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Skyline

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  1. Upvote
    Skyline reacted to Emistry in Usable Enchant Item   
    File Name: Usable Enchant Item
    File Submitter: Emistry
    File Submitted: 18 Jan 2016
    File Category: Utility
     
    Description :
    Players are able to click on the Enchant items to provide custom bonus to the selected equipment.
     
    Varies of bonus could be done especially use together with a *getequippedon script command to provide a wide range of bonuses.
    The current items and bonuses display in the video is just a sample for demo.
     
    The origin of the idea come from Diablo and 張阿神.
     
    Preview :

     
    Click here to download this file
  2. Upvote
    Skyline reacted to Rytech in New Improved 3RD JOB Sprites.   
    If you look at the names of the palette files and directorys for them in my dress pack file youll get a idea. Also because its a different sprite entirely, new palettes have to be made for them. Keep in mind that jRO made these sprites and not kRO meaning it might be a bit different with them. Maybe Kamishi can make some for them.
  3. Upvote
    Skyline reacted to Dastgir in dDelays(Anti NoDelays) - Releasing this weekend   
    Hello Community,

    What is dDelays?

    You should have heard about Delays hack by editing out grf or whatsoever method..
    This will make the delays hard-coded and will not be able to use those hacks.

     
    Site https://ddelays.dastgir.tech/ Price Introductory Offer:
    Weekly: 1.25$
    Monthly: 5$
    Quarterly: 18$
    Beta Date 27th October 2019 (Sunday) Payment Method PayPal / PayTM / Others(Message in discord) Discord
    For Any kind of support/question/payment related query: https://discord.gg/sb4mkdH Emulators Hercules (Fully Supported). Other Emulator Support coming by 3rd November 2019 (Sunday)  
  4. Upvote
    Skyline reacted to Aeromesi in Upon Login Support Request System   
    [Support Request System]
     
     
     
    What it does? Basically when you login with a Administrator account/GM account upon login, you'll be asked whether or not you will be accepting support requests or not, to alert players that you are Online, and whether you are available to offer help or not.
     
    Edit .Admin for the group level of Administrators in your server
    Edit .GmMast for the group level of Game Masters in your server

    Enjoy!
     
    Regards,

    Aeromesi


    For some weird reason the text is all spaced out, could someone correct this for me? :/ I tried editing my post and it's not fixing itself. -.-
    supportreq.txt
  5. Upvote
    Skyline reacted to Dastgir in Job Spoiler   
    Hello Community,
    I was busy during last few months, and now I have been working on this thing to get supported on Hercules,
    Here's few screenshots:
     
     


    Spoiler 2: (Only 4 skills coded)
     
     
  6. Upvote
    Skyline reacted to AnnieRuru in Redeemer NPC / Coupon NPC / Promotional NPC   
    perfectly built script, I can only see 1 bug and 2 improvements
     
    1.
    bindatcmd "claim",strnpcinfo(3)+"::OnClaim"; bindatcmd "code",strnpcinfo(3)+"::OnEditCode";when you write an atcommand that player can usealways set charcommand level to 99 or 100
     
    its simple to reproduce
    when pvp/gvg, type '#claim <player name that you hated>' and will send a chat box on the player,
    cause him to have a moment of pause because need to type something
    yet again ... this kind of knowledge can only acquire when you have work on a live server =/
     
    2.
    so change into like this
    bindatcmd "claim",strnpcinfo(3)+"::OnClaim", 0, 100; bindatcmd "code",strnpcinfo(3)+"::OnEditCode", 99, 100;so you don't have to ( getgmlevel() < 99 ) end; 
    3.
    query_sql "SELECT `nameid`, `amount` FROM `reward_codes` WHERE `code` = '" + escape_sql(.@pc$) + "'", .@item, .@amt; if ( !.@item ) dispbottom "Either invalid code or the code is already claimed by other people";can be simplify as if ( !query_sql( "SELECT `nameid`, `amount` FROM `reward_codes` WHERE `code` = '" + escape_sql(.@pc$) + "'", .@item, .@amt ) ) dispbottom "Either invalid code or the code is already claimed by other people";
  7. Upvote
    Skyline reacted to AnnieRuru in Script Command : setmobdata / getmobdata   
    oh someone link to me to this topic, I just found this
     
    I always thought modify a monster's attribute is a custom feature
    so I always thinking of writing it as plugin only
    but rathena have it 1st
     
    ok, upon closer inspection, I found that rathena way's of implementing them are less accurate
    com'on, once the monster is spawned, modify the monster's str will not increase its atk
    the same as increasing its agi will not make its flee higher
    adding those stats, like vit will only make the stun duration decrease, and int make freeze duration decrease only
    quite useless
     
    and Oh My God ? setunitdata can modify all different types of things
    but the way they write it, cannot use constants
    this is bullshit
    anyone who think this kind of modification is good enough to merge into hercules, please rethink again
    I'm going to write a better one
     
    *setmobdata/getmobdata
    I already have a plugin, going to make it into patch soon because rathena already have it, I'll pull request for hercules soon
     
    *setmoblook/getmoblook
    I think the md->state.xxxx should go different script command with md->vd.xxxxx
    so all md->vd.xxxxx will go into this script command
    currently rathena mix them all together, but I think they should be separated
     
    *mobevent <GID>, <type>, <event label>;
    this is missing from rathena I think
    this will make the current monster <GID> to run <event label> according to <type> happens
     
    currently I can think of
    MOBEVENT_ATTACK -> when monster attack an unit
    MOBEVENT_DAMAGE -> when monster hit by anything
    MOBEVENT_DETECT -> when monster sees an enemy
    MOBEVENT_KILL -> when monster killed a unit
    MOBEVENT_SKILL -> when monster cast a skill ( the skill cast adjusted in dbremob_skill_db.txt )
    MOBEVENT_RANDOMWALK -> when monster finished a random walk
    MOBEVENT_SUMMONSLAVE -> when monster summon slaves
    MOBEVENT_LOOT -> when monster loots an item
    MOBEVENT_EMOTION -> when monster doing an emotion
    MOBEVENT_TRANSFORM -> when monster transform into another monster (eg: pupa)
    ... maybe more
     
    example:
    mobevent .@id, MOBEVENT_DETECT, strnpcinfo(0)+"::OnDetect";when the monster detect an enemy, it will run that npc OnDetect: labelit will return $@mob_detect_id variable, GID of the unit
    .
     
    the rest, I think can follow rathena, but hercules version will have a complete list of constants
    I prefer to have a script full with constants, it will increase readability
     
    .
     
    I'm going to mark this one as rejected, and propose a better system like I stated
    and when I do it, I'll do little by little, system by system
    I also don't like aleos always put everything into 1 single patch and make big release
    this will make others harder to find the code
  8. Upvote
    Skyline reacted to fxfreitas in [Showcase + DL] Hairstyles   
    UPDATED, NOW HAVE 72 HEADS
     
    UPDATED, NOW HAVE 84 HEADS !!!!!
     
    Here a Compiliation of basic customs Hairs from Ragnarok Online, This include the 29 oficial heads.
    All of these heads aren't made be me, with exception of #68, #69, #70 and #71 male heads and female #70 and #71 heads, this pack cames from internet and a bit of search, the authors put the credit on Spr files...
    But who diferent on that pack?
     - Repeated Heads Removed;
     - Missaligned Heads Fixed; (like #48 and #61)
     - 6 Unique Heads.
    - Now this pack is mixed with smokim pack (from cronus)
    - No Female Heads in Male pack, with exception of classic #43
     
    I'm Still Working On this Pack to change female heads into male heads (like #43, #55, #56 etc - Male Hairstyles), to make all heads in Oficial Collors (1~7 to work with them), To Increase this into 100 Hairstyles Pack.
    Preview:

     
    DOWNLOAD: 84 Heads.zip

    Mirror 4Shared
    Mirror MediaFire
  9. Upvote
  10. Upvote
    Skyline reacted to Dastgir in Plugin Collections   
    Hello Community,
     I am feeling like, there's many plugin on forum, but not been actively used, due to out-of-date plugin
     
    I have updated Shikazu's Plugin first(as it was requested on the thread from 25th April), maybe Shikazu busy on his rl.
    Also I have included My Plugins there.
     
    I would like to add more plugins there(which are not updated on hercules forum <- please suggest if you find some outdated plugin and want me to update it )
     
    List of Plugins and Owners:
    https://github.com/dastgir/HPM-Plugins/blob/master/README.md  
    Repository: https://github.com/dastgir/HPM-Plugins
     
    Thanks.
  11. Upvote
    Skyline got a reaction from Akaneharuka in Will Hercules work with windows 10 ?   
    That beginner headgear is cute af.
  12. Upvote
    Skyline got a reaction from Nebraskka in Server Transfer and Downtime   
    Thanks for all the hard work!
     
    ALL HAIL!
  13. Upvote
    Skyline reacted to Neo-Mind in PEEK - Successor to Yommy's Packet Analyzer   
    Packet Extraction Evaluation Kit
     
    What is this?
    Its a joint venture from Yommy and me . It was made few weeks back but I never got the time to actually make a post about it. If you browsed around my github repository you would have seen it already.
     
    To put it in simple terms like it says in the topic title it brings you the functions of Amazing Yommy's Packet Analyzer Framework wrapped into a very user friendly interface.
    Essentially it enables you to record and analyze the packets received and sent by your client and also helps you build packet tables for any newer clients. 
     
    Any Screenshots?
    Well heres a few for you to see

     
    So how do you use it?
     
    1) Open PEEK.exe and put your client exe file name. If your client doesn't use the old login system
        (i.e. you start the client with the help of a launcher) click the Enable Launcher button and enter your Launcher exe file name.
     
    2) Click Start Analyzer and your launcher will start (or your client will start if you didnt enable the launcher).
         Simply login to your client and the packets will start recording into the table in PEEK.
         You can click on an entry to see the details of the respective packet in the second box.
         The Third box shows you the packet's byte stream.
     
    3) While the packet evaluation is in progress all the buttons get disabled except for Pause Analyzer to avoid mishaps.
         If at some point you wish to stop recording packets just click that button.
         Similarly to resume packet recording & evaluation later, click the Resume Analyzer button.
     
    4) Now what you didn't realize is that your client area had some changes done -
          i) Your original client was backed up
          ii) A fixed up version of your original (simple dll rename) was added to your client area
          iii)The required dll was also added to your client area - the same one from the Packet Analyzer framework
        These steps are also done by the Generate Tester Button. Once your tests and analysis is complete you can change everything
         back by clicking Restore original.
     
    Great but how do I make a Packet DB?
      Plan was to have an addon for generating this in future but it got delayed.
      Anyways I will have more Info soon but you can find the packet lengths in the output folder once you run a client. From which you can make the packet db like before.
     
    Alright where to get it?
     
    Github Repository: https://github.com/MStr3am/PEEK.git
     
    No this time i didn't bother to make a RAR file - Lets face it you must be already handling git repositories anyways
  14. Upvote
    Skyline reacted to Neo-Mind in NEMO - Client Patcher   
    N.E.M.O. - Neo Exe Modification Organizer

    Why another client patcher? well
    1) WeeDiffGen - isn't working for 2013 clients + it depends on dlls (not that its a bad thing but i like scripting )
    2) xDiffGen - yes its scripted but we need to depend on xdiff files.

    so i made a new one based on xDiffGen and here it is. The patches are written in QtScript format.
    Details of making a patch have already been written in a seperate topic - although now it needs to be updated with more details.
    I have already converted most of the patches from xDiffGen.

    Why this name? - well I didn't want it to be called * Gen No offense  
    plus someone keeps calling me Nemo in IRC which gave me the idea

    Snapshot
    -----------------


    How to use?
    ---------------------
    1) First you need to specify your client file in Input Exe file box. If you browse to select the file name, Output Patched box gets updated with a _patched suffix filename automatically. Ofcourse you can select your own name for the output.
     
    2) Next we need to load both the client and the scripts (patches & addons). so click Load Client button.
     
    3) Select the patches you want . In case you patched once before (for whatever date) they will be saved in your local and you can use the Select Previous button to select them again. Also you can try using the Select Rcomnded button to select all the Recommended patches.
     
    4) So your patches are selected and client is loaded what next but to Apply Patches  which will generate the output file. In 2.0 version , NEMO also generates a .secure.txt file containing the MD5, SHA1 and CRC32 values of the output exe file which you can use in various tools.
     
    5) You can use the Save Profile and  Load Profile buttons for saving/reloading a set of patches & input values, that you have selected (even if they are not applied) for future use.
     
    6) Whenever you apply patches to a client, NEMO updates the patchlist.log file (along with Inputlist.db) in the folder where NEMO.exe is. This file will contain the list of patches you have applied along with their IDs (do not tamper with either of them).
     
    Changes in 2.0:
    ----------------------
    1) I have made some obvious modifications to the interface (you can definitely see the change in case you have seen v1.0).
         i) Buttons have come downwards and is no longer strippable (toolbar has been fixed in position)
     
         ii) New status Label has been added which shows your currently loaded client date and how many patches are selected.
     
         iii) NEMO now has support for Addons - scripts that are meant to retrieve data from the client and do its own thing (not patch the client).
              All the Extract xDiff patches has been added here already. 1 extra addon will be coming soon once i can fix it.
     
         iv) New Filter box has been added which does live search (i.e. filter as you type) for filtering out only the patches u want to see.
               For e.g. if you type color, it will only show patches that have the string color in either it's name or the description.
              You can also use regular expression . Also you can sort the columns now
     
        v) An upcoming feature - Test Patches. this one you can use for testing a newly added patch for a variety of clients that you select.
     
    2) NEMO is no longer there in SVN. I have shifted it to GitHub . The rar file uploaded has the .git file so you should be able to directly pull to get updates. But just in case I have also provided the repository link below.
     
    Remember to pull for updates before using NEMO and let me know if you are facing any bugs or issues or if i have missed out on anything. Enjoy .
     
    Repository: https://github.com/MStr3am/NEMO.git
     
    Download Link: NEMO zip file 
  15. Upvote
    Skyline reacted to Emistry in Server bots   
    get a supercomputer run 10,000 openkore bot ...and set each bot to act as much as human xD-
  16. Upvote
    Skyline reacted to Dastgir in Rebirth System   
    It depends on
     
    .StatusN = 300; //Status Point to Give at Every Normal Rebirth. .StatusM = (.StatusN * .MasterRebirth) + 200; //Status Point to Give at Every Master Rebirth. (Don't Change initial part) If that's unaltered.
    and if you did 5 normal and 1 master, then your status point =  ( ( ( 300*5 )+200 )*1 ) + ( 300 * 5) = 3200 Status Points
     
     
    Script Updated to v1.3
    now can rebirth any job by setting
     
    setarray .add_jobs[0],Job_Gunslinger, //Additional Jobs, who can rebirth  Job_Soul_Linker,  Job_Star_Gladiator,  Job_Taekwon; @@Skyline xD
  17. Upvote
    Skyline got a reaction from anacondaq in What kind of RO interests the Ragnarok community?   
    This is so true in so many levels.
    Like when I opened my server just this March for example, I had like 60 players the first day, when I enabled the antiWPE and other security features we went down to 30. 
  18. Upvote
    Skyline reacted to Yommy in What kind of RO interests the Ragnarok community?   
    easy, setup a really shit server and have no clue about what you are doing, then you are destined for 2000 players.but be careful, any kind of professionalism in your setup, you are lucky to get 200 players
     
    good luck
  19. Upvote
    Skyline reacted to Aeromesi in Sub Class System   
    [Sub Class System]
    Special Thanks to: GmOcean for making this possible
    Special Thanks to: FF XI for the Sub Class idea
    Now, what is the Sub Class Granter?
     
    The Sub class Granter allows you the ability to have 5 skills from any 1-1 class. Your skills are temporarily disabled when WoE is going on (And WoE SE) to prevent interference in WoE, you may change it to your liking, even give them all the available skills, all skills are default set at level 1, you can modify them in an array to avoid balance issues.
     
    One of my favorite aspects of making scripts is the flexibility and customization of what you want, everything is totally changeable within the first 20 lines of code on both scripts! With this system, it's not just about PvE, but here's a twist! There's another script called Sub Class PvP . After selecting your Sub Class, you have the option to join Sub Class PvP where your name will be announced that you are in Sub Class PvP.
     
    So you're an Assassin Cross with a Mages skills or a High Priest with a Thiefs skills, it's a guessing game as to what skills the other class has to deploy on you! For every kill you get in Sub Class PvP, you get one Sub Class PvP Point, if you die, you lose a point, but don't fret, you may never go in the negatives, your points will stay at 0 so you don't get too far behind if you die a lot. You may view your current Sub Class PvP Points in the menu too! Last but not least there isn't any closes so besides the Exit option in the Manager it will always loop back to the Main Menu for ease of access.

    ( NOTE: Be sure to change the mapflags to YOUR PVP map and any other map related stuff)

    Configurations for the Sub Class Granter:
     
    //Max Base Level of your server.base_level = 99; // Lowest JobLevel required.// All classes who can obtain this job level and higher can use this service..job_level = 50; // The Classes that are sub-able.setarray .sub_class[1],Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief; // Max amount of skills players can get..skill_points = 5; // Maps that this will not work on. Any time a player warps to this map, their skills will be removed.setarray .disabled_maps$[0],"map_name","map_name","map_name"; // The name of the skills to be used in the menu. // Swordsman.skill_set$[1] = "Bash:Magnum Break:Endure:Provoke:HP Recovery:One-Hand Sword Mastery:" "Two-Hand Sword Mastery";  // Mage.skill_set$[2] = "SP Recovery:Sight:Napalm Beat:Saftey Wall:Soul Strike:Cold Bolt:" "Frost Driver:Stone Curse:FireBall:FireWall:Fire Bolt:" "Lightning Bolt:ThunderStorm"; // Archer.skill_set$[3] = "Owl's Eye:Vulture's Eye:Improve Concentration:Double Strafe:Arrow Shower"; // Acolyte.skill_set$[4] = "Divine Protection:Demon Bane:Ruwatch:Penuma:Teleport:Warp Portal:Heal" "Increase AGI:Decrease AGI:Aqua Benedicta:Signum Crusis:Angelus:Blessing:Cure"; // Merchant.skill_set$[5] = "Enlarge Weight Limit:Discount:OverCharge:Push Cart:Item Apprasil:Vending:Mammonite"; // Thief.skill_set$[6] = "Double Attack:Improve Dodge:Steal:Hide:Envenom:Detoxify"; // The ID numbers of the skill to be used to give the player the skill.setarray .skill_set_id$[1], "5:7:8:6:4:2:3", "9:10:11:12:13:14:15:16:17:18:19:20:21", "43:44:45:46:47", "22:23:24:25:26:27:28:29:30:31:32:33:34:35", "36:37:38:39:40:41:42", "48:49:50:51:52:53"; // The max level you want to give the player of the corresponding skill above.setarray .skill_set_max$[1], "1:1:1:1:1:1:1:1:1", "1:1:1:1:1:1:1:1:1:1:1:1:1:1", "1:1:1:1:1", "1:1:1:1:1:1:1:1:1:1:1:1:1:1", "1:1:1:1:1:1:1", "1:1:1:1:1:1";  
    Configurations for the Sub Class PvP Manager:
     
    /* Item ID's (What's used in the shop for your items)*/ item1_id = 5200;item2_id = 5201;item3_id = 5202;item4_id = 5203;item5_id = 5204;item6_id = 5205;item7_id = 5206;item8_id = 5207;item9_id = 5208;item10_id = 5209;item11_id = 5210;item12_id = 616;item13_id = 604;last_i_id = 501; /* Item Prices */ item1 = 10000;item2 = 7000;item3 = 5000;item4 = 3500;item5 = 3000;item6 = 2500;item7 = 2000;item8 = 1500;item9 = 1000;item10 = 750;item11 = 500;item12 = 200;item13 = 150;last_item = 100; /* Item Amount (How much of a certain item you want to give according to the id's you placed in the item*_ variables */ item1_am = 1;item2_am = 1;item3_am = 1;item4_am = 1;item5_am = 1;item6_am = 1;item7_am = 1;item8_am = 1;item9_am = 1;item10_am = 1;item11_am = 1;item12_am = 2;item13_am = 25;last_i_am = 50; SC_SYSTEM_v1.zip
  20. Upvote
    Skyline got a reaction from eltonfsa in Any ideas about this error?   
    Oh and the plugins are working now!
     
    Thanks master mhalicot!
  21. Upvote
    Skyline reacted to Dastgir in Plugin Collections   
    Updated @afk to be supportable with last version of hercules.
  22. Upvote
    Skyline reacted to Dastgir in Dastgir's Services   
    Hello Hercules Community,

    I am offering my Services to you @ some expense of money.

    Works for Emulator: Hercules/rAthena/Others(if any)
    Services:
    Scripting. (Min Price:5$ ) Source Modification(/Addition).(Min Price: 5$) Converting to/Creating a Plugin[Hercules Specific].(Min Price: 5$) Migrating Your Server. (Min Price: 10$) Adding Custom Items/Maps/Mobs. (Min Price: 5$) Creating/Adding New Skills. (Min Price: 10$) Changing of Emulator (Min Price: 10$) ClientSide Things. (Min Price: 5$) Fixing Errors. (Min Price: 5$) Script Review. Consulting And Anything else, that you want, just drop me a PM
    Maximum Price: Depends on Complexity of the Work
    What Else:
    Free Support for Service bought from me.

    Contact Info:
    Post Here Via PM Payment Methods:
    PayPal Only PM me if you want any other payment method, and I might check If I can have it.

    Status: AVAILABLE
  23. Upvote
    Skyline reacted to Dastgir in Client side Resource File Error   
    Update your grf or check if your items have proper resname
  24. Upvote
    Skyline reacted to Dastgir in Question about the AtCommand plugins   
    Set it from groups.conf for players..
  25. Upvote
    Skyline reacted to jTynne in [Added Feature] jTynne's @go Command Alternative (.TXT Format!)   
    jTynne's @go Command Alternative In .txt Format!
    This is my custom alternative to @go that allows end users the ability to EASILY add/change @go locations on the fly without the need to edit any source files OR recompling/rebooting their server. This is a highly customizable script that is pretty straight-forward in its coding. You can easily add in or adjust existing @go locations in seconds.

    Please Note: This will replace the default @go command when loaded in-game!

    Instructions / Customization
    To use? Simply upload and @loadnpc the file in-game and @go will be modified. If you wish to add in a new @go location, all you have to do is add a new entry following the format noted below:

    if(@warp$ == "35" || @warp$ == "ecl" || @warp$ == "ecla" || @warp$ == "eclag" || @warp$ == "eclage") { callsub Process,"eclage",110,39,0,0; }
    if(@warp$ == "36" || @warp$ == "ser" || @warp$ == "sere" || @warp$ == "seren" || @warp$ == "serenglade") { callsub Process,"serenglade",34,82,0,0; }

    As noted in the text in red above, you add in a number higher than the current highest value (in the script currently, Eclage is 35, so to add in a custom location, simply add in a value of 36, customize the text based warp strings you want (for @go 36, in the above example, you can either use @go 36 or @go ser @go sere @go seren or @go serenglade, and all will teleport you to the same location of serenglade <34,82>).

    Planned for future releases:
    - Additional options GM's can set for the command in the header. (Re-use delay, price per use option)
    - Mapflag check for nowarp and nogo mapflags.
    - No usage while dead.

    Version History : Current Version 2.0

    2.0 Dec 31st, 2012 : http://www.justintfields.com/rAthena/scripts/gobind_v2.txt

    1.0 Dec 29th, 2012: http://www.justintfields.com/rAthena/scripts/gobind.txt


    Please report any bugs you may find, and/or if you have any requests / suggestions for the script as a response to this thread. Thank you!

    (Please +1 me if you enjoy this script~)
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