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Content Count
526 -
Joined
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Days Won
21
Reputation Activity
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Emistry got a reaction from Skyline in Server bots
get a supercomputer run 10,000 openkore bot ...and set each bot to act as much as human xD-
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Emistry got a reaction from vBrenth in Server bots
get a supercomputer run 10,000 openkore bot ...and set each bot to act as much as human xD-
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Emistry reacted to Conflicts in About GDB setup.
It would just be named "core", and it'll be on the trunk directory. So your previous command should've worked, but instead of gdb map-server map-server.core you'll just have to type gdb map-server core.
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Emistry reacted to malufett in About GDB setup.
type
> gdb ./map-server(gdb) r< wait until it crash >(gdb) bt full
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Emistry got a reaction from Bringer in FCP NPC Script
SC_PROTECTWEAPON 72SC_PROTECTSHIELD 73SC_PROTECTARMOR 74SC_PROTECTHELM 75 https://github.com/HerculesWS/Hercules/blob/master/db/const.txt
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Emistry got a reaction from evilpuncker 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
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Emistry got a reaction from Badarosk0 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
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Emistry got a reaction from JulioCF 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
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Emistry got a reaction from Ehwaz 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
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Emistry got a reaction from Dastgir in AtCommand @reloadmapcache
is it possible to have a command to reload mapcache ?
perhap a new atcommand or maybe a console command ?
i think it's useful since it can reload the mapcache.dat without need to restart the server
reload all the mapcache.dat , conf/maps.conf , db/map_index.txt
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Emistry reacted to Jguy in HAT - The Hercules Admin Tool!
Updates:
The entire account module should function correctly now. The account interface is divided into 6 tabs. All the data is loaded on page load so if you need to switch back and forth between tabs, the data doesn't need to reload. Obviously you could F5 the page to reload the data. I'll go over what tabs are available and what you can do in each.
Tab 1 - Basic Info
Here you can view the basic details about an account. Stuff like the account name, birthdate, creation date, last login information, and a quick look at ban information
Tab 2 - Account Blocks
Here, a history of the blocks an account has had appear. It will be recommended that you do not give your GM's access to the @ban/@unban command in game, because that ban would not show up here as history. In this screen you can add a new block or delete any block that is still valid. You can either place a permanent ban, which changes the account state field to "5", or a temporary ban ending at a certain date/time. Some preset reasons are in there and a comments field to add your own comments. I will be adding a way for you to add your own reasons but for now, they're hard coded. Here's a screenshot:
Tab 3 - Notes
Here, you can leave notes about an account. Pretty simple. Notes will appear as newest -> oldest. No screenshot, the screen is pretty simple.
Tab 4 - Register DB
Here, you can (right now) view the entries for the account in the acc_reg_num_db and acc_reg_string_db (coming soon) tables. In the near future, there will be a way for you to edit, add or delete the entries in this screen.
Tab 5 - History
All of the changes to an account will be logged. If you change the email, gender, group or other, it will be logged to a separate table. On this screen, you can view what was changed, and it's old and new value, who did it and when. For obvious reasons, nothing will be editable here. Here's a screenshot:
Tab 6 - Characters
Here is pretty simple. List of the characters on the account. The CharID is a link to the character page where you can do the same page. That page just isn't laid out correctly nor does it work. There is a spot for "Options" on the table, here you will be able to reset the character position with one click or possibly kick the character from the server.
Some future thoughts about this details page:
I'll need to include a tab for the account storage. I also need to include a place where the admin can reset the pincode or password, which will send a new random password/pincode to the user. This will be coming in a near future update.
I'd love to hear your thoughts or suggestions if I've missed something. Right now the branch is merged back into master but master is not usable because the sql updates have not been completed. This will be coming very very soon.
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Emistry reacted to malufett in Custom Ground Cursor
Using photoshop go to 'channel' tab in the lower right..then you can see RGB layer, Red layer, Green layer, Blue layer and the Alpha layer..
RGB layer is the actual color
Red Green and Blue layers are colors that may affect the RGB layer
Alpha layer is the layout that determine the portion of the image to show up..white for visible and black for transparent..
to change the color just use color bucket tool and used it in the RGB layer or the Red, Green and Blue depends on your liking...
Note: avoid colors near to Magenta cause it will make it transparent or black in game..
Sample:
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Emistry got a reaction from Skyline in Greetings from Above
/omg .... should be "his" ... /sob
or you refer to "Euphy" or maybe "AnnieRuru" ?? >.<
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Emistry got a reaction from jTynne in Overhaul refine_db
change the format to look like other new item_db.conf ?
http://pastebin.com/raw.php?i=YSepT1DR
refine: ({ TYPE: ARMOR STAT_PER_LEVEL: 0 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }}, { TYPE: WEAPON LEVEL: 1 STAT_PER_LEVEL: 200 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 2 STAT_PER_LEVEL: 300 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 3 STAT_PER_LEVEL: 500 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 4 STAT_PER_LEVEL: 700 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }})
Propose:
Overhaul the structure Passing the refine rate into server based on MAX_REFINE if want other customization ... maybe another field for "Bonus_Script" ?? that give bonus to all items that have specific refine ??
About the passing refine rate based on server MAX_REFINE:
if a rate is set for the refine rate, then it's passed into the server ...
but.. if the MAX_REFINE doesnt match with the max refine in the refine_db , then the extra non-exist refine rate just simply pass in the value of -1 ? or maybe 0 ? with this other users can just simply add in a check using this
getequippercentrefinery(<equipment slot>)
if value returned is equal or below 0 , then failed to refine ..
Current issue that is known for current refine_db
If the MAX_REFINE doesnt match with the entry inside the refine_db , whenever players try to refine in server, they simply get 100% of refine rate, and the server get some errors about lack of entry for refine_db during the start-up too . a bit hard for user to find and edit refine rate ...
Advantages :
easier to read or configure allow users to prevent players from refine abusing IF the admin ignored all these missing entry error due to MAX_REFINE ...
Disadvantages :
larger file size longer passing time ?
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Emistry got a reaction from phoenix29 in how to disable the AoE skill in one map????
use this
https://github.com/HerculesWS/Hercules/blob/master/db/re/map_zone_db.conf
Example :
disabled_skills: { WM_LULLABY_DEEPSLEEP: "PLAYER" WM_SIRCLEOFNATURE: "PLAYER" WM_SATURDAY_NIGHT_FEVER: "PLAYER" SO_ARRULLO: "PLAYER" CG_HERMODE: "PLAYER" } -
Emistry got a reaction from evilpuncker in Overhaul refine_db
change the format to look like other new item_db.conf ?
http://pastebin.com/raw.php?i=YSepT1DR
refine: ({ TYPE: ARMOR STAT_PER_LEVEL: 0 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }}, { TYPE: WEAPON LEVEL: 1 STAT_PER_LEVEL: 200 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 2 STAT_PER_LEVEL: 300 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 3 STAT_PER_LEVEL: 500 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 4 STAT_PER_LEVEL: 700 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }})
Propose:
Overhaul the structure Passing the refine rate into server based on MAX_REFINE if want other customization ... maybe another field for "Bonus_Script" ?? that give bonus to all items that have specific refine ??
About the passing refine rate based on server MAX_REFINE:
if a rate is set for the refine rate, then it's passed into the server ...
but.. if the MAX_REFINE doesnt match with the max refine in the refine_db , then the extra non-exist refine rate just simply pass in the value of -1 ? or maybe 0 ? with this other users can just simply add in a check using this
getequippercentrefinery(<equipment slot>)
if value returned is equal or below 0 , then failed to refine ..
Current issue that is known for current refine_db
If the MAX_REFINE doesnt match with the entry inside the refine_db , whenever players try to refine in server, they simply get 100% of refine rate, and the server get some errors about lack of entry for refine_db during the start-up too . a bit hard for user to find and edit refine rate ...
Advantages :
easier to read or configure allow users to prevent players from refine abusing IF the admin ignored all these missing entry error due to MAX_REFINE ...
Disadvantages :
larger file size longer passing time ?
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Emistry got a reaction from Dastgir in Overhaul refine_db
change the format to look like other new item_db.conf ?
http://pastebin.com/raw.php?i=YSepT1DR
refine: ({ TYPE: ARMOR STAT_PER_LEVEL: 0 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }}, { TYPE: WEAPON LEVEL: 1 STAT_PER_LEVEL: 200 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 2 STAT_PER_LEVEL: 300 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 3 STAT_PER_LEVEL: 500 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 4 STAT_PER_LEVEL: 700 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }})
Propose:
Overhaul the structure Passing the refine rate into server based on MAX_REFINE if want other customization ... maybe another field for "Bonus_Script" ?? that give bonus to all items that have specific refine ??
About the passing refine rate based on server MAX_REFINE:
if a rate is set for the refine rate, then it's passed into the server ...
but.. if the MAX_REFINE doesnt match with the max refine in the refine_db , then the extra non-exist refine rate just simply pass in the value of -1 ? or maybe 0 ? with this other users can just simply add in a check using this
getequippercentrefinery(<equipment slot>)
if value returned is equal or below 0 , then failed to refine ..
Current issue that is known for current refine_db
If the MAX_REFINE doesnt match with the entry inside the refine_db , whenever players try to refine in server, they simply get 100% of refine rate, and the server get some errors about lack of entry for refine_db during the start-up too . a bit hard for user to find and edit refine rate ...
Advantages :
easier to read or configure allow users to prevent players from refine abusing IF the admin ignored all these missing entry error due to MAX_REFINE ...
Disadvantages :
larger file size longer passing time ?
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Emistry got a reaction from mrlongshen in Overhaul refine_db
change the format to look like other new item_db.conf ?
http://pastebin.com/raw.php?i=YSepT1DR
refine: ({ TYPE: ARMOR STAT_PER_LEVEL: 0 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }}, { TYPE: WEAPON LEVEL: 1 STAT_PER_LEVEL: 200 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 2 STAT_PER_LEVEL: 300 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 3 STAT_PER_LEVEL: 500 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 4 STAT_PER_LEVEL: 700 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }})
Propose:
Overhaul the structure Passing the refine rate into server based on MAX_REFINE if want other customization ... maybe another field for "Bonus_Script" ?? that give bonus to all items that have specific refine ??
About the passing refine rate based on server MAX_REFINE:
if a rate is set for the refine rate, then it's passed into the server ...
but.. if the MAX_REFINE doesnt match with the max refine in the refine_db , then the extra non-exist refine rate just simply pass in the value of -1 ? or maybe 0 ? with this other users can just simply add in a check using this
getequippercentrefinery(<equipment slot>)
if value returned is equal or below 0 , then failed to refine ..
Current issue that is known for current refine_db
If the MAX_REFINE doesnt match with the entry inside the refine_db , whenever players try to refine in server, they simply get 100% of refine rate, and the server get some errors about lack of entry for refine_db during the start-up too . a bit hard for user to find and edit refine rate ...
Advantages :
easier to read or configure allow users to prevent players from refine abusing IF the admin ignored all these missing entry error due to MAX_REFINE ...
Disadvantages :
larger file size longer passing time ?
-
Emistry got a reaction from Gerz in Overhaul refine_db
change the format to look like other new item_db.conf ?
http://pastebin.com/raw.php?i=YSepT1DR
refine: ({ TYPE: ARMOR STAT_PER_LEVEL: 0 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }}, { TYPE: WEAPON LEVEL: 1 STAT_PER_LEVEL: 200 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 2 STAT_PER_LEVEL: 300 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 3 STAT_PER_LEVEL: 500 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 4 STAT_PER_LEVEL: 700 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }})
Propose:
Overhaul the structure Passing the refine rate into server based on MAX_REFINE if want other customization ... maybe another field for "Bonus_Script" ?? that give bonus to all items that have specific refine ??
About the passing refine rate based on server MAX_REFINE:
if a rate is set for the refine rate, then it's passed into the server ...
but.. if the MAX_REFINE doesnt match with the max refine in the refine_db , then the extra non-exist refine rate just simply pass in the value of -1 ? or maybe 0 ? with this other users can just simply add in a check using this
getequippercentrefinery(<equipment slot>)
if value returned is equal or below 0 , then failed to refine ..
Current issue that is known for current refine_db
If the MAX_REFINE doesnt match with the entry inside the refine_db , whenever players try to refine in server, they simply get 100% of refine rate, and the server get some errors about lack of entry for refine_db during the start-up too . a bit hard for user to find and edit refine rate ...
Advantages :
easier to read or configure allow users to prevent players from refine abusing IF the admin ignored all these missing entry error due to MAX_REFINE ...
Disadvantages :
larger file size longer passing time ?
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Emistry got a reaction from Hadeszeus in Flux Control Panel for Hercules
https://github.com/HerculesWS/FluxCP/blob/master/data/npc/DonationNPC.txt
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Emistry reacted to Ind in Hercules 1st 2014 MegaPatch
Hercules: 1st 2014 MEGAPATCH
Helloooo! Starting 2014 with a boom, yet another outstanding patch from Hercules! Patch Item #1: Scripting Level UP
Char and account variables overhaul They're no longer limited to #define ACCOUNT/GLOBAL_REG_NUM, they're now limitless Their storage capabilities have received a colossal improvement, each numeric variable now uses at least 1/10 the memory it did previously, and we achieved it while increasing speed, simply outstanding as expected from us. Thanks to their quantity no longer being limited, char and account variables now support arrays, i.e. setarray #accreg[y],...; Saving and loading procedures have been improved outstandingly! for instance, previously, if you had 100 char regs but only one had been modified or deleted, map server would need to send all of them and char server would have to re-insert all of them; now only modified or deleted ones are saving, increasing saving speed of both map and char server procedures and decreasing inter-server bandwidth by dinosaur steps. Magnificent Array Improvement (to all variable types) Size limit modified from 127 to ...2 billion! Speed of countless array operations have been improved thanks to new array handling, e.g. whereas previously upon deleting any array it'd set its 127 possible values to 0 (regardless of how many values it actually had) now it only deletes as many members as it possesses getarraysize (the-oh-misleading-function since it returns the arrays' highest index) has been sped up as well thanks to this, and it no longer wastes script stack room on every interaction And the futureThis improvement has open way for many other amazing features, for example, Haruna has designed a foreach implementation for scripting among some other useful enhancements Global account variable handling redesign To clarify, this is that ancient type used on multiple-char-server setups, ##varname, which are present in all servers an accounts logs into, as opposed to #varname which, while account-wide, are considered 'local' to a char server. Saving and loading have been modified to match char/local-acc variable new design, on its own it already is a major speed boost and bandwidth saver, however, it has also improved login servers overall processing speed, thanks to its processing no longer being attached to ordinary account handling, this means that all operations that required login server to use an accounts data (i.e. login/pincode change/ban/block/etca) have been sped up, and use less memory. '.', '.@' and ''' variables write operation speed up trying to write ''' variables outside instances will now print warnings instead of silently doing nothing runtime read/write operations of global/temporary(@) char variables, as well as account variables, have been considerably sped up, whereas previously it'd run a str lookup to find a match for read/write it now uses the variable id, furthermore it now relies on DBMaps to handle the lookup (whereas previously it was a normal loop). Database tables overhaulWe've analysed global reg data storage and we've decided that it not only is a memory waste, it is a processing one as well due to how int and str variables share the same storage, we've analysed global reg data for a number of large servers and have identified most variables are numbers, by a outstanding majority, with that in mind, this patch introduces 6 tables that will improve this drastically. You'll notice this patch's SQL upgrade file will take care of this, and thus migrate the data properly into the new tables. Special Thanks To:
Haruna ! <3 wouldn't have gotten half of it done if it weren't for Haru, thank you so much sensei! jaBote, for proposing it! Emistry Yommy Streusel Patch Item #2: @autotrade Persistency
Also known as: @at merchants survive server crashes/restart, as soon as the server starts again they're re-spawned. May be disabled on src/config/core.h by commenting out AUTOTRADE_PERSISTENCY Special Thanks To:
Haruna! Michieru, this feature wouldn't be out now if it weren't for him, lets all thank him! Dekamaster/Nightroad for helping me on this features original design, 3-4 years ago. Thank you master <3! Link'u!
Commit Upgrade files #1 (Autotrade) #2 (Scripting Level UP) -
Emistry got a reaction from glemor123 in about @megaphone
if( @delay < gettimetick(2) ){ input @megaphone$; announce strcharinfo(0) + ": " + @megaphone$,bc_all,0xFF0000; @delay += 30;}end; -
Emistry got a reaction from Mumbles in Req script effect for this item :)
bonus bMaxHP,( 5 * BaseLevel ); -
Emistry got a reaction from Mission in How to automatically give prize after finishing endless tower?
announce getpartyname( getcharid(1) )+" finished endless tower",0;