0 = leader
    /// 1 = normal
    /// state:
    /// 0 = connected
    /// 1 = disconnected
     
    clif_party_xy
    /// Updates the position of a party member on the minimap (ZC_NOTIFY_POSITION_TO_GROUPM).
    /// 0107 <account id>.L <x>.W <y>.W
     
    clif_party_hp
    /// Updates HP bar of a party member.
    /// 0106 <account id>.L <hp>.W <max hp>.W (ZC_NOTIFY_HP_TO_GROUPM)
     
     
    so ... there is no packet to update the party member's status in Alt+Z bar
     
     
    clif_parse_LeaveParty
    /// Request to leave party (CZ_REQ_LEAVE_GROUP).
     
    clif_parse_RemovePartyMember
    /// Request to expel a party member (CZ_REQ_EXPEL_GROUP_MEMBER).
     
     
    the one trick that I can think off, is sending a packet to leave player's party and invite back with a fake name
    but I wonder doing this will have message on the chat log ?
    ... hmm ... ask a client translation team, maybe they know where is the english file at
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