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Mystery

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  1. Upvote
    Mystery got a reaction from kyeme in Hercules: Changes, Adjustments, and Explanations!   
    Hello Hercules Community!   As you may have noticed, the staff has been working hard around Hercules whether it's through forum moderation, commit-a-ganzas, and even keeping the community updated as much as possible through staff's blogs. With that in mind, we would like to bring this topic to the community's attention to give the community a more 'insight' into behind the scenes of what staff has been discussing about.     Calling Developers! Do you have experience and knowledge when it comes to scripting or maybe within the source? Would you like to take part on helping Hercules? Then you've come to the right topic! Hercules is looking for well rounded knowledgeable script and core developers. You are required to have knowledge when it comes to scripting (i.e. script commands, its functions, etc.) and source structure (i.e. understanding the emulator's source structure, code, algorithm, etc.).   As a Script Developer, you'll be responsible for developing functioning scripts for the emulator as well as maintaining the Script Release & Support section of the boards. As for Core Developers, your sole purpose is to help develop functional source code and structure; with a side of browsing through the Source & Plugin Release & Support sections.   If you wish to take apart of Hercules' staff, please drop a Staff Application which then the rest of the staff get to critique. In the 'Message Subject' field, please indicate the position you wish to apply for: Script Developer or Core Developer.    Important: Please make sure you provide work you've done or created! You can simply do this by providing us link(s) to your work / creation. Keep in mind that this work can be valid through 'Pull Requests' you've put towards Hercules (They have to be actual scripting work/source code work; no simple database updates or small command changes, etc.).   If you have no work at all to show us, we will require you to do something by means of fixing a given number of bugs (or if it's a substantial one) through the bug tracker. By doing so we're able to validate your knowledge in the position in which you're applying for.     Development under the Panel Are you knowledgeable when it comes to knowing the inside and outs of a Flux Control Panel and know how to function with PHP, Javascript, CSS, etc.? Well, if you're saying yes to this, then we would like you to be a part of our team! Recently, Hercules released a Flux Control Panel catered only for Hercules' emulator with the help of Gepard! You can view the release information here.   This position will be titled 'Flux CP Developer' and you'll have a couple of responsibilities. With this position, you'll be in charge of maintaining our FluxCP branch by adding new code, features, and adjusting the database to match Hercules'. If you feel you can fit this description, please don't hesitate to drop us a Staff Application which then the rest of the staff get to critique. In the 'Message Subject' field, please indicate 'Flux CP Developer' as your position.   Important: Please make sure you provide work you've done or created! You can simply do this by providing us link(s) to your work / creation. Keep in mind that this work can be valid through 'Pull Requests' you've put towards Hercules' Flux CP Branch (The work can't be simple; has to be sufficient enough for us to judge your knowledge).   You can find our Hercules' FluxCP Repo here.     Septober Digest We realize that we did not release a digest for the Month of September. The reason behind this was that in September, we did not have enough 'worthwhile' activity. However, this doesn't mean we shouldn't have done statistics… though if we did, it wouldn't be much. This is why when November hits, we'll be releasing a 'Septober' Digest which will encompass all of September's activity and October's. Stay tuned~     Forum Descriptions Some of you may have noticed that our sub-forums have gotten new little 'descriptions' underneath them; with the help of Uzieal~   We've discussed that it was probably beneficial to have forum descriptions describing what the sub-forum is supposed to be about. Hopefully with the new descriptions, they will help give a better understanding to our members regarding a proper designation towards topics they wish to create - hopefully reducing the amount of topics that need to be moved around~ =P     Introducing 'Former' Staff Positions Behind the scenes of discussion, which hasn't been open to the public, the staff has discussed issues regarding staff activity. What we mean by this is that, normally when it came to eAthena and rAthena, we would simply move staff who have been inactive for quite some time into the CC (Community Contributor) group. However, doing this meant that the staff has lost their position and is no longer known for their previous role. In Hercules, we decided to setup a Staff Activity system (thanks for the concept Uzieal~) where that staff who are no longer active, will have a opacity image of their former role; their name will also change from <Role> to Former <Role> indicating that this certain member is no longer active with us, but we kept their identity.   For example: [Active Staff Member]   [Inactive Staff Member]   As well, they'll be changed from 'Forum Managers' to 'Former Forum Manager'.      We feel that this new system will help members of the community know who former staff members were, and their role.
  2. Upvote
    Mystery got a reaction from hsombini in Ragnarok Renders   
    Ragnarok Renders 
    What is a render?
    A render is basically an image where an object in the image has a transparent background. Think of transparency as something invisible. In this case the object(s) are monsters, characters, items, etc.


    How do I make a render?
    Well there are several ways, my easy solution is just to use the magic eraser tool in Photoshop CS5. You use that and click the background, the more solid the outline of the object the easier it is to render. Some objects you may have to trace the lines so that way the eraser doesn't erase a part of the image its not supposed to. This takes much trial and error, and don't worry, as long as you don't mess up on the tracing, you can't tell its been traced.


    What does the packages contain?
    NPC cutins, official wallpapers, and fankit images. There are also login screens that have been put together, as well as loading screens. It will also have all the original images for people who want to help out or just to see what the render came from; however, wallpapers are not included because it makes the package too large.


    What format are the images in?
    The images are saved in .PNG format.
     
    Disclaimer: Not every file is in .png format (Renders Package).

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Downloads
    Renders Package (Renders [10-2-2010])
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/Renders [10-2-2010]
    Updated: Added blank card templates, as well as blank flags.

    Card Images
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/Card Images
    Comment: I don't know if this will be useful to anyone, but I figured why not. From the data.grf.

    NPC Cutins
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/NPC Cutins
    Info: The NPC images without a transparent background. Also from the data.grf.

    jRO NPC Cutins (2012)
    http://mysterious-project.googlecode.com/svn/trunk/Renders/jRO Cutins.rar
    Info: Thanks to Bahamut for supplying them. I made them into Renders.
     
    Rebellion (Friday October 18th 2013)
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/Rebellion
    Info: Trying to find some Rebellion images… in this folder there will be a mix of .jpgs and .pngs
     
    Kagerou & Oboro (Friday October 18th 2013)
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/Oboro&Kagerou
    Info: Trying to find some Oboro & Kagerou images


    February 1st 2014 Update~ 
     
    Did some drastic changes with my Graphic folder that houses render images:
    - Reorganized my folders
    - Renamed a bunch of files
    - Fixed Oboro and Kagerou to proper .png formats (Renders)
    - Added a new folder ‘February2014_Renders’ with additional renders I am currently working on
    - Updated Kagerou and Oboro Renders
     
    Commit link
     
    Sadly, the changes I've done were long for GitHub and won't display the diff.
  3. Upvote
    Mystery got a reaction from Ind in Hercules: Changes, Adjustments, and Explanations!   
    Hello Hercules Community!   As you may have noticed, the staff has been working hard around Hercules whether it's through forum moderation, commit-a-ganzas, and even keeping the community updated as much as possible through staff's blogs. With that in mind, we would like to bring this topic to the community's attention to give the community a more 'insight' into behind the scenes of what staff has been discussing about.     Calling Developers! Do you have experience and knowledge when it comes to scripting or maybe within the source? Would you like to take part on helping Hercules? Then you've come to the right topic! Hercules is looking for well rounded knowledgeable script and core developers. You are required to have knowledge when it comes to scripting (i.e. script commands, its functions, etc.) and source structure (i.e. understanding the emulator's source structure, code, algorithm, etc.).   As a Script Developer, you'll be responsible for developing functioning scripts for the emulator as well as maintaining the Script Release & Support section of the boards. As for Core Developers, your sole purpose is to help develop functional source code and structure; with a side of browsing through the Source & Plugin Release & Support sections.   If you wish to take apart of Hercules' staff, please drop a Staff Application which then the rest of the staff get to critique. In the 'Message Subject' field, please indicate the position you wish to apply for: Script Developer or Core Developer.    Important: Please make sure you provide work you've done or created! You can simply do this by providing us link(s) to your work / creation. Keep in mind that this work can be valid through 'Pull Requests' you've put towards Hercules (They have to be actual scripting work/source code work; no simple database updates or small command changes, etc.).   If you have no work at all to show us, we will require you to do something by means of fixing a given number of bugs (or if it's a substantial one) through the bug tracker. By doing so we're able to validate your knowledge in the position in which you're applying for.     Development under the Panel Are you knowledgeable when it comes to knowing the inside and outs of a Flux Control Panel and know how to function with PHP, Javascript, CSS, etc.? Well, if you're saying yes to this, then we would like you to be a part of our team! Recently, Hercules released a Flux Control Panel catered only for Hercules' emulator with the help of Gepard! You can view the release information here.   This position will be titled 'Flux CP Developer' and you'll have a couple of responsibilities. With this position, you'll be in charge of maintaining our FluxCP branch by adding new code, features, and adjusting the database to match Hercules'. If you feel you can fit this description, please don't hesitate to drop us a Staff Application which then the rest of the staff get to critique. In the 'Message Subject' field, please indicate 'Flux CP Developer' as your position.   Important: Please make sure you provide work you've done or created! You can simply do this by providing us link(s) to your work / creation. Keep in mind that this work can be valid through 'Pull Requests' you've put towards Hercules' Flux CP Branch (The work can't be simple; has to be sufficient enough for us to judge your knowledge).   You can find our Hercules' FluxCP Repo here.     Septober Digest We realize that we did not release a digest for the Month of September. The reason behind this was that in September, we did not have enough 'worthwhile' activity. However, this doesn't mean we shouldn't have done statistics… though if we did, it wouldn't be much. This is why when November hits, we'll be releasing a 'Septober' Digest which will encompass all of September's activity and October's. Stay tuned~     Forum Descriptions Some of you may have noticed that our sub-forums have gotten new little 'descriptions' underneath them; with the help of Uzieal~   We've discussed that it was probably beneficial to have forum descriptions describing what the sub-forum is supposed to be about. Hopefully with the new descriptions, they will help give a better understanding to our members regarding a proper designation towards topics they wish to create - hopefully reducing the amount of topics that need to be moved around~ =P     Introducing 'Former' Staff Positions Behind the scenes of discussion, which hasn't been open to the public, the staff has discussed issues regarding staff activity. What we mean by this is that, normally when it came to eAthena and rAthena, we would simply move staff who have been inactive for quite some time into the CC (Community Contributor) group. However, doing this meant that the staff has lost their position and is no longer known for their previous role. In Hercules, we decided to setup a Staff Activity system (thanks for the concept Uzieal~) where that staff who are no longer active, will have a opacity image of their former role; their name will also change from <Role> to Former <Role> indicating that this certain member is no longer active with us, but we kept their identity.   For example: [Active Staff Member]   [Inactive Staff Member]   As well, they'll be changed from 'Forum Managers' to 'Former Forum Manager'.      We feel that this new system will help members of the community know who former staff members were, and their role.
  4. Upvote
    Mystery got a reaction from quesoph in Ragnarok Renders   
    Ragnarok Renders 
    What is a render?
    A render is basically an image where an object in the image has a transparent background. Think of transparency as something invisible. In this case the object(s) are monsters, characters, items, etc.


    How do I make a render?
    Well there are several ways, my easy solution is just to use the magic eraser tool in Photoshop CS5. You use that and click the background, the more solid the outline of the object the easier it is to render. Some objects you may have to trace the lines so that way the eraser doesn't erase a part of the image its not supposed to. This takes much trial and error, and don't worry, as long as you don't mess up on the tracing, you can't tell its been traced.


    What does the packages contain?
    NPC cutins, official wallpapers, and fankit images. There are also login screens that have been put together, as well as loading screens. It will also have all the original images for people who want to help out or just to see what the render came from; however, wallpapers are not included because it makes the package too large.


    What format are the images in?
    The images are saved in .PNG format.
     
    Disclaimer: Not every file is in .png format (Renders Package).

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Downloads
    Renders Package (Renders [10-2-2010])
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/Renders [10-2-2010]
    Updated: Added blank card templates, as well as blank flags.

    Card Images
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/Card Images
    Comment: I don't know if this will be useful to anyone, but I figured why not. From the data.grf.

    NPC Cutins
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/NPC Cutins
    Info: The NPC images without a transparent background. Also from the data.grf.

    jRO NPC Cutins (2012)
    http://mysterious-project.googlecode.com/svn/trunk/Renders/jRO Cutins.rar
    Info: Thanks to Bahamut for supplying them. I made them into Renders.
     
    Rebellion (Friday October 18th 2013)
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/Rebellion
    Info: Trying to find some Rebellion images… in this folder there will be a mix of .jpgs and .pngs
     
    Kagerou & Oboro (Friday October 18th 2013)
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/Oboro&Kagerou
    Info: Trying to find some Oboro & Kagerou images


    February 1st 2014 Update~ 
     
    Did some drastic changes with my Graphic folder that houses render images:
    - Reorganized my folders
    - Renamed a bunch of files
    - Fixed Oboro and Kagerou to proper .png formats (Renders)
    - Added a new folder ‘February2014_Renders’ with additional renders I am currently working on
    - Updated Kagerou and Oboro Renders
     
    Commit link
     
    Sadly, the changes I've done were long for GitHub and won't display the diff.
  5. Upvote
    Mystery got a reaction from karazu in Ragnarok Renders   
    Ragnarok Renders 
    What is a render?
    A render is basically an image where an object in the image has a transparent background. Think of transparency as something invisible. In this case the object(s) are monsters, characters, items, etc.


    How do I make a render?
    Well there are several ways, my easy solution is just to use the magic eraser tool in Photoshop CS5. You use that and click the background, the more solid the outline of the object the easier it is to render. Some objects you may have to trace the lines so that way the eraser doesn't erase a part of the image its not supposed to. This takes much trial and error, and don't worry, as long as you don't mess up on the tracing, you can't tell its been traced.


    What does the packages contain?
    NPC cutins, official wallpapers, and fankit images. There are also login screens that have been put together, as well as loading screens. It will also have all the original images for people who want to help out or just to see what the render came from; however, wallpapers are not included because it makes the package too large.


    What format are the images in?
    The images are saved in .PNG format.
     
    Disclaimer: Not every file is in .png format (Renders Package).

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Downloads
    Renders Package (Renders [10-2-2010])
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/Renders [10-2-2010]
    Updated: Added blank card templates, as well as blank flags.

    Card Images
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/Card Images
    Comment: I don't know if this will be useful to anyone, but I figured why not. From the data.grf.

    NPC Cutins
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/NPC Cutins
    Info: The NPC images without a transparent background. Also from the data.grf.

    jRO NPC Cutins (2012)
    http://mysterious-project.googlecode.com/svn/trunk/Renders/jRO Cutins.rar
    Info: Thanks to Bahamut for supplying them. I made them into Renders.
     
    Rebellion (Friday October 18th 2013)
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/Rebellion
    Info: Trying to find some Rebellion images… in this folder there will be a mix of .jpgs and .pngs
     
    Kagerou & Oboro (Friday October 18th 2013)
    https://github.com/Mysteries/Mysterious-Project/tree/master/Graphics/Oboro&Kagerou
    Info: Trying to find some Oboro & Kagerou images


    February 1st 2014 Update~ 
     
    Did some drastic changes with my Graphic folder that houses render images:
    - Reorganized my folders
    - Renamed a bunch of files
    - Fixed Oboro and Kagerou to proper .png formats (Renders)
    - Added a new folder ‘February2014_Renders’ with additional renders I am currently working on
    - Updated Kagerou and Oboro Renders
     
    Commit link
     
    Sadly, the changes I've done were long for GitHub and won't display the diff.
  6. Upvote
    Mystery reacted to Ind in HPM Hooking Now Available!   
    This is now online, the application can now maintain the cache on its own, whenever commits that affect the HPM are made the application will follow up in a few seconds with the appropriate updates, in commits such as this https://github.com/HerculesWS/Hercules/commit/d93252a35eac6da8e06a1db016ea40d9d7fede00Made Possible Thanks to Haruna <3!
  7. Upvote
    Mystery got a reaction from quesoph in Add another class type for Rebellion, SuperNovice Ex. & Kagerou/Oboro   
    I think it'd be a little bit more better if there was a set parameter for Ninja/Gunslinger/SuperNovice classes.
  8. Upvote
    Mystery reacted to Ind in @storeitem   
    File Name: @storeitem
    File Submitter: Ind
    File Submitted: 10 Oct 2013
    File Category: Plugins
     
    HPM Plugin. Implements the @storeitem command
    @storeitem <item name or ID> <quantity> <refine> <char name> Designed by Beowulf/Nightroad
     
    How to Install
    Check the wiki page on 'Building a Plugin' http://herc.ws/wiki/HPM#Building_a_plugin
     
    Contribute / Customize
    Its available at our Staff Plugins Repo, pull requests are more than welcome.
     
    Click here to download this file
  9. Upvote
    Mystery reacted to Ind in HPM Hooking Now Available!   
    Hercules Plugin Manager: Hooking
     
    Hello~! What?!
    In March 1st we started the Hercules Renewal Phase One, in order to prepare Hercules for this update, and now 7 months later it's fully complete, we've gone all over the map-server's code, taken hundreds of notes, modified thousands of lines, and have greatly improved our knowledge, making it very much worth the effort. HPM Hooking
    Zero Processing OverheadNormally programs that avail hooking end up paying a price for it, processing-time-wise, HPM Design frees Hercules from that toll -- absolutely no processing overhead to functions not being hooked to. Smart, Flexible Design Hooks receive all function params as pointers, whereas the original is int pc_dropitem(struct map_session_data *sd,int n,int amount)the one for the hook shall be (struct map_session_data *sd,int *n,int *amount)which allows for hooks to modify any and all data as it pleases.
    postHooks receive one additional param, which accounts for the result of the original function, int <name>(int retVal, struct map_session_data *sd,int *n,int *amount)In this case it'd allow for the postHook to react properly to what the original returned, in this case (for pc_dropitem) 0 (failure) or 1 (success) Hooking is a simple operation, it is possible to hook an infinite number of times to the over 2k hookable functions (all the interfaced ones, accounting for over 99% of map server) HPExport void plugin_init (void) {     addHookPre("pc->dropitem",my_pc_dropitem_preHook);  /* int my_pc_dropitem_preHook(struct map_session_data *sd,int *n,int *amount) */     addHookPost("pc->dropitem",my_pc_dropitem_postHook);/* int my_pc_dropitem_postHook(int retVal, struct map_session_data *sd,int *n,int *amount) */ } DocumentationThe sample plugin has already been updated to demonstrate hooking, the documentation present in the wiki will be updated shortly. Hercules-Hooks Updates This covers how we'll maintain the hookable points up to date with the game server's code The cache that boosts the hooks -- Made Possible Thanks to Haruna! -- is maintained by an application, for a couple days it will remain like that so we can keep an eye on it and debug as we go, once we're confident with it we'll enable its standalone mode, which will make the process automatic (without the need for developers to proofread and approve) and able to follow up on any new commits within seconds of it landing on the repository. Also in
    Haruna has redesigned the Makefile for plugins, so those of you not using windows will need to re-enter your plugins in it (its much easier now, Haruna provided a very straight-forward documentation in the file) Pre-existing plugins will need to be recompiled, given the chances in the Hercules Plugin Manager, attempting to load any not-recompiled plugin will lead to it not being loaded (and a warning in console will be displayed) Design by
    Haruna, Xgear, Gepard and Ind Special Thanks to
    Hercules Team, Contributors, for all have contributed to us getting here, Thank you all very much! Takkun for the MSVC-2012 project files Haruna for the MSVC-2010 project files Link~u!
    Commit And - On the Horizon
    Script Engine UpdatesThose of you who lurk our page on github probably have already noticed some stuff from it, we'll soon be resuming, for those of you not familiar with it: Many syntax additions and improvements (Thanks to Haruna!) Limitless array support, improvements to array storage and processing Support for Char and Account variable arrays (and no more limit on amount of char/acc vars), improvements to processing and storage of char/acc variables. Catching UpWe hear you, we're lagging on staying up to date with the releases of other projects, we'll be prioritising towards catching up with them. Hercules Stress Test ServerI'll be delaying the release of our Stress Test Server, while it is now viable thanks to hooking, I'd like to prioritise catching up with other releases
  10. Upvote
    Mystery got a reaction from Uzieal in Hercules vs rAthena   
    This *could cause potential drama between rAthena and Hercules members, thus I should close it just incase it *may get out of hand. jaBote's post has clearly stated what the topic owner wanted.
     
    This topic is not meant to be a hatred topic towards rAthena nor a blinded love for Hercules. This topic is just merely stating the Pros and Cons between both Hercules and rAthena. Based on such Pros and Cons, members of both communities should make their decision whether they'll use Hercules or rAthena as a preference for their server.
  11. Upvote
    Mystery got a reaction from jaBote in Hercules vs rAthena   
    This *could cause potential drama between rAthena and Hercules members, thus I should close it just incase it *may get out of hand. jaBote's post has clearly stated what the topic owner wanted.
     
    This topic is not meant to be a hatred topic towards rAthena nor a blinded love for Hercules. This topic is just merely stating the Pros and Cons between both Hercules and rAthena. Based on such Pros and Cons, members of both communities should make their decision whether they'll use Hercules or rAthena as a preference for their server.
  12. Upvote
    Mystery got a reaction from caterpillar in Hercules vs rAthena   
    This *could cause potential drama between rAthena and Hercules members, thus I should close it just incase it *may get out of hand. jaBote's post has clearly stated what the topic owner wanted.
     
    This topic is not meant to be a hatred topic towards rAthena nor a blinded love for Hercules. This topic is just merely stating the Pros and Cons between both Hercules and rAthena. Based on such Pros and Cons, members of both communities should make their decision whether they'll use Hercules or rAthena as a preference for their server.
  13. Upvote
    Mystery reacted to jaBote in Hercules vs rAthena   
    It depends on what you want. Keep in mind that if you ask this here and in rAthena, you'll get here replies that say "Hercules is better" and in rAthena forums you'll be told that "rAthena is better". Correct reply is "Hercules is better in some ways, rAthena is better in some other ways".
     
    We don't get any commission or whatever based on users, (unlike rAthena we don't even place adverts on our pages), but it's an administrator preference.
     
    Here in Hercules we have the fastest and most optimized Ragnarok Online emulator to the moment and there's no possible argument to this: you can run the map server on 70 MB RAM, while rAthena consumes around 200 MB on an idle state. Anyways, this varies on the amount of maps and NPCs you load on your server, and in the amount of users you have. It's also a fact that Hercules consumes much less processing time than rAthena, but I'm not aware of how much. This also means Hercules boots faster than rAthena and has some caching system for even faster boot at the cost of some disk space. Note that these measures also vary depending on the OS you're using
     
    Hercules has some features that rAthena doesn't, and vice versa. For example we have an anti WPE security system (depends on client version) and some unique features (some of them were also merged in rAthena). The same happens on rAthena side, but I'm not well informed on that.
     
    Emulator stability is comparable, but since in Hercules we introduce and make more features it's quite obvious we are a bit riskier on that and may crash a bit more. Anyways, our bug fixing is way faster than rAthena. We're also comparable in emulator support, too, but I believe we've more answered topics in relation to our total amount that rAthena.
     
    The biggest flaw I can see out there is on the scripting and db development side, since rAthena is more active than us on that side (in fact, we seriously lack on them). Anyways, you can generally import all of them here with very little to no effort, most cases it's just a copy and paste issue and they'll work. We're also lifting some IMPORTANT scripting limitations at the moment and have no information of rAthena doing that at the moment.
     
    We've also support for the last 3rd job skills while rAthena doesn't (with good formulas but still not perfect), but neither of us have Rebellion yet.
     
    And we've also have a plugin system that allow you to make new features without the need of creating conflicts in the source code when updating. Anyways I still don't know why third party devs like eAmod still don't want to support us because it's pretty damn easy to do that with the plugin system which was specifically designed for them. I prefer to think they're lazy bums and only want to sell, because in eAmod case they tell you they support Hercules but then when you buy it they tell you it's still in merging process (it's been like 3 months merging, seriously?). Anyways, it's not that I personally like that much people getting rich at the cost of our free emulator.
     
    In short, if you want my opinion:
     
    Performance: Hercules
    Stability: If you mind it over all other things, use rAthena because it's slightly more stable but not much. Else it doesn't quite matter.
    Support: Hercules for bug fixing, doesn't matter for forum support.
    Development of new features: Hercules
    Development of scripts: rAthena (but you can just copy them over here most of the cases).
    Third party support: Still rAthena.
  14. Upvote
    Mystery reacted to Uzieal in Uzieal's Art Corner   
    Welcome!
    So I am a graphic designer in my spare time & I love making signatures, avatars, banners, webpages, icons, logos, sprites & more! One thing that makes me cringe is a bad or empty avatar or simply terrible signature. I think if you are going to be a part of a community you should have a half decent representation of yourself that people can recognize. So here is my Art Corner, I will be offering Avatars and Signatures to the community for free, first come first serve and I will only be taking so many requests at a time. 
     
    So here is what I need from you before I can begin a request.
    ( Before Requesting please note, you must have at least 20 posts. )                       Request List Round #1
     
    1.  An image or description of your In-game character sprite + headgear set.         Request # 1   - NeoMind 
    2.  Any Specific Color Scheme you would like example; Red, White & Blue.             Request # 2   - Valor 
    3.  Any images you like that could possibly be used for the request.                       Request # 3   - Mysterious
    4.  Text you would like to be included or a short quote etc.                                   Request # 4   - ossi0110
    5.  Which name you would like on the Signature / Avatar.                                     Request # 5   - xilence01
    6.  Some contact info of sorts so I can contact you if needed.                                Request # 6   - Dastgir Pojee
     
    Post this information here or in a PM and I will update the Request list as we go.
     
    Sample Avatars 
            
    Sample Banners

    Sample Signatures


        
      

       Ancient Work Spoiler
    All credit for renders, fonts, sprites, etc belong to the original artists or organizations etc. if an image you have created shows up here and was not requested by me to be used it was likely provided for me as a request, if you do not wish it to be used please contact me and royalties, proper accreditation or removal will be provided promptly, as an artist I try to respect the wishes of other artists to the best of my ability so thank you for your patience. 
  15. Upvote
    Mystery reacted to ossi0110 in Please Implement Accound Bound Items   
    That the BG System is still incomplete is  the fault of the Community ,  Ind askes so many times for Answers and  bug testers . I was the Only One who tested the shit out of the system  and reported the bugs. Atm only 2 Features are not Working .  
     
    the system is nearly finished,  You can easy Create a BG with the QUEUE system , just look at the Flavius test script . you just need to add arround 10+ Lines ina KVM script to make it work with the queue system.
     
     
     
    i think bugs got Prio #1  , we got much less bugs then other  RO emus , they get fixed pretty fast.
  16. Upvote
    Mystery got a reaction from Capuche in Skill Error Messages   
    Click the "Click here to Download this file" hyperlink to view the regular size screenshot.
  17. Upvote
    Mystery reacted to Neo-Mind in [Release] Custom Job & Custom Shield Patches   
    Well a few people know i have been working on these. So here goes.
     
    Did I hear right?
     
    1. Yes it is what you are thinking. The Custom Job patch allow you to modify the existing jobs and add new jobs      in a fashion similar to HeliumRO's Xray Clients (and some extra stuff u will see below) but using lua files.   2. Similarly Custom Shield Patch allows you to throw the existing 4 shield limit out the door and modify existing as well as     add more shield equipment types to your liking using lua files.   3. For now I have tested them out on a set of clients (for others the logic followed were the same     so I didn't bother with the rest). Ofcourse if any bug comes up I will work on fixing them.     4. Patches were made with existing patches in mind and therefore will not affect any and existing diffs present    in a client you use. Infact you are supposed to use these last only.   5. Custom Job Patch has also an override for Class names based on gender. For it to work Langtype Korean Jobname Fix    is expected to be enabled (for xDiff patches it is a part of Translate to English patch)  
      6. So is there a limit ? yes for now i have limited them as max shields to 10 and max job id to 4300.   So how does it work ?   1. Get the xdiff file for your client version (from the link below)   2. Get the lua files (also from the link below)   3. Modify/Add entries to the lua files (Format is specified below)   4. Load your client and xdiff file in xDiffPatcher   5. Let it Rip!... i mean Patch!!   6. And last but not least place the lua files in their proper locations.   Lua File Formats - Custom Job Patch Custom Job Patch makes use of 7 lua files (similar to the various txt files Xray client had).They need to be present in the luafiles514/lua files/admin path.   1) PCIdentity.lua:   This file is already present in the official GRF but we are going to use a modified version of that one.   All Job Sprites have a corresponding Job ID (including costumes and Job Mounts). This file defines all of them   and their relationships to each other.   This is done with the help of 3 tables =>   i) pcJobTbl (mandatory):  This is where the job id value is defined and mapped to a string for identification JT_KAGEROU = 4211, -- 4211 is the job id for kagerou class     ii) Halter_Map : This is where you specify which job id is the job mount of which class. Ofcourse if you dont  plan to add a mount sprite for a class you can ignore this one. [pcJobTbl.JT_KAGEROU] = pcJobTbl.JH_KAGEROU, -- maps kagerou job to his frog mounted sprite   iii) Shrink_Tbl : This is list of job IDs that need to be ... shrunk i.e. specify all Baby Jobs here. pcJobTbl.JT_SWORDSMAN_B, -- will include Baby Swordsman in the list    2) PCPaths.lua:    Lua equivalent of class_tab.txt . Defines the prefix string used for each class to get its sprite & act file path.    i.e. prefix in => /data/sprite/Àΰ£Á·/¸öÅë/<gender>/<prefix>_<gender>.spr (& act as well).    This is done with the help of two tables (only one of which needs to be filled for a class).        i)  PCStitchTbl :      If your job uses a completely new sprite with a new filename then you can assign it in this table. [pcJobTbl.JT_SWORDMAN] = "°Ë»ç" -- Prefix for Swordsman    ii) PCStitchInheritTbl :      If your job is sharing an existing sprite path already used by a job specified in PCStitchTBl then you can simply connect them in this table (target job id inherits from source job id). [pcJobTbl.JT_SWORDMAN_H] = pcJobTbl.JT_SWORDMAN, --JT_SWORDMAN_H is High Swordsman which uses --same sprite as Swordsman 
      All of the remaining lua files follow a similar pattern with one table for direct assignment and the other one for inheriting value from another job id 3) PCImfs.lua: Lua equivalent of imf_tab.txt . Defines the prefix string for imf files of each class. i)  PCImfTbl : [pcJobTbl.JT_KNIGHT] = "±â»ç", -- Prefix for Knight ii) PCImfInheritTbl : [pcJobTbl.JT_KNIGHT_H] = pcJobTbl.JT_KNIGHT, -- JT_KNIGHT_H is Lord Knight and has the same -- imf as Knight class.
    4) PCHands.lua: Lua equivalent of reality_dir_tab.txt. Defines the prefix strings used for Weapons and Shields of each class i) PCHandsTbl : [pcJobTbl.JT_ASSASSIN] = "¾î¼¼½Å¾î¼¼½Å", -- Prefix for Assassin   ii) PCHandsInheritTbl : [pcJobTbl.JT_GUILLOTINE_CROSS] = pcJobTbl.JT_ASSASSIN, -- Guillotine Cross picks up --weapons/shields from the same path as Assassin class.
    5) PCPals.lua   Lua equivalent of reality_tab.txt. Defines the prefix strings for the body palettes. i) PCPalTbl: [pcJobTbl.JT_MAGICIAN] = "¸¶¹ý»ç", -- prefix for Mage                           ii) PCPalInheritTbl: [pcJobTbl.JT_MAGICIAN_H] = pcJobTbl.JT_MAGICIAN, -- High Mage uses same prefix as Mage class.  
    6) PCNames.lua   Lua equivalent of monstrosity_tab.txt (in part since mobs are defined by jobname.lua) . As the file name says this is where you define all your class names. Reason i saved this for last is because this file is slightly different from the previous 4. Here you can define the class name seperately for both genders. For male classes => i) PCJobNameTbl : [pcJobTbl.JT_WARLOCK] = "Warlock", -- Kind of obvious right? ii) PCJobNameInheritTbl : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- JT_WARLOCK_H is Transcendent version of -- warlock class and ofcourse it will have same name For female classes => iii) PCJobNameTbl_F : [pcJobTbl.JT_WARLOCK] = "Witch", -- Now the female Warlock will be called Witch
    iv) PCJobNameInheritTbl_F : [pcJobTbl.JT_WARLOCK_H] = pcJobTbl.JT_WARLOCK, -- Same for Transcendent warlock   By default if your gender is female and there is no names defined using either iii) or iv) above then it checks in the tables for male gender. 7) PCFuncs.lua Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!   Lua File Formats - Custom Shield Patch Custom Shield Patch makes use of 2 lua files as specified below. They need to be present in luafiles514/lua files/datainfo folder.   1) ShieldTable.lua : This lua file is the only one you need to configure. It contains 3 tables and is similar in format to WeaponTable.lua i) Shield_IDs : Defines a list of IDs which includes both Shield Types & Item IDs used by shield items in item_db.txt. Shield Items can only start from item id 2101 onwards so anything lesser than that will be considered as a shield type id. To distinguish between them we use the ST (Shield Type) and SI (Shield Item) prefixes. ST_MSHIELD = 4, -- Mirror Shield TypeSI_Platinum_Shield = 2122, -- Platinum Shield's Item ID   ii) ShieldNameTable : Here we assign suffix strings for Shield Types i.e. shield suffix in => /data/sprite/¹æÆÐ/<hand prefix>_<gender>_<shield suffix>.spr [Shield_IDs.ST_MSHIELD] = "_¹Ì·¯½¯µå", --Suffix for Mirror shield  iii) ShieldMapTable : Here we specify which Shield Type is used by each of the Shield Items. [Shield_IDs.SI_Platinum_Shield] = Shield_IDs.ST_MSHIELD, -- Platinum Shield uses -- Mirror Shield sprite.
    2) ShieldTable_F.lua : Contains Necessary functions used by the client - DO NOT TOUCH THIS FILE unless you know what you are doing!!!     Ok.. So Where do i get the files? Download link     Final Note If you have any issues or doubts about the xDiff files or Lua files (I expect some in this department) let me know. So Enjoy
  18. Upvote
    Mystery got a reaction from Chemical Crush in [Showcase] Guild Map *Night*   
    Looks very nice Chemical! It's like  a guild rental house map no? xD You planning to make indoors for this map too?
  19. Upvote
    Mystery got a reaction from ajoope in Requested Links   
    I decided to bring this topic alive over here in Hercules. I've gathered a few different other links that I found to be interesting and removed some that were dead and no longer had any use. Hopefully I'll be able to keep this topic as updated as I possibly can, of course with everyone's help!

     
    ________________________________________________________________________________________________
    Updated: September 6th 2016
    ________________________________________________________________________________________________

    Important Links
    Getting Started ~ http://ratemyserver....wnload_kROLinks Ragnarok Online Patchers - http://nn.nachtwolke.com/dev/rsu/

      Clients & Diff Patchers
    Ragnarok Clients - http://supportmii.com/ro1/Clients/ (Clients: 2010-2013) Clientside - http://www.assembla....bversion/nodes/ ShinsDiffPatcher - https://subversion.a...insDiffPatcher/ Neo's NEMO Client Patcher - http://herc.ws/board/topic/2905-nemo-client-patcher/

      LUA, LUB, & Data
    Lub --> Lua Decompiler - http://herc.ws/board/files/file/52-luadec-for-lua-514-a-easy-and-super-powerful-lub-lua-decompiler/ Lua Files - https://www.assembla.com/code/ClientSide/subversion/nodes/Lua_Project/lua files?rev=270 Lub Files - https://www.assembla.com/code/ClientSide/subversion/nodes/Lua_Project/lubs?rev=270 Data Folder - https://www.assembla.com/code/ClientSide/subversion/nodes/Translation_Project?rev=270

      Packets
    Packets - http://svn6.assembla.com/svn/ClientSide/Packets/Packet_db/ Packet Lengths - http://svn6.assembla.com/svn/ClientSide/Packets/Packet_lengths/

      Client Tools + Browedit
     
    SupportMii - http://supportmii.com/ro1/tools/ Browedit - http://browedit.exca...com/?a=download  
    Shin's Programs
    WeeMapCache - https://subversion.a...nk/WeeMapCache/ Wee Thumbnail - https://subversion.a...k/WeeThumbnail/

      Login Screen Generator
    Login Screen Generator - http://rathena.org/t...gin_background/  
    Game Server Patchers
    Thor Patcher - http://thor.aeomin.net/ Triad Patcher - http://www.nitroconc...d/index_eng.php

      Control Panels
    Triton Control Panel - http://herc.ws/board/topic/106-triton-control-panel-2-alpha/ Flux Control Panel for Hercules - https://github.com/HerculesWS/FluxCP Ceres Control Panel - http://sourceforge.n.../cerescp/files/ StarGames Control Panel - https://github.com/Mysteries/StarGamesControlPanel

     
    Guides & Information
    Juda's Bible - http://supportmii.co.../JudasBible.pdf Hercules' Wiki - http://herc.ws/wiki/Main_Page

      Codes / Script Pasting Sites
    kPaste - http://hercules.kpaste.net uPaste - http://upaste.me Pastebin - http://pastebin.com/

      Client Protection
       
     
    Setup.exe
    BlueGhost Setup - http://www.mediafire.com/?pnuka5kfgvjfndu
    OpenSetup - http--,,--//www.mediafire...abj2jau2wxbvoiu  

     
    If you believe something should be added or I've missed something, please reply to this topic with it or you could email me at [email protected].
  20. Upvote
    Mystery got a reaction from Uzieal in [Showcase] Website and Other Things   
    Hey guys~
     
    I decided to practice my skills a little bit when it comes to designing... so I thought I should try creating a very simple  Website design... and well, I think I have .
     
    What do you guys think of it?

     
    Please note that this is just a PSD and it is not coded =3
    PS: It seems I spelt "created" wrong in the copyright section... *facepalm* xD
     
     
    Rate and comment :3!
     
     
    Note: I'm planning to update this thread as I progress through.
  21. Like
    Mystery got a reaction from akbaremonz in StarliteRO (PSD ONLY)   
    File Name: StarliteRO (PSD ONLY)
    File Submitter: Mysterious
    File Submitted: 14 Aug 2013
    File Category: Web Resources
     
    Hello everyone! As per this topic, I thought it'd be nice of me to release this design for free to the community. However, keep in mind that this is only a PSD and it is not CODED.
     
     
    Guidelines:
    I rather you keep my logo or "Designed and Created by Mysterious" in the footer.
    You may redistribute this file as long as I get consent and proper credits are given!

    Enjoy!


     
     

    This work is licensed under a Creative Commons Attribution 3.0 Unported License.


     
    Click here to download this file
  22. Upvote
    Mystery got a reaction from Samuel in [Showcase] Website and Other Things   
    Hey guys~
     
    I decided to practice my skills a little bit when it comes to designing... so I thought I should try creating a very simple  Website design... and well, I think I have .
     
    What do you guys think of it?

     
    Please note that this is just a PSD and it is not coded =3
    PS: It seems I spelt "created" wrong in the copyright section... *facepalm* xD
     
     
    Rate and comment :3!
     
     
    Note: I'm planning to update this thread as I progress through.
  23. Upvote
    Mystery got a reaction from sphkz in [Showcase] Website and Other Things   
    Hey guys~
     
    I decided to practice my skills a little bit when it comes to designing... so I thought I should try creating a very simple  Website design... and well, I think I have .
     
    What do you guys think of it?

     
    Please note that this is just a PSD and it is not coded =3
    PS: It seems I spelt "created" wrong in the copyright section... *facepalm* xD
     
     
    Rate and comment :3!
     
     
    Note: I'm planning to update this thread as I progress through.
  24. Upvote
    Mystery got a reaction from mkbu95 in July Digest 2013   
    July Digest 2013
    The following digest covers the month of July 1st - July 31st 2013.
     
    Team Changes
    [*]Xgear has been moved from Community Contributor to High Council. [*]Shikazu has joined as a International Moderator. [*]Haru has joined as a Core Developer. [*]Gepard has joined as a High Council. [*]Susu has joined as a Core Developer.

     
    Development Highlights
    [*]Battlegrounds Queue Update (7aa9e6e) [*]Ultimate Item DB Update (1caae98) [*]Additional Interface Changes [*]Mercenary Interface (b717147) [*]Intif Interface (853489bcb) [*]Elemental Interface (9d53093) [*]iDuel Interface (5a22b04) [*]Chat Interface (9ac2cf7) [*]Expansion of script.c interface (5832722)
    [*]Extended ID <item_id> syntax to Item Packages and Item Groups (606a985) [*]Item Package Update (0118a09, dc85ce0) [*]Server Statistics Implementation (ea5a413) [*]Splitting of use_sql_db into: item_db, mob_db, and mob_skill_db (0f2899c) [*]Implementation of Official Mute System (da064c0) [*]Implementation of new commands { sit(), stand(), issit() } (e8adea6) - Please refer to /doc/script_commands.txt for documentation


     
    Scripts
    [*] Dewata Warps now available (3e91032)

     
    Client Support
    [*]New Packets for: 2013-06-12Ragexe, 2013-06-18Ragexe, 2013-06-26Ragexe, 2013-07-03Ragexe. New Packet Keys for: 2013-06-26Ragexe, 2013-07-03Ragexe (f530cfe)

     
     Introduction to Github: Issues
    [*]For the past two weeks, the staff has been using Github: Issues to discuss issues and development strategies with the help of source code annotation features provided by Github. While being mainly used by Hercules team, all users are welcome to provide feedback on GitHub Issues page.


    [*]You can view our issues that are posted and labeled by heading to our Hercules Repo in Github and on your right, there's a little tab with an Exclamation (!) inside a circle.

    Once you're in our Issues page, you'll be able to view a variety of issues that the developers have opened - you may also view issues that have been closed.
     
     
     
     
    Statistics
    [*]During the period there were 95 Commits. [*]Of these 95 commits, 57 included bug-fixes. [*]11 Commits from Pull Requests [*]In this month, there were 33,805 Additions and 30,555 Deletions.

  25. Upvote
    Mystery got a reaction from quesoph in July Digest 2013   
    July Digest 2013
    The following digest covers the month of July 1st - July 31st 2013.
     
    Team Changes
    [*]Xgear has been moved from Community Contributor to High Council. [*]Shikazu has joined as a International Moderator. [*]Haru has joined as a Core Developer. [*]Gepard has joined as a High Council. [*]Susu has joined as a Core Developer.

     
    Development Highlights
    [*]Battlegrounds Queue Update (7aa9e6e) [*]Ultimate Item DB Update (1caae98) [*]Additional Interface Changes [*]Mercenary Interface (b717147) [*]Intif Interface (853489bcb) [*]Elemental Interface (9d53093) [*]iDuel Interface (5a22b04) [*]Chat Interface (9ac2cf7) [*]Expansion of script.c interface (5832722)
    [*]Extended ID <item_id> syntax to Item Packages and Item Groups (606a985) [*]Item Package Update (0118a09, dc85ce0) [*]Server Statistics Implementation (ea5a413) [*]Splitting of use_sql_db into: item_db, mob_db, and mob_skill_db (0f2899c) [*]Implementation of Official Mute System (da064c0) [*]Implementation of new commands { sit(), stand(), issit() } (e8adea6) - Please refer to /doc/script_commands.txt for documentation


     
    Scripts
    [*] Dewata Warps now available (3e91032)

     
    Client Support
    [*]New Packets for: 2013-06-12Ragexe, 2013-06-18Ragexe, 2013-06-26Ragexe, 2013-07-03Ragexe. New Packet Keys for: 2013-06-26Ragexe, 2013-07-03Ragexe (f530cfe)

     
     Introduction to Github: Issues
    [*]For the past two weeks, the staff has been using Github: Issues to discuss issues and development strategies with the help of source code annotation features provided by Github. While being mainly used by Hercules team, all users are welcome to provide feedback on GitHub Issues page.


    [*]You can view our issues that are posted and labeled by heading to our Hercules Repo in Github and on your right, there's a little tab with an Exclamation (!) inside a circle.

    Once you're in our Issues page, you'll be able to view a variety of issues that the developers have opened - you may also view issues that have been closed.
     
     
     
     
    Statistics
    [*]During the period there were 95 Commits. [*]Of these 95 commits, 57 included bug-fixes. [*]11 Commits from Pull Requests [*]In this month, there were 33,805 Additions and 30,555 Deletions.

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