mleo1
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mleo1 got a reaction from vBrenth in @maprecall
this should be included in hercules.
Ontopic
just edit your source then recompile.
or use this script if you dont like to edit source
- script atcmd_maprecall -1,{ OnInit: bindatcmd("maprecall",strnpcinfo(3)+"::OnATC"); end; OnATC: if(getgmlevel()==0) end; getmapxy .@map$,.@x,.@y,0; mapwarp .@map$,.@map$,.@x,.@y,0;} -
mleo1 reacted to Angelmelody in NEMO - Client Patcher
@Neo
I'd like to request 'disable 99 and 175 aura options' , since we had auraset command
Can you add it into NEMO?
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mleo1 got a reaction from Mazrim in Setting up a new server - Where is Party Share range?
or this
inter-server.conf
// Level range for sharing within a party
party_share_level: 10
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mleo1 reacted to Dastgir in Auraset
File Name: Auraset
File Submitter: Dastgir
File Submitted: 24 Mar 2014
File Category: Plugins
For Building Plugins:
Windows: http://herc.ws/wiki/Building_HPM_Plugin_for_MSVC
Linux: http://herc.ws/wiki/Building_HPM_Plugin_for_gcc
Usage:
Atcommand:
(usage: @aura <aura1> {<aura2> <aura3>})
(aura1,aura2 are optional)
ScriptCommand:
(usage: aura aura1{,aura2,aura3}
aura1 is compulsory, while aura2,aura3 are optional.
aura1,aura2,aura3 are AuraID's
NOTE: 1) This effects are permanent(unless the effect is not, which is clientside) and if you want to remove it, either do "@aura 0 0 0" or by Script (aura(0,0,0))
2) If you type aura(586,-1,240), the 2nd aura will remain same, while first and third aura will change.
You can check/set User's AuraID's by following variables
USERAURA - Aura1
USERAURA1 - Aura2
USERAURA2 - Aura3
You can also change aura by changing these variables.
Some Useful aura Combinations:
{ 586, -1, -1 },{ 586, 362, -1 },{ 586, 362, 240 },{ 418, -1, -1 },{ 486, -1, -1 },{ 485, -1, -1 },{ 239, -1, -1 },{ 240, -1, -1 },{ 241, -1, -1 },{ 620, -1, -1 },{ 202, -1, -1 },{ 362, -1, -1 },{ 678, -1, -1 },{ 679, -1, -1 },{ 680, -1, -1 },{ 239, 418, -1 },{ 239, 486, -1 },{ 239, 485, -1 },{ 240, 418, -1 },{ 240, 486, -1 },{ 240, 485, -1 },{ 241, 418, -1 },{ 241, 486, -1 },{ 241, 485, -1 },{ 620, 418, -1 },{ 620, 486, -1 },{ 620, 485, -1 },{ 239, 418, 202 },{ 239, 486, 202 },{ 239, 485, 202 },{ 240, 418, 202 },{ 240, 486, 202 },{ 240, 485, 202 },{ 241, 418, 202 },{ 241, 486, 202 },{ 241, 485, 202 },{ 620, 418, 202 },{ 620, 486, 202 },{ 620, 485, 202 },{ 239, 418, 362 },{ 239, 486, 362 },{ 239, 485, 362 },{ 240, 418, 362 },{ 240, 486, 362 },{ 240, 485, 362 },{ 241, 418, 362 },{ 241, 486, 362 },{ 241, 485, 362 },{ 620, 418, 362 },{ 620, 486, 362 },{ 620, 485, 362 },{ 239, 418, 678 },{ 239, 486, 678 },{ 239, 485, 678 },{ 240, 418, 678 },{ 240, 486, 678 },{ 240, 485, 678 },{ 241, 418, 678 },{ 241, 486, 678 },{ 241, 485, 678 },{ 620, 418, 678 },{ 620, 486, 678 },{ 620, 485, 678 },{ 680, 679, 678 },
I guess no further explanation is needed.
Click here to download this file
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mleo1 reacted to KeyWorld in roBrowser - Ragnarok Online for Web Browsers
Seems like I didn't write a post here about this project, it's time to do it.
I'm here to introduce roBrowser, an open source project that try to port Ragnarok Online in the browser using web technologies (javascript, HTML5, WebGL).
As it's running in a web browser, roBrowser isn't OS dependent and run fine on Linux, Macintosh and Windows. It's also running on some smartphone and tablets but it depend if the system support webgl and I have to admit, it has bad control (not optimize for touch control).
It can also be run as a Chrome App, I personally use it to have a nice icon on my desktop.
From now, I tested it (and it's working) on Chrome, Firefox, Safari and Opera. It will work in future on IE11 when they will fix their rendering engine.
roBrowser is not a different game as Gravity built (Ragnarok Zero, Ragnarok Violet, ...), this project is intended to be another client for RO1, to connect on private servers.
Get the source
(Thanks to report all bugs)
If you like roBrowser, you can help me improving it or
even thinking about doing a donation ?
Screenshots
The project is still on going, currently missing a lot of features to match the official client (trade ui, npc buy/sell, ...), but I'm working on it.
Some usefulls links :
[*] Source code [*]Installation guide [*]WebSite [*]API Guide [*]Forum [*]Demo (Yep there is even a demo if you want to try it).
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mleo1 reacted to evilpuncker in Please share updated system folder
without itemInfo:
http://depositfiles.org/files/7l3mkt1as
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mleo1 reacted to Neo-Mind in NEMO - Client Patcher
MEGA UPDATE: NEMO 2.0 has been released. Please check the first post for more details.
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mleo1 got a reaction from Mumbles in Flux Control Panel for Hercules
You have to add these 8a0bda3 to your custom theme
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mleo1 got a reaction from Hadeszeus in Regarding Champion Skill
kapag 3rd?
Dalawang klase ang 3rd job
99->3rd
99->trans->3rd
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mleo1 reacted to ossi0110 in FluxCP for new SQL Table
Ok
Open the modulesrankingdeath.php
and change
$sql .= "LEFT JOIN {$server->charMapDatabase}.`global_reg_value` AS reg ON reg.char_id = ch.char_id AND reg.str = 'PC_DIE_COUNTER' "; into
$sql .= "LEFT JOIN {$server->charMapDatabase}.`char_reg_num_db` AS reg ON reg.char_id = ch.char_id AND reg.key = 'PC_DIE_COUNTER' ";
now Open modulescharacterview.php
and change
$sql .= "LEFT OUTER JOIN {$server->charMapDatabase}.`global_reg_value` AS reg ON reg.char_id = ch.char_id AND reg.str = 'PC_DIE_COUNTER' "; into
$sql .= "LEFT OUTER JOIN {$server->charMapDatabase}.`char_reg_num_db` AS reg ON reg.char_id = ch.char_id AND reg.key = 'PC_DIE_COUNTER' ";
and errors are solved
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mleo1 reacted to Neo-Mind in NEMO - Client Patcher
Interesting i havent posted here in some time.
Updates:
i) 2013-12-23c is supported in NEMO. There were some bugs but that has been fixed (let me know if u find more).
ii) Enable Mail Box patch has been added. It is still in experimental stage - would be great if someone would test it out. Currently the patch only works for 2013 clients since i was told 2012 clients don't have the mailbox issue.
iii) There seems to be a bug with Disable Multiple Windows when closing the client - stale process remains. This is being looked into (hence i have added an Experimental Tag on it).
iv) Custom Jobs Patch has been updated. The Lua Files to be used for the patch has changed format a bit - I'll put the details in a separate topic.
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mleo1 reacted to Ai4rei in Simple DLL Loader for RO Clients, last updated 2014/01/05
Simple DLL Loader for RO Clients
About
If you expect some super simple application, let me disappoint you, there is none; everything is already part of the RO client. Consider this post as a proof-of-concept. There are also certain catches that you should be aware of, before you start jumping for joy.
All you need to do, is to give your library a .asi, .m3d or .flt extension instead of .dll and it will miraculously get loaded by the client when it starts up and is unloaded once it shuts down.
While you can load pretty much any dynamic library this way, there is a major catch: when your DLL gets loaded, most of the initialization is already complete and the window is already visible, DirectX is not initialized at that point. So while this might be ideal for a client plug-in, that messes with the window or the client runtime, it's probably less usable for hot-patching of the initialization code. Another catch is, that the client will load fine when your DLL is deleted.
Summary: While the process of loading a DLL with the extensions .asi, .m3d and .flt is simple, the point at which it gets loaded might be unsuitable for certain uses. Since it's not intrusive, it might be of use for client plug-ins.
Demo: The linked demo consists of a pre-build DLL with source, that displays a message when loaded and unloaded for convenience of testing this PoC.
Edit:
Another issue noticed by Cataclysm: If "Sound Mode" in RO setup is set to "No Sound", DLLs will not be loaded.
Download
demo
QA
How does this work?
Your DLL is loaded as a driver for the Miles Sound System (mss32.dll), but since it does not register with it, it does not interfere with it in any way.
License
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
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mleo1 reacted to jaBote in Where can I find this in database?, and how to read
Your answer is hidden inside doc/script_commands.txt, inside the getitem2 description:
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mleo1 reacted to Michi in Client Translation Project
New Big release, Dastgir update all items name according to Hercules item_db.conf name. Hope you will like this as I do.
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mleo1 got a reaction from Mumbles in R> An item that will reset status/skill?
501,Red_Potion,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ resetstatus; resetskill; },{},{} sample
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mleo1 reacted to Neo-Mind in 2013 Ragexe and Diff (Up to date 2013-08-07)
Included xDiff for Increasing Attack Display .
http://sourceforge.net/p/neocustoms/code/HEAD/tree/xDiffs/
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mleo1 reacted to Ind 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 -
mleo1 got a reaction from ToiletMaster in summon monster script
set .arrcount, getarraysize($@monsteridweak);for(set .@i, 1; .@i <= (.arrcount); set .@i, .@i + 1){monster "this",0,0,"--ja--",$@monsteridweak[.@i],100,strnpcinfo(3)+"::OnWave1";} loop thru it
dunno if script works, never tried lol
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mleo1 reacted to Neo-Mind in 2013 Ragexe and Diff (Up to date 2013-08-07)
i might be interested in raising the 999999 limit to 2147483648
but i dunno how i can test if its working
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mleo1 reacted to malufett in Client Translation Project
I hope someone will share their translated item description for rebellion class items..because some day you will need it badly when you update your Herc server...
Rebellion skill info
skillinfolist.lua
skilldescript.lua
skillid.lua
skilltreeview.lua
special thanks to:
to the creator of luadec
and google and Rytech et al. for the translations
it came from latest kro patch as of 8-29-2013..so you can see some changes from the current info out there in the internet...