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raPalooza~

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Posts posted by raPalooza~


  1. 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)


  2. @@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... :wacko: 

    @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


  3. 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:


    6sPkByP.jpg


    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! :*


  4. index.php?app=downloads&module=display&section=screenshot&id=216

    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.

     

    index.php?app=downloads&module=display&section=screenshot&temp=2399

     

    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


  5. 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 != 100right 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

  6. 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.

    ;]


  7. index.php?app=downloads&module=display&section=screenshot&id=213

    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!

     

    index.php?app=downloads&module=display&section=screenshot&id=148
    raPzLight Skin Renewal 1.0
    Last Updated Jul 14 2014 02:57 AM

     

     

     

     

    Click here to download this file


  8. 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?


  9. Why are the Navigation button  useless?

     

    the Navigation System is fully working , not sure what kind of problems you got hehe

     

    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. ;]

     

    ..and the battlegrounds will be functional soon-ish I believe.

     

    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

     

    hmm should i add this to NEMO i wonder :P

     

    Would be amazing to see an option like:

    ( - )Hide buttons

    - Hide Battleground

    - Hide Navigation

    - Hide Bank

    and so on? idunno xD


  10. 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.

    index.php?app=downloads&module=display&section=screenshot&id=148
    raPzLight Skin Renewal 1.0
    Last Updated Jul 14 2014 02:57 AM





    That's it yall. B) 

  11. index.php?app=downloads&module=display&section=screenshot&id=148

    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.

     

    :excl: I cant remember the name of all the skins i used to credit the authors, sorry ;/

     

    Click here to download this file


  12. index.php?app=downloads&module=display&section=screenshot&id=142

    File Name: Modern Prontera [ Free Clean Map ]

    File Submitter: raPalooza~

    File Submitted: 12 Jul 2014

    File Category: Maps & Textures

     

    Modern Prontera

    Finally a clean good looking prontera ! ;p

     

    Those broken rooftops from prontera were annoying the s* out of me! hahahaha

    So i decided to transport some textures and objects from another maps in order to give a clean modern look to prontera.

    ( a fountain? let's put a huge freaking statue ) XD

     

    Feel free to use it as you want. (texture only for example)

    Files is packed inside a GRF ready to go.(japafoldernames)

    (obs: planning on releasing other versions)

     

    Click here to download this file

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