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Ind

Retired Staff
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Everything posted by Ind

  1. to my best memory its the client
  2. The implementation present in hercules doesn't match the official as Yommy, Beret and hemagx have demonstrated in previous occasions. For example the current implementation does so only to non-stackable items, officially there is the option to do so to stackable items e.g. potions (would create a new stack for the serialised ones) besides the ability to disable or enable the feature on specific items.
  3. Ind

    What this checks?

    But with custom script command, it always returns false and dumps the error(but script is executed.).Should custom function return 1? the custom script is at fault then. shouldn't return 1 nor 0, its true or false.
  4. Ind

    What this checks?

    if(script->str_data[func].func){// <= check if the pointer isn't null if (!(script->str_data[func].func(st))){ //run the function script_reportsrc(st);//if the function returns false, dump the errors } }
  5. i don't think it is a npc problem, could be the player was lagging and sent out a menu request after the window was closed or the npc was unloaded
  6. Ind

    Web Vending Database

    Yommy has made a plugin able to do that -- its available here https://github.com/HerculesWS/StaffPlugins/tree/master/Yommy/Vend_SQL being a plugin, I dont see the point of having it in the main repository, personally.
  7. Hercules Plugin Manager: Update Hello~! What? This is the first major update to our Hercules Plugin Manager, HPM, since it has been first introduced some 3 months ago Made Possible Thanks to Haruna, Gepard and Xgear In this Update Initial Char and Login Server support Custom Packet support (and thus ability to override existent packets) in all 3 servers Initial Custom Data Struct supportThe ability for a plugin to create and append data structs to existent data, currently available to player units (map_session_data) and network pipes (socket_data), we'll be extending this to others as we go by, drop us a word if you need it somewhere it isn't available yet Documentation Update The documentation is currently being updated and will be available over http://herc.ws/wiki/HPM once it is complete The sample (src/plugins/sample.c) has been updated to demonstrate the usage of the new features Up-and-Coming HPM HooksSince HPM was first released we've greatly advanced in the design of this feature, which will take full advantage of our Hercules Renewal Phase One and be extremely efficient Hercules Stress Test ServerOur Stress Test Server will become a reality as soon as the HPM Hooks is released, as it is the one condition necessary for it to function as we intend it to Link!~u Commit
  8. in that case i'd recommend you go visit your eye doctor, because that has not been said here.We saw many of our users struggling with their fluxcp installations and, since the fluxcp repos have failed to help them, we decided to step in and fork to help these users ourselves. and that is all there is to it. I myself like ceres better, but our users were struggling with flux and not ceres, so we're forking flux to help these users.
  9. Hello, thanks for bringing this to us. problem you had with #14232 and #14003 has been fixed in https://github.com/HerculesWS/Hercules/commit/94502b74233035b07c8c73a1f991a17b7bf22c55I don't reproduce your console errors though, and I'd challenge your copy being "fresh" since our max level is 150 and in your screenshot it shows 160.
  10. [Debug]: NPCEvent 'red side::OnInit' not found! (source: custom_bg#control) [Debug]: NPCEvent 'blue side::OnInit' not found! (source: custom_bg#control) After winning the pub is no longer visible, the red / blue pub from the NPC's ops XD its because i only tested on boot, didn't actually play it, takes renaming the oninit in the remaining part to onstart (will edit in my post)
  11. This should work (Tested) - script custom_bg#control -1,{OnInit: set .minplayer2start, 3; // minimum player to start setarray .rewarditem, 673, 5, // reward to the winning team 673, 3; // reward to the losing team set .startingscore, 99; // score at start set .eventlasting, 100; // event last 100 seconds donpcevent "blue side::OnStart"; donpcevent "red side::OnStart"; end;OnStart: if ( getwaitingroomstate( 0, "red side" ) < .minplayer2start || getwaitingroomstate( 0, "blue side" ) < .minplayer2start ) end; set .red, waitingroom2bg( "guild_vs3", 13,50, strnpcinfo(0)+"::OnredQuit", strnpcinfo(0)+"::OnredDead", "red side" ); copyarray .team1aid[.@i], $@arenamembers[.@i], $@arenamembersnum; set .blue, waitingroom2bg( "guild_vs3", 86,50, strnpcinfo(0)+"::OnblueQuit", strnpcinfo(0)+"::OnblueDead", "blue side" ); copyarray .team2aid[.@i], $@arenamembers[.@i], $@arenamembersnum; delwaitingroom "red side"; delwaitingroom "blue side"; bg_warp .red, "guild_vs3", 13,50; bg_warp .blue, "guild_vs3", 86,50; set .score[1], .startingscore; set .score[2], .startingscore; bg_updatescore "guild_vs3", .score[1], .score[2]; sleep .eventlasting * 1000; if ( .score[1] == .score[2] ) mapannounce "guild_vs3", "Draw !", 0; else if ( .score[1] > .score[2] ) { mapannounce "guild_vs3", "red side wins !", 0; callsub L_reward, 1, 0; callsub L_reward, 2, 2; } else if ( .score[1] < .score[2] ) { mapannounce "guild_vs3", "blue side wins !", 0; callsub L_reward, 2, 0; callsub L_reward, 1, 2; } bg_warp .red, "prontera", 155,182; bg_warp .blue, "prontera", 158,182; bg_destroy .red; bg_destroy .blue; donpcevent "red side::OnStart"; donpcevent "blue side::OnStart"; end;L_reward: set .@size, getarraysize( getd(".team"+ getarg(0) +"aid") ); for ( set .@i, 0; .@i < .@size; set .@i, .@i +1 ) if ( isloggedin( getd(".team"+ getarg(0) +"aid["+ .@i +"]" ) ) ) getitem .rewarditem[ getarg(1) ], .rewarditem[ getarg(1) +1 ], getd(".team"+ getarg(0) +"aid["+ .@i +"]" ); return;OnredDead: callsub L_dead, 1;OnblueDead: callsub L_dead, 2;L_dead: set .score[ getarg(0) ], .score[ getarg(0) ] -1; bg_updatescore "guild_vs3", .score[1], .score[2]; if ( .score[ getarg(0) ] == 0 ) awake strnpcinfo(0); end;OnredQuit: callsub L_quit, 1, .red;OnblueQuit: callsub L_quit, 2, .blue;L_quit: if ( bg_get_data( getarg(1), 0) ) end; set .score[ getarg(0) ], 0; awake strnpcinfo(0); end;}prontera,158,182,5 script blue side 100,{ end;OnStart: waitingroom "blue", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::OnStart", getvariableofnpc( .minplayer2start, "custom_bg#control" ); end;}prontera,155,182,5 script red side 100,{ end;OnStart: waitingroom "red", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::OnStart", getvariableofnpc( .minplayer2start, "custom_bg#control" ); end;}guild_vs3 mapflag battleground 2guild_vs3 mapflag nosave SavePointguild_vs3 mapflag nowarpguild_vs3 mapflag nowarptoguild_vs3 mapflag noteleportguild_vs3 mapflag nomemoguild_vs3 mapflag nopenalty
  12. Ultimate Item DB Update Overview A very extensive item db update for renewal mode The Numbers: Over 6500 individual flag updates 212 newly added/enabled items Made Possible Thanks To: Muad_Dib for all the data Yommy for the help on the equip field Haru for the new upper masks and his ultimate parser skills that improved the quality of this update by many fold In the update db/re/item_db (and thus sql-files/item_db_re.sql) over 6500 flag updates and 212 newly added/enabled items 16: Upper Third jobs (Trans)32: Baby Third jobs The AegisName field was updated in several entries to match the official ones The name field was also updated in several entries to match the client display files 2 New 'Upper' flags were added to accommodate many of the newly added items:Custom items in renewal mode will require to have these new flags if you wish these jobs to make use of such items db/re/item_packages update to match the newly added items db/re/item_groups update to match the newly added items A new error message in the item db parser that will display any duplicate AegisName fields that are conflicting (Thanks to Masao) Special Thanks once again, Muad_Dib, this update wouldn't exist if it weren't for all the data he provided us with Yommy, wouldn't have been able to properly update the equip flags if it weren't for the job data he provided me with Haru, for making it possible to polish this update so many times. Haru spent many hours debugging this update and writing tools to further enhance the quality of the update Link~u! Commit Commit 2 (Follow up)Special Thanks to Yommy for bringing it to our attention and for providing the data for the follow up, and to Haru for help in validating the update
  13. We're going to hold back the HPM update a bit, we have reached some stuff we wanted to discuss further, however I'll not delay the script.c interface update: https://github.com/HerculesWS/Hercules/commit/583272234fc96da7911029cd3cad13a7fb386e9e Thank you again.
  14. the game should end on 3 then? as I understand from the original (non-queue one) it ends at 2
  15. Thank you, I'll be going over those today
  16. the upcoming update for the HPM is about (days away) to rollout, I'll make sure to include this in it
  17. Ind

    JMAN BIRTHDAYY ~~~

    aww boy i missed the party D: Happy B-day J-man
  18. one of your scripts is using the 'rid2name' script command wrong, I think.
  19. I think you need to run these (quoted from the conversion file): ALTER TABLE `picklog` ADD `nsiuid` BIGINT NOT NULL DEFAULT '0' AFTER `card3`;ALTER TABLE `picklog` CHANGE `nsiuid` `unique_id` BIGINT( 20 ) NOT NULL DEFAULT '0';
  20. You're getting errors? If so which or: can you send me the entries you added so I can play with it?
  21. Thank you for bringing this to our attention, it will be fixed in my upcoming commit
  22. By the way you probably will encounter some supposedly "sql update" error messages after map server launches, ignore them -- they're not dangerous, the code for cygwin is forgetting to skip 'r', I'll get it fixed in a upcoming commit
  23. ran it on cygwin a couple times, fixed in https://github.com/HerculesWS/Hercules/commit/4f69a9ea0f80e78da61482b2d1143a6e58859fd1 Thank you very much
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