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Posts posted by Kuya Jeo
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2 hours ago, Anisotropic Defixation said:It's been so many years already so this would be nice to have.
rAthena already has it but unfortunately their implementation of @autotrade in general is very different from ours.
#define AUTOTRADE_PERSISTENCY
src/config/core.h
Did you already disabled this? -
On 1/6/2021 at 2:24 PM, zect00 said:If you are one, please reply or message me. If you know one who does, please point me to the person. Thanks.
Try to contact S1 Lykos
FB Page : s1 Lykos | Facebook -
12 hours ago, sentenil5 said:Running a pre-renewal server, I'm having some issues with the skill.conf file.
We have the min_skill_delay_limit: field set to 100 milliseconds, however every skill seems to have a minimum after cast delay of 500 milliseconds, even with bragi reductions.
I found an old thread that seemed to have a similar issue, but it didn't really seem to be answered, as our delay is not below 10.
What client version you are using? because based on my experience, when I used 2015 client, after-casting delay is bit off even you used bragi and make the skill 0ms after casting delay.
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5 hours ago, Daraen said:Hello to the developer of Hercules @Haru @4144 and to all those who contribute to the proper functioning of Hercules.
I was not the only one to "complain" about the visibility problem of the HP bar in WoE on Emperium and Guardian.I even made a request on github which has been updated 21 days ago now! https://github.com/HerculesWS/Hercules/issues/2912
I have followed your update. https://github.com/HerculesWS/Hercules/pull/2821
However it seems that your new update is such that the HP of monsters such as MvP and mini-bosses are no longer displayed.
When I use this setup then I get this.
// Display some mob info next to their name? (Note 3)
// (does not works on guardian or Emperium)
// 1: Display mob HP (Hp/MaxHp format)
// 2: Display mob HP (Percent of full life format)
// 4: Display mob's level
show_mob_info: 0
// Show hp bar on monsters? (Note 3)
// NOTE: only works on client 2012-04-04aRagexeRE onwards
// 1 = Show hp bar on all monsters except Emperium and MVP
// 2 = Enable hp bar on Emperium
// 4 = Enable hp bar on MVP
// (Default: 1)
show_monster_hp_bar: 1See for yourself that Garm (Hati) has no apparent HP bar despite the fact that I attack him
Let's move on!
New config
// Display some mob info next to their name? (Note 3)
// (does not works on guardian or Emperium)
// 1: Display mob HP (Hp/MaxHp format)
// 2: Display mob HP (Percent of full life format)
// 4: Display mob's level
show_mob_info: 0// Show hp bar on monsters? (Note 3)
// NOTE: only works on client 2012-04-04aRagexeRE onwards
// 1 = Show hp bar on all monsters except Emperium and MVP
// 2 = Enable hp bar on Emperium
// 4 = Enable hp bar on MVP
// (Default: 1)
show_monster_hp_bar: 4See for yourself that the poring has no more HP bar and that the guardian has a bar now
LAST
// Display some mob info next to their name? (Note 3)
// (does not works on guardian or Emperium)
// 1: Display mob HP (Hp/MaxHp format)
// 2: Display mob HP (Percent of full life format)
// 4: Display mob's level
show_mob_info: 0// Show hp bar on monsters? (Note 3)
// NOTE: only works on client 2012-04-04aRagexeRE onwards
// 1 = Show hp bar on all monsters except Emperium and MVP
// 2 = Enable hp bar on Emperium
// 4 = Enable hp bar on MVP
// (Default: 1)
show_monster_hp_bar: 5See for yourself that the guardian still has the hp bar which should not be the case in view of your update.
I don't think I missed an update on this, but maybe I'm wrong. So if there is a place to fix this, can someone let me know?
If the problem really exists for other people, folks developers, I think your best bet would be to change configuration number 4 so that it only displays for normal mvp, mini bosses and monsters and ignores the emperium and them. guardians.
Neither saw any attack on your work, I am simply trying to contribute in my own way to the good development of Hercules.
Cordially
Based on the conf/map/battle/monster.conf
// Show hp bar on monsters? (Note 3) // NOTE: only works on client 2012-04-04aRagexeRE onwards // 1 = Show hp bar on all monsters except Emperium and MVP // 2 = Enable hp bar on Emperium // 4 = Enable hp bar on MVP // (Default: 1) show_monster_hp_bar: 1
The monster bar is working on me.
You cannot see HP of the monster unless you will hit it. -
15 hours ago, Moration said:Assuming that min_skill_delay_limit is 100ms [the default setting under skill.conf], correct?
yup, even you put 100ms, still some skill has a after cast delay because of sprite animation and client version you used
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23 hours ago, sabak said:Hello,
When I ./athena-start start my server i not getting any error. Everything seems to be UP but when i try to connect with my client after i have selected my character the game will freeze and then the program will not respond anymore so i'll need to kill it with the Task ManagerHow can I give you more info about this issue ?
Does somebody knows how can I get more informations about this error ?
Is there a log somewhere where I can see the actual error ?
Thanks a lot 🙏Check you grf files, maybe you used a gear that doesn't have a sprite in your GRF, also check your diff in your client
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18 hours ago, Moration said:Hi all,
Can someone expound what these function means?
I have my own thoughts made but I wanna double check from other perspectives.
// Delay time after casting (Note 2) delay_rate: 100
// Delay time after casting (Note 2) delay_rate: 100
// How much (dex*2+int) does variable cast turns zero? vcast_stat_scale: 530
// How much (dex*2+int) does variable cast turns zero? vcast_stat_scale: 530
Thanks!
delay_rate : 100 - meaning you have minimum of 100ms after-casting delay in all skills
vcast_stat_scale : 530
Your Total Dex * 2 + your total int
Example :
Dex : 100(2) = 200
Int : 100 = 100
Total = 300
I think this is only applied for renewal (vcast_stat_scale) -
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10 hours ago, xJhay said:Experiencing this too on november svn revision, all of the skills can cast without pre-requisite or required weapons.
You can rapid fire without gun, arrow shower and double strafe without bow, sonic blow without katar on assassin cross (equipped with dagger).
I don't know if that's the new normal but that's not quite right.
This here works on me, but the concern is how bout the other skills?
Does it really act to be like bug behavior or needed to manually code like this solution above?
as you can see, i just copied the same code below the sharpshooting, so it will work, i will not affect other skills because it has a BREAK on the end
10 hours ago, xJhay said:Experiencing this too on november svn revision, all of the skills can cast without pre-requisite or required weapons.
You can rapid fire without gun, arrow shower and double strafe without bow, sonic blow without katar on assassin cross (equipped with dagger).
I don't know if that's the new normal but that's not quite right.
This here works on me, but the concern is how bout the other skills?
Does it really act to be like bug behavior or needed to manually code like this solution above?
If other skills still in bug then maybe there something wrong with the skill behavior, i just test it on the latest svn and i didnt experience this kind of bug, im using 2013, 2015 and 2019 client
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On 12/19/2020 at 5:29 PM, Kuroyama said:So my snipers weapon has been damaged by WS buff (and stripped by stalker), his weapon has been unequipped but he can still use sharpshooting skill
How to make sharpshooting skill failed when the player has no equipped weapon?
Try this one, i didnt test it yet
Find this line in src/map/skill.c
case NC_FLAMELAUNCHER: if (sd) pc->overheat(sd,1); /* Fall through */ case SN_SHARPSHOOTING: case MA_SHARPSHOOTING:
Then replace with this one
case NC_FLAMELAUNCHER: if (sd) pc->overheat(sd,1); /* Fall through */ case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: if(sd->weapontype != W_BOW){ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0, 0); } else{ skill->area_temp[1] = bl->id; map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), skill->splash_target(src), skill->get_type(skill_id, skill_lv), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); } break;
after editing, please recompile and check it ingame
if this code will fixed your problem, dont forget to make as solve -
On 12/17/2020 at 10:49 PM, anonymous9796 said:Hi,
I would like to learn how can I make { bonus bAtkRate,n; } bonus atk show up on alt+a. I was told that it has to be edited in source, hope someone could point me out to the right direction.
Thank you,
All i know is bonus bAtkRate is not calculated bonus atk stats, it will add on your true damage
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On 12/19/2020 at 5:27 PM, Kuroyama said:Hi Hercules, can someone help me regarding this concern.
I would like to make the strip skills by stalker be refreshed by FCP.
For example:
player 1 stripped by player 2, player 1 will just cast FCP to himself and the strip skill will gone.
You can use @Dastgir Plugin
Here is the link
https://github.com/dastgirp/HPM-Plugins/blob/master/src/plugins/fcp_bypass.c -
This is my first time to develop 3rd Job Server
Is 2017 ragexe is good enough for 3rd job server? Or do you guys have other or better ragexe that is good for 3rd job server
Thank you in advance
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All the magic AoE Skill become STR Base.. anyone can help? thank you..
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1 hour ago, wabbuwabbu said:This is KS_PROTECTION, you must put the KS_PROTECTION on sc_config.conf
SC_KSPROTECTED: { Flags: { NoClearanceReset: true Buff: true } Icon: "SI_ANGEL_PROTECT" }
Pollux and wabbuwabbu reacted to this -
On 4/24/2020 at 7:49 PM, 4144 said:update your hercules, look like it too old
nope i used latest git, anyway i already solved it, im getting this error when i used blast mine on earth property monster.
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On 4/24/2020 at 7:53 PM, 4144 said:for commit what you show, on both lines look like no memory allocations. this mean you using other hercules version of have some mods in pc.c
I dont modified PC.C and the hercules version i used is from github.. anyway i have other issues found, even in fresh git.. when i used @reloadscript frequently, map-server crashes
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Memory manager: Memory leaks found at 2020/04/24 14h16m11s (Git rev 'dd7f653b00239299cdecb7ca826c21e5957863da').
0001 : pc.c line 9769 size 15 address 0x0xbd18154Memory manager: Memory leaks found at 2020/04/24 19h15m46s (Git rev 'dd7f653b00239299cdecb7ca826c21e5957863da').
0001 : pc.c line 9785 size 13 address 0x0xa747724the map server crash
p->value = aStrdup(val); line code 9769 and 9785
latest revision and no source modifications
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I found this error.. i dont know where it coming from since the server is live.
using latest git, no modifications on source
Edit : upon checking .. something about BL_MOB
[Error]: --- failed assertion --------------------------------------------
[Error]: unit.c:100: '0' in function `unit_bl2ud'
[Error]: ./map-server() [0x640090]
[Error]: ./map-server() [0x629669]
[Error]: ./map-server() [0x62eddf]
[Error]: ./map-server() [0x62ee62]
[Error]: ./map-server() [0x632c49]
[Error]: ./map-server() [0x4af9d3]
[Error]: ./map-server() [0x65524e]
[Error]: ./map-server(main+0x2ea) [0x64f76a]
[Error]: /lib64/libc.so.6(__libc_start_main+0x100) [0x7f267ccb2d20]
[Error]: ./map-server() [0x408079]
[Error]: --- end failed assertion ----------------------------------------
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I notice that mob_avail already removed in db folder, is there any guide on how to duplicate a monsters? thank you
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My players experiencing this kind of bugged, i have this permanent variables
1st Variable : #QuestAcquired
2nd Variable : #HOURLYPOINTS
3rd Variable : #CASHPOINTS
then the values change or mixed or swap
for example
#QuestAcquired has a value of 30 and the #HOURLYPOINTS has 100 sometimes the value mixed or sometimes the value swap same goes with the #cashpoints and #hourlypoints
EDIT : my script is just set #Variable,#Variable + value
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9 hours ago, MikZ said:sorry but i really cant understand.
please help me with it.
The error is on this part.
if ( inarray( .@unique_id, get_unique_id() ) == -1 ) {get_unique_id() is a part of gepard modification
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29 minutes ago, MikZ said:Good day!
I need it has something to do with this but honestly I really cant understand it. tried everything. Please help me.- script WoE Reward FAKE_NPC,{ OnAgitEnd: callsub S_AgitEnd, 0, 20; OnAgitEnd2: callsub S_AgitEnd, 20, 30; S_AgitEnd: .@start = getarg(0); .@end = getarg(1); for ( .@i = .@start; .@i < .@end; ++.@i ) { .@guild_id = getcastledata( .castle$[.@i], CD_GUILD_ID ); if ( .@guild_id ) { deletearray .@unique_id; getguildmember .@guild_id, 1; getguildmember .@guild_id, 2; for ( .@j = 0; .@j < $@guildmembercount; ++.@j ) { if ( isloggedin( $@guildmemberaid[.@j], $@guildmembercid[.@j] ) ) { attachrid $@guildmemberaid[.@j]; if ( inarray( .@unique_id, get_unique_id() ) == -1 ) { dispbottom "Reward given for conquered "+ getcastlename(.castle$[.@i]) +"("+ .castle$[.@i] +")"; getitem 31509, 1; getitem 12103, 1; getitem 16770, 1; getitem 6380, 15; getitem 31510, 1; .@unique_id[ getarraysize(.@unique_id) ] = get_unique_id(); } } } } } end; OnInit: setarray .castle$[0], "aldeg_cas01","aldeg_cas02","aldeg_cas03","aldeg_cas04","aldeg_cas05", "gefg_cas01","gefg_cas02","gefg_cas03","gefg_cas04","gefg_cas05", "payg_cas01","payg_cas02","payg_cas03","payg_cas04","payg_cas05", "prtg_cas01","prtg_cas02","prtg_cas03","prtg_cas04","prtg_cas05", "arug_cas01","arug_cas02","arug_cas03","arug_cas04","arug_cas05", "schg_cas01","schg_cas02","schg_cas03","schg_cas04","schg_cas05"; end; }
- script WoE Reward FAKE_NPC,{ OnAgitEnd: callsub S_AgitEnd, 0, 20; OnAgitEnd2: callsub S_AgitEnd, 20, 30; S_AgitEnd: .@start = getarg(0); .@end = getarg(1); for ( .@i = .@start; .@i < .@end; ++.@i ) { .@guild_id = getcastledata( .castle$[.@i], CD_GUILD_ID ); if ( .@guild_id ) { deletearray .@unique_id; getguildmember .@guild_id, 1; getguildmember .@guild_id, 2; for ( .@j = 0; .@j < $@guildmembercount; ++.@j ) { if ( isloggedin( $@guildmemberaid[.@j], $@guildmembercid[.@j] ) ) { attachrid $@guildmemberaid[.@j]; if ( inarray( .@unique_id, get_unique_id() ) == -1 ) { dispbottom "Reward given for conquered "+ getcastlename(.castle$[.@i]) +"("+ .castle$[.@i] +")"; getitem 31509, 1; getitem 12103, 1; getitem 16770, 1; getitem 6380, 15; getitem 31510, 1; .@unique_id[ getarraysize(.@unique_id) ] = get_unique_id(); } } } } } end; OnInit: setarray .castle$[0], "aldeg_cas01","aldeg_cas02","aldeg_cas03","aldeg_cas04","aldeg_cas05", "gefg_cas01","gefg_cas02","gefg_cas03","gefg_cas04","gefg_cas05", "payg_cas01","payg_cas02","payg_cas03","payg_cas04","payg_cas05", "prtg_cas01","prtg_cas02","prtg_cas03","prtg_cas04","prtg_cas05", "arug_cas01","arug_cas02","arug_cas03","arug_cas04","arug_cas05", "schg_cas01","schg_cas02","schg_cas03","schg_cas04","schg_cas05"; end; }
Check this topic, maybe it will help you
https://herc.ws/board/topic/7296-in_array-for-hercules/ -
OnClock0000: killmonster "yourmap","all"; yourmap,0,0,0,0 monster Poring 1002,300,0,0 end; OnClock1200: killmonster "yourmap","all"; yourmap,0,0,0,0 monster Poporing 1031,300,0,0 end;
try this one
Things to know as server owner
in General Server Support
Posted · Edited by Kuya Jeo
First thing first you need to learn how to play this game, because without knowledge in the ragnarok, its hard for you to catch up.