OriginsRO issueshttps://gitlab.com/originsro/originsro/-/issues2021-07-05T19:55:25Zhttps://gitlab.com/originsro/originsro/-/issues/2854Thana f6 floor path bug2021-07-05T19:55:25ZClouDThana f6 floor path bug## Summary
Some stair on thana tower have side ways to go through
## Steps to Reproduce
1. Go to Tha_t06
2. Find these 2 stairs (i don't know if there's more)
3. Go right through the clif
## Actual result
You just ignore the stairs
...## Summary
Some stair on thana tower have side ways to go through
## Steps to Reproduce
1. Go to Tha_t06
2. Find these 2 stairs (i don't know if there's more)
3. Go right through the clif
## Actual result
You just ignore the stairs
## Expected result
You should go to the stairs
### Character Information
Sacerzão - High Priest
Video - https://www.youtube.com/watch?v=obYU-E3Nr8ghttps://gitlab.com/originsro/originsro/-/issues/2852Class Icons in OriginsRO Launcher2021-05-26T16:59:30ZIcemintClass Icons in OriginsRO Launcher## Description
<!-- Describe after this line in detail the enhancement you suggest (if applicable). You may also attach screenshots or other files if you wish -->
Please consider adding class icons to the launcher to identify characters ...## Description
<!-- Describe after this line in detail the enhancement you suggest (if applicable). You may also attach screenshots or other files if you wish -->
Please consider adding class icons to the launcher to identify characters faster (similar to the gender icons)
## Rationale
<!-- Describe after this line what benefits your suggestion would bring -->
Having class icons instead of a huge empty space after names would be very helpful picking correct character when it is crowded.
## Additional Information
<!-- Insert after this line any additional notes you wish to add -->
The same icons could also be used in the in-game party window, party members would identify each other easier. (Some servers salvaged this from renewal UI with bigger name font as well, much easier to identify and click)https://gitlab.com/originsro/originsro/-/issues/2846Add night option to @daynight command2021-05-21T21:27:30ZAurel MacákAdd night option to @daynight command## Description
Would it be possible to add option to @daynight command to ignore day cycles? Currently players can only choose between cycling day/night and permanent day. As night time player i would prefer (and according to occasional ...## Description
Would it be possible to add option to @daynight command to ignore day cycles? Currently players can only choose between cycling day/night and permanent day. As night time player i would prefer (and according to occasional discussions on main many players will) permanent night mode, cause day mode can be little bit too bright (and in my opinion colors are prettier in night mode too).https://gitlab.com/originsro/originsro/-/issues/2842[Oversight?] After rebirthing and not re-learning Vending, Buying Shop skill ...2022-03-18T17:32:04ZKaeris[Oversight?] After rebirthing and not re-learning Vending, Buying Shop skill becomes unusable.## Summary
After learning the Buying Shop skill as a merchant and rebirthing **without** re-learning Vending, the Purchasing Team NPC no longer sells licenses, despite retaining the Buying Shop skill.
Due to already completing the quest...## Summary
After learning the Buying Shop skill as a merchant and rebirthing **without** re-learning Vending, the Purchasing Team NPC no longer sells licenses, despite retaining the Buying Shop skill.
Due to already completing the quest to learn Buying Shop, the Black Marketeer NPC in Morroc also refuses to sell licenses. It now becomes impossible to open a Buying Shop as licenses cannot be obtained either way.
## Steps to Reproduce
1. Learn Vending as a Merchant.
2. Complete the quest in Alberta to learn the Buying Shop skill.
3. Rebirth (Buying Shop skill is retained).
4. Do not re-learn Vending as a High Merchant.
5. Neither the Purchasing Team NPC in Alberta, nor the Black Marketeer in Morroc will sell shop licenses.
6. Buying Shop skill becomes unusable.<!-- (add more points as needed) -->
## Actual Result
<!-- Describe after this line what happens after the steps described above. You may also attach screenshots if you wish -->
Without learning Vending, the Purchasing Team NPC will not sell licenses, despite already having Buying Shop:
![Buying](/uploads/f306b82433281d2b807d4428f20588c5/Buying.jpg)
Because you've already completed the quest in Alberta, the Black Marketeer in Morroc won't sell licenses either:
![Buying2](/uploads/41cca66c219aba6eb70d5ffc173ed325/Buying2.jpg)
## Expected Result
<!-- Describe after this lin ewhat should happen instead -->
Either unlearn and reset the Buying Shop quest after rebirth so licenses can be purchased from the Black Marketeer, **or** allow licenses from the Alberta NPC to be purchased regardless of having Vending learned or not (if the quest is already completed).https://gitlab.com/originsro/originsro/-/issues/2838[Enhancement] Checkbox when setting up vends to remove shop from `ws` and oRO...2021-05-21T00:55:47ZDragan[Enhancement] Checkbox when setting up vends to remove shop from `ws` and oRO API**Rationale**:
1) It would be nice to have an in-game way of providing and exchanging supplies between guild/alliance mates instead of frequent "discord trades" that take up a lot of time. For example, hunting guild supplies, sharing br...**Rationale**:
1) It would be nice to have an in-game way of providing and exchanging supplies between guild/alliance mates instead of frequent "discord trades" that take up a lot of time. For example, hunting guild supplies, sharing brewed pots, guild donations, etc. (see use cases below).
**Example use cases**:
1) I would like to setup a shop for my guild with discounted prices throughout the week, without interfering with the market prices
2) I would like to setup consumable item sharing during woe (e.g. set price to 1z) for my guild members for easier restocking
3) I would like to setup private shops to enable guild members to contribute to guild supplies, without having to deal with them 50 times every week
Alternatively, a checkbox that restricts interactions with buy/sell shops exclusively to guild/alliance members would be nice as well.https://gitlab.com/originsro/originsro/-/issues/2833Feature: limited Skill Reset2021-05-16T20:24:20ZMe MyselfFeature: limited Skill Reset## Description
<!-- Describe after this line in detail the enhancement you suggest (if applicable). You may also attach screenshots or other files if you wish -->
Skill Point Refund NPC. It allows to reset up to 3 skillpoint for 1,285m Z...## Description
<!-- Describe after this line in detail the enhancement you suggest (if applicable). You may also attach screenshots or other files if you wish -->
Skill Point Refund NPC. It allows to reset up to 3 skillpoint for 1,285m Zeny per skill point. This is a one-time option per character.
## Rationale
<!-- Describe after this line what benefits your suggestion would bring -->
oRO has a stat point refunder for 100k Zeny per stat point, up to 33 points, which equals to change 3 stats that are higher than 91 (11 stat points are needed to increase 1 stat). After this option is used, you have a delay of 90 until you can use it again.
It would be nice to have such an option for skill points. Sometimes you find a skill less benefiting than you thought or you even failed to choose the correct skill. For now you have to go for the 1/1-reset (rebirth only) if you want to put the used points into another skill, even if it's just 1.
3 skill points are enough for a small adaption and far too less to change a build.
The NPC can be a Psychotherapist in Comodo, next to the stat refund Physiotherapist.
## Additional Information
<!-- Insert after this line any additional notes you wish to add -->https://gitlab.com/originsro/originsro/-/issues/2831Periodic PVP announcements and and @.showpvp command to turn off announcements2021-05-16T03:58:38ZOriginsRO AccountPeriodic PVP announcements and and @.showpvp command to turn off announcementsSimilar to how we have the @.showlogin command, implement a announcement that announces there are x people in PVP whenever more than 1 person is in PVP for more than 1 minute.
Some save spots do not have the PVP cat which makes PVP les...Similar to how we have the @.showlogin command, implement a announcement that announces there are x people in PVP whenever more than 1 person is in PVP for more than 1 minute.
Some save spots do not have the PVP cat which makes PVP less accessible so people will not be able to know that there are people in PVP, or are just lazy to click the cat since it might just be 2 people dueling.
I believe that there will be more interest in PVP there were announcements like "There are 5 in PVP right now". People attract people. Those that are not interested can simply turn off the announcements with @.showpvp
If possible, don't count the same master accounts as some people might just be testing damage or abusing the infinitus tree to reset their SN.https://gitlab.com/originsro/originsro/-/issues/2830Hunting quests2021-06-26T08:38:37ZAurel MacákHunting quests## Description
I was playing on one server with nice feature (hunting quests), which was offering players way to spend time hunting monsters for small rewards and points. This feature was really popular and offered players another way of...## Description
I was playing on one server with nice feature (hunting quests), which was offering players way to spend time hunting monsters for small rewards and points. This feature was really popular and offered players another way of spending time in RO.
Hunting quests would be feature, which will offer players to do some quests of hunting various type of monsters in trade for small reward (not exp reward, just motivational item reward). Hunt quests could have number of repetitions, with bigger reward for completing whole quest. Each quest can have different properties, like (obviously) type (id) of hunted monsters, count of monsters to complete quest, count of quest repetitions, repetition reward, final reward, lvl restriction for Q, unlock restriction for Q (another Q needed for unlock this Q).
There can be larger rewards (maybe some unique headgear) for reaching some milestones in hunting quests (i.e. 100/500/1000/1500/... hunting points acquired - hunts completed).
## Rationale
It would give players another option how to spend time (even in endgame) and can create opportunity to compete with other players through some kind of hunt quest points charts.
## Additional Information
For inspiration (or to see how hunting quests could look) you can use this [Example of hunts](https://reborn.cz/hunty). It's in czech language, but you can use google chrome feature to translate whole site. It's just of list of hunts with monsters and properties of that hunt (lvl restriction, class restriction, number of kills needed, repetition count, rewards, unlock requirement,...).https://gitlab.com/originsro/originsro/-/issues/2829Change @expmission to @.motd2021-05-15T11:26:42ZOriginsRO AccountChange @expmission to @.motd @expmission doesn't really make any sense even if you go to @.commands and see it @.monsteroftheday or @motd would make a lot more sense @expmission doesn't really make any sense even if you go to @.commands and see it @.monsteroftheday or @motd would make a lot more sensehttps://gitlab.com/originsro/originsro/-/issues/2828@.memo a different spot in the same map2021-05-16T03:52:36ZOriginsRO Account@.memo a different spot in the same map![Capture](/uploads/ba02693e99c41648412545f08d660d93/Capture.PNG)
We are currently not able to memo a different spot in the same map without getting rid of that memo first.![Capture](/uploads/ba02693e99c41648412545f08d660d93/Capture.PNG)
We are currently not able to memo a different spot in the same map without getting rid of that memo first.https://gitlab.com/originsro/originsro/-/issues/2826Increase @killcount slot amount2021-06-28T09:10:01ZHayakuIncrease @killcount slot amount## Description
<!-- Describe after this line in detail the enhancement you suggest (if applicable). You may also attach screenshots or other files if you wish -->
Increase @killcount slot amount to 5 or more.
## Rationale
<!-- Describe ...## Description
<!-- Describe after this line in detail the enhancement you suggest (if applicable). You may also attach screenshots or other files if you wish -->
Increase @killcount slot amount to 5 or more.
## Rationale
<!-- Describe after this line what benefits your suggestion would bring -->
Many people like switching between grinding spots instead of just grinding the same thing over and over again. Sometimes people like to keep a killcount on certain mob for a very long time, maybe out of curiosity, maybe to check how many they killed for 4 cards. 3 slots are quite limiting, sometimes a single spot can take all slots, 5 I believe would strike a good balance between good user experience and server performance (if current limit is dictated by some sort of performance issue, otherwise it could become even higher cause why not).https://gitlab.com/originsro/originsro/-/issues/2821Calculation of MvP damage log2021-05-11T17:48:12ZEchtelionCalculation of MvP damage log## Description
While competing for MvPs, the current player who deals the most damage will get the "MvP" title.
It doesn't count if people are in party or solo.
For example, one party with three snipers (let's say A,B and C) and one sol...## Description
While competing for MvPs, the current player who deals the most damage will get the "MvP" title.
It doesn't count if people are in party or solo.
For example, one party with three snipers (let's say A,B and C) and one solo sniper (D) against Amon Ra.
The three snipers deals :
- A 23% damage
- B 23% damage
- C **24% damage**
The solo sniper deals :
- D 30% damage
It is the D sniper who will get the "MvP" title.
My suggestion is that the MvP damage log calculation should consider if people are in party for competing MvP.
The same example as before but considering the "party system calculation" :
- The party deals 70% damage and the C sniper will get the "MvP" title.
- D sniper deals 30% damage
## Rationale
This suggestion would bring more competition against MvP :
- People without high end gears could party together to compete with high end gear solo player.
Ragnarok Online isn't a solo game but rather a unique experience of team game, and for that reason, oRO brings an unique experience bonus when people levels together in party.
- Therefor, people willing to party to compete against MvP should be reward for that purpose.
## Additional Information
The current experience bonuses only apply when the party is compose of unique player ( 1 per Master account ). This could apply to the calculation the MvP damage log.https://gitlab.com/originsro/originsro/-/issues/2818Remove boss/slaves keeping aggro when offscreen2021-05-10T09:52:42ZHayakuRemove boss/slaves keeping aggro when offscreen## Description
<!-- Describe after this line in detail the enhancement you suggest (if applicable). You may also attach screenshots or other files if you wish -->
Make the boss/slaves lose aggro when the player leaves the screen while at...## Description
<!-- Describe after this line in detail the enhancement you suggest (if applicable). You may also attach screenshots or other files if you wish -->
Make the boss/slaves lose aggro when the player leaves the screen while attacking them. The way it works now is that if I'll SG lets say a Phreeoni, kill her slaves in the process and leave the screen, she may resummon her slaves who will come after me even though I don't see Phreeoni/slaves. Phreeoni won't come after me like that but she may aggro instantly when I'll enter screen range instead of proper aggro range.
## Rationale
<!-- Describe after this line what benefits your suggestion would bring -->
I'm not an expert on vanilla behavior but a friend of mine told me it's not a vanilla behavior. Supposedly it used to be normal until around 2nd classes were introduced on oRO. This weird mechanic hinders a lot of classes like HW or Snipers.https://gitlab.com/originsro/originsro/-/issues/2817Asura Strike incorrect Mechanics2022-03-21T11:30:42ZXellieAsura Strike incorrect Mechanics## Summary
On Origins, Asura Strike is affected by Provoke and 2x ATK from gospel.
On Aegis this should not be the case.
## Steps to Reproduce
1. Be Champion
2. Duel yourself on a swordsman class, level 10 provoke
3. Asura the swordsm...## Summary
On Origins, Asura Strike is affected by Provoke and 2x ATK from gospel.
On Aegis this should not be the case.
## Steps to Reproduce
1. Be Champion
2. Duel yourself on a swordsman class, level 10 provoke
3. Asura the swordsman
-----
1. Be Champion
2. Get Gospel and wait for 2x ATK
3. Asura something
## Actual result
Provoke and/or 2x ATK will boost damage greatly.
## Expected result
It should not
## Additional Information
This is a fairly significant balance change making Asura far more powerful than intended, in all aspects of the game.
### Character Information
Monks, Champions.
### Notes
Did test on Aegis, can attach video later on. Test takes significant time due to the random nature of Gospel.KreuzbubeKreuzbubehttps://gitlab.com/originsro/originsro/-/issues/2816A QoL suggestion to Quagmire2021-05-11T02:20:34ZPiametteA QoL suggestion to Quagmire## Description
Simply put, I think it would be a fair improvement to Wizard/High Wizard if Quagmire was changed to either of these:
- Allow Wizards to modify the skill level they wish to cast (like most skills out there);
- An attempt t...## Description
Simply put, I think it would be a fair improvement to Wizard/High Wizard if Quagmire was changed to either of these:
- Allow Wizards to modify the skill level they wish to cast (like most skills out there);
- An attempt to cast Quagmire while there are three other active uses in the map ended the oldest instance, then applied the new one.
## Rationale
Because Quagmire has a duration of (5*skill lv) seconds and each wiz can only have 3 instances of Quagmire active at a time, it sometimes happens that I need it for my own safety, but I'm limited by my other Quagmires out there that, way more often than not, are now useless. Either of these would fix that, while maintaining the active skills cap so I'm not dropping Quagmire everywhere.
Personally, the second option would make it too good. While the first suggestion would also nerf the AGI/DEX decrease on affected monsters, the second would allow any Wizard to effectively disrupt the stats and movement speed of every single mob they encounter for as long as they would like.
## Additional Information
Should anyone else have a fair alternative, I'm open to discuss it.https://gitlab.com/originsro/originsro/-/issues/2814Save Pre-Trans WoE ( Emergency Call)2021-11-26T13:09:01ZDanksterSave Pre-Trans WoE ( Emergency Call)## Description
Remove EC in Pre trans
## Rationale
Has never been supposed to be in PT woe. It has been implemented in the Rebirth Episode.
## Additional Information
Offical Patch notes in german
https://www.4players.de/4players.php/do...## Description
Remove EC in Pre trans
## Rationale
Has never been supposed to be in PT woe. It has been implemented in the Rebirth Episode.
## Additional Information
Offical Patch notes in german
https://www.4players.de/4players.php/download_info/Downloads/Download/44653/Ragnarok_Online_Europe/Episode_90.htmlhttps://gitlab.com/originsro/originsro/-/issues/2812Save Pre-Trans WoE (AOE Spells) Sixth2021-05-08T21:18:36ZDanksterSave Pre-Trans WoE (AOE Spells) Sixth## Description
Remove Status from Storm Gust, Meteor Storm, Lord of Vermillion --> They got patched in in episode 9
## Rationale
Part of the Balance in PT ( Targeting Precasting and such)
## Additional Information
offical patch notes
h...## Description
Remove Status from Storm Gust, Meteor Storm, Lord of Vermillion --> They got patched in in episode 9
## Rationale
Part of the Balance in PT ( Targeting Precasting and such)
## Additional Information
offical patch notes
https://www.4players.de/4players.php/download_info/Downloads/Download/44653/Ragnarok_Online_Europe/Episode_90.htmlhttps://gitlab.com/originsro/originsro/-/issues/2811Save Pre-Trans WoE (Arrow Shower) Fifth2021-05-08T21:15:58ZDanksterSave Pre-Trans WoE (Arrow Shower) Fifth## Description
Arrow Shower should be a target spell in pt woe, with the bonuses it gets ( depending on aspd )
## Rationale
Arrow Shower is a major status skill, and the ability to make it a target spell and removing the after cast delay...## Description
Arrow Shower should be a target spell in pt woe, with the bonuses it gets ( depending on aspd )
## Rationale
Arrow Shower is a major status skill, and the ability to make it a target spell and removing the after cast delay increases the crowd control and balance
## Additional Information
Offical episod 8 to 9 changes
https://www.4players.de/4players.php/download_info/Downloads/Download/44653/Ragnarok_Online_Europe/Episode_90.htmlhttps://gitlab.com/originsro/originsro/-/issues/2804@partyinfo doesn't update properly upon changing job2021-05-06T18:40:10ZPiamette@partyinfo doesn't update properly upon changing job## Summary
Basically as title says: when someone changes their job and stays in the same party (or at least that's what it seems), partyinfo command doesn't update their new jobs properly.
![image](/uploads/215a6f3e4deb7c7075f7fb1ec1565...## Summary
Basically as title says: when someone changes their job and stays in the same party (or at least that's what it seems), partyinfo command doesn't update their new jobs properly.
![image](/uploads/215a6f3e4deb7c7075f7fb1ec1565fc9/image.png)
And here's what it says in Control Panel (also would like to note that this "Guild" column is bugged, because many of these chars were in one guild or another):
![image](/uploads/d8c52cf770f64317054cc60f8b030fe3/image.png)
## Steps to Reproduce
1. Be in party;
2. Change your job (dunno if it only happens with rebirth jobs);
3. Use partyinfo command.
## Actual result
Anyone who changes jobs is still featured with their previous job.
## Expected result
It should state their new job instead.https://gitlab.com/originsro/originsro/-/issues/2803Visual glitch with items that fill 2+ equipment slots2022-09-10T22:29:48ZPiametteVisual glitch with items that fill 2+ equipment slots## Summary
Items that fill 2+ equipment slots (two-hand weapons, top/mid, top/mid/lower, mid/lower) apply a visual glitch to inventory counting: the number goes up when they're equipped - but in practice, the inventory does not actually ...## Summary
Items that fill 2+ equipment slots (two-hand weapons, top/mid, top/mid/lower, mid/lower) apply a visual glitch to inventory counting: the number goes up when they're equipped - but in practice, the inventory does not actually count them an additional time, as it should be. In short, it's a visual glitch that might confuse people some.
![Untitled4](/uploads/2e972ddbc37c69caf6c7d9856741aabd/Untitled4.png)
This picture shows that much: even though it says 102/100, I actually have 100 items in my inventory! (99 in inventory + Munak Egg hatched)
## Steps to Reproduce
1. Equip any number of items that fill 2+ equipment slots;
2. Notice as the inventory count goes up;
3. Try to fill your inventory completely;
4. Notice that it somehow goes the 100 cap visually, even though you actually have 100 items in total.
## Actual result
The inventory count goes up whenever such items are equipped.
## Expected result
It shouldn't go up. A mask or a 2h axe shouldn't count as 2 items just because I have them on, even if it's only a visual glitch.
### Character Information
grocerer, Creator
### Notes
Though it's trivial to mention that much, I noticed this bug while moving all the Undershirts I'd farmed to my inventory, then wondered if, while having both inventory and cart open, the game would prioritize the cart once the inventory is full. Turns out it doesn't, lol.KreuzbubeKreuzbube