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Neo-Mind

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Everything posted by Neo-Mind

  1. looks like weapontable_f.lub file is missing. if you are reading from data folder first make sure you dont have a blank file for that one (if it doesnt find it there it should pick it up from data.grf)
  2. because in the code i am checking the last patched date and running the updater only if there is any. so if your uptodate with the official patches it wont run it. you can only run KPatcher > Rolex > Client.
  3. yea i think so too because im testing in august client and im not getting lua errors (packet errors definitely ). As for the Remove GM Sprite I am not much familiar with it. I will try to see what can be done.
  4. Update 3: Shared Palette Patches have been fixed. download from same link shown above. Evilpuncker can you test and tell me if there are any errors still showing up for shared body palette if you have palettes for that. @Samuel : I think Shakto was working on that. I'll add it to the list just in case.
  5. oh yea almost forgot .... again. can someone post what error they are getting as reqweapon.
  6. Update 2: that was quicker than i thought ... Fixed patches: Ignore Missing File Error & Only First Background, Only Second Background Download link same as above. Thanks to shenhuyong for pointing out the bugs. List of Patches & issues being worked on: 1) Reqweapon issue (1st priority - currently checking). 2) Skip Service Select (next in line - have not started). 3) Increase headgear view id - change the 5000 to configurable value (needs some core changes - to be started soon) 4) Use Custom Font (needs some core changes - to be started soon). 5) Restore Old Login Window (being considered whether plausible or not). Let me know if there are more that i have missed out.
  7. @Ryoko that is not what the Updater section is for. If you wish to use KPatcher you need to put RoLex as the client executable in KPatcher's ini file not the other way around. As for disabling kro patching you can just put the Enabled=false.
  8. thought i update here as well update: Issues with Enable 64k hairstyle & Fix angles has been fixed. please get the updated diff file from the link. https://sourceforge..../xdiffgen/code/ (Really want to add that to the first topic :| )
  9. update: Issue with Enable 64k hairstyle has been fixed. please get the updated diff file from the link. https://sourceforge.net/p/xdiffgen/code/ (Really want to add that to the first topic :| ) EDIT: @Rytech: well we are not storing anything in memory for enabling it till 64k . before the 4 bytes used to point to address where the strings "0" to "27" were located. we are now simply using it directly as our hairstyle id without accessing those storage. infact i think we can safely remove the string storage part itself since its pointless (less mem consumption even if it is small)
  10. wait its there in official server?
  11. true but i think they are leaving them blank to add weapons/shields etc in future. but for headgears they will probably have to expand
  12. oO official has reached 32k ?? WTF then we need to wait for gravity to implement item ids in long values (4 bytes)
  13. item id is 2 bytes (16 bits) signed integer but since item id cannot be negative we lose the MSB. therefore maximum value possible is (2^15)-1 = 32767.
  14. oh nice ive been looking forward to getting my hands on it
  15. @Mad Walker, Interesting . i thought the 64k itself had some issue . alright ill check it out. i think it might be something only in the newer clients (july onwards). @Judas, yes there is . Infact i have been thinking about making that configurable like before :-)
  16. sorry i got busy with my job & shield patches. Now i am fixing up broken diffs - i'll check the issue you are facing as well. BTW Is this happening for all clients or only from august onwards.
  17. *Fix Angles* patch has been fixed. Please use the updated xdiff files from here https://sourceforge.net/p/xdiffgen/code/ As for 64k hairstyle i didn't see any issue in it. can you tell me what the issue is and from which client version it is coming up.
  18. you don't need to edit anything in client for default packet keys. just make sure u have not enabled *disable packet encryption* patch.
  19. Can someone post a list of patches failing currently for 2013 clients. Since i have completed my job & shield patches I have some time to work on fixing these
  20. hmm good idea ill upload screenshot with a custom job & custom shield soon
  21. rebellion uses multiple files i wonder what gravity is doing with them.
  22. Well a few people know i have been working on these. So here goes. Did I hear right? 1. Yes it is what you are thinking. The Custom Job patch allow you to modify the existing jobs and add new jobs in a fashion similar to HeliumRO's Xray Clients (and some extra stuff u will see below) but using lua files. 2. Similarly Custom Shield Patch allows you to throw the existing 4 shield limit out the door and modify existing as well as add more shield equipment types to your liking using lua files. 3. For now I have tested them out on a set of clients (for others the logic followed were the same so I didn't bother with the rest). Ofcourse if any bug comes up I will work on fixing them. 4. Patches were made with existing patches in mind and therefore will not affect any and existing diffs present in a client you use. Infact you are supposed to use these last only. 5. Custom Job Patch has also an override for Class names based on gender. For it to work Langtype Korean Jobname Fix is expected to be enabled (for xDiff patches it is a part of Translate to English patch) 6. So is there a limit ? yes for now i have limited them as max shields to 10 and max job id to 4300. So how does it work ? 1. Get the xdiff file for your client version (from the link below) 2. Get the lua files (also from the link below) 3. Modify/Add entries to the lua files (Format is specified below) 4. Load your client and xdiff file in xDiffPatcher 5. Let it Rip!... i mean Patch!! 6. And last but not least place the lua files in their proper locations. Lua File Formats - Custom Job Patch Custom Job Patch makes use of 7 lua files (similar to the various txt files Xray client had).They need to be present in the luafiles514/lua files/admin path. 1) PCIdentity.lua: This file is already present in the official GRF but we are going to use a modified version of that one. All Job Sprites have a corresponding Job ID (including costumes and Job Mounts). This file defines all of them and their relationships to each other. This is done with the help of 3 tables => i) pcJobTbl (mandatory): This is where the job id value is defined and mapped to a string for identification JT_KAGEROU = 4211, -- 4211 is the job id for kagerou class ii) Halter_Map : This is where you specify which job id is the job mount of which class. Ofcourse if you dont plan to add a mount sprite for a class you can ignore this one. [pcJobTbl.JT_KAGEROU] = pcJobTbl.JH_KAGEROU, -- maps kagerou job to his frog mounted sprite iii) Shrink_Tbl : This is list of job IDs that need to be ... shrunk i.e. specify all Baby Jobs here. pcJobTbl.JT_SWORDSMAN_B, -- will include Baby Swordsman in the list 2) PCPaths.lua: Lua equivalent of class_tab.txt . Defines the prefix string used for each class to get its sprite & act file path. i.e. prefix in => /data/sprite/Àΰ£Á·/¸öÅë/<gender>/<prefix>_<gender>.spr (& act as well). This is done with the help of two tables (only one of which needs to be filled for a class). i) PCStitchTbl : If your job uses a completely new sprite with a new filename then you can assign it in this table. [pcJobTbl.JT_SWORDMAN] = "°Ë»ç" -- Prefix for Swordsman ii) PCStitchInheritTbl : If your job is sharing an existing sprite path already used by a job specified in PCStitchTBl then you can simply connect them in this table (target job id inherits from source job id). [pcJobTbl.JT_SWORDMAN_H] = pcJobTbl.JT_SWORDMAN, --JT_SWORDMAN_H is High Swordsman which uses --same sprite as Swordsman All of the remaining lua files follow a similar pattern with one table for direct assignment and the other one for inheriting value from another job id 3) PCImfs.lua: Lua equivalent of imf_tab.txt . Defines the prefix string for imf files of each class. i) PCImfTbl : [pcJobTbl.JT_KNIGHT] = "±â»ç", -- Prefix for Knight ii) PCImfInheritTbl : [pcJobTbl.JT_KNIGHT_H] = pcJobTbl.JT_KNIGHT, -- JT_KNIGHT_H is Lord Knight and has the same -- imf as Knight class. 4) PCHands.lua: Lua equivalent of reality_dir_tab.txt. Defines the prefix strings used for Weapons and Shields of each class i) PCHandsTbl : [pcJobTbl.JT_ASSASSIN] = "¾î¼¼½Å¾î¼¼½Å", -- Prefix for Assassin ii) PCHandsInheritTbl : [pcJobTbl.JT_GUILLOTINE_CROSS] = pcJobTbl.JT_ASSASSIN, -- Guillotine Cross picks up --weapons/shields from the same path as Assassin class. 5) PCPals.lua Lua equivalent of reality_tab.txt. Defines the prefix strings for the body palettes. i) PCPalTbl: [pcJobTbl.JT_MAGICIAN] = "¸¶¹ý»ç", -- prefix for Mage ii) PCPalInheritTbl: [pcJobTbl.JT_MAGICIAN_H] = pcJobTbl.JT_MAGICIAN, -- High Mage uses same prefix as Mage class. 6) PCNames.lua Lua equivalent of monstrosity_tab.txt (in part since mobs are defined by jobname.lua) . As the file name says this is where you define all your class names. Reason i saved this for last is because this file is slightly different from the previous 4. Here you can define the class name seperately for both genders. For male classes => i) PCJobNameTbl : [pcJobTbl.JT_WARLOCK] = "Warlock", -- Kind of obvious right? ii) PCJobNameInheritTbl : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- JT_WARLOCK_H is Transcendent version of -- warlock class and ofcourse it will have same name For female classes => iii) PCJobNameTbl_F : [pcJobTbl.JT_WARLOCK] = "Witch", -- Now the female Warlock will be called Witch iv) PCJobNameInheritTbl_F : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- Same for Transcendent warlock By default if your gender is female and there is no names defined using either iii) or iv) above then it checks in the tables for male gender. 7) PCFuncs.lua Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!! Lua File Formats - Custom Shield Patch Custom Shield Patch makes use of 2 lua files as specified below. They need to be present in luafiles514/lua files/datainfo folder. 1) ShieldTable.lua : This lua file is the only one you need to configure. It contains 3 tables and is similar in format to WeaponTable.lua i) Shield_IDs : Defines a list of IDs which includes both Shield Types & Item IDs used by shield items in item_db.txt. Shield Items can only start from item id 2101 onwards so anything lesser than that will be considered as a shield type id. To distinguish between them we use the ST (Shield Type) and SI (Shield Item) prefixes. ST_MSHIELD = 4, -- Mirror Shield TypeSI_Platinum_Shield = 2122, -- Platinum Shield's Item ID ii) ShieldNameTable : Here we assign suffix strings for Shield Types i.e. shield suffix in => /data/sprite/¹æÆÐ/<hand prefix>_<gender>_<shield suffix>.spr [Shield_IDs.ST_MSHIELD] = "_¹Ì·¯½¯µå", --Suffix for Mirror shield iii) ShieldMapTable : Here we specify which Shield Type is used by each of the Shield Items. [Shield_IDs.SI_Platinum_Shield] = Shield_IDs.ST_MSHIELD, -- Platinum Shield uses -- Mirror Shield sprite. 2) ShieldTable_F.lua : Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!! Ok.. So Where do i get the files? Download link Final Note If you have any issues or doubts about the xDiff files or Lua files (I expect some in this department) let me know. So Enjoy
  23. Interesting issue. Sadly i am not at home right now. I'll check it out when i get home.
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