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Gerz

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  1. Upvote
    Gerz got a reaction from Miнαєl in Enabling HighJump on noteleport mapflag   
    if( strcmp(map->list[src->m].name,"pvp_room") != 0 && map->list[src->m].flag.noteleport && !(map->list[src->m].flag.battleground || map_flag_gvg2(src->m)) ) {
  2. Upvote
    Gerz reacted to AnnieRuru in Charms   
    Download: 1.6
    plugin
     
     
    tested with
    { Id: 909 AegisName: "Jellopy" Name: "Jellopy" Buy: 6 Weight: 10 BuyingStore: true Charm: true // Charm_Stack: true Script: <" bonus bStr, 10000; "> OnEquipScript: <" sc_start4 SC_ENDURE,60000,10,0,0,1; hateffect HAT_EF_BOTTOM_BLOODYLUST, true; "> OnUnequipScript: <" sc_end SC_ENDURE; hateffect HAT_EF_BOTTOM_BLOODYLUST, false; "> // OnRentalStartScript: <" dispbottom "rent start"; "> // OnRentalEndScript: <" dispbottom "rent end"; "> }, just having Jellopy inside inventory will get bonus
    Remember: it has to use IT_ETC type item, which has been default to type 3 if you didn't specify
    and also "Charm: true" flag
    if added the "Charm_Stack: true" flag, the charms will stack
    - if the flag is false (default), having 10 same charms will give bonus 10 times, because they are separate items
    - if the flag is true, having 10 same charms will only give bonus once, because they are stack together
     
    version 1.3 onwards, added nocharms mapflag
    http://herc.ws/board/topic/15219-modification-to-noitem-plugin/
    to disable charms bonuses given in certain maps
    prontera mapflag nocharms disable all charms from taking effect on the map
    prontera mapflag nocharms 909 prontera mapflag nocharms Jellopy disable only this 'Jellopy' charm from giving bonus
     
    version 1.5 onwards, added OnEquipScript and OnUnequipScript support
    now you can gives permanent SC_ENDURE bonus like eddga card like effect
    or gives hateffect bonus like the example shown
     
     
    credit to digitalhamster
    in case you guys forgotten, I fixed digitalhamster's patch on eathena forum 4 years ago
    and the one in rathena also credited my name
    and if you like this plugin, remember to also repup Dastgir's post in this topic
    because I copy paste most of his stuffs
     
  3. Upvote
    Gerz got a reaction from AnnieRuru in Add *pcblockattack *pcblockskill *pcblockchat *pcimmune script commands   
    @@AnnieRuru how about this?
     
    /** * pcblock <account_id>, <value>, <type> * <value>: 1 = on, 0 = off * <type> can be: * 0 = block move * 1 = block attack * 2 = block skill * 3 = block chat * 4 = immune attack **/BUILDIN(pcblock) { int id, flag, type; TBL_PC *sd = NULL; id = script_getnum(st,2); flag = script_getnum(st,3); type = script_getnum(st,4); if( id ) sd = map->id2sd(id); else sd = script->rid2sd(st); switch( type ) { case 0: sd->state.blockedmove = flag > 0; break; case 1: sd->state.blockedattack = flag > 0; break; case 2: sd->state.blockedskill = flag > 0; break; case 3: sd->state.blockedchat = flag > 0; break; case 4: sd->state.monster_ignore = flag > 0; break; } return true;} BUILDIN_DEF(pcblock,"iii"),
  4. Upvote
    Gerz got a reaction from Lord Ganja in Enabling HighJump on noteleport mapflag   
    if( strcmp(map->list[src->m].name,"pvp_room") != 0 && map->list[src->m].flag.noteleport && !(map->list[src->m].flag.battleground || map_flag_gvg2(src->m)) ) {
  5. Upvote
    Gerz got a reaction from iCORE in [help] sp healing script   
    :v +rep to me?bAddItemSpRate.diff
     
     
  6. Upvote
    Gerz got a reaction from Anisotropic Defixation in callshop/openshop pointing to a trader   
    openshop("shopname"); 
     
    :v
  7. Upvote
    Gerz reacted to Emistry in Script Command : getquestinfo   
    I can try show an example later when I get back to home.
     

    example :

     
    as you can see from the picture, most of these quest npc are written in a way like this, so that the NPC can tell which monsters they are going to hunt and how many.
    and they are hardcoded into the npc script.
    official server doesnt have any changes for the quest, so there isnt any major issue about it.
     
    but what if the private server plan to adjust the quest ?? then they have to manually adjust all the related NPC script due to the content are mostly hardcoded into the script itself.
     
    if we can add a script command to retrieve the quest information, things could be done easily, even the script could be much more simpler or shorter at certain cases ( *custom script mostly* )
     

    some part may probably look simpler and nicer I guess.
    current script example : 
    switch(select("Hunt Dark Frame:Hunt Evil Druid:Hunt Wraith:Hunt Raydric Archer")) { case 1: callsub L_Quest,10110,.@str1$+"Hunt 10 Dark Frames.",.@str2$; case 2: callsub L_Quest,10111,.@str1$+"Hunt 10 Evil Druids.",.@str2$; case 3: callsub L_Quest,10112,.@str1$+"Hunt 10 Wraiths.",.@str2$; case 4: callsub L_Quest,10113,.@str1$+"Hunt 10 Raydric Archers.",.@str2$; }  
    if we have getquestinfo( <quest id>,<param> )  ,  assume param 1  = quest title.
    setarray .@quest_id, 10110, 10111, 10112, 101103; .@quest_id_size = getarraysize( .@quest_id ); for ( .@i = 0; .@i < .@quest_id_size; .@i++ ) { .@quest_menu$ = .@quest_menu$ + getquestinfo( .@quest_id[.@i],1 ) + ":"; } .@i = select( .@quest_menu$ ) - 1; callsub L_Quest,.@quest_id[.@i],.@str1$+"Hunt "+getquestinfo( .@quest_id[.@i],1 ),.@str2$; we could write it this way, where we only need to provide the quest id.
    it reduced the redundancy for certain part of the script.
  8. Upvote
    Gerz reacted to Mystery in August Digest 2014   
    August Digest 2014
    The following digest covers the month of August 1st - August 31st 2014.
     

    Development Highlights
    [*]Fixed several issues with SO_EL_SYMPATHY (b791b66) [*]Corrected an issue that caused the elemental's HP and SP would
    _decrease to_ summon_level*5% instead of _increasing by_ said amount. [*]Corrected an issue that decreased the SP cost of summon elemental
    skills by 5% even when the Spirit Sympathy skill wasn't present. [*]Added/renamed some variables to prevent confusion. Please don't reuse
    'i' variables for things that aren't array indices. Or don't reuse
    variables altogether for different purposes than their original one.
    [*]Add MAX_REFINE as hard-coded constant (bac319d)
    [*]MAX_REFINE has different value for renewal(20) and non-renewal(10) and some server even adjust this value so its better to add this constant so there's no need to add a configuration when making custom refiner scripts
    [*]New Optional Configuration for unequipped disabled equipments (33a43e) [*]Fixed an issue when Token_Of_Siegfried is used, under certain conditions (b29402) [*]Extended item_check to also add unique_ids to any non-stackable items (49d604) [*]Fixed official devotion behaviour, various cleanups (e7be725) [*]Fixed a crash when a mercenary warps back to its master (7f4d6fc) [*]Battle config option for knockback style when on same tile (2b8d501) [*]sc_config.txt Update! (ec0272) [*]Fixed some MSVC incompatibilities () [*]Corrected several format-string errors through the code (c45e3fa) [*]Fixes on 3rd class skills !  (356a83b)
    [*]When under Mind Break Matk Effect and Mdef reduction should not show on ALT Q(bug:7915) [*]Plagiarism should not copy New 3rd class skills. Thanks to OmegaRed (bug:8118) [*]Update Runstone Lux Anima to official formula (bug:8285) [*]Add official formula for Demonic Fire [*]Update damage formula for Unlimit, apply Def and Mdef to 1 during the skill and adjust the cooldown to official. (bug:8227) [*]Flash Combo should not consume hp-sp and the skill not ignore the distance. [*]Fix a bug with Full Throttle that not consuming sp correctly and adjust the cooldown to official. [*]All WoE items are inactive outside WoE or PVP [*]Add bonus3 bSPVanishRate for Vellum Items. [*]Script Vellum Items. [*]Add 2 new bonus bSetDefRace and bSetMDefRace for the Vellum Items. (rAthena c046668034) [*]Fixed Bowling Bash, Brandish Spear, Grand Darkness and Meteor Assault reducing def during cast; the only skill that does this officially is Grand Cross (rAthena 6947190) [*]Implemented official Bowling Bash with all its special behaviors including the gutter line [*]As many servers probably want to remove the gutter line problem, it is configurable; just adjust the bowling_bash_area setting in skill.conf (Bug:4209) [*]Sonic Blow now has a fixed range of 1, even for monsters; a monster can't use this skill if you tank it from farther away (rAthena a15cee0)



     
    Database Highlights
    [*]Massive renewal mob_db update! (0fadf3) [*]Some item fixes (5145cd) [*]Fix some incorrect card effect rate (f8e0227) [*]Update some official mob spawn info (b4bea48)

     
    August Statistics
    [*]During the period there were 52 Commits. [*]Of these 52 commits, 23 included bug-fixes. [*]15 Commits from Pull Requests  [*]In this month, there were 14,771 Additions and 12,889 Deletions.

  9. Upvote
    Gerz reacted to Emistry in Overhaul refine_db   
    change the format to look like other new item_db.conf ?
     
     
    http://pastebin.com/raw.php?i=YSepT1DR
    refine: ({ TYPE: ARMOR STAT_PER_LEVEL: 0 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }}, { TYPE: WEAPON LEVEL: 1 STAT_PER_LEVEL: 200 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 2 STAT_PER_LEVEL: 300 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 3 STAT_PER_LEVEL: 500 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 4 STAT_PER_LEVEL: 700 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }})  
     
    Propose:
    Overhaul the structure Passing the refine rate into server based on MAX_REFINE if want other customization ... maybe another field for "Bonus_Script" ??  that give bonus to all items that have specific refine ??

     
    About the passing refine rate based on server MAX_REFINE:
    if a rate is set for the refine rate, then it's passed into the server ...
    but.. if the MAX_REFINE doesnt match with the max refine in the refine_db , then  the extra non-exist refine rate just simply pass in the value of -1 ? or maybe 0 ? with this other users can just simply add in a check using this
     getequippercentrefinery(<equipment slot>)
    ​if value returned is equal or below 0 , then failed to refine ..

    Current issue that is known for current refine_db
    If the MAX_REFINE doesnt match with the entry inside the refine_db , whenever players try to refine in server, they simply get 100% of refine rate, and the server get some errors about lack of entry for refine_db during the start-up too . a bit hard for user to find and edit refine rate ...

     
    Advantages :
    easier to read or configure allow users to prevent players from refine abusing IF the admin ignored all these missing entry error due to MAX_REFINE ...

     
    Disadvantages :
    larger file size longer passing time ?

  10. Upvote
    Gerz reacted to KeyWorld in Packet Keys @WPE Free   
    Hi,
     
    After reading again and again this topic : Hercules WPE Free - June 14th Patch I saw that people don't really know how to figure out if the keys they are using are broken or not.
     
    So I wrote an online tool to help them (design stolen from jsperf.com).
     
    http://www.robrowser.com/prototype/packet-keys/
     
    This tool simulate 100'000 self encryption of the key to check if it's strong or not (I can set it higher, but it will stress your browser to have the same result).
      Bonus, a form to help you generate your own keys. Have fun~
  11. Upvote
    Gerz got a reaction from Hadeszeus in isequipped() can check same item?   
    if( getequipid(7) == itemid &&  getequipid(8) == itemid ) {
    blahblah
    }
  12. Upvote
    Gerz reacted to Ind in Map Zone Debuff   
    To use the disabled_skills info, it'd be like (just drafted) int i, type; for(i = 0; i < map->list[sd->bl.m].zone->disabled_skills_count; i++) { if( (type = status->skill2sc(map->list[sd->bl.m].zone->disabled_skills[i]->nameid) ) && sd->sc.data[type] ) { status_change_end(&sd->bl, type, INVALID_TIMER); } }I think what I'm proposing would be more like a bugfix than related to this suggestion, since without it if you have assumptio blocked in prontera you can get inside with the effect by casting it before warping...wouldn't it be confusing to users to maintain the icon? (I'd say it'd be interesting however since it'd mean once you leave the map/zone the effect would resume)
  13. Upvote
    Gerz reacted to AnnieRuru in map_zone_db.conf allows to restrict an ITEM TYPE   
    ok ... its my turn to give suggestion time ..
     
    http://rathena.org/board/topic/77088-certain-map-weapon-restriction/?p=239342
    noitem mapflag meant for rathena
     
    when compare my code and hercules map_zone_db.conf
    hercules can already restrict items by ID
    but my modifications can allow to restrict an item type
     
    example
    pvp_y_1-1 mapflag noitem 0this pvp map cannot use healing itemsevent_gm mapflag noitem 4,5this gm hosting event will disallow players to equip any kind of equipments 
    so how about hercules have the same thing
    { name: "PvP no Pot" inherit: ( "PvP" ) disabled_items: { IT_HEALING: true }}, { name: "GM event" disabled_items: { IT_WEAPON: true IT_ARMOR: true }},
  14. Upvote
    Gerz reacted to Olrox in [Showcase] Colosseum - PvP/GvG or Event Arena   
    1. Concept
     
     
    Hello. This is one of those times that I'm proud to show one of my best maps I've done so far, since it comes with plenty of new features. Coliseum, is really an impressive map, full of life thanks by the use of animation in rigged 3d models.
     
    This is a commision I had, however its not a private map. Its available to anyone who wills to pay/invest on his server. Anyone interested, contact me as usual.
     

     
    The whole main idea was to create a circular colosseum although the ambience style was intended to be a little different than this. I was inspired by the movie -gladiator- where there is a clandestine colosseum outside of Rome where slaves are forced to fight.
     
    I loved those flags that I guess covers the sun/sand in the reference for the spectators. I really had to try that on my map. Thats what I did, and that structure was a must to add animation aswell.


    2. Features
     
    Colosseum comes with new features in mapping that I've been trying so far:
    [*]Rigging and animation in Palm Trees and Flags: This animation is based in bones/articulations and its working thanks by the GR2 project of animated mobs in 3D. They are loaded as none-clickeable NPC in game. Please watch the video to get what I mean!

    [*]The circular core of the colosseum, the stairs, were made and texturized in 3D from scratch. Atm I'm focussing into the way Ragnarok has it textures which for me they tend to have a grainy surface and shadows on some edges. Thats what I did aswell

    [*]Effects like sand, and a dense fog that you can see if you move the camera at a high zoom, gives the feeling I was looking for.

     
    3. Video *watch in HD 1080p*
     
    Please I suggest you to watch the video. This map comes with animation that you can't see on screensshots!

     
     
    4. Screenshots
     
    Some screenshots. There isn't a particular order or purpose on the screens here, just some overview screenshots and maybe some others that has to do with close ups.
     
     

     

     

     

     

     



    Comments are always apreciated. Thank you in advance
  15. Upvote
    Gerz reacted to Haru in Item DB file structure overhaul   
    Item DB file structure overhaul
     
    Hello~! Uguu~?!
    We noticed that the Item Database file format, unchanged for years, is less than optimal (read: terrible)
    The file is really hard to read (is it the fifteenth or the sixteenth zero? No wait, that line has an extra comma!!) Whenever you merge an update, if you had a customized entry, you're sure to encounter large conflicts that won't be trivial to solve How do we fix it?
    We're switching to a brand new, modern, file format, making use of the libconfig library we're already using for other configuration files.
    It uses libconfig. This means the parser is more solid and, perhaps not faster, but surely easier to maintain, with simpler code. And the file format is something you're already used to, since it's the same as many other configuration files we use! Empty fields and the long sequences of those hard to count commas are gone! You just specify the fields you need, and the others can be completely skipped. The item_db2 entries can be left incomplete and set to inherit the original item_db entry. If you have a custom script for your Knife[3], you can just write the script in your item_db, and let it read the other values from the item_db, so that if we update them, you get the update automatically Item scripts can be split into several lines, so they can made easier to read, especially the long ones. We can finally add more fields (to support new features) to the file at any time, easily and without having to edit all the lines (or force you to edit all the lines of your custom item_db2)! Pre-Renewal and Renewal Item databases now use the same format. This also means that you can make use of the min/max level feature in both renewal and pre-renewal (of course, pre-renewal servers will ignore the Matk field, if you specify it, since it's meaningless there) What does it look like?
     
    Each entry follows this structure:
    {     // =================== Mandatory fields ===============================     Id: ID                        (int)     AegisName: "Aegis_Name"       (string, optional if Inherit: true)     Name: "Item Name"             (string, optional if Inherit: true)     // =================== Optional fields ================================     Type: Item Type               (int, defaults to 3 = etc item)     Buy: Buy Price                (int, defaults to Sell * 2)     Sell: Sell Price              (int, defaults to Buy / 2)     Weight: Item Weight           (int, defaults to 0)     Atk: Attack                   (int, defaults to 0)     Matk: Magical Attack          (int, defaults to 0, ignored in pre-re)     Def: Defense                  (int, defaults to 0)     Range: Attack Range           (int, defaults to 0)     Slots: Slots                  (int, defaults to 0)     Job: Job mask                 (int, defaults to all jobs = 0xFFFFFFFF)     Upper: Upper mask             (int, defaults to any = 0x3f)     Gender: Gender                (int, defaults to both = 2)     Loc: Equip location           (int, required value for equipment)     WeaponLv: Weapon Level        (int, defaults to 0)     EquipLv: Equip required level (int, defaults to 0)     EquipLv: [min, max]           (alternative syntax with min / max level)     Refine: Refineable            (boolean, defaults to true)     View: View ID                 (int, defaults to 0)     Script: <"         Script         (it can be multi-line)     ">     OnEquipScript: <" OnEquip Script (can also be multi-line) ">     OnUnequipScript: <" OnUnequip Script (can also be multi-line) ">     // =================== Optional fields (item_db2 only) ================     Inherit: true/false           (boolean, if true, inherit the values                                   that weren't specified, from item_db.conf,                                   else override it and use default values) }, Here's a Red Potion in the old format:
    501,Red_Potion,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ itemheal rand(45,65),0; },{},{} And here's the same Red Potion in the new format:
    {     Id: 501     AegisName: "Red_Potion"     Name: "Red Potion"     Type: 0     Buy: 50     Weight: 70     Script: <" itemheal rand(45,65),0; "> }, Not convinced yet it's easier to read? Okay, let's try a Poison Bottle:
    678,Poison_Bottle,Poison Bottle,2,5000,,100,,,,,0xFFFFFFFF,7,2,,,,,,{ if(Class==Job_Assassin_Cross) { sc_start SC_DPOISON,60000,0; sc_start SC_ATTHASTE_INFINITY,60000,0; } else percentheal -100,-100; },{},{} changes to:
    {     Id: 678     AegisName: "Poison_Bottle"     Name: "Poison Bottle"     Type: 2     Buy: 5000     Weight: 100     Script: <"         if(Class==Job_Assassin_Cross) {             sc_start SC_DPOISON,60000,0;             sc_start SC_ATTHASTE_INFINITY,60000,0;         }         else percentheal -100,-100;     "> }, Better, isn't it!? Let's now try a Jellopy:
    909,Jellopy,Jellopy,3,6,,10,,,,,,,,,,,,,,{},{},{} Count the commas! Did I miss any? An extra comma you say? No, I don't want to count them, thanks...
    {     Id: 909     AegisName: "Jellopy"     Name: "Jellopy"     Buy: 6     Weight: 10 }, Not even a comma!
    Now, help me read what this item does?
    13307,Krieger_Huuma_Shuriken1,Glorious Shuriken,4,20,,0,55,,1,0,0x02000000,7,2,34,4,80,1,22,{ bonus2 bAddRace,RC_DemiHuman,95; bonus2 bIgnoreDefRate,RC_DemiHuman,20; bonus bMatkRate,15; autobonus "{ bonus2 bSkillAtk,NJ_HUUMA,100; bonus2 bSkillAtk,NJ_ISSEN,100; }",50,10000; bonus bUnbreakableWeapon,0; if(getrefine()>5) { bonus2 bAddRace,RC_DemiHuman,(getrefine()-3)*(getrefine()-3); bonus2 bIgnoreDefRate,RC_DemiHuman,5; } if(getrefine()>8) { bonus5 bAutoSpellOnSkill,NJ_ISSEN,AL_HEAL,10,1000,1; bonus4 bAutoSpellOnSkill,NJ_HUUMA,NPC_CRITICALWOUND,2,200; } },{},{} {     Id: 13307     AegisName: "Krieger_Huuma_Shuriken1"     Name: "Glorious Shuriken"     Type: 4     Buy: 20     Atk: 55     Range: 1     Job: 0x02000000     Loc: 34     WeaponLv: 4     EquipLv: 80     View: 22     Script: <"         bonus2 bAddRace,RC_DemiHuman,95;         bonus2 bIgnoreDefRate,RC_DemiHuman,20;         bonus bMatkRate,15;         autobonus "{ bonus2 bSkillAtk,NJ_HUUMA,100; bonus2 bSkillAtk,NJ_ISSEN,100; }",50,10000;         bonus bUnbreakableWeapon,0;         if(getrefine()>5) {             bonus2 bAddRace,RC_DemiHuman,(getrefine()-3)*(getrefine()-3);             bonus2 bIgnoreDefRate,RC_DemiHuman,5;         }         if(getrefine()>8) {             bonus5 bAutoSpellOnSkill,NJ_ISSEN,AL_HEAL,10,1000,1;             bonus4 bAutoSpellOnSkill,NJ_HUUMA,NPC_CRITICALWOUND,2,200;         }     "> }, Which one did you find easier to read? Old or new format?
     
    Want to see an example that specifies both min and max levels? Here you go:
    {     Id: 2819     AegisName: "Swordman_Manual"     Name: "Swordman Manual"     Type: 5     Buy: 0     Weight: 100     Job: 0x00000001     Upper: 47     Loc: 136     EquipLv: [1, 12]     Refine: false     Script: <"         bonus bMaxSP,100;         skill SM_BASH,1;         skill SM_PROVOKE,1;         skill SM_MAGNUM,1;     "> }, Okay, one last example. Let's try to make an item_db2 entry for a Pupa Card that gives a bonus of 1000 HP rather than just 700.
    {     Id: 4003     Inherit: true     Script: <" bonus bMaxHP,1000; "> }, Done. No need to rewrite the name, location, prices... those are already in the item_db!
     
    But... I have several custom items, do I have to manually convert all of them...?
     
    Of course you do! No, I'm kidding, don't hate me
     
    It's true that you need to convert your item database to the new format, but we can do it for you!
    Go to http://haru.ws/hercules/itemdbconverter/ and paste (or upload) your item_db2.txt (or even your item_db.txt if you have custom entries there), press the Convert button, wait a few seconds and you're done! It's already converted for you. Easy, isn't it? Don't trust us? No, no, we don't need your custom items, you can sleep safe... But if you still don't want to paste anything on a website... well, we have provided the source code of the converter script! It's in the 'tools' folder of the Hercules repository. All you need is a Perl interpreter (and if you're running Linux or Mac OS, on either your server or your own computer, it's almost certain that you already have that). All you have to do is run it (example: perl tools/itemdbconverter.pl < db/item_db2.txt > db/item_db2.conf), and your item database will be converted in a split second! What if I was using SQL item databases?
     
    Well... Then you won't have to worry about the txt databases, unless you were creating the items in txt, then converting them to sql (if you're not doing this, maybe you should consider it, you know? It's easier to create and manage them in txt even if you use the sql version!)
     
    If you were converting your custom item databases from the txt version to sql through the db2sql plugin, there are good news for you! We just updated the plugin, and now it's able to create a .sql script rather than just inserting the entries into your database. This means that you can create the SQL entries in your own computer, without even needing a database (just a copy of Hercules), without risking to slow down your server, and then upload them whenever you want.
     
    And if you're relying on the .sql scripts we provide... well, there are still good news for you! Outdated item_db.sql files are a thing of the past now: those scripts will get updated automatically after every commit by our HerculesWS API bot, exactly like the HPM Hooks!
     
    As a final note, now the pre-re and re databases share the same structure in SQL as well! no more column mismatch if you're trying to import into your Renewal server an item that was meant for pre-renewal.
     
    If you have data already imported to your item_db2 SQL table, it'll be updated to the new table format through the regular upgrade sql mechanism (just run the provided script in the sql-files/upgrades folder). Please note that the script requires MySQL 5.0 or newer -- if you're still on MySQL 4.0, please open it in a text editor, read the comments and run the provided queries manually.
     
    I have this event item entry that came with an old script I downloaded...
     
    No worries, you can get it converted. Use the same script (or the provided web page) you'd use to convert an entire item database, it'll work just fine even for an item or two!
     
    Special thanks
    To Ind, for bringing up the idea and pushing it forward until it was implemented. And for his awesome work on the HerculesWS API and database converter plugin. To Yommy, for the original idea, and for some invaluable help finalizing the actual database format. Links~u!
    Main commit. Removed redundant item_db2_re.sql (now both have the same structure). db2sql plugin update. item_db2 inheritance. item_db2 SQL upgrade script.
  16. Upvote
    Gerz reacted to keough in [FREE RELEASE!] Moon Haven from EPIC   
    Hello, here is another pre-made map and its from the movie Epic. its more on natures and big nature! suits to fit the leafman! xD
    here are some screenshots of the map. Hope ya like it! C&C are accepted 
     
    Video of the map
    The video is a bit laggy coz of my recorder sucks! xD maybe next time it'll be smooth.. but when in-game its nice and smooth
     

     
     
    Screenshots
     

     

     

     

     
     
     
     
     
    In-Game Screenshots
     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     
     

     
    Thank you! 
     
    Feel free to comment xD
     
    CLICK HERE TO DOWNLOAD THE FILE
  17. Upvote
    Gerz reacted to keough in [Showcase] Another Mall   
    Hello, Here is another mall map i have made   Overview     Screenshots In-game               http://i97.photobucket.com/albums/l202/jeffrey654/screenLoki005_zps1704b17a.jpg               Hope ya like it Thank you
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