maqc1
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Everything posted by maqc1
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¹ÌÄÉ´Ð_³²_ Is male mechanic (without mount)
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Custom weapons NEED to be in the correct ID range to be displayed. Can you share your itemdb code?
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How exactly does those websites work? I'd be glad to help with translations. If this can help... In my experience with accentuated characters in RO, Windows-1252, Windows-1255 and ISO-8859-8 encodings are the only one displaying correctly in game (with roman characters at least ; no idea about russian and asian char).
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You need to use the attachrid script command. Look it up on the wiki : http://herc.ws/wiki/Attachrid Following the wiki's example : mes "[NPC]";mes "Enter a name of a player.";next;input .@playername$;mes "[NPC]";mes "Enter a message.";next;input .@message$;set .@playerid,getcharid(3,.@playername$); // retrieve rid of another playerset .@invokeid,getcharid(3); // retrieve rid of the current playerdetachrid; // detaches the current player, // although not necessary before attachridif(.@playerid && attachrid(.@playerid)) // playerid is 0 if player is offline{ dispbottom .@message$"; // Displays the message to second player}else{ set .@playerid,0; // indicate attachrid failure}if(attachrid(.@invokeid)) // attach back to the first player{ if(.@playerid) { mes "I have said " + .@message$ + " to "+.@playername$+"."; } else { mes "I was not able to reach "+.@playername$+"."; } close;}end;
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For your accent problem, you need to encode your script files in ANSI (aka Windows 1252 encoding). I have the same problem using french accents (é, è, ê, ë, etc.). UTF-8 encoding don't show accents properly.
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You need to change the name in the summon script. For example, assuming you're using renewal, to change the name of Poring in prt_fild01, you need to change : prt_fild01,0,0,0,0 monster MONSTER_NAME 1002,30,5000,0,0 In file npcremobsfieldsprontera.txt OR you can change the settings in monster.conf to ignore the summoning name and always use the DB name, by changing : // Should the mob_db names override the mob names specified in the spawn files?// 0: No// 1: always use the mob_db Name column (english mob name)// 2: always use the mob_db JName column (original Kro mob name)override_mob_names: 1 In file confbattlemonster.conf
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Uh, there is no such thing as "last_mac" in Hercules (if I am not mistaken)... I think the server has no way to fetch the user's MAC adress.
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Are you using Ragexe 2013-12-23c client by any chance? I'm having the same issue. I made a bit of research on my own ; server-side (/conf/messages.conf) seems to be fine. Client-side (/data/msgstringtable.txt) seems okay as well. I think it might be mispelled directly inside the .exe, but I can't find where. Anybody else having this issue?
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Make sure you have these two files in your root folder : Mp3dec.asiMssfast.m3d
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Simplier than that, if you don't care about loosing the Xmas Sprite, you can just rename your Bleach Sprite with the Xmas name : »êŸ_³² // Male»êŸ_¿© // Female And then put them inside the job folder, i.e. : dataspriteÀΰ£Á·¸öÅë³² // MaledataspriteÀΰ£Á·¸öÅë¿© // Female By doing that, the command sc_start SC_XMAS,-1,0; will show the Bleach Sprite.
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File Name: Sprite Sheets for KamiShi's Corrected Sprites File Submitter: maqc1 File Submitted: 14 Dec 2015 File Category: Sprites & Palettes Hi folks, This is just a collection of sprite sheets I made to help me make my palette files. Useful if you edit palettes in Photoshop and you want to see the results right on screen. Sprite sheets contain all classes used in the said file. For example, Novice, Ninja and Gunslinger are on the same sheet. This is compatible with KamiShi's corrected sprites, which you can download on rAthena (https://rathena.org/board/files/file/2447-corrected-classes-head-sprites/). Results might differ if you use the official Gravity sprites. Please note that the Peco Peco sheet seems to differ a bit in game. It does not contain 3rd classes. Hope it helps someone, free to use and share! Click here to download this file
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File Name: Head palette name generator File Submitter: maqc1 File Submitted: 14 Dec 2015 File Category: Sprites & Palettes Hi folks! I was tired of renaming the names of my head palettes, so I designed a small program to do it for me. Basically, you chose one or more input file(s), a palette number, the number of male and female hair styles, an output folder, and it copies the files for you with the correct names. You can specify different hair style numbers for male and female (let's say 20 styles for male and 30 for female). You can choose more than one input file ; in that case, each input file will result in different palette-numbered output files (useful if you have lots to do). It is written in JAVA, so it is an .jar executable file. You will need JRE™ installed on your computer to run it. It is free to use and share, and I can provide the source code upon request. It is designed for Windows, so some features might not work properly on Linux systems. Have fun =) Click here to download this file
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File Name: Clothes palette name generator File Submitter: maqc1 File Submitted: 14 Dec 2015 File Category: Sprites & Palettes Hi folks! On my server I once had to make LOTS of palette, and I got really tired of renaming them manually. So I designed this small software to do it for me. It's quite simple. You first need to configure the config.properties file. In that file, you specify the name you give to your .pal files when you save them in Photoshop. For example, if you save the male archer palette as "ArcherM.pal", you would need to define "arM = ArcherM.pal" in the config file. Then you launch the software, select your files (you can select more than one by holding shift) and you choose the output folder. The software will copy them with the correct gibberish names, and there is an option to remove the palette file header. It has french and english support. It is written in JAVA, so it is an .jar executable file. You will need JRE™ installed on your computer to run it. It is free to use and share, and I can provide the source code upon request. It is designed for Windows, so some features might not work properly on Linux systems. Click here to download this file
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Version 1.0
274 downloads
Hi folks, This is just a collection of sprite sheets I made to help me make my palette files. Useful if you edit palettes in Photoshop and you want to see the results right on screen. Sprite sheets contain all classes used in the said file. For example, Novice, Ninja and Gunslinger are on the same sheet. This is compatible with KamiShi's corrected sprites, which you can download on rAthena (https://rathena.org/board/files/file/2447-corrected-classes-head-sprites/). Results might differ if you use the official Gravity sprites. Please note that the Peco Peco sheet seems to differ a bit in game. It does not contain 3rd classes. Hope it helps someone, free to use and share! -
Version 1.0
127 downloads
Hi folks! On my server I once had to make LOTS of palette, and I got really tired of renaming them manually. So I designed this small software to do it for me. It's quite simple. You first need to configure the config.properties file. In that file, you specify the name you give to your .pal files when you save them in Photoshop. For example, if you save the male archer palette as "ArcherM.pal", you would need to define "arM = ArcherM.pal" in the config file. Then you launch the software, select your files (you can select more than one by holding shift) and you choose the output folder. The software will copy them with the correct gibberish names, and there is an option to remove the palette file header. It has french and english support. It is written in JAVA, so it is an .jar executable file. You will need JRE™ installed on your computer to run it. It is free to use and share, and I can provide the source code upon request. It is designed for Windows, so some features might not work properly on Linux systems. -
Version 1.1
120 downloads
Hi folks! I was tired of renaming the names of my head palettes, so I designed a small program to do it for me. Basically, you chose one or more input file(s), a palette number, the number of male and female hair styles, an output folder, and it copies the files for you with the correct names. You can specify different hair style numbers for male and female (let's say 20 styles for male and 30 for female). You can choose more than one input file ; in that case, each input file will result in different palette-numbered output files (useful if you have lots to do). It is written in JAVA, so it is an .jar executable file. You will need JRE™ installed on your computer to run it. It is free to use and share, and I can provide the source code upon request. It is designed for Windows, so some features might not work properly on Linux systems. Have fun =) -
Why would you need to do that at first? If you have a Linux Server without graphical interface (such as Ubuntu Server), I'd say that there is no easy way to do this. If you have graphical interface, then you can use VirtualBox to run Windows and then lunch kRO updater to update your data GRF and/or GRF Editor to update your custom GRF. If you need to update your GRF just for the mapcache, I'd say it's more easy to just build the mapcache and upload it on the server.
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Issue fixed in commit bb3afb0 https://github.com/HerculesWS/Hercules/commit/bb3afb0340c2046192c6e601b3ea450b68d41d3b Thanks!
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Ok thanks for the answers! I will only use lowercase from now on =P.
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I tried using only uppercase (except for OnClock labels) and it still asks me to use lowercase. So I guess the "recommanded use" is to only use lowercase?
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Hi all, I am pretty new to Hercules (I have been using eAthena for the past 3 years) and the console throws me a lot of "possible use of wrong case" errors in my custom scripts. These errors are quite confusing since they tell me opposite things. For example : First error tells me to use lowercase. Second error tells me to use uppercase. Which one tells the truth? =P I could not find anything about lowercase and uppercase on the wiki. Thank you!
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Hi all, I just made the switch from eAthena to Hercules. Everything works perfectly fine, except that I have an odd issue regarding max SP. I have less SP level 99 than level 98. All other levels work fine. For example, on a character with no equipement : Monk level 98 (with 0 INT) : 920 SP Monk level 99 (with 0 INT) : 819 SP I'm using pre-renewal (used ./configure --disable-renewal parameter), latest Hercules revision, no source mod, Ragexe 2013-12-23 client. Any idea where this comes from? The tables in /db/pre-re/job_db.conf look fine (I did not modify them). Thank you a lot for your help! EDIT : I was not sure whether to post here or on github, so sorry if I did wrong!