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Everything posted by Sephus
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Thank you everyone, for the positive feedback. Here's a sneek peek at the new tooltip system for (at this moment) items and skills. Yes, it will have everything flux did, and *much* more.
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Greetings everyone, Today I'm introducing a project that I've been envisioning and working on for a couple of months, a control panel developed using Laravel (currently v5.8) that has quite a few advanced features that no other panel has offered before. Feature Insight Bootstrap Responsive Design The panel by default will come with one bootstrap-based responsive design that is elegant, light coloured and adjusts to screens of all sizes. The panel is also capable of supporting custom themes. Master Account System Create and manage all your game accounts in any server from one main web-account. Passwords of the master accounts are hashed using bcrypt to ensure safety for all registered users. ROGen Adapted from @KeyWorld's ROChargen, a library in php that extracts images from sprites and uses resources inside data folders (and not grf files). With the help of this library images of headgears, skill icons, illustrations, item images, monsters and mini maps are can be generated and displayed on web pages. Complete Database Libraries Using a library with conversions of information in the client folder, the website incorporates in-game information such as skill and item descriptions, quest information and much more. Character Overview The character overview page is an important part of a user's experience. With the features mentioned above, we're able to display alot of information about one's in-game characters on the fly. User Profiles Additionally, something that's never been seen before in RO CMS or Panels are public user profiles. The ability of a user to view another user's in-game information through the control panel. Customisable Email Templates Administration Section The demo for this site is live and available at - http://bladecp.xyz ID: [email protected] Pass: abcdef How do I gain access to this awesome panel? PM me on discord @Sxyz#0202! To get in touch or check out updates on this project, join my discord channel @ https://discord.gg/pWgZHzx
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So you want 7 NPCs fighting another 7 in a guild castle? And this is automated every millisecond? I recommend @Dastgir he is talented script dev.
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Hi They are not.
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It is some sort of race condition that can't be fixed through just plugins I think (or something silly that I can't see yet), I'll debug it further in the next few weeks.
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Uhm, how did you reproduce? Logout is fine for me, no errors.
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There were some memory leaks that were untreated before, the recent PRs made it worse but its fixed now. As for the char server error, it's been fixed too. All in the latest commit. https://github.com/Smokexyz/HerculesBG/commit/66f69ef1a1f23c67b959cbe89124434a693df66b
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Where to add something for before skill begins casting?
Sephus replied to bWolfie's question in Source Support
Probably in the clif_parse_UseSkill* functions in clif.c. -
Yes I've tried that and cannot reproduce it.
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I can't produce your first problem. Guide me through the steps of re-creating it (which i believe is just one - log out from bg). The second problem.... is script related, should be a very easy fix.
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Reason I ask is I've already made it, it's just lying around... but ok Hercules BG is at a good place right now, if anyone wants to add more things they're free to add a PR. I don't have the time to update it much lately.
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Fixes some compile errors and broken code from the recent PRs (ones I didn't check thoroughly before) https://github.com/Smokexyz/HerculesBG/commit/b5eb2e6b04e99a462beb3d816e12351c11549759 1) Check this again using the latest revision of the hBG repo. 2) This too. 3) If someone can look into the script for this... I don't have the time or patience. 4) Someone can probably push a pr for this too. On a side note, do you guys want the eAmod faction system as a plugin?
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[Dev's Diary] Minimal $ Ragnarok online server & comunity
Sephus replied to Habilis's topic in General Discussion
Why is the priestess in your loading screen not wearing panties? -
Rebel skills are not yet implemented in Hercules.
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Very cool. Since the server side is open source, someone should initiate the same for the client side as well. But lets just be reminded again that the contents are proprietary, so anything done against could lead to a lawsuit... or something. But you have my upvote!
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@Daehyon Hello, You can visit my fork of Hercules and clone the repository, then use the git checkout achievement-system command to switch to the achievement-system branch. PS. Title system isn't added yet!
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Hi, Achievement.conf files are available in db/<pre-re or re>/ folders. Edit as you will. There's also an achievement.conf generator in the tools/ACHConfGen folder that will generate your configuration files if you have an achievement_list.lub file in the folder.
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To be honest, the status change codes are already quite messy. And this looks good to be used as a custom addition. Personally I think we could keep this out till we do something about the way SCs work in general -- possibly removing them to a configuration file like @malufett did earlier.
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How to use eA Job System to detect certain range of class
Sephus replied to bWolfie's question in Script Support
Yeah the EAJ masking system was built this way, although you could make a utility script function that returns if a class is a 1st, 2nd or 3rd job class. -
How to use eA Job System to detect certain range of class
Sephus replied to bWolfie's question in Script Support
Yeah, edited my post to say that you'll need to include the 1-1 check within that one (which narrows it down to the user's class hierarchy). Something like if ((.@eac & (EAJL_2_1 | EAJL_2_2)) && (.@eac & EAJL_BABY || .@eac & EAJL_UPPER)) { if (Class != Swordman && Class != Mage ...) dothis(); } -
How to use eA Job System to detect certain range of class
Sephus replied to bWolfie's question in Script Support
// if (2-1/2-2 + rebirth OR 2-1/2-2 + baby BUT NOT FIRST CLASS) if ((.@eac & (EAJL_2_1 | EAJL_2_2)) && (.@eac & EAJL_BABY || .@eac & EAJL_UPPER)) { dothis(); } Something like this? I think the "user is not a first class" will need to be done within the case, since the result of checking .@eac against anything above the first class would include its first class. -
function Array manipulation functions
Sephus commented on meko's file in Quest, Shops, Functions & Algorithms
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function Array manipulation functions
Sephus commented on meko's file in Quest, Shops, Functions & Algorithms
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That's a good idea, but it'd have to work like the guild storage on a server level... which is not the same to the account-bound storage. Could be done if I do something similar for the guild storage in the future. Maybe for now it could be edited to allow account and character based storage.
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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