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malufett

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  1. Like
    malufett got a reaction from evilpuncker in Official VIP System   
    Hi everybody..
    sorry for being in hiatus mode..I just got busy in real life this past years for me having hard time to insert RO dev thingy on my schedule..
     
    I'm sad since I became busy, Herc RE development(SRC) halted upon my leave...so I guess should come back? however if I come back I will only implement this in partial meaning only basic features (due to this reason "Its sole purpose is to monetize (which certainly isn't what players are looking for).")...

     
  2. Upvote
    malufett got a reaction from Kuroyama in Something bad happened. Report to an administrator ASAP.   
    try this edit 'module/account/create.php'
    so that you can see the full details of the exception....
     

  3. Upvote
    malufett got a reaction from heallergunz in Custom Map Grid Pack   
    File Name: Custom Map Grid Pack
    File Submitter: malufett
    File Submitted: 03 Feb 2015
    File Category: Maps & Textures
     
    Customized map grid.
    Created as requested by evilpuncker - http://herc.ws/board/topic/8403-custom-ground-cursor/#entry49972
     

     
    Click here to download this file
  4. Upvote
    malufett got a reaction from Wolfeh in Official VIP System   
    Hi everybody..
    sorry for being in hiatus mode..I just got busy in real life this past years for me having hard time to insert RO dev thingy on my schedule..
     
    I'm sad since I became busy, Herc RE development(SRC) halted upon my leave...so I guess should come back? however if I come back I will only implement this in partial meaning only basic features (due to this reason "Its sole purpose is to monetize (which certainly isn't what players are looking for).")...

     
  5. Upvote
    malufett got a reaction from Tio Akima in function to enemy check in monster range ?   
    at mob.c look for mob_ai_sub_hard all you need are there regarding mob searching target and attacking..
  6. Upvote
    malufett got a reaction from Rebel in Aspd penalty   
    well if just weapon aspd penalty then its easy if someone could gather all data in iRO..but if we are talking about the  current aspd formula of iRO then we need someone that could give the accurate formula and let the devs talks/decide and implement it..
     

  7. Upvote
    malufett reacted to fxfreitas in mob self-destruction   
    you can make the mob agressive, with 3 cell range of attack and 3 cells range of sight, and in mob_skill add NPC_SELFDESTRUCT when Attack or Chase with 100% chance, The mob will self destruct every time someone gets on his attack range, in theory looks very simple.
  8. Upvote
    malufett got a reaction from Edgar in Official VIP System   
    Hi everybody..
    sorry for being in hiatus mode..I just got busy in real life this past years for me having hard time to insert RO dev thingy on my schedule..
     
    I'm sad since I became busy, Herc RE development(SRC) halted upon my leave...so I guess should come back? however if I come back I will only implement this in partial meaning only basic features (due to this reason "Its sole purpose is to monetize (which certainly isn't what players are looking for).")...

     
  9. Upvote
    malufett got a reaction from Jezu in Official VIP System   
    Hi everybody..
    sorry for being in hiatus mode..I just got busy in real life this past years for me having hard time to insert RO dev thingy on my schedule..
     
    I'm sad since I became busy, Herc RE development(SRC) halted upon my leave...so I guess should come back? however if I come back I will only implement this in partial meaning only basic features (due to this reason "Its sole purpose is to monetize (which certainly isn't what players are looking for).")...

     
  10. Upvote
    malufett got a reaction from jTynne in Official VIP System   
    Hi everybody..
    sorry for being in hiatus mode..I just got busy in real life this past years for me having hard time to insert RO dev thingy on my schedule..
     
    I'm sad since I became busy, Herc RE development(SRC) halted upon my leave...so I guess should come back? however if I come back I will only implement this in partial meaning only basic features (due to this reason "Its sole purpose is to monetize (which certainly isn't what players are looking for).")...

     
  11. Upvote
    malufett got a reaction from Shatowolf in Official VIP System   
    Hi everybody..
    sorry for being in hiatus mode..I just got busy in real life this past years for me having hard time to insert RO dev thingy on my schedule..
     
    I'm sad since I became busy, Herc RE development(SRC) halted upon my leave...so I guess should come back? however if I come back I will only implement this in partial meaning only basic features (due to this reason "Its sole purpose is to monetize (which certainly isn't what players are looking for).")...

     
  12. Upvote
    malufett got a reaction from Jedzkie in Official VIP System   
    Hi everybody..
    sorry for being in hiatus mode..I just got busy in real life this past years for me having hard time to insert RO dev thingy on my schedule..
     
    I'm sad since I became busy, Herc RE development(SRC) halted upon my leave...so I guess should come back? however if I come back I will only implement this in partial meaning only basic features (due to this reason "Its sole purpose is to monetize (which certainly isn't what players are looking for).")...

     
  13. Upvote
    malufett got a reaction from Tio Akima in About the status of 3rd class   
    because officially 3rd classes are meant for level 99 and up..so 98 and below has no configuration for its HP/SP..to do that edit your job_db.conf
  14. Upvote
    malufett got a reaction from Quazi in Official VIP System   
    Hi everybody..
    sorry for being in hiatus mode..I just got busy in real life this past years for me having hard time to insert RO dev thingy on my schedule..
     
    I'm sad since I became busy, Herc RE development(SRC) halted upon my leave...so I guess should come back? however if I come back I will only implement this in partial meaning only basic features (due to this reason "Its sole purpose is to monetize (which certainly isn't what players are looking for).")...

     
  15. Upvote
    malufett got a reaction from Legend in Official VIP System   
    Hi everybody..
    sorry for being in hiatus mode..I just got busy in real life this past years for me having hard time to insert RO dev thingy on my schedule..
     
    I'm sad since I became busy, Herc RE development(SRC) halted upon my leave...so I guess should come back? however if I come back I will only implement this in partial meaning only basic features (due to this reason "Its sole purpose is to monetize (which certainly isn't what players are looking for).")...

     
  16. Upvote
    malufett got a reaction from kyeme in Official VIP System   
    Hi everybody..
    sorry for being in hiatus mode..I just got busy in real life this past years for me having hard time to insert RO dev thingy on my schedule..
     
    I'm sad since I became busy, Herc RE development(SRC) halted upon my leave...so I guess should come back? however if I come back I will only implement this in partial meaning only basic features (due to this reason "Its sole purpose is to monetize (which certainly isn't what players are looking for).")...

     
  17. Upvote
    malufett got a reaction from caspe in Official VIP System   
    Hi everybody..
    sorry for being in hiatus mode..I just got busy in real life this past years for me having hard time to insert RO dev thingy on my schedule..
     
    I'm sad since I became busy, Herc RE development(SRC) halted upon my leave...so I guess should come back? however if I come back I will only implement this in partial meaning only basic features (due to this reason "Its sole purpose is to monetize (which certainly isn't what players are looking for).")...

     
  18. Upvote
    malufett got a reaction from Shatowolf in [UPDATE] Harmony Patch   
    Harmony Patch!!!
     
    This patch is based on Ossi's release(http://herc.ws/board/topic/3267-harmony-patch-3312-30-mai/) and I update it as requested, to support new revision of Hercules as of 7401d98649558d58d97d4543db1d74d33652127b
     
    so for those Hercules users with harmony enable and can't update their server then this is your chance...
     
     
    Download:
    Hercules-Harmony .PATCH - Fixed a minor bug. Thanks to @@trinity
    Hercules-Harmony.PATCH
     
    btw I accept coffee..
     

  19. Upvote
    malufett got a reaction from Nagad in 'job_db1.txt' Redesign   
    'job_db1.txt' Redesign
     
    What is it?
    The file has been upgrade to achieve 2 goals: make it easier for us to update the file and for our users to customize it better. The old hp/sp computation has been drop and replace by hp/sp tables. job_db.conf Format:
    Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there)     Inherit: ( "Other_Job_Name" );     // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table.     InheritHP: ( "Other_Job_Name" );// Base job from which this job will inherit its HP table.     InheritSP: ( "Other_Job_Name" );// Base job from which this job will inherit its SP table.     Weight: Max Weight            (int, defaults to 20000, units in Weight/10)     BaseASPD: {                 // Base ASPD for specific weapon type         Fist: 0~200                (int, defaults to 200)         Dagger: 0~200            (int, defaults to 200)         Sword: 0~200            (int, defaults to 200)         TwoHandSword: 0~200        (int, defaults to 200)         Spear: 0~200            (int, defaults to 200)         TwoHandSpear: 0~200        (int, defaults to 200)         Axe: 0~200                (int, defaults to 200)         TwoHandAxe: 0~200        (int, defaults to 200)         Mace: 0~200                (int, defaults to 200)         TwoHandMace: 0~200        (int, defaults to 200)         Rod: 0~200                (int, defaults to 200)         Bow: 0~200                (int, defaults to 200)         Knuckle: 0~200            (int, defaults to 200)         Instrumen: 0~200        (int, defaults to 200)         Whip: 0~200                (int, defaults to 200)         Book: 0~200                (int, defaults to 200)         Katar: 0~200            (int, defaults to 200)         Revolver: 0~200            (int, defaults to 200)         Rifle: 0~200            (int, defaults to 200)         GatlingGun: 0~200        (int, defaults to 200)         Shotgun: 0~200            (int, defaults to 200)         GrenadeLauncher: 0~200    (int, defaults to 200)         FuumaShuriken: 0~200    (int, defaults to 200)         TwoHandRod: 0~200        (int, defaults to 200)         Shield: 0~200            (int, defaults to 0)     }     HPTable:[ 1, .... 150 ]        (int[]) Reference table for base HP per level      SPTable:[ 1, .... 150 ]        (int[]) Reference table for base SP per level     // Note: If table index size is smaller than the max level the server will automatically generate the missing index based on the average increase per level.} Benefit?
    You can now easily specify a class base weight, base aspd for specific weapon types and HP/SP per level. Lessen redundant entries and good for the eyes.. RE ASPD formula is improved to compatibly(less/no more conversion) accept aegis database. Tools?
    http://herc.ws/board/files/file/202-hercules-hpsp-table-generator/ Special Thanks to:
    Awesome @Yommy Best @Michi Incredible @Ind Nice @Beret Links
    Commit: https://github.com/HerculesWS/Hercules/commit/b59b9d1ab4c5a21081cdd2af126997ed7093d743 File: https://github.com/HerculesWS/Hercules/blob/master/db/re/job_db.conf
  20. Upvote
    malufett got a reaction from Nebraskka in 'job_db1.txt' Redesign   
    'job_db1.txt' Redesign
     
    What is it?
    The file has been upgrade to achieve 2 goals: make it easier for us to update the file and for our users to customize it better. The old hp/sp computation has been drop and replace by hp/sp tables. job_db.conf Format:
    Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there)     Inherit: ( "Other_Job_Name" );     // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table.     InheritHP: ( "Other_Job_Name" );// Base job from which this job will inherit its HP table.     InheritSP: ( "Other_Job_Name" );// Base job from which this job will inherit its SP table.     Weight: Max Weight            (int, defaults to 20000, units in Weight/10)     BaseASPD: {                 // Base ASPD for specific weapon type         Fist: 0~200                (int, defaults to 200)         Dagger: 0~200            (int, defaults to 200)         Sword: 0~200            (int, defaults to 200)         TwoHandSword: 0~200        (int, defaults to 200)         Spear: 0~200            (int, defaults to 200)         TwoHandSpear: 0~200        (int, defaults to 200)         Axe: 0~200                (int, defaults to 200)         TwoHandAxe: 0~200        (int, defaults to 200)         Mace: 0~200                (int, defaults to 200)         TwoHandMace: 0~200        (int, defaults to 200)         Rod: 0~200                (int, defaults to 200)         Bow: 0~200                (int, defaults to 200)         Knuckle: 0~200            (int, defaults to 200)         Instrumen: 0~200        (int, defaults to 200)         Whip: 0~200                (int, defaults to 200)         Book: 0~200                (int, defaults to 200)         Katar: 0~200            (int, defaults to 200)         Revolver: 0~200            (int, defaults to 200)         Rifle: 0~200            (int, defaults to 200)         GatlingGun: 0~200        (int, defaults to 200)         Shotgun: 0~200            (int, defaults to 200)         GrenadeLauncher: 0~200    (int, defaults to 200)         FuumaShuriken: 0~200    (int, defaults to 200)         TwoHandRod: 0~200        (int, defaults to 200)         Shield: 0~200            (int, defaults to 0)     }     HPTable:[ 1, .... 150 ]        (int[]) Reference table for base HP per level      SPTable:[ 1, .... 150 ]        (int[]) Reference table for base SP per level     // Note: If table index size is smaller than the max level the server will automatically generate the missing index based on the average increase per level.} Benefit?
    You can now easily specify a class base weight, base aspd for specific weapon types and HP/SP per level. Lessen redundant entries and good for the eyes.. RE ASPD formula is improved to compatibly(less/no more conversion) accept aegis database. Tools?
    http://herc.ws/board/files/file/202-hercules-hpsp-table-generator/ Special Thanks to:
    Awesome @Yommy Best @Michi Incredible @Ind Nice @Beret Links
    Commit: https://github.com/HerculesWS/Hercules/commit/b59b9d1ab4c5a21081cdd2af126997ed7093d743 File: https://github.com/HerculesWS/Hercules/blob/master/db/re/job_db.conf
  21. Upvote
    malufett got a reaction from Nebraskka in [UPDATE] Harmony Patch   
    Harmony Patch!!!
     
    This patch is based on Ossi's release(http://herc.ws/board/topic/3267-harmony-patch-3312-30-mai/) and I update it as requested, to support new revision of Hercules as of 7401d98649558d58d97d4543db1d74d33652127b
     
    so for those Hercules users with harmony enable and can't update their server then this is your chance...
     
     
    Download:
    Hercules-Harmony .PATCH - Fixed a minor bug. Thanks to @@trinity
    Hercules-Harmony.PATCH
     
    btw I accept coffee..
     

  22. Upvote
    malufett got a reaction from Shourei in 'job_db1.txt' Redesign   
    'job_db1.txt' Redesign
     
    What is it?
    The file has been upgrade to achieve 2 goals: make it easier for us to update the file and for our users to customize it better. The old hp/sp computation has been drop and replace by hp/sp tables. job_db.conf Format:
    Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there)     Inherit: ( "Other_Job_Name" );     // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table.     InheritHP: ( "Other_Job_Name" );// Base job from which this job will inherit its HP table.     InheritSP: ( "Other_Job_Name" );// Base job from which this job will inherit its SP table.     Weight: Max Weight            (int, defaults to 20000, units in Weight/10)     BaseASPD: {                 // Base ASPD for specific weapon type         Fist: 0~200                (int, defaults to 200)         Dagger: 0~200            (int, defaults to 200)         Sword: 0~200            (int, defaults to 200)         TwoHandSword: 0~200        (int, defaults to 200)         Spear: 0~200            (int, defaults to 200)         TwoHandSpear: 0~200        (int, defaults to 200)         Axe: 0~200                (int, defaults to 200)         TwoHandAxe: 0~200        (int, defaults to 200)         Mace: 0~200                (int, defaults to 200)         TwoHandMace: 0~200        (int, defaults to 200)         Rod: 0~200                (int, defaults to 200)         Bow: 0~200                (int, defaults to 200)         Knuckle: 0~200            (int, defaults to 200)         Instrumen: 0~200        (int, defaults to 200)         Whip: 0~200                (int, defaults to 200)         Book: 0~200                (int, defaults to 200)         Katar: 0~200            (int, defaults to 200)         Revolver: 0~200            (int, defaults to 200)         Rifle: 0~200            (int, defaults to 200)         GatlingGun: 0~200        (int, defaults to 200)         Shotgun: 0~200            (int, defaults to 200)         GrenadeLauncher: 0~200    (int, defaults to 200)         FuumaShuriken: 0~200    (int, defaults to 200)         TwoHandRod: 0~200        (int, defaults to 200)         Shield: 0~200            (int, defaults to 0)     }     HPTable:[ 1, .... 150 ]        (int[]) Reference table for base HP per level      SPTable:[ 1, .... 150 ]        (int[]) Reference table for base SP per level     // Note: If table index size is smaller than the max level the server will automatically generate the missing index based on the average increase per level.} Benefit?
    You can now easily specify a class base weight, base aspd for specific weapon types and HP/SP per level. Lessen redundant entries and good for the eyes.. RE ASPD formula is improved to compatibly(less/no more conversion) accept aegis database. Tools?
    http://herc.ws/board/files/file/202-hercules-hpsp-table-generator/ Special Thanks to:
    Awesome @Yommy Best @Michi Incredible @Ind Nice @Beret Links
    Commit: https://github.com/HerculesWS/Hercules/commit/b59b9d1ab4c5a21081cdd2af126997ed7093d743 File: https://github.com/HerculesWS/Hercules/blob/master/db/re/job_db.conf
  23. Upvote
    malufett got a reaction from JulioCF in [UPDATE] Harmony Patch   
    Harmony Patch!!!
     
    This patch is based on Ossi's release(http://herc.ws/board/topic/3267-harmony-patch-3312-30-mai/) and I update it as requested, to support new revision of Hercules as of 7401d98649558d58d97d4543db1d74d33652127b
     
    so for those Hercules users with harmony enable and can't update their server then this is your chance...
     
     
    Download:
    Hercules-Harmony .PATCH - Fixed a minor bug. Thanks to @@trinity
    Hercules-Harmony.PATCH
     
    btw I accept coffee..
     

  24. Upvote
    malufett got a reaction from evilpuncker in 'job_db1.txt' Redesign   
    http://herc.ws/board/topic/9687-hercules-hpsp-table-generator/
     

  25. Upvote
    malufett got a reaction from Bringer in Reduce Damage Final Strike   
    change formula @battle.c
    wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
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