Mhalicot
-
Content Count
1971 -
Joined
-
Last visited
-
Days Won
37
Reputation Activity
-
Mhalicot got a reaction from Apacman in Costume System
File Name: Costume System
File Submitter: Mhalicot
File Submitted: 12 Oct 2013
File Category: Utility
~ Originally script by Rebel, Zephyrus [rAthena],
~ I don't own this script I'd revised it to make it compatible with Hercules.
~ [Original Topic] http://goo.gl/YU1Z7o
~ 100% compatible in (revision 137*)
Download contains: Costume System.diff and costume.txt
Click here to download this file
-
Mhalicot reacted to evilpuncker in Oboro / Rebellion Quest and Skills
things like that makes me go nuts lol, developers got a life too, and no, they are not worrying about futile things, they do what their time allows them to do, oboro quest is a futile thing rebellion skills will be released once we got proper info, want to speed up the process? go level up a rebellion in kRO and try to get all skill formulas, seems like you think that developers have all their time available to help us while we don't have a shit back to the community? (I'm speaking for myself now), I try to contribute with the community as much as I can, you should consider doing the same (or even better) instead of just asking for support every damn time, sorry for talking so much but your "do it and that and stop doing futile things" with no love nor respect to the developers made me mad
-
Mhalicot got a reaction from evilpuncker in Introducing Hercules' Stress Test Server
After two Years, Will bump this up
-
Mhalicot got a reaction from buczak in Costume System
File Name: Costume System
File Submitter: Mhalicot
File Submitted: 12 Oct 2013
File Category: Utility
~ Originally script by Rebel, Zephyrus [rAthena],
~ I don't own this script I'd revised it to make it compatible with Hercules.
~ [Original Topic] http://goo.gl/YU1Z7o
~ 100% compatible in (revision 137*)
Download contains: Costume System.diff and costume.txt
Click here to download this file
-
Mhalicot got a reaction from Tutti in Emulator is giving "Warning" on some items to connect
The warning tells you the answer already check your item_packages.conf scan and remove does name.
-
Mhalicot got a reaction from Tutti in Would you like to remove this npc to mount the item "Rein"
Just add the script after checkmount
if(hascashmount()){setcashmount();} -
Mhalicot got a reaction from Tio Akima in download via tortoiseSVN
As far as I know you can, Just add trunk in the link to checkout the master only without the branches: zone, rathena, etc.... for example:
https://github.com/HerculesWS/Hercules/trunk -
Mhalicot got a reaction from evilpuncker in download via tortoiseSVN
As far as I know you can, Just add trunk in the link to checkout the master only without the branches: zone, rathena, etc.... for example:
https://github.com/HerculesWS/Hercules/trunk -
Mhalicot got a reaction from Mahaku in Hi everyone!
Welcome aboard mate, if you have time please read our Forum Rules. Thanks
-
Mhalicot got a reaction from Christian [epicRO] in Costume Item Plugins
File Name: Costume Item Plugins
File Submitter: Mhalicot
File Submitted: 10 Feb 2014
File Category: Plugins
HPM @costumeitem complete package.
Compatible with Windows System Only
if you are using Linux, ignore other files and use only afk.c
Instruction.
1. Download and extract files using 7z or any application that can extract it.
2. extract it in your server directory ex: C:/RO Server/Hercules/
2.1. edit conf/plugins.conf and add costumeitem
3. Your done. you can now try your plugins
if you are using VS2010/VS2009/vs2013 or whatsoever and you are failing to compile because of platform issue.
this is what you need to do.
In Recompiling:
If you are using other MSVS/C
Quote
Note: Recompile if you modify the script.
If you have any questions feel free to drop a comment.
NOTE: You done have to edit your src to add this custom features(Less conflict when you want to update your server). Thanks to Mr. Ind for making this Plugins possible, This Plugins will convert your items to costume(item stats/combos/bonuses will also copied)
for more info on how to to use HPM visit Here
(Tested on Hercules rev. 146**)
Script Release: Costume System
Click here to download this file
-
Mhalicot got a reaction from Hadeszeus in Costume Item Plugins
Update Version 3.4
3.4 Fixed Error when compiling.
-
Mhalicot got a reaction from dhaisuke in Costume System
can you check again what you download? make sure that you download the latest one which is Costume System 2.1..
NOTE: make sure that you recompile your server after applying the diff.
-
Mhalicot reacted to Tokeiburu in [MAP] Size restrictions?
Short answer is : yes, the client supports larger maps, but you have to be careful when you make them! 2013-07-08 : Maximum map size : 1500 x 1500 2010-07-30 : Maximum map size : 1350 x 1350 These large maps take about 300 MB of memory, but I doubt people will go that high. Apart from the client version, maps also have a limit on the number of "lightmap" references, which is 65536 (ushort). Each tile is associated with a lightmap. Let's assume you have a map of size 512 by 512, that would mean... Tiles Up = Width/2 * Height/2 = 256 * 256 = 65536 Maximum Tiles = 3 * Width/2 * Height/2 = 196608 (up, left and right) Lightmaps to fill = Maximum Tiles = 196608 That means that even a map of 512 by 512 can "break". If you don't use walls, then you only have 65536 max tiles and there are no issues in that case. You can reuse an existing lightmap (which gives you a much bigger margin to play with), but BrowEdit doesn't seem to support this when you recalculate the lightmaps (this is the common "Sanity error: lightmaps out of bounds" error people get). Just for a quick comparison, the map schg_dun01 has 63854 lightmaps and it is 400 by 400 in size. The map has many lighting effects though and the complex background is what increases the amount so much. Also, maps larger than 1350 require a minimal size of 80 MB (this is without lightmaps), which is unfortunately too much for cps.dll (the limit is around ~75 MB). I doubt this will be needed anyhow. For further reference, these are the maps I've used to do my tests ingame (they do not have lightmaps for the reasons mentionned above) : http://www.mediafire.com/download/737b0u8dp9b6v3f/testmaps.grf You could have maps of 2500 by 20, there are no problems with these for the client. I don't think BrowEdit is able to calculate quad trees which aren't in a square shape (I may be wrong on BrowEdit's capabilities though! I haven't tested with non-squared maps). -
Mhalicot reacted to Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)
Hello Hercules Community,
Let me explain it first.
It is ExtendedBG, which tends to contain all eAmodBG modes and extra modes(as and when coded).
Some Previews:
http://imgur.com/a/2SSVR
Ohh, and the last thing I forgot to tell,
Its 100% Plugin and Script, no Source Edits ..
Special Thanks To:
jaBote co-founded this project(and really thanks to him , that he motivated me at start at provided some functions and idea of how the base should be, and what we should do it to give flavor of Hercules in it).
Repository Link: https://github.com/dastgirp/eBG (Please read README.md for installation steps)
Leave Comments/Suggestions if you find something.
NOTE:
There might be some(/many) debug messages left in map-server which will be cleaned up. I will add battle.conf soon (you have to add it yourself for now or edit the plugin) The plugin might be a big mess to read/understand (I did many experiments over the year) There might be some bugs Thanks to @Rebel and @Myriad for testing and providing initial feedback
Contact me on Discord: @Dastgir#1460 if there's some urgent issue or else open the issue in github. keep this topic for support.
Want to encourage me??
-
Mhalicot got a reaction from ShadowLight in Hotkey are not saving
Whew, what a relief, at first I was thinking about hotkey.lua/b also but I've been confused because of UserKeys error. Anyways I wish you really fixed your problem (Mark Solved)
-
Mhalicot got a reaction from ShadowLight in Hotkey are not saving
Make sure you delete all below file in your GRF
- ChatWndInfo_U.lua
- OptionInfo.lua
- UserKeys_s.lua
- UserKeys.lua
if you have lots of .grf, Please check if that files are available. if yes please remove it.
-
Mhalicot got a reaction from ShadowLight in Hotkey are not saving
hmm.. try to use this SaveData.zip make a backup of your own SaveData first.
-
Mhalicot reacted to zackdreaver in Client Translation Project
Here come the major project update :
[*]Added some translation in questid2display [*]Added episode 14.3 gears and misc items [*]Better Inventory Window infos (now we use: Con, Eqp, Etc and Fav) [*]Cleanup pettalktable.XML and monstertalktable.XML [*]Cleanup skill desc on spesific jobs : RK and GX [*]Added new KRO LUB files 2015-02-25 (episode 16.1) [*]Added translated KRO items 2015-02-25 [*]Added new book translation 11061 [*]Correct Map names translation [*]Update more achievement_list [*]Major cleanup on skill name and description, now we use KRO names. (Please update your skillinfolist, skilldescript, stateiconinfo and MsgString_KR)
Next to do list:
[*]Cleanup skill desc on spesific jobs, especially kagerou and oboro
More info :
Click here
-
Mhalicot reacted to WATAFAK in [SOLVED] Disconnected and more problems 20140205
You're right, sorry, replied in Spanish and the other user did and I thought it would be easier to answer in our language, and edit the post
-
Mhalicot reacted to prism in Sage Soul Link
This thread can be closed. After further investigation I found the answer I was looking for.
Skill.c
else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){ if (sd->sc.data[sC_SOULLINK] && sd->sc.data[sC_SOULLINK]->val2 == SL_SAGE) maxlv =10; //Soul Linker bonus. [skotlex] change the maxlvl = 10 to whatever level desired. -
Mhalicot reacted to Ind in Hercules Ultimate Localization Design
Hercules Ultimate Localization Design
Hello~! - What?!
Servers are now able to run under any number of languages, without having any of the default files modified Designed by Haruna and Ind
Translating NPCs without editing them
By launching map server with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes) A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessary Users are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialogues map-server.conf has a new setting called default_language where server owners may specify which language should be used as a base When you have a new .po file you want map server to use, add it to db/translations.conf Easy to Maintain
Since .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in use Script Command Macro
Besides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime) Special Thanks to
Raizen and Roberto from Cronus, we would not have worked on this if it weren't for them Links~!
Commit Editing Example
-
Mhalicot got a reaction from PonyVPS in eamod or ramod
Di ko pa nasusubukan pero sa palagay ko hindi, yung sinasabi na old school siguro nang mga players mo eh yung asura spammer, pwede madaya at magiging unstable/unbalance lang lalo ang server mo. anyways ang Hercules kasi sumusunod lang sa Official. hindi sa mga Moded servers.
Kung nag post ka na dati sana i-update mo yung post mo nang makita nila.. nag search ako wala naman akong nakitang post gaya nang sinabi mo .. baka natabunan na.. ang nakita ko lang ay yung bug sa Ice wall which is na resolve na..
madali lang naman mag post pnta ka lang sa Bug Tracker at explain mo yung problem at mag provide ka nang server information mo. kung anong revision nang hercules ang gamit mo at i-post mo yang video.
-
Mhalicot got a reaction from Hyoru in Weapon Folder
Helllo Hyoru,
Since you are in Hercules, why don't you try to check this guide: http://herc.ws/wiki/Custom_weapons
Quoting:
Hope it helps.. Goodluck -
Mhalicot reacted to astralprojection in [AtCommand] afk
testing this, it works great so far.
#include <stdio.h>#include <stdlib.h>#include <string.h>#include "../common/HPMi.h"#include "../common/timer.h"#include "../map/script.h"#include "../map/pc.h"#include "../map/channel.h"#include "../map/clif.h"#include "../map/battle.h"#include "../map/status.h"#include "../common/HPMDataCheck.h"/*1.0 Initial Script [Mhalicot] Topic: http://goo.gl/vbmQnr2.0 Added Map restriction "izlude", GVG/PVP. You can't use @afk when your dead. [Mhalicot]2.1 Update compilation compatibility in latest rev. 13300 [Mhalicot]2.2 Fixed bug when using @afk. [Mhalicot]2.3 Fixed map crash when using @afk [Mhalicot]3.0 Added unable to use @afk when receiving damage. [Mhalicot]3.1 Fixed Compiling Error, Thanks to quesoph4.0 Added AFK Timeout. Chars will be kicked from the server. [Mhalicot]*/HPExport struct hplugin_info pinfo = { "afk", // Plugin name SERVER_TYPE_MAP, // Which server types this plugin works with? "4.0", // Plugin version HPM_VERSION, // HPM Version (don't change, macro is automatically updated)};// Set this to the amount of minutes afk chars will be kicked from the server. 720 = 12 hoursint afk_timeout = 0;void parse_my_setting(const char *val) { afk_timeout = atoi(val);}ACMD(afk) { if(sd->bl.m == map->mapname2mapid("izlude")) { clif->message(fd, "@afk is not allowed on this map."); return true; } if( pc_isdead(sd) ) { clif->message(fd, "Cannot use @afk if you are dead."); return true; } //<- (10s)10000ms delay to edit look for conf/battle/player.conf search for prevent_logout if(DIFF_TICK(timer->gettick(),sd->canlog_tick) < battle->bc->prevent_logout) { clif->message(fd, "Failed to use @afk, please try again later."); return true; } if( map->list[sd->bl.m].flag.autotrade == battle->bc->autotrade_mapflag ) { if(map->list[sd->bl.m].flag.pvp || map->list[sd->bl.m].flag.gvg){ clif->message(fd, "You may not use the @afk maps PVP or GVG."); return true; } sd->state.autotrade = 1; sd->state.monster_ignore = 1; pc_setsit(sd); skill->sit(sd,1); clif->sitting(&sd->bl); clif->changelook(&sd->bl,LOOK_HEAD_TOP,471); // Change 471 to any headgear view ID you want. clif->specialeffect(&sd->bl, 234,AREA); if( afk_timeout ) { int timeout = atoi(message); status->change_start(NULL, &sd->bl, SC_AUTOTRADE, 10000, 0, 0, 0, 0, ((timeout > 0) ? min(timeout,afk_timeout) : afk_timeout)*60000,0); } channel->quit(sd); clif->authfail_fd(sd->fd, 15); } else clif->message(fd, "@afk is not allowed on this map."); return true;}/* triggered when server starts loading, before any server-specific data is set */HPExport void server_preinit (void) { /* makes map server listen to mysetting:value in any "battleconf" file (including imported or custom ones) */ /* value is not limited to numbers, its passed to our plugins handler (parse_my_setting) as const char *, * and thus can be manipulated at will */ addBattleConf("parse_my_setting",parse_my_setting);};/* Server Startup */HPExport void plugin_init (void){ script = GET_SYMBOL("script"); battle = GET_SYMBOL("battle"); status = GET_SYMBOL("status"); timer = GET_SYMBOL("timer"); skill = GET_SYMBOL("skill"); clif = GET_SYMBOL("clif"); channel = GET_SYMBOL("channel"); map = GET_SYMBOL("map"); pc = GET_SYMBOL("pc"); addAtcommand("afk",afk);} -