Jump to content

OmarAcero

Members
  • Content Count

    173
  • Joined

  • Last visited

  • Days Won

    4

Reputation Activity

  1. Upvote
    OmarAcero reacted to 4144 in Some upcoming hercules features   
    Futures already added to hercules:
    Inventory expanding
     http://imgc1.gnjoy.com/ufile/ro/2018/11/21/QK3O60RA1MGOMU301NUO.gif
    Supported from clients: 2018-10-31 ragexe/ragexeRE, 2018-11-14 zero.
    For expand inventory need to have in inventory item Inventory_Extension_Coupon (25793)
     
    Barter shop
     
    Supported from  clients: 2019-01-16 ragexe/ragexeRE, 2018-12-26 zero.
    For shop barter shop need uncomment line
    "npc/custom/bartershop.txt", in npc/scripts_custom.conf. Barter shop demo npc will be added in prontera at (159, 284).
     
    Most client exes can be downloaded here: http://nemo.herc.ws/downloads/
  2. Upvote
    OmarAcero reacted to Rytech in r865 - Added New Maps / Fixed Item Drop Feature / 2 New Towns   
    =General
    *Added tons of new maps to the map index and cache.
    -Cache is completely rebuilt using data.grf last patched on 2018-06-20.
    -Index lists are taken from rAthena. Credits to them.
    -Note: I had to use a grf that wasn't as up-to-date due to the mapcache program
    -having issues reading one I have patched to the end of October 2018.
    -Its likely that it can't read grf's over 2 GB in size.
    *Players that have hair style 0 will have their style changed to 1 on login.
    -Also players having a body dye of 1 will have their dye changed to 0 on login.
    -This is because hair style 0 and body dye 1 are not allowed in official servers.
    -Both for each one is basicly the same. Not sure why its like that but it is.
    -Using them can cause small glitches on character select and the equip window.
    -Example: The blue crystal looking things on the Warlock outfit will appear
    -black and missing other colors on body dye 1.
    -GM's can still access those values by command, but will be changed back on login.
    *Added 2 new towns to the "go" command. Lasagna and Rock Ridge.
    *Fixed some linux compile error's.
     
    =Database
    *Added item_fixeddrop.
    -This allows you to add items that you don't want to be affected by the set
    -server rates and instead only be affected by whats set in the monster database.
    -Basicly its a way to force certain items to drop at official chances no matter
    -what the rates are set to.
     
    =NPC
    *Updated the 3ceam_stylist to not allow the use of hair style 0 and body dye 1.
    -This is for official reasons and also to prevent glitches.
  3. Upvote
    OmarAcero reacted to Rytech in 2018-06-20/21RagexeRE Char Select Fix   
    I recently learned that some of the textures for the character select screen were changed at some point between 2018-06-20 and today (2018-10-24) which will cause the 2018-06-20/21 RagexeRE to crash when reaching the character select screen. A few of them look different and are of a different size but I don't know why its causing this issue. So im releasing this here. The download contains the old and new textures for compare. To use the fix, place the select_character_v3 folder from the old textures folder in your "data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/" directory.
    Char Select Textures.zip
  4. Upvote
    OmarAcero reacted to 4144 in error to compiler - Ubuntu   
    look like you not have 32 bit libs on 64 bit system.
    I not sure is 3CeAM can really works in 64 bit mode, but you can try run
    ./configure --enable-64bit make  
  5. Upvote
    OmarAcero reacted to 4144 in error to compiler - Ubuntu   
    if you have windows, why not build with visual studio? if latest versions not works on 32 bit systems, you can search some old versions.
     
  6. Upvote
    OmarAcero reacted to meko in How do I install mysql in cygwin?   
    Just run it natively on windows:
    https://downloads.mariadb.org/interstitial/mariadb-10.3.10/winx64-packages/mariadb-10.3.10-winx64.msi/from/http%3A//mariadb.mirror.iweb.com/?serve
    Otherwise, you might want to consider WSL
  7. Upvote
    OmarAcero reacted to Rytech in r864 - SQL Updates / Few Script And Other Fixes   
    =General
    *max_cloth_color changed to 3.
    -Turns out while the old original 1st and 2nd jobs has a 4th dye option, the other
    -jobs don't. Plus the styling shop info only allows for dyes up to 3 by default.
    -They must of decided long ago to only offer 3 dyes.
    *Added 2 new skill place holders.
    *Updated the "displayskill" command to allow for selecting which skill animation
    -packets to send.
     
    =Database
    *Fixed some item script errors in item_db.
     
    =Skills
    *RK_IGNITIONBREAK
    -Fixed a issue where the animation wouldn't appear on 2018-06-20 and newer clients.
    *SJ_NOVAEXPLOSING
    *SP_SOULEXPLOSION
    -Fixed a issue where the damage didn't bypass protection from Devotion.
    *SC_ESCAPE
    -Added missing item requirement.
     
    =SQL Files
    *Fixed some item script errors in item_db.
    *Changed the values of monster's stats to smallint.
     
    =Tools
    *Updated perl script for the monsters to use smallint for their stats.
  8. Upvote
    OmarAcero reacted to Lelouch in Someone have this client 2018-06-20eRagexeRE?   
    https://drive.google.com/open?id=1JqIkMy39O2SKqGx2tCZjDQQ4H6VhsE3c
  9. Upvote
    OmarAcero reacted to luizragna in Someone have this client 2018-06-20eRagexeRE?   
    Full client 2018-08-13: https://ro.industrial-illusions.net/files/
    Just hexed 2018-06-20ragexeRE : http://www.mediafire.com/file/ddfcqbc84ls65d2/2018-06-20d+RE.rar
  10. Upvote
    OmarAcero reacted to Rytech in r856 - Added 10 Soul Reaper Skills / Soul Energy Sphere's Give MATK   
    =General
    *Soul Energy spheres now give 3 MATK per sphere.
     
    =Database
    *Made some adjustments to some skills in the "skill_db" file to prepare for
    -future development.
     
    =Skills
    *Soul Reaper
    +Added soul energy requirements to all skills.
    *TK_JUMPKICK
    +Updated to work on new Soul Reaper soul links.
    *SP_SOULGOLEM
    *SP_SOULSHADOW
    *SP_SOULFALCON
    *SP_SOULFAIRY
    *SP_CURSEEXPLOSION
    *SP_SOULCURSE
    *SP_SPA
    *SP_SHA
    *SP_SWHOO
    *SP_SOULREAPER
    +Added support for these skills.
    *KO_SETSUDAN (Soul Cutter)
    +Updated to work on new Soul Reaper soul links.
    *AB_VITUPERATUM
    *AB_CONVENIO
    +Added official timer data.
  11. Upvote
    OmarAcero reacted to Rytech in r855 - Star Emperor And Soul Reaper Official Bonus Stats And Skill Timers / 2018-06-20eRagexeRE Client Support   
    =General
    *Added support for the 2018-06-20eRagexeRE client.
    +This is the recommended client for those wanting to support the Star Emperor
    -and Soul Reaper jobs on their server.
    *PACKETVER is now set to 20180620 by default.
     
    =Database
    *Updated the hit counts to official for some skills to prepare for coding.
     
    =Jobs
    *Star Emperor
    *Soul Reaper
    +Added official bonus stats.
     
    =NPC
    *Enabled the Star Emperor and Soul Reaper jobs in the 3CeAM job change NPC.
     
    =Skills
    *Star Emperor
    *Soul Reaper
    +Added all official variable cast, fixed cast, aftercast, and cooldowns for all
    -of the skills for these jobs. Durations are mostly confirmed official but more
    -testing is needed to get them all.
  12. Upvote
    OmarAcero reacted to Slicer in new pets?   
    Of course I know, you can get it easily, just extract the kRO rdata folder, name the sprites and compile in the zin iteminfo or asheraf.
  13. Upvote
    OmarAcero reacted to Slicer in new pets?   
    I use client 2017-06-07 on my server ON and 2018-05-30 on the test server, they are common items, no matter the client version.
  14. Upvote
    OmarAcero reacted to Rytech in r850 - Star Emperor And Soul Reaper Added / Tags And ID's Updated   
    =General
    *Added all the latest tags and ID's for jobs, skills, status, and NPC's.
     
    =Database
    *Added place holders for many new skills.
     
    =Jobs
    *Star Emperor
    *Soul Reaper
    *Baby Star Emperor
    *Baby Soul Reaper
    +Added support for these jobs.
    +Note: These jobs are fully playable. However, none of the new skills that comes
    -with them are in the skill trees. This will be added in a future update.
    -Everything else for them works.
    +Note 2: Client support for these jobs will come at a later time once stable.
  15. Upvote
    OmarAcero got a reaction from Exkt in problem with map_cache.dat   
    You can check my post: HERE
  16. Upvote
    OmarAcero reacted to AnnieRuru in Custom Enchant System   
    @Rebel
    prontera,146,185,6 script Costume Enchanter 4_M_SCIENCE,{ disable_items; .@header$ = "[^0000FF Costume Enchanter ^000000]"; mes .@header$; if (Zeny < 500000) { mes "I am in charge of Enchanting Costume Headgears. Simply put, I've been studying ways to power-up headgears."; next; mes .@header$; mes "If by any chance, you would want to enchant your headgears, bring me 500,000 zeny and the armor you want to enchant and you are all set to go."; close; } mes "I'm an engineer that specializes in Enchanting Armors."; next; mes .@header$; mes "Enchanting may seem simple, but it's far more complicated than it looks.\n"; mes "If you're interested in my service, let me know."; next; switch( select( "~ ^0000FFEnchant Headgear ^000000", "~ Information", "~ Maybe next time." ) ) { case 1: break; case 2: mes .@header$; mes "To be update"; close; case 3: mes .@header$; mes "Please come back when you have any interest in enchanting your headgear."; close; } setarray .@items[0],19504,19505,19506; // Red_Tailed_Ribbon; .@failrate = 1; // 1% fail rate (for testing) .@menu$ = ""; .@size = getarraysize(.@items); for ( .@i = 0; .@i < .@size; ++.@i ) .@menu$ += getitemname(.@items[.@i]) +":"; .@itemid = .@items[select(.@menu$)-1]; if (getequipid(EQI_COSTUME_HEAD_TOP) == .@itemid) .@part = EQI_COSTUME_HEAD_TOP; else if (getequipid(EQI_COSTUME_HEAD_MID) == .@itemid) .@part = EQI_COSTUME_HEAD_MID; else if (getequipid(EQI_COSTUME_HEAD_LOW) == .@itemid) .@part = EQI_COSTUME_HEAD_LOW; // else if (getequipid(EQI_HEAD_TOP) == .@itemid) // .@part = EQI_HEAD_TOP; mes .@header$; if ( !getequipisequiped(.@part) ) { mes "Hmm? There's nothing to be enchanted!"; mes "Make sure you are wearing the headgear you want be enchant."; close; } if ( getequipcardid(.@part,1) && getequipcardid(.@part,2) && getequipcardid(.@part,3) ) { mes "There's nothing more I can do with this headgear."; close; } .@refine = getequiprefinerycnt(.@part); for ( .@i = 3; .@i >= 1; --.@i ) if ( !getequipcardid( .@part, .@i ) ) .@slot_num = .@i; for ( .@i = 0; .@i < 4; ++.@i ) .@cardid[.@i] = getequipcardid( .@part,.@i ); mes "Socket enchant will cost you 500,000z. And there will be a random option enchanted."; mes "Of course, there is a chance of breaking your armor."; next; mes .@header$; mes "Do you still want to try an Enchant?"; next; if ( select( "~ Hmm... Let me think it over.", "~ Go ahead.") == 1 ) { mes .@header$; mes "Well, I can't blame you. Safety first, eh?"; mes "Now you have a nice day."; close; } mes .@header$; if (Zeny < 500000) { mes .@header$; mes "Sorry, but you don't have enough zeny."; close; } mes "Quite of an adventurer huh? Well, shall we?"; Zeny -= 500000; delitem2 .@itemid, 1,1, .@refine,0, .@cardid[0],.@cardid[1],.@cardid[2],.@cardid[3]; close2; specialeffect EF_MAPPILLAR, AREA, playerattached(); progressbar "ffff00",1; // is this really needed ? what happen if the player logout/disconnect during this short period ? The item is gone forever !! switch (rand(1,.@failrate)) { // yeah you said its testing, maybe its 1,36 ... or maybe something higher case 1: .@addpart = 4702;break; case 2: .@addpart = 4712;break; case 3: .@addpart = 4722;break; case 4: .@addpart = 4732;break; case 5: .@addpart = 4742;break; case 6: .@addpart = 4752;break; case 7: case 8: .@addpart = 4701;break; case 9: case 10: .@addpart = 4711;break; case 11: case 12: .@addpart = 4721;break; case 13: case 14: .@addpart = 4731;break; case 15: case 16: .@addpart = 4741;break; case 17: case 18: .@addpart = 4751;break; case 19: case 20: case 21: .@addpart = 4700;break; case 22: case 23: case 24: .@addpart = 4710;break; case 25: case 26: case 27: .@addpart = 4720;break; case 28: case 29: case 30: .@addpart = 4730;break; case 31: case 32: case 33: .@addpart = 4740;break; case 34: case 35: case 36: .@addpart = 4750;break; default: specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); mes .@header$; mes "Well that's too bad."; mes "The requested equipment has failed to enchant."; close; } mes .@header$; mes "Ha! There you go, your brand new enchanted equipment!"; if ( .@slot_num == 1 ) { getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@addpart, .@cardid[2], .@cardid[3]; equip2 .@itemid, .@refine, 0, .@cardid[0], .@addpart, .@cardid[2], .@cardid[3]; } else if ( .@slot_num == 2 ) { getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@addpart, .@cardid[3]; equip2 .@itemid, .@refine, 0, .@cardid[0], .@cardid[1], .@addpart, .@cardid[3]; } else if ( .@slot_num == 3 ) { getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@addpart; equip2 .@itemid, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@addpart; } close; }  
  17. Upvote
    OmarAcero reacted to AnnieRuru in Help: Script Invasor   
    remember, the sleep type timer can run multiple times,
    and when *awake, will cancel ALL running timer
    prontera,155,185,5 script dhskfshfd 1_F_MARIA,{ sleep 30000; announce .t++ +" times", bc_all; end; OnInit: bindatcmd "ev", strnpcinfo(0)+"::Onaaa"; end; Onaaa: awake strnpcinfo(0); end; } click on the npc as many times as possible to queue up the timer
    and when type @ev, all gets execute at once
    my guess is you make the sleep for auto-invasion and the time remaining in the same npc
    so when you do a *awake, instead of you want only the timer for next invasion gets awaken, but the event in-progress timer also gets cancel
    since you have the "inv_msg" npc, make use of that to run another kind of npc timer
    yup, 1 npc, 1 timer
    @OmarAcero
    and, yeah, VERY bad script,
    should make the script read in linear form, not jump here and there
  18. Upvote
    OmarAcero reacted to Rytech in r851 - Enabled Star Emperor And Soul Reaper Skills And Completed Skill Trees   
    =General
    *Added new unit tag and ID.
     
    =Jobs
    *Star Emperor
    *Soul Reaper
    +Updated skill trees to add the rest of the skills in.
     
    =NPC
    *Updated the "3ceam_jobchange" script to support Star Emperor, Soul Reaper,
    -and their baby versions.
    -Note: They are disabled for now until client support for them is more stable.
     
    =Skills
    *Enabled access to all skills for Star Emperor, Soul Reaper, and new Arch Bishop
    -skills. Range, target type, max level, and sp requirements are official.
    -Note: Currently none of them work even tho their usable.
  19. Upvote
    OmarAcero reacted to AnnieRuru in Help: Script Invasor   
    your profile said you are using Hercules
    but when I test the script all kinds of errors pop up
    [Error]: script_add_str: detected possible use of wrong case in a script. Found 'setBattleFlag', probably meant to be 'setbattleflag' (in 'npc/zzz.txt'). [Error]: script error in file 'npc/zzz.txt' line 158 column 3 parse_line: expect command, missing function name or calling undeclared func tion 155: 156: // Restore experience rates: 157: if(checkcell("prontera",0,0,cell_water)) { * 158: setBattleFlag "base_exp_rate",getBattleFlag("base_exp_rate") - $TIbr; ~~~~~~~~~~~~~~~~^ 159: setBattleFlag "job_exp_rate",getBattleFlag("job_exp_rate") - $TIjr; 160: set $TIbr,0; 161: set $TIjr,0; [Error]: script error in file 'npc/zzz.txt' line 158 column 46 parse_line: need ';' 155: 156: // Restore experience rates: 157: if(checkcell("prontera",0,0,cell_water)) { * 158: setbattleflag "base_exp_rate",getBattleFlag("base_exp_rate") - $TIbr; ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^ 159: setbattleflag "job_exp_rate",getBattleFlag("job_exp_rate") - $TIjr; 160: set $TIbr,0; 161: set $TIjr,0; [Error]: script error in file 'npc/zzz.txt' line 332 column 48 parse_line: expect command, missing function name or calling undeclared funtion 329: end; 330: 331: OnPCDieEvent: * 332: if((.a > 0) && (getsavepoint(0) == .c2$[.b])) save .s$,.sx,.sy; ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^ 333: end; 334: 335: OnWhisperGlobal: this script is not meant for Hercules
    ok the script loads fine in rathena
    [Warning]: buildin_monster: Attempted to spawn non-existing monster class 2503 [Debug]: Source (NPC): invasor (invisible/not on a map) [Warning]: buildin_monster: Attempted to spawn non-existing monster class 1228 [Debug]: Source (NPC): invasor (invisible/not on a map) can you just read the map-server.exe for all the errors ?
    this is a bad ... script ... unreadable ...
    why I have to refer to what the t1 c1 c2 t2 means ...
    why not just make a proper variable name like .t1 = .min_time , .t3 = .duration
    I cannot read this script, I'm out
  20. Upvote
    OmarAcero got a reaction from JulioCF in Como traudizir as habilidades?   
    You can try editing this file:  skillinfolist.lub  ( SkillName: " Name skill " )
     
  21. Upvote
    OmarAcero got a reaction from JulioCF in Como traudizir as habilidades?   
    to edit the skill description you have to open this folder:
    data\luafiles514\lua files\skillinfoz\
    and look for the file skilldescript.lub
  22. Upvote
    OmarAcero got a reaction from TheReturn in Como traudizir as habilidades?   
    to edit the skill description you have to open this folder:
    data\luafiles514\lua files\skillinfoz\
    and look for the file skilldescript.lub
  23. Upvote
    OmarAcero got a reaction from TheReturn in Como traudizir as habilidades?   
    You can try editing this file:  skillinfolist.lub  ( SkillName: " Name skill " )
     
  24. Upvote
    OmarAcero reacted to Dastgir in Help: Script Invasor   
    you need to have 12 monsters:
    First 9 would be normal mob and other 3 as boss monster, but.you specified only 11 id
    Onc1,"Aqua",1001,1002,1002,1002,1002,1001,1002,1001,1002,1001,1002;
     
  25. Upvote
    OmarAcero got a reaction from grimmm in Error signed/unsigned (int_party.c)   
    Good day,
    I just downloaded the latest version of the emulator and I realized that when I finished compiling I got this error " don't match signed/unsigned ", however, the emulator ignores it and I can boot normally. up to that point it works, but the problem starts when the SRC code is edited at that moment, detects the error and does not allow compilation.
    Can you tell me why that error comes out and how can I solve it, please? 
    Note: Here https://imgur.com/a/biZYI
×
×
  • Create New...

Important Information

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