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Waken

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  1. Upvote
    Waken got a reaction from jaBote in Data, cliente, exe...   
    Hey, quizás llego tarde... aún así ten lo dejo por aquí.

    Todos los clientes: http://nemo.herc.ws/clients/
    Data Actualizada tanto para Pre como Renewal: https://github.com/llchrisll/ROenglishRE
     
  2. Like
    Waken reacted to Antares in roBrowser continued - Join the effort!   
    Hi everyone!

    In the last few years I have been continuing the development of roBrowser. I implemented many features and effects and also searched the internet for every roBrowser fork and tried to merge and finish every development that was made outside of the main repo. The client became pretty playable compared to other versions, but there is much to be done and I am short handed on people. Some awesome guys already joined and implemented/working on much needed stuff, but there is more required. I am writing to gain some attention and perhaps someone could help us in getting the client in shape. If you are not interested in development, but you can help us in acquiring information about assets/layouts/"how to do it", that would be also a huge help! I have to spend hours listening to effect sounds and watch animations and on top of all translate their names from korean/latin1 gibberish to get exactly what we need and it is a really tiring task.  If you are interested in none of those, but you have roBrowser on your server (that is unfortunately pretty outdated now), check out our version and consider using it. Everyone can use this fork and anyone can join the effort. There is only one request I have: if you implement/fix something, don't forget to open a pull request, so everyone can benefit
     
    The repository is located here:
    https://github.com/MrAntares/Ragna.roBrowser
     
    And finally some screenshots that contain things we implemented/fixed, but keep in mind, everything is WIP and many things are still missing:
    - Pushcart and related GUIs and other features like Forging, Brewing, Arrow Crafting, Alt+M shortcuts, Weapon sounds, Critical and combo damage display, Taming, and many more
    - Status effects (coloring)
    - Map Effects

    - Hard coded skill and item effects and of course sounds

    - Sprite based effects
    - Minimap icons
    - Skillbar cooldown display (as of yet the old style, but the clock style is also in the barrel)

    It also works on mobile and we try to improve the experience by adding UI elements/features that support us in the handheld environment, like
    - Full screen button in the top left corner
    - Exit battle mode/ open chat on the bottom left side of the ChatBox

  3. Like
    Waken reacted to 4144 in Http support in hercules (merged to hercules)   
    For long time i worked on incomplete yet project for add http support into hercules.
    And this is funding page for this project.
     
    What parts this project contains already:
    new server with http support (named api-server). missing packets for guild emblems. http guild emblems (bmp, gif). hotkeys. emotes. adventurer agency (without search). basic plugins support for all this. basic plugins support for custom urls. extend plugins support for inter server packets. add support for api to login, char, map packets. protection against different attacks on servers. sample http plugin. Add support for emblems bigger than 64k bytes. Add shared configs support between login/char/map/api. Add configuration with default emotes for new chars.  
    What need to add
    adventurer agency search. extend service urls support. add support for browsers and web panels api for control servers. twitter like messages support for old clients. support for vending shops load/save. other different small things.  
    Now this project merged to hercules.
    Merged pull request: https://github.com/HerculesWS/Hercules/pull/3198
     
     
  4. Like
    Waken got a reaction from IndieRO in clif->ShowScript doubt and retVal question   
    I guess you have been passing the wrong struct to ShowScript function, use this instead : (as you can see here)
    clif->ShowScript(&(*sd)->bl, "your message", AREA); About deleting that conditional... You shouldn't do it if the original function is not gonna be executed ever, not sure about this specific case, and keep in note that when using preHook your function is gonna be executed first.
  5. Upvote
    Waken reacted to Samuel in Hidemobhpbar Plugin   
    I tried to convert my pull request to disable hp bar on MvP and Emperium into a plugin
     
     
    hidemobhpbar
  6. Like
    Waken got a reaction from Inukaze in Hello there - i am Inukaze   
    conf/map/battle/skill.conf
    // Allows players to skip menu when casting Teleport level 1 // Menu contains two options. "Random" and "Cancel" skip_teleport_lv1_menu: false It's not lua, it's a custom one called "scripting" and you can read about how it works inside doc/script_commands.txt
    This for example can be found inside the script_commands.txt :
    ** Define a shop/cashshop NPC. -%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...} <map name>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...} Inside conf/common/inter-server.conf
     
    inter_configuration: { // Level range for sharing within a party party_share_level: 15 No idea.
     
    conf/map/battle/exp.conf
    // Rate at which exp. is given. (Note 2) base_exp_rate: 100 // Rate at which job exp. is given. (Note 2) job_exp_rate: 100 That is related to client resources, you need to change client files inside data/luafiles514/lua files/navigation/
    This repo could be useful https://github.com/zackdreaver/ROenglishRE/
     

    If you are using the guide that you posted, all databases are in OpenServer.
     
    I don't know, but you can start with msgstringtable.txt, it's inside your data folder.

    And please, consider these things :
    - Create topics and don't use the introduction to make your questions.
    - Use the wiki (https://github.com/HerculesWS/Hercules/wiki) and the search before ask
    - Si necesitas soporte en Español, tienes una sección para ello
  7. Like
    Waken reacted to Samuel in Item Option + Drop Effect   
    Update with this.
     
    Didn't know that kRO might have changed the drop effect until someone asked me to create a plugin.
     
    20200401 Ragexe shows a different drop effect + (do-re-mi?) sound
     
    Drop Effect as of 20200401 1 = Blue 2 = Yellow 3 = Purple 4 = Green 5 = Red White is missing? Orange was turned into red? Added sound effect for the pillar effect.  
    I attached my latest video for this.
     
  8. Like
    Waken reacted to meko in Please help me while making a new skill   
    the documentation has not been updated yet but you must define the constant CUSTOM_SKILL_RANGES at compile time, with the syntax being:
    {from, to}, {from, to}, ... In your case since you are only adding one skill you would define it as:
    {8443, 8443},  
    this means you would pass a -D compiler option like this:
    -DCUSTOM_SKILL_RANGES="{8443,8443},"  
    ...which will insert it in skill_idx_ranges[]
  9. Like
    Waken reacted to Neo-Mind in Successor to NEMO [WIP] - Need UI Suggestions   
    Probably not xD.
    Anyways, I am working on development of a new patcher as a successor to the original aka NEMO. 

    Initially, I was planning to just release the source for NEMO but is quite outdated.
    So I decided to just start off fresh utilizing concepts from the original along with new ideas (Already have some implemented, which I will explain later)

    Also this time, I will be keeping it open source. I will publish to Github once there is a solid foundation.
     
    I am building it using the latest version of Qt (5.15) and utilizing QML for creating the GUI. I want to give it a more modern appearance, however, I am a "novice" on this front. So I am inviting suggestions for the UI from the talented individuals here.

     
  10. Upvote
    Waken reacted to Rytech in The End of A Era - Goodbye 3CeAM   
    Well this is it. This is the day I knew would one day come after spending some time thinking about the project and my priorities. After a number of not so good things happened to me during the first few months of this year (2020) I had to sit down and think about many things including this project. In the end I came to the difficult decision of ending this project. Many many years of work into something that I feel has to end. But not every reason for this is due to my current situation in life but also the changing world of Ragnarok Online. I won't get into the details of whats going on in my personal life but ill talk about the issues with the project itself.
     
    RO is changing. A lot. Its changing too much for me to keep up on jobs, skills, and important features on the project and my life future needs to take priority. For most of the time I worked on this project it has distracted me from my priorities in life. I kept up with it for a very long time and I tried to catch up on things for many years. With the complete recode of the elemental system on r900 I felt I finally got all caught up and only had a few bugs here and there related to skills that needed to be fixed and I just needed to finish up whats missing for the Summoner job. But I was so wrong. The thing is I felt the need to keep things up to keep the project alive and not have people wondering if the project is dead or not. Plus after doing so much work it felt like ending it would mean I wasted years of my life doing this for....what??? What exactly did I get out of this? Some fun, a hand full of thanks, and some credits and rep. Kinda felt like someone who played a MMO for many years and can't quit knowing it would make all that past time feel like it was all for nothing. A waste.
     
    So whats the issues with the project itself? Well....
     
    1. The Base Code Is Too Old
    3CeAM is running on eAthena r14767 which is around 9 or 10 years old. A base that dated has been found to have some issues with newer compilers like VS 2015 which I have resolved this year. But other issues appeared after running the program made with newer compilers which I fixed some. But I realized that not only is there a lot of hidden issues needing fixing but things like plugin's and other .dll files are dated and need updating along with the code that uses them. I have little knowledge of this stuff and can't do it by myself. Other projects like rAthena and Hercules are much more up-to-date for newer compilers and OS's. 3CeAM's base code is just too old to keep up with. Especially when im the only one working on it.
     
     
     
    2. Keeping Things Up-To-Date Is Impossible
    When it comes to development in this project there's a few key things I focus on most. Jobs, skills, any systems related to the jobs/skills that require them, and client support. I don't bother with things like the banking system or equip swap or other non important things. This pile of stuff I pushed off grew over the years and now while client support is good, many features in them don't work since I never coded them in. Im always busy working on job/skill related stuff most of the time. Its very time consuming. But after spending many years catching up on the official support for skills and these job/skill related systems I finally caught up in r900 with the exception of Summoners and a few skills that could use a quick recode.
     
    Looking at whats been going on in official kRO the dev's have been changing things with the 3rd job skills....A LOT!!!! They will increase the max level for some of them, change how some of the skills work, and do these massive skill updates. That would be kinda fine with me if it wasn't for the fact that they keep changing things. How many skill updates Rune Knights got? How many freaken times Sonic Wave got changed? How many times did they change a large number of 3rd job skills for each job? Each job must of gotten at least 3 or 4 massive skill change updates to their skill set. Its enough to drive me crazy trying to keep up with it all.
     
    Remember how long it took me to go through every 3rd job a few years back to comb through all of the code to get each of them up-to-date with the 2011 skill updates? Even after that I had to go back and revisit the parts I held off on knowing they would be very complex and time consuming to do. Now it feels like half or most of what ive done was now a time waster since I will have to do this exact procedure ALL OVER AGAIN combing through the code and kRO change logs to update each 3rd job skills 1 by 1 to get them up-to-date again. I did it once, im not doing it again.
     
     
    3. Newer Client Support.
    In mid 2018 official kRO increased the value that handles item ID's from short (16-bit 32k item limit or 64k however you look at it) to int (32-bit allowing over 2 billion ID's). But the way they did it made things difficult. Many existing packets relays on item ID's and so they decided to change this value in all already existing packets. To support newer clients over 50 or probely 70 or 80 or maybe more needs updating. But not only updating but many which only have 1 versions of itself requires additional code to keep backward support for older clients. Such a change is a huge workload and would require multiple updates to get it working. Me not having the time for this crap if I did it would just say FUCK IT and remove ALL of those packets and only readd the latest versions of each one to significantly reduce that workload. I would make a copy of the source files that handles the packets and put them to the side in the SVN for those who want 2018-06-20 or older support because that change will make it so only 2018-07-01 and newer clients will work. Won't be the most popular choice but im not up for trying to keep backward compatibility with years of clients. Just going to be a pain in the ass.
     
     
     
    4. The 4th Jobs Workload
    It took many years since the beginning to get the 3rd jobs caught up. Some of that time spent figuring out how to implement them in the system on their own layer and also inherit the features and permissions of the previous jobs. That was a big challenge since noone knew exactly how the job management system worked. Me and a few others made multiple prototype codes to find the best method until I found the right way to do it. Knowing this knowledge I can create a new layer for 4th jobs. But these jobs come with a lot more then just a hand full of skill sets.
     
    When 3rd jobs came, so did the introduction of a new game mechanic that split cast times into variable cast and fixed cast and it also introduced cooldowns. It was a nice and much needed change and it didn't take long to code this stuff in. 4th jobs however are adding new game mechanics much bigger then this. When you change to a 4th job, level 201 to 250 will give you a new kind of stat points called T.Stats and you use them on 6 new stats that are added to the 6 that existed since day 1 of RO, making the total number of stats in the game 12 now. This also comes with a hand full of new sub-stats which we can just call T.Sub-Stats. Coding all of this in will be a big work load since no new stats were added since the early days of RO server emulators. Also new to the table is something called AP which will be a new requirement for some if not all of the 4th job skills according to info I found in a updated skillinfo_f.lua file. So now we will soon have to mange HP, SP, and now AP.
     
    Info extracted from newer client exe's shows some of the new buff skills increases T.Stats and also increases T.Sub-Stats. Combining that with the new AP requirements and you now have over 100 new skills that will require all of this to be coded in and working to allow those skills to work properly. This is a workload much MUCH greater then what the 3rd jobs were and doing this alone will just stress me out. Especially when this is only a free time hobby that brings no income.
     
     
     
    5. A Project Managed By 1 Person
    Managing the project by myself has been somewhat stressful at times. It used to be developed by a small team but everyone moved on with their lives. And I got used to doing it all by myself. I knew the code inside and out because almost everything was being done by me and I knew what was done and what still needed to be coded in. Well this became a big part of the project's downfall. Doing it all by myself is a lot on me and it prevented things like a updated base code and .dll's, server/client features, and other things to fall behind. Sure 15peaces made patches you can apply to get those other features working but its not something officially in the project's code.
     
    I tried working with the team at rAthena before only to quickly find out that some of the dev's there don't do a good job at coding. Some would code something in and commit it to the GIT and those changes would cause problems. So dev's have to go back and fix the bug or the issue which sometimes causes crashes and commit again. And even with that the fix won't even fix the issue as if the dev didn't test it. WTF!!??!! The dev would commit multiple times on that code before its actually working. I can only imagine the number of issues in that project's code. When you code something in your supposed to TEST IT BEFORE RELEASING IT!!!! Test it thoroughly to make sure it works EXACTLY how its supposed to and test some scenario with it to make sure it doesn't cause problems or crashes in case there's any hidden bugs. And even if it works properly, find ways to shrink the code down to make it smaller and optimize it to use a few CPU cycles and little memory as possible.
     
    I follow a procedure when I do my own coding. Code it in, do simple tests, shrink and optimize the code if it passes the test, test again for the same expected results, do extra testing (thorough testing through stressing the code and running scenarios that might cause issues), and then release it if all passes. Its because of this 3CeAM has a history of being stable and extremely rarely has any crashes or bugs. If there's one thing dev's should take from this example, do it right the first time and give it your best at all times. If your often having to go back to your previous work or the same piece of code repeatedly to fix it then your doing something wrong. The lack of this procedure in rAthena made me quit in less then a month as I refused to fix/cleanup other people's messes. This is why I worked alone for so long. I was afraid to let or ask others join the team.
     
     
     
    Final Note
    3CeAM was fun to work on and I learned a lot from it. It was very popular before rAthena and Hercules existed since at the time people wanted 3rd jobs in their servers. But those golden years are gone and trying to keep this project alive will just be a waste. Its time to let go and move on to new hobbies. Im very interested in the 4th jobs but im not interested in trying to code them into a old very dated project. If I do such a thing it will be in rAthena (which is in a better standing then when I saw it years ago), or Hercules. Anything with 3CeAM will only happen if its a paid job and thats if I even choose to accept it.
     
    Thank you to the community for supporting the project and being with me all these years. It was a fun journey.
  11. Like
    Waken reacted to Vietlubu in Market add-on for Hercules   
    View File Market add-on for Hercules
    Market FluxCP Add-on for Hercules
    Feature
    Showing currently open shops. Vending and Selling! Vending Shops Items List Buying Shops Items List Requirement
    Yommy : Vend_Sql Plugin Set 'UseCleanUrls' => true, in file application.php Table item_db and item_db2 already in MySQL database Screenshot  
    Free to post your issues on this topic.
    Submitter Vietlubu Submitted 06/26/19 Category Web Resources  
  12. Upvote
    Waken got a reaction from Vietlubu in Damage CR_ACIDDEMONSTRATION:   
    case CR_ACIDDEMONSTRATION: #ifdef RENEWAL {// [malufett] int64 matk=0, atk; short tdef = status->get_total_def(target); short tmdef = status->get_total_mdef(target); int targetVit = min(120, status_get_vit(target)); short totaldef = (tmdef + tdef - ((uint64)(tmdef + tdef) >> 32)) >> 1; // FIXME: What's the >> 32 supposed to do here? tmdef and tdef are both 16-bit... matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage; atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag); md.damage = matk + atk; if( src->type == BL_MOB ){ totaldef = (tdef + tmdef) >> 1; md.damage = 7 * targetVit * skill_lv * (atk + matk) / 100; /* // Pending [malufett] if( unknown condition ){ md.damage = 7 * md.damage % 20; md.damage = 7 * md.damage / 20; }*/ }else{ float vitfactor = 0.0f, ftemp; if( (vitfactor=(status_get_vit(target)-120.0f)) > 0) vitfactor = (vitfactor * (matk + atk) / 10) / status_get_vit(target); ftemp = max(0, vitfactor) + (targetVit * (matk + atk)) / 10; md.damage = (int64)(ftemp * 70 * skill_lv / 100); if (target->type == BL_PC) md.damage >>= 1; } md.damage -= totaldef; if( tsc && tsc->data[SC_LEXAETERNA] ) { md.damage <<= 1; status_change_end(target, SC_LEXAETERNA, INVALID_TIMER); } } #else // updated the formula based on a Japanese formula found to be exact [Reddozen] if(tstatus->vit+sstatus->int_) //crash fix md.damage = (int)(7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); else md.damage = 0; if (tsd) md.damage>>=1; #endif // Some monsters have totaldef higher than md.damage in some cases, leading to md.damage < 0 if( md.damage < 0 ) md.damage = 0; if( md.damage > INT_MAX>>1 ) //Overflow prevention, will anyone whine if I cap it to a few billion? //Not capped to INT_MAX to give some room for further damage increase. md.damage = INT_MAX>>1; break; In battle_calc_misc_attack (battle.c)
  13. Upvote
    Waken reacted to Naruto in Damage CR_ACIDDEMONSTRATION:   
    lolol
  14. Upvote
    Waken got a reaction from jaBote in [Ayuda] Ideas para Quest   
    Puedes hacer multitud de cosas ...
     
    - Quest de historia : Hablar con múltiples npcs eligiendo tal vez las opciones correctas hasta llegar a resolver la trama.
    - Quest de busqueda : Encontrar a alguien escondido o localizaciones.

    No estoy muy inspirado ahora mismo, pero tienes multitud de comandos, te recomiendo que te fijes en los comandos en script_commands seguramente se te ocurran quest e ideas cuando veas las posibilidades que tienes.
  15. Upvote
    Waken reacted to vykimo in Browedit 2.0 - a new revision by Borf   
    586 is actually the best version of BrowEdit. But in few times, BrowEdit 2 will get better but for now it's uncomplete.
  16. Upvote
    Waken reacted to AnnieRuru in SG Resetter !   
    /*========================================== * /resetfeel [Komurka] *------------------------------------------*/int pc_resetfeel(struct map_session_data* sd){ int i; nullpo_ret(sd); for (i=0; i<MAX_PC_FEELHATE; i++) { sd->feel_map[i].m = -1; sd->feel_map[i].index = 0; pc_setglobalreg(sd,script->add_str(pc->sg_info[i].feel_var),0); } return 0;}int pc_resethate(struct map_session_data* sd){ int i; nullpo_ret(sd); for (i = 0; i < MAX_PC_FEELHATE; i++) { sd->hate_mob[i] = -1; pc_setglobalreg(sd,script->add_str(pc->sg_info[i].hate_var),0); } return 0;}just make a script command to run these 2 functions
  17. Upvote
    Waken reacted to grobyczen in [Duda] Hacer que un NPC muestre caracteres castellanos.   
    Cuando creo un NPC y utilizo el comando 'mes', el ciiente no acepta el uso de acentos, cuando activo dicho NPC me muestra un caracter extraño en vez del caracter acentuado.
     
    Ejemplo:
     
     
    Mi pregunta es, ¿hay alguna forma de hacer que el cliente muestre los caracteres correctos en español (acentos y demás)?
     
    Gracias por adelantado.
     
     
    EDITADO:
     
    Después de buscar un poco, la solución era sencilla. Utilizando la información de la wiki:
    http://herc.ws/wiki/Clientinfo.xml
     
    fui al Clientinfo.xml y configure los siguiente:
     
    <servicetype>america</servicetype>
     
    y más abajo
     
    <langtype>1</langtype>
     
    Y listo.
  18. Upvote
    Waken reacted to zackdreaver in I can't change the icon (Exe 2013-08-07aRagexe)   
    isn't NEMO already have this?
    "Use Custom ICON"
  19. Upvote
    Waken reacted to zackdreaver in I can't change the icon (Exe 2013-08-07aRagexe)   
    download via GIT
    https://github.com/MStr3am/NEMO.git
  20. Upvote
    Waken reacted to Neo-Mind in I can't change the icon (Exe 2013-08-07aRagexe)   
    Like i have mentioned in the patch. the icon file should contain one image of 32x32 size  & 8bpp depth. the patch simply replaces the existing icon image with the one from the icon and Gravity apparently likes to keep almost everything in the 8bit depth.
     
    Anakid's icon pack are all 32 bit icons which is why it did not work.
     
    N.B. To make 32 bit icons work is a headache hence i chose not to go through that path (atleast not for now).
  21. Upvote
    Waken reacted to zackdreaver in I can't change the icon (Exe 2013-08-07aRagexe)   
    Try this if you still got error
     
    30 Ragnarok Icon.rar
  22. Upvote
    Waken reacted to Ragno in Headgear/Costume will not Override Setlook?   
    I guess you need to edit src to change how the setlook settings works when equip/unequip headgears. However, the suggestion I can give you is to change the script for every headgear to do a check if setlook has been change by the npc who changes it, so, if it has been changed by that npc, set again the changed setlook after have equiped the headgear.
  23. Upvote
    Waken got a reaction from Slalom in [Aporte] Custom RO Sprites   
    Hola a todos, ya que está abierto este post, ¿No sería mejor hacer una recopilación de items custom que tengamos en un mismo topic?
    Bueno esa es mi opinión, les vengo a dejar lo siguiente :
     
    Pack de Customs
     
     
    Contiene :
     
     
    *Wings *Weapons & Shields *Headgears *Cursores *Npcs   No están hechos por mí obviamente, los tengo acumulados de hace tiempo, disfrutadlos.
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