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Ind

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  1. Upvote
    Ind got a reaction from Dastgir in Where is Ind?   
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    Ind got a reaction from jTynne in Where is Ind?   
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    Ind got a reaction from quesoph in Where is Ind?   
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    Ind got a reaction from Alexandria in Where is Ind?   
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    Ind got a reaction from Snaehild in Where is Ind?   
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    Ind got a reaction from Mystery in Where is Ind?   
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    Ind got a reaction from Jhedzkie in Where is Ind?   
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    Ind got a reaction from evilpuncker in Where is Ind?   
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    Ind got a reaction from Jedzkie in Where is Ind?   
  10. Upvote
    Ind got a reaction from Prourhildr in Hercules WPE Free - June 14th Patch   
    Hercules WPE Free - June 14th Patch
     
    Made Possible Thanks to Yommy
    We're only able to provide you with this feature thanks to Yommy, Thank you very much! WPE Free - Official Packet Obfuscation Support Packet spamming is no longer possible by normal means, with this feature each packet sent has its own id, so spamming (by sending the same packet more than once) is impossible. For this feature to function you MUST NOT use the 'disable packet obfuscation' client diff. conf/battle/client.conf
    // Whether to enable the official packet obfuscation support (good vs WPE)// 0: disabled// 1: optional (not recommended) -- identifies whether it is required// 2: enabled (recommended)packet_obfuscation: <value>
    Currently functional for over 44 clients (Thanks to Shakto!): 2011-08-17 - 2015-05-13 Special Thanks to Yommy ..Yommy ...The all-awesome Yommy~! Thank you again! Shakto for the 44 PacketKeys! Also - SQL DB Updates & DB2SQL For logical and performance reasons we've modified the structure of the renewal item db tables, atk and matk no longer share the same column, equip_level was replaced by equip_level_min so that we could add equip_level_max which is required by new renewal items. Note however that because of the previous atk:matk format, it was not possible to provide a upgrade file that would save the matk data Item script errors from sql dbs used to point to a inexistent line number, it was modified to display the item id instead. This update has shrunk the sizes of the item db .sql files, making it possible for tools such as phpmyadmin to parse them, once again. With this patch we're also introducing a new official plugin, db2sql, its purpose is to make it easier for our developers to keep the .sql db files up to date (but you may use that to convert your own if you so desire, too), to use this plugin (when it is enabled in plugins.conf) type server tools db2sql in the console. Link~u! Commit 1 Commit 2
  11. Upvote
    Ind got a reaction from Senos in Expanding: Int'l Communities   
    We at Hercules want to provide our users with as many international communities as we can, however in order to create a international community we first need someone to oversee it.
    Do you speak a language other than English that we don't have a community for?
    Be the first, join our team
    Do you speak a language other than English that we have a community for?
    Help us moderate it, join our team
     
    Notice however that our guidelines for wannabe moderators applies
  12. Upvote
    Ind got a reaction from Jamaeeeeecah in Que BUG é esse?   
    abre o item_packages.conf ve q items estão na lista do New_Gift_Envelope e Hallo_Scroll
  13. Upvote
    Ind got a reaction from Jey in Introducing Hercules Plugin Manager   
    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)
  14. Upvote
    Ind got a reaction from JulioCF in Que BUG é esse?   
    abre o item_packages.conf ve q items estão na lista do New_Gift_Envelope e Hallo_Scroll
  15. Upvote
    Ind got a reaction from athron in HPM Hooking Now Available!   
    Hercules Plugin Manager: Hooking
     
    Hello~! What?!
    In March 1st we started the Hercules Renewal Phase One, in order to prepare Hercules for this update, and now 7 months later it's fully complete, we've gone all over the map-server's code, taken hundreds of notes, modified thousands of lines, and have greatly improved our knowledge, making it very much worth the effort. HPM Hooking
    Zero Processing OverheadNormally programs that avail hooking end up paying a price for it, processing-time-wise, HPM Design frees Hercules from that toll -- absolutely no processing overhead to functions not being hooked to. Smart, Flexible Design Hooks receive all function params as pointers, whereas the original is int pc_dropitem(struct map_session_data *sd,int n,int amount)the one for the hook shall be (struct map_session_data *sd,int *n,int *amount)which allows for hooks to modify any and all data as it pleases.
    postHooks receive one additional param, which accounts for the result of the original function, int <name>(int retVal, struct map_session_data *sd,int *n,int *amount)In this case it'd allow for the postHook to react properly to what the original returned, in this case (for pc_dropitem) 0 (failure) or 1 (success) Hooking is a simple operation, it is possible to hook an infinite number of times to the over 2k hookable functions (all the interfaced ones, accounting for over 99% of map server) HPExport void plugin_init (void) {     addHookPre("pc->dropitem",my_pc_dropitem_preHook);  /* int my_pc_dropitem_preHook(struct map_session_data *sd,int *n,int *amount) */     addHookPost("pc->dropitem",my_pc_dropitem_postHook);/* int my_pc_dropitem_postHook(int retVal, struct map_session_data *sd,int *n,int *amount) */ } DocumentationThe sample plugin has already been updated to demonstrate hooking, the documentation present in the wiki will be updated shortly. Hercules-Hooks Updates This covers how we'll maintain the hookable points up to date with the game server's code The cache that boosts the hooks -- Made Possible Thanks to Haruna! -- is maintained by an application, for a couple days it will remain like that so we can keep an eye on it and debug as we go, once we're confident with it we'll enable its standalone mode, which will make the process automatic (without the need for developers to proofread and approve) and able to follow up on any new commits within seconds of it landing on the repository. Also in
    Haruna has redesigned the Makefile for plugins, so those of you not using windows will need to re-enter your plugins in it (its much easier now, Haruna provided a very straight-forward documentation in the file) Pre-existing plugins will need to be recompiled, given the chances in the Hercules Plugin Manager, attempting to load any not-recompiled plugin will lead to it not being loaded (and a warning in console will be displayed) Design by
    Haruna, Xgear, Gepard and Ind Special Thanks to
    Hercules Team, Contributors, for all have contributed to us getting here, Thank you all very much! Takkun for the MSVC-2012 project files Haruna for the MSVC-2010 project files Link~u!
    Commit And - On the Horizon
    Script Engine UpdatesThose of you who lurk our page on github probably have already noticed some stuff from it, we'll soon be resuming, for those of you not familiar with it: Many syntax additions and improvements (Thanks to Haruna!) Limitless array support, improvements to array storage and processing Support for Char and Account variable arrays (and no more limit on amount of char/acc vars), improvements to processing and storage of char/acc variables. Catching UpWe hear you, we're lagging on staying up to date with the releases of other projects, we'll be prioritising towards catching up with them. Hercules Stress Test ServerI'll be delaying the release of our Stress Test Server, while it is now viable thanks to hooking, I'd like to prioritise catching up with other releases
  16. Upvote
    Ind got a reaction from Yuka in Christmas Patch! Gift'o   
    Gift'o! From Hercules, to your server!
    We wish you happy holidays, and thank you for your support.
    May the New Year bring you happiness and peace.
     
    2013-12-23c Client Support
    Thanks to Yommy and Rytech! NPC Market Support A new type of NPC Shop where item availability is limited, for example you can have a vender start with 50x Red Potions and set mechanics for the red potions to be refurbished (for example could be as simple as a OnClock, where Red Potions are refurbished every y hour, or elaborate e.g. be connected with a game quest where players need to help a merchant npc get to the shop in order for it to be resupplied) Available as a NPC Trader subset (details will follow) @costume Oktoberfest NPC Trader
    A whole different way to set up shops, they're easier to read and flexible to customize. Previous format still supported (in the scenario we drop the previous we'll provide a conversion tool) To begin with, 'trader' is a phony name, its only purpose is to sign the parser that 'this npc will open the shop when clicked'. the trader npc is in fact a 'script' type (and thus script types can create/manipulate trader shops, and open them with the help of openshop()). Normal Zeny Shop moc_ruins,93,53,2    trader    Item Collector#moc1    4_M_03,{ OnInit:     sellitem Scell;     sellitem Monster's_Feed;     sellitem Animal's_Skin;     sellitem Bill_Of_Birds; } Custom Shop Script has full control over currency, which allows for scripts to use anything, from quests, to items, variables, etca. For Example: prontera,153,152,1    trader    TestCustom2    952,{ OnInit:     tradertype(NST_CUSTOM);     sellitem Red_Potion;     end;   /* allows currency to be Red_Potion */ OnCountFunds:     setcurrency(countitem(Red_Potion));     end;   /* receives @price (total cost) */ OnPayFunds:     if( countitem(Red_Potion) < @price )         end;     delitem Red_Potion,@price;     purchaseok();     end; } NPC Market ShopThis is the type I mentioned earlier, where item availability is limited prontera,150,160,6    trader    HaiMarket    952,{ OnInit:     tradertype(NST_MARKET);     sellitem Red_Potion,-1,50;     end;   OnClock0000://resupplies red potions on midnight OnMyResupply://instead of midnight, a event could trigger HaiMarket::OnMyResupply     if( shopcount(Red_Potion) < 50 )         sellitem Red_Potion,-1,50;     end; }The quantity data is disaster-safe, I mean it is persistent to @reloadscript and server restarts (If there were 39 Red Potions on sale upon restart/reloadscript, it continues to be 39 instead of resetting back to 50). 7 script commands to help control (documentation for all of them is present in script_commands.txt): openshop,sellitem,stopselling,setcurrency,tradertype,purchaseok,shopcount Trader Design by
    Yommy Haru jaBote mkbu95 Gepard Emistry Ind Special Thanks To
    Haru Yommy JaBote Muad_Dib Link'u~!
    Commit: https://github.com/HerculesWS/Hercules/commit/cf19b26d50ac96111e44c33a80afd1f1ea935cec NPC Trader Samples: https://raw.github.com/herculesWS/Hercules/master/doc/sample/npc_trader_sample.txt (Upcoming) GM Interface for Cash Shop Control

    Found that on the new client, support is being worked on (Data thanks to Yommy <3).
  17. Upvote
    Ind got a reaction from Dastgir in HPM Hooking Now Available!   
    Hercules Plugin Manager: Hooking
     
    Hello~! What?!
    In March 1st we started the Hercules Renewal Phase One, in order to prepare Hercules for this update, and now 7 months later it's fully complete, we've gone all over the map-server's code, taken hundreds of notes, modified thousands of lines, and have greatly improved our knowledge, making it very much worth the effort. HPM Hooking
    Zero Processing OverheadNormally programs that avail hooking end up paying a price for it, processing-time-wise, HPM Design frees Hercules from that toll -- absolutely no processing overhead to functions not being hooked to. Smart, Flexible Design Hooks receive all function params as pointers, whereas the original is int pc_dropitem(struct map_session_data *sd,int n,int amount)the one for the hook shall be (struct map_session_data *sd,int *n,int *amount)which allows for hooks to modify any and all data as it pleases.
    postHooks receive one additional param, which accounts for the result of the original function, int <name>(int retVal, struct map_session_data *sd,int *n,int *amount)In this case it'd allow for the postHook to react properly to what the original returned, in this case (for pc_dropitem) 0 (failure) or 1 (success) Hooking is a simple operation, it is possible to hook an infinite number of times to the over 2k hookable functions (all the interfaced ones, accounting for over 99% of map server) HPExport void plugin_init (void) {     addHookPre("pc->dropitem",my_pc_dropitem_preHook);  /* int my_pc_dropitem_preHook(struct map_session_data *sd,int *n,int *amount) */     addHookPost("pc->dropitem",my_pc_dropitem_postHook);/* int my_pc_dropitem_postHook(int retVal, struct map_session_data *sd,int *n,int *amount) */ } DocumentationThe sample plugin has already been updated to demonstrate hooking, the documentation present in the wiki will be updated shortly. Hercules-Hooks Updates This covers how we'll maintain the hookable points up to date with the game server's code The cache that boosts the hooks -- Made Possible Thanks to Haruna! -- is maintained by an application, for a couple days it will remain like that so we can keep an eye on it and debug as we go, once we're confident with it we'll enable its standalone mode, which will make the process automatic (without the need for developers to proofread and approve) and able to follow up on any new commits within seconds of it landing on the repository. Also in
    Haruna has redesigned the Makefile for plugins, so those of you not using windows will need to re-enter your plugins in it (its much easier now, Haruna provided a very straight-forward documentation in the file) Pre-existing plugins will need to be recompiled, given the chances in the Hercules Plugin Manager, attempting to load any not-recompiled plugin will lead to it not being loaded (and a warning in console will be displayed) Design by
    Haruna, Xgear, Gepard and Ind Special Thanks to
    Hercules Team, Contributors, for all have contributed to us getting here, Thank you all very much! Takkun for the MSVC-2012 project files Haruna for the MSVC-2010 project files Link~u!
    Commit And - On the Horizon
    Script Engine UpdatesThose of you who lurk our page on github probably have already noticed some stuff from it, we'll soon be resuming, for those of you not familiar with it: Many syntax additions and improvements (Thanks to Haruna!) Limitless array support, improvements to array storage and processing Support for Char and Account variable arrays (and no more limit on amount of char/acc vars), improvements to processing and storage of char/acc variables. Catching UpWe hear you, we're lagging on staying up to date with the releases of other projects, we'll be prioritising towards catching up with them. Hercules Stress Test ServerI'll be delaying the release of our Stress Test Server, while it is now viable thanks to hooking, I'd like to prioritise catching up with other releases
  18. Upvote
    Ind got a reaction from Yoh Asakura in Official Item Group/Package/Chain   
    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
  19. Upvote
    Ind got a reaction from evilpuncker in custom Instance script always kick the players out of the map   
    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
  20. Upvote
    Ind got a reaction from Soraya M. Aguiar in Regras (em Portugues)   
    Agradecimento especial ao mkbu95 por traduzir
    (Jan 24th 0'13). Editado em (Mar 16th 0'16): corrigido formatação.


    Enquanto nós tentamos não tornar o fórum uma prisão federal, há algumas regras que apreciaríamos que fossem seguidas à risca para tornar sua experiência no Hercules a melhor possível. Todos os membros são esperados a seguir estas regras ou punições variando de um alerta verbal, aumento da barra de alerta, restrição moderativa (um moderador terá que aprovar seus posts), suspensão de postar (poderá ver o fórum mas não postar ou criar tópicos) e suspensão do fórum (não pode ver o fórum nem postar) poderão ocorrer.
     
     
    Orientações Gerais na Criação de Tópicos Tópicos não devem conter SPAM. Spam são posts de uma palavra, posts sem relação ao tópico, ou posts duplas/triplas sem motivo. Responder na seção incorreta também não será tolerado. Posts na seção Off Topic serão tratadas como exceção. Tópicos duplicados não são permitidos. Crie seu tópico uma única vez, na seção correta. Caso você crie um tópico acidentalmente na seção errada, use o botão Report para denunciar seu próprio tópico, nossos moderadores irão cuidar disto para você. Tópicos nas seções de suporte podem receber posts seguidos com maiores informações não menos do que 24 horas depois do seu último post; se você possuir novas informações em menos de 24 horas, edite seu tópico. Reviver tópicos mortos é proibido ao menos que haja algo construtivo para acrescentar ao tópico. Caso contrário, não o faça, afinal o tópico está morto por um motivo. Se um link estiver quebrado, envie uma Mensagem Pessoal (PM) ao membro que a enviou originalmente, não responda o tópico dizendo que 'o link está quebrado', pois será considerado spam.  
    Assinaturas e Avatares
    Assinaturas não devem exceder 650 píxeis em largura e 150 píxeis em altura no TOTAL. Isto inclui imagens e textos. Assinaturas não devem conter links para warez, esquemas para ganhar dinheiro, nudez ou qualquer coisa de caráter obsceno. Avatares não devem possuir natureza imprópria, e.x.: nudez ou qualquer coisa de caráter obsceno. Assinaturas e Avatares podem ser removidos por um moderador dependendo de seu conteúdo. Entenda que todas as regras do fórum também se aplicam a sua assinatura, seu avatar e seu título.  
    Idiomas
    O uso do inglês é obrigatório em qualquer seção em inglês. Caso tenha problemas em se comunicar em inglês, utilize a área internacional dedicada a um idioma de sua compreensão.  
    Regras Gerais de Etiqueta do Fórum
    Não faça respostas ou tópicos todo em maiusculo, nem use um número excessivo de emoticons, ou qualquer coisa que torne a leitura do tópico ou resposta difícil ou incômoda de ser realizada. Abuso de qualquer tipo não será tolerado. "Trollar" e "Flamear" outros usuários também não é permitido. Criar uma nova conta se a sua atual conta estiver banida não é permitido. Ao fazer isto a sua conta será banida instantaneamente. Links direcionando para pornografia, nudez, warez ou esquemas para ganhar dinheiro não são permitidos. Não faça o trabalho de um moderador se você não for um. Utilize o botão Report (disponível no canto inferior direito de cada resposta). Divulgação de qualquer tipo (exceto na seção de Divulgação e as seções de Divulgação das seções das áreas internacionais) é proibida. Pedir dinheiro (esmolar) via Mensagem Pessoal (PM) ou no fórum não será tolerada. Não edite seu post ou tópico para remover sua dúvida quando seu problema for resolvido.  
    Área para Serviços Pagos
    Novos tópicos na área Paid Services são invisíveis até que haja aprovação por um administrador.
    Membros só poderão possuir assinaturas com serviços pagos ou tópicos e posts feitos no fórum caso o tópico seja aprovado na seção Paid Services. A seção Paid Services é para única e exclusiva divulgação de seus Serviços Pagos. Não faça divulgação de seu servidor (Ragnarok Online). Uma exceção será aberta caso você queira usar um link para um servidor como referência de trabalho (design que você criou, ferramentas, etc). Não se aplica a serviços de modificações na source; apenas use o referido código. Todos os Serviços Pagos sérios devem possuir HTTPS em partes sensíveis da webpage (incluindo, mas não limitado a: formulários que coletam senhas, informações pessoais, e informações de pagamento). Todos os provedores de hospedagem devem possuir um webpage onde os usuários possam requerir serviços de você. Se você estiver oferecendo modificações na source ou em scripts, ou serviços sítio/gráficos, o sítio é opcional.  
    Que tipos de serviço são permitidos?
    Hospedagem de Servidores (VPS, webhosting) Serviços de Modificações na Source ou em Scripts Serviços Gráficos (mapas, sprites, web design, etc.) Serviços de Programação de Sites  
     
    Estas regras estão sujeitas à mudanças.
    A quebra de uma regra irá levar a uma infração/alerta. Três infrações resultam em banimento temporário e cinco irão resultar em banimento permanente. Dependendo das circunstâncias, um banimento permanente pode ser dado a qualquer momento. Você pode apelar sobre qualquer ação tomada por um Moderador ou Moderador Global contra você por Mensagem Pessoal (PM). Você dever ter uma razão válida e um link para o que você está apelando. Não envie uma mensagem ao Moderador que realizou a ação contra você, é provável que você se involva em maiores problemas.  
    As regras acima são enfasadas pela Equipe Hercules, respeite a Equipe e suas decisões.
  21. Upvote
    Ind got a reaction from Wolfeh in Introducing Hercules' Stress Test Server   
    Introducing Hercules' Stress Test Server
    Hello~!
     
    The "Stress" Part
    Over 1.000 IndAI units (equivalent to +1k online players) will be in the server playing 24/7, farming, going to pvp, doing woe, playing battlegrounds, doing anything a player does, this will create a perfect scenario for us to debug and test Hercules.
     
    The Development Benefits
    We'll be able to keep track of performance usage 24/7, making us able to detect whenever a update increases a server's usage, allowing us to further optimise said update in order to take the processing down. With the AI characters doing stuff non-stop 24/7 we'll be able to identify and fix any crashes existent. Hercules will gain a super stability boost thanks to this. How to connect / Moving in and out
    This is the fun part.
    No new clients, and no sclient/clientinfo/blablabla edits will be required. get to the test server by typing '@hercules warp', test whatever you like, and go back to your server with '@hercules leave'. This technology *might* also be employed in the future by us to create hercules-hosted inter-server events.
     
    Entirely Secure
    The only data your server will pass to our test server upon warp is the name of the character (and maybe hairstyle vals).
    The test server is unable to modify (or even access) any data on your server, it is entirely secure and damage-free.
     
    Unique to Hercules
    The ability to connect through your ordinary client will be made possible by our custom server hosted over at herc.ws, the code won't be made public.
     
    Coming
    I felt inspired to write about this feature, which is why this announce is out before the feature itself.
    This is one of the features to be powered by our Hercules Plugin Manager and will be made public once the HPM implementation reaches the level capable of sustaining it.

    FAQ
    what if i dont want my players to go to the test server?@hercules is a command like any other, you can restrict access by groups.conf (by default only gms will be able to use it) what if i dont have a test server to use as a gateway to the hercules stress test server?we will also provide clients for those who don't have/want to use a server as the gateway
  22. Upvote
    Ind got a reaction from Jedzkie in Introducing Hercules' Stress Test Server   
    Introducing Hercules' Stress Test Server
    Hello~!
     
    The "Stress" Part
    Over 1.000 IndAI units (equivalent to +1k online players) will be in the server playing 24/7, farming, going to pvp, doing woe, playing battlegrounds, doing anything a player does, this will create a perfect scenario for us to debug and test Hercules.
     
    The Development Benefits
    We'll be able to keep track of performance usage 24/7, making us able to detect whenever a update increases a server's usage, allowing us to further optimise said update in order to take the processing down. With the AI characters doing stuff non-stop 24/7 we'll be able to identify and fix any crashes existent. Hercules will gain a super stability boost thanks to this. How to connect / Moving in and out
    This is the fun part.
    No new clients, and no sclient/clientinfo/blablabla edits will be required. get to the test server by typing '@hercules warp', test whatever you like, and go back to your server with '@hercules leave'. This technology *might* also be employed in the future by us to create hercules-hosted inter-server events.
     
    Entirely Secure
    The only data your server will pass to our test server upon warp is the name of the character (and maybe hairstyle vals).
    The test server is unable to modify (or even access) any data on your server, it is entirely secure and damage-free.
     
    Unique to Hercules
    The ability to connect through your ordinary client will be made possible by our custom server hosted over at herc.ws, the code won't be made public.
     
    Coming
    I felt inspired to write about this feature, which is why this announce is out before the feature itself.
    This is one of the features to be powered by our Hercules Plugin Manager and will be made public once the HPM implementation reaches the level capable of sustaining it.

    FAQ
    what if i dont want my players to go to the test server?@hercules is a command like any other, you can restrict access by groups.conf (by default only gms will be able to use it) what if i dont have a test server to use as a gateway to the hercules stress test server?we will also provide clients for those who don't have/want to use a server as the gateway
  23. Upvote
    Ind got a reaction from Legend in Obtaining Hercules   
    Git Troubleshooting
    Please, commit your changes or stash them before you can merge.Aborting.Git doesn't update modified files even if they don't conflict unless they're properly "committed" in your local working copy, to do so is simple and advantageous (it will keep a log of your changes for yourself; so you can always go back and check what was changed and when)
    - On Unixgit commit -am "your log message, anything at all" - On Windows
    1. Right click your folder -> Git Commit -> "master"
    2. (optional) type the log message
    3. Hit 'OK'
  24. Upvote
    Ind got a reaction from AnnieRuru in custom Instance script always kick the players out of the map   
    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
  25. Upvote
    Ind got a reaction from AnnieRuru in custom Instance script always kick the players out of the map   
    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.
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