Jump to content

raPalooza~

Members
  • Content Count

    76
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by raPalooza~

  1. Released Version 2.0 Some Screenshots of the new updated shadow. Using .tga as a base for the .act ;] I am very very very excited to share this modification, as I felt a very good new feeling while playing with this shadow, like ragnarok got 3D revamped(as seen in the new mobile version) Check it out BOYZ! \o/
  2. I'm having difficulties on building this pluguin is it still working on late revisions?
  3. Fish Fish Fishing Well, Lately i went back on Scripting and testing ideas around ragnarok, and decided to develop a series of professions, but as i'ma well known lazy ass so i'll be releasing the "raw" script as soon as possible as it is probably full of bugs and memory problems. Starting with Fishing! here is a sneak peak of the progress so far. ;D -I'm also using .tga shadows, and custom damage font. Right now it works as follow: - First runs a loop with percentage of breaking it so the fish bites de bait. - Then a "mini-game" starts, where you need to choose the right random placed option, an bait animation ocours, and that minigame start over, guider by a random number rand(2,4) in the video. -Fish/Item Catched! Loot Animation, start over. TODO: -Random placement on water cells (also control on how much you can "fish" from one node, till it unspawn or warp away) -General Configuration for easy using (If item needed, how many minigames tries, loot selection(i hear that there are good functions scripts that base drop % in arrays.) -And so on. Hope you guys enjoy it. Want to hear some thoughts on other profession! and feed back about that one as Well! (already thinking about a lumberjack minigame where you will need to time the hit)
  4. Man! I strongly advice a sneek peak on their blog posts, a lot of screens of the game towns, and you can see some engine features, like real time sun flare, or even some kind of weather like rain. RUN FOR THE HYPE! (also hope this comes to PC in some way... dunno.)
  5. Nice idea, but why not use a normal map??? If your planning on instancing the whole ragnarok world like, an alternate "channel" that would be extremily dificult (keeping in mind that npcs dont get cloned automatcly if you instance a map. Also you would have to clone every single map to instancelike names like prontera to 1@prt and clone every single world warp, spawn, etc etc etc...x_x) You have to think of instance like an single map multiplicator for partys. You can also warplock the maps you want to make your swordart's world in and make it accessible only through an item. Maybe 2 savepoints variables linked character's VR item scripts equip and unnequip. So you could track where you equiped and teleport to last unequiped... and so on... Good luck with the project ;]
  6. Found a missleading information on the script commands xD Don't know if it meant to say that when the scripts runs it attaches the RID as it was clicked by the player or it means that the "::OnRun" supposedly runs the npc script as it was clicked (from the start); Righ now the "OnRun" is just a misleading interpretation, because it doesnt work ;[ *addtimer <ticks>,"NPC::OnLabel";*deltimer "NPC::OnLabel";*addtimercount "NPC::OnLabel",<ticks>;These commands will create, destroy, and delay a countdown timer - 'addtimer' to create, 'deltimer' to destroy and 'addtimercount' to delay it by the specified number of ticks. For all three cases, the event label given is the identifier of that timer. The timer runs on the character object that is attached to the script, and can have multiple instances. When the label is run, it is run as if the player that the timer runs on has clicked the NPC. When the label is run, it is run as if the player that the timer runs on has clicked the NPC.
  7. Yeah there's this option but i meant to call any npc at the server, so i was looking for a way of calling a npc as it was clicked, starting at the top of npc's script like a OnClick: or something like it... ie: attach(NPCNAME,RID) (adding a OnClick on the first line of every npc script seems a little too much)
  8. So.... Is there a way of calling an NPC without setting a specific ::OnLabel? Does it need to be a function in order to call it? What I want is to attach the invoker Character to another npc as it has been clicked... o/
  9. @Update A little video of how development is going:
  10. @@Aeromesi Yeah! The Sims inspired me a lot! Ragnarok always used the side cuts on the walls but i went "the sims mode" on creating an outside for it, so we may get outside decorations as well ;] (farming minigame?) @@Zell Sup man, we are all developers here... I'm brazilian indeed , eae tranquilo?, good that you have the system already! I've been on the "creation" part of ragnarok for a while, not playing anymore, so I'm sure it's a coincidence. Maybe a happy one... @Topic Pointing fingers and beeing cocky is a bad way of starting any conversation on any topic, as you all must know. @Update Planning on working with @@Dastgir for a free release!The kraken
  11. Modern Housing Instace House The housing system will somehow award players with furnitures decorations, so they can arrange it as they want and then show their house to the word! More in depth: When opening the instance the party leader loads the Char_id into the housing database table, where it contains all the furniture custom npc id/placement/ifplaced information linked to his Char_id. through scripting, copied npcs inside the instance map (1@hous,0,0,4 duplicate(Furniture) Furniture#0 HIDDEN_NPC1) are moved, rotated and "disguised" based on information of the housing database. I'm also creating a second Database table that holds all the global information of furniture (names,npc_id,price?,rarity,...) The reward part still a mistery, i'm thinking of a function that would insert the furniture into the database ;] and that function could be set on usables, questboards, equips? ;] Progression: House Map 100% Furniture Loading 100% Furniture Control 0% Furniture Reward 0% Furniture Spriting (currently using ones from Habbo Hotel game) Instance Control 70% A screenshot of the current state: A little video of how development is going Problems :[ - No easy way(found) of controling where you want your furniture to be. - As they are custom_npcs there's an annoying problem of mousovering, imagine a house full of furniture you would keep clicking the npc and not the cell to move( even with end;) ;[ - The sprites that i ripped borrowed from Habbo are only the from view, so a table with chairs arround would not be possible (yet?) Hope to hear some good ideas to improve the project, and also a little help if someone is interested! Let's go housing! :*
  12. @@Dastgir Got it ;] @all Enjoy the shadow
  13. I think file still flagged as unaproved, maybe i glitched it out with so many versions (uploaded the worng version first time) ^^'
  14. File Name: Smooth Shadow File Submitter: raPalooza~ File Submitted: 13 Oct 2015 File Category: Sprites & Palettes SmoothShadow By raPalooza Version 2.0 - This new version of SmoothShadow I tried to recreate the smooth shadow seen in Tree of Savior, so I used the .tga format to draw the shadow of monster and characters. The result I got was amazing, it gave ragnarok a fresh look! Try it out! ps;not sure if with huge mob density the client suffers. Click here to download this file
  15. Version 2.0

    888 downloads

    SmoothShadow By raPalooza Version 2.0 - This new version of SmoothShadow I tried to recreate the smooth shadow seen in Tree of Savior, so I used the .tga format to draw the shadow of monster and characters. The result I got was amazing, it gave ragnarok a fresh look! Try it out! ps;not sure if with huge mob density the client suffers.
  16. @@Lord Ganja RHW AND LHW stands for Right Hand Weapon and Left Hand Weapon, i'm not sure it makes any diference, i was testing at the time how it works yes batk is the basic atack. I havent played enouth with the mob's stat to give you a good answer of what each one does but, i think you can start testing it out. No idea on the magic attack part x_X
  17. @@Lord Ganja You're welcome buddy, The way i did was, Under int64 c= 0; You have to write int m = md->bl.m; so you can get the spawning mob map, and ask for the mapflag later on. I've changed the mob status through the if( map->list[m].mobpower != 100) right before md->attacked_id = 0; on mob_spawn, that's why i wrote that down on the other post, forgot to mention why it was there XD I don't know if there's much diference on where to modificate it's status, but before md->attacked_id = 0; worked fine for me. ( still newbie on source edit's ) The mapflag way will not change the mobs stats that have already spawned, so you have to spawn the mob after you setmapflag or write the mapflag from the server start. (Little confuse but i think i got the point) o/ Hope Hercules Pluguin creates a easier way of creating mapflags Right now it is a pain in the ass, with a lot of changes to make. T-T
  18. A while ago i've made a source modification that did exacly that! I was using this to create a setmapflag command to increase mobpower on an instance, creating somekind of "Greater Rift" from Diablo, with infinity dificulty scale depending on the level that the player have already cleared. Example( instance level30 = mobpower 3000% ). I used the jexp/bexp mapflag as a base, as it is 100% on all non-set maps, and then i've called the mapflag values on the mob_spawn(mob.c); int m = md->bl.m; if( map->list[m].mobpower != 100){ md->level = md->level * map->list[m].mobpower/100; md->status.max_hp = (md->status.max_hp * map->list[m].mobpower)/100; md->status.max_sp = (md->status.max_sp * map->list[m].mobpower)/100; md->status.hp = (md->status.hp * map->list[m].mobpower)/100; md->status.sp = (md->status.sp * map->list[m].mobpower)/100; md->status.str = (md->status.str * map->list[m].mobpower)/10 md->status.batk = (md->status.batk * map->list[m].mobpower)/100; md->status.rhw.atk= (md->status.rhw.atk * map->list[m].mobpower)/100;; md->status.rhw.atk2= (md->status.rhw.atk2 * map->list[m].mobpower)/100; md->status.lhw.atk= (md->status.rhw.atk * map->list[m].mobpower)/100;; md->status.lhw.atk2= (md->status.rhw.atk2 * map->list[m].mobpower)/100; } md->attacked_id = 0; md->target_id = 0; md->move_fail_count = 0; I've lost all the source files ;ooo. I know that's not a tutorial, but i hope it gives you a good start or inspiration. ;]
  19. File Name: Modern DamageFont File Submitter: raPalooza~ File Submitted: 19 Aug 2015 File Category: Sprites & Palettes Modern DamageFont The ugliness of the original ragnarok font cannot be described...(screen shot for comparison) And after years of playing and messing with ragnarok, i havent seen a single sprite edit of the damage font... So here it is!!! By modificating the resolution of the damage sprite and sizing it down in the act file, we are able to get better resolution ;OO and with that work on detailed effects on the ragnarok font Feel free to use the modification. Hope to inspire more damage modifications! *It goes very well with my last two uploads, I know it has been a while since I show up, so.... **Try it out it look Beautiful! raPzLight Skin Renewal 1.0 Category: Other Graphics Last Updated Jul 14 2014 02:57 AM Modern Prontera [ Free Clean Map ] 1.0 Category: Maps & Textures Last Updated Jul 12 2014 12:15 PM Click here to download this file
  20. Version 1.0

    755 downloads

    Modern DamageFont The ugliness of the original ragnarok font cannot be described...(screen shot for comparison) And after years of playing and messing with ragnarok, i havent seen a single sprite edit of the damage font... So here it is!!! By modificating the resolution of the damage sprite and sizing it down in the act file, we are able to get better resolution ;OO and with that work on detailed effects on the ragnarok font Feel free to use the modification. Hope to inspire more damage modifications! *It goes very well with my last two uploads, I know it has been a while since I show up, so.... **Try it out it look Beautiful! http://herc.ws/testboard/files/file/148-%7B%3F%7D/ http://herc.ws/testboard/files/file/142-%7B%3F%7D/
  21. Well, i'm that guy that stay a whole year away from ragnarok and then comes back with a crazy idea! So the ideia is to make ragnarok a little more like those new called "action RPG" with a hack'n'slash feel to it, for example making Tyr auto cast in front of you without clicking, or making JupterThunder also go in a straigt line you're facing. But first of all, create a WASD movement...(or arrow keys) x_x I begun with a custom skill that moves the player 1 step at time, but as it doesn't record the "hold down" function, it's not effective (also used the skill level for the direction) case ALL_ARROWKEYS: { if (skill_lv == 1 ) { x = src->x + 1; y = src->y + 0;} else if(skill_lv == 2 ){ x = src->x - 1; y = src->y + 0;} else if(skill_lv == 3 ) { x = src->x + 0; y = src->y + 1;} else if(skill_lv == 4 ) { x = src->x + 0; y = src->y - 1;} if(map->getcell(src->m,x,y,CELL_CHKREACH)) { unit->walktoxy(&sd->bl, x, y, 4); } } also thought about a custom dll that sends the arrow keys as a packet but i dont even know where to start nor if its possible. Any suggestions?
  22. Well let's say you have a medium/high rate server with a warper NPC and you don't want to mess around with all the lua and lub files. In the end you would have all navigation pointing towards your warper NPC ( that's why i called it kinda useless. ), i tried to be brief and forgot to specify the uses of it. ;] Well, not fully working yet... but looking towards having a more professional client, i believe people would like to know how to hide a non all functioning button. I'm not using the hide function on the battleground myself. ;D Would be amazing to see an option like: ( - )Hide buttons - Hide Battleground - Hide Navigation - Hide Bank and so on? idunno xD
  23. The "Battleground" and the "Navigation" buttons are somehow useless for our clients, so i'm going to show you how to remove them from the client, keep in mind that this Technic is a little hackish as it consist in changing the HEX value, misleading the image information for those buttons. Needed: [*]HxD ( Or some other HEX editor ) [*]Your patched client ( Tested on 08.07a ) Search and replace the following Hex values to hide the buttons: Navigation: Search: [cbox]5C 62 74 6E 5F 4E 61 76 69 67 61 74 69 6F 6E[/cbox] Replace [cbox]5F 62 74 6E 5F 4E 61 76 69 67 61 74 69 6F 6E[/cbox] Battleground: Search: [cbox]5C 62 74 6E 5F 62 61 74 74 6C 65 5F 66 69 65 6C 64[/cbox] Replace [cbox]5F 62 74 6E 5F 62 61 74 74 6C 65 5F 66 69 65 6C 64[/cbox] Replacing the first 5C for a 5F is what i'm doing. What it does? It changes the image path, so the client do not reach and load the buttons. It goes well with the skin that I've released, where i hided the navigation from the menu for a better fit. raPzLight Skin Renewal 1.0 Category: Other Graphics Last Updated Jul 14 2014 02:57 AM That's it yall. ​
  24. File Name: raPzLight Skin Renewal File Submitter: raPalooza~ File Submitted: 13 Jul 2014 File Category: Other Graphics raPzLight Skin Renewal clean looking skin for clients 08.07a I've spent a year on making this skin, gathering ideas and trying them out. keep in mind that i do not own all those textures, some of them are taken from other skins like Phieti Renewal Some features: Custom Bank Window Custom Battleground Buttons Custom Compare Equipment Background Updated Guild Creation Buttons Installation: Extract the folder raPzLight inside the skin folder. Ingame, select raPzLight inside the skin dropdown menu under video configuration. Fell free to comment ideas and bugs for the next version. I cant remember the name of all the skins i used to credit the authors, sorry ;/ Click here to download this file
  25. Version 1.0

    830 downloads

    raPzLight Skin Renewal clean looking skin for clients 08.07a I've spent a year on making this skin, gathering ideas and trying them out. keep in mind that i do not own all those textures, some of them are taken from other skins like Phieti Renewal Some features: Custom Bank Window Custom Battleground Buttons Custom Compare Equipment Background Updated Guild Creation Buttons Installation: Extract the folder raPzLight inside the skin folder. Ingame, select raPzLight inside the skin dropdown menu under video configuration. Fell free to comment ideas and bugs for the next version. I cant remember the name of all the skins i used to credit the authors, sorry ;/
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.