Ind
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Posts posted by Ind
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I'm unable to reproduce your issue now though (I addressed it in a commit yesterday)
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Try updating hercules and generating a new .pot file, I think this issue has been fixed
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could you upload the .pot you used so I can try it?
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Thank you for all the data, much appreciated.
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I failed to figure on my own, does the client display any issues when utilizing a map greater than 512*512? I understand map server poses a restriction (which can be increased) for size purposes, but does the client impose any? knowing this would help me work on a feature for the herc.
Thanks
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Wooonderful people I expect you to know by now that reports do not go in the forum, they go in the bug tracker. Michieru and I have tested this system prior to release under many settings, I suspect all the issues mentioned so far are environment-related and thus I need the proper venue to pose questions on the setup and such, and I can't do it properly on this topic, so I reiterate, reports should go in the tracker. and no, you should not reply here with links to the bug tracker. Thank you.
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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~!
Editing Example
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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!
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abre o item_packages.conf ve q items estão na lista do New_Gift_Envelope e Hallo_Scroll
Jamaeeeeecah and JulioCF reacted to this -
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You're passing string ($) variables as params for the x and the y, they should be int (non-$ ones) -- the server should not crash because of that though, will be fixed in a commit
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Its intentional, when a player moves out of a map the server removes it and keeps it in memory-limbo, it is only placed back within map bounds when its done loading -- so that a number of things only take effect when you are really visible in the map, otherwise things like aoe damage would be able to hit you -- as well as monsters, while you werent even able to be visible, that also guarantees that other packets are not sent to you while you're into loading screen
oh yeah ... now I just remember something about getmapusers behaviour(it might be destroyed even before you warp into it) -- I'm not sure why you can't reproduce.
apparently the way server calculate map->list[m].users and sd->bl.m a little bit inconsistent
because the map->list[m].users doesn't count the player when that player still in the loading screen
means, if the player loads the map for more than 1 second, the map is consider empty
and my instance_time_out says only wait for 1 second, so it gets destroyed
its my scripting problem
there's some clue around at *maprespawnguildid script command
https://github.com/HerculesWS/Hercules/blob/master/src/map/script.c#L11326
AnnieRuru and evilpuncker reacted to this -
I think that makes sense, you're setting idle for 1 second, meaning if the instance is left empty for 1 second or more it is destroyed (it might be destroyed even before you warp into it) -- I'm not sure why you can't reproduce.with IOT_CHAR type (confirmed), they say when set the instance_time_out like this
instance_set_timeout 3600, 1, .@ins; // 1 hour for the map, 1 second to destroy
they say the Memorial Dungeon is destroyed in 1 secthough, I'm not able to reproduce this bug even once
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its a bit late for me to test so I'll be doing the testing when I wake up, I'll be replying now though:
not to my knowledge, I have never played with map names that start with numbers though.1. is there some kind of map name that is invalid to use ?
because if accountID is 2001234, map name will be "2001234FYC" <-- string length :10, should be safe
there is one limitation left on that which is mapindex.h MAX_MAPINDEX (might be soon dropped), which is currently 20002. I wonder is there a limit to how many maps that the server can create ?
the instances have been made to be reload-persistent, they reset and the script can acknowledge this action on OnInstanceInit: which is run when the instance starts and when reloadscript happens -- you can use *instance_set_respawn(<map_name>,<x>,<y>{,<instance_id>}); to control the progress of the instance and where to teleport the users when reload happens ( e.g. if endless tower kept a instance var of the progress, i.e. 'Room, you could update instance_set_respawn on every room users clear, and when restart happens you just warp them to the begin of the room in question and respawn the monsters (as reloadscript clears the mobs, unfortunately) )but when I reloadscript, there is no lag -> the map is still available and didn't unload ?
I thought those instance map should be destroyed the moment that instance_id destroy
hum O__O to my best memory permanent instances shouldn't call instance_set_timeout at allfunny about this is ... I asked Hadeszeus to change the instance_set_timeout
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I'm so sorry I missed this I'll send it to you asap
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and its out! Thanks Haru for reviewing and polishing!
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Random2 é 10 mas vc nao tem 10 items na BoxItems2, imagino q ele esteja pegando um numero q vc nao tem ae nao vem item nenhum
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Topic: http://herc.ws/board/topic/4428-michierus-renewal-update/
Michieru's Mega-Ultra-Super-Plus-Hyper-Master Skill Update-
Helloo~! What?!
- Renewal Updates based on 2013 data
Whats in it?!
- More than I could list! Following is what I could pick out, I'm going only as far as to mention the names that have been modified/added due to the length of the commit, I apologise for the lack of detail -- includes updated mechanics, formulas, entirely new skills and so on!
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1st/2nd Class Skills
- LK_SPIRALPIERCE
- AL_PNEUMA
- SC_ENERGYCOAT
- HT_BLASTMINE
- HT_CLAYMORETRAP
- SC_EDP
- MO_MOEXTREMITYFIST
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Rune Knight Skills
- RK_DRAGONBREATH
- RK_DRAGONBREATH_WATER
- RK_STORMBLAST
- RK_HUNDREDSPEAR
- RK_DRAGONHOWLING
- RK_CRUSHSTRIKE
- RK_SONICWAVE
- RK_WINDCUTTER
- RK_IGNITIONBREAK
- RK_PHANTOMTHRUST
- RK_ENCHANTBLADE
- RK_STONEHARDSKIN
- RK_MILLENNIUMSHIELD
- RK_FIGHTINGSPIRIT
- SC_VITALITYACTIVATION
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Arch Bishop Skills
- AB_EPICLESIS
- AB_CHEAL
- AB_CLEMENTIA
- AB_CANTO
- AB_PRAEFATIO
- AB_JUDEX
- AB_ADORAMUS
- AB_DUPLELIGHT_MAGIC
- AB_HIGHNESSHEAL
- AB_RENOVATIO
- SC_OFFERTORIUM
- AB_EUCHARISTICA
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Warlock Skills
- WL_MARSHOFABYSS
- WL_STASIS
- WL_CRIMSONROCK
- WL_HELLINFERNO
- WL_TELEKINESIS_INTENSE
- WL_SIENNAEXECRATE
- WL_RECOGNIZEDSPELL
- WL_COMET
- WL_SOULEXPANSION
- WL_EARTHSTRAIN
- WL_SUMMON_ATK_(variants)
- WL_FROSTMISTY
- WL_JACKFROST
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Ranger Skills
- RA_ARROWSTORM
- RA_FEARBREEZE
- RA_ELECTRICSHOCKER
- RA_FIRINGTRAP
- RA_ICEBOUNDTRAP
- RA_UNLIMIT
- RA_WUGRIDER
- RA_WUGDASH
- RA_WUGBITE
- RA_CLUSTERBOMB
- RA_MAGENTATRAP
- RA_COBALTTRAP
- RA_MAIZETRAP
- RA_VERDURETRAP
- RA_CAMOUFLAGE
- RA_WUGSTRIKE
- RA_SENSITIVEKEEN
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Mechanic Skills
- NC_COLDSLOWER
- NC_ACCELERATION
- NC_ANALYZE
- NC_MAGNETICFIELD
- NC_NEUTRALBARRIER
- NC_STEALTHFIELD
- NC_POWERSWING
- NC_VULCANARM
- NC_FLAMELAUNCHER
- NC_ARMSCANNON
- NC_SELFDESTRUCTION
- NC_REPAIR
- NC_AXEBOOMERANG
- NC_AXETORNADO
- NC_MAGICDECOY
- NC_HOVERING
- NC_SHAPESHIFT
- NC_EMERGENCYCOOL
- NC_SILVERSNIPER
- NC_MADOLICENCE
- NC_INFRAREDSCAN
- NC_BOOSTKNUCKLE
- NC_PILEBUNKER
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Shadow Chaser Skills
- SC_BODYPAINT
- SC_INVISIBILITY
- SC_BLOODYLUST
- SC_MANHOLE
- SC_DIMENSIONDOOR
- SC_CHAOSPANIC
- SC_MAELSTROM
- SC_FATALMENACE
- SC_FEINTBOMB
- SC_ESCAPE
- SC_STRIPACCESSARY
- SC_TRIANGLESHOT
- SC_DEADLYINFECT
- SC_SHADOWFORM
- SC_IGNORANCE
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Royal Guard Skills
- LG_TRAMPLE
- LG_SHIELDSPELL
- LG_EXCEEDBREAK
- LG_OVERBRAND
- LG_MOONSLASHER
- LG_PIETY
- LG_EARTHDRIVE
- LG_HESPERUSLIT
- LG_REFLECTDAMAGE
- LG_PINPOINTATTACK
- LG_RAYOFGENESIS
- LG_INSPIRATION
- LG_CANNONSPEAR
- LG_BANISHINGPOINT
- LG_SHIELDPRESS
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Sura Skills
- SR_LIGHTNINGWALK
- SR_FLASHCOMBO
- SR_RIDEINLIGHTNING
- SR_DRAGONCOMBO
- SR_SKYNETBLOW
- SR_CURSEDCIRCLE
- SR_RAMPAGEBLASTER
- SR_FLASHCOMBO
- SR_KNUCKLEARROW
- SR_WINDMILL
- SR_GATEOFHELL
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Wanderer / Ministrel Skills
- Chorus (WA_/WM_ ensambles) Bonus
- MI_RUSH_WINDMILL
- WA_MOONLIT_SERENADE
- WM_SEVERE_RAINSTORM
- WM_DEADHILLHERE
- WM_SOUND_OF_DESTRUCTION
- WM_SATURDAY_NIGHT_FEVER
- WM_MELODYOFSINK
- WM_REVERBERATION
- WM_VOICEOFSIREN
- WM_DEADHILLHERE
- WM_LULLABY_DEEPSLEEP
- WM_SIRCLEOFNATURE
- WM_GREAT_ECHO
- WM_LERADS_DEW
- WM_BEYOND_OF_WARCRY
- WM_UNLIMITED_HUMMING_VOICE
- WM_POEMOFNETHERWORLD
- WM_DEADHILLHERE
- WM_RANDOMIZESPELL
- WM_SONG_OF_MANA
- WM_DANCE_WITH_WUG
- WM_METALICSOUND
- WM_GLOOMYDAY
- WM_FRIGG_SONG
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Sorcerer Skills
- SO_FIREWALK
- SO_ELECTRICWALK
- SO_EARTHGRAVE
- SO_POISON_BUSTER
- SO_VACUUM_EXTREME
- SO_ELEMENTAL_SHIELD
- SO_FIRE_INSIGNIA
- SO_WATER_INSIGNIA
- SO_WIND_INSIGNIA
- SO_EARTH_INSIGNIA
- SO_ELEMENTAL_SHIELD
- SO_DIAMONDDUST
- SO_PSYCHIC_WAVE
- SO_VARETYR_SPEAR
- SO_CLOUD_KILL
- SO_WARMER
- SC_SPELLFIST
- SC_FOGWALL
- SC_CURSED_SOIL_OPTION
- SC_FIRE_CLOAK_OPTION
- SC_HEATER_OPTION
- SC_COOLER_OPTION
- SC_BLAST_OPTION
- EL_UPHEAVAL
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Genetic Skills
- GN_CRAZYWEED
- GN_DEMONIC_FIRE
- GN_MANDRAGORA
- GN_SLINGITEM
- GN_ILLUSIONDOPING
- GN_CARTCANNON
- GN_THORNS_TRAP
- GN_WALLOFTHORN
- GN_DEMONIC_FIRE
- GN_HELLS_PLANT
- GN_CART_TORNADO
- GN_SPORE_EXPLOSION
- GN_SLINGITEM_RANGEMELEEATK
- SC_EXTRACT_WHITE_POTION_Z
- SC_VITATA_500
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Guillotine Cross Skills
- GC_ROLLINGCUTTER
- GC_DARKILLUSION
- GC_HALLUCINATIONWALK
- SC_VENOMIMPRESS
- GC_PHANTOMMENACE
- SC_POISONINGWEAPON
- GC_VENOMPRESSURE
- SC_DARKCROW
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- All Class Skills
- ALL_ODINS_POWER
- ALL_FULL_THROTTLE
- SC_ODINS_POWER
Special Thanks to
- Michieru - Thanks for taking the time to research and build such a massive update!
- Haru
- Rytech
- idAthena
- Yommy
- Muad_Dib
- malufett
- Ind
Link~u!
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Helloo~! What?!
Hercules Ultimate Localization Design
in Repository News
Posted