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  1. Bulletin Centre

    1. Community News

      Stay informed on all that is going on within the community. Here you will find news and updates about the progression of Hercules.

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      posts
    2. Repository News

      What does Hercules have going on in-line for new features? Here you will find news about all the great newly added features that are being developed right here in Hercules.

      1908
      posts
    3. Ragnarok News

      Here you can find all that is new in the world of Ragnarok Online.

      946
      posts
  2. Hercules Development Centre

    1. Development Discussion

      If you have something being developed or if you're developing something that you might wish to discuss you may do so here.

      781
      posts
    2. Suggestions

      If you have a suggestion, please feel free to let us know here. Your feedback is always encouraged as it helps us maintain a better experience for all involved.

      1054
      posts
    3. Development Centre Archives

      All past suggestions and discussions pertaining to the development of Hercules can be found here.

      1540
      posts
  3. Support & Releases

    1. General Server Support

      If you have a question that does not fit specifically in the other support sub-forums sections, feel free to ask here.

      10817
      posts
    2. Database

      This section is for database related support, releases, and requests only.

      3613
      posts
    3. Scripting

      This section is for script related support, releases, and requests only.

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      posts
    4. Source

      This section is for source related support, releases, and requests only.

      8081
      posts
    5. Plugin

      This section is for plugin related support, releases, and requests only.

      3855
      posts
    6. Client-Side

      This section is for client related support, releases, and requests only.

      13160
      posts
    7. Graphic Enhancements

      This section is for graphic enhancement related support, releases, and requests only.

      2988
      posts
    8. Other Support & Releases

      This section is dedicated for support regarding Linux, Windows, or release of website resources (i.e. Control Panels) and Server Managers / Editors.

      3019
      posts
  4. Hercules Community

    1. General Discussion

      Any general banter that relates to the Hercules Community goes here. While you're discussing, don't forget to introduce yourself to the community!

      2108
      posts
    2. Projects

      Do you have a Ragnarok related project? Or, do you know a good one? Information regarding these projects can be showcased, released, and discussed here.

      2321
      posts
    3. Employment

      Do you offer any services catered to the Ragnarok community? Or, is there a job opening in your private server? Then this section is right for you.

      1249
      posts
    4. Server Advertisement

      Want to advertise your Ragnarok Online server? Post here!

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      posts
    5. Arts & Writings

      Do you have any artwork, chronicles, design showcases, photography, illustrations, or any other artistic related creations? If you do, and you wish to share them with us, then this section is for you!

      341
      posts
    6. Off Topic

      Discuss anything off-topic here, however, please keep in mind that spam will not be tolerated.

      1390
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  • Featured Topics

  • Latest Commits

  • Latest Topics

  • Latest Posts

    • Hi guys, can you tell me where I leave the skills free without needing to use the posture skill of the Taekwons / Taekwons Masters class? Example: Skill: counterkick  
    • Hello, I think you have uploaded the wrong file here it is a card collector.txt, not endless tower.   On a side note, doing this change in setunitdata:   case UDT_DMOTION: //setunitdata_check_bounds(4, 0, USHRT_MAX); <---comment out then add setunitdata_check_min(4, 0); break;   is not increasing the limit. You just disabled the safety check and is letting the compiler set whatever value it wants (there is a logic to what is setting but this is a bit level and I don't know 100% how to expain/whether it is consistent on all compilers).   These variables are not big enough to support values higher than ~65000 (USHRT_MAX). It doesn't error out because the code is doing a cast, and it will simply ignore part of the value and go ahead with whatever the casting resolves to. (Which will be between 0 and ~65000).   From an online compiler, 96,000 will actually become 30,464 and 120,000 will actually be 54,464.   Try doing a getunitdata after you set it and you will see the real value.   To go over 65k at least the variables needs to be changed from short to int, I am not sure if this would be enough or this would cause issues in other parts, but unless this is done, you can't set a value higher than 65k (and that's why you see this error in vanilla herc)
    • I've never done it and this answer may not be totally accurate...   But I think the following is what you need to keep in mind: 1. NEMO probably won't be able to patch it, you will have to do by hand 2. The hardest part is not using the client, but usually each official server uses a different combination of packets. For example, if packet A was added in kRO in 2015, and packet B in 2016. For another server it may be the case that packet B was added in 2020 and packet A never came. Thus, relying in PACKETVER config will most of the time not work.   So you will certainly need knowledge on how to customize packets read/sent by herc -- specailly clif.c and related packet structures (and their counterparts in char/login server)   PEEK or BPE (Links to their topics below) may help you find the list of packets currently defined for the client. I did not test BPE for that, but I do remember PEEK being able to extract packet length table -- which would include the packet ID too.   For packet structures (if any of them changed for any reason -- should not be the case, usually only versions change) that will be harder. If you need a different structure, I think you have 2 options: 1. Reverse engineer the client and find where it sends the packet you need with some reverse engineering tool (IDA, Ghidra, etc) 2. Capture the packet and find the data by trial and error and guessing -- A good amount of guessing is needed here, and you may get some thing wrong   I am not sure if I can give much more info than that. But I guess it is better than nothing If you are really going this route, do know that it is some quite advanced stuff with barely any public info          
    • Step back into the golden era of Ragnarok Online with our meticulously recreated server based on the original eAthena from 2006, featuring Episode 11.3. We have painstakingly restored authentic content, including original monster spawns, mechanics, skill trees, skill functionality, maps, NPCs, and more. Using an original 2006 client, we offer a genuine retro experience without modern additions like battle mode or a mailing system. If you remember, you have just 12 pieces of F keys and Your only way to have a ''battle mode'' will be in Alt+M mode   To enhance the fun, we've set our rates to 100/100/50. Whether you're here to help us hunt down bugs or simply want to relive the classic 2006 atmosphere with friends, we invite you to join us on this nostalgic journey. If you're interested in participating, please reach out to me on Discord at Haganen#0204. I'll be personally selecting trustworthy individuals to ensure the integrity of our community. Given the vulnerabilities of the old server and client, this project is exclusive and not publicly accessible. It's a haven for true old-timers looking to reconnect with the magic of 2006 Ragnarok Online. Join us, and let's bring back the adventure and camaraderie of the past!
    • Update I also offer now original soundtrack for your server OldschoolRO - HR   OldschoolRO - MR  
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