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Posts posted by Rytech
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If you look at the names of the palette files and directorys for them in my dress pack file youll get a idea. Also because its a different sprite entirely, new palettes have to be made for them. Keep in mind that jRO made these sprites and not kRO meaning it might be a bit different with them. Maybe Kamishi can make some for them.
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Holy shit those still work???? Im guessing the one for card slots also works if this is the case. Would be a great thing for those wanting to keep custom stuff in the text files while having official stuff in the iteminfo.lub.
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Heheh. I know you wern't asking. I was just saying how much effort is needed to do it. As for the Summoner, things are on hold for them right now since kRO is currently rebalancing their skill and doing something....interesting to them which will add a hand full of new things to them. Will have to fully retest them.
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Its very possible to get things setup to allow jobs to have outfits of their previous jobs, but the issue thats stopping me from doing it is the massive amount of time it will take to find the existing sprites, copying and renaming every file, same for the palettes since all body styles other then 0 use their own sets of palettes and don't share between other styles or jobs. Even the new outfits have their own palettes which is why people are ending up with black sprites.
Its just a load of work I don't want to put time into. But seeing how kRO added entrys for multiple outfits in the lub files like how a Rune Knight can change to any previous outfit, im sure they will release files to do that later this year.
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I wonder if the Mechanic one will also come with a much better looking mado. Seriously, the current ones look like crap. The previews we saw of it back in 2009 were waaaaay better looking then the current.
If your looking to get the sprites with their original file names and directorys, you can get to the download through here....
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The client WAS released some time ago, but one of the staff hid it due to him and another getting spammed PM's on why it won't work with Herc.
And a better client in progress
How about you just renable the one I uploaded, hmmm?
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The client WAS released some time ago, but one of the staff hid it due to him and another getting spammed PM's on why it won't work with Herc.
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Dress Pack
What Is It?:
The dress pack is a content pack that enables full
use of the dressing room feature and also adds
official alternate styles for 3rd jobs from jRO.
How To Install:
To use, simply have your DATA.INI file set to
read the dressroom.grf before the data.grf/rdata.grf
files. You can also use the tool GRF Editor to merge
into your custom grf if desired.
A 2015-10-29aRagexe or newer client is required for
this to work properly. This file only adds support for
the client side and will only let you view things in
the dress room window. The server must fully support
the system as well along with the "body" value in the
character data.
You will need to enable the "save_body_style" config
in the conf/battle/client.conf to allow your server
to save selected body styles.
More info can be found in the read me file.
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Submitter
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Submitted12/20/15
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Category
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Does this answer your question???
Male and Female Guillotine Cross standing while wearing the alternate outfit.
Male and Female Guillotine Cross in battle pose.
2 female Guillotine Cross's sitting. One with the alternate outfit and the other with the original.
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Nice info gathering Rytech! Good luck catching the rest of the info.
Sadly, the sakray server was shutdown after the maintenance. Its goina be months before it opens again. *sigh* Im sick of this waiting. I could really use a good leak right now.
Ill start development on the skills I have enough info on and hopefully Herc will follow soon. People have been waiting for this job to be fully supported long enough.
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iRO has added the Rebellion to their test server on December 2nd, 2015 and im testing there to gather as much info as I can. Testing begun by using a packet analyzer to read exact timer values and going through controlled testing conditions to get official variable cast, fixed casts, aftercasts, and cooldowns. Other information is coming in little by little as I test things. Below is all the information I have for now and will be updated as more comes in.
Rebellion Skill Information
Document created by Rytech
Note: Due to the damage formula's for many of the skills being affected by more then ATK and the limited testing
conditions on iRO's test server (lack of low level equips and also lack of good enemy targets to test on), im not
focusing much on figuring out damage formula's this time. If anyone wants to do some tests and throw a suspected formula
then do so and ill test it out if possible.
Note 2: All variable cast, fixed cast, aftercast, and cooldowns are 100% confirmed.
Format
Target:
Max Level:
Range:
Required SP:
Variable Cast:
Fixed Cast:
Aftercast:
Cooldown:
Duration:
Glittering Greed (Coin Flip Greed???)
RL_GLITTERING_GREED
Target:
Max Level:
Range:
Required SP:
Variable Cast:
Fixed Cast:
Aftercast:
Cooldown:
Duration:
Thoughts: What the heck is this? Its ID is right before Rich's Coin as if its supposed to be on the skill tree.
I have info that this skill has a sub-skill called RL_GLITTERING_GREED_ATK, a unit ID (ground skill related stuff)
called UNT_GLITTERING_GREED and a additional function GLITTERING_GREED_INSTALL_CNT like its keeping track of something.
Is this even complete??? If so, could this be a hidden mechanic for Rebellions??? The only thing I can think of is it
might be related to GS_GLITTERING which is the Coin Flip skill. Maybe its a hidden skill autocasted by doing something
or by having a certain weapon equipped. Hopefully something turns up.
Rich's Coin
RL_RICHS_COIN
Target: Self
Max Level: 1
Range: NA
Required SP: 10
Variable Cast: None
Fixed Cast: None
Aftercast: 1 Second
Cooldown: 3 Seconds
Duration: 600 Seconds
Note: Consumes 100 zeny to summon 10 coins at 100% chance. Basicly Dangerous Soul Collect (Zen) for Gunslingers.
When this skill is learned, using Flip The Coin will no longer remove coins on failure, but will still consume 1 zeny.
If player has 10 coins, skill fail #19 displays and will not consume zeny.
Mass Spiral
RL_MASS_SPIRAL
Target: Enemy
Max Level: 5
Range: 15
Required SP: 76 + 4 * Skill LV
Variable Cast: 1 Second
Fixed Cast: 2 Seconds
Aftercast: 1 Second
Cooldown: 10 Seconds
Duration:
Note:
Skill fail #20 displays if there's no spheres.
Banishing Buster or Vanishing Buster
RL_BANISHING_BUSTER
Target: Enemy
Max Level: 5
Range: 9
Required SP: 50 + 5 * Skill LV
Variable Cast: 3.5 - 0.5 * Skill LV
Fixed Cast: 1 Second
Aftercast: 2 Seconds
Cooldown: 5 + Skill LV
Duration:
Bind Trap
RL_B_TRAP
Target: Self
Max Level: 5
Range: NA
Required SP: 28 + 2 * Skill LV
Variable Cast: 2.4 - 0.4 * Skill LV
Fixed Cast: None
Aftercast: 3 - 0.5 * Skill LV
Cooldown: None
Trap Duration: 10 Seconds
Trap Effect Duration: (9 + Skill LV) - STR / 10 * 0.5
AoE Size: LV 1-2: 3x3, LV 3-4: 5x5, LV 5: 7x7
Notes: Places a binding trap on the ground where the caster stands for 10 seconds.
Any enemy that steps into the AoE will have its movement speed reduced by 90%.
STR reduces the debuff's duration by 500ms for every 10 STR the affect enemy has. Doesn't appear to have a minimal duration.
Flicker can be used to detonate the trap, causing a explosion the size of the traps AoE to deal damage.
The explosion damage ends the debuff's duration. Skill has aftercast, but doesn't show it on shortcut bar.
Test Notes: Trap stays on ground for 10 seconds on all levels.
Speed changes from default 150 to 285 when affected by trap.
Status ID #752, lv 1 give 10 second duration with 1+6 STR and val1 is 90.
Test with LV 1....
1+26 STR gives duration of 9 seconds.
4+6 STR gives 9.5
44+6 STR gives 7.5
94+6 gives 5
130+36 STR gives 2
130+49 STR gives 1.5
Sequence of Attack: Flicker will trigger Binding Trap if its on screen, but not sure if its limited to just the one you placed.
If it finds one on screen, itl cast RL_B_FLICKER_ATK on the spot the trap is on.
At this point, any enemys in the trap's range will be hit with RL_B_TRAP.
Flicker causes RL_B_FLICKER_ATK to be casted on the spot where the trap is.
RL_B_FLICKER_ATK always shows lv 1 no matter the trap's level.
If anyone is standing in the trap's range, RL_B_TRAP will hit everyone within its splash range.
Flicker
RL_FLICKER
Target: Self
Max Level: 1
Range: NA
Required SP: 2
Variable Cast: None
Fixed Cast: None
Aftercast: None
Cooldown: 10 Seconds
Shatter Storm
RL_S_STORM
Target: Enemy
Max Level: 5
Range: 9
Required SP: 45 + 5 * Skill LV
Variable Cast: 3.5 - 0.5 * Skill LV
Fixed Cast: 1 Second
Aftercast: 2 Seconds
Cooldown: 5 + SkillLv
Duration:
Skill fail #78 with NUM 20 if shotgun is not equipped.
Skill fail #85 with NUM 3 if don't have 3 coins.
Eternal Chain
RL_E_CHAIN
Target: Self
Max Level: 10
Range: NA
Required SP: 45
Variable Cast: 1 Seconds
Fixed Cast: None
Aftercast: 1 Second
Cooldown: None
Duration: 30 + 15 * Skill LV
Notes: Allows double attacking (Chain Action) with any weapon equipped.
Quick Draw Shot
RL_QD_SHOT
Target: Self
Max Level: 1
Range: NA
Required SP: 5
Variable Cast: None
Fixed Cast: None
Aftercast: None
Cooldown: None
Duration:
Notes: Acts like a combo skill. Hits the enemy your attacking, plus other enemys in the 27x27 AoE around you that has a Crimson Mark
with regular 100% ATK damage.
Test Notes: This skill has a lot of potential, but due to the bugs with the sprite and skill cast animation (makes sprite just jittery),
it makes the skill completely pointless. With 1+6 AGI (low ASPD) and 1+7 DEX, I can use the skill 2-3 times after a chain action.
With 125 AGI (high ASPD) and 125 DEX, the results were EXACTLY the same. The jittery skill use animation thats on all of the Rebellion
skills suffers from this issue and sadly this one too. As a result, its not possible to spam the skill like your supposed to.
Its been almost 2 and a half years gravity. WTF ARE YOU DOING!?!?!! WHY IS THESE ISSUES STILL NOT FIXED??!!!? Their's SOOOOOOOOOOO
many bugs and glitches with this job's sprite and skill animations. Even the coin sphere's are appearing as blue Monk spheres. *sigh*
Until this gets fixed, its useless and not fully testable.
Crimson Marker
RL_C_MARKER
Target: Enemy
Max Level: 1
Range: 11
Required SP: 10
Variable Cast: None
Fixed Cast: None
Aftercast: None
Cooldown: 1 Second
Duration: 30 Seconds
Notes: Status reduces FLEE by a fixed amount of 10. Targets position on the mini map is updated every second. Status can't be refreshed.
Tech Notes: val1 of the status is set to the ID of the person that gave the enemy the status.
Fire Dance
RL_FIREDANCE
Target: Self
Max Level: 5
Range: NA
Required SP: 10
Variable Cast: None
Fixed Cast: None
Aftercast: 0.5 Seconds
Cooldown: None
Duration:
Tech: Skill fail #78 NUM 17 if no revolver equipped.
Its AoE doesn't work like Desperado. Its just a regular self splash AoE.
Howling Mine
RL_H_MINE
Target: Enemy
Max Level: 5
Range: 6 + Skill LV
Required SP: 40 + 5 * Skill LV
Variable Cast: 1 Second
Fixed Cast: None
Aftercast: 1 Second
Cooldown: 5.5 - 0.5 * Skill LV
Duration: 30 Seconds
Notes: Gernade stays attached for 30 seconds.
Tech: Status has attacker's ID set to val1. Flicker causes RL_H_MINE to be auto casted on targets with the status and deal damage in
a splash AoE around the affected enemy. Autocasted level is the same as the level the RL_H_MINE skill used was.
Platinum Alter
RL_P_ALTER
Target: Self
Max Level: 5
Range: NA
Required SP: 16 + Skill LV
Variable Cast: 2 Seconds
Fixed Cast: None
Aftercast: None
Cooldown: None
Duration: 15 + 15 * Skill LV
Attack Increase Formula In +: (Skill LV Used + Coins Consumed) * 10
Notes: Requires saint (holy) bullets to be equipped to cast. Switching to non holy bullets in mid cast makes the skill fail at
the end of casting. Bullet's ATK does not affect ATK increase. Attack increase is added as item ATK and doesn't show on the
stat's display.
Tech: Skill fail #86 if holy bullets are not equipped.
Thoughts: A decent skill I think. LV 1 alone is enough to give a good boost since casting it with 10 coinswill give a 110 ATK
boost for 30 seconds. Higher levels will add 10 ATK and 15 seconds to duration.
Fallen Angel
RL_FALLEN_ANGEL
Target: Ground
Max Level: 5
Range: 9
Required SP: 10
Variable Cast: None
Fixed Cast: 0.5 Second
Aftercast: 3.5 - 0.5 * Skill LV
Cooldown: 12 - 2 * Skill LV
Duration:
Notes: Can't be used in PVP. High Jumps to the targeted spot and autocasts Desperado of the learned level once you land
(funny since lv 10 is needed to get this skill)
Tech: Acturally autocasts Desperado's skill on landing.
Thoughts: Avoid using lower levels since the aftercast will be too long. Imagine jumping into a group of enemys to autocast
one desperado and then what???? Lv 1 has 3 second aftercast and LV 5 has 1 second aftercast. Desperado has a 1 second aftercast,
so its best to get this to LV 5 before using it. However, this skill can't be used in PVP which means it can't be used in WoE
area's ether.
Round Trip
RL_R_TRIP
Target: Self
Max Level: 5
Range: NA
Required SP: 15 + 5 * Skill LV
Variable Cast: None
Fixed Cast: None
Aftercast: 1 Second
Cooldown: 3.5 - 0.5 * Skill LV
Duration:
Dragon Tail
RL_D_TAIL
Target: Self
Max Level: 5
Range: NA
Required SP: 50 + 10 * Skill LV
Variable Cast: 1 + 0.2 * Skill LV
Fixed Cast: None
Aftercast: 2 Seconds
Cooldown: 5 Seconds
Duration:
Fire Rain
RL_FIRE_RAIN
Target: Ground
Max Level: 5
Range: 3
Required SP: 70
Variable Cast: 2 - 0.2 * Skill LV
Fixed Cast: None
Aftercast: 1 Second
Cooldown: 5 Seconds
Duration:
Tech: A 3x1 AoE that walks 10 steps in the direction your facing. Appears to step every...around 120ms I think.
Heat Barrel
RL_HEAT_BARREL
Target: Self
Max Level: 5
Range: NA
Required SP: 30
Variable Cast: 2 Seconds
Fixed Cast: None
Aftercast: 1 Second
Cooldown: 105 - 5 * Skill LV
Duration: 60 Seconds
Fixed Cast Reduction In %: 5 * Number of Coins Consumed
Attack Increase: ???
ASPD Increase: ???
Flee Reduction:
Thoughts: This skill is a must for someone planning to use Hammer of God. Read what its fixed cast is and you'll know why.
During testing the ASPD and Flee did change, but I couldn't get my attack to change. Maybe I missed something.
Statu's can't be removed by Clearance. More testing needed.
Anti-Material Blast
RL_AM_BLAST
Target: Enemy
Max Level: 5
Range: 9
Required SP: 76 + 4 * Skill LV
Variable Cast: 2 Seconds
Fixed Cast: 1 Second
Aftercast: 1 Second
Cooldown: 5 Seconds
Duration:
Thoughts: THIS SKILL DEALS SOME SERIOUS DAMAGE!!!! With 8 DEX I dealed over 60k damage at Lv 1 and...think around 80 or 90k
at LV 5. I can imagine with maxed DEX what itl do.
Slug Shot
RL_SLUGSHOT
Target: Enemy
Max Level: 5
Range: 9
Required SP: 76 + 4 * Skill LV
Variable Cast: 4 + Skill LV
Fixed Cast: 1 Second
Aftercast: 1 Second
Cooldown: 5 Seconds
Duration:
Thoughts: Powerful skill (and maybe a one hit killer) if you can hit your enemy with it.
Deals a fair amount of damage with medium slugs, but wow those XL 120 weight slugs will demolish a tank. Dealed over 100k
with 8 Dex and a 400 ATK shotgun. More testing needed for sure.
Hammer of God
RL_HAMMER_OF_GOD
Target: Enemy
Max Level: 5
Range: 6 + Skill LV
Required SP: 30 + 5 * Skill LV
Variable Cast: 2 * Skill LV
Fixed Cast: 5 Seconds
Aftercast: 2 Seconds
Cooldown: 30 Seconds
Duration:
Thoughts: Rebellions ultimate signature skill. Won't deal as much damage as a XL slug, but still deals a powerful hit.
From what ive seen with its behavior, this is a orbital strike skill. Its really cool and I like the concept about it.
Round Trip Plus Attack
RL_R_TRIP_PLUSATK
Target:
Max Level:
Range:
Required SP:
Variable Cast:
Fixed Cast:
Aftercast:
Cooldown:
Duration:
Notes: Round Trip's sub-skill. Triggers on players that are knocked back into a wall which deals the additional damage.
Bind Trap Flicker Attack
RL_B_FLICKER_ATK
Target:
Max Level:
Range:
Required SP:
Variable Cast:
Fixed Cast:
Aftercast:
Cooldown:
Duration:
Notes: When casting Flicker, if it finds a player's Bind Trap on screen, itl trigger this sub-skill on the trap's positon.
This will trigger the trap to explode. Mainly just a detonate skill.
Glittering Greed Attack (Coin Flip Greed Attack???)
RL_GLITTERING_GREED_ATK
Target:
Max Level:
Range:
Required SP:
Variable Cast:
Fixed Cast:
Aftercast:
Cooldown:
Duration:
Notes: I know nothing. NOTHING!!!! Hopefuly I will soon.
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You can make a Rebellion on iRO's server within 10-15 minutes. Ive been focused on capturing timers for cast times, aftercasts, cooldowns, durations, etc. Damage formula however are a real pain to figure out not only due to what all affects them (DEX, enemy HP, other stuff) and that testing conditions are very limited on iRO's sakray since they have no idea what their doing (can't get low level weapons, only porings to shoot). Im just going after the easy stuff and later focus on the difficult things.
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I tried those options with 2015-10-01RagexeRE and 2015-10-29RagexeRE. It works fine for Dastgir since he's able to rip the packet length table, shuffles, and keys. It might be due to the OS im using. I always had issues with them.
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Dressing room system is fully supported by kRO clients. Older 2015 clients like the 2015-05-13Ragexe supports it, but it uses a older version of the system still in development. The Oct 2015 clients uses a completed version of the system but isn't accessible without a small modification to some files. Here's some screenshots....
Genetic wearing alternate outfit in battle pose.
Guillotine Cross dressed as a Thief while welding katars.
2 Genetics sitting next to each other. One wearing the original outfit and the other wearing the new alternate outfit.
And finally, I added a custom entry in to support the old Rune Knight sprite.
All of this without replacing anything.
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Does this work with iRO's sakray clients? Was getting things prepaired and this error happened....
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PEEK Script Error
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DllGen: Packet Key Patterns not found
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OK
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Im having a issue with the Nemo program. The stuff in the addons menu arnt working. Itl say "blah blah blah has been extracted to output folder". But im checking the folder im outputing to but their's nothing. Also getting errors of unable to create output file for the packet dll.
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I read something on ragezone recently and I felt I can relate to what was said. Number 2 is a biggie when it comes to packets because it slows down all other development of new features and content and lately this is starting to become a issue bigger then the norm due to lack of server data leaks.
https://ragezone.com/2015/10/23/the-pain-of-an-emulator-developer/
Its also difficult when your forced to learn something new about the emulator. What pains do you guys/girls deal with?
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Chances are no you can't just remove the race selection only. That would mean switching to a older character creation which would also loose the gender selection. Not only that, but a new character creation packet is also sent on this client. Its possible tho to have the char server ignore the value of the doram race and always make a human no matter what the player chooses. Think ill work on that for my next update. The real challenge will be....where to put the config since I can't put it in the battle config files. Actually I just got a idea.
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Finally got the Summoner finished enough to mark it stable. Latest update makes them small size brute type characters which is a first in RO for a fully playable character. I got all the regular skills up to Spirit Marble fully coded too. Just have bonus stats from job levels, equips, and the 3 branches of skills left to work on and itl be done....for now. There's info thats still a mystery like the chance of double casting certain skills when your base level is 30 and how much it increases per level after that.
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Continuing???
He never stopped developing it ...
Actually I did stop for when I felt 3CeAM wasn't used much anymore. I closed down the forums and continued on it since the server I do development for has been powered by it for years. The past few months ive noticed quite a number of people still using eAthena or 3CeAM for certain reasons. Would see in posts people needing help and saying they use 3CeAM, some even saying they don't want to use rA or Herc for so and so reasons. The other reason im still at it is because eAthena users arn't getting anymore updates since Ai4rei did her final commit around a year ago. So im the only one keeping things alive for those wanting to stick to the older stuff. Theirs other reasons why, but im not getting into all of the details.
All I know is that lately its community been on the rise since early August.
I got it mostly figured out for cart decorate. If you scroll through the different values for val1 on ON_PUSH_CART with the new client using displaystatus command, youll see the 3 new carts in it. I had to find a way to get the cart selection to appear with them. I thought about just adding the 3 in regular Change Cart, but want to stay focused on a more official thing.
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Meh. This is official stuff and should be shared with the community. I got enough done to share my work. Check the browse commits for more info. The last 3 revisions as of this time are what your looking for (r781 - r783). Enjoy. And thanks to Dastgir for telling me how to fix the chat bug.
https://sourceforge.net/p/v1-3ceam/code/HEAD/tree/
Also the Summoner will likely get done first since its possible to get straight into the job just by making a Doram character which starts you off as a Summoner, while testing a Rebellion requires leveling a Novice, then a Gunslinger all the way to 99/70, and then level the Rebellion a good bit to get access to a hand full of skills.
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