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kyeme

High Council
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  1. Upvote
    kyeme got a reaction from Shourei in [Official] Mapflag to disable viewid   
    Hello, I just want to suggest mapflag to disable VIEWID of charaters. This feature is implemented in official.   Here's the current format (devs area): http://herc.ws/board/topic/143-missing-mapflags/?hl=mapflag#entry1028 // Disable use of costume items// TRUE: Even with costume items equipped, regular item displays.// FALSE: Costume items display instead of regular items in that slot.// Description: On PK enabled maps, the usage of costume items is disabled.// Added On: Sakray - 2010/06/30ADD_PROPERTY(DISABLE_COSTUMEITEM,TRUE);   But I think it would be better if we have options like this.   256 = disable Upper Headgear display 512 = disable Middle Headgear display ... 1024 = disable Costume Top Headgear display 2048 = disable Costume Mid Headgear display 4096 = disable Costume Low Headgear display 7168 = disable Costume Top/Mid/Low display 8192 = disable Costume Garment/Robe display   Example:prontera mapflag noviewid 1024 Players won't be able to view the Costume Top Headgear in prontera map.     map_zone_db.conf : name: "GvG" mapflags: ( "noviewid 7168", ) Players won't be able to view the Costume Top/Mid/Low Headgear in all gvg maps.     What do you think?
  2. Upvote
    kyeme got a reaction from evilpuncker in [Official] Mapflag to disable viewid   
    Hello, I just want to suggest mapflag to disable VIEWID of charaters. This feature is implemented in official.   Here's the current format (devs area): http://herc.ws/board/topic/143-missing-mapflags/?hl=mapflag#entry1028 // Disable use of costume items// TRUE: Even with costume items equipped, regular item displays.// FALSE: Costume items display instead of regular items in that slot.// Description: On PK enabled maps, the usage of costume items is disabled.// Added On: Sakray - 2010/06/30ADD_PROPERTY(DISABLE_COSTUMEITEM,TRUE);   But I think it would be better if we have options like this.   256 = disable Upper Headgear display 512 = disable Middle Headgear display ... 1024 = disable Costume Top Headgear display 2048 = disable Costume Mid Headgear display 4096 = disable Costume Low Headgear display 7168 = disable Costume Top/Mid/Low display 8192 = disable Costume Garment/Robe display   Example:prontera mapflag noviewid 1024 Players won't be able to view the Costume Top Headgear in prontera map.     map_zone_db.conf : name: "GvG" mapflags: ( "noviewid 7168", ) Players won't be able to view the Costume Top/Mid/Low Headgear in all gvg maps.     What do you think?
  3. Upvote
    kyeme reacted to malufett in point of rAthena   
    but I'm not blindly implementing formulas from kRO..FYI kRO has 0 bots and having 1.5k players and 3k at peak time...and if there is no point mimicking official then there is no point in developing emulators..and its very stupid to think what you are pointing, its like saying you devs are useless at all..
     

  4. Upvote
    kyeme reacted to zackdreaver in Repository of official sprites and textures   
    Hello community,
     
    A few days ago i came with an idea to make repository of official sprites and textures
    from all non KRO server (eg: JRO, IDRO, TWRO...etc).
     
     
    My dreams is to collect all items from all official RO server,
    unfortunately many of my files got corrupted when merging some files,
    so only around 75% that can be saved.
     
    You can find my repository through this link :
     
    https://github.com/zackdreaver/RO-Clientresources
     
     
     
    Because of many items missing,
    i want your participation to help me completing the files tha not exist in repository
    through Pull Request or give me the required files via comment/PM.
     
     
    (PS: only non KRO files are accepted)
  5. Upvote
    kyeme reacted to malufett in 'job_db1.txt' Redesign   
    'job_db1.txt' Redesign
     
    What is it?
    The file has been upgrade to achieve 2 goals: make it easier for us to update the file and for our users to customize it better. The old hp/sp computation has been drop and replace by hp/sp tables. job_db.conf Format:
    Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there)     Inherit: ( "Other_Job_Name" );     // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table.     InheritHP: ( "Other_Job_Name" );// Base job from which this job will inherit its HP table.     InheritSP: ( "Other_Job_Name" );// Base job from which this job will inherit its SP table.     Weight: Max Weight            (int, defaults to 20000, units in Weight/10)     BaseASPD: {                 // Base ASPD for specific weapon type         Fist: 0~200                (int, defaults to 200)         Dagger: 0~200            (int, defaults to 200)         Sword: 0~200            (int, defaults to 200)         TwoHandSword: 0~200        (int, defaults to 200)         Spear: 0~200            (int, defaults to 200)         TwoHandSpear: 0~200        (int, defaults to 200)         Axe: 0~200                (int, defaults to 200)         TwoHandAxe: 0~200        (int, defaults to 200)         Mace: 0~200                (int, defaults to 200)         TwoHandMace: 0~200        (int, defaults to 200)         Rod: 0~200                (int, defaults to 200)         Bow: 0~200                (int, defaults to 200)         Knuckle: 0~200            (int, defaults to 200)         Instrumen: 0~200        (int, defaults to 200)         Whip: 0~200                (int, defaults to 200)         Book: 0~200                (int, defaults to 200)         Katar: 0~200            (int, defaults to 200)         Revolver: 0~200            (int, defaults to 200)         Rifle: 0~200            (int, defaults to 200)         GatlingGun: 0~200        (int, defaults to 200)         Shotgun: 0~200            (int, defaults to 200)         GrenadeLauncher: 0~200    (int, defaults to 200)         FuumaShuriken: 0~200    (int, defaults to 200)         TwoHandRod: 0~200        (int, defaults to 200)         Shield: 0~200            (int, defaults to 0)     }     HPTable:[ 1, .... 150 ]        (int[]) Reference table for base HP per level      SPTable:[ 1, .... 150 ]        (int[]) Reference table for base SP per level     // Note: If table index size is smaller than the max level the server will automatically generate the missing index based on the average increase per level.} Benefit?
    You can now easily specify a class base weight, base aspd for specific weapon types and HP/SP per level. Lessen redundant entries and good for the eyes.. RE ASPD formula is improved to compatibly(less/no more conversion) accept aegis database. Tools?
    http://herc.ws/board/files/file/202-hercules-hpsp-table-generator/ Special Thanks to:
    Awesome @Yommy Best @Michi Incredible @Ind Nice @Beret Links
    Commit: https://github.com/HerculesWS/Hercules/commit/b59b9d1ab4c5a21081cdd2af126997ed7093d743 File: https://github.com/HerculesWS/Hercules/blob/master/db/re/job_db.conf
  6. Upvote
    kyeme got a reaction from neil413 in Pa help sa script ng item   
    Try mo:
    OnUnEquipScript: <" setfalcon 0; ">
     
    If <flag> is 0 this command will remove the falcon from the character.Otherwise it gives the invoking character a falcon. The falcon will be there regardless of whether the character is a hunter or not. It will (probably) not have any useful effects for non-hunters though.Note: the character needs to have the skill HT_FALCON to gain a falcon. 
  7. Upvote
    kyeme got a reaction from Sleipnir in Unknown item custom items.   
    Yung sa iteminfo.lub mo 230017 nakalagay, pero 23017 lang ang sa item_db.conf
  8. Upvote
    kyeme 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??

     
  9. Upvote
    kyeme reacted to Ind in Hercules Ultimate Localization Design   
    Hercules Ultimate Localization Design
    Hello~! - What?!
    Servers are now able to run under any number of languages, without having any of the default files modified Designed by Haruna and Ind  
    Translating NPCs without editing them
    By launching map server with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes) A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessary Users are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialogues map-server.conf has a new setting called default_language where server owners may specify which language should be used as a base When you have a new .po file you want map server to use, add it to db/translations.conf Easy to Maintain
    Since .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in use Script Command Macro
    Besides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime) Special Thanks to
    Raizen and Roberto from Cronus, we would not have worked on this if it weren't for them Links~!
    Commit Editing Example
  10. Upvote
    kyeme reacted to malufett in Official VIP System   
    ok..almost done guys...just need more comments and inputs from you...
     
    final conf...
    //====================================================//= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ '__/ __| | | | |/ _ / __|//= | | | | __/ | | (__| |_| | | __/__ //= _| |_/___|_| ___|__,_|_|___||___///= //= http://herc.ws/board/ //====================================================// Premium Service Info Configs//====================================================psi: ({ /* 0 : disable, 1 : enable, 2 : enable + PC Cafe Premium */ PremiumSvcType: 1 /* Uncomment to enable */ /*EventPlus:{ BaseEXP: 100 JobEXP: 100 DeathBasePenalty: -10 DeathJobPenalty: -10 DropRate: 100 },*/ PCCafeGrade: ( { /* 0 */ BaseEXP: 100 JobEXP: 100 DeathBasePenalty: -10 DeathJobPenalty: -10 DropRate: 100 } ), PCCafeList: ( { IP: "127.0.0.1" Grade: 0 Expiration: "2016-01-01" } ), PremiumGradeInfo:( { GroupLevel: 0 /* Normal Players */ BaseEXP: 0 JobEXP: 0 DeathBasePenalty: 0 DeathJobPenalty: 0 DropRate: 0 MaxCharSlot: 9 MaxStorage: 300 }, { GroupLevel: 1 /* VIP 1 */ BaseEXP: 100 JobEXP: 100 DeathBasePenalty: -10 DeathJobPenalty: -10 DropRate: 100 MaxCharSlot: 12 MaxStorage: 600 }, { GroupLevel: 2 /* VIP 2 */ BaseEXP: 250 JobEXP: 100 DeathBasePenalty: -50 DeathJobPenalty: -50 DropRate: 200 MaxCharSlot: 12 MaxStorage: 600 } )}) Screenshot:

     

  11. Upvote
    kyeme got a reaction from ShankS in Devotion   
    This? http://herc.ws/board/topic/421-suggestion-d/
     
    https://github.com/HerculesWS/Hercules/commit/36d0c789633da074f7e1a6add901278af513ad4b
  12. Upvote
    kyeme reacted to Playtester in Follow some rathena stuff   
    More fixes to merge:
     
    1.
    https://github.com/rathena/rathena/commit/04a1173f7d4c0e1ffbace05d34d8b60dfd037a94
    Plant damage code will be hard to fix, probably better to just implement it yourself. I posted all the test data in the corresponding bugreport thread here:
    http://rathena.org/board/tracker/issue-9380-plant-damage/
    The skill damage and hit definition can just be merged, though. The fix is still missing that Fire Pillar also should be unable to hit plants, I fixed that in a follow-up (see below).
    Found plant code important to fix because I noticed several classes can kill plant mode monsters very easy with certain skills although they shouldn't be able to.
    Land Mine fix should be easy to merge (simply didn't make sense that it deals the highest damage and still has AoE like Blast Mine which is much weaker).
    Fixed reflect flag - not sure if there's a conflict in Herc as well since it uses different flags.
    Sightblaster code improvement is something I got from idAthena, prevents a possible crash fix (even though I have my doubt that sce can be NULL at that point).
     
    2.
    https://github.com/rathena/rathena/commit/525e8178c27327f000e15ba557c6ed37a371c0b2
    Several Waterball improvements. Fix is not perfect, but important as it fixes several critical exploits that were possible with the old version.
    Removal of knockback of Crimson Fire Formation (bug report is on Herc forums about it).
    Bosses ignoring skill induced walk delay should be added at the same time as the Waterball update (so they don't get stuck for 10 seconds).
    The timer interval is probably Herc's own decision. We decided in rAthena that accurate emulation takes priority over performance. In any case since it's just changing a define, each server owner can do it himself (but I still like it if the official behavior is the default).
     
    3.
    https://github.com/rathena/rathena/commit/e7e8b5454b8093840cb2a9c03903ca08ffeeae4d
    Finally implemented Land Protector to behave as on official servers. This was the most-wanted bugfix of players / server owners when I asked around, that's why I took the time to investigate and fix it. All the skills and Storm Gust knockback need to be updated at the same time as they are all related to the Land Protector issue.
    There's also a bugreport about it on Herc forums. Merged
     
    4.
    https://github.com/rathena/rathena/commit/08bf5112a1f12fd5ae1b3715eddfa2918370d20d
    Follow up to plant damage -> Fire Pillar should not be able to hit plants (you can hit plants because the AoE of level 6-10 is 5x5 so you can place Fire Pillar two cells next to a plant and then let a monster walk over it).
    Also fixed Acid Bomb (the ground skill) interval for renewal, although that still doesn't fix it fully as in renewal it should be ATK+MATK and not just ATK. Well the interval was easy to fix so I did that quickly. Merged
     
    5.
    https://github.com/rathena/rathena/commit/d9a9a024f6ef47c48679629fa508dcb6793a8dce
    Small Magnum Break damage fix. Merged
  13. Upvote
    kyeme reacted to Beret in Add new database format   
    A while back when hercules was implemented new updates I gave the idea to ind use configuration (.conf), today I see how much this mode brought more easily for creation and configuration, I noticed that the item_db is now also in file  
    Well why not expand to other files which can facilitate both in future updates following the aegis, as for members who use the emulator. To make clearer how much easier to use that way, look below.     skill_db - hercules:   662,0,6,4,0,0x2,14,10,1,no,0,0x2,0,weapon,0, NPC_HELLJUDGEMENT,Hell's Judgement663,0,6,4,0,0x3,2:5:8:11:14,5,1,no,0,0x2,0,none,0, NPC_WIDESILENCE,Wide Silence661,0,6,4,0,0x2,7,5,1,no,0,0x2,0,weapon,7, NPC_PULSESTRIKE,Pulse Strike  
    skill_db - aegis:
     
    SetSkill NPC_HELLJUDGEMENTOnInit: SkillType TOME SkillMaxLv 10 SkillPattern DIRECTATTACK SkillSplash SQUARE 14 14 14 14 14 14 14 14 14 14 SkillAtkPer 100 200 300 400 500 600 700 800 900 1000returnOnSuccess: SkillHandicap HEALTHCurse 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000returnSetSkill NPC_WIDESILENCEOnInit: SkillType TOME SkillMaxLv 5 SkillSplash SQUARE 2 5 8 11 14 returnOnUse: SkillHandicap HEALTHSilence 1000 1000 1000 1000 1000 SkillNoDamagereturnSetSkill NPC_PULSESTRIKEOnInit: SkillType TOME SkillMaxLv 5 SkillSplash SQUARE 7 7 7 7 7 SkillPattern DIRECTATTACK SkillAtkPer 100 200 300 400 500returnOnSuccess: SkillKnockBack 7 7 7 7 7return  
    produce_db rune - hercules
     
    12733,24,2010,4,1096,1,7123,1,7939,1 produce_db mode rune - aegis
     
    Rune_12733 = { -- 하갈라즈 ["Elder_Branch"] = 1, ["Round_Shell"] = 1, ["Dragon's_Skin"] = 1, } produce_db cook - hercules
     
    12061,11,0,0,7472,0,518,1,514,2,501,1 produce_db cook - aegis
     
    [ [[Dex_Dish01]] ] = { Level={1}; --재료아이템 Meterial = { --아이템DB명, 개수 { [[Honey]], 1 }, { [[Grape]], 2 }, { [[Red_Potion]], 1 }, }; CreatingItembyFailed = { }; }, mercenary_skill_db - hercules
     
    6017,8207,2 //MA_DOUBLE6017,8233,1 //MER_AUTOBERSERK mercenary_skill_db - aegis
     
    "MER_ARCHER01"{ "MA_DOUBLE",2 "MER_AUTOBERSERK",1}  
    sc_config hercules
     
    SC_PROVOKE, 32 sc_config aegis
     
    EFST_PROVOKE={ ResetDead = true; ResetDispel = true; Save = true; Send = false; IgnorePretendDead = false; DeBuff = true; ResetCLEARANCE = true; ActorAppearance = false; SendMultiCast = false; ["backward compatibility send"] = true; -- 이전버젼 호환성을 위해 추가합니다.};  
    These are just a few examples, the manipulation of these files become easier when working with this format. Often you have to work with sums as 1 + 2 + 9 + 5, sum is not the problem, the question having to know what each number is, unlike when using constants, you can work as true or false for example for each option.
  14. Upvote
    kyeme reacted to Playtester in Follow some rathena stuff   
    Oh and I forgot to mention that Herc still has custom ABRACADABRA rates rather than rates depending on level of skill used.
    https://github.com/rathena/rathena/commit/da56e53efd7f10da6f2aa546ee88de93e92c646f
    Imo, should have high priority to update as the chance of classchange is more than 10 times higher than officially at the moment.
     
     
    And MVP drop should check first item first, then second, then third, instead of random order:
    https://github.com/rathena/rathena/commit/5110ddbaf47c358a4a656c32043eb9973b3cd0ab
  15. Upvote
    kyeme reacted to Playtester in Follow some rathena stuff   
    Just a Heads-up for Michi.
     
    The following changes still need to be merged:
     
     
    A
    https://github.com/rathena/rathena/commit/b89b66932511e12b5b168e5dfee3f59e5ed02e49
    Half of the combo code was already working in Herc, I tried to use Herc's structure so it's easier to merge. However when browsing Herc code I found a few bugs that I fixed at the same time:
     
    1. All combos have a hard-coded delay on Aegis, so it won't show up on the Aegis files. By testing I concluded that the canact delay applied is 1000ms - 4*agi - 2*dex whereas the time you can activate a combo is until 1300ms - 4*agi - 2*dex (so effectively you have a 300ms time window to activate them). Even though our old files had different after cast delays specified, my tests on official servers showed that it's same delay for all of them (exactly the same time until I can activate them). The problem is that the current code uses aftercast delay specified in the skill_cast_db and that value was not set for many skills, especially in the renewal database it was missing completely. I solved this by defaulting the aftercast delay of combo skills to 1000ms if not specified otherwise in the skill_cast_db and removing all the delay from the pre-re skill_cast_db. This is still missing on Herc.
     
    Also on rAthena there was the bug that skills that automatically activate but do not go via the Autospell code will not set any canact delay so it was possible use MO_CHAINCOMBO right when triple attack activates rather than after it. We have to manually set canact delay in these cases. This probably needs to be fixed on Herc as well but I'm not sure. Needs to be tested.
     
    Should be easy to merge, on Herc function is called "skill_delay_fix" instead of "skill_delayfix", otherwise identical.
     
    2. Beast Strafing was already fixed on Hercules Renewal, however it was neglected on Pre-Renewal, see this bug report:
    http://herc.ws/board/tracker/issue-8417-beast-strafing/
    Just need to update pre-re/skill_db.txt to fix it as I posted in the thread already. :-)
     
    3. Taekwon combos were already 75% fixed on Hercules. You implemented a new mode "2" of SC_COMBOATTACK which means "set only attack delay but no move delay". I used a similar solution in my commit. However you forgot to forward that variable for TK_COUNTER:
    sc_start2(src, src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id,(2000 - 4*sstatus->agi - 2*sstatus->dex));Just replace this code with sc_start4 as I did in my commit. It's a different function, but the code part is 1:1 identical so it should be easy to merge. 
    4. This is ONLY bugged on Herc: In unit.c, Herc removed SC_COMBOATTACK when moving. However, my tests showed that I could use combo skills even after moving. That means SC_COMBOATTACK should NOT be removed on moving.
     
    5. Herc doesn't have the function skill_combo, but you can find this code part:
    if (combo) { //Possible to chain if ( (combo = DIFF_TICK32(sd->ud.canact_tick, tick)) < 50 ) combo = 50;/* less is a waste. */ sc_start2(NULL,src,SC_COMBOATTACK,100,skill_id,bl->id,combo); clif->combo_delay(src, combo);}As you can see here, it put minimum delay for combos to 50. But actually a delay below aMotion doesn't make any sense because the client will refuse to send skill requests during aMotion in the first place. The only who benefits from a lower delay is a hacker who can send skill requests manually. 
    6. Monk Spirit should make the 4 Monk Combo skills CHAINCOMBO, COMBOFINISH, TIGERFIST and CHAINCRUSH cost only 2 SP, regardless of original cost. Also easy to merge, code is pretty much the same just search for the line:
    req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.Don't forget to remove MO_TRIPLEATTACK from the case list or else you will make it cost 2 SP instead of 0 SP! 
    The rest of my changes were already working on Hercules, no need to merge. :-)
     
     
    B
    https://github.com/rathena/rathena/commit/37faf6b9f6271b657a9c1168bd2011f5be43b5e7
    Strongly recommend to use my solution for Icewall instead of the current "can't cast on same cell again" implementation.
    Reasons are explained here: http://herc.ws/board/tracker/issue-7058-icewall/
     
    (Btw you can close this one - http://herc.ws/board/tracker/issue-144-firepillar-and-traps/)
     
     
    C
    https://github.com/rathena/rathena/commit/902c920b734cdaa0a13650528a6075937edfb95c
    Most of this still needs to be merged. Not sure how easy it is to merge.
    I recommend at least updating map.c and add the unit_blown_immune function. Those changes are 100% backwards compatible.
    My Skid Trap fix should also be easily possible to directly merge (make it knock back away from original position of caster when the trap was placed and make the affected unit unable to walk for 3000ms).
    The rest depends a bit on the existing code structure and might require testing renewal traps, but from a quick look, it looks almost identical to rA, so should be easy to merge I think?
     
     
    D
    https://github.com/rathena/rathena/commit/b6b6b1366a6d30f38bcc895f9215ddee66c5976a
    Should be merged, autobonus is also bugged on Herc in exactly the same way.
    The other half is already merged. :-)
     
     
    E
    https://github.com/rathena/rathena/commit/0d8a7c0313ebba3ebc11fe65906759fcc40fc41f
    These are also bugged on Herc, but the code is a bit different. However it's not too hard to fix. Basically level 1-5 have duration 30000 and level 6-10 have duration 2000. We originally solved that on rAthena by making the duration divided by 15 for players in the status change defense code. But later it was changed to use Aegis behavior and just define different duration in skill_cast_db.
    It is however conflicting with the defense code (divided by 15 TWICE).
    Also there is some weird status change resistance code there that shouldn't be there:
    sc_def2 = st->vit*25 + st->agi*10 + SCDEF_LVL_CAP(bl, 99) * 20; // Linear Reduction of RateThat part should be removed. You CAN'T resist buffs. 
    Also note that SC_ARMORCHANGE on rAthena is SC_STONESKIN on Herc. Otherwise it's quite similar.
     
     
    Hope this helps, just ask if you have more questions.
  16. Upvote
    kyeme reacted to Ind in 2014-10-22, Roulette and per-char gender!   
    2014-10-22 Client, Roulette and per-char gender!


    Made Possible Thanks to Yommy
    We're only able to provide you with this patch thanks to Yommy, Thank you very much!  
    Roulette
    During test period it will be disabled by default, to enable you must edit conf/battle/feature.conf // Roulette (Note 1)// Requires: 2014-10-22bRagexe or later// Off by default while test version is out; enable at your own risk -- the mean dev.feature.roulette: off Roulette rewards can be defined in db/roulette_db.conf As we understand the coins are points that you obtain by consuming an item, while such an item is not yet available (will be in a upcoming commit), you can set these values with @set command, they're TmpRouletteBronze,TmpRouletteSilver and TmpRouletteGold -- e.g. @set TmpRouletteBronze 5 Requires PACKETVER 20141022 or higher. Where you can get such client? Here (Again, Thanks to Yommy!) In action: http://herc.ws/board/damocles/ind/screenHercules136.jpg
      Per-Character Gender
    Sex is now a character table field, which can be defined as 'M', 'F' or 'U'. 'U' being the default value, meaning undefined, which means the accounts gender takes precedence (upcoming) a script command to change a characters gender Requires PACKETVER 20141022 or higher. Where you can get such client? Here (Again, Thanks to Yommy!) In action: http://herc.ws/board/damocles/ind/screenHercules137.jpg  
    Special Thanks to
    Yommy ..Yommy ...The all-awesome Yommy~! Thank you again! Ziu for extra roulette information (some yet to be applied) Haruna  
    Link~u!
    Commit 2014-10-22 client
  17. Upvote
    kyeme reacted to kisuka in 2014 Halloween Event   
    Attached are the client additions / translations for the soon to be released official 2014 halloween event script.
     
    The lua files and questid2display.txt need to be merged with your own client files. In this archive they only contain the additions. They will not work if you just drop them into your client as it'll get rid of all the other content, as they weren't included.
     
    Server side content will be released into the repo once we get some item bonus figured out for the candies.
    2014 Halloween Event - Client Files.rar
  18. Upvote
    kyeme reacted to Angelmelody in PK Area Error while compiling   
    I m not using clean emulator to create patch ,so ~ patch it by manual
    this mod should be given criedit to Mr. Postman from Thailand
    cell_pvp.diff
  19. Upvote
    kyeme reacted to Angelmelody in R> Jumping Candy item script   
    solved by myself
     
     
     
    { Id: 14586 AegisName: "Spark_Candy" Name: "jumping candy" Type: 2 Buy: 0 Weight: 10 Upper: 63 Delay: 180000 Trade: { nodrop: true noselltonpc: true } Script: <" sc_start SC_INCBASEATK,60000,20; sc_start SC_INCASPDRATE,60000,25; sc_start SC_ENDURE,60000,1; sc_start4 SC_HPDRAIN,60000,100,10,0,0; ">},adding required sc state 
     
     
  20. Upvote
    kyeme reacted to GmOcean in Slot Machine   
    File Name: Slot Machine
    File Submitter: GmOcean
    File Submitted: 14 Sep 2014
    File Category: Events & Games
     
    This script will allow users to spend zeny &/or an item for a chance to win a prize from the slot machine. Currently there are 2 versions. First is a Single Slot Machine, where only 1 slot is rolled. Second is the Triple Slot machine, where 3 slots are rolled. For either version, SUCCESS must be the only thing displayed in order to win.
     
    To add the cutins, just place them in: data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/illust
     
    /* =============================================================
    /* NOTE - If using soundeffects you must add the ".wav" files
    /* provided in the ".rar" file to your: data/wav folder located
    /* in either your: ( Ragnarok folder ) OR ( .grf file )
    /* =============================================================
     
    I've included the PSD file, so you can edit it as you like.
     
    Click here to download this file
  21. Upvote
    kyeme reacted to GmOcean in Request @sameip   
    Infinityloop... must mean theres too much being requested at one time. I'll add a fix....
     
    Edit: This should fix it. Just added freeloop(1) at the begining and freeloop(0) at the end.
    - script at_sameip -1,{OnInit:bindatcmd "sameip",strnpcinfo(3)+"::OnAtSameIP";//,99,99,0; // 0 = No log, 1 = Log usageend;OnAtSameIP:freeloop(1);.@size = query_sql("SELECT `account_id` FROM `char` WHERE `online` = '1' AND `last_map` = '"+ strcharinfo(3) +"'",.@acct_id);.@size2 = query_sql("SELECT `account_id`, `last_ip` FROM `login` WHERE `account_id` != '1'", .@aid, .@ip$);while( .@a < .@size ) { for( .@i = 0; .@i < getarraysize(.@aid); .@i++ ) { if( .@aid[.@i] == .@acct_id[.@a] ) { .@tempaid$[.@a] = ""+ .@aid[.@i] +""; .@tempaip$[.@a] = .@ip$[.@i]; } } .@a++;}.@size3 = getarraysize(.@tempaid$);while( .@c != .@size3 ) { for( .@i = 0; .@i < getarraysize( .@usedaids$ ); .@i++ ) { if( .@usedaids$[.@i] == .@tempaid$[.@c] ) { //Account ID already in array. .@used = 1; } } if( !.@used ) { .@usedaids$[( getarraysize( .@usedaids$ ) + 1 )] = .@tempaid$[.@c]; .@duplicateaid$[.@c] = "Account IDs: "+ .@tempaid$[.@c] +""; .@duplicaterid2name$[.@c] = "Character Names: "+ rid2name( atoi( .@tempaid$[.@c] ) ) +""; .@duplicateaip$[.@c] = "IP Address: "+ .@tempaip$[.@c] +""; for( .@i = 0; .@i < getarraysize( .@tempaid$ ); .@i++ ) { if( .@tempaip$[.@c] == .@tempaip$[.@i] && .@tempaid$[.@c] != .@tempaid$[.@i] ) { .@duplicateaid$[.@c] = .@duplicateaid$[.@c] +", "+ .@tempaid$[.@i] +""; .@duplicaterid2name$[.@c] = .@duplicaterid2name$[.@c] +", "+ rid2name( atoi( .@tempaid$[.@i] ) ) +""; .@usedaids$[( getarraysize( .@usedaids$ ) + 1 )] = .@tempaid$[.@i]; } } } .@used = 0; .@c++; }dispbottom "---------------- List of Same IP User ----------------";dispbottom "---------------------- "+ setchar( strcharinfo(3), strtoupper(charat(strcharinfo(3),0)), 0 ) +" ----------------------";for( .@i = 0; .@i < getarraysize(.@duplicateaid$); .@i++ ) { if( .@duplicateaid$[.@i] != "" ) { dispbottom " "; dispbottom .@duplicateaip$[.@i]; dispbottom .@duplicateaid$[.@i]; dispbottom .@duplicaterid2name$[.@i]; } }freeloop(0);end;}
  22. Upvote
    kyeme reacted to Yommy in How do you see your client date(version)?   
    ingame just do /buildinfo
  23. Upvote
    kyeme reacted to AnnieRuru in get zeny amount from new bank system   
    try this plugin
    http://upaste.me/7ba18d
     
    tested with
    prontera,155,186,7 script kldjhfksdjhf 100,{ dispbottom Zeny +" "+ bank_vault();}honestly ... developer should added a constant for this variable ...
  24. Upvote
    kyeme reacted to AnnieRuru in @market clone   
    people aren't saying it is a bug, so leave it then xD
  25. Upvote
    kyeme reacted to AnnieRuru in @market clone   
    I just noticed somebody in rathena actually start converting my patch into rathena ... namely Napster
    well kinda a competition then, as rathena does have more user base than hercules
     
    version 1.3 released
    plugin or patch
    -- change back all status-damage into status-kill for readability
    -- fix a bug that when a server enabled show_mob_info, the clone shouldn't has listed the hp nor level (credit: Napster)
    -- fix a bug that player shouldn't create a market clone while chatting or vending
    -- and for the patch, move all configuration into battle folder, makes more sense in this way (credit: Napster)
    -- add zeny requirement
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