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San

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Posts posted by San


  1. On 1/2/2020 at 9:40 AM, joaolrb said:

    Data GRF, qual utilizar ? Consigo utilizar a do bRO?

    A que você preferir. Qualquer data.grf oficial funciona como base. Sim, é possível utilizar a do bRO. Com a data.grf do bRO não é tão atualizada quanto a do kRO você pode acabar tendo alguns problemas com alguns arquivos aqui ou alí mas nada complicado de resolver ( geralmente é só adicionar os arquivos que faltarem na grf do seu servidor ).

     

    On 1/2/2020 at 9:40 AM, joaolrb said:

    Hexed, vi que existe o Nemo, qual devo utilizar ?

    Se você se refere à versão do Nemo recomendo utilizar a última versão disponibilizada. Se você se refere a qual data do executável você deve usar... aí depende do que você quer. O Hercules suporta até os novos clients 2019, porém, eu só recomendo um client tão recente caso você pretenda utilizar as novas funcionalidades que existem neles. Caso você pretenda buildar um servidor pre-renewall, por exemplo, pode ser interessante utilizar um client mais antigo (2015).


  2. On 7/29/2019 at 4:31 PM, Functor said:

    It works for skills which you can cast by pressing the button without using a mouse. For example: "Rolling Cutter", "Grand Cross", "Meteor Assault", "Gloria", etc.

    I've tried a lot of non-target skills and also it did not work, Functor. I assume i should just hold a key in order to get the skill spam. Could you please check it, please? 

    Client version: 20180621aRE


  3. 17 minutes ago, Functor said:

    It works for skills which you can cast by pressing the button without using a mouse. For example: "Rolling Cutter", "Grand Cross", "Meteor Assault", "Gloria", etc.

    Thanks, Functor. I will test again with those specific skills and reply back if i find anything wrong. 


  4. On 7/24/2019 at 5:05 PM, Functor said:

    What EXE version do you use? What skill do you try to spam? How do you try to use it?

    I use 20180621a version. Tried to spam some target skill and aoe skills (safety wall, storm gust, bash, bowling bash, fire bolt, etc..). I just put the skill in the hotkey bar, pressing assigned button and holding it. 


  5. On 7/14/2019 at 2:05 PM, 4144 said:

    what you mean not working? cant enable it in nemo or it enabled, but pressing key works same as without patch?

    Pressing a key and holding it does not make the client use the skill multiple times. (I did not feel any change enabling this patch). Do we need to do anything else aside patching to make it work?


  6. Hi guys. how are you doing?

    I'll be brief. I've been trying to implement the Multi-Hit Critical for certain skills since kRO have implemented it a while ago but i've got some erros that i don't know how to fix.

    I followed this pull from rathena and tried to reproduce it in Hercules source. Everything looks pretty fine unless this part bellow. Seens like they have a check for every BDT.

    // crit check is next since crits always hit on official [helvetica]
        if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
        wd.type = DMG_CRITICAL;
        if (is_attack_critical(wd, src, target, skill_id, skill_lv, true)) {
        if (wd.type&DMG_MULTI_HIT)
        wd.type = DMG_MULTI_HIT_CRITICAL;
        else
        wd.type = DMG_CRITICAL;
        }

     

    So i tried to add the "is_attack_critical" function just to make it work but still getting some errors.
    Can anyone Support me?

    Bellow you can check everything i've add to my source:

    Skill.c

    else if (strcmpi(type, "IgnoreDefCards") == 0) {
        if (on) {
         sk->nk |= NK_NO_CARDFIX_DEF;
        } else {
         sk->nk &= ~NK_NO_CARDFIX_DEF;
        }
       } else if (strcmpi(type, "SkillCanCritical") == 0) {

        if (on) {
         sk->nk |= NK_CRITICAL;
        } else {
         sk->nk &= ~NK_CRITICAL;
        }
       }

    Skill.h

    enum e_skill_nk {
     NK_NONE           = 0x00,
     NK_NO_DAMAGE      = 0x01,
     NK_SPLASH         = 0x02|0x04, // 0x4 = splash & split
     NK_SPLASH_ONLY    = 0x02,
     NK_SPLASHSPLIT    = 0x04,
     NK_NO_CARDFIX_ATK = 0x08,
     NK_NO_ELEFIX      = 0x10,
     NK_IGNORE_DEF     = 0x20,
     NK_IGNORE_FLEE    = 0x40,
     NK_NO_CARDFIX_DEF = 0x80,
     NK_CRITICAL       = 0x100, // Multi-Hit Critical
    };

    Battle.h

    enum battle_dmg_type {
     BDT_NORMAL         = 0,  // Normal attack
     //BDT_PICKUP         = 1,  // Pick up item
     //BDT_SITDOWN      = 2,  // Sit down
     //BDT_STANDUP      = 3,  // Stand up
     BDT_ENDURE         = 4,  // Damage (endure)
     BDT_SPLASH         = 5,  // Splash
     BDT_SKILL         = 6,  // Skill
     //BDT_REPEAT       = 7,  // (repeat damage?)
     BDT_MULTIHIT       = 8,  // Multi-hit damage
     BDT_MULTIENDURE    = 9,  // Multi-hit damage (endure)
     BDT_CRIT           = 10, // Critical hit
     BDT_PDODGE         = 11, // Lucky dodge
     //BDT_TOUCH         = 12, // (touch skill?)
     BDT_MULTI_HIT_CRITICAL   = 13, // Multi-Hit Critical
    };

    Also, i've added the clif.c and skill_db flags. 

     

    Thanks in advance


  7. Hello Everyone

     

    I'll be brief. I'm not sure if It's a clientside issue or source issue so I ask the moderators to move this topic if here is not the aproppriated place!

     

     

    Issue#1 - Stalker Animation

    Information: Stalker become completely invisible for a few miliseconds after using North Wind or Wind Blade ( ninja skills ) ( not only clientside as you lose the target if mouse if pointed to the stalker.) Also, it only happens to FEMALE stalker.

    How to reproduce: Copy North Wind ability ( or Wind Blade ) and use it. After the cast completes and char uses the skill, the female stalker will get invisible for some miliseconds, avoid being seen and targeted by other players.

    I thought it could be Sprite issues but i've been trying 4 or 5 different sprites packages and still happening, so I'm considering asking for help.

     

    ScreenShots of the issue can be found on my imgur account ( since I can't up more than 0.01mb imagens in here ) : https://imgur.com/gallery/UBNff

     

     

    Issue#2 - Assassin Animation

    Information: Assassins look like they are using only one dagger even when they are using TWO of them. Also, only other players can see this issue.

    How to reproduce: Dual login, equip two diferent daggers on ann assassin ( like knife and main gauche ). Then start attacking any mob and watch it though the other RO Windows ( another character ). It will look like the assassin is using only one dagger when it's really using two.

    I thought it could be Sprite issues but i've been trying 4 or 5 different sprites packages and still happening, so I'm considering asking for help.

     

     

    Considerations:

    • I'm using 2015-11-04 Client version;
    • I DID NOT make any custom modification which could generate those issues;
    • I've already checked lua files, sprites files and nothing got fixed;

    Any help is welcome,

     

    Thanks <3

     

     


  8. Hi there,

    I've experienced a problem in my server about using melee skills. I'll be brief:

    When you use any melee skill ( like mammonita, bash, etc ) without having range to use it, the character move until it's 1 cell away from the range necessary to use the skill. 

    Below you can see a small vídeo of the problem.

    Teste.mp4

    Does anyone know what can it be? I have tried apllying diferente patches on nemo ( even patching only the recommended ) and still having this issue. I'm using 2015-04-11 client


  9.  

    new alternative costume for Shadow Chaser is available now in Jro, any update for this? :)

     

     

     

     

    What do you mean update on it? Yes, with their recent maintenance, the shadow chaser alt sprite is released. You can download it by ripping it from their GRF or patch files.

    How can I update my jRO grf, Misterious?


  10. Hello [solved]

     

     

    I want to add custom packet keys on my client with packet_obfuscation but i'm getting some error on my console and i don't know how to solve it.

     

    1 - I generated the packet keys using the Nkwz toolkit and it passed the test.

    2 - Added the Packet keys on my client using nemo.

    3 - Added the Packet keys on my src/map/packets.h

     

    Is there anything else i forgot to do? ( Using 2013 - 12 - 23 client )

     

    The error is in console map-server when i try to login using the client :

    [Warning]: clif_parse: Received unsupported packet (packet 0x5efb (0x3991), 19 bytes received), disconnecting session #3

     

     

     

    Solution: I was just writting wrong keys into nemo >.<

     

    Also, sorry if here is not the right place to be posting it. I please ask the moderators to move the topic if needed.


  11.  

    conf/map/battle.conf:

     

    // Determines max number of characters that can stack within a single cell.
    // Official - Only affects the walking routines of characters, including monsters.
    // If a unit stops walking and is on a cell with more than stack limit
    // characters on it, it will walk to the closest free cell.
    // Custom - This variation will make every full cell to be considered a wall.
    // NOTE: For this setting to take effect you have to use a server compiled
    // with Cell Stack Limit support (see src/map/map.h)
    official_cell_stack_limit: 1
    custom_cell_stack_limit: 1
    

    Ok, I had to add those lines because it didn't exist in my battle.conf. Also i put 3 instead of 1 in "custom_cell_stack_limit" ( does that mean only 3 people can be in one cell? )

     

    It didn't work, maybe because is something wrong in src? 

     

    I did uncomment src/confic/core.h

     

    /// Uncomment to enable the Cell Stack Limit mod.
    /// It's only config is the battle_config custom_cell_stack_limit.
    /// Only chars affected are those defined in BL_CHAR
    #define CELL_NOSTACK
     

    Is there anything else i need to do? 

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