karyuuouji
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Everything posted by karyuuouji
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I know there are stable client there but the 2015-10-29 ragexe crash when custom aura limit is selected in NeMo.. I wanted a client that has Doram and RoDEX than can patch with Custom Aura Limit.. I really need one... If there is a way to make the 2015-10-29a RagexeRe or 2015-05-13a Ragexe or 2015-11-04a Ragexe to show aura past lvl 175? My max level is set to 255..
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[Question] Difference with RagExe and RagExeRE Clients
karyuuouji replied to karyuuouji's question in Client-Side Support
So I can use RagExe with a Renewal Server? -
[Question] Difference with RagExe and RagExeRE Clients
karyuuouji posted a question in Client-Side Support
This maybe a dumb question but I just want to know... My server is set up for renewal... So I used RagExeRE 2015-10-29.. But havr some few problems with it.. And I found out that 2015-11-xx RagExe has what I need... So I just want to ask the difference of the two client types.. -
Hi, I tried patching the 2015-10-29 RagExeRE with Custom Aura Limit on NEMO but my client will close automatically.. When that patch is disabled, I wont see Auras past lvl 99 with normal jobs/classes and past lvl 175 with 3rd Jobs/Classes... My set Max Level is 255 and set the conf for max_lv and aura_lv... Please help...
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2015-10-29aRagexeRE Client (Re-Release)
karyuuouji replied to Rytech's topic in Client-Side Releases
I used this client but it closes when "Custom Aura Limit" is used in NEMO patcher... I cant see aura past lvl 175 for 3rd job and past lvl 99 with other jobs.. My set Max_Level is 255... Any way to make this client show auras past lvl 99 or make the patch "Custom Aura Limit" work on this? Please help ASAP.. -
I solved it... It maybe coz of the way i did it... I compiled the source but only copied the .exe that was made and paste it on another folder... Now i copied it all.. Its working fine now...
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There is no problem in my configuration... I think the problem is with the map-server... Whenever the map server tries to connect to char-server it terminates immediately... I saw there was something like memory leak or something...
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Can someone compile the current Hercules-Master for me? Set Packetver to 20160203 and max_level to 1000... I tried compiling with VS 2012 but the map server is always crashing saying something abou memory leak... Compiled it 3x but still same problems...
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Hi.. I just downloaded the server from Github and compiled it using Visual Studio 2012 with no error... But when I run the servers, the map-server always says [Fatal Error]: Connection to char-server failed 3. Map-Server has terminated abnormally.. Can someone help please...
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Achievement & Item Link System
karyuuouji replied to WhiteEagle's question in General Server Support
Because people work on this in their free time? You are not paying anything, stop complaining. Sorry but I am not complaining... I was just simply asking why... but thanks anyways for the clarification.. It's on the PR, would be merged in a week I guess. That's nice to hear... I like to have it implemented and play with its potential... I also like to hear updates about the mail system, specially that RoDEX... Mail system already in PR: https://github.com/HerculesWS/Hercules/pull/1686 feel free to go and try it and report any bugs. I don't know how to try it... I just downloaded the master using GIT... I don't know how to add that manually... -
Achievement & Item Link System
karyuuouji replied to WhiteEagle's question in General Server Support
It's almost 2 weeks now... why is RoDEX, Clan System and Achievement System not implemented yet? -
Achievement & Item Link System
karyuuouji replied to WhiteEagle's question in General Server Support
It's on the PR, would be merged in a week I guess. That's nice to hear... I like to have it implemented and play with its potential... I also like to hear updates about the mail system, specially that RoDEX... -
Achievement & Item Link System
karyuuouji replied to WhiteEagle's question in General Server Support
is this Achievement System Implemented yet? if not, then when? seems cool to have it... -
Thanks... I will test is now..
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Is this possible? Making a hidden merchant NPC and showing it only when a certain criteria is met? (Ex. leveling up) How can it be done?
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Will this code suffice? if ((rand(0,10000) -= 999) < 0) { // Emulate the 10% drop chance getitem Gold,1; // Gives gold if the result is 10% } That is the code I used and it works.. maybe I will just stick to this My problem now is determining if the killed mob is a Boss, MiniBoss or Normal monster...
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Difference between Free Cash and Cash Points
karyuuouji replied to jupeto's question in Script Support
FreeCash is #KAFRAPOINTS while Cash Points, well, #CASHPOINTS -
if I do it in mob_db... then I would edit all monster to drop 1 item... which is very much tedious TBH... so I just make use of the OnNPCKillEvent do simulate the dropping of items (which should be directly to the players inventory)... i searched the script_command in the doc folder but I can't find a command for generating random number with seed... What I want to do specifically is when a monster is killed: - determine if its a Boss, Mini-Boss or just a Normal monster. - generate a random number based on some seed (maybe from time). - based on the result of RNG, if it is bellow the percentage i defined, give an item. I have made a simple code for this but I am not sure if it is the best approach or if can be optimized more. what I did in my scripts: - set an array of Boss monster that I know. - check if the killed monster is in the array. - generate a random number from 0 to 9999 - if the result is <= 999 (which is 10%), give an item - announce the player who received the item and from what monster. I tested my script and it works as expected, but sometimes I think it drop more often than not...
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Hi... I am trying to use this client... How do I make the patch for "Read msgstringtable.txt"? And what version shall I put on clientinfo.xml? thanks...
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Hi guys... I am planning on making a script where it simulates dropping of item when a monster is killed, but on a determined percentage... Example: if a monster is killed, there is a 10% change of dropping gold... how do I approach this calculation? I tried using rand() but I am not very confident about it cause I cant place a random seed... Can anyone help me with this? Also, can killedrid determine if the killed mob is a Boss or Mini-Boss?
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Hi to all members. I am Karyuu, and am new here in the forums. I decided to make a local private server of RO again just for fun and educational purpose. But I just learned that eAthena is not updated anymore and been passed down to other developers, and now here on Hercules. I was back reading a bit on the news on development and whats been changed, which makes me very confused as to how I should start. Can anyone direct me to the right path? What files do i need and a bit of how to configure and make it run. been 4 years since I last run an RO local Private server.