... it seems we have setgroupid, but we don't have checkgrouplevel
@@Emistry, go make that script command XD
the reason is, if I somehow set the group belongs to non-existent group ID ...
[Warning]: pc_authok: AnnieRuru (AID:2000000) logged in with unknown group id (7)! kicking.....
.
prontera,155,185,5 script setgroupid 1_F_MARIA,{ dispbottom getgroupid() +" "+ getgmlevel(); if ( getgmlevel() < 99 ) { mes "admin only"; close; } mes "input the player name"; next; if ( input( .@name$, 1, 23 ) ) { mes "invalid name length"; close; } .@aid = getcharid( 3, .@name$ ); if ( !.@aid ) { mes "the player you input doesn't exist"; close; } mes "the player is"; .@name$ = rid2name( .@aid ); mes callfunc( "F_MesColor", C_BLUE ) + .@name$ + callfunc( "F_MesColor", C_BLACK ); mes "input the group ID"; next; if ( input ( .@groupid, 0, 99 ) ) { mes "invalid group id"; close; } setgroupid .@groupid, .@aid; query_sql "update login set group_id = "+ .@groupid +" where account_id = "+ .@aid; mes "The player "+ callfunc( "F_MesColor", C_BLUE ) + .@name$ + callfunc( "F_MesColor", C_BLACK ); mes "has change group ID into "+ callfunc( "F_MesColor", C_RED ) + .@groupid; close;}though, I tested there is no need to use OnPCLogoutEventdirectly set with query_sql works fine without logging out
it seems the login table is left untouch
Hello Community, I am feeling like, there's many plugin on forum, but not been actively used, due to out-of-date plugin
I have updated Shikazu's Plugin first(as it was requested on the thread from 25th April), maybe Shikazu busy on his rl. Also I have included My Plugins there.
I would like to add more plugins there(which are not updated on hercules forum <- please suggest if you find some outdated plugin and want me to update it )
List of Plugins and Owners:
https://github.com/dastgir/HPM-Plugins/blob/master/README.md
Repository: https://github.com/dastgir/HPM-Plugins
create table maintenance (
id int primary key auto_increment,
account_id int,
name varchar(23),
reason varchar(99),
minlv2connect tinyint,
order_time datetime,
start_time datetime,
end_time datetime
) engine = innodb;
.
remember to enable HPMHooking to enable this modification
plugins_list: [
/* Enable HPMHooking when plugins in use rely on Hooking */
"HPMHooking",
.
.
Note:
sometimes the server countdown jumps 1 second ahead
this is normal because the timetick from time->add is unstable
so I use unix_time to synchronize the countdown to server time
.
.
so, if you found some script/source code having bugs and you need to shut down your server for a short while
then you come to the right place
.
@maintenance <Group ID can stay 1~99> <duration to kick in minute> <maintenance duration in minute> <reason>
then a GM99 can commence the maintenance
Example : '@maintenance 40 5 10 need to fix announcer script'
every player with group ID 40 and below will be kick after 5 minutes
and the server will start counting down by an announcement,
during the maintenance of 10 minutes, group ID 40 and below will deny from login into the server
`maintenance` table will also generate a new line, with the `reason` field as 'need to fix announcer script'
which is useful to know when and how many times you did emergency server shutdown
though, the actual reason for using SQL is to persist the data after server shutdown
so the server will continue being in maintenance mode despite how many times you have shut down the server
until it times up ( `end_time` field ), or manually do `@maintenanceoff`
Note:
you can't generate a new line using 'INSERT INTO' Sql syntax when server is online
because I declare a bunch of variables to for them, for the purpose of saving memory consumption
you have to login the game and type `@maintenance` to initiate the maintenance mode, otherwise it wont work.
.
.
.
@maintenanceoff
if you have already finished fixing the script/source code, and there's still a lot of time left
you can type '@maintenanceoff' to immediately turn off the maintenance mode so players can login before the schedule.
.
.
.
.
-- Script commands --
.
*maintenance <Group ID can stay 1~99>, <duration to kick in minute>, <maintenance duration in minute> { , <reason> };
.
.
actually I have no idea why I wanna make a script command ... maybe just for fun ?
.
- script jsdfksdj FAKE_NPC,{
OnMon0255:
maintenance 40, 5, 60;
end;
}
.
this will make an announcement on Monday, 2:55AM that the server will have a regular server maintenance starts from 3AM to 4AM
during that time, player with group ID 40 will be kicked and blocked from entering the server
the `reason` field in `maintenance` table will be defaulted to '*Regular server maintenance*'
.
maintenance 40, 5, 60, "系统保养";
this will overwrite the `reason` field in `maintenance` table to '系统保养' instead of regular maintenance
.
.
*maintenanceoff { <reason> };
uhh ... useless I think ...
.
.
*maintenancecheck( <type> );
use 'maintenance()' to check the server is currently in maintenance mode or not
return 0 if server is normal
return 1 if server is going to have maintenance
return 2 if server is having maintenance
all other types are meant to myself to debug this junk
Hello~! Uguu~?! We noticed that the Item Database file format, unchanged for years, is less than optimal (read: terrible)
The file is really hard to read (is it the fifteenth or the sixteenth zero? No wait, that line has an extra comma!!)
Whenever you merge an update, if you had a customized entry, you're sure to encounter large conflicts that won't be trivial to solve
How do we fix it? We're switching to a brand new, modern, file format, making use of the libconfig library we're already using for other configuration files.
It uses libconfig. This means the parser is more solid and, perhaps not faster, but surely easier to maintain, with simpler code. And the file format is something you're already used to, since it's the same as many other configuration files we use!
Empty fields and the long sequences of those hard to count commas are gone! You just specify the fields you need, and the others can be completely skipped.
The item_db2 entries can be left incomplete and set to inherit the original item_db entry. If you have a custom script for your Knife[3], you can just write the script in your item_db, and let it read the other values from the item_db, so that if we update them, you get the update automatically
Item scripts can be split into several lines, so they can made easier to read, especially the long ones.
We can finally add more fields (to support new features) to the file at any time, easily and without having to edit all the lines (or force you to edit all the lines of your custom item_db2)!
Pre-Renewal and Renewal Item databases now use the same format. This also means that you can make use of the min/max level feature in both renewal and pre-renewal (of course, pre-renewal servers will ignore the Matk field, if you specify it, since it's meaningless there)
What does it look like?
Each entry follows this structure:
{
// =================== Mandatory fields ===============================
Id: ID (int)
AegisName: "Aegis_Name" (string, optional if Inherit: true)
Name: "Item Name" (string, optional if Inherit: true)
// =================== Optional fields ================================
Type: Item Type (int, defaults to 3 = etc item)
Buy: Buy Price (int, defaults to Sell * 2)
Sell: Sell Price (int, defaults to Buy / 2)
Weight: Item Weight (int, defaults to 0)
Atk: Attack (int, defaults to 0)
Matk: Magical Attack (int, defaults to 0, ignored in pre-re)
Def: Defense (int, defaults to 0)
Range: Attack Range (int, defaults to 0)
Slots: Slots (int, defaults to 0)
Job: Job mask (int, defaults to all jobs = 0xFFFFFFFF)
Upper: Upper mask (int, defaults to any = 0x3f)
Gender: Gender (int, defaults to both = 2)
Loc: Equip location (int, required value for equipment)
WeaponLv: Weapon Level (int, defaults to 0)
EquipLv: Equip required level (int, defaults to 0)
EquipLv: [min, max] (alternative syntax with min / max level)
Refine: Refineable (boolean, defaults to true)
View: View ID (int, defaults to 0)
Script: <"
Script
(it can be multi-line)
">
OnEquipScript: <" OnEquip Script (can also be multi-line) ">
OnUnequipScript: <" OnUnequip Script (can also be multi-line) ">
// =================== Optional fields (item_db2 only) ================
Inherit: true/false (boolean, if true, inherit the values
that weren't specified, from item_db.conf,
else override it and use default values)
},
Here's a Red Potion in the old format:
501,Red_Potion,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ itemheal rand(45,65),0; },{},{}
And here's the same Red Potion in the new format:
{
Id: 501
AegisName: "Red_Potion"
Name: "Red Potion"
Type: 0
Buy: 50
Weight: 70
Script: <" itemheal rand(45,65),0; ">
},
Not convinced yet it's easier to read? Okay, let's try a Poison Bottle:
678,Poison_Bottle,Poison Bottle,2,5000,,100,,,,,0xFFFFFFFF,7,2,,,,,,{ if(Class==Job_Assassin_Cross) { sc_start SC_DPOISON,60000,0; sc_start SC_ATTHASTE_INFINITY,60000,0; } else percentheal -100,-100; },{},{}
changes to:
{
Id: 678
AegisName: "Poison_Bottle"
Name: "Poison Bottle"
Type: 2
Buy: 5000
Weight: 100
Script: <"
if(Class==Job_Assassin_Cross) {
sc_start SC_DPOISON,60000,0;
sc_start SC_ATTHASTE_INFINITY,60000,0;
}
else percentheal -100,-100;
">
},
Better, isn't it!? Let's now try a Jellopy:
909,Jellopy,Jellopy,3,6,,10,,,,,,,,,,,,,,{},{},{}
Count the commas! Did I miss any? An extra comma you say? No, I don't want to count them, thanks...
{
Id: 909
AegisName: "Jellopy"
Name: "Jellopy"
Buy: 6
Weight: 10
},
Not even a comma! Now, help me read what this item does?
13307,Krieger_Huuma_Shuriken1,Glorious Shuriken,4,20,,0,55,,1,0,0x02000000,7,2,34,4,80,1,22,{ bonus2 bAddRace,RC_DemiHuman,95; bonus2 bIgnoreDefRate,RC_DemiHuman,20; bonus bMatkRate,15; autobonus "{ bonus2 bSkillAtk,NJ_HUUMA,100; bonus2 bSkillAtk,NJ_ISSEN,100; }",50,10000; bonus bUnbreakableWeapon,0; if(getrefine()>5) { bonus2 bAddRace,RC_DemiHuman,(getrefine()-3)*(getrefine()-3); bonus2 bIgnoreDefRate,RC_DemiHuman,5; } if(getrefine()>8) { bonus5 bAutoSpellOnSkill,NJ_ISSEN,AL_HEAL,10,1000,1; bonus4 bAutoSpellOnSkill,NJ_HUUMA,NPC_CRITICALWOUND,2,200; } },{},{}
{
Id: 13307
AegisName: "Krieger_Huuma_Shuriken1"
Name: "Glorious Shuriken"
Type: 4
Buy: 20
Atk: 55
Range: 1
Job: 0x02000000
Loc: 34
WeaponLv: 4
EquipLv: 80
View: 22
Script: <"
bonus2 bAddRace,RC_DemiHuman,95;
bonus2 bIgnoreDefRate,RC_DemiHuman,20;
bonus bMatkRate,15;
autobonus "{ bonus2 bSkillAtk,NJ_HUUMA,100; bonus2 bSkillAtk,NJ_ISSEN,100; }",50,10000;
bonus bUnbreakableWeapon,0;
if(getrefine()>5) {
bonus2 bAddRace,RC_DemiHuman,(getrefine()-3)*(getrefine()-3);
bonus2 bIgnoreDefRate,RC_DemiHuman,5;
}
if(getrefine()>8) {
bonus5 bAutoSpellOnSkill,NJ_ISSEN,AL_HEAL,10,1000,1;
bonus4 bAutoSpellOnSkill,NJ_HUUMA,NPC_CRITICALWOUND,2,200;
}
">
},
Which one did you find easier to read? Old or new format?
Want to see an example that specifies both min and max levels? Here you go:
{
Id: 2819
AegisName: "Swordman_Manual"
Name: "Swordman Manual"
Type: 5
Buy: 0
Weight: 100
Job: 0x00000001
Upper: 47
Loc: 136
EquipLv: [1, 12]
Refine: false
Script: <"
bonus bMaxSP,100;
skill SM_BASH,1;
skill SM_PROVOKE,1;
skill SM_MAGNUM,1;
">
},
Okay, one last example. Let's try to make an item_db2 entry for a Pupa Card that gives a bonus of 1000 HP rather than just 700.
{
Id: 4003
Inherit: true
Script: <" bonus bMaxHP,1000; ">
},
Done. No need to rewrite the name, location, prices... those are already in the item_db!
But... I have several custom items, do I have to manually convert all of them...?
Of course you do! No, I'm kidding, don't hate me
It's true that you need to convert your item database to the new format, but we can do it for you!
Go to http://haru.ws/hercules/itemdbconverter/ and paste (or upload) your item_db2.txt (or even your item_db.txt if you have custom entries there), press the Convert button, wait a few seconds and you're done! It's already converted for you. Easy, isn't it?
Don't trust us? No, no, we don't need your custom items, you can sleep safe... But if you still don't want to paste anything on a website... well, we have provided the source code of the converter script! It's in the 'tools' folder of the Hercules repository. All you need is a Perl interpreter (and if you're running Linux or Mac OS, on either your server or your own computer, it's almost certain that you already have that). All you have to do is run it (example: perl tools/itemdbconverter.pl < db/item_db2.txt > db/item_db2.conf), and your item database will be converted in a split second!
What if I was using SQL item databases?
Well... Then you won't have to worry about the txt databases, unless you were creating the items in txt, then converting them to sql (if you're not doing this, maybe you should consider it, you know? It's easier to create and manage them in txt even if you use the sql version!)
If you were converting your custom item databases from the txt version to sql through the db2sql plugin, there are good news for you! We just updated the plugin, and now it's able to create a .sql script rather than just inserting the entries into your database. This means that you can create the SQL entries in your own computer, without even needing a database (just a copy of Hercules), without risking to slow down your server, and then upload them whenever you want.
And if you're relying on the .sql scripts we provide... well, there are still good news for you! Outdated item_db.sql files are a thing of the past now: those scripts will get updated automatically after every commit by our HerculesWS API bot, exactly like the HPM Hooks!
As a final note, now the pre-re and re databases share the same structure in SQL as well! no more column mismatch if you're trying to import into your Renewal server an item that was meant for pre-renewal.
If you have data already imported to your item_db2 SQL table, it'll be updated to the new table format through the regular upgrade sql mechanism (just run the provided script in the sql-files/upgrades folder). Please note that the script requires MySQL 5.0 or newer -- if you're still on MySQL 4.0, please open it in a text editor, read the comments and run the provided queries manually.
I have this event item entry that came with an old script I downloaded...
No worries, you can get it converted. Use the same script (or the provided web page) you'd use to convert an entire item database, it'll work just fine even for an item or two!
Special thanks
To Ind, for bringing up the idea and pushing it forward until it was implemented. And for his awesome work on the HerculesWS API and database converter plugin.
To Yommy, for the original idea, and for some invaluable help finalizing the actual database format.
Links~u!
Main commit.
Removed redundant item_db2_re.sql (now both have the same structure).
db2sql plugin update.
item_db2 inheritance.
item_db2 SQL upgrade script.