jaBote
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Everything posted by jaBote
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I meant you can use a script run the 'atcommand' script command which may do this, but I agree with you I'd prefer some more consistent script command for accomplishing this task. If nobody else does this, maybe I can re-adapt them this friday (tomorrow will be impossible for me) and commit it if any of the devs also agrees on this.
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I made that script command some months ago for my rA test server (before discovering Hercules), which is very easy because it's just taking loadnpc atcommand and changing some lines to make it a script command. Maybe I can remake them for Hercules, but you should be aware you can also use atcommand "@loadnpc blahblahblah".
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Since NPC event is mandatory to be specified (which I deem useless), in case you don't want to trigger a NPC event (which should be done as I stated before) you simply have to use an int value. In case you don't specify a valid NPC event or a number (let's say you ommit it), parser will display some error and won't load that monster spawn. Why is that value mandatory? I don't know and I think nobody else does. This is only confusing for newbies in scripting. Maybe it's the moment of telling this to the devs and making the event parameter optional so that you won't waste space and it'll be more clear for people which are new on this.
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the coordinates and time has already explained. but how about on the last ?. It's already been explained there.
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Ind is right on the first question marks. For the other question marks: they are, in this order, the min and max respawn time in milliseconds (not max and min) and the NPC event (in the "NPC_name::NPC_event_name" form) to be run after a monster spawned by this top order command is killed. Hope that solves your questions.
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I could run 2 different ro emulators in 2 different folders without problem (the file names were the same, though). There's no reason you can't have 2 instances of the same emulator up and running. Maybe you need different databases?
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What I'd do is just using a different folder for different emulator instances. This way you can set your ports so that they don't collide and avoid some other problems. I think it's the only way of making that work, though.
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Meanwhile, most of eAmod scripts don't work in Hercules because of some strange policy they have to obfuscate original script commands they took from eA by changing their names and re-releasing them with little to no changes. Anyways, chances are that even if you can adapt original script commands back to their original state, keeping their benefits, they wouldn't work if you don't adapt them to Hercules too.
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Yes sir, Yushell himself made a guide for that: http://herc.ws/board/topic/1174-tutorial-hercules-on-amazon-ec2-windows-server-2012-instance/
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- Windows Server 2012
- Amazon EC2
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(and 1 more)
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It seems Streusel card images are down (stupid photobucket!). In the meanwhile you can still see this ZiU's entry in his blog: http://ziu-ro.blogspot.com.es/2013/06/ilustraciones-nuevas-cartas-12062013-kro.html
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Stop script if char's MAC address matches 2 or more other player's on same map.
jaBote replied to jTynne's question in Script Requests
No idea this time about that one. Maybe Harmony dev decided MAC addresses would be saved like that or so but can't figure out what happens. -
New mapflag folder is npc/mapflag. This is way more intuitive, I don't know why it wasn't done before.
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Hmmm... That would be quite nice for linking people to your tops and/or website. Just a simple question: that browser window is your default browser or IE? I've had bad experiences with programs that always open websites in an IE window and that sucks.
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Stop script if char's MAC address matches 2 or more other player's on same map.
jaBote replied to jTynne's question in Script Requests
We don't have available the command for getting char's MAC nor the table structure for your anti-cheat, so it's impossible to fulfill your request right now. Anyways, I can give you some steps that could help to implement that, since you know some scripting. This is what I'd do: When a character enters in that map, log its MAC address (so your table would need to have space for that); Every 30 seconds, do the following: If the user is no longer in the map: Delete him from the log table; End script. [*]If the user is still in the map: Make a SQL query like this: "SELECT * FROM `your_table_name` WHERE `your_MAC_column_name` = 'MAC_from_the_user'". Remember query_sql returns number of rows collected in addition to setting the arrays if needed; If there's only 1 result: [*]Else (more than 1 result or failed to register its MAC): User is not legit, notify him; End script resetting timer. Hope this helped. User is legit, give him the points and notify him; End script resetting the timer. -
Well, with a modification that was done long ago (around March) and following official server mechanics, you can equip/use disabled items/equipment, but they won't have any effect. Any disabled consumable you use will disappear without any effect and any disabled equip you have equipped will be as if it wasn't equipped.
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Lo preferible sería ponerlo únicamente en inglés. Teóricamente, fuera de la sección de habla española, no se admite el uso del español salvo para necesidades ocasionales. Aunque vamos, si tienes problemas con el inglés yo no tengo problemas en traducirte.
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Esto es debido a un commit que se hizo hace un par de días para incluir Hall of Abyss. Podría corregirlo en un instante pero no puedo hacer commit debido a que, aunque tengo acceso al repositorio, no tengo las herramientas a mano hasta que recupere mi PC. He traducido tu bugreport (intenta traducirlo aunque sea con Google Translator, solo algunos desarrolladores entienden español) y he comentado en Git el cambio de nombre. -------------------- Ya está. Lo han arreglado
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Más problemas con el cliente
jaBote replied to Yushell's question in Soporte y peticiones sobre el Cliente
Pequeños errores frecuentes: ¿Cargaste las bases de datos en MySQL? Recuerda que son /sql-files/main.sql y /sql-files/logs.sql. Desde hace alrededor de dos años, ya no hay servidores TXT, así que es obligatorio usar MySQL. Por defecto, main.sql se debería ejecutar en una base de datos llamada `ragnarok` y logs.sql en `log`, aunque puedes cambiar los nombres de las bases de datos por lo que quieras (mira el siguiente punto). Obviamente, hay que darle acceso al servidor a los credenciales que éste usará para entrar en la base de datos así como la base de datos en la que entrar. Por defecto, un servidor buscará el usuario `ragnarok` identificado por la clave "ragnarok". Si tu servidor va a ser de pruebas no necesitas cambiarlo, solo crear un usuario y darle permisos adecuados en tales bases de datos. Todas estas configuraciones están en /conf/inter-server.conf (líneas 26 a 57). Si eres desarrollador web, no necesitas que te explique los permisos necesarios, aunque suele ir bien si le das únicamente los permisos básicos y tal vez CREATE y ALTER. * Si tienes las bases de datos cargadas y ves que no hay problemas con las consolas de los servidores, deberías tener el problema solucionado. Si no, intenta mostrarnos una foto de lo que ocurra en las consolas mientras conectas, que probablemente se pueda detectar mejor el error ahí. Un saludo. * Pequeña advertencia, desde ayer o anteayer ha habido una actualización que hace que las bases de datos para items y mobs en SQL no funcionen como es debido (están trabajando en ello), así que por el momento te recomiendo que en inter-server.conf NO uses bases de datos en SQL para item_db, mob_db y mob_skill_db. //Use SQL item_db, mob_db and mob_skill_db for the map serveruse_sql_db: no P.D.: He separado el tema porque esta pregunta no es la misma que la del autor original del otro hilo. -
Si piensas hacer un servidor para uso personal y casero, te recomiendo usar el Small Client Package de Judas, que está en este tema. En caso de que no, parece que te has olvidado de las configuraciones que hay que hacer en /src/common/mmo.h Recuerda estas dos configuraciones: #ifndef PACKETVER#define PACKETVER 20120418#endif// Comment the following line if your client is NOT ragexeRE (required because of conflicting packets in ragexe vs ragexeRE).#define PACKETVER_RE PACKETVER debe tener la fecha aaaammdd del cliente que utilices y PACKETVER_RE debe estar comentado si y solo si no usas un ragexeRE. Espero haber sido de ayuda.
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Here in Hercules we follow kRO updates. However, most kRO mechanics are also implemented in iRO and it's easier for us to get information straight from iRO, pRO and other servers (mainly because of the language). We usually make sure whatever we implement on Hercules exists in kRO. Even in case we implement non-kRO updates, you should use kRO clients because they're more complete than other ones. Hope I helped.
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I've made a little correction in your post, Streusel, since I thought the striking on the text would be automatically done when I marked the [ s] and the [ /s] (without spaces, obviously). It's now corrected
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[Duda] Battleground Button
jaBote replied to Kuroko Sempai's question in Soporte y peticiones sobre el Cliente
Creo que los paquetes están todos, lo que pasa es que solo están hechas las configuraciones básicas, de momento esa opción al completo está auto desactivada en conf/battlegrounds.conf; Lo que está avanzado es lo que puedes ver en ese archivo y el sistema de colas que puede usarse desde scripting, pero que de momento no está disponible para lanzar nada automáticamente. Por tanto el botón, de momento, parece ser inútil. -
Well, first of all we should conratulate Ind for his second Memory Slasher patch, which has cut down even more RAM usage (17 MB this time). Without NPCs, Hercules can now be run in around 100 MB RAM, without NPCs. Other thing is... in conf/battlegrounds.conf you can set the prize number of medals but... where is the reward item ID set?
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[Duda] Battleground Button
jaBote replied to Kuroko Sempai's question in Soporte y peticiones sobre el Cliente
Vaya. Las Battlegrounds así están medio implementadas en Hercules (creo que en rA no se había comenzado a implementar aún, pero no estoy muy al día con ese proyecto). Falta un poco de información antes de proceder a su implementación definitiva, aunque los comandos de scripting para hacerlo están ya. Se trata de un sistema de colas en que tú simplemente ingresas a una cola y, mientras la cola se llena, puedes hacer lo que quieras (levear o ir de farmeo). Una vez esté llena, se te transporta a la BG y cuando ésta acabe vuelves al sitio en que estabas, teóricamente con las medallas adquiridas. Por desgracia soy increíblemente malo en el clientside, así que no sabría cómo eliminar tal botón mientras se intenta solucionar este problema. Si es el último botón que sale en la ventana yo trataría de cambiarlo por una imagen pequeñísima y transparente, así no se notaría su presencia siquiera.