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  1. 4 points
    LaunchMe is a simple launcher/downloader, inspired by the older Ragnarok Online launchers used by the pserver community. Aside from starting the client with custom parameters it can also download pack files and be customized graphically. This is an alpha release, it has barely been tested, aside from general functionality, and doesn't do much besides downloading and launching. The main reason I wrote this is because I've never written a customizable window and was curious =< But I'm sure someone will find a use for it^^ Features Launching Pack Download Customizeable Browser Element (e.g. to display patch notes) Playing BGM Download (55KB) Source How to make LaMe download packages LaMe simply downloads files via HTTP and moves them to the "package" folder. If a file already exists the download is skipped. There is no version checks or checknums, if a file from the list doesn't exist in the local package folder LaMe will download it. If you or the client delete a file it will simply be re-downloaded next time you start LaMe. Put a URL to a folder into the ini file, at Packages/URL. LaMe will look for the download list file (specified in Packages/List) and the actual packs at that address. The list simply contains one file name per line, e.g. 1001-my_features.pack 1002-white_beabhein.pack There are no naming conventions, these are just examples. Empty lines or lines starting with "//" (comments) are skipped. How to customize it Design: The design consists of multiple images that can be found in the "LaMe" folder, the window background, the close and start buttons, and the various states for those buttons (hover, down, disabled). To change anything, just replace the files and adjust the settings in the ini file. The background treats pink (255,0,255) as transparent, so you can do rounded corners and stuff. Naming: The LaMe.exe looks for the ini and image folder based on its own name. If you rename the exe to "Ibam.exe" you also have to rename the ini and the folder to "Ibam.ini" and "Ibam". In theory this allows for multiple launchers to co-exist. Future features If you have ideas for additional features feel free to post them here.
  2. 3 points
    Gonna make a series of scripted equipment, and probably videos of each here's the first item...
  3. 3 points
    My curiosity finally overwhelmed me and I took a look at the possibility of custom skills. I added a new skill to the XML files in the client and our data files, by copying an existing one and changing the id. I gave it to me in-game and it appeared - so far so good - but I couldn't use it. For some reason the use button was disabled. Double checked some values, tried different id ranges, nothing. "Enabling" the skill with what we believe is some kind of "enable skill" packet? Nope I don't know what exactly is causing the use button to be disabled, maybe there's another file the skill has to appear in, or maybe the client has some hard coded checks for that. A journey into the client's code would probably help with this, but after a quick look I couldn't find anything that screamed "this is the problem!". Next up: Replacing existing skills. While it's possible to replace a similar skill, it's not possible to replace a passive skill with a usable one. Even though the use button wasn't disabled, it didn't do anything, the client didn't send the use packet. This confirms that something is missing, the client knows what skills are supposed to be usable, despite what skillinfo.xml says. So, for the moment, until we figure out what I missed, custom skills are a little tricky. Replacing existing ones isn't exactly viable I guess, but it is a possibility.
  4. 3 points
  5. 3 points
    Oh just a little note if you didn't know, you don't have to subscribe events the way you did anymore, you can simply put [On("OnCreatureAttack")] above your function and it'll be subscribed automatically. But this is really neat, I should play around with it. Thanks c:
  6. 3 points
    Well its really in an under polished state, lots of things still not ready(which is why i haven't already uploaded any scripts) but it looks something like this.... Delorog_ScriptedEquips.cs
  7. 2 points
    Freedom ends... 2 weeks of vacation went by so fast *sigh*
  8. 2 points
    Just got a new computer- fell off the grid for almost a year! I am back now, and plan to make those tutorial videos.
  9. 2 points
    Services Programming in all forms and colors, be it scripts, customizations, programs, or websites. Tutorials related to things I created, in text or video form. Pricing Depends highly on the job, but I'll keep the prices low. Just ask for an estimate. Maintenance, updates, and support for everything I produce for you is free of course. Contact me if anything breaks and I'll fix it asap. Payment via PayPal or Bank Transfer (make sure you're able to transfer money to the EU beforehand) after the work is done, 50% up front for time-consuming orders. Availability Usually 11:00 ~ 21:00 GMT+2 (02:00 ~ 12:00 PDT) Contact me via PM, on Gitter, or wherever else you see me, and I'll respond as soon as I can. Rules I don't do client modifications for any games, though I do tutorials on how to do them. References https://github.com/exectails
  10. 2 points
  11. 2 points
    [On("CreatureAttack")] * Yeah didn't realize that thanks ^.^ new item : Final Hit Sword No this isn't turning telewalk on. The Sword will only teleport if you dont have a left hand item equipped. Also the teleport is based on "SetCombatTarget", so it wont keep teleporting to same target unless you cancel aggro or target another enemy. Did this need to be done when we have final hit skill?, No Then why did you do it? Because i can.... also i didn't have any interesting items ready yet so you get the thing i was experimenting with.
  12. 2 points
    Unfortunatly im not playing that much ToS anymore. Still I logged in and logged all the skills I have. 1. File is me running in town Blacksmith repairing all Auctionhouse collecting 99000 moneyz Adventure Jurnal girl, getting some iCoins or whatever thats called Oracle Trainer, learning Change:Win attribute lvl 19 or 20 dun remember :< 2. File is me using all the cleric and oracle skill I have as well as autoattacking with secondary weapon and proccing the effect of my primary weapon the "Toy Hammer" assploding on every 10th attack. (5 Hits with sacrament as it makes 1 attack to 2 hits). As I dont remember the order of the skills fully, I will just try to guess and write down every skill I used. attacking some stuff without buffs buffing sacrament and attacking some stuffs buffing monastry and attacking some stuffs (sacrament still active) buffing blessing and attacking some stuffs (sacrament and monastry still active) ---have to guess now--- Using 3 skills in some order: Change (changes the monster to a different +/- 5 level) 2charges, Clairvoyance (lets you see the item that a monster is going to drop), Reset (lets you change the item that a monster is going to drop) 2charges ---have to guess now--- Using Divine Might (Increases all skills by 1 level for x charges depending on skill lvl) ---have to guess now--- Step 1 to 4 again with Divine Might ---have to guess now--- Using Dievdirby's skills "Statue of Goddess Laima" (carves a prop and places an aura at the same place as the prop (- %cd aura) prop/statue can be pushed away by mobs while the aura stays at the same place, prop/statue has hp depending on level and aggroes mobs) and "Statue of Goddess Zemyna" failed caus tos cannot fix bugs I really have no clue anymore. Some point I am changing a attribute allowing my heal to damage enemies. Healing everywhere and alot. Using Revive somehwere and proccing it (character that drops under 1hp does not die and instead "revives" at 20ish% hp). Using cure (dmg on enemies and cures status debuffs and stuffs depending on level of the skill. Using Aspersion (direct buff and attack in a cone in front of the caster). Using Resurrect to attack an enemy. Using SafetyZone which is like SafetyWall but it actually does only give you a buff if you stand inside (which complicates things with the buff limits etc) makes you imune to 99,9% of all dmg (one boss can somehow bypass this with a section of his hit?) magic melee and ranged. Pushbacks can still occur. Using carve (skill that attacks 4 times and has a chance to produce wood when hitting a plant mob). Using Forecast (makes enemies attacks visible (you get aoe indicators on the ground). Green for allies, red for enemies. Even normal attacks can be seen that way. Using Mass Heal like all the time... nothing special -> big aoe circle in front of the caster that heals (also heals caster). Also there should be a successful "Statue of Goddess Zemyna" somewhere. I failed 2 times and 1 time I succeeded. Not sure what else. Some weapon swapping but thats nothing special. Also im using controller for 95% of the game. usingalotofskillsoracle.txt repair auction wingsofsomething oracleattributelearning warping to next map.txt
  13. 2 points
    Okay so Admittedly i should be waiting for the new ai system, but having too much fun. You've probably seen this one already but seemed like a good place to put it. https://www.youtube.com/watch?v=z-qJDzJVykA This one is new.... https://www.youtube.com/watch?v=7lHghRqVX3I
  14. 2 points
    Update 1.4.6 Fixed a bug where packets weren't decrypted, which made them useless for subscribed applications. This fixes the problem several people had with Morrighan lately, where Pale and other applications that use it didn't get any or limited data.Click on Download in the opening post to get the latest version if you had problems.
  15. 2 points
    Since putting together color codes for flashies can be annoying at times, and highly confusing for newbies or people who have no idea about hex colors, I wrote a little generator for fun. You can set both colors, the flash mode you want, and the level (which is basically like the speed). It's not 100% complete, there are more modes and maybe levels, and another option I've ignored for now, and it might not be 120% accurate, but it should be enough for the start. Have fun~ Link (Tested in Firefox and Chrome, little buggy but working in IE9.)
  16. 1 point
  17. 1 point
    Zemyna acts as a kind of proxy, it makes the client connect to a special local server that forwards all packets from the client to the actual server. This way it's able to read every single packet that gets sent or received. These packets can then be passed to other applications, so they can work with them, e.g. loggers like PaleTree. If you're familiar with Morrighan, you will feel right at home here. Download Remember to regularly update PaleTree and Zemyna whenever one is available, as they need to be up-to-date to work with the latest client. How to use For Zemyna to be able to read packets, it needs control over the starting process, as it temporarily adjusts your client, to tunnel its connection. It does so by making a backup of your client.xml, that contains information about where to connect to, and creates a new one. This change is reverted once Zemyna closes, this way you don't have to fiddle with any files yourself. To tell Zemyna where to connect the client to, you use command line parameters. For example, let's say you wanted to log packets on the international server Laima, you would simply start it like this from the command line, after moving Zemyna to your game folder: Zemyna.exe host:54.88.25.242 port:2000 The IP and port are of the login server for Laima. For easier reusability, you should create a link or bat file. Zemyna will then take the necessary steps to be able to read packets from the network, and start the client. A small window in the upper left corner will show you that Zemyna is running, it closes automatically when the client gets closed. You can also double click it to quickly close Zemyna and the client. Since you can only have one server in the server list this way, the one you specify in the parameters, you could create multiple links/bats, one for each server. If you want to use Zemyna on a server that doesn't use the Steam auto-login, but a login interface, you have to tell it, with another parameter. For example, connecting to a local server: Zemyna.exe host:127.0.0.1 port:2000 nosteam How to connect to Zemyna Zemyna uses the same API as the tool it was inspired by, "Alissa". It uses WM_COPY messages to communicate between Zemyna's and the subscriber's window. To subscribe to Zemyna, to receive packets, you send the "op" (dwData) 100 to Zemyna's window (window name: "mod_Tossa"), to unsubscribe, you send 101. While you're subscribed, you receive all incoming (op 0x10101012) and outgoing (op 0x10101011) packets via the same method. For an actual example on how this works, I suggest looking at the corresponding functions in Pale. Alternatively you can also create a plug-in for Pale, which will be easier. Restrictions Zemyna currently only supports the Login and Channel servers. Due to ToS's protocol, Zemyna needs to be updated regularly, or there's a high chance for it not to function correctly. Check for updates after each game patch and report potential issues. Korean TOS If you click on Download, you will find multiple versions, one of them being for kTOS (notice the "k" prefix). Choose that one if you want to log packets on the Korean server. Due to kTOS using a web login, we had to do things a little differently for the Korean version of Zemyna. You need an additional argument, "kr", which activates certain KR only options. Example: Zemyna.exe host:54.88.25.242 port:2000 kr After you started Zemyna like that, the client won't start automatically, but it will still modify the client files, so when you finally start the client via the web login, the connection will still go through Zemyna, allowing you to log packets using PaleTree.
  18. 1 point
    Coming Soon.... after it stops crashing my game every time I try to use it.
  19. 1 point
    PaleTree is a packet logger that utilizes data coming from packet providers, like Zemyna. Just like its cousin MabiPale, PaleTree allows you to log packets, and save, load, and modify the logs. However, unlike MabiPale, you won't see clear, separated variables here, as ToS's protocol doesn't communicate this information. Instead, PaleTree features a hex editor on the right side, and it has a plugin to show which values might hide behind a bunch of random bytes, starting at the selected index. For deeper analysis, a tool like 010 Binary Editor is recommended. Another difference to MabiPale, is that due to the availability of op codes, there are no unknown ops, and in case of changes, the ops are saved inside the logs, so you never have to worry about incorrect op names. But you should update PaleTree regularly, since any change in an op could result in confusing data. Download Remember to regularly update PaleTree and Zemyna whenever one is available, as they need to be up-to-date to work with the latest client. Features Logging packets Saving logs Log management (deleting, filtering) Plugin system Official plugins: Variable Preview: Displays what values could be read from a packet, starting at the selected byte. How to use Put Zemyna.exe into your ToS folder Create a link to Zemyna.exe, using parameters for the appropriate server. For example to connect to the international server Laima, you would use Laima's login server IP and port: Zemyna.exe host:54.88.25.242 port:2000 And to connect to a local server, without Steam auto-login, but with a login form, you would use this: Zemyna.exe host:127.0.0.1 port:2000 nosteam Start the client with that link whenever you want to log packets. Click connect in Pale to subscribe to Zemyna's packet broadcast and to start logging packets. Packet data The packet data in the hex editor is always the raw data received/sent by the client, incl. packet header. This means the actual values don't start at the first byte. Packets from the client to the server have a 10 byte header: short op; int sequence; int checksum; Packets from the server to the client are the same, just without the checksum, so it's 6 bytes in total. Additionally, packets that don't have a fixed size have another short (2 byte) before the actual data, the length of the entire packet. Packets that have a fixed length will say something like "Size: 50 (Table: 50, Garbage: 0)" in the packet information on the right side, after the op, while dynamic packets don't say this (dynamic packets are ones that include lists or variable sized strings, where you can't define a fixed size). The last thing of note is the potential "garbage" at the end of packets from the client to the server. Because of how the packet encryption works, the length of packets from the client to the server is always a multiple of 8. Packets that have a fixed size will be able to determine that X byte are "garbage", because they don't belong to the actual data, but are a left-overs from the encryption process. The garbage bytes can generally be ignored, the only reason we don't truncate them is that we could potentially lose data if the ops are outdated.
  20. 1 point
    HEY GUYS!!! Let's Play Cards Against Humanity after the holidays or more accurately Pretend you're xyzzy. When? On the 27 or 28 of December for around an hour or two. UTC+2 21.00 to 22.00-23.00?
  21. 1 point
    What is "No Code No Life"? No Code No Life was originally a community built around the development of a certain server emulator, under the name "Aura Project". We're now aiming to provide a general environment for developers to learn more about MMORPGs, discuss their inner workings, and release tools to research and modify them. We welcome newbies and experienced developers alike, and other users who're just here to grab the latest release of a tool that might help them in some way. While furthering our knowledge and research might entail developing server emulators, we aren't interested in actually operating servers, and solely do it for the purpose of learning about programming, MMORPGs, maintaining huge projects, working with other people, improving knowledge, exploring games we like in a new way, and experimenting with what could be. We're not operating any private servers and don't encourage our users to do so either. What happend to the Mabinogi Server Emulator? After 5 years of development it was removed from this forum in January 2017 after we received a DCMA from Nexon. You can still find the latest release from back then on the internet, including a client that works with it, but public development has stopped and we don't offer active support for obtaining and operating Aura anymore.
  22. 1 point
    It's not that hard to get ahead of official servers. After all, mostly you only have to worry about the server side. And if a group of people is actively perfecting a server emulator, you have a whole community just producing custom content for their servers and the public. That can be quite an advantage, even if the technical quality might not be as high as from the official devs.
  23. 1 point
    Yea I guess I misphrased it. It is not the lack of content that is the problem. It's rather the lack of quality content. Here I quote from somebody who said it well in an official TOS forum thread. I guess you could say the game actually has a fair amount of content already. Lots of tube/island maps, lots of quests, lots of mobs, lots of bosses...But these content are...shallow. Everything is the same deal and dull. All tube maps are same and only the function they provide is linking you to next quest/npc island. All quests are similar and boring (kill x number of monster, gather x amount of quest drop). All mobs are same - stupid, slow, no AI. Just lure a bunch of them and give them an AoE. Anyone and their grandpa can do it. All boss fights are same...They are so easy and predictable you can sit down to recover hp and sp during boss fights. I guess IMC knows this so they added the traps and the weird bullet spam just to add some difficulty. Boss are supposed to be rare, difficult, memorable and original. That is totally not the case here. Do you honestly remember the monsters and bosses you have fought in TOS? I bet you don't because they are simple, generic and all the same. Whereas in mabinogi we know each monster beacuse they are different. Fighting a spider is definitely not the same thing as fighting a bear. Fighting a bear is not the same thing as fighting a golem..etc. I just don't think the devs put enough or hardly any effort into designing and implementing depth in the content in TOS. And tell you what. I did play mabinogi beta. It was back in early 2005 when I played the Chinese mabi beta in horrible 200ms+ lag. I recall back then there wasn't such a thing called closed beta, let alone cbt1, cbt2, cbt3, etc. It was just beta and that was it. Back then mabi wasn't even f2p. It was p2p. I remember clearly what sort of content was in that G0(pre G1) version of mabi. Just like the person said in the quote. It was quality over quantity. I don't wanna do a detailed comparison between G0 mabi and TOS. But G0 mabi gave me a strong impression of a virtual world that is fun, full of possibility, and challenging. While TOS just gives me this impression of a virtual world in which you only have this boring linear progression task. There is nothing else you CAN or NEED to do. It's like I am in a loop.... for( int i = 1; i < MAX_LEVEL; i++){ AcceptQuest(); GoToLevelLockedIsland(i); KillAndGather(); TurnInQuest(); } LOL! how fun is that? This combined the fact that the content is shallow...I don't know about you but I really don't see this game being able to keep its players. And this
  24. 1 point
    While I agree that they did a sub-par job with the world design so far, you simply chose the wrong game if you were looking for exciting quests or variety. I'm under the impression that ToS tries hard to appeal to the old RO players, who still like that concept, and imo they do that rather well. As one of those players, I can say that ToS gives me much of what I've been looking for over the years. It's not a direct competitor to Mabinogi or all the WoW-clones, it targets a rather specific audience. I don't like how people keep criticizing lack of content in games that are still in beta or even alpha though. Of course Mabi has a lot of content now, it's been out for over 10 years. But do you remember G1? Or the beta of Mabinogi? Do you know what it looked like during its alpha? (Like the actual betas and alphas, not the kind of betas where only the localization and servers are tested.) There wasn't that much to do, there wasn't a lot of variety. If they released that game today, everybody would probably be like "this is boring, WoW has so much more content!"
  25. 1 point
    Gonna build up a new todo list and Wiki today.
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