frenzmu06
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Posts posted by frenzmu06
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so your saying "Ind is done, so who's next?" hahaha lol
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try post it on the bugreport, devs might do immediate solution
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yes it requires .NET framework 4 (guess i should have written that down). I initially started using WinForms but the background rendering had some flicker when you tried to resize/move plus some other graphic blunders were coming up so i switched to WPF.
lol, so ex this program will be used as my ragnarok server launcher then my players have to install .NET framework 1st right?
if yes then that's another problem for server owners guiding their lazzzzzyyyyy players running their server...
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lol nice! you can add patcher and that will be 3 birds in one stone
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On the Login screen it will always play 01.mp3 file.
i think no, what hes referring is the "Hercules Test Client" (exe) provided by Judas and it has embedded music file (noticeably since it is 18.6 MB)
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hello guys, is this possible
Modify the "Remove Hourly Announce" diff to allow it to accept strings
ex: allow it to modify to hourly advertise your server or announce something
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assuming i already installed everything but i want to change these
MySQL User: ragnarokPassword: ragnarokConfirm Password: ragnarok
how?
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20150515
RAGRE po sir 20150515 and i also edit in mmo.h file latest po ng hercules
http://repo.webtatic.com/yum/centos/5/latest.rpm
2015? where did you get this? from the future? lol
or you mean 2013...
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sounds good ind, go ahead +1
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Can you clarify on how this is supposed to work? I didn't understand from just glancing the image.
Costume Tab on new clients has slots from head up to accessories, headgears on costume tab (top, mid, low) overrides the general tab's headgear view (sprite), i think also true on the garment slot, while the rest are just plain slots which doesn't show anything (maybe will on future) but has stats/effects (a new feature for gravity to earn cash)
Shadow System = Costume tab expansion/Extra Cash Items Slots
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wouldn't that degrade performance?
and i think map server throws error from too much npc w/ like onevent npcs
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use kRO maybe?
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very good indeed!
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eow Ind, you mentioned something about "CLONE and MOB_BOSS" on map_zone_db.conf but i cant see any documentation where to use it lol
PLAYER, HOMUN, MERCENARY, MONSTER, PET, ELEMENTAL, ALL and NONE ++ CLONE & MOB_BOSS am i right?
these features & upgrades are outstanding
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Yommy finally! now i can also use your Cash Shop on my server! MUAHAHAHAHAHA!
thanks YOMNOMNOM
ofcourse for Ind & 3v3ryb0d3y
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or we can expand motd to accept scriptlike commads?
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one thing i do not like w/ the option of setting restrictions on clone skill usage handled on skill_db is that it is always global
i envy the capability of other unit types of having the the advantage/option to choose zones for disable skills (i love playing with clones ) but as you said it'll slow down the processing to all the other types so i think its not worth adding if it'll just degrade the performance
keep up the good job Ind
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so the possible inputs for disable skills are: PLAYER | MONSTER | HOMUN | MERCENARY | ELEMENTAL
if i put MONSTER then that does that include SUMMONS (like alchemist's flora,hydra) & CLONES?
maybe you can also include CLONE/SUMMON Type monster as possible inputs (i think i'ts handled better here than in the skill_db)
i think also PET? since they can also cast skill
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look at this script, it's applied on woe but you may get some point from it
->the last script (post #13)
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another good implementation... good? i mean ZOMYGOODNESS
Basic Complete Renewal Data English Folder
in Client-Side Releases
Posted
->Try this
if it's not good enough and you have better Korean understanding then you can translate them
->LINK