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Posts posted by fxfreitas
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Don't compare the download count with comment count, many of downloads are made with randoms, people without any sense of server creation, and leechers, only true members comment, report bugs (if exists) and drop sugestions.
I don't download scrips because It isn't my focus.
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Out of the projects, taking a bit of fun:
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The thread owner made a simple tutorial Here:
https://rathena.org/board/topic/86152-custom-job-custom-shield-patches/
Just read it and try to apply in your server
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Oh I missed it, I'm not posted here rsrsrs:
http://herc.ws/board/topic/10746-showcase-dl-69-hairstyles/
Now it posted here too.
Will that be updated as you add more?
Thanks a bunch.
Yes this pack is under construction, and any update will be posted.
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Oh I missed it, I'm not posted here rsrsrs:
http://herc.ws/board/topic/10746-showcase-dl-69-hairstyles/
Now it posted here too.
Sharpienero reacted to this -
UPDATED, NOW HAVE 72 HEADS
UPDATED, NOW HAVE 84 HEADS !!!!!
Here a Compiliation of basic customs Hairs from Ragnarok Online, This include the 29 oficial heads.
All of these heads aren't made be me, with exception of #68, #69, #70 and #71 male heads and female #70 and #71 heads, this pack cames from internet and a bit of search, the authors put the credit on Spr files...
But who diferent on that pack?
- Repeated Heads Removed;
- Missaligned Heads Fixed; (like #48 and #61)
- 6 Unique Heads.- Now this pack is mixed with smokim pack (from cronus)
- No Female Heads in Male pack, with exception of classic #43
I'm Still Working On this Pack to change female heads into male heads (like #43, #55, #56 etc - Male Hairstyles), to make all heads in Oficial Collors (1~7 to work with them), To Increase this into 100 Hairstyles Pack.
Preview:DOWNLOAD: 84 Heads.zip
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You need to replace a original one (like the GM Sprite) or try to use the custom job patch (here somewere exists a download link with tutorial)
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Continuing with hair Pack:
Fixing the male head #67 based in atual compiliation:
Sprite stricture remains, but the quality of shading is increased alot, now it will be compatible with the standard hair colors
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Hi hercules,
My server was previously eathena server but we translateded it to hercules, sadly there are some real strange bugs now.
I refrain from posting this in the bug tracker/github because I'm 100% sure it is due to the ea>herc translation. (i used to have a clean copy of hercules before and back then these bugs didnt happen). Therefore i feel these are not emulator bugs, but I'd like to find out which part of the code is causing it.
Bug #1: Monster sprites sometimes don't disappear upon dying.
Sometimes, just every now and then, monsters don't fade out when they've died. I found a part in clif.c thats suppose to control it, but that part is exactly the same as I have in my version of herc. Is there something else I need to look at?
Bug #2: Monsters get stuck in a cell.
When I attack a bunch of monsters and they chase me, they stop half-a-way and get stuck in one the same cell. They cluster up and keep going back to it, even if I hit them again, they won't leave the cell. I've looked into mob.c but without result.
Could anyone point me in the right direction please? (Also, starting from scratch is not an option).
The first is a issue of new emulators:
The sprite won't disappear, the monster stay in stand animation with 0% HP, refreshing the client (@refresh) his just disappear.
The second I never see before, mybe because of transition from hercules as well.
Wait really? how often does the first issue occur to you? for me like once every 30 killed monsters.
With me is more "rare", depends of how much information the server need to process at same time (example: during the endless tower, the players kill mobs spamming skills and etc, some few monster don't disapear when dies)
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Hi hercules,
My server was previously eathena server but we translateded it to hercules, sadly there are some real strange bugs now.
I refrain from posting this in the bug tracker/github because I'm 100% sure it is due to the ea>herc translation. (i used to have a clean copy of hercules before and back then these bugs didnt happen). Therefore i feel these are not emulator bugs, but I'd like to find out which part of the code is causing it.
Bug #1: Monster sprites sometimes don't disappear upon dying.
Sometimes, just every now and then, monsters don't fade out when they've died. I found a part in clif.c thats suppose to control it, but that part is exactly the same as I have in my version of herc. Is there something else I need to look at?
Bug #2: Monsters get stuck in a cell.
When I attack a bunch of monsters and they chase me, they stop half-a-way and get stuck in one the same cell. They cluster up and keep going back to it, even if I hit them again, they won't leave the cell. I've looked into mob.c but without result.
Could anyone point me in the right direction please? (Also, starting from scratch is not an option).
The first is a issue of new emulators:
The sprite won't disappear, the monster stay in stand animation with 0% HP, refreshing the client (@refresh) his just disappear.
The second I never see before, mybe because of transition from hercules as well.
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Well, the skill RL_SLUGSHOT the accuracy depends of distance, try to make something like it.
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data>texture>À¯ÀúÀÎÅÍÆäÀ̽º>collection>youritem.bmp - Check if the name match with the lua file one.
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sir, i already did that. i already put in iteminfo.lub/lua, but when i right click, the u item to check the item description in-game, i got error. it says that the item is not found. what should i do that .
Maybe Missing Collection Sprite, the sprite need to have the same name than iventrory sprite.
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System>Iteminfo.lub (Iteminfo.lua)
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Well itemInfo is read only if you have client >= 2012-04-18.
I remember in the past when need to change description of items have to use idnum2itemdesctable.txt file, now why have to use iteminfo.lua/lub ? Please help, i want to use old type !Iteminfo.lub or Iteminfo.lua (You need to add description of items and sprite/ilustration name in this file.)
You cant make it read old format.
(And ahh) new format is much better than previous.
Only 2012-04-18 or lower clients use the x-ray method, newer clients don't read it anymore, if you want the new client features, just learn the new method (very very very very very better than old one.)
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In one of threads (I don't remember if is here or in rathena) have the new prontera fix (but you need to erase and readd prontera in mapcache and move few NPC's to correct positions.
Found It:
http://www.mediafire.com/download/7hcz6u9vl4vjhb4/newprontera.grf
Replace your prontera for this one (or just add in your data folder/youro.grf)
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First Error:
In first line of the flie the "{" is missing (after the table name)
Or you forgot to close the "}" in last table line
Second Eror:
Not realized it yet.
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They're changed t he spriters of project (first ab is from old staff, second are made be new one), see the first screen show only little changes in standard sprites and the second show reformed sprites with a totally new lookAm I the only one who noticed there are two different female Archbishop sprites posted in this thread? Are they going to be costumes, instead of just new sprites, do you think?
Did anyone actually like that old Rune Knight sprite where they looked more magic-ey? I absolutely love the new Rune Knight Sprite.
Minstrel's hat from job change isn't going to match his outfit anymore, which is upsetting because I love that hat.
Yes they can be costumes, but we don't take any news for now.
Update, Gungho released some Artworks of the alt costumes:
See in Ziu's Blog
http://ziu-ro.blogspot.com.br/
Running to update my jRO and see if have any new e.e
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Repeat the same sentence 999 times of how to do "anything new or undiscovered yet on game" for many players
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Fixed the old Gordon Sprite:
FInished:
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Only thing I can suggest for the DS sprites is, could you colour them/shade them with some RO colours/textures? To sorta match the game?
Yes this is my objective, but not only it, increase the deatils, and make the sprite looks more smooth.
X Sprite
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Remake of Zero Sprite:
Adding custom NPC sprite
in General Server Support
Posted
You need to add the SPR Name in const.txt (server side) if use a free ID (i.e.: 19998) and, if necessary, increase the id limit in source.