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Jedzkie

Script Developers
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  1. Like
    Jedzkie got a reaction from evilpuncker in Official VIP System   
    Hi! i wan't to suggest to put in Hercules, the VIP System like on Official Servers, here are some informations about the VIP System in pRO ( Philippine Ragnarok Online ).
     
    VIP System [pRO]
     
    and here is on iRO ( International Ragnarok Online )
    VIP System [iRO]
    Warp Portal
     
    *When your Premium Service time expires, you will be disconnected from the server if you are online, but you can reconnect immediately after.
     
    *When Premium Service time runs out, you can still get items from your Kafra if you placed more than 300, but you will not be able to put any item in it if it already has 300 items or more.
     
    *The EXP and DROP bonuses from Premium Service add to the bonus from Field Manual, Bubblegum and EXP rings.
  2. Like
    Jedzkie 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.
  3. Like
    Jedzkie 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.

     
  4. Like
    Jedzkie reacted to Kenpachi in jRO Exclusive Monsters   
    View File jRO Exclusive Monsters
    All jRO Exclusive, Event and Special Episode monsters.
    This file was originally posted by @fxfreitas at Midgard-Community.
     
    The archive contains the following monster sprites:
    abyss_arthur (corridor of abyss special instance boss) AMELIT (ghost carring a gemstone) ANGLERFISH (Mini-boss) CHAOS_DEVIL_DRAGON deviruchi_w (a white deviruchi, event) domovoi (custom pet, based on RO2 domovoi) ECHIDNA EMELIT (ghost carring a gemstone) giant_deviruchi (event monster) giant_deviruchi_w (event monster) headless_mule (remake of original brasilis monster, last kRO already implemented) HERA (Episode Monster) j_taini (tiny, event monster and pet) kraken_baby (marse edit) LILITH (Episode Monster) M_DARK_KNIGHT (Mercenary monster) M_FLAME_KNIGHT (Mercenary monster) M_ICE_KNIGHT (Mercenary monster) M_LIGHT_KNIGHT (Mercenary monster) M_STONE_KNIGHT (Mercenary monster) merman_se (merman edit) METAL_DRAGON (Pet and dungeon monster) MYTHLIT (ghost carring a gemstone) pad_fafnir (Can't Move, Can't Attack) pad_helheim (Can't Move, Can't Attack) pad_horai (Can't Move, Can't Attack) pad_ifrit (Can't Move, Can't Attack) pad_kinggold (Can't Move, Can't Attack) pad_kingmetal (Can't Move, Can't Attack) pad_leviathan (Can't Move, Can't Attack) pad_muspelheim (Can't Move, Can't Attack) pad_mythlit (Can't Move, Can't Attack) pad_niraikanai (Can't Move, Can't Attack) pad_shangrila (Can't Move, Can't Attack) pad_tamadora (Pet) pad_zaerog (Can't Move, Can't Attack) pad_zerog (Can't Move, Can't Attack) poseidon (strouf edit) RUBYLIT (ghost carring a gemstone) SAPPHLIT (ghost carring a gemstone) seiren (obeaune edit) SIREN (Episode Monster) tacnu (Mini-boss) TOPALIT (ghost carring a gemstone) Submitter Kenpachi Submitted 04/22/20 Category Sprites & Palettes  
  5. Like
    Jedzkie got a reaction from NiklPar in Making Pull Requests on Hercules   
    it say's "git did not exit cleanly, error code (128)"
  6. Like
    Jedzkie reacted to Functor in Old Character Creation   
    Hello! If you need it - you should take an older EXE version. Nobody will spend days in the debugger to re-create window of character selection in the old style.
  7. Like
    Jedzkie reacted to Functor in Old Character Creation   
    I'm happy for you if you have so high skills and it isn't just in words.  But what is the sense to inform about it if you aren't going to help Khonsu? As I see you even created account to tell about it. It was very useful info for the community. Please, keep us informed. 
    P.S. I can go into space in a couple hours easily, but I will not do it. 
  8. Like
    Jedzkie reacted to KirieZ in Random Options on Monster Drops   
    As of Release v2019.05.05 you can now create groups of random options that may be assigned to items dropped by monsters.
    In order to use it you must first create an Option drop group in db/option_drop_groups.conf, one group will set how each option slot is filled, the chance of it getting filled, etc. Each group has the following structure:
    <Group Name Constant>: ( { // Option Slot 1 Rate: (int) chance of filling option slot 1 (100 = 1%) // Possible options for slot 1 // min/max value : int, defaults to 0 // chance : int, 100 = 1% if not set, will be 100%/number of possibiltiies OptionName: value // or OptionName: [min value, max value] // or OptionName: [min value, max value, chance] // ... (as many as you want) }, // ... (up to MAX_ITEM_OPTION) ), Details about this file may be found on Hercules' docs (doc/option_drop_group.md). This is an example group called MYGROUP:
    MYGROUP: ( { /* Option Slot 1 */ Rate: 10000 /* It has 100% of chance of being filled */ /* This slot may have one of the following options: */ WEAPON_ATTR_WIND: 5 /* WEAPON_ATTR_WIND Lv5 (33.33%) */ WEAPON_ATTR_GROUND: [2, 4] /* WEAPON_ATTR_GROUND Lv 2~4 (33.33%) */ WEAPON_ATTR_POISON: [1, 4, 8000] /* WEAPON_ATTR_POISON Lv 1~4 (80%) */ }, { /* Option Slot 2 */ Rate: 5000 /* It has 50% of chance of being filled */ /* If filled, may have one of the following options: */ WEAPON_ATTR_WATER: 4 /* WEAPON_ATTR_WATER Lv4 (100%) */ } ) Once a group is defined, you can them assign it to monster drops in mob database by using a new syntax that works for both Drops and MvpDrops:
    AegisName: (chance, "GROUP_NAME") This will set that the item AegisName has chance chance of drop (like we already know from the format already in use), and, when dropped it will get random options as specified by the group GROUP_NAME.
    For example:
    Knife: (5000, "MYGROUP") Will make "Knife" be dropped with a chance of 50%, and when dropped it will get options as defined by MYGROUP option group, in other words, the first slot will be filled with Wind, Ground or Poison option, and the second slot may or may not be filled with Water option.
    This feature should work on any client that supports item random options.
  9. Upvote
    Jedzkie reacted to Ridley in March - April Digest 2019   
    March - April Digest 2019
    The following digest covers the month of March 1st - April 30th 2019

    Team Changes
    @Mystery is stepping back from his role as Community Administrator.  @Ridley is taking the role as Community Administrator  
    Development Highlights
    Added configuration to enable/disable achievement system (#2170) Updated packets, shuffle packets, keys and messages up to 2019-04-03 and added packet CZ_STYLE_CLOSE (#2406) Server is now sending Ping packets or clients 20190320 RE+ Add chat command /resetcooltime Add allow call option Open macro ui in client by request  
    Developmental Changes
    getinventorylist now creates extra variable named @inventorylist_idx, which returns items corresponding
    inventory index. (#2401) *gettimestr is now updated by *getcalendartim (#2388) change *rand() into *rnd() to prevent certain compiler issues (#2403) Deprecate *petstat and add CONSTANTS to *getpetinfo (#2398) Rename clif_charnameack into clif_blname_ack Add new server define constant MAX_ITEM_ID  (#2367) Add optional parameter for *showscript to send target to SELF only (#2415) Improvents on RoDex (#2437) Add account id and char id into inter server rodex update packet Improve get zeny and items from rodex Automatically migrate pets to the new system that keeps hatched eggs in the inventory (#2428)  
    Bug Fixes
    Fix UDT_LEVEL when show_mob_info level display is on (#2408) Fix pet autofeed feature (#2417) Fiix a bug when loading mob_skill_db.sql (#2416) Add missing enum value for clif_feel_req Fix possible null pointers in battle.c and clif.c Fix @bodystyle crash client (#2402) Special thanks to
    @Haru @4144 @hemagx @AnnieRuru @louisplag @KirieZ
  10. Upvote
    Jedzkie reacted to bWolfie in [Guide] Mapcache Generation 2018   
    As of Release v2018.03.13, the method to generate mapcache for Hercules has changed. A lot of people. myself included, were confused as to how it works. In this thread, I will do my best to explain the new way to generate your cache. This guide is intended to help people using the old system, not to aid new people (i.e. never generated mapcache before), so if you are new, some of it may seem like alien talk.
    Old (your source predates [is older than] Feb 18, 2018)
    In the old system, there were two ways to generate mapcache
    You could run the mapcache executable in Hercules root folder. Or use a program such as WeeMapCache to edit in your required mapcache. These two methods would generate or alter your required mapcache located in db/[pre-re or re]/map_cache.dat. However, they are no longer supported.
    New (your source is using Release v2018.03.13 or newer)
    The new system involves the use of the new 'mapcache' plugin to generate files. Some quick points:
    db/[pre-re or re]/map_cache.dat has been dropped (no longer supported). In its place are individual .mcache files for every map located in maps/[pre-re or re]/ Mapcache executable has been removed. Replaced with the mapcache plugin (src/plugins/mapcache.c). How to generate the mapcache?
    Same as before, check conf/map/maps.conf and db/map_index.txt have all the maps you want to cache. Your maps need to exist somewhere in your repository! There are two ways for the plugin to find them:
    a. Place all your maps, including resnametable.txt, inside the data folder of your Hercules repo. I.e. Hercules/data/prontera.gat/gnd/gnd/rsw (note: I forget if all three files are needed).
    b. OR Configure your conf/grf-files.txt to tell it where to find your GRF(s) which contains your maps. Build the mapcache plugin. On linux, this can be done by running the following command:
    make plugin.mapcache
    If using MSVC, compile as you would any other plugin. Execute plugin. This can be done using the following command:
    ./map-server --load-plugin mapcache [param]
    In windows, just remove the './' and run the commands in your command prompt. The params:
    The first thing you should do is run
    ./map-server --load-plugin mapcache --help
    A list of usable parameters will appear. Here are the ones you need to know for mapcache:
    [Info]:   --convert-old-mapcache         Converts an old db/pre-re/map_cache.dat file to the new format. [Mapcache] [Info]:   --rebuild-mapcache             Rebuilds the entire mapcache folder (maps/pre-re/), using db/map_index.txt as index. [Mapcache] [Info]:   --map <name>                   Rebuilds an individual map's cache into maps/pre-re/ (usage: --map <map_name_without_extension>). [Mapcache] [Info]:   --fix-md5                      Updates the checksum for the files in maps/pre-re/, using db/map_index.txt as index (see PR #1981). [Mapcache] ./map-server --load-plugin mapcache --convert-old-mapcache
    Rebuild all the .mcache files using your old db/[pre-re or re]map_cache.dat file.
    NOTE: You should only run this command when you have an old map_cache.dat file you need to convert.
    ./map-server --load-plugin mapcache --rebuild-mapcache
    Rebuild all the .mcache files using your map files specified in step 2 of generation.
    NOTE: You should only run this command in special circumstances. This erases ALL the existing mapcache and rebuilds it with whatever files you provide it. If you don't have the required files, the build will fail and you will be left with missing mapcache files, meaning you won't be able to access those particular maps.
    ./map-server --load-plugin mapcache --map <name>
    Rebuild the .mcache file for the map name you specify. E.g. if you replace <name> with prontera, the maps/[pre-re or re]/prontera.mcache file will be rebuilt.
    NOTE: This is the best command to run, as it only caches a single map at a time.
    ./map-server --load-plugin mapcache --fix-md5
    I don't know what checksum is for.
    The End
    Feel free to ask for help here. I'll try to answer questions re: mapcache if possible. And if you think anything needs correcting or added, let me know.
    Hope this helps!
  11. Upvote
    Jedzkie reacted to Rytech in r835 - GTB Resist Update / Vacuum Extreme Fixed And Not OP Broken Anymore / Other Recode And Bug Fixes   
    =General
    *Gold Thief Bug card / Wand of Hermode now blocks the following status's....
    -Adoramus / Imprison / Manhole / Chaos (Chaos Panic) / Bloody Lust /
    -Insignia's / Blood Sucker.
     
    =Skills
    *WL_HELLINFERNO
    -Recoded the skill.
    -Now deals 2 seprate hits of damage.
    -The first hit is fire damage and the 2nd hit is shadow damage.
    -Chance of burning now only applies to the fire damage.
    -Magic Power status now properly increases the damage of both hits.
    *RA_ELECTRICSHOCKER
    -Official duration reduction formula added.
    *RA_WUGBITE
    -No change, but noteing that duration reduction was removed in the
    -previous revision since its confirmed to be gone.
    *SR_FALLENEMPIRE
    -Now uses its official status and prevents regular attacking
    -and movement.
    *WM_DANCE_WITH_WUG
    -Now gives a ATK bonus to Ranger/Minstrel/Wanderer type jobs.
    *SO_VACUUM_EXTREME
    -Recoded the skill.
    -Affected enemy's will now be pulled to the center of the AoE.
    -Duration of status is now that of the AoE's remaining active time.
    -Duration reduction formula updated to official.
    -No longer affects those in Hallucination Walk or Hovering status.
    -Note: The durations basicly act as strength power.
    -The Vacuum's strength is affected by skill level and weakens
    -over time as the AoE is active. The higher your STR, the stronger
    -the vacuum's suction strength you can resist. 120 STR for example
    -lets you resist a vacuum that has a duration or 6 seconds or
    -less remaining.
    *GN_SPORE_EXPLOSION
    -Recoded the skill.
    -Countdown now handled the same way like Venom Splasher.
    -Target carrying the spore bomb will always be hit by the explosion.
    -The explosion animation will now only appear on the exploading target.
    *AB_OFFERTORIUM
    -Now removes the following status's from the caster....
    -Poison / Curse / Confusion / Blind / Bleeding / Burning / Frost /
    -Hallucination / Mandragora / Guillotine Cross Poisons (Except Oblivion).
  12. Upvote
    Jedzkie reacted to Murilo BiO' in Item Drop Lock   
    Hey everyone!
     
    About this plugin:
    Well.. I saw a friend that had to remove some items from being dropped by some monsters and he was struggling with the `mob_db` since a lot of monsters drop that item.
    So I made this plugins which can disable an item from being dropped by all monsters or just for the specified mob types, and also with the possibility of set some exceptions.
    I hope it can help other people with the same problem.
     
    Installation:
    Well, you just need to extract it on your `src/plugins/` folder and declare it on the `conf/plugins.conf` file, and follow the instructions to build plugins with MSVC or GCC.
     
    Downloads \ Changelog:
    1.0a - Initial Release.
     
    Bug Report:
    Also, if you find any bug, just tell me *here in this post* or start a new issue on my plugins repository (Link).
     
    Contributing:
    You can contribute to this plugin or any other one in my Plugins Repository by sending pull requests
     
     
  13. Upvote
    Jedzkie got a reaction from napedhep in Making Pull Requests on Hercules   
    i just want to request to make a video how to pull request, because there are people (like me) still not get how to make a pull request, i just tried it but i get error when making push, "git did not exit cleanly, error (128)"
  14. Upvote
    Jedzkie got a reaction from napedhep in Making Pull Requests on Hercules   
    it say's "git did not exit cleanly, error code (128)"
  15. Upvote
    Jedzkie got a reaction from oapedhep in Making Pull Requests on Hercules   
    i just want to request to make a video how to pull request, because there are people (like me) still not get how to make a pull request, i just tried it but i get error when making push, "git did not exit cleanly, error (128)"
  16. Upvote
    Jedzkie reacted to Asheraf in ROClientside   
    @Jedzkie https://github.com/Asheraf/Translation
  17. Upvote
    Jedzkie reacted to malufett 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
    Jedzkie reacted to Dastgir in Ragnarok Unpacked Clients Repository (RUCR)   
    RUCR
    Hello Hercules Community,
    I was working on RUCR this month and I am happy to announce that it's complete. The Site contains all Ragexe(upto 2016-07) and RagexeRE from 2014, fully unpacked.
    It would be great if there will be no mirrors, I would be keeping this web up and running, so mirrors won't be needed.
    Also, if you find any clients missing, you can post it here, and I will check if that can be uploaded.
     
     
    Repo Link: DISABLED
    Enjoy
     
  19. Upvote
    Jedzkie reacted to Mystery in Changing up the Default Theme?   
    Hey everyone! I think the default theme of the FluxCP needs some sprucing up.... so here is my sort of take on it. The theme revolves around using Hercules and its colours. Check it out for yourself:
     






     
     
    Features:
    Mobile Responsive Hercules Theme FontAwesome RSS Fed News Status Checkers Player Counts  
    Popup Login & Login Page


     
    Logged-in Header

     
     
    Please keep in mind that this theme isn't your average FluxCP theme. Also please note that the theme is not done... tons of more work to do still!
     
    This will eventually be uploaded into the repo where members can help make PRs to fix anything / add anything into the theme.
  20. Upvote
    Jedzkie reacted to Sephus in Random Item Option System?   
    Added in PR - https://github.com/HerculesWS/Hercules/pull/1598
  21. Upvote
    Jedzkie got a reaction from ZelosAvalon in Achievement System   
    Hi! as we all know that Achievement system is not available in Official Servers. Even if it is not available in Official Servers, why we don't make our own achievement system in our emulator? It will help a lot and Improve the system of Ragnarok Private Servers, this is good for Low Rate and Mid Rate Servers. The players will not get bored easily, they can do much more rather than playing WoE, Hunting Monsters, PvP with other players. So i recommend to put this system in our beloved Hercules Emulator, I hope this system will implement in the future here and I hope there are people agree with my Topic. Thanks!
  22. Upvote
    Jedzkie got a reaction from jTynne in Job Spoiler   
    I'm still currently leveling Doram in kRO, maybe this may take few months but i assure this is worth to wait. and also, i'm still working on Doram items. 
  23. Upvote
    Jedzkie got a reaction from poinks in Flux control panel no character in viewing own character   
    Complete it itemdb2 mobdb mobdb2 mobskilldb monskilldb2
  24. Upvote
    Jedzkie reacted to Dastgir in [GUIDE] Add Custom Quest (In Any Tab)   
    Hello Community,
     
    Yesterday, I was trying to make Quest Appear on other TAB's and result was successful.
     
    Prerequisite:
    You need latest ROClientside Repository : https://github.com/ROClientSide/Translation/ https://github.com/ROClientSide/Translation/commit/9d93ef1 (This Commit is necessary) you need Client >= 2014-10-22 (Haven't Tested with old clients, You can test and tell if it works )  
    Here's a Guide:
     
    questluafilelist.lub:
     
    You need 2 files, local_XYZquest_list and l_XYZ_list and in the folders as mentioned below:
    Add Following lines to questluafilelist.lub(at end of file) without EXTENSIONS as mentioned below:
    Add[[localquest\local_dastgirquest_list]] Add[[localquest\questinfo\l_dastgir_list]]  
    local_dastgirquest_list.lub(Sample Files, Modify to your needs):
    LOCAL_DastgirQuest_List = { { name = [[Dastgir Custom Quests]], imagefile = [[ep_test_sample.bmp]], list = { { name = [[Novice]], list = { { name =[[Test1]], scrfilename = [[DastgirQuest]], questID = 1019, }, { name =[[Test2]], scrfilename = [[DastgirQuest]], questID = 1017, } } }, { name = [[Quests 11~25]], list = { { name =[[11-15]], scrfilename = [[DastgirQuest]], questID = 1017, }, { name =[[16-20]], scrfilename = [[DastgirQuest]], questID = 1019, }, } } } } } _G.QuestTable.add(LOCAL_DastgirQuest_List, "EVENT")  
    It needs Following line at the bottom for compulsary
     
    _G.QuestTable.add(LOCAL_XYZQuest_List, "TAB") where TAB's are
    EVENT LOCAL EP NEW RECOMMENDED Replace LOCAL_XYZQuest_List with Table name at top of this file...
     
    l_dastgir_list.lub(Sample File, Modify to your needs):
    DastgirQuest_List = { [1019] = { NPCFromName = [[Dastgir]], NPCFromMap = [[new_1-1]], NPCFromSpr = [[4_M_01]], NPCFromX = 63, NPCFromY = 53, NPCToName = [[Dastgir]], NPCToMap = [[prontera]], NPCToSpr = [[4_M_01]], NPCToX = 86, NPCToY = 84, Item = [[]], PrizeItem = [[]], Title = [[Event QuestInfo ]], Info = [[Testing the Event.]], QuickInfo = [[QuickInfo.]], Hunt1 = [[]], Hunt2 = [[]], Hunt3 = [[]], Time = [[0]], LV = [[0]], }, [1017] = { NPCFromName = [[Dastgir-1]], NPCFromMap = [[prontera]], NPCFromSpr = [[4_BRICKPILE]], NPCFromX = 84, NPCFromY = 123, NPCToName = [[Dastgir-2]], NPCToMap = [[payon]], NPCToSpr = [[4_BOARD3]], NPCToX = 76, NPCToY = 114, Item = [[]], PrizeItem = [[]], Title = [[Event QuestInfo ]], Info = [[Testing the Event.]], QuickInfo = [[QuickInfo.]], Hunt1 = [[Alarm]], Hunt2 = [[]], Hunt3 = [[]], Time = [[0]], LV = [[0]], }, } _G.QuestTable.addList("DastgirQuest",DastgirQuest_List) In this file too, you need Following line in the end
    _G.QuestTable.addList("XYZQuest",XYZQuest_List) where XYZQuest_List is table_name(mentioned in first line of this file), (Please see the quotes)
     
     
    and that's it. put it into your GRF, and it will work
     
     
    NOTE: Many Functions are modified, so you would need quest_function.lub provided in the repository
     
    ScreenShot:

     
    Please Don't Remove credits in the quest_function file...
  25. Upvote
    Jedzkie got a reaction from jTynne in server crashes with area skills   
    Confirming this @@Dastgir. After the update this update https://github.com/HerculesWS/Hercules/commit/d5199cee806fb9f18987dea0c3a20a2d381927ca
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