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Everything posted by Sephus
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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
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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.