Jump to content

malufett

Retired Staff
  • Content Count

    657
  • Joined

  • Last visited

  • Days Won

    29

Reputation Activity

  1. Upvote
    malufett got a reaction from pr3p in HPM Hooking into a switch   
    Well it depends on how complex the the function you want to hook in..but there is other way you can do it..
     
     
    temp_function(x);modified_function(x){ switch(x){   case myedit: break   default:      temp_function(x); }}temp_function = original_function;original_function = modified_function;  

  2. Upvote
    malufett got a reaction from Zirius in @noatk ?? An atcommand that disable attacking?   
    I don't think you can make one using via bindatcommand unless there is a script command appropriate with it..
     
    so here I make a simple HPM plugin for you..just browse the wiki on how to install it..enjoy..
    // Copyright (c) Hercules Dev Team, licensed under GNU GPL.// See the LICENSE file// Sample Hercules Plugin#include <stdio.h>#include <stdlib.h>#include <string.h>#include "../common/HPMi.h"#include "../common/malloc.h"#include "../common/mmo.h"#include "../common/socket.h"#include "../common/strlib.h"#include "../map/clif.h"#include "../map/pc.h"#include "../map/script.h"#include "../common/HPMDataCheck.h" /* should always be the last file included! (if you don't make it last, it'll intentionally break compile time) *//* malufett@yourservice */HPExport struct hplugin_info pinfo = {"ATCMD_NO_ATK",  // Plugin nameSERVER_TYPE_MAP,// Which server types this plugin works with?"0.1", // Plugin versionHPM_VERSION, // HPM Version (don't change, macro is automatically updated)};struct atk_state{int enabled;};ACMD(no_atk) {struct atk_state *data;if(!(data = getFromMSD(sd,0))){  CREATE(data,struct atk_state,1);  data->enabled = 0;  addToMSD(sd,data,0,true);}if(data->enabled){  data->enabled = 0;  clif->message(sd->fd, "You can now attack normally.");}else{  data->enabled = 1;  clif->message(sd->fd, "You are now disabled to attack.");}return true;}int hook_battle_check_target(int retVal, struct block_list *src, struct block_list *target,int *flag){struct map_session_data* sd;struct atk_state *data;struct block_list *s_bl = src;if( retVal != 1 || src->type != BL_PC ) return retVal;if( (s_bl = battle->get_master(src)) == NULL )  s_bl = src;sd = BL_CAST(BL_PC, s_bl);if(sd && *flag&BCT_ENEMY && (data = getFromMSD(sd,0)) && data->enabled)  return 0;return retVal;}HPExport void plugin_init (void) {char *server_type;char *server_name; /* core vars */server_type = GET_SYMBOL("SERVER_TYPE");server_name = GET_SYMBOL("SERVER_NAME");/* core interfaces */battle = GET_SYMBOL("battle");clif = GET_SYMBOL("clif");iMalloc = GET_SYMBOL("iMalloc");/* addAtcommand */addAtcommand("noatk",no_atk); // @noatkaddAtcommand("na",no_atk); // @na/* postHook */addHookPost("battle->check_target",hook_battle_check_target);ShowStatus ("Running HPM Plugin: '"CL_WHITE"%s"CL_RESET"'.n", pinfo.name);}
  3. Upvote
    malufett got a reaction from Hadeszeus in [elements]   
    example...
     
    Archer                VS                 Neutral Monster
    Arrow                    --------->      100% damage
    Fire Arrow             --------->      100% damage
    Crystal Arrow        --------->      100% damage
    Arrow of Wind       --------->      100% damage
    Stone Arrow          --------->      100% damage
    Poison Arrow        --------->       100% damage
    Silver Arrow          --------->       100% damage
    Immaterial Arrow   --------->       70% damage
     
     
    Archer   VS Ghost Monster(lv1)
    Arrow   --------->       70% damage
    Fire Arrow --------->   100% damage
    Crystal Arrow   --------->   100% damage
    Arrow of Wind --------->   100% damage
    Stone Arrow   --------->   100% damage
    Poison Arrow   ---------> 100% damage
    Silver Arrow   ---------> 100% damage
    Immaterial Arrow ---------> 125% damage
     
    for more reference : http://ro.doddlercon.com/wiki/index.php?title=Renewal_Changes#Element_Table
     

  4. Upvote
    malufett got a reaction from WalkingBad in Enable command upon reaching a certain 'Base Level'?   
    - script certainlevel -1,{OnInit: bindatcmd "certainlevel",strnpcinfo(3)+"::OnBaseLevel"; end;OnBaseLevel:   if(BaseLevel < 10){ dispbottom "You must be level 10 above to use this command"; end; }; dispbottom "You can use the command"; end;}   
     

  5. Upvote
    malufett got a reaction from ZelosAvalon in How to change message when mount a Griffon   
    @atcommand.c
    if (!pc_isriding(sd)) { // if actually no peco bool is_RG = (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD;  if (!pc->checkskill(sd, KN_RIDING)) { if(is_RG) clif->message(fd, "You can not mount a Griffon with your current job."); else clif->message(fd, msg_txt(213)); // You can not mount a Peco Peco with your current job. return false;  } pc->setoption(sd, sd->sc.option | OPTION_RIDING); if(is_RG) clif->message(fd, "You have mounted a Griffon."); else  clif->message(fd, msg_txt(102)); // You have mounted a Peco Peco.} else {//Dismount  pc->setoption(sd, sd->sc.option & ~OPTION_RIDING); if(is_RG) clif->message(fd, "You have released your Griffon."); else  clif->message(fd, msg_txt(214)); // You have released your Peco Peco.}   
     

  6. Upvote
    malufett got a reaction from WalkingBad in How to change message when mount a Griffon   
    @atcommand.c
    if (!pc_isriding(sd)) { // if actually no peco bool is_RG = (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD;  if (!pc->checkskill(sd, KN_RIDING)) { if(is_RG) clif->message(fd, "You can not mount a Griffon with your current job."); else clif->message(fd, msg_txt(213)); // You can not mount a Peco Peco with your current job. return false;  } pc->setoption(sd, sd->sc.option | OPTION_RIDING); if(is_RG) clif->message(fd, "You have mounted a Griffon."); else  clif->message(fd, msg_txt(102)); // You have mounted a Peco Peco.} else {//Dismount  pc->setoption(sd, sd->sc.option & ~OPTION_RIDING); if(is_RG) clif->message(fd, "You have released your Griffon."); else  clif->message(fd, msg_txt(214)); // You have released your Peco Peco.}   
     

  7. Upvote
    malufett got a reaction from jTynne in Why Renewall have Such Damage Output?   
    well it depends on how we see it and experience it..for me renewal is better than before.. renewal is more strategical many item combination can be used unlike in classic very conventional..and before only monk can do 1hko and now almost all job can do 1hko but also all job class now can't be killed easily I see many warlock, ranger and other low HP can't be killed easily in kRO you just need to think and creative on your equips..
     

  8. Upvote
    malufett got a reaction from Hadeszeus in How to Nerf this Formula?   
    make a ratio or only get a portion of the HP/SP something like this
     
    int hp = (status_get_max_hp(src) * 40 / 100) * (10 + 2 * skill_lv) / 100, // get only 40% of total max HP sp = (status_get_max_sp(src) * 40 / 100) * (6 + skill_lv) / 100; // get only 40% of total max SP  its a renewal feature added for some skill where char's current level affects the over all damage formula of a skill..example of its use is when a char is low level and using a skill with lvl mod skill formula is penalized but if your level is equal to it or more than to the level requirements the char will gain bonus damage...  
  9. Upvote
    malufett reacted to Ind in Introducing Hercules Plugin Manager   
    Introducing Hercules Plugin Manager
    Hello~! What?!
    I can't express how awesome this is. It's awesome, so awesome. ...Incredibly awesome, yet another awesome feature brought to you by Hercules Thoughtfully Designed
    This features' design began long ago, a precursor to this feature, which demonstrates for how long we've been planning it, is the Hercules Renewal Phase One Usage Example
    Can be used to create @commands Can be used to create script commands Can be used to create console commands Can be used to replace core functions with your ownA example of how handy this can be: when any RO emu updates a section of the code that is used by a user's modifications, e.g. Harmony, no matter how silly the edit is (e.g. a tab alignment update) the user has to wait for his modification's developer to update his patch (unless he manages to update it on his own), if the developer in question starts to use the HPM for his hercules users instead of a patch file, his users using hercules will no longer have to wait for updates unless the way the code works changes on hercules' end. All About It - Documentation
    Its being done, most of it is already available in our wiki Hercules Plugin Mananger Building HPM Plugin for MSVC Building HPM Plugin for GCC Links~!
    Hercules Console Input Update (HPM Friendly) Commit Visual Studio 2010 2 Notes
    The plugin "sample" is currently missing projects for msvc2010 and msvc2012, thats because I dont have them, this will be solved asap, once one of our developers who possesses them logs in. Login/Char server plugin support is currently disabled, it should be enabled by the next release, which will also include Hooks support (as an alternative to overloading)
  10. Upvote
    malufett reacted to trinity in Trinity Networks - Starting @ $10 - berry 'BER Promos!   
    Trinity Networks is giving away overstocked DRO Plans with bundles! Aside from that you can get 5$ off recurring (LIFETIME) Just use the promo code "5$OFFforLIFE"  Promo starts March 18, 2014 to March 31, 2014! Hurry Avail yours now!  
  11. Upvote
    malufett reacted to kisuka in Question about Script Developer.   
    Sorry for the delay. My job has had me overworked for about a month or so now, I should be free'd up after tomorrow and can get back to the Academy scripts.
     
    They are almost finished, a small portion of untranslated text remains (the last part of each job quest), then I just have to convert to AS (Athena Script) and QA it.
     
    The updates I rolled out were pre-reqs for the academy as they have some interesting script commands. The quest log / bubbles will need to be overhauled 1 last time before I roll out the scripts, so expect that as well.
     
    After academy the goal is to knock out the to-do lists we have on our issues section on github.
  12. Upvote
    malufett got a reaction from Mumbles in MvP and @reloadscript   
    this could be done in src easily..
     
    MVP killed -> save to db left respawn time
    Server restarted or npc reloaded -> server fetch respawn time from db then parse then load to its ticking process before respawn
     
    this will only work if the MVP mob dies after server initial start...
     
    ATM just an idea and the codes are still in my brain..if I have time I'll do it..
     

  13. Upvote
    malufett got a reaction from AnnieRuru in MvP and @reloadscript   
    this could be done in src easily..
     
    MVP killed -> save to db left respawn time
    Server restarted or npc reloaded -> server fetch respawn time from db then parse then load to its ticking process before respawn
     
    this will only work if the MVP mob dies after server initial start...
     
    ATM just an idea and the codes are still in my brain..if I have time I'll do it..
     

  14. Upvote
    malufett 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)
  15. Upvote
    malufett got a reaction from Senos in Thanatos Effect in Renewal   
    in 'src/map/battle.c' under 'battle_calc_defense' function we are already using the exact formula so the the higher the target's def the higher additional damage thanatos card will grant(1 atk per 2 def)..
     
    if( flag&2 ) // Thanatos Card Effect and a like  damage += def1 >> 1;if( !(flag&1) && !(flag&2) ) { // Both Thanatos and Enca Card ignore this damage reduction if( flag&4 )   damage -= (def1 + vit_def);  else damage = (int)((100.0f - def1 / (def1 + 400.0f) * 90.0f) / 100.0f * damage - vit_def);}  

  16. Upvote
    malufett got a reaction from pan in Thanatos Effect in Renewal   
    in 'src/map/battle.c' under 'battle_calc_defense' function we are already using the exact formula so the the higher the target's def the higher additional damage thanatos card will grant(1 atk per 2 def)..
     
    if( flag&2 ) // Thanatos Card Effect and a like  damage += def1 >> 1;if( !(flag&1) && !(flag&2) ) { // Both Thanatos and Enca Card ignore this damage reduction if( flag&4 )   damage -= (def1 + vit_def);  else damage = (int)((100.0f - def1 / (def1 + 400.0f) * 90.0f) / 100.0f * damage - vit_def);}  

  17. Upvote
    malufett reacted to kisuka in Ragnarok Episode Timeline   
    This is a work in progress. Parts will be added as they are organized.
     
    This topic will list out the major episode releases of kRO and the updates under them. This is to keep track of what episodes had which updates. This will assist us in making sure we aren't missing anything in Hercules. The dates below are for Main server release, not RE/Sakray testing period.
     
    * Note: Official Hercules Developers and High Council members have permission to add or modify this list.
    2002.08.03: Episode 1.0 : Start of the Adventure
    2002.12.17: Episode 2.0 : Lutie
    2003.02.04: Episode 3.0 : Comodo
    2003.05.02: Episode 4.0 : War of Emperium
    2003.07.15: Episode 5.0 : Yuno
    2003.10.07: Episode 6.0 : Global Project
    2003.10.11 : Amatsu 2003.10.11 : Kunlun / Gonryun 2003.11.25 : Weddings/Marriage 2004.01.13 : Super Novice 2004.01.30: Episode 7.0 : Umbala ~ Village of the Utan Tribe
    2004.02.02 : 2-1 and 2-2 class in Sakray 2004.02.24: Episode 8.1.1 : Niflheim ~ City of the Dead
    2004.12.23: Episode 8.1.2 : Louyang & Jawaii
    2004.12.23: Episode 8.2 : Ayothaya
    2005.01.18: Episode 8.3 : Payon Remodelling
    2005.05.12: Episode 9.0 : Rebirth
    2005.09.21: Episode 10.1.1 : The Sign & Geffenia Dungeon
    2005.09.22: Episode 10.1.2 : Einbroch
    2006.02.24: Episode 10.2 : Lighthalzen
    2005.08.16: Episode 10.3 : Noghalt
    2006.12.28: Episode 10.4 : Hugel
    2007.04.20: Episode 11.1 : Rachel
    2007.09.10: Episode 11.2 : Veins
    2007.04.10: Episode 11.3 : Nameless Island
    2007.04.10 : Mercenary System 2007.10.17: Episode 12 : Satan Morroc
    2007.10.17 : Moscovia 2007.11.21 : WoE: SE (Schwaltzvald) 2007.11.21 : WoE: SE (Arunafeltz) 2007.12.05 : World Map System 2007.12.10 : Battlegrounds 2007.12.12 : Endless Tower & Sealed Shrine 2008.06.25 : Episode 13.1 : Ash Vacuum
    2008.08.25 : Poring Wars 2008.11.19 : Improved Pet System 2008.12.17 : Episode 13.2 : Encounter
    2008.12.23 : New Pets 2009.02.25 : Hidden Slot Enchantment 2009.03.11 : Endless Tower Fixes 2009.04.08 : New Hairstyles 2009.06.17 : Renewal Release (3-1 Jobs) 2009.08.19 : Brasilis 2009.10.14 : 3-2 Jobs 2009.12.23 : Episode 13.3 : El Dicastes
    2010.03.17 : Party Recruiting System 2010.03.31 : Baby 3rd Jobs 2010.05.12 : Purchasing Shops. Sorcerer Spirit System 2010.06.30 : Episode 14.1 : Bifrost
    Memorial Dungeon, Misty Labyrinth Forest. 2010.07.28 : Equipment Synthesis, Costume System. 2010.08.18 : Search Vending Shops 2010.09.29 : Indonesia Localized Map, Dewata 2010.11.24 : Cat Hand HQ / Malangdo Island Item Mall Icon Level 86~99 Eden Group Quests on 2nd Floor Floor 6 added to Izlude Dungeon (Only available to Gold Netcafe Users) Grave Markers (MVP or major monster dies, it leaves a grave marker that shows the time of death and who killed it. The gravestone will remain until the monster respawns.) New Mounts
      2010.12.29 : Super Novice Expansion 2011.03.09 : Replay System 2011.03.30 : Biolabs 4th Floor 2011.05.25 : Thanatos Tower Changes. 2011.06.29 : (WoE1 Renewal) Number of forts reduced from 5 to 4 in WoE1 castles. Guild Investment System (Hall of Abyss). New Guild Dungeon
      2011.08.17 : 7x7 Padding around NPCs. 2011.08.31 : (Class Balance + Homunculus S) Large number of class balancing improvements. Homunculus S
      2011.09.28 : Philippines localized map, Port Malaya. [1] [2] 2011.11.02 : Kagero and Oboro Job Classes [1] [2] 2011.11.16 : New Alberta. 2011.11.30 : Eden Quests for levels 100~110. 2011.12.07 : Nightmare mode for Pyramid Dungeon. 2011.12.14 : Party System improvements. 2011.12.21 : Episode 14.2 : Eclage
    2011.12.27 : Battlegrounds Queue System 2012.02.08 : New Carts for Mechanics & Genetics. 2012.02.08 : Guild Creation system to no longer allow blank space(s) in the name. 2012.03.21 : Eden Quests for Level 111 ~ 120. 2012.03.21 : Falcon Flute 2012.03.28 : Navigation System. 2012.03.28 : New Izlude + Novice Training Academy + New Character Creation Method (5 copies of Izlude) 2012.04.04 : HP Bars added to Monsters. 2012.04.18 : Changes to Enchanting on Malangdo 2012.04.25 : WoE: Training Edition 2012.04.25 : Transcendent quest to waive the cost of transcending. 2012.05.30 : Old Glastheim memorial dungeon 2012.06.13 : Monster Shadow Size 2012.07.11 : Headgear Synthesis Quests 2012.07.25 : WoE:TE Mini God Item quest + guild and daily quests in siege areas. 2012.08.14 : Job EXP increased from Monsters with lvl 100+. 2012.08.22 : Heroes' Trails (Part 1) Faceworm Nest, Memorial Dungeon. Sarah's Memory, Memorial Dungeon.
      2012.08.22 : Memorial Dungeon, Wave. Added new Eden quests for level 121 ~ 130 range Max base level changed from 150 to 160/50. Skill Timers
      2012.09.19 : Champion Mobs. 2012.10.10 : Ranger Falcon changed to Owl. 2012.10.17 : Heroes' Trails (Part 2) Devil's Tower Memorial Dungeon Cursed Knight Memorial Dungeon Geffen Magic Tournament Memorial Dungeon
      2012.10.31 : Eden Quests for levels 131~140. 2012.12.18 : Horror Toy Factory Memorial Dungeon 2012.12.18 : Shadow System 2012.12.28 : Episode 14.3 : Decisive Battle (Part 1)
    2013.02.20 : Equipment Comparison System 2013.03.13 : 'Clock Tower Dungeon' Nightmare Mode. 2013.03.20 : Episode 14.3 : Decisive Battle (Part 2)
    2013.03.20 : Level Increased to 175 / 60. 2013.03.20 : New Third Class Skills 2013.05.22 : Max Zeny Vending Price = 1 Billion Zeny. 2013.06.12 : Bank System 2013.06.26 : Clan System (Golden mace Guild, Sword Guild, Crossbow Guild and Rod Guild) 2013.07.03 : Episode 15.1 : Fantasmagorica
    Lots of NPC placement changes. 5 New Quests Memorial Dungeon, Charleston Factory New Items 2013.07.31 : Rebellion Class 2013.08.02 : Rebellion Weapons 2013.08.14 : New Clothing Dyes for Kagerou & Oboro classes. 2013.08.21 : Max HP Limits (lvl 99 = 330k, 150 = 660k, 175 = 1.1m) 2013.09.25 : Heroes' Trail Part (Part 3) Fenrir and Airship Assault Memorial Dungeons.
      2013.12.17 : Nightmare Biolabs 2013.12.23 : Episode 15.2 : Memory Record
    2014.01.08 : New World Map. 2014.01.22 : Shop History (Buy/Sell Log) 2014.03.12 : Eden Group Market Hall 2014.04.16 : Summons & Homunculus S Update 2014.08.06 : Monster EXP Increased (Base 75% & Job 100%) 2014.08.06 : Monster HP/ATK Adjustment 2014.09.16 : WoE TE Items 2014.10.07 : Lucky Roulette 2014.10.07 : Pet Evolution 2014.10.28 : Infinite Space 2014.11.05 : Clan System 2014.11.11 : RoDex (Revamped Mail System) 2015.02.25 : Episode 16.1 : Banquet of Heroes
    2015.02.25 : Achievement and Title System Added 2015.02.25 : Banquet Preparation 2015.02.25 : New Dungeon 2015.02.25 : Honor Tokens and New Enchant Item 2015.07.01 : Infinite Space Dungeon Improvements 2015.10.07 : Item Link System (show your items via PM) 2015.10.07 : Eden Group Revamp (missions changed) 2015.10.14 : Reputation System 2016.01.26 : Styling Shop Interface 2016.03.09 : Episode 16.2 : Terra Gloria
    2016.05.10 : Rebellion Class Changes 2016.08.30 : Card Removal System Update 2016.09.06 : Eden Group Changes (100-140) 2016.12.07 : Rock Ridge 2016.12.13 : Marriage System Update (Doram x Human) 2016.12.27 : New Dungeon : Illusion of Moonlight 2017.01.03 : Glastheim Changes 2017.01.25 : New Dungeon : Illusion of Vampire 2017.02.21 : New Dungeon : Illusion of Frozen 2017.04.18 : New Dungeon : Illusion of Abyss 2017.05.23 : Party System UI Update 2017.06.07 : Autotrading / Vending Overhaul 2017.06.21 : Equipment Replace System 2017.06.21 : Orc Memory Changes 2017.06.27 : Monster Racing Revamp 2017.09.26 : Moscovia Card Updates 2018.03.09 : New Dungeon : Illusion of Teddy Bear 2018.05.04 : New Dungeon : Illusion of Luanda 2018.06.27 : World Map Improvements 2018.07.18 : Episode 17.1 : Illusion
    2018.08.09 : Max Level Increased to 185
  18. Upvote
    malufett got a reaction from pr3p in skins for 2013 client   
    http://irowiki.org/wiki/Skins
     
    however not updated to latest client version
     

  19. Upvote
    malufett reacted to Yommy in [Suggestion] Implementation of Source-based per RO Episode.   
    this will need seperate item/mob databases for each episode.
    seperate script folders, etc
     
    even the source will need to be flooded with IFDEF for all the changed mechanics over the years
     
    yes it is a good idea, but not a practical one
  20. Upvote
    malufett got a reaction from jansen in Difference of iRO and kRO   
    it depends on the decision of the owner or regulator of the server... like jRO they have the most customize formulas and also due to the time gap of changes/updates from kRO/mother source of RO...
    that is why iRO got old formulas + minor custom edits and kRO have all the original content...
     

  21. Upvote
    malufett got a reaction from Mumbles in Is there any chance to hide server IP   
    you can rename your clientinfo.xml to something that is common like 'patch.inf' or something uncommon then use 'account:/patch.inf' as parameter to your patcher then hide this file in your grf...there is no way to attach it to the exe unless you hex or modified it..but this method makes your server info hard to find....however there are many tools to used to determine your server's ip such cmd or any sniffer out there...
     

  22. Upvote
    malufett got a reaction from LuLu in Proper Server Termination   
    you can use 'gm use @mapexit'....or ctrl + c
     

  23. Upvote
    malufett got a reaction from kyeme in About MVP Scroll   
    yes
     
    nope
     
    can be removed upon death
     
    yes
     

  24. Upvote
    malufett got a reaction from kyeme in Monster Transform Update   
    I mimic the aegis command montransform and I follow the concept of awesome Yommy about naming convention in txt database..anyway it accept ID just a little warning in the server console but we can make a fix for it..
     
    I have already propose something similar to that but its in SC form like in aegis' 'BuffSpecial.sc' in which SC are attach with  item script command..just waiting for approval  and for  me  to finish it..
     
     

  25. Upvote
    malufett got a reaction from Angelmelody in Monster Transform Update   
    I mimic the aegis command montransform and I follow the concept of awesome Yommy about naming convention in txt database..anyway it accept ID just a little warning in the server console but we can make a fix for it..
     
    I have already propose something similar to that but its in SC form like in aegis' 'BuffSpecial.sc' in which SC are attach with  item script command..just waiting for approval  and for  me  to finish it..
     
     

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.