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raPalooza~ got a reaction from IndieRO in [Showcase] Custom mob HP bar
With the usage of HatEffects(.str files) and source editing I was able to create a new mob HP bar with a more modern look to it. ;] Even add different color and effects to MVP and Minibosses...
Since it uses hateffect lua files i found some limitations regarding the ID(dunno if client locked)... wich is bad ;/ it also uses a huge amount of str effects since you need 1 for each hp stage... I did mine with 20 different bar %...
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raPalooza~ got a reaction from Mihael in [Showcase] Custom mob HP bar
With the usage of HatEffects(.str files) and source editing I was able to create a new mob HP bar with a more modern look to it. ;] Even add different color and effects to MVP and Minibosses...
Since it uses hateffect lua files i found some limitations regarding the ID(dunno if client locked)... wich is bad ;/ it also uses a huge amount of str effects since you need 1 for each hp stage... I did mine with 20 different bar %...
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raPalooza~ got a reaction from AnnieRuru in [Showcase] Custom mob HP bar
It's not only data modification but a whole lot of code behind it ^^ just to clarify.
Forgot i posted this here. Ive done a bunch of iterations on this project.
The coding part is very easy, You could just change the clif_ where the original HP is updated checking for mob hp and load the hateffect id on the mob....
I think the most dificult part is .lua + design of the bars itself.
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raPalooza~ reacted to AnnieRuru in @packetfilter
actually normal hit a monster send multiple packets
let's put a ShowDebug on clif->send function
src/map/clif.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/map/clif.c b/src/map/clif.c index 54c9869c3..38ac2ea1e 100644 --- a/src/map/clif.c +++ b/src/map/clif.c @@ -449,7 +449,7 @@ static bool clif_send(const void *buf, int len, struct block_list *bl, enum send else if (type == AREA_WOS || type == BG_WOS || type == BG_AREA_WOS) return true; } - +ShowDebug("source:%s buf:%d send_target:%d\n", (sd != NULL)? sd->status.name : "NULL", RBUFW(buf, 0), type); switch(type) { case ALL_CLIENT: //All player clients. iter = mapit_getallusers(); `@monster poporing` and hit it once, and here is what I get
[Debug]: source:NULL buf:2248 send_target:2 [Debug]: source:AnnieRuru buf:156 send_target:2 [Debug]: source:NULL buf:2557 send_target:2 [Debug]: source:AnnieRuru buf:2248 send_target:2 [Debug]: source:NULL buf:156 send_target:2 [Debug]: source:AnnieRuru buf:2248 send_target:2 [Debug]: source:NULL buf:156 send_target:2 [Debug]: source:AnnieRuru buf:2248 send_target:2 analyze the packet
2248 hex 0x8C8 is ZC_NOTIFY_ACT2 came from clif_damage function
/// Sends a 'damage' packet (src performs action on dst) /// 008a <src ID>.L <dst ID>.L <server tick>.L <src speed>.L <dst speed>.L <damage>.W <div>.W <type>.B <damage2>.W (ZC_NOTIFY_ACT) /// 02e1 <src ID>.L <dst ID>.L <server tick>.L <src speed>.L <dst speed>.L <damage>.L <div>.W <type>.B <damage2>.L (ZC_NOTIFY_ACT2) /// 08c8 <src ID>.L <dst ID>.L <server tick>.L <src speed>.L <dst speed>.L <damage>.L <IsSPDamage>.B <div>.W <type>.B <damage2>.L (ZC_NOTIFY_ACT2) /// type: @see enum battle_dmg_type /// for BDT_NORMAL: [ damage: total damage, div: amount of hits, damage2: assassin dual-wield damage ] static int clif_damage(struct block_list *src, struct block_list *dst, int sdelay, int ddelay, int64 in_damage, short div, enum battle_dmg_type type, int64 in_damage2) 156 hex 0x9c is ZC_CHANGE_DIRECTION came from clif_changed_dir function
/// Updates body and head direction of an object (ZC_CHANGE_DIRECTION). /// 009c <id>.L <head dir>.W <dir>.B /// head dir: /// 0 = straight /// 1 = turned CW /// 2 = turned CCW /// dir: @see enum unit_dir static void clif_changed_dir(struct block_list *bl, enum send_target target) 2557 hex 0x9fd is unit_walkingType (src\map\packet_struct.h) ... couldn't find where this came from ... I rather don't touch this at the moment
this means, whenever I attack something, it sends an attack animation and also updates the client to face the attacking source enemy
so if we block ZC_CHANGE_DIRECTION for the monster, this will cause rogue's backstab to not function properly
the answer is YES, block ZC_NOTIFY_ACT2
here's the plugin `@filterattack`
https://github.com/AnnieRuru/Release/blob/master/plugins/packetfilter/filterattack.c
after tested it, `@filterattack 63` looks like everyone is standing still facing each other (remember ZC_CHANGE_DIRECTION packet is still sent)
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raPalooza~ got a reaction from AnnieRuru in @packetfilter
@AnnieRuru
I knew about the woe hiding the damage, but I was wondering if hiding everyones damage but yours would reduce bandwidth and memory.
Example:
If tou have 20 player hiting a worldboss for 123456789(damages are high nowadays)
That wouldbe 20 x 12356789 packets sent with that value per player...
If it shows only your (self) damage there would be 1 x 123456789 damage packet and 19 x -1 for the damage animation.
(Hope its clear)
Do you think It would improve performance?
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raPalooza~ got a reaction from ivantee in [Showcase] Custom mob HP bar
With the usage of HatEffects(.str files) and source editing I was able to create a new mob HP bar with a more modern look to it. ;] Even add different color and effects to MVP and Minibosses...
Since it uses hateffect lua files i found some limitations regarding the ID(dunno if client locked)... wich is bad ;/ it also uses a huge amount of str effects since you need 1 for each hp stage... I did mine with 20 different bar %...
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raPalooza~ got a reaction from DoriTos Nacho in [WIP] Modern Housing (using instances)
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! :*
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raPalooza~ got a reaction from maken06 in raPalooza's Cursor
It's an issue that i know exists, since it's an old cursor file. I myself use my cursor on 06-20 without this sprites and it is indeed very annoying not seeing the cursor when hovering unwalkable cells. I'll try find some time to update it in the next few days... Thanks @Emistry
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raPalooza~ got a reaction from Asheraf in Custom Flag GR2
View File Custom Flag GR2
Hello once again... ;]
Here to bring you guys this GR2 edit of the old guild flag that i've made years ago.
This release features a more high resolution mesh with a 2 sided flag, showing the emblem in both sides. It means that you can overlap 2 flags with 2 oposite directions to generate a cool effect. You can do what you want.
The instalation:
- at jobname.lua/lub:
-- [jobtbl.JT_GUILD_FLAG] = "rapa_flag.gr2",
note that you cannot have the _1 at the end of de .gr2 filename since it brings the 3dmob_bones into action and we dont want that.
some cons:
- since it is a high res model it takes longer to load ( affects map loading time )
- the positioning of a 3D gr2 mob is always very glichy, for example the final position after movement is diferent from deafault 8 directional.. so you can come up with some ideas to position it right. For example, doing a OnInit: walknpc... to make it walk to the direction you want it to face...
Video: ( Was recording other stuff but the model appear on screen, don't mind what i'm doing... )
Submitter raPalooza~ Submitted 05/02/19 Category Other Graphics
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raPalooza~ got a reaction from Functor in Custom Flag GR2
View File Custom Flag GR2
Hello once again... ;]
Here to bring you guys this GR2 edit of the old guild flag that i've made years ago.
This release features a more high resolution mesh with a 2 sided flag, showing the emblem in both sides. It means that you can overlap 2 flags with 2 oposite directions to generate a cool effect. You can do what you want.
The instalation:
- at jobname.lua/lub:
-- [jobtbl.JT_GUILD_FLAG] = "rapa_flag.gr2",
note that you cannot have the _1 at the end of de .gr2 filename since it brings the 3dmob_bones into action and we dont want that.
some cons:
- since it is a high res model it takes longer to load ( affects map loading time )
- the positioning of a 3D gr2 mob is always very glichy, for example the final position after movement is diferent from deafault 8 directional.. so you can come up with some ideas to position it right. For example, doing a OnInit: walknpc... to make it walk to the direction you want it to face...
Video: ( Was recording other stuff but the model appear on screen, don't mind what i'm doing... )
Submitter raPalooza~ Submitted 05/02/19 Category Other Graphics
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raPalooza~ got a reaction from Ridley in Custom Flag GR2
View File Custom Flag GR2
Hello once again... ;]
Here to bring you guys this GR2 edit of the old guild flag that i've made years ago.
This release features a more high resolution mesh with a 2 sided flag, showing the emblem in both sides. It means that you can overlap 2 flags with 2 oposite directions to generate a cool effect. You can do what you want.
The instalation:
- at jobname.lua/lub:
-- [jobtbl.JT_GUILD_FLAG] = "rapa_flag.gr2",
note that you cannot have the _1 at the end of de .gr2 filename since it brings the 3dmob_bones into action and we dont want that.
some cons:
- since it is a high res model it takes longer to load ( affects map loading time )
- the positioning of a 3D gr2 mob is always very glichy, for example the final position after movement is diferent from deafault 8 directional.. so you can come up with some ideas to position it right. For example, doing a OnInit: walknpc... to make it walk to the direction you want it to face...
Video: ( Was recording other stuff but the model appear on screen, don't mind what i'm doing... )
Submitter raPalooza~ Submitted 05/02/19 Category Other Graphics
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raPalooza~ got a reaction from fiction in [Showcase] Custom mob HP bar
With the usage of HatEffects(.str files) and source editing I was able to create a new mob HP bar with a more modern look to it. ;] Even add different color and effects to MVP and Minibosses...
Since it uses hateffect lua files i found some limitations regarding the ID(dunno if client locked)... wich is bad ;/ it also uses a huge amount of str effects since you need 1 for each hp stage... I did mine with 20 different bar %...
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raPalooza~ got a reaction from Maple in High-Res DamageFont
View File High-Res DamageFont
High-Res Damagefont
Here is a new damage font i've cooked for you guys. Alot simpler than the other ones ive uploaded, wen't for a more minimalistic design.
I've tried not to kill the pixelated vibe that we all love from the original one, but still improving its resolution. Was pretty happy with the result ;]
Hope you all like it.
CyA
Submitter raPalooza~ Submitted 11/19/18 Category Sprites & Palettes
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raPalooza~ got a reaction from Maple in [Showcase] Custom mob HP bar
With the usage of HatEffects(.str files) and source editing I was able to create a new mob HP bar with a more modern look to it. ;] Even add different color and effects to MVP and Minibosses...
Since it uses hateffect lua files i found some limitations regarding the ID(dunno if client locked)... wich is bad ;/ it also uses a huge amount of str effects since you need 1 for each hp stage... I did mine with 20 different bar %...
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raPalooza~ got a reaction from vykimo in [Showcase] Custom mob HP bar
With the usage of HatEffects(.str files) and source editing I was able to create a new mob HP bar with a more modern look to it. ;] Even add different color and effects to MVP and Minibosses...
Since it uses hateffect lua files i found some limitations regarding the ID(dunno if client locked)... wich is bad ;/ it also uses a huge amount of str effects since you need 1 for each hp stage... I did mine with 20 different bar %...
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raPalooza~ got a reaction from KirieZ in [Showcase] Custom mob HP bar
With the usage of HatEffects(.str files) and source editing I was able to create a new mob HP bar with a more modern look to it. ;] Even add different color and effects to MVP and Minibosses...
Since it uses hateffect lua files i found some limitations regarding the ID(dunno if client locked)... wich is bad ;/ it also uses a huge amount of str effects since you need 1 for each hp stage... I did mine with 20 different bar %...
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raPalooza~ got a reaction from Ridley in [Showcase] Custom mob HP bar
With the usage of HatEffects(.str files) and source editing I was able to create a new mob HP bar with a more modern look to it. ;] Even add different color and effects to MVP and Minibosses...
Since it uses hateffect lua files i found some limitations regarding the ID(dunno if client locked)... wich is bad ;/ it also uses a huge amount of str effects since you need 1 for each hp stage... I did mine with 20 different bar %...
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raPalooza~ got a reaction from Functor in Town of Beginnings from SwordArtOnline
View File Town of Beginnings from SwordArtOnline
Town of Beginnings from SAO
I'm releasing this map that I made a while ago for a SAO-RAG project that has been put on hold, and i felt like it's too good of a map to put it on a shelf ;]
Hope you guys enjoy the release. ;] Some files inside include the color changes on some texture files, so keep that in mind, and delete them if you want.
Here is a video that I also posted in my showcase topic
Submitter raPalooza~ Submitted 04/16/19 Category Maps & Textures
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raPalooza~ got a reaction from IndieRO in Town of Beginnings from SwordArtOnline
View File Town of Beginnings from SwordArtOnline
Town of Beginnings from SAO
I'm releasing this map that I made a while ago for a SAO-RAG project that has been put on hold, and i felt like it's too good of a map to put it on a shelf ;]
Hope you guys enjoy the release. ;] Some files inside include the color changes on some texture files, so keep that in mind, and delete them if you want.
Here is a video that I also posted in my showcase topic
Submitter raPalooza~ Submitted 04/16/19 Category Maps & Textures
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raPalooza~ got a reaction from bWolfie in Town of Beginnings from SwordArtOnline
View File Town of Beginnings from SwordArtOnline
Town of Beginnings from SAO
I'm releasing this map that I made a while ago for a SAO-RAG project that has been put on hold, and i felt like it's too good of a map to put it on a shelf ;]
Hope you guys enjoy the release. ;] Some files inside include the color changes on some texture files, so keep that in mind, and delete them if you want.
Here is a video that I also posted in my showcase topic
Submitter raPalooza~ Submitted 04/16/19 Category Maps & Textures
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raPalooza~ got a reaction from Ridley in raPalooza's Cursor
It's an issue that i know exists, since it's an old cursor file. I myself use my cursor on 06-20 without this sprites and it is indeed very annoying not seeing the cursor when hovering unwalkable cells. I'll try find some time to update it in the next few days... Thanks @Emistry
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raPalooza~ got a reaction from banhelba2019 in raPalooza's Cursor
File Name: raPalooza's Cursor
File Submitter: raPalooza~
File Submitted: 24 May 2016
File Category: Sprites & Palettes
This is a cursor modification I made for ragnarok, following the thoughts and feeling of my past works,
I've created this with the intention of innovating the feeling of the game without letting the design break the game visual with a big gap in style.
Some pieces are made from other mmos such as maplestory for example ( and some others I cant remember right now )
I've got some files backed up and lost others due to lost data on my old computer(it's an old project) so it's a little hard to deal modifications from the feedback, but i'll do my best.
A lot of people came asking for this cursor over PM and Posts, glad you guys asked for it, otherwise I would let this project on the shelf, enjoy guys ;]
RAN OUT OF IDEAS FOR THE NAME!
cYA
Click here to download this file
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raPalooza~ reacted to vykimo in XPRO : cross platform client
Today, 2 updates :
Indoor view and cursor update
As you can see on the screen, indoor modified view is now available.
It makes the browser game looks like more again like the official one!
Too, the cursor "not allowed" is available on non-walkable cells.
QuestLog
Huge update is related to new quest log system. The idea to develop it was given by @rapalooza on discord.
I discovered than the old quest log UI was replaced by this light version. I like this version too, and it is now available on ZeRObrowser!
Features like mob counting on the head and short description on the top right of the screen are here too.
With it, I think playing on the browser for quest farming takes a strong importance now...
Source: https://vykimo.com/zerobrowser
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raPalooza~ reacted to Sephus in The Horizon Project
Hey guys,
Over the last couple of years I've been at work thinking of a new emulation project to expand our wings as RO emulation developers and create a genre of game server design that intends to be more concrete in terms of in-game development. I now have a project called Horizon and it caters to those developers who wish to expand their knowledge in terms of development and concept architecture, as well as server owners who are with the intention of having a great involvement in the customization of the game design or gameplay.
Horizon is created on a multithreaded architecture to cater to multiple thousands of players at once. This can be utilized by the biggest and baddest of servers who have a large userbase (10k+ online at once) where lag and corrosion of gameplay can be avoided at no cost. Having multiple threads allow a mass population to be split amongst them for work and therefore giving the server time to think about how to ideally deal with volumes of information pouring in at once. This is not a system that is available on any of the emulators as currently standing and possible won't be an option in the near future as well since it involves restructuring most of the codebase that was designed since the beginning and re-evaluating all of the work that has been done up and till recent times. That is a a lot of code changes and so that is the reason Horizon is being worked on.
With the intention of having server owners customize their servers to the max, Horizon allows ways to make core changes using a scripting language called LUA. With LUA, it will replace the now self-preserved and maintained language that is being used to function NPCs, Warps and other in-game non-playable characters and game-content (RO scripting language). It will change this and allow modifications to core content such as game-changing inter-skill operations, status-based player controlling operations, and other player-related functionalities to be vastly cohesive with the designed environment and provide much modularity in terms of enhancing the game and player-environment engagements.
Thirdly, the clustering of information we don't understand. I've noticed that in the portions of code where skills and statuses are maintained, there is cluttering of data that is required to emulate official behavior and therefore lack of properly constructed functionality which is required to be maintained in source and by experienced developers. This is where Horizon stands out in terms of creating a reliably maintainable codebase, providing this requirement to be handed to players and server owners gives them the power to modify the emulation in the LUA scripting language.
Ease of understanding and transparency in code is the most fundamental criteria that we abide by in the development of the project Horizon, to ensure that every developer understands the codebase and the necessity of the code. Having a clean and clear codebase makes it apparent to new developers what is going on in within the functionalities of the project. For example, making it easy to keep track of the changes that have been made in official servers to skills and how they work in conjunction with mechanics that alter gameplay of PvE and PvP content.
The work that is going on at Horizon will change the RO emulation game and create an environment for players and server-owners to own the game, make it theirs and control their own environment designs and features. We love developers. We have a place for every developer that was there in the making of eAthena, rAthena and Hercules and welcome them to the new development opportunities that Horizon provides. We give them wings to elaborate on what they wish to do with their own choices and give them the freedom to explore and create whatever they wish to in the development of the project.
If there is a way for us to join hands and get closer as emulation communities I am more than ready to accept the leaders of each community to be a part of our journey and see it fit to work together in the making of a great emulation workspace. I respect and approve the community's staff, acknowledge all of the work that has gone into making a successful story. But I think we have to up our game one level and see to it that we keep the community's story alive. So here's to creating a great and wonderful project - Horizon.
Link to - Horizon Project Board
Best,
Smoke / Sephus.
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raPalooza~ reacted to vykimo in XPRO : cross platform client
Map infos
Update is related to map infos. Recently pushed by Gravity, a system that allow you to see on minimap where are located some strategic points on a map.
Navigation isn't implemented so clicking on it does nothing for now.
In addition, I added icons upon head of some key NPCs which are described in `signboardlist.lub` (you know? sometimes you see floating icons on map ^^).