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kisuka

Script Developers
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  1. Upvote
    kisuka got a reaction from Uzieal in Authors of Athena   
    Athena has been passed along from team to team through the ages: from Athena, to AthenaMods, to eAthena, to 3CeAM, to rAthena, and now Hercules. With each new development team that acquires the project, a little bit more is done to improve the overall project that is Athena.
     
    There have been countless people involved with this project through many years. Many of them have put in countless hours, and contributed thousands of lines of code (some of which still exists to this day).
     
    Athena would not be where it is today without the help of these amazing developers. Because of this, I'm adding in this AUTHORS file to give tribute and credit to the amazing people which have made this project possible.
     
    Thank you to everyone who has helped in the development of Athena. You are amazing, skilled, and your work will live on through the years to come. This project is yours, and has lasted over 10 years thanks to the dedication and support you have put in.
     
    View AUTHORS List
     
    If you know any past developers which have contributed to Athena and aren't on the list, please submit a pull request
     
    To any development teams that are maintaining their own forks of Athena, please include this AUTHORS file in your own repos, give credit to all these amazing people.
  2. Upvote
    kisuka got a reaction from KaitoKid in Authors of Athena   
    Athena has been passed along from team to team through the ages: from Athena, to AthenaMods, to eAthena, to 3CeAM, to rAthena, and now Hercules. With each new development team that acquires the project, a little bit more is done to improve the overall project that is Athena.
     
    There have been countless people involved with this project through many years. Many of them have put in countless hours, and contributed thousands of lines of code (some of which still exists to this day).
     
    Athena would not be where it is today without the help of these amazing developers. Because of this, I'm adding in this AUTHORS file to give tribute and credit to the amazing people which have made this project possible.
     
    Thank you to everyone who has helped in the development of Athena. You are amazing, skilled, and your work will live on through the years to come. This project is yours, and has lasted over 10 years thanks to the dedication and support you have put in.
     
    View AUTHORS List
     
    If you know any past developers which have contributed to Athena and aren't on the list, please submit a pull request
     
    To any development teams that are maintaining their own forks of Athena, please include this AUTHORS file in your own repos, give credit to all these amazing people.
  3. Upvote
    kisuka got a reaction from evilpuncker in NPC Constants   
    consts.txt currently has NPC sprite file constants. These do not work at all, due to the fact that most of them start with a number, an error is thrown when trying to reference them in a script.
     
    They are also never used...
     
    My suggestion is to redo the npc class to allow for NPC constants to be used in place of sprite ids. Would require a new db called npc_db.txt which has the view id + sprite name.
     
    When parsing the npcs, it would check if the view id is a number or a string. If number and checks out with the ids then just use it, if it's a string then check the db to see if the view id is assigned to that constant.
     
    This will also help make the scripts more readable and easier to script. Instead of having to look what what ID a sprite is, you could just throw in the sprite name. This would also future proof our scripts if Gravity ever decides to do some kind of crazy re-factoring that changes all the sprite IDs.
     
    AEGIS uses sprite names over IDs as well.
     
    Example of what a script would look like:
     
    izlude,100,100,4 script Test#test 1_F_ORIENT_04,{} npc_db.txt
  4. Upvote
    kisuka got a reaction from Jedzkie in NPC Constants   
    consts.txt currently has NPC sprite file constants. These do not work at all, due to the fact that most of them start with a number, an error is thrown when trying to reference them in a script.
     
    They are also never used...
     
    My suggestion is to redo the npc class to allow for NPC constants to be used in place of sprite ids. Would require a new db called npc_db.txt which has the view id + sprite name.
     
    When parsing the npcs, it would check if the view id is a number or a string. If number and checks out with the ids then just use it, if it's a string then check the db to see if the view id is assigned to that constant.
     
    This will also help make the scripts more readable and easier to script. Instead of having to look what what ID a sprite is, you could just throw in the sprite name. This would also future proof our scripts if Gravity ever decides to do some kind of crazy re-factoring that changes all the sprite IDs.
     
    AEGIS uses sprite names over IDs as well.
     
    Example of what a script would look like:
     
    izlude,100,100,4 script Test#test 1_F_ORIENT_04,{} npc_db.txt
  5. Upvote
    kisuka reacted to sketchyphoenix in How about drop Pre Renewal from Hercules ?   
    ream and 3ceam happened because of a serious lack of organization in eA. devs all had different opinions on when / how we should've done 3rd jobs so nothing was done. another team had to do it. same thing with renewal/preRE. I don't want to make Paradox look bad or anything but I wish he hadn't stonewalled some of those decisions especially when i threw the idea of just merging with 3ceam on the table. he didn't like the quality of the 3ceam code and he was adamant on adding in all this new content on his own (or at least getting the rest of the team rallied behind it, but historically things like this rarely happen) even though at the time eA's development was at a crawl since most of the team was either burned out or just too busy to devote much time to eA.
     
    by the time any kind of action was taken, it was too late. the community had already fragmented and eA was being passed up in overall progress.
  6. Upvote
    kisuka got a reaction from Ind in Translation help.   
    Rough translation from a friend:
     
    In the secondary version taming any monster doesn't count as defeating them
    in any abnormal situation where you defeats monster, you can't advance to the next level
    Broadcast mode
  7. Upvote
    kisuka reacted to Yommy in Navigation Script Commands   
    It does not require any server modification
    just make an npc show the text, like
     
    mes "go to <NAVI>[Hat Maker]<INFO>izlude,131,148,</INFO></NAVI> to make hats";
     
    the [Hat Maker] will be clickable in the client and make a navigation to the npc.
     
    also it works with the browser too
     
    mes "You can <URL>Google<INFO>http://www.google.com/</INFO></URL> anything";
    clicking Google will open the browser
     
     
    ###
    A quick scan shows this <URL> and <NAVI> first appeared in 2011-10-10aRagexe.exe.
    so any clients after that should work
  8. Upvote
    kisuka got a reaction from Neo-Mind in Hey :D Guess who ;3   
    <3 <3 <3
     
     
    Projects? Hm... not at the moment. Just working on a plugin for RSU at the moment which I'll throw up on my github. Than working on getting my server back online. Once that's done then I'll get back in the groove of AEGIS -> script converting, packet sniffing, etc. :3 I'll throw some things on the repo for talks and such once I get back in the groove.
  9. Upvote
    kisuka got a reaction from anacondaq in [RSU Plugin] Multi   
    A plugin for RagnarokOnline Patcher Lite (RSU). Allows for patching multiple GRF files (kRO, RE, Custom) using just one patch client.
     
    https://github.com/kisuka/RSU-Multi-Plugin
     
    Basically this is similar to what the ragray plugin did, now you can use it for your own servers and what not
     
    Enjoy.
     
    Feel free to contribute to the repo if you want, my C / C++ sucks ^^;
  10. Upvote
    kisuka got a reaction from Ai4rei in [RSU Plugin] Multi   
    A plugin for RagnarokOnline Patcher Lite (RSU). Allows for patching multiple GRF files (kRO, RE, Custom) using just one patch client.
     
    https://github.com/kisuka/RSU-Multi-Plugin
     
    Basically this is similar to what the ragray plugin did, now you can use it for your own servers and what not
     
    Enjoy.
     
    Feel free to contribute to the repo if you want, my C / C++ sucks ^^;
  11. Upvote
    kisuka got a reaction from evilpuncker in [RSU Plugin] Multi   
    A plugin for RagnarokOnline Patcher Lite (RSU). Allows for patching multiple GRF files (kRO, RE, Custom) using just one patch client.
     
    https://github.com/kisuka/RSU-Multi-Plugin
     
    Basically this is similar to what the ragray plugin did, now you can use it for your own servers and what not
     
    Enjoy.
     
    Feel free to contribute to the repo if you want, my C / C++ sucks ^^;
  12. Upvote
    kisuka got a reaction from Uzieal in Hey :D Guess who ;3   
    <3 <3 <3
     
     
    Projects? Hm... not at the moment. Just working on a plugin for RSU at the moment which I'll throw up on my github. Than working on getting my server back online. Once that's done then I'll get back in the groove of AEGIS -> script converting, packet sniffing, etc. :3 I'll throw some things on the repo for talks and such once I get back in the groove.
  13. Upvote
    kisuka got a reaction from evilpuncker in Hey :D Guess who ;3   
    Hey everyone, Sirius sent me over here after a short discussion :3 Needless to say I'm impressed. Finally, after YEARS of development with athena, an ACTUAL open source community for it :3
     
    I are excited.
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