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karazu

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  1. Upvote
    karazu reacted to Rytech in Ragnarok Job Tree In Text   
    In the past I got bored and decided to make a job tree for the entire game and make it in a text file. After a few go's and reworks I finally decided on a format and made one. But after I finished it I was supposed to post it but never did. So finally im taking the time to share it with everyone. I also made a pic of it for anyone who may not beable to see the format in the text file properly. Enjoy.
     
    Note: I wasn't sure where to post this. Forgive me if this isnt the proper place.
     
    Ragnarok Job Tree Text
    Ragnarok Job Tree.txt
     
    Ragnarok Job Tree Pic
    Hard to see the small pic below, but its there.

  2. Upvote
    karazu reacted to Aeromesi in Ragnarok Gacha System   
    In the 1.3 update im going to make the value for fumb20 variable whatever you want. Instead of having it be 20 you can configure what you want.

    UPDATE:
     
    1.3 Update (1/24/2015)   Added Server Name variable .@ServName$ so you may set your server name when Fumbi specifies him coming to your Server   Made the script more customizable, now you are able to choose what amount of fumbi roll attempts you want, instead of 20 fumbi rolls, you can simply edit it from the fumbirolls variable!
  3. Upvote
    karazu reacted to Aeromesi in Ragnarok Gacha System   
    [Ragnarok Gacha System]
    Pull for Weapons.
    Pull for Armor.
    Pull for Cards.
    Simply Gacha.
     
     
     
     
    New features:
    1) Be able to cycle back to main menu and quickly select new item to roll for.
    2) Sound is disabled by default, so if you don't want to add client files, don't worry about it. Just put the script in server and test it out.
    3) If your weight is above or equal to 50% you won't be able to gacha pull. Just imagine hitting 100% weight and your gacha item drops and someone snatches it real quick, that would be horrible.
     
    Default values (Edit OnInit Label):

        .gachaPulls = 20; // How many gacha pulls they need until they can pull for a card
        .weaponChance = 2; // Weapon chance 2%
        .armorChance = 2; // Armor chance 2%
        .weaponFee = 500000; // Weapon fee
        .armorFee = 400000; // Armor fee
        .cardFee = 900000; // Card fee

    $@godItems is an array of item ID's, these item ID's cannot be pulled (god items, super rare cards like gtb, etc, basically any item you don't want pulled add to the array).

    Link to download:
    https://github.com/Aeromesi/AeromesiCodes/blob/master/Scripts/customnpc/gacha.txt


     
     
  4. Upvote
    karazu reacted to Dastgir in Warp Hit Delay   
    Added the option in v1.1
     
    You can have a battle_config on any of the files in conf/battle with "go_warp_delay: Seconds*1000". 5 Battle Configs: warp_delay warp_delay_mob warp_delay_pet warp_delay_homun warp_delay_merc Format same as mentioned above. Or directly edit plugin
    int64 warp_delay = 10000; //Seconds*1000 (Second) Delay(For Player and Others).int64 warp_delay_mob = 10000; //Seconds*1000 (Second) Delay(For Monster).int64 warp_delay_pet = 10000; //Seconds*1000 (Second) Delay(For Pet).int64 warp_delay_homun = 10000; //Seconds*1000 (Second) Delay(For Homunculus).int64 warp_delay_merc = 10000; //Seconds*1000 (Second) Delay(For Mercenary).
  5. Upvote
    karazu reacted to Dastgir in Warp Hit Delay   
    File Name: Warp Hit Delay
    File Submitter: Dastgir
    File Submitted: 12 Jan 2015
    File Category: Plugins
     
    It is warp delay plugin
    Once you get a hit(not a miss) , you will be attached by a timer of x seconds, only after that you will be able to warp(be it be any wings,warp command,go command, npc or skill)
     
    You can have a battle_config on any of the files in conf/battle/ with
    warp_delay_mob: Seconds*1000warp_delay_pet: Seconds*1000warp_delay_homun: Seconds*1000warp_delay_merc: Seconds*1000warp_delay: Seconds*1000 //For Playerswarp_delay_others: Seconds*1000 //(For All Other Hits except mob/pet/homunc/merc)
    Building Plugin for Linux: http://herc.ws/wiki/Building_HPM_Plugin_for_gcc
    Building Plugin for Windows: http://herc.ws/wiki/Building_HPM_Plugin_for_MSVC
     
    P.S: You need HPMHooking Enabled.
     
    Click here to download this file
  6. Upvote
    karazu reacted to Dastgir in Magic Critical Strike   
    File Name: Magic Critical Strike
    File Submitter: Dastgir
    File Submitted: 12 Jan 2015
    File Category: Plugins
     
    Its a plugin for Critical Strike on Skills
    Critical Strike Calculation is as per normal calculations
     
    You can have a battle_config on any of the files in conf/battle/ with
    magic_critical_color: 1 or 2
    1 = Red Critical Strike
    2 = Blue Critical Strike
     
    Method to Change Delay:
    Either add the config in conf/battle/ as stated above or change "blue_red_critical" value in plugin
     
     
    Building Plugin for Linux: http://herc.ws/wiki/Building_HPM_Plugin_for_gcc
    Building Plugin for Windows: http://herc.ws/wiki/Building_HPM_Plugin_for_MSVC
     
    P.S: You need HPMHooking Enabled.
     
    Click here to download this file
  7. Upvote
    karazu reacted to Dastgir in Disable Teleport when being Hit   
    http://herc.ws/board/files/file/174-warp-hit-delay/
  8. Upvote
    karazu reacted to Dastgir in Plugin Collections   
    Hello Community,
     I am feeling like, there's many plugin on forum, but not been actively used, due to out-of-date plugin
     
    I have updated Shikazu's Plugin first(as it was requested on the thread from 25th April), maybe Shikazu busy on his rl.
    Also I have included My Plugins there.
     
    I would like to add more plugins there(which are not updated on hercules forum <- please suggest if you find some outdated plugin and want me to update it )
     
    List of Plugins and Owners:
    https://github.com/dastgir/HPM-Plugins/blob/master/README.md  
    Repository: https://github.com/dastgir/HPM-Plugins
     
    Thanks.
  9. Upvote
    karazu reacted to Dastgir in Restock System   
    File Name: Restock System
    File Submitter: Dastgir
    File Submitted: 10 Jan 2015
    File Category: Plugins
     
    It is a restock system(which I apparently made 5-6 months ago) [Also its a Plugin - Yay]
    So I am just releasing it, as I feel its been useful for many servers.
    Though there can be some optimizations on script-side(will be applied later on).
     
     
    You need to enable plugin as well as script provided in the download.
     
    2 commands:
    @restock - Enables/Disables Restock System
    @restock2 - To Add/Remove item
    Usage:@restock2 <itemid> <quantity> <type1> <type2>Type 1:1 = Storage2 = GStorageType 2:1 = Add2 = Remove3 = Help4 = List5 = Empty The List@restock2 x y z 3 For Help@restock2 x y z 4 For Current Restocking List@restock2 x y z 5 For Removing All Items From Restockx,y,z Can be any number, e.g: @restock2 0 0 0 3 will give you help option,@restock2 x y z 5 will Empty your list
    It Support Restocking of All Kinds of Item.
     
    Click here to download this file
  10. Upvote
    karazu reacted to Takari in CORA™ CMS   
    UPDATE
    CORA™ v0.9.2 BETA
    Added `Community` module [ baseurl/community/ e.g. http://domain.com/community ]Added Player Rankings. Sortable by PVP [ using AnnieRuRu's SQL PVP Ladder ], Player Level, Zeny. Added Guild Rankigs. Sortable by Guild Level, Castles owned. Added Castle status. Displays the status of castles whether they are owned [ and who owns ] or available. Added WoE Schedule display [ Using Euphy's WoE Controller ]. Collect, analyze, and display Euphy WoE settings & Sched.
    [*]Added `Rankings` widget. [*]Added `Search` widget. [*][update] Server status now includes the option to display online players and peak players [ Using a custom script ]. [*][update] Creating and editing posts and pages now requires normal account login to avoid a key-relationship error. [*][update] Improved flexibility of widget parser to ensure easy additions of widgets in the future. [*]Potential fix for .htaccess conflict(NOT TESTED).


  11. Upvote
    karazu reacted to Dastgir in Official iRO KO/OB Job change quest!   
    If you see commits
    https://github.com/M45T3Ryu/KO-Proyect/commits/master , you can come to know
    M45T3R started the project and stopped updated 10 months ago,
    and I begin to implement New Tests/Dialogs/Formulas Based on iRO Testings that I did.
     
    Well its ok , if you clean it..
  12. Upvote
    karazu reacted to kisuka in Official iRO KO/OB Job change quest!   
    Would you guys be okay with me pulling this, cleaning it up a bit (script standards, typos, any missing official stuff), and pushing it to the repo?
     
    Also, who is technically the 1.0.0 author? You or dast? Kinda strange to have two people under 1.0.0
  13. Upvote
    karazu reacted to Relzz in Official iRO KO/OB Job change quest!   
    Authors: M45T3R, Dastgir Pojee, Yommy

     
    So.. many time after this proyect started it's now completed apparently without errors, and I felt it's time to put it into script releases.
     
    It's the Kagerou/Oboro Jobchange quest it was first extracted by me with packets from iRO and then Yommy provided some official info as Dastgir said to me so, Dastgir added the new dialogs and some repairs, he also made the whole Weaponry quest wich was the hardest untill Yommy provided the formulas, so here it is!
     
    Finally, the K/O job change quest was available for bug testing since 6 months ago and now is complete but it wasn't published here.. so yeah, here it is! 
     
     
    This video isn't mine, but the quest actually looks the same. Im just hotlinking to show exactly how the quest looks like.

     
     
    You can download a ZIP from github here: Click here or if you want to check for commits and updates here is the repostory.
     
     
    If you have any problems with the script you can report them here.
  14. Upvote
    karazu reacted to Dastgir in Split pre renewal   
    Been discussed a lot of time, What if there's new feature on client, that needs to be added to pre-re ones too(I.e double work)
     
    IMO, having ability to change from re to pre-re is nice, rather than downloading new emu,then applying own changes,etc.
  15. Upvote
    karazu reacted to Mystery in Midgard-Community   
    What is Midgard Community?

    - Midgard Community is a Ragnarok Online community that provides various information regarding the world of Ragnarok. We have a Ragnarok Server Listing service that provides space for server owners to list their Ragnarok Online Private Server with us. We provide a download system to the Ragnarok Community which houses multiple files that range from NPC sprites, Class Sprites, Palettes, Maps, Items, Monsters, Cutins/Illustrations, Models, etc. !

     
    Does Midgard Community have a Database?

    - Midgard Community provides both a Renewal and Pre-Renewal database for our community. Unfortunately, the database is not integrated with the main site. In both databases, you'll find information regarding various Ragnarok items, monsters, and maps. We also have various calculators and informational tables.

     
    What is Midgard Community's Download system?

    - The download system found in Midgard Community's forum houses tons of files that range from NPC sprites, Class Sprites, Palettes, Maps, Items, Monsters, Cutins/Illustrations, Models, etc. In order to get any files from the system, you must be an active member in the forum. The plan for the download system is to be the #1 stop to get files for a server owner's Ragnarok Server.

     
    API (Application Programming Interface)

    - As suggested by a member of the community, I've worked diligently with a fellow friend on implementing an API for Midgard's database. When you send a request for either an item or monster, you'll get different structured outputs returned back to you depending on what you've searched for.

     Item

     


    Monster
     


    However, not anyone can fetch what they want. When you create an account through the main site, if setup, there will be a token assigned to your username. You will need this token in order to fetch data from the database.
     
    Required Fields:
    api_key id (Item / Monster ID)  
    ​Optional Field:
    type - If no type is given, you'll directly get an item. To get monster, set Type's value to 1.
     
    Site Links & Information
    Homepage: http://www.midgard-community.com Forums: http://www.board.midgard-community.com Download System: http://www.board.midgard-community.com/files/ Pre-Renewal Database: http://www.database.midgard-community.com Renewal Database: http://www.database.midgard-community.com/renewal
  16. Upvote
    karazu reacted to Dastgir in MVP Summoner   
    Change
     
     monster strnpcinfo( 4 ), 0, 0, "--ja--", 1708, strnpcinfo( 1 ) + "::OnSummon";  To
     monster strnpcinfo( 4 ), -1, -1, "--ja--", 1708, strnpcinfo( 1 ) + "::OnSummon"; 
  17. Upvote
    karazu got a reaction from jTynne in IND please!   
    ALL I WANT ON CHRISTMAS IS YOU!
  18. Upvote
    karazu reacted to Dastgir in Harmony... making a return?   
    Completely agree.And as mentioned "irregardless of support" by him, I dont think he would be able to reply to a question via contact page
     
    Anyways, when money is needed, everyone makes a comeback.
  19. Upvote
    karazu reacted to Dastgir in Critical Strike on Magic [Error] (Still not solve)   
    Can you give gdb coredump??
  20. Upvote
    karazu reacted to Dastgir in Critical Strike on Magic [Error] (Still not solve)   
    Convert all function calls to pointer(the renewal phase change that Hercules have gone)
    Like mob_dead to mob->dead
  21. Upvote
    karazu reacted to Angelmelody in Critical Strike on Magic [Error] (Still not solve)   
    find
      clif->damage(tmpd->src, tmpd->bl, timer->gettick(), 1, 1, id, 0, 10, 0);
    change to
    clif->damage(tmpd->src, tmpd->bl, 1, 1, id, 0, 10, 0);
     
     
    find
    status->change_start(bl, SC_BLADESTOP_WAIT, 10000, 1, 0, 0, 0, u_, 2);
    status->change_start(bl, SC_INVINCIBLE, 10000, 1, 0, 0, 0, u_, 2);
    chang to
    status->change_start(NULL, bl, SC_BLADESTOP_WAIT, 10000, 1, 0, 0, 0, u_, 2);
    status->change_start(NULL, bl, SC_INVINCIBLE, 10000, 1, 0, 0, 0, u_, 2);
  22. Upvote
    karazu reacted to Mhalicot in Zeny gained by killing monsters   
    Hello,
     
    Do not forget to Click "Mark Solved" if you think your problem has been solved. (Mark Solved).
     
    Int'l Moderator,
    Mhalicot
  23. Upvote
    karazu reacted to Happy in PvP Ladder   
    I updated the link, but please wait till it gets approved by moderator. Sorry for taking a long time.
  24. Upvote
    karazu got a reaction from Nebraskka in Non-stackable Storm Gust and Meteor Storm   
    Storm Gust dont Stack but Meteor Storm do Stack..
     
  25. Upvote
    karazu reacted to Tokeiburu in Act Editor   
    File Name: Act Editor
    File Submitter: Tokeiburu
    File Submitted: 03 Dec 2014
    File Category: Client Resources
     
    Heya,
     
    This tool is an action file editor, it edits Act and Spr files. You will find similarities with ActOR in its design, but it should be much more enjoyable to edit animations ;].
     
    Special thanks to Nebraskka for testing this software in its early days. All the suggestions and feedbacks made this software much better.
     
    How to install
    Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/download/y3amu1o5zsmgd2o
    Install the application with Act Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it.
    Once you are done, you can start the program from the link on your desktop.


     
     
    Key features
    The software has many, many features available. It would take too long to describe each one of them, so I've only focussed on the more impotant ones.
    You can undo and redo everything, scripts included.
    You can edit and add sounds easily.
    Powerful and easy to use palette editor.
    Sprite types have been abstracted - you don't have to worry or care about that.
    Animation speed can be changed easily.
    Most components have a drag and drop feature.
    Advanced scripting engine (C# language). The scripts can also be used to customize the software menus.
    Error checking when saving the act/spr to avoid invalid files. The sprite version will be automatically downgraded if RLE compression is not available.
    Frame interpolation (inbetweening/tweening) is possible via the Animation menu.
    Prompts you with an image converter dialog if the added image is invalid.
    Allows advanced edition for actions and frames via their respective menus.
    You can load files from GRFs directly (and save in the GRFs directly as well).

    Technical stuff
    Requires .Net Framework 3.5 (SP1) Client Profile to run (3.5 or more will work as well).
    When prompted with an error, use the "Copy exception" button to copy the debugging info. I will need this to fix the issue you're encountering.

    The editor's primary window
    The interface is really straightforward and similar to ActOR. I'll only focus on new elements!
     
    Rendering mode : This option changes the behavior of how layers are rendered. If you use 'Editor', you'll clearly see all the pixels when zooming in. If you use 'Ingame', it will use a linear scaling instead, which is closer to what the client does.

     
    References : These allow you to know where your item will be positionned (the yellow marker is the anchor, see below).

     
    Color mask : To edit the color of a layer, simply click on the color rectangle. You can also drag and drop the colors between different layers to quickly modify many of them.
     
    Common shortcuts : You can manipulate layers by using common shortcuts. More can be found from the Edit menu. These below are only the primary ones.
    Ctrl-A : Select all layers.
    Ctrl-C : Copy the selected layers.
    Ctrl-V : Paste the copied layers.
    Ctrl-X : Cut the selected layers.
    Alt-C : Copy current action.
    Alt-V : Paste current action.

    Advanced action and frame editions
    These expose all the available methods of the editor. You can remove a range of frames or copy a frame 10 times very quickly and easily. This dialog is found in Action/Frame > Advanced edit...

     
     
    Anchors
    You can edit anchors from the editor directly. Anchors are points that connect frames together, from different act files. Here's an example without and with anchors :
     



     
    This is mostly useful when you're using reference sprites (on the right panel). Clicking on the anchor button will let you choose where to attach the sprite (this is set semi-automatically for you though). You can edit those from the Anchors menu, but it is recommended to start from a pre-existing act to avoid doing this tedious process.
     
     
    Palette editor
    The palette editor allows you to quickly recolor sprites with an intuitive interface. Only indexed images can be edited (it's a palette editor after all) and three modes are available. The gradient mode changes an existing gradient to another color while keeping the original saturation and brightness of the colors - this makes the gradients blend in better. If there are no gradient (usually because it's a custom sprite), there's always the Adjust color mode. This one changes all color from a specified range to another one (Photoshop has a similar feature, which does work better).
     

     
    You can click on the image (on the left) to automatically select the palette indexes. These will be highlighted for a few seconds to show you what you're about to edit.
     
     
    Interpolation (tweening)
    This script can be accessed via Animation > Interpolate frames. This process fills the images between two frames by detecting the changes applied to the layers. Here's a simple example of how it can be used :
     
     
     
     
    Script engine
    The script engine can be accessed via Scripts > Script Runner. This is a big feature of Act Editor, it allows you to automate all your work with the act and much more. Click on the Help button for guides and available methods (don't hesitate to try out a script; if an error occurs the act will be reversed to its previous state). The documentation doesn't cover all of the available options and methods for obvious reasons (the .net framework is huge). Doc example :
     

     
    The language used by the script engine is C#. If you're not familiar with it, simply check out the script samples (Scripts > Open scripts folder)! I won't go into details here, questions can be asked in the support thread regarding addiotional features and methods. If you believe your script should be added in the program, send it to me and I'll probably add it.
     
     
    Customizable
    The settings dialog allows you to modify all colors in the editor easily.

     
    You'll also find the sound resources (GRFs and folders) that can be set up in the Sound tab. The Shell integration tab can associate the .act files with the software to edit them more easily.
     

     
    Don't hesitate to give me a feedbacks or suggestions!
     
    Click here to download this file
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