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Posts posted by raPalooza~
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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/ -
@Update
A little video of how development is going:
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@@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 -
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! :*DoriTos Nacho and wintermoon reacted to this -
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I think file still flagged as unaproved, maybe i glitched it out with so many versions (uploaded the worng version first time) ^^'
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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.
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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
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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 -
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.
;]Lord Ganja and top1 reacted to this -
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!
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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?
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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
Would be amazing to see an option like:
( - )Hide buttons
- Hide Battleground
- Hide Navigation
- Hide Bank
and so on? idunno xD
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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:- [*]
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.
That's it yall.
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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:
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Custom Bank Window
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Custom Battleground Buttons
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Custom Compare Equipment Background
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Updated Guild Creation Buttons
Installation:
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Extract the folder raPzLight inside the skin folder.
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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 ;/
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Custom Bank Window
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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)
doevent ::common label?
in Script Support
Posted
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)