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  1. Past hour
  2. -<tab>script<tab>test#dumb<tab>HIDDEN_NPC,1{ end; OnWarp: input [email protected]$; atcommand "#warp "[email protected]$+" "+.arena_map$+" 22 50"; end; OnInit: bindatcmd("warpthisdumbplayer","test::OnWarp",0,99); .arena_map$ = "guild_vs2"; end; } I was hoping to do ( #warp "My Name Is Bond" guild_vs2 22 50 )
  3. Today
  4. Got this when I stop the server. [ ./athena-start stop ] OS: Centos 7 [Warning]: Memory leak detected at ERS 'db.c::db_alloc_ers', 1 objects not freed.
  5. release

    @Dastgirpls update sir for latest herc about packet.len
  6. Yesterday
  7. @4144 Yes, let it be. You should add info to the description, that it helps in the case using act files with the big amount of frames. Thanks ;-) New EXE versions don't use delay values from "act" file. They take/generate it by using another method. I didn't have time to analyze it more attentively. My patch forces EXE to use delay from "act" file, like it was with older EXE versions.
  8. Olá Júlio, obrigado por responder, eu achei um #define PACKETVER, é aqui eu coloco a data do meu client depois eu recompilo? Andei pesquisando bastante e tentando achar algumas respostas pela internet, eu achei um post nos fóruns do rAthena e tem uma pessoa que mantém uma data folder lá do kRO sempre atualizada (link) e outro GitHub que traduz os arquivos .lua pro inglês (link). Então eu devo baixar essa pasta, subistituir os arquivos pelo o que tem no GitHub e diffar um cliente que a pasta é compatível? apenas isso? Eu sempre pesquizo as coisas porque eu sei que a solução existe na internet, mas tem mais de uma semana que tô travado nisso e não consigo respostas.. Obrigado pelo suporte
  9. UPDATED SOLUTION: This commit just ruined the option to add further bodystyles for classes. I've been searching for hours where to enter my selected classes. So in the current hercules version you may search long. Here is my solution: Path: \trunk\src\map\atcommand.c -> Search for @bodystyle Remove this -> add this lines instead In this example, I've added the latest 3rd job sprites as bodystyles for the Star Gladiator and Soul Linker job, so after "@bodystyle 1" they will look like a Star Emperor/Soul Reaper. (palletes are necessary to make sprites work)
  10. =General *Increased MAX_MAP_PER_SERVER to 2000 +Because their's nearly 1000 maps in the cache, instance maps will likely generate -in the ID range for Extra/Custom maps. The 500 increase will give headspace for -more official maps and instances. This also shifts the ID ranges for Extra/Custom -maps by 500. Be sure to rebuild your map cache if your using custom maps. *Added support for the extended refine system. +This is a customized system for supporting +20 equippment refines. -The system is off by default but can be enabled in the source. -Check the db/refine_db_extended.txt file for more info. *Disabled warnings about possible packet encryption when the server receives a -unknown packet. 2018 clients have encryption disabled by default and people by -now should know how to resolve possible issues like this. *Important monster ID's are now set in a enum table. *Player clone ID range reduced to 200 clones max. +This will be increased back in the future once the 2nd monster ID range is -supported. =Database *Renamed the monster KO_ZANZOU to KO_KAGE. +Its the actural official name. =Jobs *Mechanic +Can now use all Merchant, Blacksmith, and Whitesmith skills while in a Mado. =Skills *RK_CRUSHSTRIKE *LG_SHIELDSPELL +Updated damage, effect, and duration formula's to work properly for +10 and +20 -refine settings. *LG_SHIELDPRESS +Updated stun duration to official. -Once again the 2011 iRO document is wrong. +Updated damage, effect, and duration formula's to work properly for +10 and +20 -refine settings.
  11. Os clientes 2018 já estão compatíveis, mas o mais recomendado você acha no arquivo MMO.h da src; https://github.com/HerculesWS/Hercules/blob/stable/src/common/mmo.h
  12. Nice
  13. Olá pessoal meu primeiro post aqui, eu baixei a ultima versão do Emulador no GitHub (aqui) compilei, configurei ele seguindo este tutorial e rodei o servirdor na minha VPS. O servirdor ligou sem apresentar nenhum tipo de erro, então acho que está OK. O problema agora é que não sei qual cliente .exe usar nem qual pasta, tendo em vista a quantidade que existe por aí. Eu queria um cliente renewal (já que eu usei os scripts.sql com o prefixo _re para fazer o banco de dados) que fosse pelo menos desse ano e funcionasse com a versão mais recente do emulador. Alguém poderia me guiar com informações?
  14. Last week
  15. @Functor How this patch should be named? "Fix act delay"?
  16. I understand that not all EXE versions need this patch. But it doesn't change the fact, that patch is useless for admins which don't use "act" files with 30 frames for animation.
  17. Not on all clients actually this is a recurring problem on clients 2016 and higher I think
  18. I think that this patch isn't useful enough for other admins to add it to NEMO. Because it fixes the problem in case "abnormal" amount of frames only. Default "act" files work fine even without this patch, don't they? ;-) If you want to apply this patch, you should search bytes by using any HEX editor: F3 0F 10 45 08 0F 57 C9 0F 2F C8 F3 0F 11 45 08 72 18 57 and change 72 18 to 90 90 The result should be like this: F3 0F 10 45 08 0F 57 C9 0F 2F C8 F3 0F 11 45 08 90 90 57
  19. View File High-Res DamageFont High-Res Damagefont Here is a new damage font i've cooked for you guys. Alot simpler than the other ones ive uploaded, wen't for a more minimalistic design. I've tried not to kill the pixelated vibe that we all love from the original one, but still improving its resolution. Was pretty happy with the result ;] Hope you all like it. CyA Submitter raPalooza~ Submitted 11/19/18 Category Sprites & Palettes  
  20. High-Res DamageFont

    Version 1.0.0

    7 downloads

    High-Res Damagefont Here is a new damage font i've cooked for you guys. Alot simpler than the other ones ive uploaded, wen't for a more minimalistic design. I've tried not to kill the pixelated vibe that we all love from the original one, but still improving its resolution. Was pretty happy with the result ;] Hope you all like it. CyA
  21. Hello, I'am kind of new on Ragnarok Server Emulator scenario (I said "kind of" because I already made a server like 5 years ago, but forgot almost everything), and I can't really find a good tutorial or when I find it's a really outdated one. I will tell things that I understand and can make on my own: -Cloning from GitHub repository and using Visual Studio to compile it -Creating a MySQL database and import the sql-files to create all tables, items and skill data -Alter the credentials in the Emulator to successfully access the created MySQL database (the 3 servers can communicate with each other and no SQL related errors are issued) Then after this I'm stuck, I remember that I need to do Hexx in the games files, but I forgot how to do it and all other tutorials I find are very outdated. There is a link to an updated tutorial that I can follow? Or someone with time to explain? I know this kind of thread/question are asked million times, but I'am really stuck here. I plan to run Hercules on the following ambient (it's a VPS): OS: Windows Server 2012 R2 RAM: 2GB HDD: 35GB CPU: Xeon Dual-Core 3Ghz Ps: sorry for my english, I know some parts are a bit awful to understand.
  22. Good day! Quick question. Does hit-delay plugin include return to die warp/last save point delay? If not how, can i enable delay after dying wanted to add timer like 5, 4, 3, 2, 1 . before return to last save point appear if killed by a monster "only". Thanks!
  23. when using the campfire im seeing these in the console [Warning]: npc_event: player's event queue is full, can't add event 'Campfire#CF
  24. just simply click the + icon to add additional chat tab
  25. I can't find the regular chat in my client any help?
  26. How can I put kiel card effect on certain skill? for example bowlish bash... bonus bDelayrate,-30;
  27. data/msgstringtable.txt lines 3262 to 3265
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