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Diurnal

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  1. Upvote
    Diurnal reacted to Xgear in Unknown Packet on 2012-04-10aRagexe Client   
    I dont remember where I got my exe, however it must be from one of the main sites around, nevertheless you are requesting a packet that is supported by the server for PACKETVER 20120410, so its not like the client is not asking for a packet it should not ask for. I'd suggest you double check src/common/mmo.h's PACKETVER definition in case you made a typo or something, then do a make clan && make sql and try running it again.
     
    As for your LUAs, I am not sure whats the last client you used, but the Lua path is set to dataluafiles514Lua Files (Make sure the files are there)
    And lastly, I have no idea about setups, while I run the same client, OpenSetup worked fine for me, however for some of the people on my server it did not work, so they had to get the blue ghost one and others had to get another one (I think I've seen about 5 different setup/versions working for them, I'd say its os-dependant or permissions-dependant. No idea on this point)
  2. Upvote
    Diurnal reacted to Beret in Cash Shop Discount   
    As I said in another topic that would be interesting. Still I give another suggestion on top of that  
     
    discount: { Saturday: 50 //Gives 50% discount on the day Saturday} In this way the administrator can put an item with each discount on different days.
     
  3. Upvote
    Diurnal reacted to Ind 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
  4. Upvote
    Diurnal reacted to jaBote in About transform bonus Suggestion   
    I agree with it:
    Easier to use Easier to make new official and custom related items without needing to code and recompile

  5. Upvote
    Diurnal reacted to Relzz in About transform bonus Suggestion   
    Sounds better to me than HardCoding the statuses D:
  6. Upvote
    Diurnal got a reaction from Mystery in eamod in Hercules?   
    Don't use it, just don't. Hercules is way way better than eamod.
  7. Upvote
    Diurnal got a reaction from anacondaq in eamod in Hercules?   
    Don't use it, just don't. Hercules is way way better than eamod.
  8. Upvote
    Diurnal reacted to Rytech in Rewrite the code in C++   
    This was attempted a long time ago before renewal existed when a small group in eAthena attempted to remake Athena from scratch and in full C++. They named it eApp. But it only got so far because the founding dev's left and other's attempting to continue the development couldn't because the code wasn't documented, making it difficult to understand what each piece of code did. That was only part of the problem. The other issue was the lack of dev's that knew C++. Most of the dev's knew C, but hardly anyone knew C++.  The project was shutdown due to those issues and thats the last I herd or seen of it.
     
    To try this again could end up with the same result. Then again the result could be different with a proper team. But is their really a point?
  9. Upvote
    Diurnal reacted to Susu in Migrating from eAmod to Hercules   
    I think it's possible to convert them too, but I didn't look into it ^^.
     
    Depending on what the hook system will allow us to do, evertything could be converted into plugins.
  10. Upvote
    Diurnal got a reaction from anacondaq in Migrating from eAmod to Hercules   
    The only reason why I bought eAmod is for their Battlegrounds. I hope Susu would convert it too
  11. Upvote
    Diurnal reacted to Susu in Migrating from eAmod to Hercules   
    Detailed WoE stat can be made into a plugin, it's not that hard.
     
    I'm waiting for the Hook update for the HPM system and then i'll try converting some of eAmod stuff into plugins.
  12. Upvote
    Diurnal reacted to Xgear in Migrating from eAmod to Hercules   
    Shouldnt, checked the *some skills* and didnt see any renewal definition which means it doesnt. They will be working for Renewal mechanics though (Which means they could be overpowered if you apply them to pre-renewal mechanics. You'll have to balance them out as you see it fit though and that will require src edits)
  13. Upvote
    Diurnal reacted to Xgear in Migrating from eAmod to Hercules   
    Hello
     
    1.- For the most part and as far as I am aware of, pre-renewal is pretty stable as it has been for the past.. 3 years? There could possibly be more tweaks to do, but the pre-renewal code is pretty much the same for eA/rA/Hercules, so you shouldnt have any major issues there.
    2.- The cashshop doesnt have a Renewal specification, as long as your client supports it, you should be fine (Ragexe clients support Cash shop). 
    3.- Skills and statuses are available for either version on its most, only times when *Renewal* comes into play is when the formulas for a skill differ. Since Kagerou/Oboro are Renewal exclusive, there is no pre-renewal formula for the skills. They will work given you update your pre-re files acconrdingly (skill_db, job_db, etc)
    4.- For the most part, item bonuses don't change much except for a recent commit which updated the name of some Statuses. Shouldn't require a major overhaul of any of your custom items.
    5.- As far as I am aware of, only ViariableCastRate/FixedCastRate related additions. 
     
    For the client:
    1.- No idea. Cashshop is a Ragexe feature but I personally havnt tried any of those clients afar. Going with something like 20120418 should be good though
    2.- You only need to change your item files to lua if you go with a client > 2012-04-18
    3.- Hercules anti WPE/RPE works by encrypting packets (It doesnt have anything to do with skill delays or 3rd party software attachment). 
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