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Nova

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  1. Upvote
    Nova got a reaction from Munbalanced in Icons in npc   
    That looks like a pretty cool server.
  2. Upvote
    Nova got a reaction from JulioCF in [Episódio 14.3] NPCs gerais   
    I replaced all of your 
    OnTouchNPC: with
    OnTouchNPC: .@mob = getattachedrid(); and your //unitwarp 0, "this", -1, -1; with unitwarp .@mob, "this", -1, -1;  
    Though you know what, I like 
    unitskilluseid .@mob,26,1; better.
     
    Also added
    moro_vol,0,0,0,0 monster Incarnation of Morocc 1918,15,0,0,0moro_vol,0,0,0,0 monster Incarnation of Morocc 1919,15,0,0,0moro_vol,0,0,0,0 monster Incarnation of Morocc 1920,15,0,0,0moro_vol,0,0,0,0 monster Incarnation of Morocc 1921,15,0,0,0moro_vol,0,0,0,0 monster Fire Condor 3020,30,0,0,0moro_vol,0,0,0,0 monster Fire Sandman 3021,30,0,0,0moro_vol,0,0,0,0 monster Fire Frilldora 3022,30,0,0,0moro_vol,0,0,0,0 monster Fire Golem 3023,30,0,0,0moro_vol,0,0,0,0 monster Fulbuk 3027,10,0,0,0 From the Divine-Pride.net database, but sadly I can't find too much mob info on these mobs. Are they supposed to be this weak?
  3. Upvote
    Nova reacted to Rytech in April 2016 - Rebellion Development And Other Plans   
    Hey everyone. Many of have been waitting for support for the Rebellion and Summoner jobs to be worked on more the past months and things were going well. A number of skills for Rebels have been added and bugs with other things have been fixed to make things more stable.
     
    But due to some info that came out recently ive decided to change my plans around. According to the info, gravity has decided to redo most (if not all) of the Rebel job....I shit you not. Check the link below....
     
    http://ro.gnjoy.com/news/devnote/View.asp?category=1&seq=2956632&curpage=1
     
    Sending this through google translate on Korean --> Japanese --> English....
     
     
    ....yea. Just a big WTF. So their reworking the job in and out. Expanding their max base/job levels to 175/60 (Kagerou/Oboro also getting this level cap increase), redoing the entire skill tree, changing how some of their skills work, even changing how some of the Gunslinger skills work, rumor that some rebel skills will be combined, able to shoot sphere type bullets with all guns (Imagines shooting gernades out of a revolver), just many things. The update will come out in May on both kRO and jRO.
     
    All of that killed my mood on the Rebel development. Like WTF really? I FINALLY start on development for them after gathering scraps of info for somewhere over 2 years and now this data is useless? *sigh*
     
    Summoners are also getting some work as well. The Sea branch of skills just got a bunch of update this week and more is likely to come due to the 2nd wave of skills their going to add to them in the future which is also making me not want to develop any of their skills. Why work on something knowing ill have to redo it?

    I just might do some more random updates like I usually do. Things tend to work out best when I don't focus on one thing. Heck maybe I should just loosely code in the above skills. Loosely as in make the basic functions and important restrictions work. Like add Hammer of God to only work on Crimson Marked targets and fail to cast on non marked instead of adding the complex random ground targeting when using on non marked targets.
     
    I still have a lot of things in my "Things To Do" list. What are you looking forward to? Any new skills? Features? Bug fixes? Blah blah blah?
  4. Upvote
    Nova reacted to mrlongshen in DailyRewards like this one so cool!   
    @@Nova Nova ro is cool 
  5. Upvote
    Nova reacted to Rytech in Rebellion Development (Rebels)   
    Lets just call them Rebels. *cough* So its been over 2 and a half years since the class was released back in August of 2013 in kRO. Thats a long time and yet barely any of their skills work. You can play as one to get a higher base level, higher stats, access more powerful weapons, the usual but very few skills are usable. Well enough waiting. Time to get skills working.
     
    ill be trying to code their skills in by ID order but if something feels to be complex or can't be coded in right away due to a needed function lacking then ill skip it for later.
     
    RL_GLITTERING_GREED --> No Info RL_RICHS_COIN --> 100% Working RL_MASS_SPIRAL --> 100% Working (Note 1) RL_BANISHING_BUSTER --> Partly Working (Note 2) RL_B_TRAP --> Partly Working RL_FLICKER --> Not Coded RL_S_STORM --> Not Coded RL_E_CHAIN --> 100% Working RL_QD_SHOT --> Not Coded RL_C_MARKER --> Partly Working (Note) RL_FIREDANCE --> Not Coded RL_H_MINE --> Partly Working (Note) RL_P_ALTER --> Not Coded RL_FALLEN_ANGEL --> Not Coded RL_R_TRIP --> 100% Working (Note 3) RL_D_TAIL --> Not Coded RL_FIRE_RAIN --> Not Coded RL_HEAT_BARREL --> Not Coded RL_AM_BLAST --> Not Coded RL_SLUGSHOT --> 100% Working (Note) RL_HAMMER_OF_GOD --> Not Coded RL_R_TRIP_PLUSATK --> Not Coded RL_B_FLICKER_ATK --> Not Coded RL_GLITTERING_GREED_ATK --> No Info  
    Note 1
    ================
    RL_MASS_SPIRAL is turning out to be a interesting skill as info from testers on the warp portal forums are saying this skill is basicly a 10x damage ice pick. This is because level 5 deals 1000% damage + bonus damage depending on the targets DEF. I guess its 1000% dealed through this pick like damage in the same way that MO_INVESTIGATE does. Interesting.
     
    I already recoded this in for r799 and even tho the damage feels its reduced greatly on low DEF targets, anyone with a good bit of DEF and VIT DEF will be feeling it. Its a good skill to use on something with high DEF and VIT like a strong MVP or a Rune Knight / Royal Guard who are covered in think armor and defensive skills. It also has a 15 cell cast range which is screen range but the downside to the skill is that 2 of the 3 second cast is fixed but you can reduce that by 1 sec with a properly casted heated barrel (soon to be coded in as well) but then it has a 10 second cooldown. Finally, there's a high chance to cause bleeding and in my tests when I was capturing timer data, my other test character seemed to get the status almost every time. It has to be AT LEAST 50% chance if not more. Maybe its 70 or 80. ill go with 50 for now.
     
    The skill doesnt consume bullets but it consume 1 of the item Full Metal Jacket. Being like MO_INVESTIGATE it might be forced neutral too and also hit/flee may also not play a role. Well see how it plays out when released.
    ================
     
    Note 2
    ================
    I got the splash 5x5 damage added, but it gets complex after that. The dispell effect only happens on the enemy you targeted and NOT the other enemys hit. But with that said, im feeling it should only happen if you actually hit the target. I can keep it limited to the targeted enemy, but to only happen when hit means I need to put the dispell part in the functions skill_additional_effect. Problem is that I need to set a flag for the original target so that the dispell in skill_additional_effect will only trigger on that target, but the function doesn't accept flags.
     
    Thats just part of my problem. I have yet to figure out how to limit the dispell code to how many buffs it can remove depending on the used skill level. Just a complex skill thats best to revisit later.
    ================
     
    Note 3
    ================
    Round Trip accord to the description "When hit, enemies are knocked out of the skill's range.". To me this sounds like the skill will always knock you back as much as needed to push you out of the skill range. I tried using a fixed range the same as the splash size, but it was too much as hitting someone at the edge of the AoE would just get knocked back another 6 cells nearly out of viewing range.
     
    To resolve this I set the skill to knock back enemys to the first cell outside the skill's AoE range. Felt right after that. Still want a confirm whenever. Also the knock back into the wall damage is not yet coded.
    ================
  6. Upvote
    Nova reacted to Rytech in Dress Pack   
    V1.4 Released
    *Added alternate Royal Guard outfit.
     
    *Edit*
    I had to rollback to 1.3 since for some reason the file for 1.4 won't upload. Everything I try to upload to Herc's downloads fails for some reason.
  7. Upvote
    Nova got a reaction from Lamex in [Help] Converting Korean to Gibberlish.   
    Use Tokei's GRF Editor:
     


     
    http://herc.ws/board/topic/6047-grf-editor/
    (Use the Mediafire link, it's the most up-to-date version)
  8. Upvote
    Nova reacted to Rytech in New Improved 3RD JOB Sprites.   
    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.
  9. Upvote
    Nova reacted to Rytech in Rebellion Skill Information   
    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.
  10. Upvote
    Nova reacted to Rytech in New Race   
    Which is why I ALWAYS use the ignore palette errors patch.
    Anyway, here's a video someone made showing off the new content.
     

  11. Upvote
    Nova got a reaction from Ehwaz in Using <ITEMLINK> on Iteminfo.lua   
    I tried using this on my server a while ago, I use a 2013-12-23 client, and though it worked perfectly fine for me, 80% of my server had the same bug you did, and their client would crash after clicking any of the item links.
  12. Upvote
    Nova reacted to Mystery in Midgard-Community   
    Worked on a responsive MvP Timer page
     





  13. Upvote
    Nova reacted to Tokeiburu in RO Installer Script (Inno Setup)   
    File Name: RO Installer Script (Inno Setup)
    File Submitter: Tokeiburu
    File Submitted: 17 Aug 2015
    File Category: Client Resources

    Heya!

    This 'release' is a very simple Inno Setup script to create Full or Lite client installers.

    It requires Inno Setup, which can be downloaded here : http://www.jrsoftware.org/isdl.php#stable. While installing Inno Setup, make sure the "Install Inno Setup Preprocessor" option is checked; otherwise you will get an "unknown option" error.

    How to make this work?
    Put your client files in either RO_Lite or RO_Full and then run the "_Make New Installer.bat" files. This will output a new installer called "YourRO Installer.exe".



    Customization
    Server name : open RO.iss and change the first line : #define ServerName "YourRO" The left image can be customized by editing background.bmp (or background.psd). The file format must remain a 24bit bmp. The wizard small image uses wizardSmallImage.bmp; the file format must remain 24bit as well. To add files to your installer, add them to the RO_Lite or RO_Full subfolders. Once you run the script, all the files in these folders will be packed in your installer. It can go over 2 GB, although if that's the case you might want to consider using the LZMA compression for your GRFs...! Install the VC++ Redistributable files (required by Harmony) silently. Open RO.iss and remove the semi-colon in front of "#define Harmony" to enable this option. By default, the necessary registry keys to start the game will be set if they aren't already. This is to avoid the "small window" issue people will have with older clients. The installer icon can be changed via installer.ico Uninstallating removes the entire RO folder, watch out (you can disable that). The default installer icon used comes from Lykos's icon pack, which can be found here : https://rathena.org/board/files/file/3190-s1-lykos-icon-pack/. It has been modified through hexing to allow the icon to be resizable by Windows Vista or more recent.

    Click here to download this file
  14. Upvote
    Nova reacted to Mystery in Midgard-Community   
    It is coming along! Look what I conjured up:
     

  15. Upvote
    Nova reacted to Mystery in Midgard-Community   
    Here are a few more pictures! As you may notice, elements of the design correspond with your browser's width (this means mobile devices as well). I was debating what I should do with the "latest reviews" sidebar... meaning, how many reviews should be shown? If any at all.
     
    I came to a conclusion that devices with a max of 480px width will see the latest review sidebar with only 2 latest reviews shown. The other 4 reviews will be hidden. I've done it like so because having 6 reviews showing in a mobile device is tiresome to scroll through... as it takes majority of the page.
     
     
    What does everyone think so far? Along with some mobile responsiveness, some aspect of pages are getting a spruce up!






  16. Upvote
    Nova reacted to Tokeiburu in High level mapping's question (Quadtree)   
    Hmm, you could edit my downgraded newprontera map version instead : http://www.mediafire.com/download/7hcz6u9vl4vjhb4/newprontera.grf (this GRF contains all the new models as well, allowing you to use them in other maps if you need to).
     
    It can be loaded and saved just fine in BrowEdit 586. The church may look weird in the editor, but it will look fine ingame (I had to cut it in multiple parts).
     
    Otherwise... if you want to know more about quadtrees... here goes. In a RO map, quadtrees are cubic areas that determine wheter or not 3D items should be drawn. A quadtree node consists of 4 vectors, namely :
    Max, Min, Range, Center
    where Range = (Max - Min) / 2        // Length from the middle of the cube to the extremities
    where Center = (Range + Min)        // Center of the cube
     
    Which gives you 12 values (Max.X, Max.Y, Max.Z, Min.X, Min.Y, etc).
     
    The values max and min correspond to the max/min height of the objects (or most likely parts of objects)/water/ground found in this cube. Let's say you walk near it, the client will start drawing all the items found inside it, but those only! When the client renders the scene, all the objects not found within the player's visible cubes will be skipped to make the whole process faster. This is why sometimes you see black spots, it's... basically an unloaded chunk.
     
    Now, why is it called a tree? That is because the cubes are of various sizes, sort of. The first quadtree node, the root node, is the cube that contains the entire scene with all the items. This cube is then cut in 4 smaller pieces, making 4 new smaller quadtree nodes. The process is repeated until your tree is 5 in depth :
    depth | amount
    0 | 1
    1 | 4
    2 | 16
    3 | 64
    4 | 256
    5 | 1024
     
    This will give 1365 quadtree nodes. 1365 nodes * 4 vectors * 3 values (XYZ) * 4 bytes = 65520 bytes of data for the entire quadtree, which is appended directly at the end of the file. The tree traversal type, when reading the nodes, should be in pre-order. Normally, a map is 1000 by 1000 (in the game's world coordinates) and its centered. BrowEdit doesn't show you the real values, it uses a different coordinate system. Anyway, this gives you the following first node in most quadtrees (Y is the 'height') : 
    Min = {499, 0, 499} Max = {-500, 0, -500} Range = {499.5, 0, 499.5} Center = {-0.5,0, -0.5}   If you want more information, well... search on google, there are plenty of resources available ;].
  17. Upvote
    Nova reacted to Tokeiburu in Act Editor   
    File Name: Act Editor
    File Submitter: Tokeiburu
    File Submitted: 03 Dec 2014
    File Category: Client Resources
     
    Heya,
     
    This tool is an action file editor, it edits Act and Spr files. You will find similarities with ActOR in its design, but it should be much more enjoyable to edit animations ;].
     
    Special thanks to Nebraskka for testing this software in its early days. All the suggestions and feedbacks made this software much better.
     
    How to install
    Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/download/y3amu1o5zsmgd2o
    Install the application with Act Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it.
    Once you are done, you can start the program from the link on your desktop.


     
     
    Key features
    The software has many, many features available. It would take too long to describe each one of them, so I've only focussed on the more impotant ones.
    You can undo and redo everything, scripts included.
    You can edit and add sounds easily.
    Powerful and easy to use palette editor.
    Sprite types have been abstracted - you don't have to worry or care about that.
    Animation speed can be changed easily.
    Most components have a drag and drop feature.
    Advanced scripting engine (C# language). The scripts can also be used to customize the software menus.
    Error checking when saving the act/spr to avoid invalid files. The sprite version will be automatically downgraded if RLE compression is not available.
    Frame interpolation (inbetweening/tweening) is possible via the Animation menu.
    Prompts you with an image converter dialog if the added image is invalid.
    Allows advanced edition for actions and frames via their respective menus.
    You can load files from GRFs directly (and save in the GRFs directly as well).

    Technical stuff
    Requires .Net Framework 3.5 (SP1) Client Profile to run (3.5 or more will work as well).
    When prompted with an error, use the "Copy exception" button to copy the debugging info. I will need this to fix the issue you're encountering.

    The editor's primary window
    The interface is really straightforward and similar to ActOR. I'll only focus on new elements!
     
    Rendering mode : This option changes the behavior of how layers are rendered. If you use 'Editor', you'll clearly see all the pixels when zooming in. If you use 'Ingame', it will use a linear scaling instead, which is closer to what the client does.

     
    References : These allow you to know where your item will be positionned (the yellow marker is the anchor, see below).

     
    Color mask : To edit the color of a layer, simply click on the color rectangle. You can also drag and drop the colors between different layers to quickly modify many of them.
     
    Common shortcuts : You can manipulate layers by using common shortcuts. More can be found from the Edit menu. These below are only the primary ones.
    Ctrl-A : Select all layers.
    Ctrl-C : Copy the selected layers.
    Ctrl-V : Paste the copied layers.
    Ctrl-X : Cut the selected layers.
    Alt-C : Copy current action.
    Alt-V : Paste current action.

    Advanced action and frame editions
    These expose all the available methods of the editor. You can remove a range of frames or copy a frame 10 times very quickly and easily. This dialog is found in Action/Frame > Advanced edit...

     
     
    Anchors
    You can edit anchors from the editor directly. Anchors are points that connect frames together, from different act files. Here's an example without and with anchors :
     



     
    This is mostly useful when you're using reference sprites (on the right panel). Clicking on the anchor button will let you choose where to attach the sprite (this is set semi-automatically for you though). You can edit those from the Anchors menu, but it is recommended to start from a pre-existing act to avoid doing this tedious process.
     
     
    Palette editor
    The palette editor allows you to quickly recolor sprites with an intuitive interface. Only indexed images can be edited (it's a palette editor after all) and three modes are available. The gradient mode changes an existing gradient to another color while keeping the original saturation and brightness of the colors - this makes the gradients blend in better. If there are no gradient (usually because it's a custom sprite), there's always the Adjust color mode. This one changes all color from a specified range to another one (Photoshop has a similar feature, which does work better).
     

     
    You can click on the image (on the left) to automatically select the palette indexes. These will be highlighted for a few seconds to show you what you're about to edit.
     
     
    Interpolation (tweening)
    This script can be accessed via Animation > Interpolate frames. This process fills the images between two frames by detecting the changes applied to the layers. Here's a simple example of how it can be used :
     
     
     
     
    Script engine
    The script engine can be accessed via Scripts > Script Runner. This is a big feature of Act Editor, it allows you to automate all your work with the act and much more. Click on the Help button for guides and available methods (don't hesitate to try out a script; if an error occurs the act will be reversed to its previous state). The documentation doesn't cover all of the available options and methods for obvious reasons (the .net framework is huge). Doc example :
     

     
    The language used by the script engine is C#. If you're not familiar with it, simply check out the script samples (Scripts > Open scripts folder)! I won't go into details here, questions can be asked in the support thread regarding addiotional features and methods. If you believe your script should be added in the program, send it to me and I'll probably add it.
     
     
    Customizable
    The settings dialog allows you to modify all colors in the editor easily.

     
    You'll also find the sound resources (GRFs and folders) that can be set up in the Sound tab. The Shell integration tab can associate the .act files with the software to edit them more easily.
     

     
    Don't hesitate to give me a feedbacks or suggestions!
     
    Click here to download this file
  18. Upvote
    Nova reacted to AnnieRuru in Chat space limitation!/Scammer avoid *Will pay for help*   
    I hope this is final one that will work
     
    patch
    src/map/clif.c | 16 ++++++++++++++++ 1 file changed, 16 insertions(+)diff --git a/src/map/clif.c b/src/map/clif.cindex d9acf07..5b3418e 100644--- a/src/map/clif.c+++ b/src/map/clif.c@@ -9110,6 +9110,22 @@ bool clif_process_message(struct map_session_data *sd, int format, char **name_, *namelen_ = namelen; *message_ = message; *messagelen_ = messagelen;++ {+ int i, l = strlen(message);+ for ( i = 0; i <= l; i++ )+ if ( message[i] == 'xA0' )+ message[i] = 'x20'; // replace Alt+0160 into [space]+ if ( stristr( message, " " ) ) {+ clif->colormes( sd->fd, COLOR_RED, "You are only allow to type maximum of 3 spaces in a dialog." );+ return false;+ }+ if ( stristr( message, "x20x3Ax20" ) || stristr( message, "x20x3Bx20" ) ) { // type " : " OR " ; " will be blocked+ clif->colormes( sd->fd, COLOR_RED, "You can't impersonate other players !" );+ return false;+ }+ }+ return true; } plugin#include <stdio.h>#include <stdlib.h>#include <string.h>#include "../map/pc.h"#include "../map/clif.h"#include "../common/HPMi.h"#include "../common/socket.h"#include "../common/HPMDataCheck.h" // should always be the last file included! (if you don't make it last, it'll intentionally break compile time)HPExport struct hplugin_info pinfo = { "GM_impersonate", // Plugin name SERVER_TYPE_MAP,// Which server types this plugin works with? "0.1", // Plugin version HPM_VERSION, // HPM Version (don't change, macro is automatically updated)};bool clif_process_message_spaces( int retVal, struct map_session_data *sd, int format, char **name_, size_t *namelen_, char **message_, size_t *messagelen_) { if ( retVal == true ) { char* message = (char*)RFIFOP( sd->fd ,4) + strnlen(sd->status.name, NAME_LENGTH-1) + 3; int i, l = strlen(message); for ( i = 0; i <= l; i++ ) if ( message[i] == 'xA0' ) message[i] = 'x20'; // replace Alt+0160 into [space] if ( stristr( message, " " ) ) { clif->colormes( sd->fd, COLOR_RED, "You are only allow to type maximum of 3 spaces in a dialog." ); return false; } if ( stristr( message, "x20x3Ax20" ) || stristr( message, "x20x3Bx20" ) ) { // type " : " OR " ; " will be blocked clif->colormes( sd->fd, COLOR_RED, "You can't impersonate other players !" ); return false; } } return true;}HPExport void plugin_init (void) { clif = GET_SYMBOL("clif"); session = GET_SYMBOL("session"); strlib = GET_SYMBOL("strlib"); addHookPost("clif->process_message", clif_process_message_spaces);}..
    as it turns out, I just have to replace Alt+0160 into [space], then just block players from typing " : " is already enough
    no need some kind of blocklist after all
  19. Upvote
    Nova reacted to AnnieRuru in Chat space limitation!/Scammer avoid *Will pay for help*   
    I'm more interested to know how to type those charactersAlt + ????
     
    those are actually meant for names
    use together with
    normalize_name( message, "255xA0032tx0Ax0D " );they are automatically trim into 1 single space 
    oh well
    patch
    src/map/clif.c | 7 +++++++ 1 file changed, 7 insertions(+)diff --git a/src/map/clif.c b/src/map/clif.cindex d9acf07..0118856 100644--- a/src/map/clif.c+++ b/src/map/clif.c@@ -9110,6 +9110,13 @@ bool clif_process_message(struct map_session_data *sd, int format, char **name_, *namelen_ = namelen; *message_ = message; *messagelen_ = messagelen;++ normalize_name( message, "255xA0032tx0Ax0D " );+ if ( stristr( message, "x20x3Ax20" ) || stristr( message, "x20x3Bx20" ) ) { // type " : " OR " ; " will be blocked+ clif->colormes( sd->fd, COLOR_RED, "You can't impersonate other players !" );+ return false;+ }+ return true; } plugin#include <stdio.h>#include <stdlib.h>#include <string.h>#include "../map/pc.h"#include "../map/clif.h"#include "../common/HPMi.h"#include "../common/socket.h"#include "../common/HPMDataCheck.h" // should always be the last file included! (if you don't make it last, it'll intentionally break compile time)HPExport struct hplugin_info pinfo = { "GM_impersonate", // Plugin name SERVER_TYPE_MAP,// Which server types this plugin works with? "0.1", // Plugin version HPM_VERSION, // HPM Version (don't change, macro is automatically updated)};bool clif_process_message_spaces( int retVal, struct map_session_data *sd, int format, char **name_, size_t *namelen_, char **message_, size_t *messagelen_) { if ( retVal == true ) { char* message = (char*)RFIFOP( sd->fd ,4) + strnlen(sd->status.name, NAME_LENGTH-1) + 3; normalize_name( message, "255xA0032tx0Ax0D " ); if ( stristr( message, "x20x3Ax20" ) || stristr( message, "x20x3Bx20" ) ) { // type " : " OR " ; " will be blocked clif->colormes( sd->fd, COLOR_RED, "You can't impersonate other players !" ); return false; } } return true;}HPExport void plugin_init (void) { clif = GET_SYMBOL("clif"); session = GET_SYMBOL("session"); strlib = GET_SYMBOL("strlib"); addHookPost("clif->process_message", clif_process_message_spaces);}
  20. Upvote
    Nova reacted to Tokeiburu in What do you think about the new Prontera?   
    Heya, if anyone's interested, I made a GRF with the new prontera maps but with downgraded model files. Older clients will be able to load the maps just fine
     
    http://www.mediafire.com/download/7hcz6u9vl4vjhb4/newprontera.grf
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