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Tragedy

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  1. Upvote
    Tragedy reacted to Roberto in IND please!   
    H.E.R.C means Hercules / eAthena / rAthena / Cronus 
  2. Upvote
    Tragedy reacted to Takari in CORA™ CMS   
    UPDATE
    CORA™ v0.9.2 BETA
    Added `Community` module [ baseurl/community/ e.g. http://domain.com/community ]Added Player Rankings. Sortable by PVP [ using AnnieRuRu's SQL PVP Ladder ], Player Level, Zeny. Added Guild Rankigs. Sortable by Guild Level, Castles owned. Added Castle status. Displays the status of castles whether they are owned [ and who owns ] or available. Added WoE Schedule display [ Using Euphy's WoE Controller ]. Collect, analyze, and display Euphy WoE settings & Sched.
    [*]Added `Rankings` widget. [*]Added `Search` widget. [*][update] Server status now includes the option to display online players and peak players [ Using a custom script ]. [*][update] Creating and editing posts and pages now requires normal account login to avoid a key-relationship error. [*][update] Improved flexibility of widget parser to ensure easy additions of widgets in the future. [*]Potential fix for .htaccess conflict(NOT TESTED).


  3. Upvote
    Tragedy reacted to Takari in CORA™ CMS   
    UPDATE v0.9.1
    Saving new and updated posts now redirects to that certain post in edit mode. Fixed an item type ID issue in cash shop where armors were categorized as weapons. CORA™ CMS is now compatible with eAthena. Fixed default value in .htaccess that was causing errors. Fixed a typo in Admin Profile page where `Admin Old Password` was supposed to say `Confirm Password`.

  4. Upvote
    Tragedy reacted to Takari in CORA™ CMS   
    CORA™, formerly named as Taka Control Panel, is a FREE and Stand-alone Content Management System for your private ragnarok online websites!

    Easily change the contents of your site by accessing the admin panel. No need to open up a text editor and hassle yourself with the source code.
    You can even change themes or manage widgets in your website with just a few clicks!

    with CORA™ you can:

      Create/Update/Delete news and events with CKEditor Create/Update/Delete pages with CKEditor Easy navigation creation Easy users(players) management Easily Add/Edit/Remove widgets on your website Easily change into different themes ​ Easily manage your cash shop Easily manage your vote links and donate options Easily edit your settings View your characters with ROChargen View guild emblems View player/guild rankings View WoE Schedule View castle status

    Click 
    for a video demonstration of CORA™ back when it was still in early development.
     
    DOWNLOAD
    Visit our website to download CORA™: http://cora.takaworks.net/
    or you can clone it from github: https://github.com/takari1994/CORA

    Install guide is provided in our website.
     
    SCREENSHOTS
    Screenshot 01 | Screenshot 02 | Screenshot 03 | Screenshot 04 | Screenshot 05 | Screenshot 06 | Screenshot 07
    Screenshot 08 | Screenshot 09 | Screenshot 10 | Screenshot 11 | Screenshot 12 | Screenshot 13 | Screenshot 14
     
    NOTES
    Recent updates requires CORA to use some custom and ready-made scripts such as AnnieRuRu's PVP ladder. All required scripts will be included and placed in the `scripts` folder.
     
    DISCLAIMER
    CORA™ is currently in beta phase and does not provide warranty of any sort, including but not limited to, warranty of quality, performance, usability. You assume all risks associated with using the software.
     
    BUG REPORT & SUGGESTIONS
    Please submit your reports and suggestions as a reply to this thread or by sending an email to [email protected]
    Or if you have quick questions such as "does this support so and so" .. then yes you may ask, but if you need support
    regarding installation and what not, please send me a PM or perhaps I might start a support topic instead.
     
    SUPPORT US
    Also, please support us by liking us on facebook: http://facebook.com/takaworks
    and/or by donating. Any amount will be deeply appreciated.
     
     https--,,--//www.paypalobjects.com/en_US/i/btn/btn_donateCC_LG.gif[/url]]
     
    UPDATE
    CORA™ v0.9.4.2 BETA [Download]
    ​Added a `memory_limit` index in  settings.php to increase/decrease memory allocation. Fixed some database and missing variable errors for eAthena users. Fixed the query in generate_profiles.sql. Potential Fix for the memory leak problem in logs module. Fixed missing images in cash shop checkout page. Fixed item weight in item database search. Fixed checkout spam, which will drain players' credits/vpoints, by disabling the pay button after submitting the form. Fixed ranking widget where a display glitch occurs when selecting the "Display Guild Only" option. Fixed the error in registration/account update where the birthday doesn't apply to the login table. Fixed registration/account update page where users can directly input birthday. Fixed an issue where admin is required to login w/ regular account to update other accounts. Added an option in account settings to allow/disallow username change. Added an option in account settings to allow/disallow birthday change. Added an option in account settings to custom username/password format error message. Added an option in general settings for "Construction Mode" to redirect users (Excluding admin) to a "Under Construction" page when enabled. Added support for item_db_re and item_db2. UPDATE: Admin can now change a player's username and password regardless of the settings. UPDATE: Admin can now change a player's credits and vpoints. Started to implement responsive design for dashboard for mobile content management (not yet finished/ongoing).
    CORA™ v0.9.4 BETA - changelogs
    CORA™ v0.9.3 BETA - changelogs
    CORA™ v0.9.2 BETA - changelogs
    CORA™ v0.9.1 BETA - changelogs
    CORA™ v0.9.0 BETA - changelogs
     
    https--,,--//i.creativecommons.org/l/by-nc-sa/4.0/88x31.png[/url]] CORA™ by Takaworks is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.


  5. Upvote
    Tragedy got a reaction from toli in [SRC] Love Benediction (Skill Custom)   
    Veo que hay poca actividad de aportes en el foro de español, así que poco a poco iré posteando una que otra cosa que he desarrollado. Esta fue una sencilla skill custom que desarrollé hace unos 3/4 años para un servidor viejo que tuve y mi primer aporte en DivineRO.
     
    Bueno aquí les cuento un poco como surgió la idea.
     
    Varias de las parejas dentro de un servidor el cual trabajé hace años me sugirieron    
      Segun ellos por que les encanta levear juntos en pareja etc y les caeria bien un "beneficio"... Dije ok, me pareció interesante la idea y bueno... ¿Por que no hacerla?   (Disculpen el nombre de la Skill, mi imaginación en ese tipo de cosas es PÉSIMA)   No es la gran cosa, asi que hay va:   En Unit.C   Buscar   case WE_MALE:case WE_FEMALE:   
      Y añadir Abajo   case F_BENEDICTION:    En Skill.C   Buscamos       case WE_FEMALE:        {            int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];            int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]            clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);        }        break;   
      Y añadimos de bajo    
        case F_BENEDICTION:        {                                                            //Indicamos que dopa saldre de forma random, lvl de la Skill y duraccion de la Skill (El dope solo durara 1 minuto)            int bene = rand()%5;                 switch (bene)                {                    case 0: // Bless                    sc_start(bl,SC_BLESSING,100,10,60000);                    break;                                      case 1: // Agi                    sc_start(bl,SC_INCREASEAGI,100,10,60000);                    break;                                      case 2: // Assump                    sc_start(bl,SC_ASSUMPTIO,100,10,60000);                    break;                                      case 3: // Angelus                    sc_start(bl,SC_ANGELUS,100,10,60000);                    break;                    case 4: // Wind Walk                    sc_start(bl,SC_WINDWALK,100,10,60000);                    break;                                                     }                                    }            clif_specialeffect(bl, 363, AREA);   // Indicamos el efecto visual de la Skill (Chequen en la documentación de Eathena, el archivoeffect_list.txt para mas efectos            clif_emotion(sd,3); // Indicamos el emoticon /lv e_lv (Chequen su const.txt en su carpeta DB)            break;      En su Skill.H    
    EL_ROCK_CRUSHER_ATK,     EL_STONE_RAIN,   
     
      Y añadimos abajo:    
        //Custom    F_BENEDICTION = 990,   
        Bien ya acabamos la parte del SRC   Seguimos con lo demas   item_db.txt   Modificamos:    
    2634,Bridegroom_Ring,Wedding Ring,5,0,,0,,0,,0,0xFFFFFFFF,7,1,136,,0,0,0,{ skill "WE_MALE",1; skill "WE_FEMALE",1; skill "WE_CALLPARTNER",1; },{},{}2635,Bride_Ring,Wedding Ring,5,0,,0,,0,,0,0xFFFFFFFF,7,0,136,,0,0,0,{ skill "WE_MALE",1; skill "WE_FEMALE",1; skill "WE_CALLPARTNER",1; },{},{}   
      Por:   2634,Bridegroom_Ring,Wedding Ring,5,0,,0,,0,,0,0xFFFFFFFF,7,1,136,,0,0,0,{ skill "WE_MALE",1; skill "WE_FEMALE",1; skill "WE_CALLPARTNER",1; skill "F_BENEDICTION",1; },{},{}2635,Bride_Ring,Wedding Ring,5,0,,0,,0,,0,0xFFFFFFFF,7,0,136,,0,0,0,{ skill "WE_MALE",1; skill "WE_FEMALE",1; skill "WE_CALLPARTNER",1; skill "F_BENEDICTION",1; },{},{}   
      En Skill_db.txt    
    10014,0,0,0,0,0,0,1,0,no,0,0x10,0,none,0,    GD_DEVELOPMENT,Permanent Development //10015,0,0,0,0,0,0,1,0,no,0,0x10,0,none,0,    GD_ITEMEMERGENCYCALL,Unknown Skill    Y añadimos abajo    
    990,9,6,4,0,0x1,0,1,1,yes,0,0x4,0,none,0,    F_BENEDICTION,Love Benediction   
      En Skill_cast_db.txt   Buscamos    
    //-- GD_EMERGENCYCALL 10013,5000,0,0,0,300000 //=   
      Y añadimos de bajo    
    +//-- F_Benediction990,3000,60000,0,0,0   
      Tiene un delay de 1 minuto, para que sea una dopa cada vez que hagan la Skill, ya los tiempos dependen de ustedes    
     
     
    Si tienen algún pedido o idea que quieran que desarrolle, no duden en contactarme. Estaré activo en este foro para darle un poco de vida a la sección en español.
     
    En la semana añadiré un paquete de plugins de skills elementales custom, junto con esta, así se daran idea de como hacer un plugin.
  6. Upvote
    Tragedy got a reaction from Edgar in [SRC] Love Benediction (Skill Custom)   
    Veo que hay poca actividad de aportes en el foro de español, así que poco a poco iré posteando una que otra cosa que he desarrollado. Esta fue una sencilla skill custom que desarrollé hace unos 3/4 años para un servidor viejo que tuve y mi primer aporte en DivineRO.
     
    Bueno aquí les cuento un poco como surgió la idea.
     
    Varias de las parejas dentro de un servidor el cual trabajé hace años me sugirieron    
      Segun ellos por que les encanta levear juntos en pareja etc y les caeria bien un "beneficio"... Dije ok, me pareció interesante la idea y bueno... ¿Por que no hacerla?   (Disculpen el nombre de la Skill, mi imaginación en ese tipo de cosas es PÉSIMA)   No es la gran cosa, asi que hay va:   En Unit.C   Buscar   case WE_MALE:case WE_FEMALE:   
      Y añadir Abajo   case F_BENEDICTION:    En Skill.C   Buscamos       case WE_FEMALE:        {            int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];            int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]            clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);        }        break;   
      Y añadimos de bajo    
        case F_BENEDICTION:        {                                                            //Indicamos que dopa saldre de forma random, lvl de la Skill y duraccion de la Skill (El dope solo durara 1 minuto)            int bene = rand()%5;                 switch (bene)                {                    case 0: // Bless                    sc_start(bl,SC_BLESSING,100,10,60000);                    break;                                      case 1: // Agi                    sc_start(bl,SC_INCREASEAGI,100,10,60000);                    break;                                      case 2: // Assump                    sc_start(bl,SC_ASSUMPTIO,100,10,60000);                    break;                                      case 3: // Angelus                    sc_start(bl,SC_ANGELUS,100,10,60000);                    break;                    case 4: // Wind Walk                    sc_start(bl,SC_WINDWALK,100,10,60000);                    break;                                                     }                                    }            clif_specialeffect(bl, 363, AREA);   // Indicamos el efecto visual de la Skill (Chequen en la documentación de Eathena, el archivoeffect_list.txt para mas efectos            clif_emotion(sd,3); // Indicamos el emoticon /lv e_lv (Chequen su const.txt en su carpeta DB)            break;      En su Skill.H    
    EL_ROCK_CRUSHER_ATK,     EL_STONE_RAIN,   
     
      Y añadimos abajo:    
        //Custom    F_BENEDICTION = 990,   
        Bien ya acabamos la parte del SRC   Seguimos con lo demas   item_db.txt   Modificamos:    
    2634,Bridegroom_Ring,Wedding Ring,5,0,,0,,0,,0,0xFFFFFFFF,7,1,136,,0,0,0,{ skill "WE_MALE",1; skill "WE_FEMALE",1; skill "WE_CALLPARTNER",1; },{},{}2635,Bride_Ring,Wedding Ring,5,0,,0,,0,,0,0xFFFFFFFF,7,0,136,,0,0,0,{ skill "WE_MALE",1; skill "WE_FEMALE",1; skill "WE_CALLPARTNER",1; },{},{}   
      Por:   2634,Bridegroom_Ring,Wedding Ring,5,0,,0,,0,,0,0xFFFFFFFF,7,1,136,,0,0,0,{ skill "WE_MALE",1; skill "WE_FEMALE",1; skill "WE_CALLPARTNER",1; skill "F_BENEDICTION",1; },{},{}2635,Bride_Ring,Wedding Ring,5,0,,0,,0,,0,0xFFFFFFFF,7,0,136,,0,0,0,{ skill "WE_MALE",1; skill "WE_FEMALE",1; skill "WE_CALLPARTNER",1; skill "F_BENEDICTION",1; },{},{}   
      En Skill_db.txt    
    10014,0,0,0,0,0,0,1,0,no,0,0x10,0,none,0,    GD_DEVELOPMENT,Permanent Development //10015,0,0,0,0,0,0,1,0,no,0,0x10,0,none,0,    GD_ITEMEMERGENCYCALL,Unknown Skill    Y añadimos abajo    
    990,9,6,4,0,0x1,0,1,1,yes,0,0x4,0,none,0,    F_BENEDICTION,Love Benediction   
      En Skill_cast_db.txt   Buscamos    
    //-- GD_EMERGENCYCALL 10013,5000,0,0,0,300000 //=   
      Y añadimos de bajo    
    +//-- F_Benediction990,3000,60000,0,0,0   
      Tiene un delay de 1 minuto, para que sea una dopa cada vez que hagan la Skill, ya los tiempos dependen de ustedes    
     
     
    Si tienen algún pedido o idea que quieran que desarrolle, no duden en contactarme. Estaré activo en este foro para darle un poco de vida a la sección en español.
     
    En la semana añadiré un paquete de plugins de skills elementales custom, junto con esta, así se daran idea de como hacer un plugin.
  7. Upvote
    Tragedy got a reaction from jaBote in [SRC] Love Benediction (Skill Custom)   
    Veo que hay poca actividad de aportes en el foro de español, así que poco a poco iré posteando una que otra cosa que he desarrollado. Esta fue una sencilla skill custom que desarrollé hace unos 3/4 años para un servidor viejo que tuve y mi primer aporte en DivineRO.
     
    Bueno aquí les cuento un poco como surgió la idea.
     
    Varias de las parejas dentro de un servidor el cual trabajé hace años me sugirieron    
      Segun ellos por que les encanta levear juntos en pareja etc y les caeria bien un "beneficio"... Dije ok, me pareció interesante la idea y bueno... ¿Por que no hacerla?   (Disculpen el nombre de la Skill, mi imaginación en ese tipo de cosas es PÉSIMA)   No es la gran cosa, asi que hay va:   En Unit.C   Buscar   case WE_MALE:case WE_FEMALE:   
      Y añadir Abajo   case F_BENEDICTION:    En Skill.C   Buscamos       case WE_FEMALE:        {            int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];            int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]            clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);        }        break;   
      Y añadimos de bajo    
        case F_BENEDICTION:        {                                                            //Indicamos que dopa saldre de forma random, lvl de la Skill y duraccion de la Skill (El dope solo durara 1 minuto)            int bene = rand()%5;                 switch (bene)                {                    case 0: // Bless                    sc_start(bl,SC_BLESSING,100,10,60000);                    break;                                      case 1: // Agi                    sc_start(bl,SC_INCREASEAGI,100,10,60000);                    break;                                      case 2: // Assump                    sc_start(bl,SC_ASSUMPTIO,100,10,60000);                    break;                                      case 3: // Angelus                    sc_start(bl,SC_ANGELUS,100,10,60000);                    break;                    case 4: // Wind Walk                    sc_start(bl,SC_WINDWALK,100,10,60000);                    break;                                                     }                                    }            clif_specialeffect(bl, 363, AREA);   // Indicamos el efecto visual de la Skill (Chequen en la documentación de Eathena, el archivoeffect_list.txt para mas efectos            clif_emotion(sd,3); // Indicamos el emoticon /lv e_lv (Chequen su const.txt en su carpeta DB)            break;      En su Skill.H    
    EL_ROCK_CRUSHER_ATK,     EL_STONE_RAIN,   
     
      Y añadimos abajo:    
        //Custom    F_BENEDICTION = 990,   
        Bien ya acabamos la parte del SRC   Seguimos con lo demas   item_db.txt   Modificamos:    
    2634,Bridegroom_Ring,Wedding Ring,5,0,,0,,0,,0,0xFFFFFFFF,7,1,136,,0,0,0,{ skill "WE_MALE",1; skill "WE_FEMALE",1; skill "WE_CALLPARTNER",1; },{},{}2635,Bride_Ring,Wedding Ring,5,0,,0,,0,,0,0xFFFFFFFF,7,0,136,,0,0,0,{ skill "WE_MALE",1; skill "WE_FEMALE",1; skill "WE_CALLPARTNER",1; },{},{}   
      Por:   2634,Bridegroom_Ring,Wedding Ring,5,0,,0,,0,,0,0xFFFFFFFF,7,1,136,,0,0,0,{ skill "WE_MALE",1; skill "WE_FEMALE",1; skill "WE_CALLPARTNER",1; skill "F_BENEDICTION",1; },{},{}2635,Bride_Ring,Wedding Ring,5,0,,0,,0,,0,0xFFFFFFFF,7,0,136,,0,0,0,{ skill "WE_MALE",1; skill "WE_FEMALE",1; skill "WE_CALLPARTNER",1; skill "F_BENEDICTION",1; },{},{}   
      En Skill_db.txt    
    10014,0,0,0,0,0,0,1,0,no,0,0x10,0,none,0,    GD_DEVELOPMENT,Permanent Development //10015,0,0,0,0,0,0,1,0,no,0,0x10,0,none,0,    GD_ITEMEMERGENCYCALL,Unknown Skill    Y añadimos abajo    
    990,9,6,4,0,0x1,0,1,1,yes,0,0x4,0,none,0,    F_BENEDICTION,Love Benediction   
      En Skill_cast_db.txt   Buscamos    
    //-- GD_EMERGENCYCALL 10013,5000,0,0,0,300000 //=   
      Y añadimos de bajo    
    +//-- F_Benediction990,3000,60000,0,0,0   
      Tiene un delay de 1 minuto, para que sea una dopa cada vez que hagan la Skill, ya los tiempos dependen de ustedes    
     
     
    Si tienen algún pedido o idea que quieran que desarrolle, no duden en contactarme. Estaré activo en este foro para darle un poco de vida a la sección en español.
     
    En la semana añadiré un paquete de plugins de skills elementales custom, junto con esta, así se daran idea de como hacer un plugin.
  8. Upvote
    Tragedy reacted to jaBote in Normas del foro (traducidas al español)   
    Aunque tratamos de evitar hacer de los foros una dictadura, nos gustaría que siguieras las pocas normas que tenemos para hacer mejor tu experiencia en Hercules. Se espera que todos los miembros de la comunidad las siga o se podrán aplicar sanciones: desde una advertencia verbal, pasando por un incremento de tu nivel de warn, revisión de moderador (los moderadores aprobarán tus posts), suspensión de posteo (puedes leer los foros pero no postear) y hasta la suspensión total del foro (no podrás ver ni postear).

    Líneas Generales de Posteo:
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    accidentalmente posteas en la sección equivocada, utiliza el botón Report (Reportar) para reportar tu propio post: nuestros moderadores se harán cargo de él por ti. Los posts en las secciones de soporte se pueden  reavivar (siempre que no estén muertos, ver siguiente sección) con más información en no menos de 24 horas desde el último post. Si tienes información nueva en menos de 24h, edita tu post anterior. Revivir temas muertos está prohibido a menos que se disponga de información constructiva que añadir.
    En otro caso, el tema está muerto por alguna razón. Si algún link está roto, por favor envía un MP al miembro que lo posteó, no comentes que el link está
    roto en el tema: será considerado spam.

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    Las firmas no deben exceder de 650px de ancho y 150px de alto EN TOTAL. Esto incluye las imágenes y su
    respectivo texto en caso de haberlo. Las firmas, además, no podrán enlazar a nada de warez, sistemas para hacerse rico rápidamente, desnudez o cualquier obscenidad. Los avatares no podrán ser de naturaleza inapropiada, por ejemplo desnudez u obscenidades. Las firmas y los avatares pueden ser eliminados a discreción de un moderador, dependiendo de su
    contenido. Por favor, ten en cuenta que el resto de normas del foro también aplican a tu firma, avatar y título
    personalizado.

    Lenguas
    Debe hacerse uso del inglés en cualquier sección de habla inglesa. Si no te desenvuelves bien con el
    inglés, por favor busca y utiliza el foro internacional en tu lengua, al final de la página principal.

    Etiqueta General del Foro
    Por favor, evita postear un mensaje completamente en mayúsculas, usar una cantidad excesiva de
    emoticonos o hacer de cualquier otra forma tu post molesto y difícil de leer. No se adrmite ningún tipo de acoso. Tampoco se admite el Trolleo y el Flameo a otros usuarios. Crear una nueva cuenta si tu cuenta actual está baneada no está permitido. En ese caso, lo más seguro
    es que tu nueva cuenta sea baneada instantáneamente sin previo aviso. No se admiten posts que enlacen a pornografía, desnudez, warez o sistemas para hacerse rico rápidamente. Se desaconseja intentar suplantar el trabajo de un moderador. Por favor, utiliza el botón Report (disponible en la esquina inferior derecha de cada post). Está prohibido hacer publicidad de cualquier forma (excepto en la sección Advertisement y las secciones
    de publicitación de cada sección internacional). No se permite solicitar dinero a través de MP o del propio foro. Por favor, no edites tus posts para eliminar tu pregunta una vez tu problema se ha resuelto.

    Sección Paid Services
    Los temas nuevos en la sección Paid Services son invisibles hasta que son aprobados por un administrador.
    Si un miembro del foro no tiene un anuncio aprobado en la sección Paid Services, no puede tener anuncios en su firma o hacer ningún post en los foros sobre sus servicios. La sección Paid Services está para publicitar solo tus servicios de pago. No publicites tu servidor personal (de Ragnarok Online). No hay problema en dar links a otros servidores si los usas como referencias de tu trabajo (diseños,
    trabajos, características, etc., que hayas creado. Esto no aplica a servicios relacionados con el código fuente: por favor, simplemente publica los trozos de código que veas oportuno. Todos los Servicios de Pago deberán usar HTTPS en las partes más sensibles de sus sitios. Esto
    incluye, pero no está limitado a: formularios que recogen contraseñas o alguna información personal o de
    pago. Todos los proveedores de hosting deberán tener una web en la que los usuarios puedan solicitar sus
    servicios fácilmente. Si ofreces servicios de scripting/modificación de código fuente, tener una web es opcional.

    ¿Qué tipos de servicios se admiten?
    Hosting de Servidores (VPS, hosting web) Servicios de Scripting/Modificaciones del código fuente Servicios Gráficos (mapas, sprites, diseño web, etc.) Servicios de Programación Web Modificaciones Client-Side (de lado del Cliente)

    Estas normas pueden cambiar en cualquier momento.
    Infringir estas normas conllevará un posible aviso o sanción. Tres infracciones leves acarrearán un ban temporal, y cinco conllevarán un ban permanente. Según las circunstancias de la sanción, se podrá aplicar un ban permanente en cualquier momento. Puedes apelar cualquier acción que algún Moderador (Moderator) haya tomado en tu contra contactando con un Moderador Global (Global Moderator) a través de un mensaje privado (PM). Deberás aportar una razón válida y un enlace hacia la decisión que estés apelando. No envíes un PM al Moderador que haya actuado originalmente contra ti, pues es posible que te acarree más problemas.

    El Staff de Hercules hace cumplir estas normas. Por favor, respeta al Staff y a sus decisiones.
  9. Upvote
    Tragedy reacted to Neo-Mind in Neo Item Organizer[v1.0 Release Added]   
    Purpose:
      Organize the various files (Sprites, Act files and Image files) into their appropriate folders in an automated fashion.
     
    Usage Instructions:
    1) there are three inputs
          i) Source Folder: Files required for each custom item is expected to be in a subfolder of this folder.
         ii) Item DB File: Straight Forward. We load the required info from this file
        iii) Target Folder: all the files will be copied to respective folder inside this one (sprite and texture folders)
     
    2) Once you add the inputs click the Load Item DB button which will fill the table with the item id (checkmarked by default), name and view ids and some default values for the other three (source will be blank while sprite & resource is filled with dbname).
     
    3) Click the checkbox of the items you want to work on, Select the source name and edit the sprite & resource name as desired.
     
    4) Click the Copy button and all the files will be copied to proper folders.
     
    5) Save settings button saves all the inputs and state of the table. so you can easily Reload it later. The tool also loads the save data when you open it.
     
    6) In case you have iteminfo.lua or idnum2resnametable.txt already with the resource name you can make fill the table (Resource Names) by clicking the Fill Resource Button.
     
    7) Similarly Sprite Name field can be filled from accname.lua & accessoryid.lua by clicking the Fill Sprite Button.
     
    8) An addon as suggested by Yommy - Sanity Checker tool which checks for files and reports missing ones (Only the checkmarked items will be checked). Also checks for 24x24 8bpp format for item images - suggested by M4ST3R.
     
    9) All the buttons below also have a menu entry at top.
     
    10) Currently Weapon Equip Sprites are not being copied. Since i don't have an idea as to how to proceed with them - sprites would be different for different classes (e.g. Hunter classes v/s Rogue classes for bows). Any and all ideas are welcome.
     
    11) All the buttons have tooltip describing its purpose. They show up immediately once you hover over them, so it shouldn't be difficult to use. But if you find it hard to use please let me know (I have some changes in mind).
     
    Screenshot - to be updated

    Currently I have placed the bottom buttons are in a detachable toolbar (easy with QT) so you can just drop it on any side of the window you want or just pull it out .
     
    Status: Completed v1.0.1 - Waiting for suggestions for improvement
     I had initially written some of the code for .NET4 but recently decided to drop it and use QT instead. If you see any bugs or have any suggestions or modifications in mind please let me know.
     
    Download Link v1.0.1 : http://www.mediafire.com/?ku7mhm376ik79g3
     
     
     
  10. Upvote
    Tragedy reacted to Yommy in Hercules WPE Free - June 14th Patch   
    either request at rAthena to convert it, or change to using Hercules
     
    Hercules devs will not create this for rAthena o_O
  11. Upvote
    Tragedy reacted to malufett in Introducing Hercules Renewal Challenge   
    Hercules Renewal Updates
     
    Ladies and Gentlemen Hercules Development Team Proudly present you Official Ragnarok Renewal Mechanics/Systems that is now available in Hercules....
     
     
    What Renewal updates do we have?
     
    RE PHYSICAL ATK SYSTEM
    -RE EDP support.
    -Mob ATK support
    -RE DEF reduction support
    NOTE:It is functional however there are still some missing piece that needs to be discovered
     
    RE MAGICAL ATK SYSTEM
    -Mob MATK support
    -RE MDEF support
    NOTE:It is functional however there are still some missing piece that needs to be discovered
     
    RE CASTING SYSTEM
    -Fully functional casting formula derived/based from kRO
    -Skill bonuses support
     
    RE ASPD SYSTEM
    -Full support for skill bonuses
    -Support for item bonuses
     
    RE STATUS SYSTEM
    -Accurate batk, hit, flee, def, mdef & etc formula for MOBS and PC
     
    RE SKILLS
    -Such as CR_ACIDDEMONSTRATION, ASC_BREAKER and etc.
    -3rd jobs skills
    NOTE:This is huge but I can say we already have almost half of it
     
    2013 kRO Updates
    we already have some of the new skills implemented
    GC_DARKCROW RA_UNLIMIT GN_ILLUSIONDOPING RK_DRAGONBREATH_WATER RK_LUXANIMA NC_MAGMA_ERUPTION WM_FRIGG_SONG SO_ELEMENTAL_SHIELD SR_FLASHCOMBO SC_ESCAPE AB_OFFERTORIUM WL_TELEKINESIS_INTENSE LG_KINGS_GRACE ALL_FULL_THROTTLE And a lot lot lot more to be added...
     
     
    And now we challenge you to compare our current system to official servers and we guarantee a good satisfaction but PLLEEASE if you find bugs, discrepancy and other anomaly just drop by our  Bug Tracker and we will immediately take appropriate action to serve you most..
     
    commit
     
    SPECIAL THANKS!
    To Awesome Yommy for the AWESOME support, resources, methods and techniques. To Rytech for the KG/OB skill info To Kyeme, Mecheiru, Angezerous & others for RE info and tips And lastly to you as a member of Hercules
  12. Upvote
    Tragedy reacted to Mystery in May Digest 2013   
    May Digest 2013
    The following digest covers the month of May 1st - May 31st 2013.
     
    Team Changes
    [*]Judas has been moved from Global Moderator to Forum Manager. [*]Mysterious has been moved from Global Moderator to Forum Manager. [*]jaBote has been moved from International Moderator to Global Moderator. [*]Joseph has joined as a Script Developer. [*]Masao has joined as a Script Developer.

    Development Highlights
    [*]Memory Slasher {May 30th Patch} (20bdc01, 5a138ce, f6bca33) [*]Instance Rework [*]Instance Functionality/Feature [*]Script Command Changes
    [*]Battlegrounds Queue
    [*]Arenas [*]Queuing [*]Queue Script Commands
    [*]MOTD Redesign (Dropped old design) (9080a58) [*]Third Class Effects: Update (8cc9012) [*]Support for 5,000 Skill IDs (d95d689) [*]Mapreg Saving Overhaul (3bfadf4) [*]Upgrading of Stat Server (2.5 --> 3.0) (c5986ba) [*]Hercules Plugin Manager (a2c45a8) [*]Hercules Console Input  (a2c45a8) [*]Implementation of "item_nouse" (c347eba)


    Scripts
    [*]Implementation of Mora NPCs / Quests (11a90e1) [*]Custom implementation of Dwarf Mighty Hammer (b17e2b7) [*]Eden EXP quests 56-70 Rewritten (26ba1ad)

    Client Support
    [*]Update of packet.h for Ragexe 2013-05-22 (cc6defd) [*]New Packets for 2013-05-15aRagexe (2ff4db5) [*]Character Slot Change Fix (890e296) [*]2013-03-20 Packet Update (8e41dab)

    Statistics
    [*]During the period there were 103 Commits. [*]Of these 103 commits, 52 included bug-fixes. [*]11 Commits from Pull Requests [*]In this month, there were 25,241 Additions and 15,837 Deletions.

  13. Upvote
    Tragedy reacted to mkbu95 in Memory Slasher !!" - May 30 Patch   
    Simply the best.
     
    To all the haters:

  14. Upvote
    Tragedy reacted to Ind in Memory Slasher !!" - May 30 Patch   
    Hercules casts "Memory Slasher !!" - May 30 Patch
    Memory Slasher !!
    Regardless all the fancy features in it, this patch's greatest achievement is smart, clever employment of memory, by looking at our memory usage wisely we've been able to reduce map-server's memory (RAM) usage by more than 2/3, about 183MB of RAM were dropped, while maintaining Hercules outstanding record on performance improvement. Beyond the memory usage drop there is also a significant processing speed improvement which can be noticed during boot, map cache loading which used to account for most of the map-servers boot time no longer exists, its gone, dead, fini, boom! it was replaced by a smart map cache handler that loads its data only when a map is necessary (the data is then kept until shut down), this logic also makes map-server's shut down process a hell lot faster.
     
    Instance Rework
    As suggested by the community, this wasnt supposed to be bundled with this commit but the memory usage improvements required me to modify how instances were stored, so I re-wrote part of it to fit the suggestion as well.
    Instance Functionality/Feature Server may now create instances of any maps regardless of client-side edits, e.g. one can clone prontera and call it "mymapname" (as is best described in the *instance_attachmap script command note) Instances may now be available in 4 distinct ways (as is best described in *instance_create script command note), by nobody (server type instance, to be used with special map names), by a sole character, by a party, or by a guild Script Command Changes *instance_create 2nd param is now called owner_id instead of party_id, and it got a 3rd optional param that defines what kind of owner id it is (when not provided, assumes party_id, for backwards compatibility), available options are (IOT_ stands for INSTANCE OWNER TYPE) IOT_NONE (0), IOT_CHAR (1), IOT_PARTY (2) and IOT_GUILD (3). *instance_destroy no longer autodetects instance id from party id *instance_attachmap now supports a 4th, optional, param, "<new map name>", it will allow you to specify a entirely new map name for the instance (without the need of client-side edits). This option can be best employed when used on a instance of <owner_type> IOT_NONE *instance_detachmap no longer autodetects instance id from party id *instance_id no longer supports any param *instance_set_timeout no longer autodetects instance id from party id *instance_announce no longer autodetects instance id from party id, and to tell it to autodetect from the attached script you must set instance_id param as -1 as opposed to 0 *instance_npcname no longer autodetects instance id from party id *has_instance no longer autodetects instance from party, however it now checks if attached player possesses a instance with same map as has_instance(<param>) checks for *instance_warpall no longer autodetects instance from party Other ChangesInstance IDs (valid ones) are now always >= 0 as opposed to > 0 (update your scripts!) Battlegrounds Queue
    As suggested by the community, most of its features were added in this patch, we were unable to finish it though because we lacked some information, we've put our questions in this topic, once our questions are answered we should be able to finish it in a matter of minutes (all the heavy lifting was done in this patch).
    Arenas They're easily configurable in the new conf/battlegrounds.conf file, it possible to add more arenas by editing the client's lua files/entryqueue/entryqueuelist.lua file Configuration Sample arenas: ({    name: "Tierra Gorge" //must match the name in client files    event: "Tierra_BG2::OnPlayerListReady"    minLevel: 80    maxLevel: 150    reward: {/* amount of badges awarded on each case */        win: 3        loss: 1        draw: 1    }    minPlayers: 6 /* minimum amount of players to start */    maxPlayers: 60 /* maximum amount of players */    minTeamPlayers: 6 /* minimum amount of team members required for a team (party or guild) to join */    delay_var: "Tierra_BG_Tick" /* npc variable name that will store the delay for this match */    maxDuration: 30 /* maximum duration in minutes, if reached game ends and highest score wins (or calls a draw if scores are equal) */},{    name: "KVM (Level 59 and below)" //must match the name in client files    event: "KvM03_BG::OnPlayerListReady"    minLevel: 1    maxLevel: 59    reward: {/* amount of badges awarded on each case */        win: 1        loss: 0        draw: 0    }    minPlayers: 4 /* minimum amount of players to start */    maxPlayers: 60 /* maximum amount of players */    minTeamPlayers: 5 /* minimum amount of team members required for a team (party or guild) to join */    delay_var: "KVM_BG_Tick" /* npc variable name that will store the delay for this match */    maxDuration: 30 /* maximum duration in minutes, if reached game ends and highest score wins (or calls a draw if scores are equal) */}) QueueWe wanted to make the queue as easy to play with as possible, so we've created a whole new set of script commands designed with this purpose. These commands make it easy to create and control queues for anything, games, events, quests, and of course in this case, the battleground's queue. Queue - Script Commands *queue()creates a new queue instance, returns created queue id set .@id,queue(); *queuesize(<queue_id>)returns the amount of entries in queue instance of <queue_id>. set .@length,queuesize(.@queue_id); *queueadd(<queue_id>,<var_id>)adds <var_id> to queue of <queue_id>, returns 1 if <var_id> is already present in the queue, 0 otherwise. queueadd(.@queue_id,.@var_id); *queueremove(<queue_id>,<var_id>)removes <var_id> from queue of <queue_id>, returns 1 if <var_id> is not present in the queue, 0 otherwise. queueremove(.@queue_id,.@var_id); *queueopt(<queue_id>,<optionType>,{Optional <option val>})modifies <queue_id>'s <optionType>, when <option val> is not present, <optionType> is removed from <queue_id>, when present it modifies <queue_id>'s <optionType> with the new <option val> value.
    Currently 3 options are available, HQO_OnDeath (0), HQO_OnLogout (1), HQO_OnMapChange (2) (the constant names are not final). queueopt(.@queue_id,0,"MyNPC::MyOnQueueMemberDeathEventName");It allows you to hook npc events to be triggered by specific actions that may happen to a player in the queue (when the queue in question is used for account ids) *queuedel(<queue_id>)deletes <queue_id> returns 1 when <queue_id> is not found, 0 otherwise. queuedel(.@queue_id); *queueiterator(<queue_id>)creates a new queue iterator instance, a queue iterator is not a reference to a queue's actual members, it copies the queues members when initialized, this way you can loop through them even if you remove them from the queue set .@it,queueiterator(.@queue_id); *qicheck(<queue_iterator_id>)checks whether there is a next member in the iterator's queue, 1 when it does, 0 otherwise. qicheck(.@queue_iterator_id); *qiget(<queue_iterator_id>)obtains the next member in the iterator's queue, returns the next member's id or 0 when it doesnt exist. for( set .@elem,qiget(.@queue_iterator_id); qicheck(.@queue_iterator_id); set .@elem,qiget(.@queue_iterator_id) ) *qiclear(<queue_iterator_id>)deletes a queue iterator from memory, returns 1 when it fails, 0 otherwise. qiclear(.@queue_iterator_id) Sample Usage: /* say create a queue */set .@id,queue();queueadd(.@id,getcharid(3));/* ... add as many entries ... (no limit) */if( queuesize(.@id) == 999 ) {    /* whatever */}/* anywhere in the code */set .@it,queueiterator(.@id);for( set .@elem,qiget(.@it); qicheck(.@it); set .@elem,qiget(.@it) ) {    //do anything e.g.    /* attachrid .@elem; */    /* mes "ID:"+.@elem; */}qiclear(.@it); Special Thanks To
    Yommy for providing me with a hell lot of data for the BG Queue, wouldn't have been able to get it to this point without his help. Rosiel for his suggestion on the instance feature Xgear for his help with the network timeout bug mkbu95 for pinpointing the script parser bug All of Hercules Staff for their ideas/suggestions/criticism and support, and for keeping me sane during this memory slashing madness The Future~! This patch sure has taken me away from my usual bug-squashing mode, I'll be going back to my over-10-bug-fix-a-day schedule. We have quite a hell lot planned so this might not last long, make sure to keep an eye on your bug reports for I sure will be replying to them. Link~u! Commit 1 Commit 2 Commit 3
  15. Upvote
    Tragedy reacted to Shakto in xDiffPatcher, xDiffGen2, Packet Parser and Packet Extractor   
    If anyone want to join this project, tell me or tell to Yommy
     
    -= xDiffPatcher =-
     

     
    Download
    xDiffPatcher
    This is our Next-Generation Diff Patcher, it requires a new style of diff file called xDiff, (xml based) each xdiff is specific for a single ragexe,
    and will not work on any other ragexe date.
    xDiff files are created with the xDiffGen software below.
    There is a recent build in the directory : xDiffPatcherbinDebug
    Source is included if anyone wants to improve somethings
     
    ---------------------------------------------------
     
    All the following software need to use php language. Please install it on your computer.
    This is CommandLine PHP, Do not attempt to run these scripts in a web browser
    We would recommend using Subversion since these projects are frequently updated with new features.
     
    - Linux : sudo apt-get install php5
    - Windows : install this http://windows.php.net/download/#php-5.4
    Open your control panel and search : Edit environment variable for your account
    In this Windows, the second part (title System variables), search the variable Path
    Enter your PHP directory at the end, including ';' before (e.g. ;C:php)
     
    Now search your php.ini files
    Uncomment the line extension=php_sockets.dll (you have to remove the char ';')
           
    -= xDiffGen 2 =-
     

     
     
    Download
    xDiffGen2
     
    To use that software, you have to put the decrypted exe in the Clients folder and open the file DiffGen.bat
    Then select the first option (0 - Local client folder), select your exe and the xDiff will be create in the Diffs folder
    some patches also extract some data (msgstringtables, packet_lengths, etc), these are put into the Extracted_Data folder
     
    Options 2 and 3 do not fully work as intended, since gravity are distributing new clients with Themida protection /sadface
    Options M and F are used to test a single patch against all clients to detect when some patterns fails (again not working with themida clients)
     
     
     
    -= Packet Parser =-
     

     
    Download
    PacketParser
     
    To use that software you have to place ws2_pp.dll from the dev folder, into your RO folder.
    Then hex edit your Ragexe.exe : search ws2_32.dll and replace the both occurrences by ws2_pp.dll
     
    Next you should extract the packetlength file using Packet Extract, And place it into packet parserdatapacket
    Next, open the parser.bat, choose Live Network Capture, choose your packet length tables file, and choose full_info
    Then open your Ragexe.exe (if done correct you will be prompted to use PacketParser)
    Enjoy
     
     
    -= Packet Extract =-
     

     
    Download
    this is a subscript of PacketParser above
     
    All you have to do here is to place your Ragexe.exe in the folder clients, with a pattern like this : 2013-05-22Ragexe.exe
    Open Packet_Extract.bat, select your exe
    Your Packet Data Length is now in the plens folder
     
     
    All credits to Yommy
    I just worked personally on the xDiffGen2 patches.
     
    We are open for anyone who wants to help with any of these projects.
    they are designed to be edited and hacked about with, and hope you can find some use with them
  16. Upvote
    Tragedy reacted to Jguy in rAthena devs/staff/members on Hercules   
    Hello,
     
    While we do not mind that rAthena developers, staff members and regular members register an account, post or send PM's on our forums, we do not take kindly to 'rAthena is better because x y and z' posts, or anything promoting rAthena as a superior emulator because of such and such. There is no such post on rAthena made by a Hercules staff member about Hercules and we intend to keep it that way, we would appreciate the same respect.
     
    Those who do not follow this simple clause listed above will have their post(s) deleted and/or hidden from view. Repeat offenders will be suspended from our forum with no further warnings or post manipulation.
     
    We do not appreciate, nor welcome drama here. While criticism is welcome in the form of 'why doesn't Hercules have such and such a feature', drama and belittling a project (hercules or not) will not be tolerated. This is a collaboration, not a drama infested 12 year old's contest.
     
    Thank you.
  17. Upvote
    Tragedy reacted to Ind in Someone know why rAthena is offline since 14 day   
    drama and hate speech are not welcome here on hercules.
    To rAthena staff: you're more than welcome to join us or remain as a community member if you wish to, however if you're here to crap around, get lost. I'll not allow hate speech and/or drama to take place in Hercules, our staff has been advised to delete such posts on sight.
  18. Upvote
    Tragedy reacted to jaBote in Making Pull Requests on Hercules   
    Do you remember the many advantages Git has against Subversion (SVN)? One of those many advantages is the fact that in Git, you can send pull requests in order to directly collaborate with the community, without even the need of being an official Hercules dev, and if you contribute enough you can surely become a dev if you want. Well then, this is an – as detailed as possible – guide on how to make them.
     
    First of all: What is a pull request? It's a way of telling the original devs of a (commonly open-sourced) project what changes you've made yourself on their project supposedly for the better, and kindly ask them (request) to merge it (pull). In short, it's a way of collaborating to a project without the need of being related at all to it. Obviously, your pull request may be rejected if it doesn't meet some requirements, but this is another story.
     
    Git does also offer its own tools for pull requests (more info), but they're incompatible with the ones GitHub has. Moreover, GitHub pull request tools are easier to use than Git's.
     
    What steps are required in order to do a pull request? In abstract, you'll have to:
    Sign up for a GitHub account, if you don't have it already. Fork Hercules project in GitHub, if you haven't done this already. Clone your previous fork to a local repository in your computer, if you haven't done this already. Work on your fork. Commit your changes to your local repository. Push the changes you've previously committed to your remote repository on GitHub. Make the aforementioned pull request to the Hercules official repository. Steps 3 and 5 have already been shown on the Obtaining Hercules guide by @Ind (Obtaining Hercules through Git on *insert OS here* and Troubleshooting sections). These two steps will be slightly reviewed, but expect a fully detailed how-to in the others.
     
    By the way, GitHub also has its own (generic) guides on how to fork a repo and then make a pull request, which also explain the toughest parts of this guide (though they're not so tough) and cover steps 2-6 (supposing you have a Git console). You're encouraged to go and read them if you want.
     
    Well, here we go with the guide!
     
    Step 1: Sign up for a GitHub account



    Step 2: Fork Hercules project in GitHub



    Steps 3 to 6: Local computer work



    Step 7: (Finally) submitting the pull request


     
    Congratulations! You have successfully made your first pull request on Hercules! This is a reason to be proud of yourself, isnt it?
  19. Upvote
    Tragedy reacted to Ind in Introducing Hercules Plugin Manager   
    Introducing Hercules Plugin Manager
    Hello~! What?!
    I can't express how awesome this is. It's awesome, so awesome. ...Incredibly awesome, yet another awesome feature brought to you by Hercules Thoughtfully Designed
    This features' design began long ago, a precursor to this feature, which demonstrates for how long we've been planning it, is the Hercules Renewal Phase One Usage Example
    Can be used to create @commands Can be used to create script commands Can be used to create console commands Can be used to replace core functions with your ownA example of how handy this can be: when any RO emu updates a section of the code that is used by a user's modifications, e.g. Harmony, no matter how silly the edit is (e.g. a tab alignment update) the user has to wait for his modification's developer to update his patch (unless he manages to update it on his own), if the developer in question starts to use the HPM for his hercules users instead of a patch file, his users using hercules will no longer have to wait for updates unless the way the code works changes on hercules' end. All About It - Documentation
    Its being done, most of it is already available in our wiki Hercules Plugin Mananger Building HPM Plugin for MSVC Building HPM Plugin for GCC Links~!
    Hercules Console Input Update (HPM Friendly) Commit Visual Studio 2010 2 Notes
    The plugin "sample" is currently missing projects for msvc2010 and msvc2012, thats because I dont have them, this will be solved asap, once one of our developers who possesses them logs in. Login/Char server plugin support is currently disabled, it should be enabled by the next release, which will also include Hooks support (as an alternative to overloading)
  20. Upvote
    Tragedy reacted to jaBote in Desactivar Renewal (y otras configuraciones "ocultas")   
    Preguntas frecuentes:
    He colocado la sección en otro post para facilitar su búsqueda y escritura.

    Aunque espero que no haya prácticamente ninguna pregunta en esta sección porque me gustaría creer que he sido suficientemente claro, es obvio que las cosas no son así y es normal "atascarse" en alguna parte de la guía, inauguro esta sección. Como es usual en estas secciones de Preguntas y Respuestas, las preguntas las marcaré con una P y las respuestas las marcaré con una R, ambas bien grandes para que se vean en condiciones.

    Lista de preguntas:
     
    Preguntas y respuestas:

    P: ¿Puedo desactivar todas las mecánicas Renewal pero usar NPCs y bases de datos Renewal y viceversa?
    R: Hay un pequeño truco para ello. Siempre se leen las carpetas /db y /npc, y además si Renewal está activo (#define RENEWAL) se leen las carpetas /db/re y /npc/re, en lugar de /db/pre-re y /npc/pre-re; mientras que si no lo está se leen las carpetas con nombre de pre-re en lugar de las re. Si quieres que se lean las otras carpetas que originalmente no correspondería, simplemente puedes intercambiarles el nombre, o intercambiar los valores de la definición #define DBPATH de const.h. Cuidado con la anterior definición porque es algo distinta a las vistas en el post principal de la guía, aunque no deberá daros mucho problema. Eso sí, mucho ojo: el juego no está preparado para trabajar con unas bases de datos y unos NPCs que no les corresponde y puede haber enormes fallos de equilibrio en el servidor.

    P: ¿Por qué al desactivar Renewal sigue habiendo 3rd Jobs?
    R: Al desactivar Renewal solo se desactivan las mecánicas, las bases de datos y los NPCs de Renewal (lo cual incluye las quests de Renewal, a menos que cambies los NPCs como se indica en la pregunta de arriba). De esta forma se hace imposible cambiar a Third Job a menos que se ejecute @job o haya algún NPC custom que cambie el job a uno de los 3rd Jobs. Ten cuidado al usar el NPC jobmaster que viene con Hercules, pues por defecto admite el cambio a 3rd Job:
     
    npc/custom/jobmaster.txt, línea 184 (observad mi comentario)
    OnInit:setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third classsetarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd classset .ThirdClass,1; // Enable third classes? (1: yes / 0: no) ¡Cambiad esto a 0 si pensáis usarlo y no queréis 3rd Jobs!set .SNovice,45; // Minimum base level to turn into Super Noviceset .LastJob,1; // Enforce linear class changes? (1: yes / 0: no)set .SkillPointCheck,1; // Force player to use up all skill points? (1: yes / 0: no)set .Platinum,1; // Get platinum skills automatically? (1: yes / 0: no)end;  
    P: ¿Por qué tras cambiar una de estas configuraciones no noto ningún cambio?
    R: Ya se ha comentado por lo menos tres veces en la presente guía: para que estos cambios surtan efecto, es obligatorio y necesario recompilar el emulador. De no hacerlo, no habrá ningún cambio en él hasta que se recompile.
  21. Upvote
    Tragedy reacted to jaBote in ¡Bienvenidos a la sección en español de Hercules!   
    Sí, la verdad es que es una buena idea ir haciendo guías o posteando parte de nuestro conocimiento general y lo tengo en plan, aunque ahora mismo tengo más asuntos en mano de los que puedo manejar. Lo que no podemos hacer es entrar a cualquier comunidad hispana de RO y empezar a robar guías a menos que sean de nuestra autoría, por mucho que las más conocidas no me hagan especial gracia.
     
    No hace falta escribir guías de algo muy específico aún, aunque sería buena idea comenzar a escribir guías de carácter básico o incluso traducir parte de la documentación de Hercules y postearlo como guía. No debo imponer ninguna limitación a esto aún.
     
     
     
    ¡Muchas gracias por el recibimiento! Pero creo que Wolf no hace uso de GTranslate. Más que nada porque ha cometido un error ortográfico muy común que GTranslate no habría hecho.
  22. Upvote
    Tragedy reacted to jaBote in ¡Bienvenidos a la sección en español de Hercules!   
    ¡Hola a todos! Parece que han aceptado la proposición que hice al Staff de Hercules sobre la creación de esta sección para que podamos disfrutar de soporte en español. Sé que no todos somos muy duchos en la lengua de Shakespeare, por lo que en estos foros podréis preguntar cosas sobre Hercules. Eso sí, en español.
     
    Como muchos de nosotros sabemos, Hercules proviene de Athena (el primer emulador jamás creado de RO, con disculpas de AEGIS, que es el emulador oficial), que es también la raíz de donde provienen todos los demás emuladores actuales de Ragnarok Online. Hercules bebe especialmente de rAthena, pero el emulador ya ha sido intensamente modificado en los pocos meses que tiene de vida. Al parecer en Hercules se ha decidido dejar de lado el típico *Athena que muchos hispanos estamos acostumbrados a tratar, pero no ha sido el primero en hacerlo: con anterioridad han existido y existen emuladores que no tienen Athena en su nombre, como pueden ser Freya, Nezumi o Cronus (actualmente de ellos solo Cronus continúa en desarrollo, aunque está en portugués).
     
    En lo que a mí respecta, no soy especialmente bueno dando soporte en emuladores de esto: empecé a jugar al RO hace relativamente muy poco, mucho menos que el jugador medio de este juego, y he tenido menos tiempo aún para saber qué es lo que hace toda la magia que mueve nuestro mundo virtual, y le da consistencia e integridad sin que apenas nos demos cuenta de ello. Muchos (y me incluyo) no sabemos qué hay "bajo el capó" de nuestros servidores.
     
    Trataré de dar la mejor (y más amplia) ayuda que me sea posible, aunque es obvio que esto no es un foro en que solo yo ayudo: hay campos enteros del soporte a este emulador (y cualquier otro *Athena) que por desgracia aún se me escapan. Yo no sé todo sobre el emulador y podéis estar seguros que también acabaré preguntando bien aquí o en las secciones de soporte en inglés, pero se ha creado esta comunidad en español con un propósito, y es que todos nosotros podamos colaborar con un granito de arena, de tal forma que todos podemos salir enriquecidos compartiendo nuestros conocimientos.
     
    Sin mucho más que decir por el momento, os doy mi más cálida bienvenida a nuestra aún pequeña comunidad en español de Hercules.
     
    ¡Nos leemos!
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