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evilpuncker

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  1. Upvote
    evilpuncker got a reaction from Banzou in Starting New Server   
    you basically just need to go to src/config/renewal.h and uncomment //#define DISABLE_RENEWAL and recompile your server
  2. Upvote
    evilpuncker reacted to Chemical Crush in What do you think? about Map Designer   
    I'm going to go ahead and reply to this topic.
     
    Because it pertains to me, not because I feel the need to defend myself, but only because i'll go ahead and shed some light on this topic.  
     
    This incident happened in 2011, back when I was still a new mapper on eA.  I had created Aeven Forest, which some people know this map because it is a free release.  However, Goodev did buy it at one point and commissioned me for another map which he blew up about on eA and caused this drama of a thread, which is all in the past now so its no big deal.
     
    He did purchase Aeven when I had created it and I waited 6 months before releasing it.  However he never bought exclusive rights.  This was a dumb mistake on my part as I was still just really new at mapping.  I wasn't just trying to get money, if anyone knows me they know I undercharge for maps.  I just made a stupid decision back then.  That's all.  

    I thought i'd just clarify that before things get out of control.
     
    There is no need for a thread like this on here when there was one on eA when  you were unhappy with the other map.  Posting my 'real info' on sites just really is kinda lowly.  Goodev and I have talked since this thread so, yeah.
     
    Again, just thought i'd shed some light on the situation before this topic really does spiral and a bunch of assumptions are made.  
     
    Thanks!
  3. Upvote
    evilpuncker got a reaction from Obitto in Hexed   
    try downloading latest version of NEMO and diffing it again:
    https://github.com/MStr3am/NEMO/archive/master.zip
  4. Upvote
    evilpuncker got a reaction from Obitto in Hexed   
    are you using an updated version of NEMO? and what is your hexed date?
  5. Upvote
    evilpuncker reacted to Cretino in Add duration to disguise   
    Of course, just that I can't now, later I send.
  6. Upvote
    evilpuncker reacted to Dastgir in Why the emulator is not Object Oriented?   
    You need to know history of emulators...
    Hercules(founded ~ 2013) is fork of rA
    rAthena(founded ~ 2009-2010) is fork of eAthena(founded ~ 2004)
    eAthena is fork of jAthena(founded ~ 2002)
     
    So base of emulator is given by jAthena(Japan Athena), at early 2002, maybe c++ wasn't famous enough at that time...
  7. Upvote
    evilpuncker reacted to hemagx in 3ceam info   
    i moved it.
  8. Upvote
    evilpuncker reacted to Dastgir in kRO Raw Lua Files   
    Hello Community,
     
    Not too far ago, we started ClientsideTranslation Project: http://herc.ws/board/topic/398-client-translation-project/page-1 (Under ROClientSide Organization in github)
     
    We are now, expanding the organization with 2 more repositories.
     
    This repository is semi-self managed.
     
    What's Use of this repository?
     
    Its just a collection of all lub's decompiled to lua that were found in patch file(gpf), and been exported with grf name, so its NEAT and CLEAN,
    You can track what was added at what date, and can use client according to it(for some effects/monsters, we require new client)
     
     
    Links:
    kRO-Main: https://github.com/ROClientSide/kRO-RAW-Mains kRO-Sakray: https://github.com/ROClientSide/kRO-RAW-RE

     
    Note:
    If you check 2012 files, it might not have been properly decrypted, since it uses luadec 5.0.2,
    whereas for new files which uses Lua 5.1.4, it will be properly decrypted, its decrypted with custom made lua decryptor
     
    Have any other server whose lua's you want to track?
    Drop me a PM, or leave a response in the topic.
  9. Upvote
    evilpuncker reacted to Aeomin in Thor Patcher   
    Yes I do receive similar bug report. However I couldn't figure out the reason as I wasn't able to reproduce it on both windows 10 and 8
  10. Upvote
    evilpuncker reacted to Aeomin in Thor Patcher   
    That's odd.. there is no related change between 2.6.4.9 and 2.6.4.8. I will take a look though,
  11. Upvote
    evilpuncker reacted to Dastgir in Link Item System!!!!   
    This is clientside feature, and once new client is released, it will be usable without any server modification
  12. Upvote
    evilpuncker reacted to Rytech in Rebellion Development (Rebels)   
    Lets just call them Rebels. *cough* So its been over 2 and a half years since the class was released back in August of 2013 in kRO. Thats a long time and yet barely any of their skills work. You can play as one to get a higher base level, higher stats, access more powerful weapons, the usual but very few skills are usable. Well enough waiting. Time to get skills working.
     
    ill be trying to code their skills in by ID order but if something feels to be complex or can't be coded in right away due to a needed function lacking then ill skip it for later.
     
    RL_GLITTERING_GREED --> No Info RL_RICHS_COIN --> 100% Working RL_MASS_SPIRAL --> 100% Working (Note 1) RL_BANISHING_BUSTER --> Partly Working (Note 2) RL_B_TRAP --> Partly Working RL_FLICKER --> Not Coded RL_S_STORM --> Not Coded RL_E_CHAIN --> 100% Working RL_QD_SHOT --> Not Coded RL_C_MARKER --> Partly Working (Note) RL_FIREDANCE --> Not Coded RL_H_MINE --> Partly Working (Note) RL_P_ALTER --> Not Coded RL_FALLEN_ANGEL --> Not Coded RL_R_TRIP --> 100% Working (Note 3) RL_D_TAIL --> Not Coded RL_FIRE_RAIN --> Not Coded RL_HEAT_BARREL --> Not Coded RL_AM_BLAST --> Not Coded RL_SLUGSHOT --> 100% Working (Note) RL_HAMMER_OF_GOD --> Not Coded RL_R_TRIP_PLUSATK --> Not Coded RL_B_FLICKER_ATK --> Not Coded RL_GLITTERING_GREED_ATK --> No Info  
    Note 1
    ================
    RL_MASS_SPIRAL is turning out to be a interesting skill as info from testers on the warp portal forums are saying this skill is basicly a 10x damage ice pick. This is because level 5 deals 1000% damage + bonus damage depending on the targets DEF. I guess its 1000% dealed through this pick like damage in the same way that MO_INVESTIGATE does. Interesting.
     
    I already recoded this in for r799 and even tho the damage feels its reduced greatly on low DEF targets, anyone with a good bit of DEF and VIT DEF will be feeling it. Its a good skill to use on something with high DEF and VIT like a strong MVP or a Rune Knight / Royal Guard who are covered in think armor and defensive skills. It also has a 15 cell cast range which is screen range but the downside to the skill is that 2 of the 3 second cast is fixed but you can reduce that by 1 sec with a properly casted heated barrel (soon to be coded in as well) but then it has a 10 second cooldown. Finally, there's a high chance to cause bleeding and in my tests when I was capturing timer data, my other test character seemed to get the status almost every time. It has to be AT LEAST 50% chance if not more. Maybe its 70 or 80. ill go with 50 for now.
     
    The skill doesnt consume bullets but it consume 1 of the item Full Metal Jacket. Being like MO_INVESTIGATE it might be forced neutral too and also hit/flee may also not play a role. Well see how it plays out when released.
    ================
     
    Note 2
    ================
    I got the splash 5x5 damage added, but it gets complex after that. The dispell effect only happens on the enemy you targeted and NOT the other enemys hit. But with that said, im feeling it should only happen if you actually hit the target. I can keep it limited to the targeted enemy, but to only happen when hit means I need to put the dispell part in the functions skill_additional_effect. Problem is that I need to set a flag for the original target so that the dispell in skill_additional_effect will only trigger on that target, but the function doesn't accept flags.
     
    Thats just part of my problem. I have yet to figure out how to limit the dispell code to how many buffs it can remove depending on the used skill level. Just a complex skill thats best to revisit later.
    ================
     
    Note 3
    ================
    Round Trip accord to the description "When hit, enemies are knocked out of the skill's range.". To me this sounds like the skill will always knock you back as much as needed to push you out of the skill range. I tried using a fixed range the same as the splash size, but it was too much as hitting someone at the edge of the AoE would just get knocked back another 6 cells nearly out of viewing range.
     
    To resolve this I set the skill to knock back enemys to the first cell outside the skill's AoE range. Felt right after that. Still want a confirm whenever. Also the knock back into the wall damage is not yet coded.
    ================
  13. Upvote
    evilpuncker got a reaction from MikZ in costume Job suit   
    OnEquipScript: <" changebase 4018;">
    OnUnequipScript: <" changebase Class;">
  14. Upvote
    evilpuncker reacted to Ai4rei in RO in widescreen?   
    Any specific resolutions? The client works in pretty much any configuration, including FullHD, both windowed and full screen. Though I'm aware of some graphics card+resolution combination that causes the screen to go ////, but haven't been able to reproduce it myself, yet.
     
    Edit: Ops, did not notice it's a year old topic...
  15. Upvote
    evilpuncker got a reaction from Tsuuu in [Solved]Como usar o emulador SQL   
    creio não ser possível pois alguns commits desabilitaram os db em sql :/ e estão pretendendo remover completamente em um futuro próximo
  16. Upvote
    evilpuncker reacted to Ai4rei in RO Patcher Lite, v4.2.3.1325 - last updated 2024/05/11   
    The only available mirror server broke.
     
    Edit:
    Should be fixed after all files get back online.
     
    Should work now.
     
    Edit:
    Updated to 2.4.9, fixes, among others, some elevation-related issues.
  17. Upvote
    evilpuncker got a reaction from jaBote in Problema con Prontera.   
    usted tiene que hacer de nuevo el MapCache
  18. Upvote
    evilpuncker reacted to Sanasol in Web Vending Database (Standalone and FluxCP Addon)   
    just different src.
     
    yommy's src plugin for herc
    my src for herc/rathena. and not as plugin
     
    better use yommy plugin(easier)
    and my addon for site
    it also support yommy's src
    Yommy src versions: Standalone or FluxCP
  19. Upvote
    evilpuncker reacted to Garr in how to check password kafra storage?   
    Close, but not quite
    acc_reg_num_db
  20. Upvote
    evilpuncker reacted to Haru in [2016-02-05] MobDB2SQL plugin and Mob DB improvements   
    Rationale:
    This is a follow-up to the Mob DB conversion to libconfig format from some months ago, and brings it on par with the Item DB.
     
    Contents:
    - The JName field has been restored (and made optional), for the entries that need it.
    - Several numeric values in the mob DB have been replaced with constants (race, size, element), to make it more readable.
    - The db2sql plugin can now produce SQL scripts for both item and mob databases.
    - Some floating point rounding errors have been fixed (i.e. before this update, the 100% of 820 was, apparently, 819).
     
    Impact:
    - This changeset does not affect backwards compatibility of the mob database, although it's recommended to update any custom entries to use the new constants.
    - When running the db2sql plugin, only the current mode (renewal or pre-renewal) is generated. If both are wanted, both the core and the plugin will need to be compiled twice, in each of the modes.
     
    Details:
     
    The format of Mob DB entries was changed (but the old format is still supported, although not recommended):

    { /* Before */ Id: 1001 SpriteName: "SCORPION" Name: "Scorpion" Lv: 24 // ... ViewRange: 10 ChaseRange: 12 Size: 0 Race: 4 Element: (3, 1) Mode: { // ... } MoveSpeed: 200 // ... }, { /* After */ Id: 1001 SpriteName: "SCORPION" Name: "Scorpion" Lv: 24 // ... ViewRange: 10 ChaseRange: 12 Size: "Size_Small" Race: "RC_Insect" Element: ("Ele_Fire", 1) Mode: { // ... } MoveSpeed: 200 // ... }, The mob_db scripts are now updated automatically by the HerculesWSAPI bot, like the Item Database.
     
    Merge Date:
    Fri, 5 Feb 2016 00:19:58 +0300
     
    Related Pull Requests:
    - #993 - https://github.com/HerculesWS/Hercules/pull/993 - Mob DB support for the db2sql plugin [Haru]
     
    Related Commits:
    - 50de6b4 - https://github.com/HerculesWS/Hercules/commit/50de6b4 - Mon, 7 Dec 2015 02:58:02 +0100 - Modified Mob DB loader to behave like the Item DB loader [Haru]
    - b7c5b53 - https://github.com/HerculesWS/Hercules/commit/b7c5b53 - Sat, 19 Dec 2015 18:15:04 +0100 - Added apply_percentrate and apply_percentrate64 functions [Haru]
    - 8121e1d - https://github.com/HerculesWS/Hercules/commit/8121e1d - Sun, 20 Dec 2015 02:24:07 +0100 - Replaced several floating-point operations with integer operations [Haru]
    - 84a16af - https://github.com/HerculesWS/Hercules/commit/84a16af - Sat, 19 Dec 2015 16:07:22 +0100 - Removed duplicate code from the db2sql plugin [Haru]
    - 9e92231 - https://github.com/HerculesWS/Hercules/commit/9e92231 - Sat, 19 Dec 2015 16:11:43 +0100 - Changed DB2SQL plugin to not cross-convert databases [Haru]
    - 25451ef - https://github.com/HerculesWS/Hercules/commit/25451ef - Sun, 6 Dec 2015 18:40:27 +0100 - Renamed some db2sql* plugin functions to itemdb2sql* [Haru]
    - e1c5556 - https://github.com/HerculesWS/Hercules/commit/e1c5556 - Mon, 7 Dec 2015 04:29:55 +0100 - Added modb2sql converter to the db2sql plugin [Haru]
    - 519263f - https://github.com/HerculesWS/Hercules/commit/519263f - Sun, 20 Dec 2015 02:53:44 +0100 - Preliminary update of the mob_db sql scripts to the latest txt snapshot [Haru]
    - 867b94b - https://github.com/HerculesWS/Hercules/commit/867b94b - Sun, 20 Dec 2015 03:27:24 +0100 - Replaced numeric elements with Ele_* constants in the mob database [Haru]
    - 2e13fef - https://github.com/HerculesWS/Hercules/commit/2e13fef - Sun, 20 Dec 2015 13:35:20 +0100 - Replaced numeric races with RC_* constants in the mob db [Haru]
    - ca40527 - https://github.com/HerculesWS/Hercules/commit/ca40527 - Sun, 20 Dec 2015 13:38:45 +0100 - Replaced numeric sizes with Size_* constants in the mob db [Haru]
    - 0426f8c - https://github.com/HerculesWS/Hercules/commit/0426f8c - Sun, 20 Dec 2015 03:28:55 +0100 - Re-added support for the JName field in the mob db [Haru]
    - f434a9f - https://github.com/HerculesWS/Hercules/commit/f434a9f - Sun, 20 Dec 2015 05:03:08 +0100 - Re-added JName for the monsters that require it [Haru]
    - dcc9ee4 - https://github.com/HerculesWS/Hercules/commit/dcc9ee4 - Sun, 20 Dec 2015 05:19:46 +0100 - Updated Mob Skill DB SQL script [Haru]
    - 88a6bbe - https://github.com/HerculesWS/Hercules/commit/88a6bbe - Fri, 5 Feb 2016 00:19:58 +0300 - Merge pull request #993 from HerculesWS/mobdb2sql [Andrei Karas]
    - 3414587 - https://github.com/HerculesWS/Hercules/commit/3414587 - Thu, 4 Feb 2016 22:20:40 +0100 - HPM Hooks Update [Hercules.ws]
    - f6ee3f1 - https://github.com/HerculesWS/Hercules/commit/f6ee3f1 - Thu, 4 Feb 2016 22:20:42 +0100 - ItemDB SQL Sync [Hercules.ws]
  21. Upvote
    evilpuncker reacted to Angelmelody in GRF Editor   
    Thank you very much for implementing my suggestion, it works perfectly...
  22. Upvote
    evilpuncker reacted to Aeomin in GRF Editor   
    Oh cool, you figured out thor format.
    I took a glance your implementation, it seems fine.
     
    One recommendation though. The "Mode" you are referring (0x21, 0x30) is actually version number. While there are earlier versions, they are already dropped. The plan is drop out 0x21 in the future.
    So even for patching patcher and client, use 0x30 is good enough. The reason I use 0x21 in thormaker only because when 0x30 came out, people needs upgrade old patcher but those of course won't able to read it.
    All the version after that will recognize it, there is no special treatment during patching. And what happens after all these years? "If it's not broken, don't fix it" (terrible btw).
    So always use 0x30 when creating thor file if that makes your life easier. 
     
    Will there be any more format change?
    Maybe.. I do have some ideas floating around to have some kind extensible format, but I don't think it justify the needs right now. Will likely open specification if it ever happens though.
  23. Upvote
    evilpuncker reacted to Tokeiburu in GRF Editor   
    Use "Export selection..." in 1.7.9.3. (Mediafire is getting a bit annoying lately...)
  24. Upvote
    evilpuncker got a reaction from Helena in Charms   
    @@Dastgir might be able to update it for us if he got any free time   
  25. Upvote
    evilpuncker reacted to Aeomin in Thor Patcher   
    A quick update.
     
    After days of rushing through, I hereby releasing alpha version of 3.0. This is mainly for those who want get familiar with new setup earlier than completely puzzled later as document is scarce as usual.
     
    There is another reminder to make sure it sticks: ONLY USE FOR TEST PURPOSE, DO NOT RUN IN PRODUCTION ENVIRONMENT.
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