Jump to content

KirieZ

Core Developers
  • Content Count

    209
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by KirieZ

  1. by "hpm overload things" you mean hookPre/hookPost? As far as I remember, overloading, as in "I want to completely skip hercules original function" (maybe it should actually be called override?) were always made with a direct assignment to the interface (like in the original post here), while hookPre/hookPost would be used if you want to keep the original code running, but wants to do something else before/after it. Example: https://github.com/HerculesWS/Hercules/blob/stable/src/plugins/db2sql.c#L1180 I am not aware of another method for overloading/overriding. I do agree that you should only do it if you have a reason to, but is there a better way to overload/override than a direct assignment?
  2. Yes, you can look into inventory expansion ( npc/others/inventory_expansion.txt ) for details on how to do it via script. You probably can also do it via source, but it would need a bit more of digging through code.
  3. You are right, looks like "server_ready" is not part of the HPM events, so it is never called. I think the docs actually meant "server_online" (which means the server is ready / online). I generally prefer using plugin_init, as you said, since server_online runs after several processing already happened (e.g. config loading). So the tutorial should probably use "plugin_init" instead. Nice finding! Do you want to PR a fix to the docs? If not, I can edit it later
  4. Your script is most likely creating a new item (delitem + getitem) instead of identifying it, and it is likely doing a basic item ignoring all of its enchants. Thus, it is a complete new item and loses everything. To properly identify items via script you should use one of these commands: - identify -- https://github.com/HerculesWS/Hercules/blob/stable/doc/script_commands.txt#L3656 - identifyidx -- https://github.com/HerculesWS/Hercules/blob/stable/doc/script_commands.txt#L3665
  5. Hello everyone, As you may already have seen from the 2024.03 release notes in GitHub ( https://github.com/HerculesWS/Hercules/releases/tag/v2024.03 ), Hercules' GitHub wiki has been moved to a new platform, powered by mkdocs and available at: https://docs.herc.ws/ This change aims to make the Hercules documentation generally better since the mkdocs-powered documentation does bring a better navigation, search capabilities and editing options. With that we can, hopefully, cover the gap that many have felt after we switched from MediaWiki to GitHub Wiki, while also providing some extras (like the ability to easily have a local copy). With the new mkdocs-powered document, we have: (compared to GH Wiki) - A bit more control over the sections, no longer a single side bar with everything - Extended markdown syntax for editing docs content - Better searching, as results are shown as you type - It is now possible to properly include image in the docs, without workarounds Contributions are highly appreciated and should be made through Pull Requests to the new hercules-docs repository ( https://github.com/HerculesWS/hercules-docs ). You may find general guidance on how to run the docs locally and edit it in the Editing the Docs page ( https://docs.herc.ws/contributing/editing-the-docs/ ) The content of the new repository was copied from the GitHub wiki (which was originally the MediaWiki content and had several contributions over the years), and reorganized into a few sections. Additionally, everything was converted to Markdown, so we should generally get an ok experience. The conversion of MediaWiki pages to Markdown was made through an automated tool (pandoc) so we should still expect some things to not be perfectly right, a few noticeable cases are: - Linking between pages are likely to be broken - Some syntax highlighting may not be in the most presentable format - Several images are still missing Fixing those will require manual work to replicate the images, update links, etc. Why not return to MediaWiki? This question has shown up a few times in our Discord, and I think it is worth linking to the topic when the move happened back then: TLDR; Maintaining MediaWiki together with IPB (our forum software) is complicated. Huge thanks to Haru for making this idea come true! Please let us know if you have questions, comments or suggestions for the new docs.
  6. This is not Hercules, is it? "mob_db.yml" is not part of Hercules... I am not sure if I can really help, but you are trying to reduce the players Max Level? I don't think you need to change MAX_LEVEL constant in source for that. You only need to change it to go higher. To cap to lower levels, you can just change exp_group_db.conf. It will use a bit more memory than it really needed, but will be much easier, and you won't have issues like in your print, where the server MAX_LEVEL is lower than the monsters you are trying to load. See https://docs.herc.ws/customization/edit-max-level/#configuration-files for more info (I think this is still up to date) Although I don't think this is the cause for you to get inf% exp... unless you changed some source code that broke that.
  7. It is in data/luafiles514/lua files/service_korea (_korea may be something else depending on how your client is patched and how your clientinfo looks like, but usually it is a country name)
  8. You are not supposed to keep the server online with generate-translations plugin. This plugin is only meant for you to use when generating the PO files. e.g.: ./map-server --load-plugin generate-translations --generate-translations After you run it, it will generate the translation files and shut down. After that you don't need the plugin anymore, unless you have new NPCs that you want to generate new translation files.
  9. KirieZ

    Inserting sql

    I think you are missing a ; at the end of the alter table statement. not sure if this solves everything, but looking into a bit of SQL syntax should help understanding the other errors.
  10. KirieZ

    Fake Players

    Yes, SpriteId is the sprite you are copying from. SpriteName is the sprite/unique name for this monster you are creating now. ViewData / SpriteId is the sprite you are copying the image from. So if you want your mercenary to look like a Knight (Id = 7), SpriteId = 7 should work ( from https://github.com/HerculesWS/Hercules/blob/stable/db/constants.conf#L83 ) It has been ages since I last used that... but I don't think you need to touch client
  11. KirieZ

    Fake Players

    If you are looking to make monsters look like players, but still be a monster (like mob_avail used to do), use "ViewData" field in mob_db.conf. This field was created to replace mob_avail.txt and is equivalent to it, but better for reading/setting up
  12. Hello and welcome 1. I am not sure what you meant or what to answer... If you are asking whether there is an injector ready to use (I think 7 days to day uses BepInEx?) the answer is not really. You can use NEMO to inject windows DLLs, but this is just basic DLL injection. Anything you want to do you are on your own. Talking about RO this is very low level stuff that only a few people know and maybe it is not what you are looking for... 2. Most of this stuff is server sided (a.k.a. in Hercules folders). The GRF will only keep resource files and some lua files will batch some info like map path and descriptions. But exp tables and etc are server sided. For your plans, I think most of the things will be done in Hercules and client lua files, I am not a pro in custom skills though. 3. Player data is saved in you SQL database. Should be possible to play in LAN with some configuration in your clientinfo and hercules files (conf folder)
  13. this script seems fine. May you post your entire item db entry? And please, explain what "not working" means for you (e.g. no effect at all, effect not exactly as expected, etc)
  14. You didn't say what you are stuck at, so I will assume you are just new to hercules and don't know where to look for docs. For bonuses conceded by equipment, item bonus docs is the place to go. You can use general script commands, but for character bonuses, item bonus docs is where you will find the commands specific for items. You can check it here: https://github.com/HerculesWS/Hercules/blob/stable/doc/item_bonus.md (it is also in your hercules copy, at doc/item_bonus.md)
  15. This indeed looks like a mapcache issue. 'Map Cache' is what we call the copy of the maps that Hercules keeps on the server side. While the client has the gat/rsw/gnd files to define what the map looks like and how each cell behaves, the server also needs its own data, specially for the cell part, and this comes into the Map Cache file. The Map Cache files are meant for things like determining water in the map (for skills that needs that) and to tell which cells are walkable/not walkable/shootable/etc. Without it, a modded client could walk through walls and etc. When your client has map files that doesn't match the server ones, you get things like you see a path but clicking it doesn't let you walk through. Because the server sees the map as a completely different thing than what you are seeing in-game. From your description, this seems exactly the case. To fix that, you should regenerate the map cache file for this map using the map cache plugin. I think this guide may help you, it is in the repository docs folder: https://github.com/HerculesWS/Hercules/blob/stable/doc/map_cache.md you should pick the files from your GRF and follow the steps to recreate the map cache of the map you are having issues with. and yes, izlude and the academy map changed a few times along the years.
  16. My guess would be that your lua files are not compatible with your client version. OR those skills have invalid settings in the lua file. The error basically says that "AttackRange" is not set for this skill. Which may be because it is missing or because it was not properly registered by the lua functions.
  17. If I understood right, you want to put the emperium in the middle of the area and spawn barricade monsters in the black line. And while the barricade is still up, no one can go through the cell? I think you can follow how official servers does it (more or less), spawn barricade mosnters + set the cells to not walkable, when the barricade monster is killed, you trigger an event and change the cell to walkable. check out setcell script command
  18. Hello, This is Hercules emulator forum, not rAthena emulator, I think you will have better answers asking in the right place ( https://rathena.org/board/ ). Although versions this old did share some similarities with Hercules, Hercules is quite a different project from rA nowadays. Asking in the rAthena website will allow your question to be seen by rAthena users, and you will get answers from people who actually use rAthena. If it helps, I think you may able to find some info by looking into the vcproj files in your emulator folder, but if I remember correctly, Hercules and rAthena did not name them the same, and I don't know how rAthena did it. Perhaps someone in rAthena forums knows how they were organized back then. CentOS 6 is still downloadable. It is no longer supported, but it still available for download at their own site (just google "centos 6" and look at CentOS website). https://www.centos.org/download/#older-versions
  19. I think clients from 2019 and up supports up to ID 2 billion, even for costumes. I am not sure which client you are using, but newer clients should be the only real option.
  20. Oh, sorry, I misread that part. Hmm, it does look correct to me. I tried copying to my own server and it works. Which client version are you using? One thing I think it is worth trying is to use an ItemId < 32k. Although it shouldn't be an issue, but just to rule out the client doing something weird. Older clients used to support only up to 32k item ids and I think there was a period of time where ETC items could have IDs > 32k but equipments could not (I may be wrong). so I would test a smaller id just to rule this out.
  21. Costumes should go into the costumes equipment slot. Not on normal equipment slot. Try this: Change: Loc: "EQP_HEAD_TOP" To: Loc: "EQP_COSTUME_HEAD_TOP"
  22. I am making a hard guess here since I never used it. But did you try setting "CoolTimeQuest = 1" in OngoingQuestInfoList_True ? The quest from your screenshot has this property set.
  23. Since there is a lot of info going on here, I will try to break into a few questions and possibilities for you to investigate. First, are you using Hercules? Because job_exp.conf doesn't exists in Hercules. We have exp_group_db.conf. I will assume it was just a typo and that you meant exp_group_db.conf for the rest of this answer. 1. you mention HP and SP going to 1 when you change job exp and level. Does this happen while you are below level 99 or because after doing that you are able to go over it and then the issue shows up? Usually, new levels will have issues because the HP and SP tables are not ready for them. To fix this, you have to expand the HP and SP tables in job_db.conf 2. From your print, you mean that you simply doesn't see the EXP bars, right? if I recall correctly, the EXP bars get hidden on clients due to a lua config in the client side. I don't know which config though
  24. Maybe you are missing some official files? Maybe using a newer data will solve it. just from the path it is hard to tell what it is related to. regarding translation, this text is gibberish representing korean characters in a system not ready to handle korean characters. with a korean language pack your computer will render korean text instead of this gibberish. It is not entirely possible to translate it, since the exe and official files relies on this path. if you translate, you would have to update every file that references those original paths, including the game executable This weird string is actually the path + filename of the missing file (in other words, it is not "encrypted", it is just korean characters being displayed in a messy way)
  25. Hercules doesn't have a "episode changer" nor an exact running episode. RO itself doesn't follow a straight line of updates around the world, as each server got different content at different times. We follow kRO, kind of. If you are in pre-re, you are likely around 13.2, the latest episode before renewal, and you likely have most content (at least as far as I know). For renewal, there isn't a specific episode, we are missing some stuff of pretty much every renewal episode. Like, we have Rebellion (which is from 15.x) but we don't have faceworm instance which if from 14.x. If you check this filter in GitHub for example, you can see a few episodes and their missing/implemented content: https://github.com/HerculesWS/Hercules/issues?q=is%3Aissue+is%3Aopen+episode
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.