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Ehwaz

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  1. Upvote
    Ehwaz reacted to KeyWorld in Packet Keys @WPE Free   
    Hi,
     
    After reading again and again this topic : Hercules WPE Free - June 14th Patch I saw that people don't really know how to figure out if the keys they are using are broken or not.
     
    So I wrote an online tool to help them (design stolen from jsperf.com).
     
    http://www.robrowser.com/prototype/packet-keys/
     
    This tool simulate 100'000 self encryption of the key to check if it's strong or not (I can set it higher, but it will stress your browser to have the same result).
      Bonus, a form to help you generate your own keys. Have fun~
  2. Upvote
    Ehwaz reacted to Nova in Using <ITEMLINK> on Iteminfo.lua   
    I tried using this on my server a while ago, I use a 2013-12-23 client, and though it worked perfectly fine for me, 80% of my server had the same bug you did, and their client would crash after clicking any of the item links.
  3. Upvote
    Ehwaz reacted to Dastgir in @arealoot   
    Updated the File to work with last hercules.
  4. Upvote
    Ehwaz reacted to kyeme in quest emoticon   
    Add
    OnPCLoadMapEvent: if( strcharinfo(PC_MAP) == strnpcinfo(4) ) showevent 1,1; end;  
    https://github.com/HerculesWS/Hercules/blob/master/doc/script_commands.txt#L8626
  5. Upvote
    Ehwaz reacted to Garr in quest emoticon   
    I think this would be a bit more useful
    *questinfo <Quest ID>, <Icon> {, <Map Mark Color>{, <Job Class>}};This is esentially a combination of checkquest and showevent. Use this onlyin an OnInit label. For the Quest ID, specify the quest ID that you wantchecked if it has been started yet.For Icon, use one of the following:No Icon : QTYPE_NONE! Quest Icon : QTYPE_QUEST? Quest Icon : QTYPE_QUEST2! Job Icon : QTYPE_JOB? Job Icon : QTYPE_JOB2! Event Icon : QTYPE_EVENT? Event Icon : QTYPE_EVENT2Warg : QTYPE_WARGWarg Face : QTYPE_WARG2 (Only for packetver >= 20120410)Map Mark Color, when used, creates a mark in the user's mini map on the position of the NPC,the available color values are:0 - No Marker1 - Yellow Marker2 - Green Marker3 - Purple MarkerWhen a user shows up on a map, each NPC is checked for questinfo that has been set.If questinfo is present, it will check if the quest has been started, if it has not, the bubble will appear.Optionally, you can also specify a Job Class if the quest bubble should only appear for a certain class.Exampleizlude,100,100,4 script Test 844,{ mes "[Test]"; mes "Hello World."; close; OnInit: questinfo 1001, QTYPE_QUEST, 0, Job_Novice; end;}
  6. Upvote
    Ehwaz reacted to Dastgir in @arealoot   
    @@Hirist
    Remove all lines containing GET_SYMBOL.
    That will fix it...
    I will upload new fixed version soon...
  7. Upvote
    Ehwaz reacted to Dastgir in @arealoot   
    File Name: @arealoot
    File Submitter: Dastgir
    File Submitted: 17 Mar 2015
    File Category: Plugins
     
    Hello,
    I wanna release this awesome @arealoot plugin.
    Credits to Streusel for providing the Source diff, I converted it to a plugin, for easy to install and use
     
    For Changing the Arealoot Range: Either change it via source:
    int arealoot_range = 3; //x BY x Range
    Or Add this to any one of conf file in conf/battle
    // Arealoot, determine the range of arealoot// Min: 1, Max: 10// Default: 3// 2 -> 2x2 range, 3 -> 3x3 rangearealoot_range: 3
     
    Click here to download this file
  8. Upvote
    Ehwaz reacted to raPalooza~ in Modern DamageFont   
    File Name: Modern DamageFont
    File Submitter: raPalooza~
    File Submitted: 19 Aug 2015
    File Category: Sprites & Palettes
     
    Modern DamageFont
    The ugliness of the original ragnarok font cannot be described...(screen shot for comparison)
    And after years of playing and messing with ragnarok, i havent seen a single sprite edit of the damage font...
    So here it is!!!
     
    By modificating the resolution of the damage sprite and sizing it down in the act file, we are able to get better resolution ;OO
    and with that work on detailed effects on the ragnarok font
     
    Feel free to use the modification. Hope to inspire more damage modifications!
    *It goes very well with my last two uploads, I know it has been a while since I show up, so....
    **Try it out it look Beautiful!
     

    raPzLight Skin Renewal 1.0
    Category: Other Graphics Last Updated Jul 14 2014 02:57 AM  
     

    Modern Prontera [ Free Clean Map ] 1.0
    Category: Maps & Textures Last Updated Jul 12 2014 12:15 PM  
     
    Click here to download this file
  9. Upvote
    Ehwaz reacted to AnnieRuru in Poring Catcher [ modified ] [ request ]   
    http://upaste.me/152010878fd9fbcb0
     
    no offense to the author, but I always want to rewrite this script as it was very unoptimized
     
    change poring_w01 into poring_c01 if you are using older clients
  10. Upvote
    Ehwaz reacted to Dastgir in [Function] random item/variable   
    File Name: [Function] random item/variable
    File Submitter: Dastgir
    File Submitted: 23 Jul 2014
    File Category: Quest, Shops, Functions & Algorithms
     
    This Function does something which is useful for some scripts.
    This function gives you item or adds/substract the variable value.
     
    Example:
    mes "Random between 7227,1 and 502,2 and 7227,2"; callfunc "rand_add",1,7227,1,502,2,7227,2; next; mes "Random between 1 Cash Points and 2 PvP Points"; callfunc "rand_add",2,"#CASHPOINTS","Cash Points",1,"pvp_points","PvP Points",2; next; mes "Random items that are mentioned in function"; callfunc "rand_add",0; close;
     
    Setting the value negative for variables will decrease them, while doing so for items, will not delete the item.
     
    Click here to download this file
  11. Upvote
    Ehwaz 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??

     
  12. Upvote
    Ehwaz reacted to Emistry in Script Command : setmobdata / getmobdata   
    I believe these 2 commands is a must for Hercules in the near future, at least some similar script command need to be developed and added into the Hercules emulator.
     
    This is because I have seen official server to released some contents that might required the uses of these script command.
    For example:
    Faceworm Nest Memorial Dungeon Toy Factory Memorial Dungeon etc.

     
    There 2 quests I noticed that it required the script to be able to alter the data of the summoned monsters.
     
    for the Toy Factory, I not sure it can be category into the same script command or not, but it's also part of "alter monster data" i guess.
     
     
    previously, the setmodata / getmobdata is implemented through the MobController script, but the MobController script so these setmobdata/getmobdaat was never officially added into the script.
     
     
    I think it's time for Hercules to add these script commands.
     
     
    * I know rAmod/eAmod have a script command for monster that work quite similar for setmobdata() but they dont have getmobdata() I believe.
    So, but I think setmobdata / getmobdata would be better than having a custom monster script command to spawn a monster that have altered information.
     
     
    Extra :
    http://ea.dj-yhn.com/index.php?c=setmobdata
    http://ea.dj-yhn.com/index.php?c=getmobdata
  13. Upvote
    Ehwaz reacted to Dastgir in Eden Quest 99+   
    Not difficult, I will try to get hands on eden this week.
  14. Upvote
    Ehwaz reacted to goddameit in Online Gaming Time   
    Preview: 
    http://goo.gl/GUwpM5

     
    Info: Tell you how long you're online.
     
    Download:
    script - http://pastebin.com/gYVYqgpF
    sql - http://pastebin.com/HTL3wEhz
  15. Upvote
    Ehwaz reacted to Ind in 2014-10-22, Roulette and per-char gender!   
    2014-10-22 Client, Roulette and per-char gender!


    Made Possible Thanks to Yommy
    We're only able to provide you with this patch thanks to Yommy, Thank you very much!  
    Roulette
    During test period it will be disabled by default, to enable you must edit conf/battle/feature.conf // Roulette (Note 1)// Requires: 2014-10-22bRagexe or later// Off by default while test version is out; enable at your own risk -- the mean dev.feature.roulette: off Roulette rewards can be defined in db/roulette_db.conf As we understand the coins are points that you obtain by consuming an item, while such an item is not yet available (will be in a upcoming commit), you can set these values with @set command, they're TmpRouletteBronze,TmpRouletteSilver and TmpRouletteGold -- e.g. @set TmpRouletteBronze 5 Requires PACKETVER 20141022 or higher. Where you can get such client? Here (Again, Thanks to Yommy!) In action: http://herc.ws/board/damocles/ind/screenHercules136.jpg
      Per-Character Gender
    Sex is now a character table field, which can be defined as 'M', 'F' or 'U'. 'U' being the default value, meaning undefined, which means the accounts gender takes precedence (upcoming) a script command to change a characters gender Requires PACKETVER 20141022 or higher. Where you can get such client? Here (Again, Thanks to Yommy!) In action: http://herc.ws/board/damocles/ind/screenHercules137.jpg  
    Special Thanks to
    Yommy ..Yommy ...The all-awesome Yommy~! Thank you again! Ziu for extra roulette information (some yet to be applied) Haruna  
    Link~u!
    Commit 2014-10-22 client
  16. Upvote
    Ehwaz reacted to Chemical Crush in Hallow Town   
    File Name: Hallow Town
    File Submitter: Chemical Crush
    File Submitted: 11 Aug 2013
    File Category: Maps & Textures
     

    Hey guys.



    I made this map for Halloween one year, just figured i'd share it here on Hercules as well. Hope you guys enjoy it!



    Also if you use my maps it'd be nice if you gave me credits.


     
    Click here to download this file
  17. Upvote
    Ehwaz reacted to Uzieal in Hallow Ground Map   
    File Name: Hallow Ground Map 2.0
    File Submitter: Uzieal
    File Submitted: Oct 31, 2013
    File Category: Maps & Textures
    Preview: http://imageshack.us/a/img59/5090/7u4u.png
     
    Hallow Ground is a Large Hercules Inspired Haloween Themed Event Style Map that may also be used as a Town Map.
    Once the final version of this is released this will also include a Spawn Event with a custom mob, Indoor Maps for all the
    buildings, & other optimizations such as Custom Mp3 Audio, Effects & Mini-Map. This has over 4,000 hand placed models!

    Just Released:
    Hallow Ground Map 2.0 should contain the missing models and textures that were not included in version 1.0

    Click here to download Hallow Ground Map 2.0
  18. Upvote
    Ehwaz reacted to GrandlineHost in [Games] Jackpot slot machine   
    Hi there,
     
    Today i would like to share two script that enable you to play the jackpot game!
     
    1st script  : slot machine - original scripter is release by godaimet
    2nd script : casino employee - my script which i modified from a simple "redeem script i found..uhmm...nowhere?"
     
    How it work?
     
    First, you need a exchange your zeny into token from the casino employee npc. From this script i set 1 token = 50k zeny.
     
    Note that you can also :
    exchange back the token into zeny redeem some special gift

     

     
    2nd, you can start play the casino machine. Click on the casino machine npc.
     
    You can roll the machine as many time as you like and it will reduce 1 pcs of your coin every single time you roll it.
     

     
    During rolling the machine, it will goes randomly in 3 sequence alphabet.
     
    If you are lucky to get the same three Alphabet in a row, you will win the reward as stated on the previous picture
     

     

     
    Credits
    goes to the casino machine scripter owner godaimet and i hope you guys
    will have fun playing with this jackpot machine! 
     
    slotmachine.txt
    casinoemployee.txt
  19. Upvote
    Ehwaz reacted to Michi in Massive RE Monster DB Update   
    I finaly finish the Mob Skill DB update:
    https://github.com/HerculesWS/Hercules/commit/744c3fc19a6681b80eb3d679fdd3914c2d7099f8
     
    Now all mobs working as official
  20. Upvote
    Ehwaz reacted to GmOcean in Guild Antagonist Support   
    Okay, so following what was posted by Annieruru in another topic I added the changes needed to make players able to attack each other if their guild is listed as an antagonist guild for that said enemy. I also made a few changes to this:
     
    /*====================================================* Player sd, asking player tsd a formal enemy relation between their 2 guilds*---------------------------------------------------*/int guild_opposition(struct map_session_data *sd,struct map_session_data *tsd){ struct guild *g, *tg; int i; nullpo_ret(sd); g=sd->guild; tg=tsd->guild; if(g==NULL || tsd==NULL) return 0; // Prevent creation opposition with same guilds [LuzZza] if(sd->status.guild_id == tsd->status.guild_id) return 0; //Checks to antagonist count returns 0 if max. if( guild->get_alliance_count(g,1) >= battle_config.max_guild_alliance ) { clif->guild_oppositionack(sd,1); return 0; } //Checks antagonist count of target guild, returons 0 if max. if( guild->get_alliance_count(tg,1) >= battle_config.max_guild_alliance ) { clif->guild_oppositionack(sd,1); return 0; } for (i = 0; i < MAX_GUILDALLIANCE; i++) { // checking relations if(g->alliance[i].guild_id==tsd->status.guild_id){ if (g->alliance[i].opposition == 1) { // check if not already hostile clif->guild_oppositionack(sd,2); return 0; } if(map->agit_flag || map->agit2_flag) // Prevent the changing of alliances to oppositions during WoE. return 0; //Change alliance to opposition. intif->guild_alliance(sd->status.guild_id,tsd->status.guild_id, sd->status.account_id,tsd->status.account_id,8); //Change alliance to oppostion for Target Guild. intif->guild_alliance(tsd->status.guild_id,sd->status.guild_id, tsd->status.account_id,tsd->status.account_id,8); } } // inform other serv intif->guild_alliance(sd->status.guild_id,tsd->status.guild_id, sd->status.account_id,tsd->status.account_id,1); // inform other serv for target guild intif->guild_alliance(tsd->status.guild_id,sd->status.guild_id, tsd->status.account_id,sd->status.account_id,1); return 0;}  
    Which promptly checks to see if the "target" guild has a free slot in it's antagonist list, then if both the src & target guild have free slots, it will add them both to each other's antagonist list, and thusly inform each guild as well.
     
    What I need help doing is editing the removal process. I can't seem to figure out how to make it so when Guild A removes Guild B from their list, Guild A needs to be removed from Guild B's list as well. But incidentally this isn't enough for what I need it to do.
    I was trying to write 2 script commands that would do the following:
     
    1. Add each guild to each other's Antagonist list. ( Still haven't figured out the best way of doing this without just directly copy + paste the code into a BUILDIN block ). I keep running into trouble when trying to find the information of the target guild. Especially since I don't know how to code this so it acts like a skill scroll, where you can click the target and it pulls the required information... @.@;
     
    2. Remove each guild from each other's Antagonist list. ( I haven't started on this because I don't know how to do it through a patch yet, also in order for this command to be useful to my needs, I need to disable the possibility of guild leader's being able to remove them on their own ). <-- Is it even possible to remove the deletion option? I would assume I could remove the code block but would the player still have the option of Right Click -> Delete? I think that'd result in a crash D:
     
    I am in need of help from the src masters i've seen recently... spread light on the darkness that clouds my tiny brain !!
  21. Upvote
    Ehwaz reacted to Litro in King Poring Recolor - First Time Recoloring   
    Hi everyone.. here my first time sprite recoloring work
     

     
    UPDATE:
    - Fix Die animation Recolor-king_poring.7z
    - adding King Ghostring
  22. Upvote
    Ehwaz reacted to AnnieRuru in dispbottomcolor   
    since our developers are ... not implementing dispbottom and message with colors
    http://herc.ws/board/topic/3899-suggestion-displaybottom-message-colors/?p=28345
    I think I just make a release for this
     
    Download: 1.2
    Plugin
     
    tested with
    prontera,162,180,5 script asdf 100,{ dispbottomcolor "test color", 0xFF0000; dispbottomcolor "test color", 0x00FF00; dispbottomcolor "test color", 0x0000FF; dispbottomcolor "test color", 0xFFFFFF, 2000000; end;}PS: there is a reason that this couldn't be in the officialbecause hercules' clif->colormes is ... badly coded ...
    changing that function also means change a lot of lines having clif->colormes, which is all over the places
     
     
     
  23. Upvote
    Ehwaz reacted to Rytech in Last monster ID ?   
    No. The client can only handle a range between 1001 to 3999. Currently the highest used ID is C_RAKE_SCARABA = 3365 and im sure within a year or a year and a half they will run out and make a 2nd range.
  24. Upvote
    Ehwaz reacted to AnnieRuru in Last monster ID ?   
    why do you need last monster ID for ? doesn't make sense
     

    select * from mob_db where id = ( select max(id) from mob_db ); and some people also change MAX_MOB_DB
  25. Upvote
    Ehwaz reacted to Dastgir in Last monster ID ?   
    3999 is the last hardcoded monster id used, if you try to make monster with id greater than 3999, hen it wont work (even updating that monster_last value wont work)
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