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jaBote

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  1. Upvote
    jaBote reacted to Haru in [2015-12-31] FAKE_NPC and the NPC View ID -1   
    @@Oxxy 49 66 20 79 6F 75 20 70 72 65 66 65 72 20 72 65 61 64 69 6E 67 20 6E 75 6D 62 65 72 73 20 74 68 61 6E 20 77 6F 72 64 73 2C 20 6E 6F 74 68 69 6E 67 20 70 72 65 76 65 6E 74 73 20 79 6F 75 20 66 72 6F 6D 20 64 65 66 69 6E 69 6E 67 20 74 68 6F 73 65 20 6E 75 6D 62 65 72 73 20 61 73 20 63 6F 6E 73 74 61 6E 74 73 2C 20 62 79 20 65 64 69 74 69 6E 67 20 63 6F 6E 73 74 61 6E 74 73 2E 63 6F 6E 66 2E. Sarcasm aside, it's just ASCII codes. If you decode it, it contains a solution that should work for you.
     
    @@vykimo If you're not pleased, you can use any other emulator. We provide both content updates and architecture modernization, and we will keep doing so as long as the project lives. If you want to stick to the early 2000's coding practices *and* use Hercules at the same time, then feel free to make your own fork, and undo the changes you don't like. As you can see in my post, I specified the related commits, so they're easy to revert.
  2. Upvote
    jaBote reacted to Haru in [2015-12-31] FAKE_NPC and the NPC View ID -1   
    Rationale:
    This is part of the NPC scripts standardization project. In the past, NPCs were defined with numeric View IDs, while now we've replaced most of them with more human-readable (and as such easier to maintain) constants - the same constants that AEGIS scripts use, making the numeric IDs obsolete (and deprecated).
     
    Contents:
    When the NPC View IDs were converted to constants, the only leftover was the special ID '-1' we use for invisible / floating NPCs, that didn't have an equivalent constant defined at the time.
    This changeset defines a constant 'FAKE_NPC' for it, and replaces all the '-1' view IDs with the new constant.
    The exception for the -1 case is removed from the code (making it effectively deprecated, just like the other numeric IDs).
     
    Impact:
    The impact of this changeset on custom scripts is low. All old code will still work (but it'll throw a deprecation warning).
    It's recommended to update all the affected code as soon as possible - the support for the old style IDs may be removed from the code at any time in the future (after at least a month from the commit).
     
    Details:
    The use of the sprite ID '-1' in NPC headers to specify an invisible NPC is now deprecated. 'FAKE_NPC' should be used instead. This affects all NPC types (script, shop, trader, duplicate, etc)
    /* Before: */ - script TurboTrap#tt_main -1,{ // ... } in_moc_16,65,162,0 duplicate(SinTrap) 02_2 -1,0,0 /* Now: */ - script TurboTrap#tt_main FAKE_NPC,{ // ... } in_moc_16,65,162,0 duplicate(SinTrap) 02_2 FAKE_NPC,0,0 Merge Date:Thu, 31 Dec 2015 23:40:48 +0100
     
    Related Pull Requests:
    - #1000 - https://github.com/HerculesWS/Hercules/pull/1000 - define FAKE_NPC as -1 in const.txt [AnnieRuru]
     
    Related Commits:
    - ef171a8 - https://github.com/HerculesWS/Hercules/commit/ef171a8 - Mon, 21 Dec 2015 19:59:38 +0800 define FAKE_NPC as -1 in const.txt [AnnieRuru]
    - efaaf84 - https://github.com/HerculesWS/Hercules/commit/efaaf84 - Mon, 21 Dec 2015 20:12:45 +0800 Replace -1,{ with FAKE_NPC,{ replace using Notepad++ [AnnieRuru]
    - b4c99db - https://github.com/HerculesWS/Hercules/commit/b4c99db - Tue, 29 Dec 2015 02:16:49 +0100 Replaced leftover -1 view IDs with FAKE_NPC [Haru]
    - 32a42ee - https://github.com/HerculesWS/Hercules/commit/32a42ee - Tue, 29 Dec 2015 02:17:26 +0100 Extended the numeric view ID deprecation to '-1' (FAKE_NPC) [Haru]
    - 0e99004 - https://github.com/HerculesWS/Hercules/commit/0e99004 - Thu, 31 Dec 2015 23:40:48 +0100 Merge branch 'AnnieRuru-request_29' into hercules [Haru]
     
    Trivia:
    Commit efaaf84 was done with a find and replace in Notepad++, to globally replace '-1' view IDs with 'FAKE_NPC' (as described in the commit notes).
    Commit b4c99db caught the leftovers (less common cases where the -1 is not followed by ',{'), and was powered by vim macros and grep (and vimgrep). It also features manual clean up of trailing whitespace or extra tabs in a small subset of the affected lines.
  3. Upvote
    jaBote got a reaction from Zopokx in Hercules vs rAthena   
    It depends on what you want. Keep in mind that if you ask this here and in rAthena, you'll get here replies that say "Hercules is better" and in rAthena forums you'll be told that "rAthena is better". Correct reply is "Hercules is better in some ways, rAthena is better in some other ways".
     
    We don't get any commission or whatever based on users, (unlike rAthena we don't even place adverts on our pages), but it's an administrator preference.
     
    Here in Hercules we have the fastest and most optimized Ragnarok Online emulator to the moment and there's no possible argument to this: you can run the map server on 70 MB RAM, while rAthena consumes around 200 MB on an idle state. Anyways, this varies on the amount of maps and NPCs you load on your server, and in the amount of users you have. It's also a fact that Hercules consumes much less processing time than rAthena, but I'm not aware of how much. This also means Hercules boots faster than rAthena and has some caching system for even faster boot at the cost of some disk space. Note that these measures also vary depending on the OS you're using
     
    Hercules has some features that rAthena doesn't, and vice versa. For example we have an anti WPE security system (depends on client version) and some unique features (some of them were also merged in rAthena). The same happens on rAthena side, but I'm not well informed on that.
     
    Emulator stability is comparable, but since in Hercules we introduce and make more features it's quite obvious we are a bit riskier on that and may crash a bit more. Anyways, our bug fixing is way faster than rAthena. We're also comparable in emulator support, too, but I believe we've more answered topics in relation to our total amount that rAthena.
     
    The biggest flaw I can see out there is on the scripting and db development side, since rAthena is more active than us on that side (in fact, we seriously lack on them). Anyways, you can generally import all of them here with very little to no effort, most cases it's just a copy and paste issue and they'll work. We're also lifting some IMPORTANT scripting limitations at the moment and have no information of rAthena doing that at the moment.
     
    We've also support for the last 3rd job skills while rAthena doesn't (with good formulas but still not perfect), but neither of us have Rebellion yet.
     
    And we've also have a plugin system that allow you to make new features without the need of creating conflicts in the source code when updating. Anyways I still don't know why third party devs like eAmod still don't want to support us because it's pretty damn easy to do that with the plugin system which was specifically designed for them. I prefer to think they're lazy bums and only want to sell, because in eAmod case they tell you they support Hercules but then when you buy it they tell you it's still in merging process (it's been like 3 months merging, seriously?). Anyways, it's not that I personally like that much people getting rich at the cost of our free emulator.
     
    In short, if you want my opinion:
     
    Performance: Hercules
    Stability: If you mind it over all other things, use rAthena because it's slightly more stable but not much. Else it doesn't quite matter.
    Support: Hercules for bug fixing, doesn't matter for forum support.
    Development of new features: Hercules
    Development of scripts: rAthena (but you can just copy them over here most of the cases).
    Third party support: Still rAthena.
  4. Upvote
    jaBote got a reaction from DarkGuerra in [Ayuda] NPCTalk   
    No entiendo muy bien a lo que te refieres. Aún así la primera ocurrencia de los mensajes podría no ser a la media hora, pero para el resto de ocurrencias sí tienes que calibrar que sea más o menos media hora (será un poco más aunque no voy a entrar en el detalle ya que no se trata, ni mucho menos, de un sistema de tiempo real critico).
     
    De todas formas, lo que más tergiversa la base de tiempos es la espera de 3 s entre mensaje y mensaje, que se hace aún antes de lanzar de nuevo el contador. Puedes probar a hacer esto (a sabiendas de que no termino de entenderte) a ver si mejora:
     
    OnTimer5000: if (.inUse) { set .inUse, 0; } else { getmapxy .map$,.x,.y,1; set .curX, callfunc("NPCWalk",.minX, .maxX,.minD,.maxD,.x); set .curY, callfunc("NPCWalk",.minY, .maxY,.minD,.maxD,.y); npcwalkto .curX, .curY; } .current_count++; stopnpctimer; initnpctimer; if(.current_count >= 360) { // Número de veces que camina antes de anunciar   .current_count = 0; npctalk "Hola Forastero!";   sleep 3000;  npctalk "Si Me Das 10.000 Zeny Te Doy Agility y Blessing";   sleep 3000;   npctalk "En nivel 15 Por 5 Minutos , Te Sera De Gran Ayuda.!"; } end;
  5. Upvote
    jaBote got a reaction from frexorie in Q: Is it possible to run hercules on banana pi?   
    Seems more than enough, but it's not possible to guarantee that unless you take your device and try to install it.
  6. Upvote
    jaBote reacted to kisuka in 2015-09-05 : 14.2 Criatura Academy   
    14.2 Criatura Academy
     
    The Royal Criatura Academy is the new training area of adventurers in Rune-Midgarts. Novices must register themselves into the academy in order to take advantage of its educational benefits. The academy includes a grand hall, cafeteria, dispensary, a library, and a student lounge.


     
    Changes
    2012 Novice Grounds disabled (NPCs to help abandoned characters stuck in the area were added). Little Porings added to prt_fild08 along with its channel maps. Channel Warper name changed to official representation ("Channel Warp Official"). Academy script added. Novice Skills script disabled due to First Aid and Trick Dead being implemented into the Academy script. Fixed some AEGIS Names on a few items. Novice start point changed to iz_int.

     
    Why did this take so long?
    Some may be asking themselves: "damn, Kisuka, you've had this for over two years, why did it take you so long?". Well, first off, I've been through two jobs in the last year so my life has been pretty crazy in that regard. Things got stable in beginning of 2015, so I started getting back to this script. The other issue of why this script took so long is due to the nature of the script itself.
     
    In my opinion, this is one of the worst localized pieces of content in the history of Ragnarok Online. Each official server differs in how this script is implemented. The differences among official servers:
    kRO: Job Teachers warp you to that classes' specific map once you decide to change to that job.
    iRO: They changed it to the teacher NPC just changes you to the job in Izlude. You never find out where the guild is.
      iRO: Added custom NPCs around Izlude that give out free buffs.
      kRO: A number of NPCs that give 'Combat Training' in the form of hunting quests.
    iRO: Removed / Missing them.
      kRO / cRO: Cute Pet portion of the academy has misc poring NPCs to add more to the feel of the area during the dialog.
    iRO: Removed / Missing them.
      iRO: Awful engrish translations and placeholder texts used during localization process left in-game.
      euRO: Doesn't even have the script.
      jRO: No idea, they block non-Japanese IPs.

    Due to these differences, a large chunk of the script had to be manually translated due to iRO having stripped out those portions of dialog. I wanted to keep this content as close to kRO as possible so I chose not to remove them / not to copy iRO.

     
    Missing Features
    Due to either missing scripts / NPCs on official, no access to official script, or limitations in Hercules the following features are current missing in Criatura Academy:
    A number of Quest Bubbles are disabled currently due to certain aspects not implemented yet in Hercules (min / max level, Pre-req quests, stacking). ConsumeSpecialItem calls disabled due to lack of information / no implementation in Hercules. A number of complimenting quest NPCs missing due to lack of them in official server (iRO).

     
    Bugs
    If you find a bug, please create a Pull Request or a New Issue.
     
    Commit
    https://github.com/HerculesWS/Hercules/commit/21564acf13fbfc10295e4b2e026c2d3b7ca07299
  7. Upvote
    jaBote reacted to Tokeiburu in RO Installer Script (Inno Setup)   
    File Name: RO Installer Script (Inno Setup)
    File Submitter: Tokeiburu
    File Submitted: 17 Aug 2015
    File Category: Client Resources

    Heya!

    This 'release' is a very simple Inno Setup script to create Full or Lite client installers.

    It requires Inno Setup, which can be downloaded here : http://www.jrsoftware.org/isdl.php#stable. While installing Inno Setup, make sure the "Install Inno Setup Preprocessor" option is checked; otherwise you will get an "unknown option" error.

    How to make this work?
    Put your client files in either RO_Lite or RO_Full and then run the "_Make New Installer.bat" files. This will output a new installer called "YourRO Installer.exe".



    Customization
    Server name : open RO.iss and change the first line : #define ServerName "YourRO" The left image can be customized by editing background.bmp (or background.psd). The file format must remain a 24bit bmp. The wizard small image uses wizardSmallImage.bmp; the file format must remain 24bit as well. To add files to your installer, add them to the RO_Lite or RO_Full subfolders. Once you run the script, all the files in these folders will be packed in your installer. It can go over 2 GB, although if that's the case you might want to consider using the LZMA compression for your GRFs...! Install the VC++ Redistributable files (required by Harmony) silently. Open RO.iss and remove the semi-colon in front of "#define Harmony" to enable this option. By default, the necessary registry keys to start the game will be set if they aren't already. This is to avoid the "small window" issue people will have with older clients. The installer icon can be changed via installer.ico Uninstallating removes the entire RO folder, watch out (you can disable that). The default installer icon used comes from Lykos's icon pack, which can be found here : https://rathena.org/board/files/file/3190-s1-lykos-icon-pack/. It has been modified through hexing to allow the icon to be resizable by Windows Vista or more recent.

    Click here to download this file
  8. Upvote
    jaBote reacted to Angelmelody in Concerns about function that checks if a given element is in an array   
    I prefer for loop w/o callfunction
    .@arr_size = getarraysize(arraytetst);freeloop(.@arr_size > 510);for(.@i=0; arraytetst[.@i] != valtest ; .@i++ );freeloop(0);if(.@i < .@arr_size ) mes " found!"else mes "not found!";end;
  9. Upvote
    jaBote reacted to Winterfox in Concerns about function that checks if a given element is in an array   
    @@jaBote
     
    Upon reading it again i realized i could have made it even a bit shorter.
    function script PVPLP_revertLevel { setarray .@maps$, "izlude", "pvp2", "pvp3"; if( !compare( implode( .@maps$, ":" ), strcharinfo( PC_MAP ) ) ) end; atcommand "@blvl " + (PVPLP_TRUE_LEVEL - BaseLevel);} To the Topic:
     
    A native in_array function would be a really great addition.
     
    What also would be really good would be if getarraysize would return the real array size and not the highest index and a way to loop  trough a array via function instead of a index to make things like this possible:
    ... mes "There are " + getarraysize( .demoSpecialMobIds ) + " which currently give you a special bonus."; mes "These mobs are the following: "; while( .@mobId = next_element( .demoSpecialMobIds ) ) mes getmonsterinfo( .@mobId, MOB_NAME ); close;end;OnNPCKillEvent:if( !.demoSpecialMobIds[ killedrid ] ) end;... do some specialstuff for special mob ...end;OnInit: .demoSpecialMobIds[ 1000 ] = 1; .demoSpecialMobIds[ 1004 ] = 1; .demoSpecialMobIds[ 1006 ] = 1;end;... I just realized that this ".array[ idIndex ]" approach is a workaround for a lacking in_array function especially for integers except you want to extensivly utilize atoi. The benefit is like the solution with implode, it may be better performance wise.
     
    Maybe a in_array function could solve both cases to make it more readable at all.
    A next_element or phplike foreach loop would still be great though.
     
    Such a kind of function would be great for functions which should work with integer and string values. I could imagine things like this:
     
    for( .@i = 0; .@i < getarraysize( getarg( 1 ) ); .@i++ ) mes getmonsterinfo( next_element( getarg( 0 ) ), next_element( getarg( 1 ) ) ); It would make it possible to either use the string constant or the number of specific informations to loop trough it via a function that doesn't care if it is a string or a number.
  10. Upvote
    jaBote got a reaction from MrDracula in Hercules vs rAthena   
    It depends on what you want. Keep in mind that if you ask this here and in rAthena, you'll get here replies that say "Hercules is better" and in rAthena forums you'll be told that "rAthena is better". Correct reply is "Hercules is better in some ways, rAthena is better in some other ways".
     
    We don't get any commission or whatever based on users, (unlike rAthena we don't even place adverts on our pages), but it's an administrator preference.
     
    Here in Hercules we have the fastest and most optimized Ragnarok Online emulator to the moment and there's no possible argument to this: you can run the map server on 70 MB RAM, while rAthena consumes around 200 MB on an idle state. Anyways, this varies on the amount of maps and NPCs you load on your server, and in the amount of users you have. It's also a fact that Hercules consumes much less processing time than rAthena, but I'm not aware of how much. This also means Hercules boots faster than rAthena and has some caching system for even faster boot at the cost of some disk space. Note that these measures also vary depending on the OS you're using
     
    Hercules has some features that rAthena doesn't, and vice versa. For example we have an anti WPE security system (depends on client version) and some unique features (some of them were also merged in rAthena). The same happens on rAthena side, but I'm not well informed on that.
     
    Emulator stability is comparable, but since in Hercules we introduce and make more features it's quite obvious we are a bit riskier on that and may crash a bit more. Anyways, our bug fixing is way faster than rAthena. We're also comparable in emulator support, too, but I believe we've more answered topics in relation to our total amount that rAthena.
     
    The biggest flaw I can see out there is on the scripting and db development side, since rAthena is more active than us on that side (in fact, we seriously lack on them). Anyways, you can generally import all of them here with very little to no effort, most cases it's just a copy and paste issue and they'll work. We're also lifting some IMPORTANT scripting limitations at the moment and have no information of rAthena doing that at the moment.
     
    We've also support for the last 3rd job skills while rAthena doesn't (with good formulas but still not perfect), but neither of us have Rebellion yet.
     
    And we've also have a plugin system that allow you to make new features without the need of creating conflicts in the source code when updating. Anyways I still don't know why third party devs like eAmod still don't want to support us because it's pretty damn easy to do that with the plugin system which was specifically designed for them. I prefer to think they're lazy bums and only want to sell, because in eAmod case they tell you they support Hercules but then when you buy it they tell you it's still in merging process (it's been like 3 months merging, seriously?). Anyways, it's not that I personally like that much people getting rich at the cost of our free emulator.
     
    In short, if you want my opinion:
     
    Performance: Hercules
    Stability: If you mind it over all other things, use rAthena because it's slightly more stable but not much. Else it doesn't quite matter.
    Support: Hercules for bug fixing, doesn't matter for forum support.
    Development of new features: Hercules
    Development of scripts: rAthena (but you can just copy them over here most of the cases).
    Third party support: Still rAthena.
  11. Upvote
    jaBote got a reaction from Akaneharuka in Will Hercules work with windows 10 ?   
    Seems working. OS doesn't really mind provided the compiler you used supports compiling Hercules and the OS is relatively modern.
  12. Upvote
    jaBote got a reaction from minx123 in how to make skill will gone when upequip custom   
    All of these are defined as constants on the db/const.txt file of Hercules, along with a lot of other constants used throughout the scripting engine.
  13. Upvote
    jaBote reacted to Oxxy in How to remove party level gap?   
    herc/conf/inter-athena.conf
     
    // Level range for sharing within a partyparty_share_level: 15
  14. Upvote
    jaBote reacted to Anisotropic Defixation in ¿Que hacer antes de iniciar un servidor?   
    Por lo que vi, las cosas que mas importan son:
     
    Hype, esto es autoexplicativo, ha habido servers horrendos desde casi todos los puntos de vista pero aun asi consiguieron numeros altos. Este es probablemente el aspecto mas importante hoy en dia.
    No olvideis que servers asi son muy rentables ya que no implican trabajo real y el comienzo es cuando mas dinero se genera de las "donaciones". Es rentable abrir y cerrar "servers" asi, cambiando del nombre y anunciando las mismas cosas que facilmente atraen a gente (vease abajo). Lo triste es que funciona a la perfeccion y en gran parte, gracias a esto muchos ni se imaginan que pueden haber servers estables y con staff dedicado, estan acostumbrados a servers "cash grab" que se cierran un par de meses despues de abrirse, asi que buscan rates altos y todo tipo de facilidades estupidas.
    Los que mas sufren por culpa de esto son personas que realmente trabajan duro y desean crear y mantener buenos servers, su esfuerzo simplemente no es apreciado.
     
    Facilidad, a mas facil, mas gente se atrae. A la mayoria no les importan lo mas minimo cosas como balance, longevidad, promover el aspecto social, etc, de hecho ni parecen entender conceptos asi. Esto tambien incluye el NO arreglar bugs y exploits viejos ni bloquear programas third party. Muchos estan tan acostumbrados a todo esto que ya ni son capaces de jugar normalmente. Esto lleva a...
     
    Customs, estos solo son bien recibidos si existen para facilitar las cosas. Quereis balancear algunas cosas y crear nuevos retos? Mala idea. Hay que mencionar que la gente tambien esta muy acostumbrada a databases anticuadas (esto se aplica sobre todo a servers renewal ya que las databases no han sido actualizadas por mucho tiempo) y scripts que permiten exploits asi que updatear y arreglar cosas asi a versiones mas recientes/funcionales a menudo es recibido como algo "custom".
     
     
    Respecto a WoE/BGs/PvP, el mismo aspecto de la facilidad se aplica aqui. La mayoria quiere gear de BGs sin esfuerzo, supplies para WoE gratis, etc. Mientras esta parte de la poblacion a menudo es un porcentaje alto, es tambien el grupo mas volatil y el que menos contribuye a la comunidad ya que tienden a cambiar servers como calcetines y se van al instante de que algo no esta a su favor. Tampoco suelen tener mucha presencia ya que solo entran a hacer WoE.
    Esto lleva al dilema, hay que acomodar las cosas a este grupo, inevitablemente dañando la economia y otros aspectos del juego o darles lo justo, sin doblarse bajo sus demandas?
    Por cierto, me ha quedado bien claro que casi nadie quiere hacer BGs por el PvP en si, solo quieren su gear/supplies, del modo mas facil posible, asi que nunca pararan de exigir que se haga mas y mas y mas facil.
     
    En general, hoy en dia hay poco interes en RO y no muchos quieren jugar "en serio". Supongo que es un problema global de esta generacion, causado en gran parte por la baja calidad y absurda facilidad de juegos modernos, que emplean mecanicas muy simples para mantener a gente enganchada haciendo tonterias en vez de ofrecer una experiencia memorable.
  15. Upvote
    jaBote reacted to GallaZ in ¿Que hacer antes de iniciar un servidor?   
    Bueno el tema de la publicidad también es un poco relativo... Yo tengo un server que se anuncio en muchas plataformas desde el primer día. Y me tire 6 meses antes en preparar todo el server, web y control panel programado desde 0 por nosotros. Vamos que todo el mundo que entra dice lo mismo, que es un buen server, pero no pasamos de los 20 usuarios. Y eso que tenemos dos promociones muy buena para jugadores nuevos.... y ni con esas. xDDDDD
     
    Lo que dice @@Triedge es más o menos lo que pasa. Ahora los jugadores quieren un servidor con eAmod y Harmony como base mínima y tener un rate de más de 50x. Y ese es el problema de la mayoría de jugadores y algunos admins, que se han vuelto unos vagos y han destrozado este juego.  Y ya no hay servidores como antes y mucho menos jugadores como antes que preferían un buen server de rates bajos, que una mierda chetada y lleno de bugs.
    El problema no es nuestro, los admins  queremos hacer de nuestros server un mundo diferente al del resto de compañeros de la comunidad. Por eso nos curramos las cosas. Y por mucho que nos publicitemos los usuarios buscan, lo buscan... la facilidad de alcanzar el objetivo y no perder mucho tiempo jugando.
     
    Yo la verdad, que ya no me importa tener muchos usuarios en mi server.... Prefiero tener 20 usuarios simpáticos y agradables.... que 300 trolls destrozando el server.
  16. Upvote
    jaBote got a reaction from Namine in Necesito consejos para un servidor con pocos usuarios   
    ¡Buenas! A todo el mundo, aclaro que este usuario me preguntó lo mismo por mensaje privado, al cual contesté y le pedí amablemente que lo publicara porque así podríamos enriquecernos todos de la experiencia común. Su mensaje privado contenía algún dato más como el servidor que administraba, por lo que puede que parezca que este mensaje no responda del todo a la pregunta del tema cuando en efecto respondo su mensaje privado. Adjunto mi respuesta íntegra (salvo la postdata en que le pido que lo publique aquí) de tal forma que él mismo lo puede comprobar si quiere.

    Aprovecho para reiterar dos cosas que ya se dicen en el propio mensaje:
    -> Primero: que administrar servidores no es ninguna ciencia exacta. Supongo que todos sabremos de memoria el dicho: cada maestrillo tiene su librillo;
    -> Y segundo: que es una opinión personal acerca de cómo se debería manejar un servidor. Supongo que siempre habrá otras formas de manejar un servidor, las cuales respeto siempre que entre sus prácticas no se encuentren enviar a usuarios a hacer SPAM a otros servidores y premiarles por ello, atacar a otros servidores cuando empiezan a ser un problema para ellos (que por desgracia los hay) o hacer uso de otras prácticas dudosas. Respecto a los ataques DoS, recuerdo que en España (no sé en otros países) hacer ataques DoS o acceder de forma no autorizada a sistemas informáticos está penado entre seis meses y dos años de cárcel.

    Sin más, aquí va mi mensaje:
     
     Espero que esta respuesta haya podido ayudar a más personas aparte de al usuario darknis.
  17. Upvote
    jaBote got a reaction from GallaZ in Skills de los PETs   
    @@erijhon, a lo que se refiere GallaZ es cierto. ¿Has activado el parámetro pet_status_support en conf/battle/pet.conf?
     
    // Whether or not the pet's will use skills. (Note 1)// Note: Offensive pet skills need at least pet_attack_support or // pet_damage_support to work (they trigger while the pet is attacking).pet_status_support: no  
    Por cierto, he de comentar que hasta donde sé el pet script (toda la columna que da a los Poring habilidad de loot, a los Smokie bonus de Perfect Hide y similares) es un invento que hicieron los desarrolladores de eAthena en sus inicios. ¡Es algo totalmente custom! Antes de que se modificaran los pets para que dieran un pequeño bonus a algunos stats, tener un pet era meramente decorativo. Mucho ojo con esto, el efecto que de los pets que muchos conocemos como "clásico" no fue nunca oficial.
     
    Un saludo.
  18. Upvote
    jaBote got a reaction from Ludocg in StoneCurse When Use Buff / Link From Healer   
    For expanding the reply mofo posted and for your information, in a relatively recent commit (about 1 month ago or so) we changed some status change effects names to the official ones so that we're more close to official servers and scripts than rAthena.
     
    This is the list of all Hercules SCs and rAthena SCs and an online comparation of them both to this date (Hercules is the left one; link expires in 1 year) so that this can help you further when converting rAthena scripts with status changes. As you can see most of them are the same, but you can see the difference between Hercules (official names) vs rAthena (unofficial ones). If you try to use a SC_ name that it's not in that list it defaults to 0, which you can see it's SC_STONE which means Stone Curse.
     
    Hope this helped.
  19. Upvote
    jaBote got a reaction from Alphoccio in Fused Cards   
    Didn't test but should work:
     
    prontera,150,150,4 script Fused Cards seller 60,{ mes "Wanna get a fused card?"; mes "For that, I need:"; mes "1x Red Potion"; // Item ID: 501 mes "1x Blue Potion"; // Item ID: 505 mes "1x Yellow Potion"; // Item ID: 503 mes "1x White Potion"; // Item ID: 504 next; if (select("Yes:No")==2){ // No mes "Get out of here!"; close; } if (countitem(501) && countitem(503) && countitem(504) && countitem(505)){ delitem 501,1; delitem 503,1; delitem 504,1; delitem 505,1; if (rand(100) >= 90) { getitem YOUR_CARD_ID,1; mes "Success! There you go!"; } else { mes "LOL FAIL!"; } } else { mes "You're missing items!"; } close;}  

     
  20. Upvote
    jaBote reacted to Legend in how to create server side and client side ?   
    There you go~

    Setting up Hercules: Click Me
     
    Setting up 2013 Clients: Click Me
  21. Upvote
    jaBote reacted to Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Hello Hercules Community,
     
    Let me explain it first.
    It is ExtendedBG, which tends to contain all eAmodBG modes and extra modes(as and when coded).
    Some Previews:
    http://imgur.com/a/2SSVR
    Ohh, and the last thing I forgot to tell,
    Its 100% Plugin and Script, no Source Edits ..
     
    Special Thanks To:
    jaBote co-founded this project(and really thanks to him , that he motivated me at start at provided some functions and idea of how the base should be, and what we should do it to give flavor of Hercules in it).
     
    Repository Link: https://github.com/dastgirp/eBG (Please read README.md for installation steps)
     
    Leave Comments/Suggestions if you find something.
    NOTE:
     There might be some(/many) debug messages left in map-server which will be cleaned up. I will add battle.conf soon (you have to add it yourself for now or edit the plugin) The plugin might be a big mess to read/understand (I did many experiments over the year) There might be some bugs Thanks to @Rebel and @Myriad for testing and providing initial feedback
    Contact me on Discord: @Dastgir#1460 if there's some urgent issue or else open the issue in github. keep this topic for support.
     
    Want to encourage me??

     
  22. Upvote
    jaBote reacted to exchisu in Acceso al servidor RO   
    mira, si vas a usar NO-IP tienes que colocar todas las IP con el No-IP...
     
    para que sirve el no-ip para las personas que tienen Ip dinamicas y les cambia y etc etc... entonces se usa no-ip, si tienes ip dinamica, solamente cada vez que logeas el server abres el no-ip... 
    y tienes que usar la no-ip.. no una NO-IP y otra tu IP
  23. Upvote
    jaBote got a reaction from Alphoccio in Q>Monster   
    Not currently and I doubt it could be easily implemented. All mobs on a map server exist only in RAM and are destroyed when the server is closed. I guess it's not a good idea to try saving tens of thousands of mobs every time the server closes.
     
    For the server, main difference for spawning whether a player or a monster is that the player gets loaded from permanent memory (SQL engine) and the mobs are spawned by scripts.
  24. Upvote
    jaBote got a reaction from Roberto in Hercules Ultimate Localization Design   
    Please remember any .pot files are not for smoking. We at Hercules are always concerned for your health. (Joke based on one Jman told in IRC)
  25. Upvote
    jaBote got a reaction from Kichi in Hercules Ultimate Localization Design   
    Please remember any .pot files are not for smoking. We at Hercules are always concerned for your health. (Joke based on one Jman told in IRC)
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