Janus Emulator

Quick update

- All of maps are loaded without broken
- Most of functionality is ready
- Need more token to build lol

Now it almost looks alike.
will go dig deeper into the final.
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- Level HP MP bar
- Skills List
- Minimap synced
- Map layer
- Portal

Please ping me if you are interested for trial this version, trying to build cross-platform version, current test with MacOS only.

PixPin_2026-07-23_10-07-00 - Janus Emulator - RaGEZONE Forums
 
Tenho bons conhecimentos de engenharia reversa e acho que posso te ajudar com esse projeto Rafs. Me chama no discord: joaoalcantara
 
I’m back with the project, and this time with reinforcements!!

Due to recent events, I decided to reach out to @DeltaForceT so we could continue our projects together, collaborating on reverse engineering the server and client, while each of us works on our own emulator.

We have different architectures, stacks, and ideas, but the same goal: filling the gap left by the missing Korean Trickster files with Paula.

More updates from both of us coming soon.


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Hello everyone,

I bring good news! As much as I wanted to show some of the progress I’ve made over these past few days, I couldn’t. I got married on Saturday and took a few days off to spend with my wife.

So, what have we accomplished?
Thanks to the Server Files that were recently posted here, my work became much easier, and it was definitely very encouraging too.

I’ve changed the project structure quite a bit so that communication between the servers is as faithful to the original as possible, ensuring compatibility with all the clients we have and may have in the future.

I managed to get past all the obstacles that kept me from making progress while working on Janus Emulator, which will now be called Paula Project.

I went back a few steps to make everything work exactly as it should, instead of just “rushing ahead to the GameServer,” so I rewrote the FLS, LoginServer, and MasterServer.

Anyway, I won’t drag this on too long... I’ll bring more news about the project this week.
 
Hello everyone,

At the moment, the FLS, LoginServer, MasterServer, and SystemServer are almost finished. Since they’re smaller compared to the GameServer, rewriting them was pretty straightforward.

Movement and chat have already been rebuilt, and to help with development, I created GM commands that can be used by characters with authority level 99.

Next, I’ll be working on the combat foundation and character building.


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Hello everyone,

Some good news! I’ve finished entity synchronization on the map. This is a huge milestone, because it means I can now start working on combat and basic NPCs.

I’m also building an NPC Script and Script Event system, and here’s the idea I’d love your feedback on: instead of inventing a new scripting language from scratch, I’m adapting the rAthena script format (Ragnarok Online) to work with Trickster.

Why rAthena? It’s a mature, battle-tested system with years of documentation, and many people here already know how to write scripts for it. That means anyone familiar with RO scripting could start creating content for Trickster with almost no learning curve.

For example, a script can spawn a monster in Megalopolis and attach an event that fires the moment that monster dies:


Code:
-    script    MegaEvent    -1,{

    OnInit:
        monster "megalopolis",0,0,"Event Boss",1001,1,"MegaEvent::OnBossDead";
        end;

    OnBossDead:
        announce "The boss has been defeated!",bc_all;
        // here you can do anything you want
        end;
        
}

This opens up a huge range of possibilities for custom events, which is one of the main goals of this emulator.


Reference:

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Hello Everyone,

More good news!
I’ve made progress on combat: offensive skills and buffs are now working, and combat is close to being complete. I expect to hit 100% later this week.
All offensive skills are already fully functional. Only a few of the more complex skills still need some adjustments.

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Hello Everyone,

More good news!
I’ve made progress on combat: offensive skills and buffs are now working, and combat is close to being complete. I expect to hit 100% later this week.
All offensive skills are already fully functional. Only a few of the more complex skills still need some adjustments.

View attachment 313286
good job brother!
 
Are you going to share both the server and client files here on RaGEZONE? I’ve been looking for Trickster with Paula for years... Can I get my hopes up?
 
Are you going to share both the server and client files here on RaGEZONE? I’ve been looking for Trickster with Paula for years... Can I get my hopes up?

Yes, the emulator will be available for use, but at first it’s not recommended for commercial projects. We’ll need to test it for quite a while.

As for the client, it’s up to each person; there won’t be an officially recommended one. I can share the base Korean client, and the community can build on it according to whatever they need.
 
As things are looking way up now compared to before, I think it's time for a bit of an interview! This may just sound like no brainer questions since I'm no expert in this field, but here goes..

I am assuming this will be basically a recreation of the server files but with more freedom to edit things.. but what does this entail? Will we be able to change how they read files, so we won't have to use .nri files and such? Will maps be more easily edited and won't require us to use the one and only map editing tool we have? And this doesn't seem like it'll work if the above questions are true, but does this read a standard libconfig like a regular server? Well, considering you mentioned it reads the kTO client, that's most likely the case xD

Will this server have all the functions requested of by the kTO libconfig including the seemingly lesser known monster resizing Draw Scale column?

I notice there's a lot of focus on Paula, but will this server also include the other CT skills and special event skills?

And finally.. I also noticed your screenshot has the text in English. Will there be an English translated libconfig bundled with the release that we can just throw onto any 2014 client? I guess for the other stuff it just reads all other data files so we can build our own client.. but would it be a good idea to bundle a standard client containing the English libconfig for us to start with? :unsure:
 
Hello Everyone ~

TODAY IS A BIG DAY!!

Drilling is working fine.

1792104148811 - Janus Emulator - RaGEZONE Forums


Shops

1792104337456 - Janus Emulator - RaGEZONE Forums


Entire combat are working fine too

1792104411608 - Janus Emulator - RaGEZONE Forums


Now i need finish Quests, Monster and Party Quests.

As things are looking way up now compared to before, I think it's time for a bit of an interview! This may just sound like no brainer questions since I'm no expert in this field, but here goes..

I am assuming this will be basically a recreation of the server files but with more freedom to edit things.. but what does this entail? Will we be able to change how they read files, so we won't have to use .nri files and such? Will maps be more easily edited and won't require us to use the one and only map editing tool we have? And this doesn't seem like it'll work if the above questions are true, but does this read a standard libconfig like a regular server? Well, considering you mentioned it reads the kTO client, that's most likely the case xD

Will this server have all the functions requested of by the kTO libconfig including the seemingly lesser known monster resizing Draw Scale column?

I notice there's a lot of focus on Paula, but will this server also include the other CT skills and special event skills?

And finally.. I also noticed your screenshot has the text in English. Will there be an English translated libconfig bundled with the release that we can just throw onto any 2014 client? I guess for the other stuff it just reads all other data files so we can build our own client.. but would it be a good idea to bundle a standard client containing the English libconfig for us to start with? :unsure:

At first, I’ll be focusing on a 1:1 recreation of the server. After that, I’ll create modules so the server can be customized however you want.

That will give you the freedom to customize skill formulas, completely change the item structure, add new monster AI, and create new systems.

As for maps, I don’t have plans to make a map editor at the moment. Maybe in the future, but it’s not my focus right now.

Yes, DrawScale will be supported.

As for the CT skills and Special Event skills, yes, absolutely, every single one of them will be included!

About the client translation, I’m happy to share mine. Since my native language is Portuguese, it’s easier for me to develop the emulator with the English client, but as I said before, all languages will be supported. You just need to translate it.
 
Hello Everyone ~

TODAY IS A BIG DAY!!

Drilling is working fine.

View attachment 313381

Shops

View attachment 313382

Entire combat are working fine too

View attachment 313383

Now i need finish Quests, Monster and Party Quests.



At first, I’ll be focusing on a 1:1 recreation of the server. After that, I’ll create modules so the server can be customized however you want.

That will give you the freedom to customize skill formulas, completely change the item structure, add new monster AI, and create new systems.

As for maps, I don’t have plans to make a map editor at the moment. Maybe in the future, but it’s not my focus right now.

Yes, DrawScale will be supported.

As for the CT skills and Special Event skills, yes, absolutely, every single one of them will be included!

About the client translation, I’m happy to share mine. Since my native language is Portuguese, it’s easier for me to develop the emulator with the English client, but as I said before, all languages will be supported. You just need to translate it.
Very excited to test this when it's released. Btw, does this still run off MSSQL like usual, or will there be a difference procedure to getting it up than our usual method?

Also, it looks like you're using GM commands. Are you using G-OP, or have you built something in to replace it so we don't need to rely on it anymore? When you're testing stuff like items, are you using the giveaway tool/Kroz's GM tool for editing player's inventories to spawn them in? or is there a built in method for that instead? (not sure if those will be compatible with this version) And is there a way to spawn in monsters to test customized attack patterns/stats without needing to spawn into the boss room? (as well as doing boss summoning events)
 
Very excited to test this when it's released. Btw, does this still run off MSSQL like usual, or will there be a difference procedure to getting it up than our usual method?

Also, it looks like you're using GM commands. Are you using G-OP, or have you built something in to replace it so we don't need to rely on it anymore? When you're testing stuff like items, are you using the giveaway tool/Kroz's GM tool for editing player's inventories to spawn them in? or is there a built in method for that instead? (not sure if those will be compatible with this version) And is there a way to spawn in monsters to test customized attack patterns/stats without needing to spawn into the boss room? (as well as doing boss summoning events)

I’m not using MSSQL. Instead, I’m using MySQL, with no stored procedures in the database.

As for GM commands, they’re all typed directly in the chat, and if the character is an administrator, the command is executed.
You’ll also be able to create your own commands, and not just for GMs: you’ll be able to create groups and assign different commands to each one.


Everything works independently of external tools.
 
I’m not using MSSQL. Instead, I’m using MySQL, with no stored procedures in the database.

As for GM commands, they’re all typed directly in the chat, and if the character is an administrator, the command is executed.
You’ll also be able to create your own commands, and not just for GMs: you’ll be able to create groups and assign different commands to each one.


Everything works independently of external tools.
So this is basically everything we've all dreamed of for the past ten years o_o well, aside from still needing external tools for creating custom nri to load into the loading screen/login screens but I'd imagine it's possible to mod it to read pngs or something. A map editor isn't really necessary if there's another way to place portals/edit npc or monster spawn positions.. but you're probably capable of doing just that. Actually, I can probably edit the coordinates somewhere in libconfig now that I think of it.

I'm guessing even getting the eagle suit would be a matter of creating a command to change a character with the privileges to do so, and we won't even need a special GM client. It can just be toggled on and off.. it would truly be a definitive version of Trickster Online.

Edit: Not to discredit the other server emulator project here. I just wanted to further define these ambitions for everyone to fully understand what these two projects are about. My comments basically cover both of them.

I do request that if it's not too much trouble, bundle the English translated client along with the release. There are a lot of English speakers here, and it would be good to have a client we know works in case we can't get our own to work for whatever reason and we have a properly configured one to compare to.
 
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So this is basically everything we've all dreamed of for the past ten years o_o well, aside from still needing external tools for creating custom nri to load into the loading screen/login screens but I'd imagine it's possible to mod it to read pngs or something. A map editor isn't really necessary if there's another way to place portals/edit npc or monster spawn positions.. but you're probably capable of doing just that. Actually, I can probably edit the coordinates somewhere in libconfig now that I think of it.

I'm guessing even getting the eagle suit would be a matter of creating a command to change a character with the privileges to do so, and we won't even need a special GM client. It can just be toggled on and off.. it would truly be a definitive version of Trickster Online.

Edit: Not to discredit the other server emulator project here. I just wanted to further define these ambitions for everyone to fully understand what these two projects are about. My comments basically cover both of them.

I do request that if it's not too much trouble, bundle the English translated client along with the release. There are a lot of English speakers here, and it would be good to have a client we know works in case we can't get our own to work for whatever reason and we have a properly configured one to compare to.
Just answering because you mentioned the ''other server emulator''. No discredit taken, Rafs is doing an amazing job and like we mentioned in our post before, we are working together and helping each other whenever needed. I genuinely think that if any of the projects is your dream version of Trickster then it's a win for the community, the more options the better. We both have different projects but the same ambition, making Trickster better and accessible for everyone.

Regarding the client you mentioned, we use the ones released on this forum to develop the emulators.
 
Just answering because you mentioned the ''other server emulator''. No discredit taken, Rafs is doing an amazing job and like we mentioned in our post before, we are working together and helping each other whenever needed. I genuinely think that if any of the projects is your dream version of Trickster then it's a win for the community, the more options the better. We both have different projects but the same ambition, making Trickster better and accessible for everyone.

Regarding the client you mentioned, we use the ones released on this forum to develop the emulators.
Was worried it looked like I was complementing and asking about only Raf's work when I was aware you two are working together but would be awkward asking the same questions on two very similar projects xD

As for the client.. wouldn't the kTO2014 client still be in korean? I guess if the only thing that changed was the libconfig translated to english, that would still save us the time to translate it ourselves.. I'm not aware we have an up to date version. The only english translated version we have goes up to the end of season 2.
 
Was worried it looked like I was complementing and asking about only Raf's work when I was aware you two are working together but would be awkward asking the same questions on two very similar projects xD

As for the client.. wouldn't the kTO2014 client still be in korean? I guess if the only thing that changed was the libconfig translated to english, that would still save us the time to translate it ourselves.. I'm not aware we have an up to date version. The only english translated version we have goes up to the end of season 2.

Yeah, honestly it's a bit awkward answering on Rafs post so. I don't know about his project but I don't intend on touching the client for now since it's basically another project on it's own. We're already giving you the ''soup'' you just need to find a ''spoon'' hahah. There are plenty of clients posted on this forum with translations already made.
 
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