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Everything posted by Protos
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Hey all, I had an idea to implement the ultimate storage system with which users of Hercules would be able to create as many storages as they want without a hassle. And so I worked on Hercules Ultimate Storage System (HUSS). The basic idea of the design has been completed and at this point it is ready to be tested. I wanted to gather suggestions to further extend the system, hence this topic. To test the system, simply visit my fork of Hercules in the storages branch and clone it. Storage.conf Example Entry { Id: (int) (required|unique) Unique Identifier Name: (string) (required) Name of the storage sent to the client. Capacity: (int) (required) Maximum capacity of the storage. } All storages are handled with dynamic arrays that will save a tonne of memory if and when created. They are saved in the same storage database (SQL) as the original separating them by a storage identifier. An infinite number of storages can be created, there are no limits. The current design implementation only allows saving/loading of approximately 1600 items per storage due to packet size limits. Script Command Changes *openstorage(<storage_id>{, <storage_mode>}) Default Storage Access Mode: STORAGE_ACCESS_ALL This will open character's Kafra storage window on the client connected to the invoking character. It can be used from any kind of NPC or item script, not just limited to Kafra Staff. The storage window opens regardless of whether there are open NPC dialogs or not, but it is preferred to close the dialog before displaying the storage window, to avoid any disruption when both windows overlap. mes("I will now open your stash for you"); close2(); openstorage(1); end; Storage Modes: STORAGE_ACCESS_VIEW // View storage only STORAGE_ACCESS_GET // Allow getting items from storage. STORAGE_ACCESS_PUT // Allow putting items to storage. STORAGE_ACCESS_ALL // Allow all actions. So if you guys have any suggestions or ideas that would better the system for Hercules, feel free to comment below
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As of e171deb58c7 we have the official refine rates from kRO. Normal Ores Refine Shadow equipment Armor Weapon (1st level) Weapon (2nd level) Weapon (3rd level) Weapon (4th level) 1 100% 100% 100% 100% 100% 100% 2 100% 100% 100% 100% 100% 100% 3 100% 100% 100% 100% 100% 100% 4 100% 100% 100% 100% 100% 100% 5 60% 60% 100% 100% 100% 60% 6 40% 40% 100% 100% 60% 40% 7 40% 40% 100% 60% 50% 40% 8 20% 20% 60% 40% 20% 20% 9 20% 20% 40% 20% 20% 20% 10 9% 9% 19% 19% 19% 9% 11 - 8% 18% 18% 18% 8% 12 - 8% 18% 18% 18% 8% 13 - 8% 18% 18% 18% 8% 14 - 8% 18% 18% 18% 8% 15 - 7% 18% 18% 18% 7% 16 - 7% 17% 17% 17% 7% 17 - 7% 17% 17% 17% 7% 18 - 7% 17% 17% 17% 7% 19 - 5% 15% 15% 15% 5% 20 - 5% 15% 15% 15% 5% Enriched Ores Refine Shadow equipment Armor Weapon (1st level) Weapon (2nd level) Weapon (3rd level) Weapon (4th level) 1 100% 100% 100% 100% 100% 100% 2 100% 100% 100% 100% 100% 100% 3 100% 100% 100% 100% 100% 100% 4 100% 100% 100% 100% 100% 100% 5 90% 90% 100% 100% 100% 90% 6 70% 70% 100% 100% 90% 70% 7 70% 70% 100% 90% 80% 70% 8 40% 40% 90% 70% 40% 40% 9 40% 40% 70% 40% 40% 40% 10 20% 20% 30% 30% 30% 20% 11 - 8% 18% 18% 18% 8% 12 - 8% 18% 18% 18% 8% 13 - 8% 18% 18% 18% 8% 14 - 8% 18% 18% 18% 8% 15 - 7% 18% 18% 18% 7% 16 - 7% 17% 17% 17% 7% 17 - 7% 17% 17% 17% 7% 18 - 7% 17% 17% 17% 7% 19 - 5% 15% 15% 15% 5% 20 - 5% 15% 15% 15% 5% Normal Ores - Smelting Event Refine Shadow equipment Armor Weapon (1st level) Weapon (2nd level) Weapon (3rd level) Weapon (4th level) 1 100% 100% 100% 100% 100% 100% 2 100% 100% 100% 100% 100% 100% 3 100% 100% 100% 100% 100% 100% 4 100% 100% 100% 100% 100% 100% 5 60% 60% 100% 100% 100% 60% 6 40% 40% 100% 100% 60% 40% 7 40% 40% 100% 60% 50% 40% 8 20% 20% 60% 40% 20% 20% 9 20% 20% 40% 20% 20% 20% 10 9% 9% 19% 19% 19% 9% 11 - 20% 40% 40% 40% 20% 12 - 20% 40% 40% 40% 20% 13 - 16% 35% 35% 35% 16% 14 - 16% 35% 35% 35% 16% 15 - 15% 30% 30% 30% 15% 16 - 15% 30% 30% 30% 15% 17 - 14% 20% 20% 20% 14% 18 - 14% 20% 20% 20% 14% 19 - 10% 15% 15% 15% 10% 20 - 10% 15% 15% 15% 10% Enriched Ores - Smelting Event Refine Shadow equipment Armor Weapon (1st level) Weapon (2nd level) Weapon (3rd level) Weapon (4th level) 1 100% 100% 100% 100% 100% 100% 2 100% 100% 100% 100% 100% 100% 3 100% 100% 100% 100% 100% 100% 4 100% 100% 100% 100% 100% 100% 5 95% 95% 100% 100% 100% 95% 6 80% 80% 100% 100% 95% 80% 7 80% 80% 100% 95% 90% 80% 8 60% 60% 95% 85% 70% 60% 9 50% 50% 85% 60% 60% 50% 10 35% 35% 55% 45% 45% 35% 11 - 20% 40% 40% 40% 20% 12 - 20% 40% 40% 40% 20% 13 - 16% 35% 35% 35% 16% 14 - 16% 35% 35% 35% 16% 15 - 15% 30% 30% 30% 15% 16 - 15% 30% 30% 30% 15% 17 - 14% 20% 20% 20% 14% 18 - 14% 20% 20% 20% 14% 19 - 10% 15% 15% 15% 10% 20 - 10% 15% 15% 15% 10% This corrects the previous behaviour of enriched ores which would simple double roll the item refinement. Script Command Changes getequippercentrefinery(<equipment slot>{, <type>}) Example: if (getequippercentrefinery(EQI_HAND_L, REFINE_CHANCE_TYPE_NORMAL) <= rand(100)) mes("Aww"); Constants exported to constants.conf are - REFINE_CHANCE_TYPE_NORMAL: 1 Retrieves Normal ore refine rate REFINE_CHANCE_TYPE_ENRICHED: 2 Retrieves Enriched ore refine rate REFINE_CHANCE_TYPE_E_NORMAL: 3 Retrieves Normal Event ore refine rate REFINE_CHANCE_TYPE_E_ENRICHED: 4 Retrieves Enriched Event ore refine rate
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we should have an FAQ or general knowledge section that addresses these simple know-hows of modern computing. And then link people. Maybe those that are already familiar could also learn a few more things from a developer's perspective.
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Would appreciate some feedback on the feature, if any errors please add a comment to the PR page.
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how about discord channel ? https://discord.gg/ZUzbRSp
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Glad to see so many people help out Thank you @Easycore for the many fixes, PRs are merged.
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Can you maybe extract it again and try? This is a separate function. Maybe another plugin could incorporate this. I'd like to keep hBG as free of unrelated things as possible. I think it's about this ^^ -Bossnia: MvP are not immune when the center flag is neutral. Error in console is : And the MvP name is not the same as MvP Sprite. For this it's just in mob_avail.txt -Guild Skill have no ACD These look like simple script issues, maybe someone could push a PR with fixes (if they are so generous). Or if in the future I find the time for it I will add it in.
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I don't think it currently does, but you could probably go ahead and open an issue here https://github.com/HerculesWS/FluxCP
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I mean latest commit of the hBG repository.
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What error? Post the message here. I'm compiling with latest herc and its all good. I posted previously: Hello, could you please pull the latest commit from the repository and try again?
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Awesome, Smoke! I'm not home but tested Rush and it seems to be all good, the map crash is gone. I'll update here later on when test everything. Here some minor issues I found so far: 1) The first error was fixed in a pr I made some weeks ago and you merged, must have come back unintentionally. When I get home I'll pull another one. 2) 3) (no prints): @stopbg - after stopping it will not start again and throws this error. The same occurs if all players leave a bg (everyone logouts) [Error]: Memory manager: freed-data is changed. (freed in \$PATH\server\src\common\hpm.c line 342) [Info]: buildin_setbattleflag: battle_config flag 'battle_configuration/hBG_enabled' is now set to '0'. [Info]: buildin_setbattleflag: battle_config flag 'battle_configuration/hBG_enabled' is now set to '1'. When I get home I'll try to debug and push something to help you, seems to be pretty simple things. 1) Yes, sorry about that. I over-wrote the files with an old copy. 2) & 3) Will be fixed.
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Some of these should be fixed in https://github.com/Smokexyz/HerculesBG/commit/8c0d44fd2c2f897cc7eb40f925f5f461519b01ac Please test to confirm.
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Yes, but can you click on "break", then click on the "Call Stack" window (in the same menu as Output which is currently open in the bottom right window). And paste its details here.
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You can follow this guide and print the details here - http://herc.ws/wiki/MSVC_Crash_Debugging
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Well, player disconnected from battleground map and send to saved location,yes player is able to join again. What about map crash error? currently occur on hitting Bossnia middle flag and rush Emperium.. (this error not occur on first release) Suggestion: 1. There is no announcement for recruiting players for battle ground only once when some one apply, after that no announcement. 2. There should be command for change battleground mode, like CTF to Deathmatch or just command for switch battleground mode. Thanks... Can you provide a crash dump ?
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Thanks for the errors. 1) Generated by the script command assertions in previous commits. Shouldn't cause a real problem but these will be silenced in the next commit. 2) This... I think is a problem with the scripting engine... and I think the set command is deprecated. (Not sure) 3) Same as 1 4) Some of those aren't coded yet. And there will be an option in the future to disable/enable saving but for now I'd like to see it generate errors and/or crashes so it can be made stable. 5) Same as 1 (Except the NPCEvent, will be fixed.) 6) Will take some more time as I free up. Does everything work as intended after though? i.e. is the player that reconnected able to re-join and participate in BGs?
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For this I've pushed a possible fix, but it would still be nice to have a full dump. Would it be possible for you to provide a full dump of the crash here?
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You're a live saver. Seems that the Hercules Battleground from Smoke is the issue. I thought i wasn't running any plugins because I disabled everything in /conf/plugins.conf, but seems I was wrong. I remove hBG and its working fine. Its still strange because it works on Windows, but thats ok for now. Thanks Dastgir, today I learned something! Here's the dump: Thread 1 "map-server" received signal SIGSEGV, Segmentation fault. 0x00007ffff3f4c159 in hBG_statistics_parsefromchar (fd=9) at hBG.c:4014 4014 if ((hBGsd = getFromMSD(sd, 1)) == NULL) { Would it be possible for you to provide the full dump? please and thanks.
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IdAthena is an Indonesian localisation of the emulator if I'm not mistaken? Hercules has HULD that supports localisation of scripts, the benefit of which outweighs using any other localised emulator. Because your users will be able to understand your server in their own language, if you support it. Hercules makes this possible. This among other several reasons why it is far more superior to rA or any other (and I don't mean to put them down but the code speaks for itself).
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This is an official system yes. This doesn't have anything to do with creating custom cards. This system makes it possible to do things such as - creating unique equipments in the game with unique stats. creating dynamic equipments with options. (possibly with an equipment levelling system) if one is lazy, not having to put a description in the item and providing it with desired stats through an npc? The use of it ultimately depends on one's creative capabilities.
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This is because after the item options PR was merged, the size of the packet that is sent to the map server carrying character details exceeds the size limit per packet. There is a PR in the works with a fix to this problem.
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This would be *setequipoption(<equip_index>,<slot>,0,0); Already tried that but the console says [Error]: buildin_setequipoption: Option index 0 does not exist! Ah right, then there needs to be a script command for its removal.
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This would be *setequipoption(<equip_index>,<slot>,0,0);
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Packets were added in 2016-10-05a