Ind
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Everything posted by Ind
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i dont know what you're talking about, can you take a screenshot?
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How to enable multiple hits for claymore trap?
Ind replied to mybitch's question in Database Support
find case UNT_FIREPILLAR_ACTIVE: map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);change to case UNT_FIREPILLAR_ACTIVE: if( sg->unit_id == UNT_CLAYMORETRAP ) { int spa = 0, spl = map_foreachinrange(skill->area_sub, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &src->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill->area_sub_count); if( spl <= 0 ) spl = 1; for( spa = 0; spa < spl; spa++ ) map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); } else map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);again untested, and poorly written because im lazy #__# XD -
How to enable multiple hits for claymore trap?
Ind replied to mybitch's question in Database Support
aaah. i was thinking about your other request xdd that code wont work them ehm hmm -
How to enable multiple hits for claymore trap?
Ind replied to mybitch's question in Database Support
aah uhm i feel sort of lazy todo that one xdd well to sum it up it'd take one to edit skill_castend_damage_id to set AC_SHOWER flag as SD_LEVEL (with it var skill_area_temp[0] will have the number of people that will be affected)...well i'll do it in a very ugly way because im lazy xdd.. find // recursive invocation of skill->castend_damage_id() with flag|1 map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);change to if( skill_id == AC_SHOWER ) { int spa = 0, spl = map_foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count); if( spl <= 0 ) spl = 1; for( spa = 0; spa < spl; spa++ ) map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); } else // recursive invocation of skill->castend_damage_id() with flag|1 map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); -
How to enable multiple hits for claymore trap?
Ind replied to mybitch's question in Database Support
// 09 Number of hits (when positive, damage is increased by hits, // negative values just show number of hits without increasing total damage)your damage increases because you're using a positive 9 not a negative 9. -
in skill.cfind switch(skill_id) {//direction case MG_FIREWALL: case PR_SANCTUARY: case SC_TRIANGLESHOT: case LG_OVERBRAND: case SR_KNUCKLEARROW: case GN_WALLOFTHORN: case EL_FIRE_MANTLE: dir = unit_getdir(bl);// backwards break; // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. case WZ_STORMGUST: dir = rand()%8; break; case WL_CRIMSONROCK: dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); break; }change to switch(skill_id) {//direction case MG_FIREWALL: case PR_SANCTUARY: case SC_TRIANGLESHOT: case LG_OVERBRAND: case SR_KNUCKLEARROW: case GN_WALLOFTHORN: case EL_FIRE_MANTLE: case AC_SHOWER: dir = unit_getdir(bl);// backwards break; // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. case WZ_STORMGUST: dir = rand()%8; break; case WL_CRIMSONROCK: dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); break; }
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yes we have plans on adding some features as plugins (e.g. unit control script commands) soon, yes :3 not as awesome as you <333
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we're aware, and its on our list. should be done soon
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Introducing Hercules Plugin Manager Hello~! What?! I can't express how awesome this is. It's awesome, so awesome. ...Incredibly awesome, yet another awesome feature brought to you by Hercules Thoughtfully Designed This features' design began long ago, a precursor to this feature, which demonstrates for how long we've been planning it, is the Hercules Renewal Phase One Usage Example Can be used to create @commands Can be used to create script commands Can be used to create console commands Can be used to replace core functions with your ownA example of how handy this can be: when any RO emu updates a section of the code that is used by a user's modifications, e.g. Harmony, no matter how silly the edit is (e.g. a tab alignment update) the user has to wait for his modification's developer to update his patch (unless he manages to update it on his own), if the developer in question starts to use the HPM for his hercules users instead of a patch file, his users using hercules will no longer have to wait for updates unless the way the code works changes on hercules' end. All About It - Documentation Its being done, most of it is already available in our wiki Hercules Plugin Mananger Building HPM Plugin for MSVC Building HPM Plugin for GCC Links~! Hercules Console Input Update (HPM Friendly) Commit Visual Studio 2010 2 Notes The plugin "sample" is currently missing projects for msvc2010 and msvc2012, thats because I dont have them, this will be solved asap, once one of our developers who possesses them logs in. Login/Char server plugin support is currently disabled, it should be enabled by the next release, which will also include Hooks support (as an alternative to overloading)
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Hercules Console Input Update Hello~! What? Yet another super-mega-special update brought to you by Hercules Sometime ago we re-introduced "Console Input", and then I mentioned about changing the syntax (which was horrible), well thats what this is about. Changes Console Commands now make full use of the Hercules Renewal Phase One, there are global commands and there are per-server commands The new commands server server malloc_usage displays total memory (in MB) being used by the server's memory manager server ers_report displays the ERS (entry-reuse-system) report server exit shuts down the server (equivalent to @mapexit) server plugins lists all plugins being used by the server help lists all available commands and their subcommands, this is a special command and you can use it after a command section to list its specific subcommands e.g. "server help" Map-Server specific gm gm info changes the console's virtual character position (this data is used by @commands), e.g. "gm info 150 150 prontera" gm use uses a command in the game server, e.g. "gm use @broadcast HERCULES IS AWESOME" or "gm use #heal player" Hercules Plugin Mananger This update also makes console commands "HPM-FRIENDLY", it is incredibly easy to add new console commands, example: // Copyright (c) Hercules Dev Team, licensed under GNU GPL. // See the LICENSE file // Sample Hercules Plugin CPCMD(sample) { ShowInfo("Hercules is awesome!n"); } CPCMD(sample2) { ShowInfo("Hercules is incredible!n"); } CPCMD(sample2) { ShowInfo("Hercules is efficient!n"); } HPExport void plugin_init (void) { HPMi->addCPCommand("hercules:is:awesome",CPCMD_A(sample)); HPMi->addCPCommand("hercules:is:incredible",CPCMD_A(sample2)); HPMi->addCPCommand("hercules:is:efficient",CPCMD_A(sample3)); }The above creates 3 commands "hercules is awesome","hercules is incredible" and "hercules is efficient", you can do pretty much anything you want with them, it also makes use of the "help" key, for example "hercules help" or "hercules is help" will output all its respective subcommands. Links Hercules Plugin Mananger Commit
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What does clif->pMoveItem = clif_parse_MoveItem; do?
Ind replied to mybitch's question in Source Support
0x0000 is not a valid packet id btw -
What does clif->pMoveItem = clif_parse_MoveItem; do?
Ind replied to mybitch's question in Source Support
its the favorite item tab stuff. -
There we go https://github.com/HerculesWS/Hercules/commit/f2942453592621f5d3e4553fa96cd1b417fa74fb apologies for that.
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I see o-o my fault for removing it eh, I'll get it back in
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hum interesting point o-o I thought it was used only as a limiter to how high it could go not how low (apparently i failed to read the config's description), so it is used to cap monster skill levels? I ran a quick query to find out how many use that, [cbox] Baphomet: KN_BRANDISHSPEAR lv 20 Baphomet: WZ_VERMILION lv 20 Baphomet: WZ_VERMILION lv 20 Baphomet: WZ_VERMILION lv 20 Doppelganger: KN_TWOHANDQUICKEN lv 20 Doppelganger: AL_DECAGI lv 48 Doppelganger: AL_DECAGI lv 48 Mistress: WZ_JUPITEL lv 28 Mistress: WZ_JUPITEL lv 28 Golden Thief Bug: MC_MAMMONITE lv 20 Golden Thief Bug: SM_MAGNUM lv 20 Golden Thief Bug: MG_FIREBALL lv 20 Orc Hero: AL_DECAGI lv 48 Orc Hero: KN_TWOHANDQUICKEN lv 20 Orc Hero: MG_THUNDERSTORM lv 15 Orc Hero: MG_THUNDERSTORM lv 15 Drake: AL_DECAGI lv 48 Eddga: MG_FIREBALL lv 20 Eddga: MG_FIREBALL lv 20 Eddga: SM_MAGNUM lv 20 Maya: KN_BRANDISHSPEAR lv 20 Moonlight Flower: MC_MAMMONITE lv 20 Abysmal Knight: KN_BRANDISHSPEAR lv 20 Hatii: AL_DECAGI lv 48 Mutant Dragonoid: MG_FIREBALL lv 20 Mutant Dragonoid: SM_MAGNUM lv 20 Maya Purple: KN_BRANDISHSPEAR lv 20 Lord of the Dead: AL_DECAGI lv 48 Lord of the Dead: KN_BRANDISHSPEAR lv 20 Dracula: AL_DECAGI lv 48 Dracula: NPC_SUMMONSLAVE lv 16 Dracula: NPC_SUMMONSLAVE lv 16 Baphomet: KN_BRANDISHSPEAR lv 20 Baphomet: KN_TWOHANDQUICKEN lv 20 Baphomet: WZ_VERMILION lv 20 Baphomet: WZ_VERMILION lv 20 Evil Snake Lord: SM_MAGNUM lv 20 Mutant Dragonoid: MG_FIREBALL lv 20 Mutant Dragonoid: SM_MAGNUM lv 20 Mutant Dragonoid: MG_FIREBALL lv 20 Mutant Dragonoid: SM_MAGNUM lv 20 Raydric: SM_MAGNUM lv 20 Raydric: SM_MAGNUM lv 20 Samurai Specter: KN_BRANDISHSPEAR lv 20 Samurai Specter: KN_TWOHANDQUICKEN lv 20 Bring it on!: SM_MAGNUM lv 20 Bring it on!: SM_MAGNUM lv 20 Bring it on!: WZ_VERMILION lv 20 Bring it on!: WZ_VERMILION lv 20 Bring it on!: NPC_SUMMONSLAVE lv 16 Bring it on!: NPC_SUMMONSLAVE lv 16 Margaretha Sorin: AL_DECAGI lv 48 Kathryne Keyron: WZ_JUPITEL lv 28 Kathryne Keyron: MG_FIREBALL lv 20 Kathryne Keyron: WZ_JUPITEL lv 28 Kathryne Keyron: MG_FIREBALL lv 20 Kathryne Keyron: WZ_JUPITEL lv 28 Kathryne Keyron: WZ_JUPITEL lv 28 Kathryne Keyron: MG_THUNDERSTORM lv 15 Kathryne Keyron: MG_THUNDERSTORM lv 15 Kathryne Keyron: MG_FIREBALL lv 20 Kathryne Keyron: MG_FIREBALL lv 20 Kathryne Keyron: WZ_SIGHTRASHER lv 20 Lord Knight Seyren: KN_TWOHANDQUICKEN lv 20 Lord Knight Seyren: SM_MAGNUM lv 20 Whitesmith Howard: MC_MAMMONITE lv 20 Whitesmith Howard: MC_MAMMONITE lv 20 High Priest Margaretha: AL_DECAGI lv 48 High Wizard Kathryne: WZ_VERMILION lv 20 High Wizard Kathryne: WZ_VERMILION lv 20 High Wizard Kathryne: WZ_VERMILION lv 20 High Wizard Kathryne: WZ_VERMILION lv 20 Lord Knight Seyren: KN_TWOHANDQUICKEN lv 20 Lord Knight Seyren: SM_MAGNUM lv 20 Whitesmith Howard: MC_MAMMONITE lv 20 Whitesmith Howard: MC_MAMMONITE lv 20 High Priest Margaretha: AL_DECAGI lv 48 High Wizard Kathryne: WZ_VERMILION lv 20 High Wizard Kathryne: WZ_VERMILION lv 20 High Wizard Kathryne: WZ_VERMILION lv 20 High Wizard Kathryne: WZ_VERMILION lv 20 Egnigem Cenia: SM_MAGNUM lv 20 Egnigem Cenia: KN_TWOHANDQUICKEN lv 20 Errende Ebecee: AL_DECAGI lv 48 Errende Ebecee: AL_DECAGI lv 48 Despero of Thanatos: WZ_SIGHTRASHER lv 20 Dolor of Thanatos: AL_DECAGI lv 48 Dolor of Thanatos: AL_DECAGI lv 48 Thanatos Phantom: KN_TWOHANDQUICKEN lv 20 Thanatos Phantom: WZ_VERMILION lv 20 Thanatos Phantom: WZ_VERMILION lv 20 Despero of Thanatos: WZ_SIGHTRASHER lv 20 Dolor of Thanatos: AL_DECAGI lv 48 Dolor of Thanatos: AL_DECAGI lv 48 Ferus: KN_BRANDISHSPEAR lv 20 Ferus: KN_BRANDISHSPEAR lv 20 Detardeurus: WZ_VERMILION lv 20 Detardeurus: WZ_VERMILION lv 20 Detardeurus: MG_FIREBALL lv 20 Detardeurus: SM_MAGNUM lv 20 Kiel D-01: SM_MAGNUM lv 20 Kiel D-01: SM_MAGNUM lv 20 Kiel D-01: KN_BRANDISHSPEAR lv 20 Kiel D-01: KN_BRANDISHSPEAR lv 20 Valkyrie Randgris: KN_TWOHANDQUICKEN lv 20 Valkyrie Randgris: KN_BRANDISHSPEAR lv 20 Valkyrie Randgris: MG_THUNDERSTORM lv 15 Valkyrie Randgris: WZ_VERMILION lv 20 Valkyrie Randgris: WZ_VERMILION lv 20 Skeggiold: AL_DECAGI lv 48 Skeggiold: AL_DECAGI lv 48 Valkyrie: KN_BRANDISHSPEAR lv 20 Valkyrie: WZ_JUPITEL lv 28 Gloom Under Night: SM_MAGNUM lv 20 Gloom Under Night: WZ_SIGHTRASHER lv 20 Gloom Under Night: MG_FIREBALL lv 20 Gloom Under Night: MG_FIREBALL lv 20 Agav: AL_DECAGI lv 48 Atroce: KN_TWOHANDQUICKEN lv 20 Atroce: SM_MAGNUM lv 20 Agav: AL_DECAGI lv 48 Bloody Knight: KN_TWOHANDQUICKEN lv 20 Bloody Knight: WZ_VERMILION lv 20 Bloody Knight: WZ_VERMILION lv 20 Bloody Knight: WZ_VERMILION lv 20 Bloody Knight: WZ_VERMILION lv 20 Hydrolancer: KN_TWOHANDQUICKEN lv 20 Moonlight Flower: MC_MAMMONITE lv 20 Detarderous: KN_TWOHANDQUICKEN lv 20 Detarderous: WZ_VERMILION lv 20 Detarderous: WZ_VERMILION lv 20 Detarderous: MG_FIREBALL lv 20 Detarderous: SM_MAGNUM lv 20 Sword Guardian: KN_TWOHANDQUICKEN lv 20 Salamander: KN_TWOHANDQUICKEN lv 20 Kasa: MG_FIREBALL lv 20 Kasa: MG_FIREBALL lv 20 Kasa: MG_FIREBALL lv 20 Kasa: WZ_SIGHTRASHER lv 20 Salamander: KN_TWOHANDQUICKEN lv 20 Imp: WZ_SIGHTRASHER lv 20 Gopinich: MG_FIREBALL lv 20 Gopinich: KN_TWOHANDQUICKEN lv 20 Gopinich: SM_MAGNUM lv 20 The Immortal Koshei: MG_FIREBALL lv 20 Valkyrie: KN_BRANDISHSPEAR lv 20 Valkyrie: WZ_JUPITEL lv 28 Satan Morroc: WZ_JUPITEL lv 28 Satan Morroc: WZ_JUPITEL lv 28 Wounded Morroc: WZ_JUPITEL lv 28 Wounded Morroc: WZ_JUPITEL lv 28 Incarnation of Morroc: SM_MAGNUM lv 20 Incarnation of Morroc: KN_TWOHANDQUICKEN lv 20 Incarnation of Morroc: KN_TWOHANDQUICKEN lv 20 Incarnation of Morroc: SM_MAGNUM lv 20 Unsealed Baphomet: KN_BRANDISHSPEAR lv 20 Unsealed Baphomet: KN_BRANDISHSPEAR lv 20 Unsealed Baphomet: WZ_VERMILION lv 20 Unsealed Baphomet: WZ_VERMILION lv 20 Piamette: WZ_VERMILION lv 20 Piamette: WZ_VERMILION lv 20 Piamette: WZ_JUPITEL lv 28 Piamette: WZ_JUPITEL lv 28 Wish Maiden: KN_TWOHANDQUICKEN lv 20 Wish Maiden: KN_TWOHANDQUICKEN lv 20 Wish Maiden: WZ_VERMILION lv 20 Wish Maiden: WZ_VERMILION lv 20 Piamette: WZ_VERMILION lv 20 Piamette: WZ_VERMILION lv 20 Piamette: WZ_JUPITEL lv 28 Piamette: WZ_JUPITEL lv 28 Naght Sieger: KN_TWOHANDQUICKEN lv 20 Boitata: KN_TWOHANDQUICKEN lv 20 Scaraba Queen: KN_BRANDISHSPEAR lv 20 Orc Hero: KN_TWOHANDQUICKEN lv 15 Orc Hero: MG_THUNDERSTORM lv 15 Eddga: MG_FIREBALL lv 20 Eddga: MG_FIREBALL lv 20 Eddga: SM_MAGNUM lv 20 Dracula: NPC_SUMMONSLAVE lv 16 Dracula: NPC_SUMMONSLAVE lv 16 Doppelganger: KN_TWOHANDQUICKEN lv 20 Mistress: WZ_JUPITEL lv 28 Mistress: WZ_JUPITEL lv 28 Baphomet: KN_BRANDISHSPEAR lv 20 Baphomet: WZ_VERMILION lv 20 Baphomet: WZ_VERMILION lv 20 Baphomet: WZ_VERMILION lv 20 Lord of the Dead: KN_BRANDISHSPEAR lv 20 Evil Snake Lord: SM_MAGNUM lv 20 Gloom Under Night: SM_MAGNUM lv 20 Gloom Under Night: WZ_SIGHTRASHER lv 20 Gloom Under Night: MG_FIREBALL lv 20 Gloom Under Night: MG_FIREBALL lv 20 Valkyrie Randgris1: KN_TWOHANDQUICKEN lv 20 Valkyrie Randgris1: KN_BRANDISHSPEAR lv 20 Valkyrie Randgris1: MG_THUNDERSTORM lv 15 Valkyrie Randgris1: WZ_VERMILION lv 20 Valkyrie Randgris1: WZ_VERMILION lv 20 Gold One-Horn Scaraba: KN_TWOHANDQUICKEN lv 20 Gold One-Horn Scaraba: WZ_HEAVENDRIVE lv 20 Gold One-Horn Scaraba: WZ_HEAVENDRIVE lv 20 Gold Two-Horn Scaraba: SM_BASH lv 20 Gold Two-Horn Scaraba: KN_TWOHANDQUICKEN lv 20 Gold Two-Horn Scaraba: MG_THUNDERSTORM lv 20 Gold Two-Horn Scaraba: MG_THUNDERSTORM lv 20 Gold Antler Scaraba: WZ_HEAVENDRIVE lv 20 Gold Antler Scaraba: WZ_HEAVENDRIVE lv 20 Gold Rake Scaraba: MC_MAMMONITE lv 20 Gold Rake Scaraba: MG_THUNDERSTORM lv 20 Gold Rake Scaraba: MG_THUNDERSTORM lv 20 Gold Queen Scaraba: KN_BRANDISHSPEAR lv 20 Gold Queen Scaraba: WZ_HEAVENDRIVE lv 20 Gold Queen Scaraba: WZ_HEAVENDRIVE lv 20 Gold Antler Scaraba: WZ_HEAVENDRIVE lv 20 Gold Antler Scaraba: WZ_HEAVENDRIVE lv 20 Gold Rake Scaraba: MC_MAMMONITE lv 20 Gold Rake Scaraba: MG_THUNDERSTORM lv 20 Gold Rake Scaraba: MG_THUNDERSTORM lv 20 Gold One-Horn Scaraba: KN_TWOHANDQUICKEN lv 20 Gold One-Horn Scaraba: WZ_HEAVENDRIVE lv 20 Gold One-Horn Scaraba: WZ_HEAVENDRIVE lv 20 Gold Two-Horn Scaraba: SM_BASH lv 20 Gold Two-Horn Scaraba: KN_TWOHANDQUICKEN lv 20 Gold Two-Horn Scaraba: MG_THUNDERSTORM lv 20 Gold Two-Horn Scaraba: MG_THUNDERSTORM lv 20 Celia: MG_SOULSTRIKE lv 20 Celia: MG_THUNDERSTORM lv 15 Celia: MG_THUNDERSTORM lv 15 Celia: MG_FIREBALL lv 20 Celia: MG_FIREBALL lv 20 Celia: MG_FIREBALL lv 20 Paladin Randel: KN_TWOHANDQUICKEN lv 20 Professor Celia: MG_SOULSTRIKE lv 20 Professor Celia: MG_THUNDERSTORM lv 15 Professor Celia: MG_THUNDERSTORM lv 15 Professor Celia: MG_FIREBALL lv 20 Professor Celia: MG_FIREBALL lv 20 Professor Celia: MG_FIREBALL lv 20 Paladin Randel: KN_TWOHANDQUICKEN lv 20 Professor Celia: MG_SOULSTRIKE lv 20 Professor Celia: MG_THUNDERSTORM lv 15 Professor Celia: MG_THUNDERSTORM lv 15 Professor Celia: MG_FIREBALL lv 20 Professor Celia: MG_FIREBALL lv 20 Professor Celia: MG_FIREBALL lv 20 Bangungot: WZ_VERMILION lv 20 Bangungot: WZ_VERMILION lv 20 Buwaya: WZ_VERMILION lv 20 Buwaya: WZ_VERMILION lv 20 Bakonawa: WZ_VERMILION lv 20 Fake Buwaya: WZ_VERMILION lv 20 Fake Buwaya: WZ_VERMILION lv 20 [/cbox]
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Skill ID Processing Overhaul Hello~! - What?! Yet another super-ultra-mega improvement, brought to you by Hercules. Improvement This is a monster improvement, map server's memory usage was dropped by no less than 38MB Processing on a number of areas that rely on this have improved, much faster e.g. skill tree calculation. This also prepares the game server to receive the new skills that have id of 5k or higher (e.g. Dragon Breath Water) Changes This changes how skills are stored during runtime for players, if you have any modifications on that you will want to update them before getting this update in your server. mob_max_skilllvl config was dropped, this limitation no longer exists (e.g. if you make a monster cast lvl 1000 jupitel thunder it'll do 1k hits) reintroduced, accidentally removed (misunderstood function) Special Thanks to Rytech, he brought up the topic of skill id processing which led me to do this Links~! Commit
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Extracted a packet length table from a client, used it, and no longer needs it? donate it to me ;_; XDD problem at hand is that we've been inserting some new packets and we're not sure of when they were first introduced and it causes accidents like this bug, which is usually easy to fix we can just throw the date ahead, but that is not ideal, the ideal is to know when the packet was first introduced so we can provide it properly, and for that we need to gather as many packet len extractions as we can, with it we can form a database and know the date of when a packet first appeared, so please share as many as you have from as many client dates as you possess! Thank you!
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makes much more sense to change it like that, I'll post in this thread when the update is in the repository
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indeed, thinking about it now, it makes more sense to make it depend on target not source
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the type in skill_damage_cap is for who is casting the asura not who receives the damage, that is why it worked when you used "PLAYER" and not when you used "MONSTER"
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Thanks~! https://github.com/HerculesWS/Hercules/commit/4a6e655a6fb39123363905b468a3e5dcd1451f8d I just tested to ensure and it is working, be aware of the HMAP_ZONE_DAMAGE_CAP_TYPE config, when disabled (commented out) the cap is applied before modifiers, meaning that its 50 minus whatever the target has that can reduce damage, when enabled its 50 after modifiers, then yes always 50.
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Hanbok & Costumes Update So What?~!little time ago I started to implement it as Shakto brought the topic up in IRC, I started to work on it from scratch thanks to Yommy for providing me with all ids, and while doing so I found the cause to Bug #7067, and thats what this topic is actually about, to let you know what changed with that bug being fixed. Changes Applying costumes can no longer be done with setoption (update your item/scripts!), it must be done via status change (check item #2776 change on the commit) With Habok being implemented, @mount2 (new mounts) are now working again for 2013 and newer clients. @costumeSince @job doesn't work with costumes I had to create a new command, with it you can go in and out wedding, xmas, summer and hanbok. Hanbok Hanbok's sprite is the one in the picture above, it is only available in 2013 and newer clients. Hanbok also has received its own 'ignore palette' config, as other costumes possess. conf/battle/client.conf// Do not display cloth colors for the Hanbok costume? // Set this to yes if your cloth palettes pack doesn't has Hanbok palettes (or has less than the other jobs) hanbok_ignorepalette: no Link~u!Commit
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on rA they confirmed it.http://rathena.org/board/tracker/issue-7559-search-function-for-cashop-is-not-working/ Well, they're wrong I just tested to ensure. typed 'Apple', listed Apple and Apple Juice.and the server has no knowledge of the search feature -- the client does it by itself. If in your client it doesn't list then its a problem on your client's files, not on Hercules.
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the search function is purely client-side to my knowledge.
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added http://herc.ws/board/topic/470-hercules-april-22-patch