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nanakiwurtz

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  1. Upvote
    nanakiwurtz got a reaction from Phriya in Cant connect to mysql.   
    Well, I never saw that kind of error before.<br />Are you using your home PC to host it?
  2. Upvote
    nanakiwurtz got a reaction from Phriya in Cant connect to mysql.   
    What OS are you using? It could be a firewall issue or your MySQL server configuration is bound to loopback IP, that is 127.0.0.1 / "localhost"
  3. Upvote
    nanakiwurtz got a reaction from Phriya in Cant connect to mysql.   
    Can you try to access it by installing phpMyAdmin and log in into it?
  4. Upvote
    nanakiwurtz reacted to Uzieal in [Support] The Castle City of Invek   
    Hello Hercules, 
     
    So here it is The Updated & Released Castle City of Invek, or just Invek for short. Sorry for any delay in the release of the map but I hope it has been worth the wait. I have struggled with all of the bugs and issues when using BrowEdit, and I believe it has finally paid off! Here is my first public map release and I hope you all enjoy it ! I plan to Release many more maps, and even take requests from time to time. I would GREATLY appreciate any opinions, or general enthusiasm's, after all I could just keep my maps to myself but they are intended to benefit the Hercules Community ! If you download my free map release please offer me your input ! 
     

    -Updated Screen Caps- July 14, 2013 

    I have included the invek.extra file incase you wish to make a change to the map. You may use this map as you wish, however please do not redistribute as your own work or offer my work at any other location. I do not require being credited for this map. This is intended to be used with sky background, if you have trouble changing the background, installing the map, or making a fix then drop me a PM and I will gladly help support you.
     
    DOWNLOAD: 
     
  5. Upvote
    nanakiwurtz reacted to unknown in Real Info about Training Edition   
    if you dont believe that is the info in official ragnarok online its up to you not me, im just sharing what i search and what i try to translate. try to see the original link and translate it using google translate. Next time i will not share anything
  6. Upvote
    nanakiwurtz got a reaction from quesoph in 2013 Ragexe Support [Main Topic]   
    @quesoph: Item Compare
  7. Upvote
    nanakiwurtz reacted to malufett in Scroll transform   
    commit https://github.com/HerculesWS/Hercules/commit/6fd440ea35cf2a084ffa434ee3c8f651b3259c60

    for the moment no attribute bonus cause I don't have the translated description of the item I check iro files I didn't find any..
     

  8. Upvote
    nanakiwurtz got a reaction from Alexandria in Texture Translation Project   
    This thread got it's first follower
  9. Upvote
    nanakiwurtz got a reaction from Portalcake in Max level problem   
    Have you recompile your server?
  10. Upvote
    nanakiwurtz got a reaction from Rebel in Need more examples   
    There's not much discussion about this Plugin system, and it means not many people understands how it work and even made a plugin itself.
    I can see that this feature is very useful and versatile, but there's lack of information about this feature.
    And also, there're not much people who understand to write in C, so I guess we need help, by writing more examples maybe?
  11. Upvote
    nanakiwurtz reacted to Shikazu in [Script CMD]autonext   
    So here is the plugin which has been requested here.
     
    Thank you for requesting it, i was just thinking about stuff i can implement
     
    The problem with this is, that the "next" buttons are still in the bottom of the window of that npc and they are not going to disappear, because the next is made by the server and not by the user. Just like XKore from openkore ^^
     
    Anyways, here is the script for anyone who wants to use it.
     
    #include <stdio.h>#include <string.h>#include "../common/HPMi.h"#include "../map/script.h"#include "../map/pc.h"HPExport struct hplugin_info pinfo = { "autonext", // Plugin name SERVER_TYPE_MAP,// Which server types this plugin works with? "1.0", // Plugin version HPM_VERSION, // HPM Version (don't change, macro is automatically updated)};BUILDIN(autonext) { TBL_PC* sd; int timeout; sd = script->rid2sd(st); if( sd == NULL ) return true;#ifdef SECURE_NPCTIMEOUT sd->npc_idle_type = NPCT_WAIT;#endif timeout=script_getnum(st,2); if(st->sleep.tick == 0) { st->state = RERUNLINE; st->sleep.tick = timeout; } else {// sleep time is over st->state = RUN; st->sleep.tick = 0; } clif->scriptnext(sd, st->oid); return true;}/* Server Startup */HPExport void plugin_init (void) { clif = GET_SYMBOL("clif"); script = GET_SYMBOL("script"); if( HPMi->addScript != NULL ) { HPMi->addScript("autonext","i",BUILDIN_A(autonext)); }}  
    The Script command is used like this:
     
    autonext 1000; This means, the script is waiting for 1000 milliseconds and then it's using next!
    If the user is pressing "next" on it's own, it is just ignored! Don't forget that!
     
    If you encounter any bugs, just ping me!
     
    ~Shikazu
  12. Upvote
    nanakiwurtz reacted to Shikazu in Auto 'Next'   
    Looking into that
     
    Will be making a new thread if i can do it
     
     
    EDIT://
    I figured something out! I just checking everything and will create a thread in about an hour.
     
    EDIT2://
     
    Here is the link to the Plugin Thread! http://herc.ws/board/topic/976-script-cmdautonext/
  13. Upvote
    nanakiwurtz got a reaction from jaBote in Need more examples   
    There's not much discussion about this Plugin system, and it means not many people understands how it work and even made a plugin itself.
    I can see that this feature is very useful and versatile, but there's lack of information about this feature.
    And also, there're not much people who understand to write in C, so I guess we need help, by writing more examples maybe?
  14. Upvote
    nanakiwurtz got a reaction from Judas in Need more examples   
    There's not much discussion about this Plugin system, and it means not many people understands how it work and even made a plugin itself.
    I can see that this feature is very useful and versatile, but there's lack of information about this feature.
    And also, there're not much people who understand to write in C, so I guess we need help, by writing more examples maybe?
  15. Upvote
    nanakiwurtz reacted to Ind in HPM script command - Cant get it to work q.q   
    https://github.com/HerculesWS/Hercules/commit/86e9900db60e06738880a57820125ca169c37520there we go, thank you
  16. Upvote
    nanakiwurtz 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
  17. Upvote
    nanakiwurtz reacted to Shikazu in @securiry   
    So if i get that right, you want a new atcommand called @security to block transfer of equipment if the account is hacked?
     
    I think u don't need that at all..
     
    1. A user has to be cautious about his account may be hacked to type in that command
    2. You could easily use the pincode system from renewal, it works the same way, because if you have user + pw, you need an additional pin.. This atcommand wouldn't be so much different than that.
     
    Hope i got that right, if not, explain it to me and i check if i can get something like that to work. But it's a huge edit, because it was never intended!
  18. Upvote
    nanakiwurtz reacted to jaBote in Help about Github   
    Hi nanakiwurtz!
     
    I have bad news regarding your questions, sorry!
     
    As far as I know, getting Hercules as a ZIP file just downloads the last snapshot of the project (with UNIX line endings) without any capabilities of using it with Git. As I said, that's just the snapshot. Sadly, I don't know any other means of cloning a project other dan issuing a Git clone.Git clone clones the repository and its whole history so you have it all on your computer; that's why it's so slow. No, it doesn't, and there's an easy reason for this: forks are either meant to work on them and make pull requests, or independently working on them for your purposes. If an update was automatically applied when you're working on your fork, strange things would happen, isn't it? For updating your fork, you can refer to this post, second FAQ question provided you use TortoiseGit. If you mean moving the local repo folder as changing its location on your PC, no problem as far as I know. I've moved them myself on my PC without any problem. I don't know any other means of doing this.

    Hope I helped, despite the bad news!
  19. Upvote
    nanakiwurtz reacted to Relzz in Help about Github   
    Have you tried with the TortoiseGit and the official GitHub tool?
     
    2.- the repostory isn't auto-updated.. You will have to do merges sometimes manually if you have custom things.. So is almost the same as SVN
     
    3.- If you used TortoiseGit you can.. (It's like tortoise svn but you also need msvsgit.. Or something like that.. Up there in the top bar of buttons click on Others and you will see the post of Getting Hercules..)
    else no
     
    4.- Yes.. I think.. Well, I never did something like that xD
  20. Upvote
    nanakiwurtz reacted to Alexandria in Basic Complete Renewal Data English Folder   
    This data folder is a fresh and clean data folder. It does not have items custom or other modifications (Only I added some kafra cutins).

    Based upon CalciumKid's folder, OnNplay's folder, Megasantos's folder, Michieru and dastgirpojee.
    [*]Basic kRO Fonts [*]Basic Translated Textures [*]Official Hairstyles (Only if your rdata.grf has been updated) [*]553 Clothes Dyes / 251 Hair Dyes Pack [*]Kafra anime style (you can remove them if you want textureÀ¯ÀúÀÎÅÍÆäÀ̽ºillust)

     
    Data Version 4.0
    ! NOTE: This version is for 2012 and 2013 clients.
     
    Download: [Dropbox] [Mega] [4shared] [Gamefront] [Rapidgator] [Uploaded] [Putlocker] [Turbobit]
    ChangeLog:
    Fixed: Palletes are working properly.
    Added: More sprites
    Added: More textures translated
    !Merge with Client Translation Project rev. #31
     
    MD5 Hash: 10cb8c6819acc00978417dbbedfa5638
     
    ==========================================================
     
    Data Version 3.0
    ! NOTE: This version is for 2012-04-10 or older.
     
    Download: [Dropbox] [Mega] [4shared] [Gamefront] [Rapidgator] [Uploaded] [Putlocker] [Turbobit]
    ChangeLog:
    Delete all those files for pre-renewal.
    Updated idnum2itemdisplaynametable.txt by Ziu
    Updated msgstringtable.txt by TrueNoir
    Added: Dewata Quest Translated Lua v1.1 by Dastgir Pojee
     
    MD5 Hash: e3806675a03529a154d644e565bd33aa
     
    ==========================================================
     
    Data Version 2.0
    ! NOTE: This is a PRE-RENEWAL version, only for 2010 or older.
     
    Download: [Dropbox] [Mega] [4share] [Gamefront] [Rapidgator] [Uploaded] [Putlocker] [Turbobit]
    ChangeLog:
    Added: More sprites (Latest)
    Added: Official Hairstyles
    Added: More NPC sprites

    MD5 Hash: 220ae49fc6dc50ef7b8df3c49e007939
     
    ==========================================================

    Data Version 1.0
     
    Download: [Dropbox] [Mega] [4share] [Gamefront] [Rapidgator] [Uploaded] [Putlocker] [Turbobit]
    ChangeLog:
    -Initial release-
     
    MD5 Hash: 72a16ec1e3854727cf853d13d6cdbf6f
     
    ==========================================================
     
    Let me know if you have any problems
  21. Upvote
    nanakiwurtz reacted to Lilith in Group Search System   
    2013-07-16 Ragexe: after adding 0x0365 packet i'm no longer getting disconnect.
    mkbu95, thanks.
  22. Upvote
    nanakiwurtz reacted to Beret in Group Search System   
    I was seeing this group system and noticed that hercules does not have this system, it works as follows:
    Use the "/recruit" command to bring up the party booking creation window. Choose desired classes, level, leveling area and roles. A maximum of 6 different classes can be selected at once.

     
     
         
    After hitting OK, a new "Searching" window will appear. To modify your listing, hit the modify button.All players of the chosen class receive a message in game that was requested a group request. Once you are finished putting together your party, hit the cancel button to close the listing.

     

    Finding a Party
    Click on the "Booking" button underneath the character infobox or use the "/booking" command.

     
     
       
     
     
    Input desired parameters and hit "Search". A list of available parties will appear, and you can contact the person who created the listing.

     
       
  23. Upvote
    nanakiwurtz reacted to Shakto in 2013 Ragexe and Diff (Up to date 2013-08-07)   
    2013 Ragexe
     
     
    ( Thanks to Yommy for all the scripts and the great help
      Thanks to MStream for his help to the project and for adding patches
      Thanks to k3dt for unpacking all the exe )
     
    Things you have to do to make it works
    Open your clientinfo.xml
    Search <servertype></servertype>Set it to primarySearch <langtype></langtype>Set it to 0   
    src/common/mmo.h
    Search #define PACKETVER YYYYMMDDAnd match it with the date version you choosed for your clientex : #define PACKETVER 20130522Clean and re-build the solution of your emulator after it !!!  
    Those patchs has been removed : Restore Login Window - Disable rag1&sak1 - Skip Service Select bug for a lot of people, please don't use it if it's not for testing purpose and use that software :
    Loki Launcher (It's a ro launcher : you have to use it to log in the game)
    http://herc.ws/b...-loki-launcher/
    or
    R.O.L.e.X : http://herc.ws/b...opic/930-rolex/
     
    Ragexe (thx to k3dt) - The patchs support version of Ragexe >= 2013 03 20
    http://k3dt.eu/Ragexe/unpacked/
     
    Diff Patcher v2
    http://www.mediafire...fibc47gzvdshp8o
     
    Data folder
    If you have some problem with your lua files, please delete your old data/luafiles514 folder
    And put those files in your ragnarok folder : https://subversion.a...de-translation/
    Finally, change all lua extension to lub extension, place this script in your data/luafiles514 folder
    Windows :
    http://www.mediafire...jvtac0j8f6m604v
    Linux :
    http://www.mediafire...r72dz8mpk83dvsr
     
    If you still have trouble with lub files, you can use my own luafiles514 folder (delete your own luafiles514 folder before !!!)
    http://www.mediafire...uudw9u0siwnycwz
     
    Diff files :
    http://k3dt.eu/Ragexe/unpacked/Diffs/
     
    Packets :
    2013-03-20  -  Packets -  Encryption keys
    2013-05-15  -  Packets -  Encryption keys
    2013-05-22  -  Packets -  Encryption keys
    2013-05-29  -  Packets -  Encryption keys
    2013-06-05  -  Packets -  Encryption keys
    2013-06-12  -  Packets -  Encryption keys
    2013-06-18 -  Packets -  Encryption keys
    2013-06-26  -  Packets -  Encryption keys
    2013-07-03  -  Packets -  Encryption keys
    2013-07-10  -  Packets - Encryption keys
    2013-07-17  -  Packets -  Encryption keys
    2013-07-24  -  Packets -  Encryption keys
    2013-07-31  -  Packets - Encryption keys
    2013-08-07  -  Packets -  Encryption keys

    Any error ? Look this Support Topic first
     
    Working :@ Chat FixAllow Chat Flood (X lines)Allow Space In Guild NameArial on All LangtypesChange Gravity Error HandlerChat Color GMChat Color GuildChat Color MainChat Color Party OtherChat Color Party YouChat Color Player OtherChat Color Player YouCustom Window TitleDisable 4 letter charname limitDisable 4 letter username limitDisable 4 letter password limitDisable Nagle AlgorithmDisable Ragexe Filename CheckDisable rag1&sak1Disable Hallucination Wavy ScreenDisable HShieldDisable Packet EncryptionDisable Quake Skill EffectDisable Swear FilterEnable AsciiEnable Custom 3D BonesEnable Multiple GrfEnable Official Custom FontsEnable Title Bar MenuEnable 64k HairstyleEnable DNS SupportEnforce Official Login BackgroundExtended Chat BoxExtended Chat Room BoxExtended Npc BoxExtended PM BoxFix Camera Angles (Full, Less, Recommended)HKLM to HKCUIncrease Headgear View ID to 5000Increase Zoom Out (50% - 75% - Max)Increase Screenshot QualityIgnore Missing File ErrorIgnore Missing Palette ErrorKorea Service XML FixOnly First Login BackgroundOnly Second Login BackgroundPackets Keys ChangeRead Data Folder FirstRead lua before lub (ItemInfo.lub)Read msgstringtable.txtRead questid2display.txtRemove GM SpritesRemove Gravity AddsRemove Gravity LogoRemove Hourly AnnonceRemove Serial DisplayRestore Login WindowShared Body PalettesShared Head PalettesSkip Licence ScreenSkip Ressurection ButtonTranslate Client in EnglishUse Custom Aura SpritesUse Normal Guild BracketsUse Plain Text DescriptionsUse Ragnarok IconUse SSO login packet for all LangtypeMissing (todo) :Disable Multplie Windows 
  24. Upvote
    nanakiwurtz reacted to Ind in BG Queue: Draw Scenario Info   
    As you may have heard I've been working on this http://herc.ws/board/topic/262-implement-new-battleground-queue-system/ and I expect to roll it out today, within a couple hours, Yommy has provided me with a hell lot of data and code on it (Thanks again <3), I'm just missing one piece of information, how are draws supposed to take place? there is a time limit on matches? (and then when it ends if score is equal, calls it a draw?)
    Thank you
  25. Upvote
    nanakiwurtz reacted to Mystery in Midgard-Community   
    Our database has gotten a nice clean and sleek uplifted design. What do you guys think about it? Something a lot different than what it was before (if you remember what it looked like before)! Also, with this new design I've been working on (with the help of Strudel <3) I've also created a Character Skill Simulator and also a simple Potion Creation Calculator!
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