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bWolfie last won the day on March 4
bWolfie had the most liked content!
About bWolfie
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Rank
I'm the man
Profile Information
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Gender
Male
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Location:
Alberta, Midgard
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Interests
Being the man.
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Github
bWolfie
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Emulator
Hercules
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Thanks. I did some messing around with skilltreeview.lub and now it seems to work.
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I can't get the skill tree to show 1st, 2nd, 3rd, etc. Only shows "Etc.". Using 2018-06-21a client.
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bWolfie reacted to an answer to a question: Hercules Versioning and Available Features
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sfosodkw2 reacted to an answer to a question: How can i get the CHAR_ID_CHAR for all players in a map?
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How can i get the CHAR_ID_CHAR for all players in a map?
bWolfie replied to sfosodkw2's question in Script Support
Needs to be getcharid(CHAR_ID_CHAR, .@units[.@i]) -
New Custom Item, Sprite not appearing when worn
bWolfie replied to naouemi's question in General Server Support
Seems like you did everything right. Is it just this item you are struggling with or all of your customs have the same issue? -
Edit: I fixed nonnull and HPMHooking warnings by updating GCC to v7 (previously using default 4.8). The enumeration value warning is a bit annoying. Using 'default' no longer suppresses the warning, so I have to manually input every enum value into each switch I use. I recently updated my Hercules to 2022.12.07 and now I am receiving these warning messages when compiling. How do I disable/fix them? If I update to a later version will they automatically be fixed? In file included from storage.c:37:0: ../common/memmgr.h:79:2: warning: ‘returns_nonnull’ attribute directive ignored [-Wattributes] void* (*malloc)(size_t size, const char *file, int line, const char *func) __attribute__ ((alloc_size (1))) GCCATTR ((returns_nonnull)); atcommand.c: In function ‘atcommand_go’: atcommand.c:124:3: warning: enumeration value ‘BL_ITEM’ not handled in switch [-Wswitch-enum] switch (sd->who_hit) { ^ atcommand.c:124:3: warning: enumeration value ‘BL_SKILL’ not handled in switch [-Wswitch-enum] In file included from HPMHooking.c:238:0: HPMHooking/HPMHooking_map.Hooks.inc: In function ‘HP_showmsg_showMessageV’: HPMHooking/HPMHooking_map.Hooks.inc:81222:3: warning: function might be possible candidate for ‘gnu_printf’ format attribute [-Wsuggest-attribute=format] retVal___ = HPMHooks.source.showmsg.showMessageV(string, ap___copy); ^
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Hello, I created a custom skill RK_MOUNT for Rune Knight. I added it to the appropriate place in skillinfoz\skilltreeview.lub, but for some reason it shows in 2nd job tab. Hoping someone can help me get it on 3rd job tab. [JOBID.JT_RUNE_KNIGHT] = { [1] = SKID.RK_RUNEMASTERY, [3] = SKID.RK_PHANTOMTHRUST, [4] = SKID.RK_DRAGONTRAINING, [8] = SKID.RK_ENCHANTBLADE, [10] = SKID.RK_HUNDREDSPEAR, [11] = SKID.RK_DRAGONHOWLING, [12] = SKID.RK_DRAGONBREATH, [14] = SKID.RK_DEATHBOUND, [15] = SKID.RK_SONICWAVE, [16] = SKID.RK_WINDCUTTER, [18] = SKID.RK_MOUNT, [19] = SKID.RK_DRAGONBREATH_WATER, [23] = SKID.RK_IGNITIONBREAK, [41] = SKID.ALL_FULL_THROTTLE },
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bWolfieh! I was wondering if you could share the missing fuctions on your Rotated Headgears for WOE SHOP?
https://pastebin.com/ruJQfHph
This is quite interesting though.
Thank you Wolfieh! -
bWolfie reacted to an answer to a question: Help with map server leak
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bWolfie reacted to an answer to a question: Help with map server leak
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Thanks for the responses. I don't know why I use memcpy, not so advanced on coding. I just copied an existing structure I found in source code. I used safestrncpy in new version and no leaks. char item_name[ITEM_NAME_LENGTH], output[100]; safestrncpy(item_name, i_data->jname, ITEM_NAME_LENGTH); sprintf(output, "Retrieved %d '%s' from storage.", i, item_name);
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I made this command to retrieve all of an item from storage. This line char *item_name =(char *)aMalloc(ITEM_NAME_LENGTH*sizeof(char)); causes memory leak. How to fix it? struct item_data *i_data = itemdb->exists(nameid); if (i_data == NULL) { clif->message(fd, "Invalid Item ID."); return false; } char *item_name =(char *)aMalloc(ITEM_NAME_LENGTH*sizeof(char)); memcpy(item_name, i_data->jname, ITEM_NAME_LENGTH); char output[100]; sprintf(output, "Retrieved %d '%s' from storage.", i, item_name);
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kalabasa reacted to an answer to a question: FCP debuff Strip
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function Array manipulation functions
bWolfie replied to meko's topic in Quest, Shops, Functions & Algorithms Releases
Bumping because I still use these functions today. -
Thanks helped solve my problem. Use skill id 900-1000 for custom skills.
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See /doc/sample/npc_trader_sample.txt and NPC related script commands: https://github.com/HerculesWS/Hercules/blob/stable/doc/script_commands.txt#L10462
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bWolfie reacted to an answer to a question: What's happen, I found weird IP ?
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Please help me while making a new skill
bWolfie replied to ssd046's question in General Server Support
How do you define CUSTOM_SKILL_RANGES? Can't work it out. No documentation available still. Whenever I make changes to skill_idx_ranges[] it causes everything from { GD_APPROVAL, GD_DEVELOPMENT }, to break. Edit: It seems that the skill id must be listed in order. I was using skill id below 10000, but listed after. This means all custom skill must be of more than GD_DEVELOPMENT, otherwise CUSTOM_SKILL_RANGES will cause issues. -
bWolfie reacted to a post in a topic: @packetfilter
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evilpuncker reacted to a post in a topic: Old exp tables - exp_group_db.conf for Base Level 999
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iraciz reacted to a post in a topic: [Event] Wheel of fortune
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bWolfie reacted to an answer to a question: Hex to enable /nc in WoE
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Neffletics reacted to a post in a topic: @adopt atcommand
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eitopop reacted to a question: [Guide] Mapcache Generation 2018
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How to use old char select and creation in 2018?
bWolfie replied to Eross's question in Client-Side Support
maybe some graphics editing and client hex. -
bWolfie reacted to a question: Low max SP
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w0wZukuBg reacted to a post in a topic: [Showcase] Chowd Castle
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function Array manipulation functions
bWolfie replied to meko's topic in Quest, Shops, Functions & Algorithms Releases
@meko Do you know how to create a function similar to sort/rsort, but it won't move a certain nth array? E.g. #1, I have this array setarray(.@Array, 4000, 3, 4001, 7, 4002, 1, 4003, 10, 4004, 0, 4005, 2); Then I want to sort it so the left numbers (4000-4005) change position with the right no. E.g. #2, now going to sort in ascending order. 4004, 0, 4002, 1, 4005, 2, 4000, 3, 4001, 7, 4003, 10, As you can see, it only sorted every 2nd array, but it moved the preceding array with it. Idk how to explain this. I think "anchor" would be the correct term. Value n determines how many values are anchored to the first array index before we sort by a new anchor. Hope it makes sense and hoping you can help me out. Thanks.