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Posts posted by Sephus
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Probably in the clif_parse_UseSkill* functions in clif.c.
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15 hours ago, caspe said:for first just do char select on running BG mode,
Yes I've tried that and cannot reproduce it.
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1 hour ago, caspe said:non of the errors are fixed
More errors :
1. There is no leader command no error massage nothing. (Does it require to keep enable @leader command?)
2. Must give priority to Stalker and Assassin Cross as a team leader than first member who register.
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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10 minutes ago, Myriad said:no to faction system. keep working hard at this. just my opinion.
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
On 2017-6-20 at 9:10 PM, caspe said:Any news on this?
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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Why is the priestess in your loading screen not wearing panties?
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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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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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19 minutes ago, Myriad said:Hm okay. Thanks Smoke. I was hoping not to use a long if or switch statement, but I guess it can't be avoided
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.
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5 minutes ago, Myriad said:Sadly still triggering for 1-1 class like Swordman, Mage, Taekwon.
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(); }
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// 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.
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1 hour ago, meko said:That's very cool! Does it mean now we can have shared storage, ie a chest on a map in which anyone can put or retrieve items?
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
RefineShadow equipmentArmorWeapon (1st level)Weapon (2nd level)Weapon (3rd level)Weapon (4th level)1100%100%100%100%100%100%2100%100%100%100%100%100%3100%100%100%100%100%100%4100%100%100%100%100%100%560%60%100%100%100%60%640%40%100%100%60%40%740%40%100%60%50%40%820%20%60%40%20%20%920%20%40%20%20%20%109%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
RefineShadow equipmentArmorWeapon (1st level)Weapon (2nd level)Weapon (3rd level)Weapon (4th level)1100%100%100%100%100%100%2100%100%100%100%100%100%3100%100%100%100%100%100%4100%100%100%100%100%100%590%90%100%100%100%90%670%70%100%100%90%70%770%70%100%90%80%70%840%40%90%70%40%40%940%40%70%40%40%40%1020%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
RefineShadow equipmentArmorWeapon (1st level)Weapon (2nd level)Weapon (3rd level)Weapon (4th level)1100%100%100%100%100%100%2100%100%100%100%100%100%3100%100%100%100%100%100%4100%100%100%100%100%100%560%60%100%100%100%60%640%40%100%100%60%40%740%40%100%60%50%40%820%20%60%40%20%20%920%20%40%20%20%20%109%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
RefineShadow equipmentArmorWeapon (1st level)Weapon (2nd level)Weapon (3rd level)Weapon (4th level)1100%100%100%100%100%100%2100%100%100%100%100%100%3100%100%100%100%100%100%4100%100%100%100%100%100%595%95%100%100%100%95%680%80%100%100%95%80%780%80%100%95%90%80%860%60%95%85%70%60%950%50%85%60%60%50%1035%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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download the diff, git apply diff
Would appreciate some feedback on the feature, if any errors please add a comment to the PR page.
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https://discord.gg/ZUzbRSpJoin our community at #Hercules over irc.rizon.net
how about discord channel ?
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I mean latest commit of the hBG repository.
Can you maybe extract it again and try?
I find another think, when you take a Flag or a Stone, i see that you can use skill and normaly it's not possible. I find this :
i don't know if you can add this in your plugin.
i've add this in my emulator and it work nicely !
This is a separate function. Maybe another plugin could incorporate this. I'd like to keep hBG as free of unrelated things as possible.
Nice work, no more map crash.
I have some other issue .
-Rush: If a team break the Emperium, the other team may be warp to the therapist, no ?
2)
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
Hercules Battlegrounds
in PvP, WoE, GvG, & Battleground Releases
Posted
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