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Posts posted by malufett
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150 ASPD = 1 attack per second. 190 ASPD = 5 attacks per second. 195 ASPD = 10 attacks per second.nah you can't make that work in the server side, since the client does the animation...you can only do at the server is to ratio the increase of ASPD per level...
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@status.c
look for the occurrence of SCB_ASPD
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Have you ever looked at the elemental property tables concerning level 1 earth property? It literally lowers only wind damage by 50%. It's considered the weakest of all element cards for a reason.
I didin't get you. Why earth is considered the weakest of all elements cards?
check the element table(http://irowiki.org/wiki/Element)
only earth and wind attacks are lowered by sandman card...
btw how did you conduct you test?
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i am having this error on my server and the guilds are getting deleted when login in game after server restart, how to fix this ?
how old is your server revision?
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Skill and Plugins , its difficulty is high , skill functions are not flexible currently ....well..maybe I can convert mine...at least herc will have rebellion skills in non official way...hehehe
evilpuncker reacted to this -
/home/xxx/trunk/src/plugins/autopots.c:231: undefined reference to `sscanf_s'you need to include 'stdio.h'
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So is this a free release if harmony basically?
as Ossi has pointed out
This is a Diff Patch for the Latest Hercules Version ( Cloned for arround 30 Mins) , All Harmony Functions are working , and no server crashe etc.I Only Provide a Diff file for the Harmon Version 3.3.12 .
This Diff only Contains the Harmony SRC Part . you will have to add your own .BIN files from your harmony Package.
I WILL NOT PROVIDE ANY .BIN OR CLIENTSIDE FILES !!!!!!!!
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great!!!!!!!!!! the sad thing is that there is no update in the harmony side :/
yeah..can't support new client...maybe Sirius is having hard time to crack it..anyway at least members can enjoy new incoming updates from Hercules..
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Harmony Patch!!!
This patch is based on Ossi's release(http://herc.ws/board/topic/3267-harmony-patch-3312-30-mai/) and I update it as requested, to support new revision of Hercules as of 7401d98649558d58d97d4543db1d74d33652127b
so for those Hercules users with harmony enable and can't update their server then this is your chance...
Download:
Hercules-Harmony .PATCH - Fixed a minor bug. Thanks to @@trinity
btw I accept coffee..
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'job_db1.txt' Redesign
What is it?- The file has been upgrade to achieve 2 goals: make it easier for us to update the file and for our users to customize it better.
- The old hp/sp computation has been drop and replace by hp/sp tables.
job_db.conf Format:
Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there) Inherit: ( "Other_Job_Name" ); // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table. InheritHP: ( "Other_Job_Name" );// Base job from which this job will inherit its HP table. InheritSP: ( "Other_Job_Name" );// Base job from which this job will inherit its SP table. Weight: Max Weight (int, defaults to 20000, units in Weight/10) BaseASPD: { // Base ASPD for specific weapon type Fist: 0~200 (int, defaults to 200) Dagger: 0~200 (int, defaults to 200) Sword: 0~200 (int, defaults to 200) TwoHandSword: 0~200 (int, defaults to 200) Spear: 0~200 (int, defaults to 200) TwoHandSpear: 0~200 (int, defaults to 200) Axe: 0~200 (int, defaults to 200) TwoHandAxe: 0~200 (int, defaults to 200) Mace: 0~200 (int, defaults to 200) TwoHandMace: 0~200 (int, defaults to 200) Rod: 0~200 (int, defaults to 200) Bow: 0~200 (int, defaults to 200) Knuckle: 0~200 (int, defaults to 200) Instrumen: 0~200 (int, defaults to 200) Whip: 0~200 (int, defaults to 200) Book: 0~200 (int, defaults to 200) Katar: 0~200 (int, defaults to 200) Revolver: 0~200 (int, defaults to 200) Rifle: 0~200 (int, defaults to 200) GatlingGun: 0~200 (int, defaults to 200) Shotgun: 0~200 (int, defaults to 200) GrenadeLauncher: 0~200 (int, defaults to 200) FuumaShuriken: 0~200 (int, defaults to 200) TwoHandRod: 0~200 (int, defaults to 200) Shield: 0~200 (int, defaults to 0) } HPTable:[ 1, .... 150 ] (int[]) Reference table for base HP per level SPTable:[ 1, .... 150 ] (int[]) Reference table for base SP per level // Note: If table index size is smaller than the max level the server will automatically generate the missing index based on the average increase per level.}
Benefit?
- You can now easily specify a class base weight, base aspd for specific weapon types and HP/SP per level.
- Lessen redundant entries and good for the eyes..
- RE ASPD formula is improved to compatibly(less/no more conversion) accept aegis database.
Tools?
Special Thanks to:
Links
- Commit: https://github.com/HerculesWS/Hercules/commit/b59b9d1ab4c5a21081cdd2af126997ed7093d743
- File: https://github.com/HerculesWS/Hercules/blob/master/db/re/job_db.conf
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if ( bl->type&battle_config.enable_perfect_flee ) st->flee2 += st->luk/17*10 + 10; //(every 17 luk = +1 perfect flee)
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I have heard that PLDT is the best company in PH. It does not matter if you live in north or south. You can play without lag if the server is located in Canada.well its not the best its just PLDT is the first company that handles the internet in PH, giving it the power to handle the overall connection of the PH..and making other ISP companies to avail their internet services...and that is how we have expensive and slow internet
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lactancy? or latency?
anyway if its routed through the north well the latency is fair/normal but if its routed through south its poor...
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yup..but the only concern you need to solve is the sql db tables...do backup first then try it..just in case my problema post mo lang dito..
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change it to
if ( !skill_num && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
then double check open and close bracket if they are all match..for easy checking use diff merge tool...
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@status.c
if(flag&SCB_FLEE2 && bst->flee2) { if (st->luk == bst->luk) st->flee2 = status->calc_flee2(bl, sc, bst->flee2, true); else st->flee2 = status->calc_flee2(bl, sc, bst->flee2 +(st->luk - bst->luk), true); st->flee2 = min(st->flee2, 90); // << cap until 90 and won't go higher}
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C:PathtoyourServer>map-server.exe --generate-translations
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Iam translating the Jobmaster npc.what jobmaster script are you using? it doesn't work with the default of herc..
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can you share your .po..I wanna try it..I'll try to check if there is a character encoding problem with that .po and the server...
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it depends on the lang/service type of the client...
+-----+------------------------+-------------------+| int | enum SERVICETYPE | "servicetype" tag |+-----+------------------------+-------------------+| 0 | SERVICETYPE_KOREA | korea || 1 | SERVICETYPE_AMERICA | america || 2 | SERVICETYPE_JAPAN | japan || 3 | SERVICETYPE_CHINA | china || 4 | SERVICETYPE_TAIWAN | taiwan || 5 | SERVICETYPE_THAI | thai || 6 | SERVICETYPE_INDONESIA | indonesia || 7 | SERVICETYPE_PHILIPPINE | philippine || 8 | SERVICETYPE_MALAYSIA | malaysia || 9 | SERVICETYPE_SINGAPORE | singapore || 10 | SERVICETYPE_GERMANY | germany || 11 | SERVICETYPE_INDIA | india || 12 | SERVICETYPE_BRAZIL | brazil || 13 | SERVICETYPE_AUSTRALIA | australia || 14 | SERVICETYPE_RUSSIA | russia || 15 | SERVICETYPE_VIETNAM | vietnam || 17 | SERVICETYPE_CHILE | chile || 18 | SERVICETYPE_FRANCE | france || 19 | SERVICETYPE_UAE | uae |+-----+------------------------+-------------------+
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this code was place there to fix a bug where the client makes the character stand while in the server the character is still sitting,,,
if( pc_issit(sd) ) { pc->setstand(sd); skill->sit(sd,0);}
if you really want to make it work then start to hex the client to remove that behavior..
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#define HM_SKILLBASE 8001 // <---- what number I owe put to this value ???it is a setting which define at what starting skill id should a hom accept to its skill tree
but take note setting it to lower values it may affect skill tree of normal players..I suggest create duplicate skills having other ids
if you properly do it you should have like this
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Is there any plan on making the rebellion skills work soon?
yup...but I stop it for the moment..I need to gather more info in kRO..sadly my chars got wiped out so I need to create again...
evilpuncker and Keru reacted to this -
I was wondering what Memory Leak means and if it is a big problem.means there is an object that is not properly freed upon using in the memory..for more info: http://en.wikipedia.org/wiki/Memory_leak
I have noticed that there are many owners who have Memory Leaks problems but noone takes some time to fix those problemsfirst some of them are cause of buggy custom scripts and hardest part is how to pint point which causing the leaks....
and second we can't reproduce it so we are having hard time to fix it.
evilpuncker reacted to this
Question about Passive skills
in General Server Support
Posted
check @battle.c search keyword 'mastery'