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grimmm

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  1. Upvote
    grimmm reacted to Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Although that's just warning(with no effect on anything), it will be fixed and pushed later today.
    Edit: Should be fixed https://github.com/dastgirp/eBG/commit/9fe7a5a07a789a37be1cd5ae11edb8cb86bdaa7b
  2. Upvote
    grimmm reacted to jaBote in npc_event: player's event queue is full   
    1st answer: combine these events in just an NPC since you've got too many OnNPCKilEvent events.
     
    Or either:
     
    2nd answer: go to src/map/map.h, line 34
    #define MAX_EVENTQUEUE 2  
    Change to any number not to big (you need at least 5 ATM, I'd set it to like 10) and recompile.
  3. Upvote
    grimmm reacted to Tio Akima in Arena 4fight - by Tio Akima   
    View File Arena 4fight - by Tio Akima

    ARENA Four Fight! (4fight) - PVP MAP
    3 colors available (GREEN, BLUE AND RED)
     
    (It's been some time since I started to make this map, but I did not have time to finish it ... It's a basic room, I intend to complement it in other versions in the future!)
    ---------------------------------------------------------------------------------------

    -It is a custom room with 4 arena for PVP, but can have several functions, such as room for Quest's, Market (shop's), VIP room, meetings, events, etc ...
    Map created by TioAkima and distributed (without any cost) by the author himself.
    The trade in this map is permanently prohibited.
    - AUTHOR RIGHTS - Credits must be given.
    --------------------------------------------------------------------------------
    att,
    Tio Akima
    Contato/contact
    Dicord - @TioAkima#0636 
    DeviantArt- http://tioakima.deviantart.com/
    Submitter Tio Akima Submitted 07/26/18 Category Maps & Textures  
  4. Upvote
    grimmm reacted to Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Fixed, it was just a visual bug. (https://github.com/dastgirp/eBG/commit/080ab35cfeecca43884adc6c192d9f99f8f17364)
  5. Upvote
    grimmm reacted to Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Repository Link: https://github.com/dastgirp/eBG (Please read README.md for installation steps)
     
    Leave Comments/Suggestions if you find something.
    NOTE:
     There might be some(/many) debug messages left in map-server which will be cleaned up. I will add battle.conf soon (you have to add it yourself for now or edit the plugin) The plugin might be a big mess to read/understand (I did many experiments over the year) There might be some bugs Thanks to @Rebel and @Myriad for testing and providing initial feedback
  6. Upvote
    grimmm reacted to Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Hello Hercules Community,
     
    Let me explain it first.
    It is ExtendedBG, which tends to contain all eAmodBG modes and extra modes(as and when coded).
    Some Previews:
    http://imgur.com/a/2SSVR
    Ohh, and the last thing I forgot to tell,
    Its 100% Plugin and Script, no Source Edits ..
     
    Special Thanks To:
    jaBote co-founded this project(and really thanks to him , that he motivated me at start at provided some functions and idea of how the base should be, and what we should do it to give flavor of Hercules in it).
     
    Repository Link: https://github.com/dastgirp/eBG (Please read README.md for installation steps)
     
    Leave Comments/Suggestions if you find something.
    NOTE:
     There might be some(/many) debug messages left in map-server which will be cleaned up. I will add battle.conf soon (you have to add it yourself for now or edit the plugin) The plugin might be a big mess to read/understand (I did many experiments over the year) There might be some bugs Thanks to @Rebel and @Myriad for testing and providing initial feedback
    Contact me on Discord: @Dastgir#1460 if there's some urgent issue or else open the issue in github. keep this topic for support.
     
    Want to encourage me??

     
  7. Upvote
    grimmm reacted to Cabrera in [Guide] Increasing max itemdb (32k+)   
    Greetings Hercules,
    I have noticed that some people have not figured out how to increase itemdb from 32k limit to a higher amount. This maybe because the solutions are like in 4 different posts. This guide should help those having thousands of custom items like me in my test server.
    If you dont do the changes I have mentioned below, you would be getting this error :
    [SQL]: DB error - data of field 'nameid' was truncated [Debug]: column - 1 [Debug]: data - type=UNSIGNED MYSQL_TYPE_LONG, le [Debug]: buffer - type=MYSQL_TYPE_SHORT, length=2 So do the following to make it go away :
    1st : go to /src/map/itemdb.h:
    edit this line:
    #define MAX_ITEMDB 0x8000 // 32k array entries in array (the rest goes to the db) to this: #define MAX_ITEMDB 0x10000 // 64k array entries in array (the rest goes to the db) 2nd: go to /src/common/mmo.h:
    edit this line:
    short nameid; to this unsigned short nameid; 3rd: go to sql-files/main.sql:
    edit all these specific lines in the main.sql:
    `card0` smallint(11) NOT NULL default '0', `card1` smallint(11) NOT NULL default '0', `card2` smallint(11) NOT NULL default '0', `card3` smallint(11) NOT NULL default '0', To this : `card0` mediumint(11) NOT NULL default '0', `card1` mediumint(11) NOT NULL default '0', `card2` mediumint(11) NOT NULL default '0', `card3` mediumint(11) NOT NULL default '0', 4th: go to src/map/pc.h:
    edit this line :
    struct s_add_drop { short id, group; To this: struct s_add_drop { unsigned short id, group; and this line : int (*bonus_item_drop) (struct s_add_drop *drop, const short max, short id, short group, int race, int rate); to this : int (*bonus_item_drop) (struct s_add_drop *drop, const short max, unsigned short id, short group, int race, int rate); 5th: (we are almost done hang in there xD) go to src/map/pc.c:
    Change this line :
    int pc_bonus_item_drop(struct s_add_drop *drop, const short max, short id, short group, int race, int rate) { to this: int pc_bonus_item_drop(struct s_add_drop *drop, const short max, unsigned short id, short group, int race, int rate) { 6th : go to /src/char/char.c:
    edit this line :
    || SQL_ERROR == SQL->StmtBindColumn(stmt, 1, SQLDT_SHORT, &item.nameid, 0, NULL, NULL) to this: || SQL_ERROR == SQL->StmtBindColumn(stmt, 1, SQLDT_USHORT, &item.nameid, 0, NULL, NULL) Rebuild your server and you should not encounter the error anymore 
  8. Upvote
    grimmm reacted to 4144 in Creates a DATA GRF AND Ragexe   
    in normal kro exists two clients ragexe and ragexeRE.
    in zero client named ragexe too. but it related only for ragnarok zero server.
    with hercules you can use one of this clients. Grf need use for same server from where you get client. Simplest way it install kro and use oficial updater or rsu to update it to latest version. Then download unpacked exe and patch it.
    If you want one of old versions, here is harder. need find full client version bit older than you selected and apply all missing updated.
    You may have different errors with lua or other files. Try search forums about this errors or ask in irc or discord.
     
  9. Upvote
    grimmm reacted to 4144 in Skill_db converter support   
    run mobskilldbconverter.py and it will show some help.
    For run it need python 2, for windows this mean need install it before run converter. In linux most time it already installed
     
  10. Upvote
    grimmm reacted to w0wZukuBg in [w0w] Ja_yavin01   
    Ja_yavin01

    File Name: ja_yavin01
    File Submitter: w0wZukuBg
    File Submitted: 03 July 2018
    File Category: Maps & Textures
    Download Link: Click here to download
     
  11. Upvote
    grimmm reacted to Habilis in adding custom maps   
    Linux   i. Make sure mapcache in plugins in src/plugins/makefile.in ii. Make sure that in conf/plugins.conf  "HPMHooking", - is not commented (remove // before) iii. Make plugins   0. Define datafolder  in conf/grf-files.txt  ex :  data_dir: /home/hercuser/Hercules/conf/client_data 1. Add ".gat", ".gnd", ".rsw" files to clients data folder AND  /home/hercuser/Hercules/conf/client_data.
    2. Edit "mapnametable.txt" and "resnametable.txt" files in clients data folder AND  /home/hercuser/Hercules/conf/client_data.
    3. Edit "map_index.txt" in db folder.
    4. Edit conf/map/maps.conf 
    5. cache maps ex: ./map-server --load-plugin mapcache --map prontera
    6. Add flags/warps/monsters to the map as a script in npc folder
     
    For more information you can read a guide written by Myriad
     
  12. Upvote
    grimmm reacted to Adel in Adel's Sprite Showcase   
    Wing Sprites
          
          
          
          
          
        
     
  13. Upvote
    grimmm reacted to Habilis in [NPC] Campfire to regenerate HP/SP   
    View File [NPC] Campfire to regenerate HP/SP
    Originally:
    There is a nice contribution from meko on that subject,
    Menhir (Big rock that possesses magical powers and able to restore Health and Energy of Seekers resting/meditating nearby)
    Thanks, meko!
    But, I thought to myself, well, that is wonderful, but why not make it portable?
    The Idea:
    An element of role play, a way to add functionality 
    to the item 7035 - Matchstick, To light a Campfire.
    A Campfire is a portable temporary regeneration NPC.
    OW, and it is configurable ;).

    Campfire to restore / regenerate HP & SP.
    When you sit by the Campfire, you start feeling the warmth and the comfort, thus your HP & SP begin to regenerate.
     
    Mechanics : 

    A phosphorus tipped stick that can be used to start a fire. (Now Indeed )
    When you use the item Matchstick in your inventory, it will spawn a duplicate of the NPC called Campfire.
    This will help you when you are in the field, farming, grinding, starting a Campfire will help you rest.

    - You need to sit close to the Campfire (3 cells ) to feel the warmth.
    - Anyone can sit by your Campfire and rest.
    - Campfire lasts 2-3 minutes.
    - Need to sit for at least some time to begin feeling the warmth and comfort.
    - you cannot start a fire within 5 cells of another NPC
    - If you use a match one more time, old Campfire disappears and a new one appears.
     
    I think it will add an element of roleplay and romanticism to the gameplay.
     
     
    Installation : 
    To be able to use this script you need a plugin npc-duplicate.c
    https://github.com/dastgirp/HPM-Plugins/blob/master/src/plugins/npc-duplicate.c
    Install & enable this plugin This script uses a relatively new NPC sprite at the moment of writing this release.
    4_BONFIRE
    Therefore, you may have to edit the Hercules source to allow for this new NPC
    To the /db/constants.conf
    add this line: 4_BONFIRE: 10252 In the /src/map/npc.h
    change this line: #define MAX_NPC_CLASS2_END 10800 This will allow for way more NPCs
    Save and recompile Hercules. In the client, you may not have this NPC
    But luckily for you, I've included with this release a data.zip archive containing the NPC sprite
    and the sound of striking a matchstick.
    Just add it to your GRF or data folder if you use data folder. In the client, Lua Files make sure you have this NPC sprite

    LuaFiles514/Lua Files/Datainfo/NPCIdentity.lub JT_4_BONFIRE = 10252,
    LuaFiles514/Lua Files/Datainfo/jobName.lub
      [jobtbl.JT_4_BONFIRE] = "4_bonfire", In the /db/re/item_db.conf or /db/pre-re/item_db.conf
    find Id: 7035
    and add these 3 attributes Type: 2 Delay: 3000 Script: <" callfunc("F_CreateCFDup"); ">  
    Configuration: 
    It is a configurable script
    All of the parameters are explicitly commented for a better understanding of the rules
    .refillHP_rate = 15; // number of HP to give every refill .refillSP_rate = 5; // number of SP to give every refill .refill_distance = 3; // max distance from fire HP/SP regeneration will work .camp_fire_delay = 5; // Skip how many ticks before feel warm ;) .refill_timer = 300; // wait rand(X) ms before refil Feel free to adjust to your server needs
    .@nofire_distance = 5; // How far from other NPCs allowed to make fire. .@fire_duration = 1000 * 60 * 3;// 3 minutes (How long will the Campfire last, in ms)  
    Submitter Habilis Submitted 06/22/18 Category Utility  
  14. Upvote
    grimmm reacted to Angelmelody in [HELP] Scripting.   
    getmapmobs was merged into mobcount in early revision
     
    replace all  getmapmobs("this")   with mobcount("this","")
  15. Upvote
    grimmm reacted to ThyroDree in Soul Link Star Gladiator [Parrying & Damage]   
    Enable to use Parrying and Lord of Vermillion Skill Go to your trunk/src/map/pc.c and look for: Go to your trunk/src/map/pc.c and look for: /* permanent skills that must be re-checked */ if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT ) { switch( skill->dbs->db[i].nameid ) { case NV_TRICKDEAD: if ((sd->job & MAPID_UPPERMASK) != MAPID_NOVICE) { sd->status.skill[i].id = 0; sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } break; } } } //Add this line below //Star Glad Parrying Soul Link Buffs if( sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_STAR) { sd->status.skill[85].id = 85; sd->status.skill[85].lv = 10; sd->status.skill[85].flag = SKILL_FLAG_PERMANENT; sd->status.skill[356].id = 356; sd->status.skill[356].lv = 10; sd->status.skill[356].flag = SKILL_FLAG_PERMANENT; } Go to Skill_db
    add this  Books: true below weapontypes
    { Id: 356 Name: "LK_PARRYING" Description: "Parrying" MaxLevel: 10 Hit: "BDT_SKILL" SkillType: { Self: true } AttackType: "Weapon" DamageType: { NoDamage: true } SkillData1: { Lv1: 15000 Lv2: 20000 Lv3: 25000 Lv4: 30000 Lv5: 35000 Lv6: 40000 Lv7: 45000 Lv8: 50000 Lv9: 55000 Lv10: 60000 } CoolDown: 0 Requirements: { SPCost: 50 WeaponTypes: { 2HSwords: true } } }, Works for me
     
    Increase damage on Boss monster and Holy monster by 100%
    Open status.c
    if ((skill_lv = pc->checkskill(sd, AB_EUCHARISTICA)) > 0) { sd->right_weapon.addrace[RC_DEMON] += skill_lv; sd->right_weapon.addele[ELE_DARK] += skill_lv; sd->left_weapon.addrace[RC_DEMON] += skill_lv; sd->left_weapon.addele[ELE_DARK] += skill_lv; sd->magic_addrace[RC_DEMON] += skill_lv; sd->magic_addele[ELE_DARK] += skill_lv; #ifdef RENEWAL sd->race_tolerance[RC_DEMON] += skill_lv; #else sd->subrace[RC_DEMON] += skill_lv; #endif sd->subele[ELE_DARK] += skill_lv; } //Add this below // Soul Link Star Gladiator Damage if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_STAR) { sd->right_weapon.addrace[RC_BOSS] += 100; sd->left_weapon.addrace[RC_BOSS] += 100; sd->right_weapon.addele[ELE_HOLY] += 100; sd->left_weapon.addele[ELE_HOLY] += 100; } Perfect Dodge 
    if(sc->data[SC_PLUSAVOIDVALUE]) flee2 += sc->data[SC_PLUSAVOIDVALUE]->val2; if(sc->data[SC_WHISTLE]) flee2 += sc->data[SC_WHISTLE]->val3*10; //Add this below if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_STAR) flee2 += 10;  
  16. Upvote
    grimmm reacted to w0wZukuBg in [w0w] Prtbar   
    prtbar

    File Name: prtbar
    File Submitter: w0wZukuBg
    File Submitted: 17 June 2018
    File Category: Maps & Textures
    Download Link: Click here to download
     
  17. Upvote
    grimmm reacted to Habilis in [Event] Wheel of fortune   
    View File [Event] Wheel of fortune
    Wheel of fortune
    Fun event, this particular version is set to accept Zeny as a payment for gambling.
     
    Would like to thank a lot @Myriad for Improving my code!
     
    Package contains:
    data.zip data folder to put into your GRF file or straight into data folder.
    wheel_of_fortune.txt the script itself.
    WheelOfFortune.psd the Photoshop source file, you can edit the prizes pictures if you like. 
     
    This event can be configured to run automatically 
    OnClock0800: OnClock1200: OnClock1600: OnClock2000: OnClock2200: just change this part of the script,
    at what time you want the script to run.
     
    Or, a GM can start this event by running this command :
     
    @wheel_of_fortune start
     
    As a reference,
    This is a version of the script using event points as a payment (in case you would like to take a look)
    https://pastebin.com/wN6ZjxM0
     
    Submitter Habilis Submitted 06/14/18 Category Events & Games  
  18. Upvote
    grimmm reacted to 4144 in Nemo patcher   
    Added new patch "Set fixed job id in char create dialog"
    It allow set fixed job id on char creation. Should works for doram clients
  19. Upvote
    grimmm reacted to AnnieRuru in Custom Unit HP Bar System   
    Move to Script Release
    nice idea !! if combine this with World Boss system I can see a lot of potential in this
  20. Upvote
    grimmm reacted to luizragna in Custom Unit HP Bar System   
    Hello guys, i'm making a custom hp bar system for mob units.
    The command show the HP of the mob for all players in the map.
     
    I am using the cutin command, the problem is that I do not think so many files are necessary. In the case 1 image for each percentage of hp I would like your opnion and help to improve this system and make it lighter.
    Test yourselves :).
     
    HP Bar System:
    payon,147,229,4 script Test#HPbar 1_F_MARIA,{ if (.HP_Bar == 0) { .HP_Bar = 1; .mobGID = monster ("payon",148,226,"[T] HP Test",POPORING,1,strnpcinfo(0)+"::OnDie"); setunitdata .mobGID,UDT_MAXHP,4000; setunitdata .mobGID,UDT_HP,4000; .@count = getunits(BL_PC, .@units, false, "payon"); for (.@i = 0; .@i < .@count; .@i++) addtimer(0,strnpcinfo(0)+"::OnHPBar", .@units[.@i]); } end; OnDie: .HP_Bar = 0; end; OnHPBar: .U_MAXHP = getunitdata (.mobGID,UDT_MAXHP); while (.HP_Bar != 0) { .U_HP = getunitdata (.mobGID,UDT_HP); .P_HP = (.U_HP*100)/.U_MAXHP; cutin(""+.P_HP+"", 1); sleep2 100; } cutin("0", 1); sleep2 5000; //Delay to hide HP Bar cutin("", 255); end; }  







     
    Donwload of the data folder files: HP Bar System (2018-06-26).rar
  21. Upvote
    grimmm reacted to Ragno in [Help] My Custom Instance have little error.   
    In your test, the instance is trying to warp you to 0001@memhall and name has 12 characters length. I think that may be the problem since maps has limitations with the name length. Try to short the name to something like 1@mmhall. 
  22. Upvote
    grimmm reacted to AnnieRuru in Help Learning Instance and how it works. <3   
    similar topic appear in rathena forum
    prontera,155,180,0 script Test Instance 1_F_MARIA,{ if ( has_instance2("guild_vs2") >= 0 ) { // dispbottom has_instance2("guild_vs2") +" destroy"; instance_destroy has_instance2("guild_vs2"); } if ( ( .@ins = instance_create( "Test Instance", getcharid(CHAR_ID_ACCOUNT), IOT_CHAR ) ) < 0 ) { mes "error : "+ .@ins; close; } if ( !getstrlen( instance_attachmap( "guild_vs2", .@ins, true, ( getcharid(CHAR_ID_ACCOUNT) )+"INST" ) ) ) { mes "error : 5"; instance_destroy .@ins; close; } instance_set_timeout 3600, 15, .@ins; instance_init .@ins; warp has_instance("guild_vs2"), 49,49; end; } guild_vs2,49,49,5 script test dialog 1_F_MARIA,{ dispbottom strnpcinfo(NPC_MAP); mesf "%d monsters on this map", 'amount; next; select "Destroy"; instance_destroy; end; OnInstanceInit: monster has_instance("guild_vs2"), 49,49, "--ja--", PORING, 10, instance_npcname( strnpcinfo(NPC_NAME) )+"::OnMobDead"; 'amount = 10; end; OnMobDead: --'amount; if ( !'amount ) instance_announce -1, "all monster killed", bc_map; end; } few things noted for hercules ones
    1. hercules has more instance related script commands, but also make this more flexible to write once you learn them all
    a. hercules has *instance_attach script command, make sure this script command is added before trying do anything instance related in the register npc
    b. hercules has to emulate the map name with *instance_attachmap if the map name doesn't follow the syntax <number>@<5 string limit>
    2. hercules instance ID start from 0, rathena instance ID start from 1
    a. make sure the instance_announce is set to -1
    3. hercules seems cannot *instance_destroy inside the instance map itself ... has to rely on *instance_set_timeout of the timeout value
  23. Upvote
    grimmm reacted to Michi in Client Translation Project   
    This is a new translation client project that Dastgir and Me want to share for Hercules only.
     
    What this Project contain?
     
    - itemInfo.lua with iro/kro translation.
    - Some lua that contain last translation found on the board or made by us.
    - Last accessoryid.lub / accname.lub / jobname.lub / NPCIdentity.lub decompiled.
    - Texture Buttons translate.
    - msgstringtable.txt fully translate.
    - Txt files translate (questid2display.txt, mapnametable.txt etc...)
    - Up-To-Date itemInfo and other files required to run a basic Translated client.
     
    You can help us by opening PR, or just pm Dastgir to get access to the repo...
     
     
    What Client is compatible?
     
    - Client compatible until 2016.
    Link:
     
  24. Upvote
    grimmm reacted to bWolfie in [Guide] Mapcache Generation 2018   
    As of Release v2018.03.13, the method to generate mapcache for Hercules has changed. A lot of people. myself included, were confused as to how it works. In this thread, I will do my best to explain the new way to generate your cache. This guide is intended to help people using the old system, not to aid new people (i.e. never generated mapcache before), so if you are new, some of it may seem like alien talk.
    Old (your source predates [is older than] Feb 18, 2018)
    In the old system, there were two ways to generate mapcache
    You could run the mapcache executable in Hercules root folder. Or use a program such as WeeMapCache to edit in your required mapcache. These two methods would generate or alter your required mapcache located in db/[pre-re or re]/map_cache.dat. However, they are no longer supported.
    New (your source is using Release v2018.03.13 or newer)
    The new system involves the use of the new 'mapcache' plugin to generate files. Some quick points:
    db/[pre-re or re]/map_cache.dat has been dropped (no longer supported). In its place are individual .mcache files for every map located in maps/[pre-re or re]/ Mapcache executable has been removed. Replaced with the mapcache plugin (src/plugins/mapcache.c). How to generate the mapcache?
    Same as before, check conf/map/maps.conf and db/map_index.txt have all the maps you want to cache. Your maps need to exist somewhere in your repository! There are two ways for the plugin to find them:
    a. Place all your maps, including resnametable.txt, inside the data folder of your Hercules repo. I.e. Hercules/data/prontera.gat/gnd/gnd/rsw (note: I forget if all three files are needed).
    b. OR Configure your conf/grf-files.txt to tell it where to find your GRF(s) which contains your maps. Build the mapcache plugin. On linux, this can be done by running the following command:
    make plugin.mapcache
    If using MSVC, compile as you would any other plugin. Execute plugin. This can be done using the following command:
    ./map-server --load-plugin mapcache [param]
    In windows, just remove the './' and run the commands in your command prompt. The params:
    The first thing you should do is run
    ./map-server --load-plugin mapcache --help
    A list of usable parameters will appear. Here are the ones you need to know for mapcache:
    [Info]:   --convert-old-mapcache         Converts an old db/pre-re/map_cache.dat file to the new format. [Mapcache] [Info]:   --rebuild-mapcache             Rebuilds the entire mapcache folder (maps/pre-re/), using db/map_index.txt as index. [Mapcache] [Info]:   --map <name>                   Rebuilds an individual map's cache into maps/pre-re/ (usage: --map <map_name_without_extension>). [Mapcache] [Info]:   --fix-md5                      Updates the checksum for the files in maps/pre-re/, using db/map_index.txt as index (see PR #1981). [Mapcache] ./map-server --load-plugin mapcache --convert-old-mapcache
    Rebuild all the .mcache files using your old db/[pre-re or re]map_cache.dat file.
    NOTE: You should only run this command when you have an old map_cache.dat file you need to convert.
    ./map-server --load-plugin mapcache --rebuild-mapcache
    Rebuild all the .mcache files using your map files specified in step 2 of generation.
    NOTE: You should only run this command in special circumstances. This erases ALL the existing mapcache and rebuilds it with whatever files you provide it. If you don't have the required files, the build will fail and you will be left with missing mapcache files, meaning you won't be able to access those particular maps.
    ./map-server --load-plugin mapcache --map <name>
    Rebuild the .mcache file for the map name you specify. E.g. if you replace <name> with prontera, the maps/[pre-re or re]/prontera.mcache file will be rebuilt.
    NOTE: This is the best command to run, as it only caches a single map at a time.
    ./map-server --load-plugin mapcache --fix-md5
    I don't know what checksum is for.
    The End
    Feel free to ask for help here. I'll try to answer questions re: mapcache if possible. And if you think anything needs correcting or added, let me know.
    Hope this helps!
  25. Upvote
    grimmm reacted to OmarAcero 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
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