Jump to content

evilpuncker

Community Contributors
  • Content Count

    2178
  • Joined

  • Last visited

  • Days Won

    66

Reputation Activity

  1. Upvote
    evilpuncker got a reaction from JulioCF in Duplicar NPC   
    sim, veja um exemplo
  2. Upvote
    evilpuncker got a reaction from uzami in Hairstyle Item   
    Script: <" setlook LOOK_HAIR,25; ">
  3. Upvote
    evilpuncker got a reaction from JulioCF in Para DATA   
    é dificil responder pois essa data é feita de acordo com o kRO se eu não me engano, minha dica é vc testar por si próprio e obter a resposta
  4. Upvote
    evilpuncker reacted to Haru in [2016-04-16] introduction of private headers   
    Opinions like these are what drove the project to the situation it is in right now. Through the years we have accumulated a level of technical debt that I'm not confident we'll ever be able to fill.
    If we keep implementing new features the way we did until now, the project will turn into a big ball of mud (or rather, it already is). Architectural changes are very needed.
     
    Now, the change the broke compatibility with your patches, isn't this one (the change in order to implement the private headers is almost irrelevant in terms of changed lines of code). What you should blame is, instead, the redesign of the client interface in the login server.
     
     
    In my optinion, both changes were necessary in order for the project to go forward. I'll point out some of the reasons why I want changes like these:
     
    - The private interfaces: the change may seem pointless if the only reason is compile time (in fact, they aren't pointless - even if server owners don't recompile it often, we developers do -- and by shortening the compilation time, you increase the amount of tests we're likely to do on a patch before submitting it, or reduce the time we take to fully implement and test something). There are, though, other more important reasons. By making some methods private, we're ensuring that they aren't called by other modules, reducing the chance that new features will be implemented in a half-assed way like it happened in the past (resulting in a cleaner and more manageable codebase overall).
    Once again, keep in mind that the changes to the lclif.c file that were necessary in order to implement this were almost zero (just some lclif->xxxx or lclif_xxxx replaced by lclif->p->xxx), so this is very unlikely to break any of your patches.
     
    - The clif changes: This is important for at least three different reasons.
    Firstly, right now we're mixing login logic with packet sending logic, and that's just plain wrong (login code should be independent from the client, and clif code should be client-specific, just like it's important to separate logic from presentation in any well designed application).
    Secondly, implementing new packets, or editing old ones has become much easier and less prone to very subtle errors (think of 'WFIFOW(fd, 13 + 7 * i + 4) = foo;' versus 'packet->item[7].nameid = foo;').
    Finally, it addressed some long standing issues that made it very hard for HPM plugins to hook into packet handling. Writing a plugin that performs additional actions on a specific packet (or that completely overrides the handling of a packet) is much easier now.
     
    I already merged these changes into my own (private) codebase, where I have very large changes to the login interface, and the merge wasn't as painful as you describe it (you should consider doing it commit by commit rather than all at once - that's what I did when I merged it, and that's the reason why I refused to merge this as one mega-commit).
    On a side note, have you considered implementing your changes as a HPM plugin? If not, we'd like to hear the reasons, so that we can improve the HPM so that it's flexible enough for most use cases.
  5. Upvote
    evilpuncker reacted to Kubix in Queue BG rewrite   
    sorry, i don't have time for learn plugins now.
    but i will create later.
  6. Upvote
    evilpuncker got a reaction from kenik in [ASK] How use mob, item db in SQL ?   
    you can use SDE to convert anything to SQL easily
     
    http://herc.ws/board/files/file/161-server-database-editor/
  7. Upvote
    evilpuncker reacted to hemagx in [2016-04-16] introduction of private headers   
    Hello ~
     
    Rationale:
     
    For long time we had many functions or variables that were supposed to be kept privately used, but because of the design of our header files were kept a public access. This caused, on one hand, poor design choices (too much binding between separate components), and on the other hand, excessively long long re-compile for the whole project if anything changed in this headers (because cause any or all files can be affected). Now with private headers only the file meant to use this header will be recompiled resulting in less compile times, waaay less!
     
    Contents:
     
    The login server client interface (lclif) was chosen as a working prototype of this, and now has a private interface (lclif.p.h) alongside its public interface (lclif.h).
     
    Details:
     
    Currently we will start limit the private function/variable/databases to a private interface under a private header only meant to be used by the module itself. This will stop other modules from accessing the private function/variable/databases (lclif.p.h should only be included by lclif.c, but never included by other .c files), however plugins will still be able to access it if they need to (the private interface is fully HPM and HPMHooking compliant).
     
    The private interface is exposed through an opaque pointer inside the public interface.
     
    the private data can be accessed through the interface through the private interface pointer
    interface->p->private_function(); //General example lclif->p->parse_sub(fd, sd); // Example for login client interface  to be able to use the private interface into your plugin please make sure to include the private header !
    It's recommended to still include the public interface as well.
     
    //General example #include "project/file.h" #include "project/file.p.h" // Example to include Login Client Interface Private header #include "login/lclif.h" #include "login/lclif.p.h" Merge Date:Sat, 16 Apr 2016 15:37:47 +0200
     
    Related Pull Requests:
    - #1255 - https://github.com/HerculesWS/Hercules/pull/1255 - Login clif rewrite [hemagx]
     
    Related Commits:
    - 79d9ace - https://github.com/HerculesWS/Hercules/commit/79d9ace - Wed, 30 Mar 2016 23:58:17 +0200 Added support for private headers to the HPMDataCheck/HPMHooking generators [Haru]
    - c0178d2 - https://github.com/HerculesWS/Hercules/commit/c0178d2 - Thu, 31 Mar 2016 00:16:02 +0200 HPM Hooks Update [Haru]
    - ab42483 - https://github.com/HerculesWS/Hercules/commit/ab42483 - Thu, 31 Mar 2016 14:42:56 +0200 Updated GNU Make build system to support private headers [Haru]
    - 7555700 - https://github.com/HerculesWS/Hercules/commit/7555700 - Mon, 28 Mar 2016 21:54:46 +0200 Rewrite client interface for login server (part 7) [hemagx]
    - 37cc46c - https://github.com/HerculesWS/Hercules/commit/37cc46c - Thu, 31 Mar 2016 00:16:48 +0200 HPM Hooks Update [Haru]
    - 15c9710 - https://github.com/HerculesWS/Hercules/commit/15c9710 - Sat, 16 Apr 2016 15:21:18 +0200 Moved packet_db to the private interface of lclif [Haru]
    - 8448e3f - https://github.com/HerculesWS/Hercules/commit/8448e3f - Sat, 16 Apr 2016 15:22:21 +0200 HPM Hooks Update [Haru]
    - bbcb040 - https://github.com/HerculesWS/Hercules/commit/bbcb040 - Sat, 16 Apr 2016 15:37:47 +0200 Merge pull request #1255 from HerculesWS/login-clif_rewrite [ibrahem Hossam]
  8. Upvote
    evilpuncker got a reaction from JulioCF in skilldescript e stateiconinfo do bRO   
    data\luafiles514\lua files\skillinfoz
     
    e
     
    data\luafiles514\lua files\stateicon
  9. Upvote
    evilpuncker got a reaction from JulioCF in itemInfo.lua [semi-traduzido]   
    atualizado
  10. Upvote
    evilpuncker got a reaction from JulioCF in Como adcionar cores nos nomes dos itens?   
    tem um pouco de informação aqui
  11. Upvote
    evilpuncker reacted to Tokeiburu in how to check   
    If you want to know the amount of players in a guild for a specific map, you may also want to use:
    .@count = getmapguildusers("prontera", getcharid(2));
  12. Upvote
    evilpuncker reacted to Dastgir in Ultimate Guild Ranker   
    File Name: Ultimate Guild Ranker
    File Submitter: Dastgir
    File Submitted: 17 Mar 2014
    File Category: PvP, WoE, GvG, & Battleground
     
    Script By Request : http://herc.ws/board/topic/4756-ultimate-guild-ranking
    Percentage Changes:AgitCount= 20%Emp Break = 50%Active Participants = 20%KDR = 10%
    Features:
    Guild Ranking
    Previous Month Guild Ranking
    Rewards based on previous month

    Edits to made after installing the Script:
    Open npc/guild/agit_main.txt
    Add Following Line
    doevent "UltimateRanker#00::OnEmpBreak";
    Before
    // Adjust Economy Invest Level for Castle set .@Economy,getcastledata(strnpcinfo(2),2) - 5;
     
    Have a Custom WoE? And its not triggering the Script??
    Solution: add the following line on EmperiumBreaking Label.
    doevent "UltimateRanker#00::OnEmpBreak";
     
    Please report any bugs/suggestions.
     
    Click here to download this file
  13. Upvote
    evilpuncker reacted to hemagx in Playing in Official Server ? we need your help!   
    Hello ~
     
    Want your name to be in the glorious history of ragnarok online servers emulators ?
    here's your chance if you have an high-end or many characters in any official server that can perform tests and such to help us implement new systems.
     
    currently we're having many unfinished system or open bug-reports waiting to be confirmed and tested on official servers or so, unfortunately we don't have enough testers usually and so it delay many systems to be added or bugs to be resolved, however we now ask YOU to help us and bring your name to the glorious history of ragnarok servers emulators.
     
    Requirements ~
     
    to have an account on any official servers (preferred iRO, fRO, kRO).
    this accounts can be high end or not, all kind of characters or classes we may need also the more access to different places the easier for you and us to do tasks.
     
    How to apply ~
     
    You can send me a Private message on forums with server name and available characters to perform tasks, please explain job and level and builds if possible, i will be making lists to make it easy for us to chose the one who should do the task or so.
     
    or you can join our IRC Channel for Hercules Official server testers #Hercules-Testers on Rizon network, and have little discussion with me there!
     
    How it will work ? ~
     
    whenever we face bug or new system need to be tested we will be sending an private message to all testers who can perform the task, as soon as you get it you will have to answer if you can take it or not, then all testers who will do the task and give us results will be thanked and credited of helping in this bug/feature!
     
     
    Don't miss the chance !
     
    Thank you.


    Here we go!
  14. Upvote
    evilpuncker reacted to Mystery in Ragnarok Online Mobile Version CN Teaser Trailer at Chinajoy 2015   
    More information !
     
    http://www.board.midgard-community.com/topic/490-ragnarok-online-guardian-of-eternal-love/#comment-1471
     
    I've also began collecting images from the game! 
    http://www.board.midgard-community.com/gallery/category/2-ragnarok-mobile/
     
    New trailer if you haven't seen it yet

  15. Upvote
    evilpuncker reacted to Aeromesi in [Scammer Topic] Be warned: Herc/rA user: Dark8008 Skype ID: bill.sin   
    The topic says it all.

    Be warned of the Hercules/rAthena user Dark8008.

    He is trying to chargeback my Mod package so now my PayPal account is in the negatives, and a lot at that. ($100 USD)

    Stating I sold him a Hack Shield I believe and that it wasn't working, I thought maybe he meant RagnaHostings RagnaGuard but we confirmed he isn't a client with us.

     
     
    This showing he's ignoring me:


     
     



    He has since blocked me on Skype and even blocked me on Facebook.
    Someone told me there's been a guy going around buying things and trying to chargeback. This might be him, it may not, but he's definitely done it to me.

    Just thought I'd give you guys a heads up in-case a man by this information provided or the name Quoc Lu Huy/Trung decides to ask you for a service. His email he used to send the payment was: 
    [email protected]

    I mean come on his Facebook and PayPal name go by totally different peoples names.. So he's trying to hide his identity it would seem.

    Be careful Hercules!
  16. Upvote
    evilpuncker reacted to Cretino in Build Manager - Create your builds and load them when you want! (For Stats and Skills!!)   
    Name: Build Manager
    Creator: Me (@Cretino)
    Version: 1.2 (Updated script and source modification to work with last Hercules revision [Cretino] (Need source modification))
    Contributors: (@kerbiii: Found a bug, @Anisotropic Defixation: Make a list of bugged skills)
     
    Q: 'What features have 'Build Manager'?'
    R:
    Q: 'How to use these features?'
    R: 'You can use all features in game, just talk to npc and have fun. '
     
    Q: 'How to configure it?'
    R: 'You can go to line '666' in script, and you will see details like:'
    I'm accepting suggestions.
    If you found any bug, report in topic or send me a private message.
    I'll solve the problem as quickly as possible.
     
    I think is it.
    Note: Sorry for my English.
    @Edit
    Now is necessary apply this source modification to use the script: skillup_scriptcommand_by_cretino_v0.1.diff
    build_manager_v1.2.txt
     
    skillup_scriptcommand_by_cretino.diff
    build_manager_v1.1.txt
    build_manager_v1.0.txt
    build_manager_v1.0.txt
    build_manager_v1.0.txt
  17. 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
  18. Upvote
    evilpuncker reacted to Kubix in Queue BG rewrite   
    Hello!
    I find eAmod BGs in public and rewrite some src and scripts for Hercules.
     
    BG:
    Conquest Rush Flavius TD Register - @joinbg or NPC, leave - @leavebg
    This is queue BG with multiple windows checking by Gepard ID or IP.
     
    Items:
    56 BG consumable items (using only on BG) with boxes 56 WoE consumable items (using only on WoE) with boxes Item list New script commands:
    bg_reward bg_team_reveal flooritem flooritem2xy bg_getitem bg_getkafrapoints bg_single bg_create_team (added OnPCDie and OnPCLogout events.) Settings:
     
    OnInit: // ===== Multiple Windows checking by ? // = 1 - Gepard Shield // = 2 - IP .MultipleCheck = 1; // ===== BG Colors setarray .BG_Color$[0], "0xDDA0DD", "0x7CCD7C", "0xFFA500"; // ===== BG NPC & Arena Names setarray .BG_Names$[0], "Rush", "Flavius TD", "Conquest"; setarray .BG_Arena$[0], "Rush", "Flavius_TD", "Conquest"; // ===== BG Player Amount setarray .BG_Min[0], 2, 2, 2; setarray .BG_Max[0], 30, 30, 30; // ===== BG Locations setarray .BG_Map$[0], "rush_cas04", "bat_b03", "schg_cas06"; // ===== BG X/Y Coordinates setarray .BG_GuillX[0], 270, 390, 264; setarray .BG_GuillY[0], 292, 10, 379; setarray .BG_CroixX[0], 270, 10, 295; setarray .BG_CroixY[0], 288, 290, 379; bindatcmd "joinbg", strnpcinfo(0) + "::OnJoinBG", 0, 99; bindatcmd "leavebg", strnpcinfo(0) + "::OnLeaveBG", 0, 99; // ===== Time to flood in seconds. .Flood_Time = 180; // ===== Enable debug mode? .debug = false; Sorry, not all instructions translated to English now.
    Github: https://github.com/kubixservice/QueueBG
  19. Upvote
    evilpuncker reacted to Rytech in April 2016 - Rebellion Development And Other Plans   
    Hey everyone. Many of have been waitting for support for the Rebellion and Summoner jobs to be worked on more the past months and things were going well. A number of skills for Rebels have been added and bugs with other things have been fixed to make things more stable.
     
    But due to some info that came out recently ive decided to change my plans around. According to the info, gravity has decided to redo most (if not all) of the Rebel job....I shit you not. Check the link below....
     
    http://ro.gnjoy.com/news/devnote/View.asp?category=1&seq=2956632&curpage=1
     
    Sending this through google translate on Korean --> Japanese --> English....
     
     
    ....yea. Just a big WTF. So their reworking the job in and out. Expanding their max base/job levels to 175/60 (Kagerou/Oboro also getting this level cap increase), redoing the entire skill tree, changing how some of their skills work, even changing how some of the Gunslinger skills work, rumor that some rebel skills will be combined, able to shoot sphere type bullets with all guns (Imagines shooting gernades out of a revolver), just many things. The update will come out in May on both kRO and jRO.
     
    All of that killed my mood on the Rebel development. Like WTF really? I FINALLY start on development for them after gathering scraps of info for somewhere over 2 years and now this data is useless? *sigh*
     
    Summoners are also getting some work as well. The Sea branch of skills just got a bunch of update this week and more is likely to come due to the 2nd wave of skills their going to add to them in the future which is also making me not want to develop any of their skills. Why work on something knowing ill have to redo it?

    I just might do some more random updates like I usually do. Things tend to work out best when I don't focus on one thing. Heck maybe I should just loosely code in the above skills. Loosely as in make the basic functions and important restrictions work. Like add Hammer of God to only work on Crimson Marked targets and fail to cast on non marked instead of adding the complex random ground targeting when using on non marked targets.
     
    I still have a lot of things in my "Things To Do" list. What are you looking forward to? Any new skills? Features? Bug fixes? Blah blah blah?
  20. Upvote
    evilpuncker reacted to Cretino in Multiple Extra Drops - Add drops to monsters or in global mode!   
    Hey guys, this is my first published script (in Hercules Community).
     
    Name: Multiple Extra Drops
    Creator: Me (@@Cretino)
    Description: Add unlimited drops to monsters or in global mode. (Global mode = Items that can be dropped by any monster)
    Version: 1.8b (Little mistake fixed.)
    Contributors: @@Aeromesi (Script revised to English. Thank you very much!), @@evilpuncker (Idea to add 'bindatcmd')
     
    Q: 'What features have 'Multiple Extra Drops'?'
    R:
     
     
     
    Q: 'How to use these features?'
    R: 'You will need read a little my comments for understand, but you can try use '@drop' to see all commands and prototypes.'
     
     
     
    Q: 'How do I configure it?'
    R: 'You can go to line '245' in script, and you will see details like:'
     
     
     
    About percentage system:
    It work almost identical to emulator.
     
    I'm accepting suggestions.
    If you found any bug, report in topic or send me a private message.
    I'll solve the problem as quickly as possible.
     
    I think is it.
     
    multiple_extra_drops_v1.8.txt
    multiple_extra_drops_v1.8.txt
    multiple_extra_drops_v1.8.txt
    multiple_extra_drops_v1.7.txt
  21. Upvote
    evilpuncker got a reaction from JulioCF in [Erro] Prontera   
    vc ta usando bRO ou kRO? habilita a mensagem de erro na hora de diffar o hexed pra poder ver se é algum arquivo faltando ou algo do tipo
  22. Upvote
  23. Upvote
    evilpuncker reacted to Ai4rei in RagEffect Client Plug-In, version 1.0.3.1 - last updated 2014/05/10   
    There were issues with debugging and parsing unpacked clients, due to varying quality of the unpacks.
  24. Upvote
    evilpuncker got a reaction from Obitto in Error Hexed   
    neoprojects\trunk\Support\Luafiles514\Lua Files\Admin
  25. Upvote
    evilpuncker got a reaction from Obitto in Error Hexed   
    have you added the required lua files that this patch needs?
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.