Ind
Retired Staff-
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Everything posted by Ind
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1:data/texture/A_AuAI (cant paste name properly XD)/btn_big_ok_b.bmp / btn_big_ok_a.bmp / btn_big_ok.bmp 2:data/texture/A_AuAI (cant paste name properly XD)/btn_big_chamge.bmp / btn_big_change_a.bmp / btn_big_change_b.bmp 3:data/texture/A_AuAI (cant paste name properly XD)/btn_big_cancel.bmp / btn_big_cancel_a.bmp / btn_big_cancel_b.bmp
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We have received requests to do this when we first introduced cash shop, the reason we didnt do it yet is because its troublesome, the clients request the cash shop data upon char login and never again, if you reload it with players online their data will be off (the client doesnt accept you to send it over to my knowledge), so when they try to request something from it they'll get mismatching responses (e.g. they see a item but the server thinks its another), one way to make this work against this problem would be to either kick everyone upon refresh or to have each player unit assigned when they last received the data, so when they try to request it (e.g. buy a item) and they're off of sync, the server kicks them.
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The item scripts for some of these boxes are not yet (even though its just a 'createpackage();'), I'll see that it gets updated today. i confirming it. its because this items dont have a script command , they are just items ^^ Even if there are script in the items like "packageitem();" its not working. Can you tell me a example so I can try to reproduce? I tested with 12542 (fortune cookie) and I got the items
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I'd suggest you try with a different client date and see if it works o-o it could be that particular date has something different about it or that our decryption key for that date is incorrect
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ooo looks nice
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I need more info on the client-side part, I tried using the .lua info provided by Napster but my client crashes when using the skill via command (cant use it directly by clicking because the skill shows no icon)
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Thank you all, implemented http://herc.ws/board/topic/1244-official-item-grouppackagechain Archiving.
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Indeed o-o in fact the login server is full of things like this for alternative storage implementations (but i think there is no purpose since char and map aren't like that), the config at least should be dropped (this could even be a bug report)
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I sort of agree with the above (perhaps the time to make this could be best invested in making group permissions hpm-friendly so a plugin could do this instead), but if there is demand for it to be built in, sure, in my opinion. AYEE FEEDBACK <3
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whats the icon for these monster scrolls? (name or a image would be most helpful), I've updated the reins of mount thing along others (in http://herc.ws/board/topic/561-3rd-class-effects-update/ ) it can already be used as a sc to my knowledge, just need to update the item.
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Official Item Group/Package/Chain Overview Implementation of the official 'Item Packages', 'Item Group' redesign, 'Item Chain' implementation. item_group.conf : Overview / Sample The file was redesigned to make it attend the official equivalent's and to be more flexible, there are no more limitations on the number of groups or on how many items a group may contain, these limitations were lifted. Old_Card_Album: ( // <= <Container_Item_Name> ("Poring_Card",8), // <= entries can be either ( "<Item_Name>", <Repeat_Count> ) "Sting_Card" // <= or "<Item_Name>" (no repeat) ) item_packages.conf : Overview / Sample The file was created to meet the requirements of the official 'Package Item' feature, there are no limitations on how many packages you may add either. Gift_Bundle: { // <= <Container_Item_Name> White_Slim_Potion: {// <= <Entry_Item_Name> Random: false //May be omit when not false, signs whether a item is random or should be given whenever the packageis consumed. Count: 30 //May be omit when not higher than 1, stands for how many <White_Slim_Potion> } Muffler_: { Expire: 2 //May be omit when none, signs how many hours this item will last (makes a rental item) Announce: True //May be omit when false, signs whether to relay a special item obtain announce when this item comes out of the package. Rate: 50 //May be omit when 'Random' is false, from 1 to 10000 (0.01% - 100%) Named: True //May be omit when false, signs whether the item should have the owner's name in it. } } item_chain.conf : Overview Officially this thing is called groups too but I found it'd be confuse to have 2 group files with entirely different functionality, named chains because the items in it are chained to each other, this file fixes quite a few stuff, for example before this patch having BS_FINDINGORE drop something was almost twice as rare than on official servers, also fixes Jewel_Sword, Gaia_Sword, Blazzer_Card, Tengu_Card and Bogy_Horn. New 'packageitem' script command, it has only 1 param which is optional, for the package item id, when not provided it'll try to use the item id from the item it is being used from (if called from an item script), it runs a item package and grants the items accordingly to the attached player. Changes '#define MAX_RANDITEM' and '#define MAX_ITEMGROUP' were dropped, these limitations no longer exist and the server may support an unlimited number of item groups. 'item_findingore.txt' was dropped, its contents moved into 'item_chain.conf' 'item_bluebox.txt', 'item_cardalbum.txt', 'item_giftbox.txt', 'item_misc.txt', 'item_violetbox.txt' and 'item_group_db.txt' were dropped, its contents moved were updated and moved into 'item_group.conf' 'bonus2 bAddItemHealRate' changed; as group ids no longer exist. 'bAddMonsterDropItemGroup' was renamed to 'bAddMonsterDropChainItem' and changed from bonus 2/3 to bonus (0)/2 as the rate param was dropped because item chains have their own individual rates. Item names are now automatically made constants, so they may be used in any scripts throughout the server e.g. 'getitem Apple,1;', this works for all items except those having ' in their names (e.g. doesn't work for 'Monster's_Feed'). 'getrandgroupitem' and 'grouprandomitem' were modified since group ids no longer exist, item ids should be used instead (or constants as the item above mentions), e.g. 'getrandgroupitem Old_Blue_Box,1;' or 'getrandgroupitem 603,1;' Dropped conf/battle/drops.conf 'finding_ore_rate' for it has no place in the official formula (if you'd like to modify finding ore rates, edit them via item_chain.conf) Special Thanks Beret and hemagx for bringing this change up to discussion, and the data they contributed into it Yommy and Muad_Dib for all the new item data implemented in this commit (a hell of stuff! THANK YOU BOTH <3) Streusel for all the over 100 new items he converted Gepard for the group item repeat info Masao for his debugging of the monster spawn issue Mysterious for updating the documentation Link~u! Commit
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ooooh o-o thank you (<3!), I failed to notice that D:~ /shame
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Hercules Map Server Disconnection/Server Crash
Ind replied to pr3p's question in General Server Support
This should've been in the bug tracker instead, please provide a full gdb dump for better understanding -
é pq a maneira como stat tem efeito na duração foi atualizada ( vc pode fazer isso funcionar de volta editando o src/map/status.c status_get_sc_def )
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My Progress when testing this:
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Why are item groups not taking into account the item's individual rate? The code is the same on Hercules/eA/rA: int itemdb_searchrandomid(int group){ if(group<1 || group>=MAX_ITEMGROUP) { ShowError("itemdb_searchrandomid: Invalid group id %dn", group); return UNKNOWN_ITEM_ID; } if (itemgroup_db[group].qty) return itemgroup_db[group].nameid[rnd()%itemgroup_db[group].qty]; ShowError("itemdb_searchrandomid: No item entries for group id %dn", group); return UNKNOWN_ITEM_ID;}it randomly gets a item from the stack, rate doesn't play at all on it (in fact they're not even stored when the file is read).jAthena's equivalent (horribly looking but still you can see the rate takes a part in it) int itemdb_searchrandomid(int flags){ int nameid=0,i,index,count; struct random_item_data *list=NULL; struct { int nameid,count; struct random_item_data *list; } data[21]; // for BCC32 compile error data[0].nameid = 0; data[0].count = 0; data[0].list = NULL; data[1].nameid = blue_box_default; data[1].count = blue_box_count; data[1].list = blue_box; data[2].nameid = violet_box_default; data[2].count = violet_box_count; data[2].list = violet_box; data[3].nameid = card_album_default; data[3].count = card_album_count; data[3].list = card_album; data[4].nameid = gift_box_default; data[4].count = gift_box_count; data[4].list = gift_box; data[5].nameid = scroll_default; data[5].count = scroll_count; data[5].list = scroll; data[6].nameid = finding_ore_default; data[6].count = finding_ore_count; data[6].list = finding_ore; data[7].nameid = arrow_quiver_default; data[7].count = arrow_quiver_count; data[7].list = arrow_quiver; data[8].nameid = diamond_weapon_default; data[8].count = diamond_weapon_count; data[8].list = diamond_weapon; data[9].nameid = diamond_armor_default; data[9].count = diamond_armor_count; data[9].list = diamond_armor; data[10].nameid = diamond_hood_default; data[10].count = diamond_hood_count; data[10].list = diamond_hood; data[11].nameid = diamond_helm_default; data[11].count = diamond_helm_count; data[11].list = diamond_helm; data[12].nameid = diamond_shoes_default; data[12].count = diamond_shoes_count; data[12].list = diamond_shoes; data[13].nameid = diamond_shield_default; data[13].count = diamond_shield_count; data[13].list = diamond_shield; data[14].nameid = jewel_box_default; data[14].count = jewel_box_count; data[14].list = jewel_box; data[15].nameid = meiji_almond_default; data[15].count = meiji_almond_count; data[15].list = meiji_almond; data[16].nameid = pet_box_default; data[16].count = pet_box_count; data[16].list = pet_box; data[17].nameid = mask_default; data[17].count = mask_count; data[17].list = mask; data[18].nameid = fabox_default; data[18].count = fabox_count; data[18].list = fabox; data[19].nameid = food_default; data[19].count = food_count; data[19].list = food; data[20].nameid = rjc2006_default; data[20].count = rjc2006_count; data[20].list = rjc2006; if(flags>=1 && flags<=20){ nameid=data[flags].nameid; count=data[flags].count; list=data[flags].list; if(count > 0) { for(i=0;i<1000;i++) { index = atn_rand()%count; if( atn_rand()00000 < list[index].per) { nameid = list[index].nameid; break; } } } } return nameid;}
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ah I have a question (I'll continue working on it regardless) Who is this displayed to? Self? Party? Everyone in the same map?
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apologies for the delay, working on this right now.
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is this feature complete? last i checked the client doesnt display colors to items in cart (or was it storage)?
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Skill Tree DB Redesign Hello~! - What?! The file has been completely overwritten, the redesign achieves 2 goals: make it easier for us to update the file and for our users to customise it. skill_db.conf format : sample Swordsman: { inherit: ( "Novice" ); skills: { SM_SWORD: 10 SM_TWOHAND: { MaxLevel: 10 SM_SWORD: 1 } SM_RECOVERY: 10 SM_BASH: 10 SM_PROVOKE: 10 SM_MAGNUM: { MaxLevel: 10 SM_BASH: 5 } SM_ENDURE: { MaxLevel: 10 SM_PROVOKE: 5 } SM_MOVINGRECOVERY: 1 SM_FATALBLOW: 1 SM_AUTOBERSERK: 1 } } Knight: { inherit: ( "Swordsman" ); skills: { KN_SPEARMASTERY: 10 KN_PIERCE: { MaxLevel: 10 KN_SPEARMASTERY: 1 } KN_BRANDISHSPEAR: { MaxLevel: 10 KN_RIDING: 1 KN_SPEARSTAB: 3 } KN_SPEARSTAB: { MaxLevel: 10 KN_PIERCE: 5 } KN_SPEARBOOMERANG: { MaxLevel: 5 KN_PIERCE: 3 } KN_TWOHANDQUICKEN: { MaxLevel: 10 SM_TWOHAND: 1 } KN_AUTOCOUNTER: { MaxLevel: 5 SM_TWOHAND: 1 } KN_BOWLINGBASH: { MaxLevel: 10 SM_BASH: 10 SM_MAGNUM: 3 SM_TWOHAND: 5 KN_TWOHANDQUICKEN: 10 KN_AUTOCOUNTER: 5 } KN_RIDING: { MaxLevel: 1 SM_ENDURE: 1 } KN_CAVALIERMASTERY: { MaxLevel: 5 KN_RIDING: 1 } KN_CHARGEATK: 1 KN_ONEHAND: { MaxLevel: 1 KN_TWOHANDQUICKEN: 10 } } } Main Design Benefit Skills and its requirements are now per job instead of per class id, so there are no duplicates -- for example in the previous format if wanted to modify, say, the max level of SM_MAGNUM you'd need to edit its 31 entries, in the new format there are only 2 entries (one in swordsman, other in super novice) Credits Designed/Proposed by malufett Links~! Commit skill_db.conf file
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If I recall (and I might not) its the range e.g. 150,150,20,20 => monster will spawn between 150,150 and 170,170 (randomly)
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oh indeed, missed it. Thank you, will do.
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Thank youuuuu extremely appreciated, I'll be having them in the repo within some minutes. Update~! https://github.com/HerculesWS/Hercules/commit/4ed9b9d0ca7de07169db2bd7024cba5cc3ac2fa8Client Support range has increased to 44 Thanks to Shakto! 20110817, 20110824, 20110831, 20110906, 20111005, 20111012, 20111021, 20111025, 20111102, 20111109, 20111122, 20111207, 20111214, 20111220, 20111228, 20120104, 20120111, 20120120, 20120202, 20120207, 20120214, 20120229, 20120307, 20120314, 20120321, 20120328, 20120404, 20120410, 20120418, 20120424, 20120509, 20120515, 20120525, 20120605, 20120612, 20120618, 20120702, 20120716, 20130320, 20130514, 20130522, 20130529, 20130605, 20130612