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akbare

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  1. Upvote
    akbare reacted to Rytech in The End of A Era - Goodbye 3CeAM   
    Well this is it. This is the day I knew would one day come after spending some time thinking about the project and my priorities. After a number of not so good things happened to me during the first few months of this year (2020) I had to sit down and think about many things including this project. In the end I came to the difficult decision of ending this project. Many many years of work into something that I feel has to end. But not every reason for this is due to my current situation in life but also the changing world of Ragnarok Online. I won't get into the details of whats going on in my personal life but ill talk about the issues with the project itself.
     
    RO is changing. A lot. Its changing too much for me to keep up on jobs, skills, and important features on the project and my life future needs to take priority. For most of the time I worked on this project it has distracted me from my priorities in life. I kept up with it for a very long time and I tried to catch up on things for many years. With the complete recode of the elemental system on r900 I felt I finally got all caught up and only had a few bugs here and there related to skills that needed to be fixed and I just needed to finish up whats missing for the Summoner job. But I was so wrong. The thing is I felt the need to keep things up to keep the project alive and not have people wondering if the project is dead or not. Plus after doing so much work it felt like ending it would mean I wasted years of my life doing this for....what??? What exactly did I get out of this? Some fun, a hand full of thanks, and some credits and rep. Kinda felt like someone who played a MMO for many years and can't quit knowing it would make all that past time feel like it was all for nothing. A waste.
     
    So whats the issues with the project itself? Well....
     
    1. The Base Code Is Too Old
    3CeAM is running on eAthena r14767 which is around 9 or 10 years old. A base that dated has been found to have some issues with newer compilers like VS 2015 which I have resolved this year. But other issues appeared after running the program made with newer compilers which I fixed some. But I realized that not only is there a lot of hidden issues needing fixing but things like plugin's and other .dll files are dated and need updating along with the code that uses them. I have little knowledge of this stuff and can't do it by myself. Other projects like rAthena and Hercules are much more up-to-date for newer compilers and OS's. 3CeAM's base code is just too old to keep up with. Especially when im the only one working on it.
     
     
     
    2. Keeping Things Up-To-Date Is Impossible
    When it comes to development in this project there's a few key things I focus on most. Jobs, skills, any systems related to the jobs/skills that require them, and client support. I don't bother with things like the banking system or equip swap or other non important things. This pile of stuff I pushed off grew over the years and now while client support is good, many features in them don't work since I never coded them in. Im always busy working on job/skill related stuff most of the time. Its very time consuming. But after spending many years catching up on the official support for skills and these job/skill related systems I finally caught up in r900 with the exception of Summoners and a few skills that could use a quick recode.
     
    Looking at whats been going on in official kRO the dev's have been changing things with the 3rd job skills....A LOT!!!! They will increase the max level for some of them, change how some of the skills work, and do these massive skill updates. That would be kinda fine with me if it wasn't for the fact that they keep changing things. How many skill updates Rune Knights got? How many freaken times Sonic Wave got changed? How many times did they change a large number of 3rd job skills for each job? Each job must of gotten at least 3 or 4 massive skill change updates to their skill set. Its enough to drive me crazy trying to keep up with it all.
     
    Remember how long it took me to go through every 3rd job a few years back to comb through all of the code to get each of them up-to-date with the 2011 skill updates? Even after that I had to go back and revisit the parts I held off on knowing they would be very complex and time consuming to do. Now it feels like half or most of what ive done was now a time waster since I will have to do this exact procedure ALL OVER AGAIN combing through the code and kRO change logs to update each 3rd job skills 1 by 1 to get them up-to-date again. I did it once, im not doing it again.
     
     
    3. Newer Client Support.
    In mid 2018 official kRO increased the value that handles item ID's from short (16-bit 32k item limit or 64k however you look at it) to int (32-bit allowing over 2 billion ID's). But the way they did it made things difficult. Many existing packets relays on item ID's and so they decided to change this value in all already existing packets. To support newer clients over 50 or probely 70 or 80 or maybe more needs updating. But not only updating but many which only have 1 versions of itself requires additional code to keep backward support for older clients. Such a change is a huge workload and would require multiple updates to get it working. Me not having the time for this crap if I did it would just say FUCK IT and remove ALL of those packets and only readd the latest versions of each one to significantly reduce that workload. I would make a copy of the source files that handles the packets and put them to the side in the SVN for those who want 2018-06-20 or older support because that change will make it so only 2018-07-01 and newer clients will work. Won't be the most popular choice but im not up for trying to keep backward compatibility with years of clients. Just going to be a pain in the ass.
     
     
     
    4. The 4th Jobs Workload
    It took many years since the beginning to get the 3rd jobs caught up. Some of that time spent figuring out how to implement them in the system on their own layer and also inherit the features and permissions of the previous jobs. That was a big challenge since noone knew exactly how the job management system worked. Me and a few others made multiple prototype codes to find the best method until I found the right way to do it. Knowing this knowledge I can create a new layer for 4th jobs. But these jobs come with a lot more then just a hand full of skill sets.
     
    When 3rd jobs came, so did the introduction of a new game mechanic that split cast times into variable cast and fixed cast and it also introduced cooldowns. It was a nice and much needed change and it didn't take long to code this stuff in. 4th jobs however are adding new game mechanics much bigger then this. When you change to a 4th job, level 201 to 250 will give you a new kind of stat points called T.Stats and you use them on 6 new stats that are added to the 6 that existed since day 1 of RO, making the total number of stats in the game 12 now. This also comes with a hand full of new sub-stats which we can just call T.Sub-Stats. Coding all of this in will be a big work load since no new stats were added since the early days of RO server emulators. Also new to the table is something called AP which will be a new requirement for some if not all of the 4th job skills according to info I found in a updated skillinfo_f.lua file. So now we will soon have to mange HP, SP, and now AP.
     
    Info extracted from newer client exe's shows some of the new buff skills increases T.Stats and also increases T.Sub-Stats. Combining that with the new AP requirements and you now have over 100 new skills that will require all of this to be coded in and working to allow those skills to work properly. This is a workload much MUCH greater then what the 3rd jobs were and doing this alone will just stress me out. Especially when this is only a free time hobby that brings no income.
     
     
     
    5. A Project Managed By 1 Person
    Managing the project by myself has been somewhat stressful at times. It used to be developed by a small team but everyone moved on with their lives. And I got used to doing it all by myself. I knew the code inside and out because almost everything was being done by me and I knew what was done and what still needed to be coded in. Well this became a big part of the project's downfall. Doing it all by myself is a lot on me and it prevented things like a updated base code and .dll's, server/client features, and other things to fall behind. Sure 15peaces made patches you can apply to get those other features working but its not something officially in the project's code.
     
    I tried working with the team at rAthena before only to quickly find out that some of the dev's there don't do a good job at coding. Some would code something in and commit it to the GIT and those changes would cause problems. So dev's have to go back and fix the bug or the issue which sometimes causes crashes and commit again. And even with that the fix won't even fix the issue as if the dev didn't test it. WTF!!??!! The dev would commit multiple times on that code before its actually working. I can only imagine the number of issues in that project's code. When you code something in your supposed to TEST IT BEFORE RELEASING IT!!!! Test it thoroughly to make sure it works EXACTLY how its supposed to and test some scenario with it to make sure it doesn't cause problems or crashes in case there's any hidden bugs. And even if it works properly, find ways to shrink the code down to make it smaller and optimize it to use a few CPU cycles and little memory as possible.
     
    I follow a procedure when I do my own coding. Code it in, do simple tests, shrink and optimize the code if it passes the test, test again for the same expected results, do extra testing (thorough testing through stressing the code and running scenarios that might cause issues), and then release it if all passes. Its because of this 3CeAM has a history of being stable and extremely rarely has any crashes or bugs. If there's one thing dev's should take from this example, do it right the first time and give it your best at all times. If your often having to go back to your previous work or the same piece of code repeatedly to fix it then your doing something wrong. The lack of this procedure in rAthena made me quit in less then a month as I refused to fix/cleanup other people's messes. This is why I worked alone for so long. I was afraid to let or ask others join the team.
     
     
     
    Final Note
    3CeAM was fun to work on and I learned a lot from it. It was very popular before rAthena and Hercules existed since at the time people wanted 3rd jobs in their servers. But those golden years are gone and trying to keep this project alive will just be a waste. Its time to let go and move on to new hobbies. Im very interested in the 4th jobs but im not interested in trying to code them into a old very dated project. If I do such a thing it will be in rAthena (which is in a better standing then when I saw it years ago), or Hercules. Anything with 3CeAM will only happen if its a paid job and thats if I even choose to accept it.
     
    Thank you to the community for supporting the project and being with me all these years. It was a fun journey.
  2. Upvote
    akbare reacted to 4144 in error libpcre   
    if you prefer centos, try centos 7 or newer versions.
    Now you using centos 6. It was release in 2011 year.
     
  3. Upvote
    akbare reacted to 4144 in error libpcre   
    Again, show error from configure.
    Dont run make until configure will not show any errors.
  4. Upvote
    akbare reacted to 4144 in error libpcre   
    This error mean your system partially broken, look like it can find /bin/sh.
     
    Try open configure with text editor and replace in first line /bin/sh into /bin/bash, then save.
    and try run configure again.
  5. Upvote
    akbare reacted to Dastgir in error libpcre   
    dos2unix configure ./configure   This should solve configure error.
     
    then recompile the server
  6. Upvote
    akbare reacted to 4144 in error libpcre   
    configure show error?
    it show you should fix this error.
  7. Upvote
    akbare reacted to Mumbles in how can i remove man from morroc npc   
    Man From Morroc is in npc/quests/quests_nameless.txt
  8. Upvote
    akbare reacted to Conflicts in RagnaShield Beta 1.0.8   
    RagnaShield Beta – Introduction
     

     
    Installation guide


    Features - Clientside


    Hardware IDs
    Every time a player connects to his account, various hardware IDs are retrieved from the computer, such as the MAC Address, the CPU ID, Disk ID and Motherboard ID. This information is then sent to the server and stored in the `login` table. The purpose of this feature is to create a fingerprint of the player's computer capable of ensuring you they will not come back after a hardware ban. The player's hardware IDs are then compared to the ban list to see how much of a match they are. This setting can be modified from ragnashield.conf with ban_sensitivity. 

    Advanced File Hashing (including those inside GRFs)
    You can hash as many files as you wish within your RO folder or your GRFs. RagnaHosting already provides a default list to prevent no-delay sprites by protecting the default job sprites,
    this GRF will take the highest priority and will be named JobSprites.grf. To customize this list and include your own files or sprites, contact the RagnaHosting Networks with the necessary information.
    If any of your hashed files fails the check, the client will show an error and it wont launch. This behavior cannot be changed.
    * This protection currently does not take into account the order in which your files are being loaded. If this becomes necessary, you might want to protect your DATA.INI as well.

    Dual Clienting
    By default, only up to two clients can run simultaneously. The choice of two clients is to allow your players to trade between their accounts. This feature can be modified as per user request.
     
    Hiding clientinfo.xml
    Your clientinfo.xml has been embedded to your RagnaShield protection components and the client will disallow any connection bypassing the one provided.
    This would protect you from most of those people trying to find your IP for some malicious intentions. This also ensures that you'll only be able to use this protection when you're hosted with us.
     
    Better compression (LZMA support)
    LZMA is a compression method allowing you to significantly reduce the size of your GRF files.
    The idea of this feature was introduced by Curiosity, for more information visit the following thread on rAthena : https://rathena.org/board/topic/95086-lessgrf-slim-down-your-grf.
    RagnaHosting uses this compression by default on your GRF files. As you may have noticed, the size of a fully patched Full Client is only about 1.4GB, the one RagnaHosting provides.
    In GRF Editor, you can use this custom compression by going in Tools > Settings > General > Compression method > Custom compression... and select the cps.dll provided in the thread mentioned above.
    * Do not attempt to load the custom cps.dll provided by RagnaShield in GRF Editor, you will crash and may end up having to reinstall the application.
     
    File Encryption (Unique GRF Editor keys)
    RagnaShield allows you to encrypt your GRF files' content using GRF Editor's encryption. You will receive a key.grfkey file which can be used directly by GRF Editor to encrypt or decrypt your content.
     
    File Encryption (RagnaHosting Shared Encryption)
    By being part of RagnaHosting, you will gain access to free or cheaper custom content for your server. This content is encrypted and will only work on ALL servers using RagnaShield as their protection. If you decide to leave the host however, you will no longer be able to use them. This feature itself warrants a post of its own, I'll be explaining in details how this works.
     
    Splash Screen
    Pretty self explanatory, RagnaShield will display a splash screen 250px by 150px in size when your client launches, and closes it as soon as the client fully loads up (the login screen appears).

    Third-party program restriction / blocking
    This feature is in constant development and there are already a handful of softwares being blocked by the game guard. You can choose whether or not you want to allow tools such as RCX to run on your server. Other programs such as CheatEngine will automatically be blocked. This feature is fully customizable as well to fit every server's needs. We do encourage you to submit cheat tools so we could block them for everyone. We believe there's no reliable way to block macros, and we want to make it clear that we're not advertising RagnaShield to be able to do that.
     
    What about bots?
    Blocking bots or other similar tools is not part of RagnaShield's protection. To prevent those, we recommend you use newer clients allowing packet obfuscation; it will block bots better than any features we could add to our game guard. By default, we'll include packet obfuscation support on the client we'll provide you, it'll use fully qualified keys, and it'll be unique for each server.

    Features - Severside

     
    Banning system
    It is important to understand the difference between an account ban, an IP ban and a hardware ban.

     
    Knowing when to use which can be a bit confusing at first, however RagnaShield's ban commands are more straightforward because they combine these together nicely.
    Banning a player bans both their hardware IDs and their account at the same time. Our custom bans take into account the level (group id) of the GM who is issuing the ban.
    As such, it is only possible for a GM to ban an account with a lower group id than his own. Therefore admins (group 99) can never be banned. The hardware ban, which is always
    applied regardless of the group id of the target, can be bypassed if the account's owner has a higher group id.
     
    Configuration file (ragnashield.conf)
    The configuration file is found at conf/ragnashield.conf.

     
    Hardware IDs
    Hardware IDs are stored on the server side when a player attempts to log in. All the info are also added to the loginlog table. RagnaHosting lists 4 kinds of Hardware IDs, namely;
    MAC Address, CPU ID, Drive ID and Motherboard ID. There's a 5th and special kind of ID which combines the latter 3 into a unique hashed ID, which can make it easier for you to
    integrate on your scripts. All of these information are added to the `login` and `loginlog` tables.
     
    Ingame @commands
    @ragnaban / @ban2
    usage: @ragnaban <time> <player_name> {<reason>}
    ex   : @ragnaban 1d "test player" Stole gears.
    Similar to @ban, this command does both a regular @ban and a hardware ban. The computer of the player will no longer be able to connect to your server.
    If the account ban's time is greater than the one given by the command, it will keep the longest one. When a player's name contains spaces, you must use quotes,
    otherwise it's not needed. The reason given for the ban is also optional but it is recommended.
     
    @ragnafullban / @fullban
    usage: @ragnafullban <time> <player_name> {<reason>}
    ex   : @ragnafullban 1d "test player" Stole gears.
    This is the same as the previous command, except it will also ban all the accounts related to the player. It bans the accounts based on the last person who logged into them.
     
    @ragnaunban / @unban2
    usage: @ragnaunban <player_name> 
    ex   : @ragnaunban "test player"
    This command removes the hardware ban of a player as well as removing the account ban of the player mentioned.
     
    @ragnafullunban / @fullunban
    usage: @ragnafullunban <player_name> 
    ex   : @ragnafullunban "test player"
    Same as the previous ban, except it unbans all the accounts connected with the player (using the hardware IDs of the person who logged into the account last).
     
    @showmacban
    usage: @showmacban
    Shows the current MAC addresses banned.
     
    @execute <system_command>
    usage: @execute echo Hello world!
    Executes a command on the server's VPS. This command allows you to customize server tasks outside of the game. The example command will display "Hello world!" in the map-server console. You could use it to recompile or restart your server, create a backup, etc. The possibilities are limitless for this command. We'll be writing scripts for everyone for you to make use of Linux commands and utilities from inside the game! This means you can tell your GM to type @execute sqldump before he hosts his event, just in case something goes wrong. Feel free to send us suggestions of what commands you want to see on here.
     
    @ping {<player_name>}
    usage: @ping
    This command asks the server to ping yourself or another player. The task is put on a background thread and you will have to wait a few seconds to retrieve the ping statistics. To retrieve the pong info, you'll have to type @ping again. Each ping has a hard delay of 10 seconds and the statistics will be erased from your server's VPS after 30 seconds. By default, players cannot use @ping <player_name>. If you want to allow lower GMs to use the latter command, you must give them the @ping2 atcommand permission ("ping2: true" in groups.conf).

    Script methods
    The following script methods are shortcuts to simplify your custom scripts.
     
    getcharmac({<account ID>/<character ID>/<character name>})
    usage: getcharmac();
    usage: getcharmac("test_player");
    If no argument is specified, the currently attached player's RID will be used to retrieve the MAC address.
     
    gethardwareid(<type> {,<account ID>/<character ID>/<character name>})
    usage: .@id$ = gethardwareid(0);
    usage: .@id$ = gethardwareid(4, "test_player");
    Type 0 – MAC address
    Type 1 – CPU ID
    Type 2 – Disk drive ID
    Type 3 – Motherboard ID
    Type 4 – Unique ID (combines types 1-2-3)
    This command retrieves the hardware information from a player.
     
    Credits
    Conflicts - Project manager, started this whole project and gathered the team. Helped test the features thoroughly. Kept pushing for more features, and will keep doing that for the foreseeable future.
    Nanakiwurtz - Ported the source code for both rAthena and rAmod, scripted the sample scripts as well as general testing of the features.  She will be taking care of your protection component customization requests.
    Tokeiburu -Responsible for the tools used for the generation of the game guard files. He's being humble though, to put it simply, RagnaShield wouldn't have been possible without him.
     
    Updates:
    Version 1.0.1
    Added shared encryption key. Added GRF file hashing. The RagnaShield logo on startup now closes once the client's main window shows up.

    Version 1.0.4
    Fixed packet conflicts between RagnaShield and the packet obfuscation feature. This error would show up in your emulator's map-server console as "unsupported packet : 22 or 26 in length". Updated startup logo. Other minor bug fixes.

    Version 1.0.6 Improved RagnaShield's CPU usage down to almost 0%. The usage was already pretty low, except now it uses Windows' events to detect new process creation. This means it no longer needs to scan your process list at every specific interval of time. Fixed a bug regarding the third-party protection blocking false-positive process. Hidden processes are now detected.

    Version 1.0.7 Fixed a bug regarding the GRF hashing process; this bug would crash your exe without any warning. The third-party protection module for Windows XP was unable to launch properly, this has been fixed. Improved overall customization : clientinfo.xml is no longer hidden within the game guard. To edit the content, you must open RagnaShieldRagnaShield.xml, then it's just like a regular clientinfo.xml. This was changed to allow admins to add more GM accounts without us having to rebuild your client files. You will notice that the IP fields are protected as well the port fields (so the security is still the same as before). The allowed IP tags are "#PRIMARY", "#FILTERED" and "#LOCALHOST". The last one allows you to test your server on a local network. DATA.INI is no longer embedded within the client. You can edit the content and add as many custom GRFs as you want. The first two entries are reserved for RagnaShield The data folder can be read safely without having an impact on our protected sprites (job sprites). This blocks no-delay skills while allowing you to test custom changes.
    [*]
    Common errors are now displayed in a more friendly manner (replaced some of the 0xF#####87 errors). [*]Introducing a new file signature protection. This fully blocks any unauthorized processes from being executed at the same time as your client.

    Version 1.0.8
    Added file version to the game guard to track down further issues. Added a custom crash report to help track down further issues and which will quite possibly help you solve other issues. The file is stored in ClientCrash.log Huge update on RagnaShield's third-party protection. It is planned to be improved, but newer cheat softwares should have a harder time to work. WMI errors will now show up in hexadecimal, this will be easier to track them down as well. Pressing Ctrl-Del ingame will crash the client and generate a crash log on purpose. Security upgrade regarding macro'ing softwares. Updated third-party definitions and rules.

  9. Upvote
    akbare reacted to uyjulian in [GRF] ROTranslatedEN (just add to ini!)   
    http://www.mediafire.com/download/nhb49e7psgbm3ex/ROTranslationEN.zip
    Thanks to https://github.com/ROClientSide/Translation
    This will replace Korean content with English content, however you just add a .grf and a line, and you are done. Also, it's faster to transfer, since there isn't over 100,000 files to process.
    How to use:
    Extract the .zip above to your RO folder
    In your DATA.INI in the RO folder change
    [Data]2=data.grfto[Data]1=translate.grf2=data.grfThat's all to it! 
    How do I make my own?
    Coming soon!
  10. Upvote
    akbare reacted to Olrox in Browedit 2.0 - a new revision by Borf   
    Revision 279 added. (2014-08-28_browedit_20_rev-279.rar)
    Full BrowEdit 2.0 SVN Log: http://svnlog.borf.info/browedit.log
    Download Link: https://www.dropbox.com/sh/uy06b3ds5r80gcb/AAAUNcW0YltlirAdan00EZvPa
    Edit: config.borf.json with your current RO directories. Input with your keyboard your config name once you open browedit.exe and asks for it. Your graphic card must support OpenGL 2.0+~ to run this software.
     
    Whats new:
    [*]Major Update: Mirror or Simmetry at object edit mode: allows to mirror complete maps at the RSW file. Useful for simmetry maps. Experimental for now. (press M to simmetry)
    [*]Major Update: Bug reporting: Extension, once you have a crash, a crashlog can be send to borf by mail.
    [*]Major Update: Height edit mode: Initial work at this mode. Left click to select an amount of tiles, right click and drag to add height or decrease it. Look for the radial menu (spacebar) to find the "height edit tools option" and disable the smoothness at heights.
    [*]General bugs fixed and clean ups.

    Introduction:
     
    We all know how great and useful is browedit these days, that it has become the unique choice at Ragnarok Mapping. We will always be thankful to @Borf, who has created this tool years ago, and now, since the past year, he has been working with a new version of it.
     
    This project replaces the old one [link] that was the previous and Old Java version of Browedit 2.0 *which is no longer used*. This thread will have regular updates about the project. Any kind of feedbacks and suggestions are always welcome.
     
     
    Video:
     
    (Video pretty says all of how browedit has improved greatly)
     
    Screenshots:
     
     
     
    Features already working:
    [*]Faster and more efficient, even at complex camera distances.
    [*]Real-Time Rendering of Changes Made
    [*]Multi Core support (before, past browedits were only for 1 core)
    [*]RSM Animation
    [*]Texture Edit mode *partially*
    [*]Texture window list (which is optimized and loads fast)
    [*]Object Edit Mode *partially* (which now, replaces object group edit mode of past brows)
    [*]Rotate, Position, Resizing and multi selection are supported.
    [*]Sounds
    [*]Effects

    Some TODO:
    [*]Water rendering
    [*]Add Undo Structure (probably Redo aswell)
    [*]Config Window
    [*]Start Working on More Edit Modes.
    [*]Saving.
    [*]Add Skybox (a fancy feature that will add sky to maps. Probably it can be linked to fogparametertable.txt)

    Possible New Features:
    [*]New Lightmaps
    [*]Proper Lightmap calculations across models
    [*]3D RSM Models editor inside Browedit probably with animation support (/me hopes)
    [*]Multi-User Share Mapping (multiple mappers could work on a same map in real time)

    We have to be thankful with @Borf that has been working on this project for a long time. If you have programming skills, you can be part of this project, please  don't hesitate to contact me by PM. Please support the project by giving us feedback and nice or useful ideas that would make browedit 2.0 improve. Also, please avoid to report constantly bugs or glitches, one time is enough. Keep in mind this is under progress and not a release version. 
     
    Motivation is always welcome. Share this project and show us your support to make it possible.
  11. Upvote
    akbare reacted to jaBote in [Error] can't make sql   
    And if your system claims you haven't dos2unix, yum install dos2unix
  12. Upvote
    akbare reacted to Dastgir in [Error] can't make sql   
    not yet experienced this yet, but search on internet shows that, if you have imported it from windows, then linebreaks are different(linux and windows handles it differently)So do these commands

    dos2unix sysinfogen.shchmod +x sysinfogen.shThen , make all
  13. Upvote
    akbare reacted to goddameit in BOT   
    File Name: BOT
    File Submitter: goddameit
    File Submitted: 10 Mar 2014
    File Category: Source Modifications
     
    Refer:
    http://rathena.org/board/files/file/2551-autoattack/
    http://rathena.org/board/files/file/2826-autopots/
     
    Preview:
    https://www.facebook.com/photo.php?v=774591642560012
    https://www.facebook.com/fanen.goddameit/posts/774573372561839
    https://www.facebook.com/fanen.goddameit/posts/773655365986973
     
    Info:
    This system will make player auto-attack when they active this SC.
    Player can put some skill and item to their hotkeys for controlling something,
    for example, if I put fly wing to my F1, and it will use it for teleporting.
     
    Hotkeys:
    F1 ---> Fly wing
    F2 ---> Teleport (Skill)
    F3 ~ F7 ---> buff skill for yourself
    F8 ---> Main attacking skill
    F9 ---> Second chosen skill
    Line 2 1st ---> Item for HP (Lower 80%)
    Line 2 2nd ---> Item for SP (Lower 80%)
    http://i.imgur.com/v3rBXjc.jpg
     
    Active:
    sc_start4 SC_BOT,<Duration>,<Use Normal Attack>,0,0,0; Forced End:sc_end SC_BOT; Sample for ONOFF:@boton ---> start @botoff \ @botend ---> end http://pastebin.com/VEpkVF9i 
    PS:
    If everything is right, but BOT still not working, check your SC_BOT definition in db/const.txt and status.h, both must be same value.
     
    For New Version Hercules Users :
    path->search is updated and it needs block_list now, so just add it by yourself.
    http://herc.ws/board/topic/4821-bot/?p=67769
     
    Update:
    Click here to download this file
  14. Upvote
    akbare reacted to keough in [Showcase] Runeterra Kingdom   
    A New World of Runeterra has rise! All maps cities and fields are here except dungeons and the other fields in the world map image. it is expanding and growing! so watch out for more updates!
    Create your own stories! make a change in a new gameplay of Ragnarok Online
     
    For those who want to have this new world PM me to get the license of the world map.
     
    Video of Runeterra Kingdom
     
    World Map
     
    Thank you and God Bless!
  15. Upvote
    akbare reacted to Beret in Update mapzone   
    I believe that mapzone is the best setting ever created, the facility that allows the modifications, I suggest adding a few more options as aegis and also a @reloadmapzone command that allows me to read again the configuration without having to relogin to the server.
     
     
    Noticed that the aegis there are some settings that hercules has not yet, let me tell you some.
     
     
    ADD_PROPERTY
     
    Here is the famous mapflag just needs updates as the aegis
     
    Example:
     
    ADD_PROPERTY(TELEPORT, TRUE); //텔레포트ADD_PROPERTY(NOTREMEMBER, TRUE); //기억ADD_PROPERTY(PARTY, FALSE); //같은파티PK불가 ADD_PROPERTY(GUILD, FALSE); //같은길드PK불가ADD_PROPERTY(DISCONNECT_NOTREMEMBER, TRUE);// 접속종료시기억금지 ADD_PROPERTY(CALLMONSTER, FALSE);  
    ADD_BLOCK_EQUIPITEM
     
    This blocks the item and cannot equip while with the item equipped
    ADD_BLOCK_EQUIPITEM("Phen_Card"); // Phen_Card 사용 불가ADD_BLOCK_EQUIPITEM("Orleans_Gown"); // Orleans_Gown 사용 불가ADD_BLOCK_EQUIPITEM("Blood_Butterfly_Card"); // Blood_Butterfly_Card 사용 불가  
    ADD_BLOCK_BUFF
     
    Blocks the effect on a zone, will not get bonuses even using the skill
    ADD_BLOCK_BUFF("EFST_ENDURE");  
    ADJUST_TRAP_DURATION
     
    We need an update here too, here is the adjust_unit_duration we need a mapflag update for zones.
    ADJUST_TRAP_DURATION (HT_LANDMINE, 400); // 랜드마인ADJUST_TRAP_DURATION (HT_BLASTMINE, 400); // 블래스트 마인ADJUST_TRAP_DURATION (HT_SANDMAN, 400); //샌드맨ADJUST_TRAP_DURATION (HT_SHOCKWAVE, 400); //쇼크웨이브트랩ADJUST_TRAP_DURATION (HT_SKIDTRAP, 400); //스키드트랩ADJUST_TRAP_DURATION (HT_ANKLESNARE, 400); //앵클스네어ADJUST_TRAP_DURATION (HT_CLAYMORETRAP, 400); //크레모어 트랩ADJUST_TRAP_DURATION (HT_TALKIEBOX, 400); // 토키 박스ADJUST_TRAP_DURATION (HT_FREEZINGTRAP, 400); //프리징_트랩ADJUST_TRAP_DURATION (HT_FLASHER, 400); //플래셔
  16. Upvote
    akbare got a reaction from pr3p in Ragexe support. Lua error[string "buf"]:6 bad argument #1 to 'ipairs'   
    Data folder
    If you have some problem with your lua files, please delete your old data/luafiles514 folder
    And put those files in your ragnarok folder : https://subversion.a...de-translation/
    Finally, change all lua extension to lub extension, place this script in your data/luafiles514 folder
    Windows :
    http://www.mediafire...jvtac0j8f6m604v
    Linux :
    http://www.mediafire...r72dz8mpk83dvsr
     
    If you still have trouble with lub files, you can use my own luafiles514 folder (delete your own luafiles514 folder before !!!)
    http://www.mediafire...uudw9u0siwnycwz
  17. Upvote
    akbare reacted to Brynner in Hercules FluxCP   
    this is a modified fluxcp from xantara.
    i just made it compatible for hercules.
     
    at the moment. renewal still not supported.
     
    tested for Pre-re.
     
    Defense.

     
    Attack

     
    http://hercules-fluxcp.googlecode.com/svn/trunk/
     
    all credits goes to the owner of this control panel.
  18. Upvote
    akbare reacted to KeiKun in CrashSaver   
    i don't see gdb hard to read
    >_<
  19. Upvote
    akbare reacted to Mumbles in Instant Third-Class Jobs   
    Utility: Instant Third-Class Jobs
    As per spectator's request: http://herc.ws/board/topic/882-rinstant-job-changer/
     
    Description:
    Allows player to choose a third-class job upon initial login; if the player fails to choose a class for any reason, (s)he will be prompted again upon next login.
     
    Download:
    https://github.com/datmumbles/Scripts/raw/master/util/thirds.txt
  20. Upvote
    akbare reacted to Valiente in Ragexe support. Lua error[string "buf"]:6 bad argument #1 to 'ipairs'   
    I have been receiving this error whenever I login using Loki:
     

     
    So far the server is client-side bug free. No errors except for this! Also, how do I increase my screen's resolution? I'm using 2013-05-22 Ragexe, data v4.0 by alexandria, and using data folder only!
     
    Thank you for any help you may give!
  21. Upvote
    akbare got a reaction from mrlongshen in client crash on level 99   
    check your aura sprite in grf
  22. Upvote
    akbare reacted to christianz30 in [Request] Job Changer with Official Headgear Reward   
    Try this one
     
    http://pastebin.com/xX7xnzgN
  23. Upvote
    akbare reacted to christianz30 in [Guide] Setting-Up 2013 Clients   
    kRO 2013 Client Set-Up
     
     
    Prepared by: Tian
    Date Created: July 09, 2013 Version: 1.0     Table of Contents Pre-Requisite Items   Client Set-Up Instructions   Additional Info  Known Issues  Credits & References

     
      I. Pre-Requisite Items: - clean kRO folder (make sure it’s fully patched!) - Updated Data Folder/System Folder (Download the latest Data Folder) -    Download luatolub.bat from: http://www.mediafire.com/download/jvtac0j8f6m604v/luatolub.bat   II. Client Set-Up Instructions 1. Copy your Clean KRO Folder (to back-up your kRO) 2. Extract and Copy the Contents of Data Folder v4(or latest rev) to the clean kRO Folder  3. Open kRO/data/clientinfo.xml update the code Search <servertype></servertype> Set it to primary Search <langtype></langtype> Set it to 0 Sample:

    4. Edit the trunk >Hercules/src/common/mmo.h then build the solutions
    Search #define PACKETVER YYYYMMDD And match it with the date version you choosed for your client ex: #define PACKETVER 20130522 Clean and re-build the solution of your emulator after it !!! 5. Place luatolub.bat inside the kRO/data/luafiles514 and run it to convert the luas to lub

    6. Copy and paste the launcher to the kRO folder (loki.exe, loki.ini, loki skin folder) from the Demo Package 7. Copy and paste the Client.exe to the kRO folder (LocalRO.exe) from the Demo Package     8. Open the file kRO/savedata/OptionInfo.lua and change the code to: (If no file exists, create one) CmdOnOffList = { ["/battlemode"] = 0, ["/notrade"] = 0, ["/noshift"] = 0, ["/noctrl"] = 1, ["/skillfail"] = 1, ["/notalkmsg"] = 0, ["/notalkmsg2"] = 0, ["/showname"] = 1, ["/fog"] = 1, ["/aura"] = 1, ["/window"] = 0, ["/miss"] = 1, ["/q1"] = 0, ["/q2"] = 0, ["/effect"] = 1, ["/bgm"] = 1, ["/sound"] = 1, ["/loginout"] = 1, ["/shopping"] = 1, ["/stateinfo"] = 1, ["/snap"] = 0, ["/itemsnap"] = 0, ["/skillsnap"] = 1, ["/hoai"] = 0, ["/merai"] = 0, ["/camera"] = 0, ["/btg"] = 1, ["/lightmap"] = 1}OptionInfoList = { Window_XPos = -1, Window_YPos = -1, Trilinear = 0, Bgm_Volume = 100, Effect_Volume = 100, AutoOpen1to1Window = 1, AutoOpen1to1Window_Friend = 1, PlaySound_Open1to1Window = 1, Simplicity_SkillList = 0, Show_SkillDescript = 0, ChangeChatMode = 1, LockMouse = 0, ChannelCopID = 0, Outdoor_ViewLatitude = -45, Outdoor_ViewDistance = 400, Indoor_ViewLatitude = -45, Indoor_ViewDistance = 300, SkinName = "<Basic Skin>", MouseExclusive = 1, WIDTH=800, HEIGHT=600, BITPERPIXEL=16} 9. Right-Click the OptionInfo.lua and click on Properties, tick the Read-Only option
    10. Run the server and open loki.exe(the launcher) and log-in     CREDITS & REFERENCES:   1. Credits to Shakto for the Guide: http://herc.ws/board/topic/630-2013-ragexe-and-diff-up-to-date-2013-07-03/ 2. Credits to Alexandria for the Data Folder: http://herc.ws/board/topic/901-basic-complete-renewal-data-english-folder/ 3. Credits to mleo1 for the Loki Launcher: http://herc.ws/board/topic/1070-loki-launcher/ 4. Credits to zackdreaver for the Client SetUp revert issue fix: http://herc.ws/board/topic/1409-client-set-up-not-saving/   Notes: Suggestions are welcome in order to make the guide more easier to follow and to make it more accurate. Thanks    Not Included in the Guide but options: 1. Client-Diffing  2. ROCred (alternative to loki)          
  24. Upvote
    akbare reacted to OnNplay in Hercules Win32 for Ragexe 20130703   
    File Name: Hercules Win32 for Ragexe 20130703
    File Submitter: OnNplay
    File Submitted: 16 Jul 2013
    File Category: Pre-Compiled Server
     
    This is a ready to go Hercules for Windows 7 32 Bit and 64 Bit.
    Compiled using Visual Studio Ultimate 2012 in Windows 7 Ultimate 64 Bit.
    File is packed using 7zip (Ultra) for just 9.71MB. (normal size = 61.70MB)
     
    1. Ragexe source.
     
    2. Svn repository.
     
    3. Tutorial preparing database ragnarok.
     
    Click here to download this file
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