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Hadeszeus

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Posts posted by Hadeszeus


  1. Just want to ask if anyone here experiencing the same problem using Google VM instance? Google keeps on telling me that I'm using the instance for crypto mining which is totally weird.
    In my instance, it's only the Herc Server files and FluxCP. They don't provide the exact source of the problem so not sure what's going on.

     

    Tried reinstalling everything just Herc server and got the same violation.

     



     


  2. Hello, anyone knows where can I edit this text value here? It should display as Clown since my job is 4020 or Clown (trans 2nd) but it's displayed as Minstrel. 
    Can't figure out which file I need to edit on Lua.

     

    image.png.1b7b0ecef06df71fa2e9c4b04b0ef7d3.png

     

    Thanks!


  3. 14 hours ago, Dastgir said:

    Plugin adds it, your plugin is not enabled as well. (Check HPMHooking as well)

     

    Also, the stacktrace shows pc_bonus instead of pc_bonus2, make sure the item doesn't have any other bonus to test this properly.

    Hey Dastgir! Thanks for the guidance. I re-arranged the position of my plugins and it works perfectly now. Thank you!

    @4144 thank you as well.


  4. 1 hour ago, 4144 said:

    idk why it crashing for you, but better use function F_MesItemInfo

    like this

    F_MesItemInfo(501)

    
    F_MesItemInfo(501)

     

    Hi 4144, thank you for your reply as well. Just want to clarify Im doing it on ItemInfo.lua (client side).

    <ITEM>Red Potion<INFO>501</INFO></ITEM>   <--- this is crashing on 2018-04-18b client that I used. So probably a client issue that needs hex? just want to ask if there's another client (newer) that might support this.

     


  5. 21 minutes ago, Kuya Jeo said:

    use <ITEMLINK> instead of <ITEM>

    Sample

    mes "<ITEMLINK>"+getitemname(512)+"<INFO>512</INFO></ITEMLINK>";

    
    mes "<ITEMLINK>"+getitemname(512)+"<INFO>512</INFO></ITEMLINK>";


     

    Kuys, thanks for the reply. I'm adding it in ItemInfo.lua file. I tried <ITEMLINK> but it's rendering as text while <ITEM> seems to be working except that when I clicked the link client crashed. 
     


  6. 32 minutes ago, Hadeszeus said:


    Hi AnnieRuru, Can't access the updated file. Can't find it in your repo as well. Do you still have the updated version of this? I have an instance using this 😅
    Thanks!

    Please discard. I was able to access upaste. I thought it's down didn't load at first.


  7. 2 hours ago, Samuel said:

     

    as you're using PRE-RE, you need to configure it in your db/pre-re/refine_db.conf

     

    /************************************************************************** ************* Entry structure ******************************************** ************************************************************************** Armors/WeaponLevel1~4: { // Specifies weapon level or armor type. // - For armors, values of 100 add 1 armor defense. // - For weapons, values of 100 add 1 ATK & MATK. StatsPerLevel: (int) // This value is applied for ever level. RandomBonusStartLevel: (int) // This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade). // - RandomBonusStartLevel is only applied for weapons, and not displayed client-side. RandomBonusValue: (int) // A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past. RefineryUISettings: ( { Level: (int or array of int) // Holds either the individual refine level meant for this setting or an array defining a range of Low to Max level BlacksmithBlessing: (int) (optional) // How many Blacksmith Blessing required for this range to be safe from breaking Announce: "(string)" (optional) // Sends an announcement server wide when a player reach this refine level using Refinery UI, this feature is only available starting from 2017-08-30 RagexeRE or 2017-09-06 Ragexe the field accepts the following values and it defaults to not announce Success to set the announcement on item refine successful Failure to set the announcement on item refine failure Always to always announce it Items: { AegisName: { Type: "(string)" // The type to determine the chances used for this item, REFINE_CHANCE_TYPE_* constants are used in here Cost: (int) (optional) // Amount of zeny required FailureBehavior: "(string)" (optional) // The expected behavior on failure for this item, the following strings are used in here Destroy (default) sets the item to be destroyed on failure Keep keeps the item after failure Downgrade downgrades the item by one level on failure } } } ) Rates: { // Per level configuration of the refine rates. Lv1~20: { // Lv1 ~ Lv20. NormalChance: (int) // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%). EnrichedChance: (int) // (optional, defaults to 100 for weapons below refine level 20, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%). EventNormalChance: (int) // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%) during a refine event. EventEnrichedChance: (int) // (optional, defaults to 100 for weapons below refine level 10, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%) during a refine event. Bonus: (int) // (optional, defaults to 0) Bonus (Armor) for this level of refine. } // Note: Refine levels that use default values need not be listed. (Example: Lv1: { NormalChance: 100 Bonus: 0 }) } } **************************************************************************/

    
    /**************************************************************************
     ************* Entry structure ********************************************
     **************************************************************************
    Armors/WeaponLevel1~4: {                                       // Specifies weapon level or armor type.
    															   // - For armors, values of 100 add 1 armor defense.
    															   // - For weapons, values of 100 add 1 ATK & MATK.
    	StatsPerLevel: (int)                                       // This value is applied for ever level.
    	RandomBonusStartLevel: (int)                               // This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade).
    															   // - RandomBonusStartLevel is only applied for weapons, and not displayed client-side.
    	RandomBonusValue: (int)                                    // A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past.
    	RefineryUISettings: (
    		{
    			Level: (int or array of int)                       // Holds either the individual refine level meant for this setting or an array defining a range
    			                                                      of Low to Max level
    			BlacksmithBlessing: (int) (optional)               // How many Blacksmith Blessing required for this range to be safe from breaking
    			Announce: "(string)" (optional)                    // Sends an announcement server wide when a player reach this refine level using
    			                                                      Refinery UI, this feature is only available starting from 2017-08-30 RagexeRE or
    																  2017-09-06 Ragexe the field accepts the following values and it defaults to not announce
    																  Success to set the announcement on item refine successful
    																  Failure to set the announcement on item refine failure
    																  Always to always announce it
    			Items: {
    				AegisName: {
    					Type: "(string)"                           // The type to determine the chances used for this item, REFINE_CHANCE_TYPE_*
                                                                      constants are used in here
    					Cost: (int) (optional)                     // Amount of zeny required
    					FailureBehavior: "(string)" (optional)     // The expected behavior on failure for this item, the following strings are used in here
    																  Destroy (default) sets the item to be destroyed on failure
    																  Keep keeps the item after failure
    																  Downgrade downgrades the item by one level on failure
    				}
    			}
    		}
    	)
    	Rates: {                                                   // Per level configuration of the refine rates.
    		Lv1~20: {                                              // Lv1 ~ Lv20.
    			NormalChance: (int)                                // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%).
    			EnrichedChance: (int)                              // (optional, defaults to 100 for weapons below refine level 20, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%).
    			EventNormalChance: (int)                           // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%) during a refine event.
    			EventEnrichedChance: (int)                         // (optional, defaults to 100 for weapons below refine level 10, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%) during a refine event.
    			Bonus: (int)                                       // (optional, defaults to 0) Bonus (Armor) for this level of refine.
    		}
    		// Note: Refine levels that use default values need not be listed. (Example: Lv1: { NormalChance: 100 Bonus: 0 })
    	}
    }
    **************************************************************************/

     

    Check db/re/refine_db.conf as your reference on how to add

     

     

    Hey! Thank you! :)
    Sorry didn't saw it. Next time will read all t he commented lines. But thanks again. Appreciate.


  8. Hello. I'm trying to configure the refine chance rate per upgrade level but I think it's only possible with SOURCE edit? Thank you!

     

    Quote

    Please discard found it in refine_db.txt  inside db folder.


     


  9. 3 minutes ago, Kuya Jeo said:

    Enable the HPMHooking plugin

     

    edit makefile.ini and makefile in trunk/src/plugin

    enable it too in conf/plugin.conf

     

    recompile your server

    It's working now. Thank you so much Kuys!

    Kakahiya. :D 


  10. Getting this error. Using latest version.

     

    image.thumb.png.8615f43dc49583655b7418b86d653e64.png

     

     

    Also in-game when I created the clone:

    - clone retain even after logging out

    - can create another clone even it's still exist 

    - double-clicking a clone pug will let you enter the pub instead of seeing the message

    image.png.613a11770ae47376fd3bc7556a6775de.png

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