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MuriloStrike

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Posts posted by MuriloStrike


  1. Boa tarde pessoal, alguém pode me ajudar a colocar as terceiras classes em Português? Pois eu não consegui, já coloquei o LangType em 12, as classes normais ficam em Português, mas as terceiras não, o que fazer?


  2. bom, acho que não está faltando arquivo não, pois não da nenhum "File Not Found" e tbm, eu baixei direto do repositório oficial, baixei com o "git clone" pelo terminal e tbm baixei direto do site com o arquivo .zip.

     

    Edit:

    Pessoal, problema "resolvido", conversei com Haru, e ele ou ela (não sei o sexo, kkkkk), disse que por enquanto não sabia como consertar esse problema e que estavam trabalhando nisso, mas me apresentou uma alternativa, desativando o lto, rodando o seguinte comando: "./configure --disable-lto". Após isso, compila normalmente o servidor. Segue o link das postagens: http://herc.ws/board/tracker/issue-8421-error-compiling-on-ubuntu/

     

    E obrigado pela ajuda pessoal!!!!!


  3. eu fiz isso, foi que esqueci de colocar, kkk, bom, mas mesmo assim não resolveu nada... Não estou entendendo o erro, pesquisei na internet e vi que está faltando a função main() no arquivo principal... Segundo as fontes...


  4. primeiramente eu instalei os programas, depois configurei o banco de dados e fui tentar compilar, vou enumerar os comando que eu coloquei no terminal.

     

    1. sudo apt-get install git make gcc mysql-server libmysqlclient-dev zlib1g-dev libpcre3-dev screen

    2. git clone https://github.com/HerculesWS/Hercules.git ~/Hercules

    3. cd Hercules/

    4. ./configure

    5. make sql

     

    Pronto, quando vou rodar o ultimo comando para compilar, ele começa a fazer as coisas certinhas, mas quando chega na parte para compilar o login, ai da esse erro...


  5. Olá novamente pessoal, eu resolvi iniciar o servidor no Ubuntu, já que eu uso esse OS no meu dia-a-dia, eu já fiz todos os passo que tem na wiki, já instalei todos os programas necessários, para configurar fiz o seguinte, abrir o terminal, e naveguei até a pasta do Hercules, abrir o arquivo configure com o comando "./configure", limpei o make com "make clean" e depois dei um "make sql", mas quando executo esse comando eu recebo o seguinte erro:

    "/usr/lib/gcc/i686-linux-gnu/4.9/../../../i386-linux-gnu/crt1.o: na função `_start':
    /build/buildd/glibc-2.19/csu/../sysdeps/i386/start.S:111: referência indefinida para `main'
    collect2: error: ld returned 1 exit status
    Makefile:89: recipe for target '../../login-server' failed
    make[1]: *** [../../login-server] Error 1
    make[1]: Leaving directory '/home/murilo/Hercules/src/login'
    Makefile:96: recipe for target 'login_sql' failed
    make: *** [login_sql] Error 2"

     

    Segue print do erro em anexo.

     

    post-5496-0-89920000-1414681664_thumb.png


  6. Eu usei o sistema de buscas, mas todos os links que tinham não estavam funcionando, dava tempo limite atingido... por isso recorri a criar esse tópico, mas pode fechar, troquei o Hexed e agora ta normal!!!!!

    Obrigado!


  7. Boa tarde pessoal! Estou voltando a comunidade Hercules e estou voltando de volta com um servidor entre amigos meu...

    Bom, eu já baixei e configurei tudo certinho no servidor, estou usando o Hexed 2014-06-13aRagexe, o problema é o seguinte, os Lua Files, onde posso encontrar os Lua's dele?

     

    Eu já procurei em todo canto, mas não encontrei de jeito nenhum...


  8. aff, agora está dando rejected from server (30) e o failed to authenticate (5011)

    e o estranho é que não aparece nenhum erro no servidor...


  9. pronto, já baixei tudo, abriu sem erro, mais está dando o seguinte erro: failed to authenticate (5011)

    esse erro é ao se logar, e quando vou olhar no map,login e char server, não aparece nada...

    já revirei o google atrás dessa solução e nada...

    para diffar usei o NEMO e marquei todas as recomendadas...


  10. okay! irei ver! bom, ainda está a mesma coisa, eu reparei que quando chega em 405 (usando os comandos) aparece o botão para poder aumentar os stats, mais quando chega em 400 fica a mesma coisa.

     

    e em questão do hexed, qual você me aconselha usar? Pois estou achando que o problema vai estar no hexed.


  11. mmo.h:

     

     

    // Copyright (c) Hercules Dev Team, licensed under GNU GPL.// See the LICENSE file// Portions Copyright (c) Athena Dev Teams#ifndef    _COMMON_MMO_H_#define    _COMMON_MMO_H_#include "cbasetypes.h"#include "../common/db.h"#include <time.h>// server->client protocol version//	    0 - pre-?//	    1 - ?				    - 0x196//	    2 - ?				    - 0x78, 0x79//	    3 - ?				    - 0x1c8, 0x1c9, 0x1de//	    4 - ?				    - 0x1d7, 0x1d8, 0x1d9, 0x1da//	    5 - 2003-12-18aSakexe+   - 0x1ee, 0x1ef, 0x1f0, ?0x1c4, 0x1c5?//	    6 - 2004-03-02aSakexe+   - 0x1f4, 0x1f5//	    7 - 2005-04-11aSakexe+   - 0x229, 0x22a, 0x22b, 0x22c// 20061023 - 2006-10-23aSakexe+   - 0x6b, 0x6d// 20070521 - 2007-05-21aSakexe+   - 0x283// 20070821 - 2007-08-21aSakexe+   - 0x2c5// 20070918 - 2007-09-18aSakexe+   - 0x2d7, 0x2d9, 0x2da// 20071106 - 2007-11-06aSakexe+   - 0x78, 0x7c, 0x22c// 20080102 - 2008-01-02aSakexe+   - 0x2ec, 0x2ed , 0x2ee// 20081126 - 2008-11-26aSakexe+   - 0x1a2// 20090408 - 2009-04-08aSakexe+   - 0x44a (dont use as it overlaps with RE client packets)// 20080827 - 2008-08-27aRagexeRE+ - First RE Client// 20081217 - 2008-12-17aRagexeRE+ - 0x6d (Note: This one still use old Char Info Packet Structure)// 20081218 - 2008-12-17bRagexeRE+ - 0x6d (Note: From this one client use new Char Info Packet Structure)// 20090603 - 2009-06-03aRagexeRE+ - 0x7d7, 0x7d8, 0x7d9, 0x7da// 20090617 - 2009-06-17aRagexeRE+ - 0x7d9// 20090922 - 2009-09-22aRagexeRE+ - 0x7e5, 0x7e7, 0x7e8, 0x7e9// 20091103 - 2009-11-03aRagexeRE+ - 0x7f7, 0x7f8, 0x7f9// 20100105 - 2010-01-05aRagexeRE+ - 0x133, 0x800, 0x801// 20100126 - 2010-01-26aRagexeRE+ - 0x80e// 20100223 - 2010-02-23aRagexeRE+ - 0x80f// 20100413 - 2010-04-13aRagexeRE+ - 0x6b// 20100629 - 2010-06-29aRagexeRE+ - 0x2d0, 0xaa, 0x2d1, 0x2d2// 20100721 - 2010-07-21aRagexeRE+ - 0x6b, 0x6d// 20100727 - 2010-07-27aRagexeRE+ - 0x6b, 0x6d// 20100803 - 2010-08-03aRagexeRE+ - 0x6b, 0x6d, 0x827, 0x828, 0x829, 0x82a, 0x82b, 0x82c, 0x842, 0x843// 20101124 - 2010-11-24aRagexeRE+ - 0x856, 0x857, 0x858// 20110111 - 2011-01-11aRagexeRE+ - 0x6b, 0x6d// 20110928 - 2011-09-28aRagexeRE+ - 0x6b, 0x6d// 20111025 - 2011-10-25aRagexeRE+ - 0x6b, 0x6d// 20120307 - 2012-03-07aRagexeRE+ - 0x970#ifndef PACKETVER    #define PACKETVER 20120410#endif // PACKETVER//Uncomment the following line if your client is ragexeRE instead of ragexe (required because of conflicting packets in ragexe vs ragexeRE).//#define ENABLE_PACKETVER_RE#ifdef ENABLE_PACKETVER_RE    #define PACKETVER_RE    #undef ENABLE_PACKETVER_RE#endif // DISABLE_PACKETVER_RE// Client support for experimental RagexeRE UI present in 2012-04-10 and 2012-04-18#if defined(PACKETVER_RE) && ( PACKETVER == 20120410 || PACKETVER == 20120418 )#define    PARTY_RECRUIT#endif // PACKETVER_RE && (PACKETVER == 20120410 || PACKETVER == 10120418)// Comment the following line to disable sc_data saving. [Skotlex]#define ENABLE_SC_SAVING#if PACKETVER >= 20070227// Comment the following like to disable server-side hot-key saving support. [Skotlex]// Note that newer clients no longer save hotkeys in the registry!#define HOTKEY_SAVING#if PACKETVER < 20090603	    // (27 = 9 skills x 3 bars)			   (0x02b9,191)	    #define MAX_HOTKEYS 27#elif PACKETVER < 20090617	    // (36 = 9 skills x 4 bars)			   (0x07d9,254)	    #define MAX_HOTKEYS 36#else // >= 20090617	    // (38 = 9 skills x 4 bars & 2 Quickslots)(0x07d9,268)	    #define MAX_HOTKEYS 38#endif // 20090603#endif // 20070227#define MAX_INVENTORY 100//Max number of characters per account. Note that changing this setting alone is not enough if the client is not hexed to support more characters as well.#define MAX_CHARS 9//Number of slots carded equipment can have. Never set to less than 4 as they are also used to keep the data of forged items/equipment. [Skotlex]//Note: The client seems unable to receive data for more than 4 slots due to all related packets having a fixed size.#define MAX_SLOTS 4//Max amount of a single stacked item#define MAX_AMOUNT 30000#define MAX_ZENY 1000000000//Official Limit: 2.1b ( the var that stores the money doesn't go much higher than this by default )#define MAX_BANK_ZENY 2100000000#define MAX_FAME 1000000000#define MAX_CART 100#define MAX_SKILL 1478#define MAX_SKILL_ID 10015   // [Ind/Hercules] max used skill ID//Update this max as necessary. 55 is the value needed for Super Baby currently//Raised to 84 since Expanded Super Novice needs it.#define MAX_SKILL_TREE 84#define DEFAULT_WALK_SPEED 150#define MIN_WALK_SPEED 20 /* below 20 clips animation */#define MAX_WALK_SPEED 1000#define MAX_STORAGE 600#define MAX_GUILD_STORAGE 600#define MAX_PARTY 12#define MAX_GUILD (16+10*6)	 // Increased max guild members +6 per 1 extension levels [Lupus]#define MAX_GUILDPOSITION 20    // Increased max guild positions to accomodate for all members [Valaris] (removed) [PoW]#define MAX_GUILDEXPULSION 32#define MAX_GUILDALLIANCE 16#define MAX_GUILDSKILL    15	  // Increased max guild skills because of new skills [Sara-chan]#define MAX_GUILDLEVEL 50#define MAX_GUARDIANS 8		 // Local max per castle. [Skotlex]#define MAX_QUEST_OBJECTIVES 3  // Max quest objectives for a quest#define MAX_START_ITEMS 32   	 // Max number of items allowed to be given to a char whenever it's created. [mkbu95]// for produce#define MIN_ATTRIBUTE 0#define MAX_ATTRIBUTE 4#define ATTRIBUTE_NORMAL 0#define MIN_STAR 0#define MAX_STAR 3#define MAX_STATUS_TYPE 5#define WEDDING_RING_M 2634#define WEDDING_RING_F 2635//For character names, title names, guilds, maps, etc.//Includes null-terminator as it is the length of the array.#define NAME_LENGTH (23 + 1)//For item names, which tend to have much longer names.#define ITEM_NAME_LENGTH 50//For Map Names, which the client considers to be 16 in length including the .gat extension.#define MAP_NAME_LENGTH (11 + 1)#define MAP_NAME_LENGTH_EXT (MAP_NAME_LENGTH + 4)#define MAX_FRIENDS 40#define MAX_MEMOPOINTS 3// Size of the fame list arrays.#define MAX_FAME_LIST 10// Limits to avoid ID collision with other game objects#define START_ACCOUNT_NUM 2000000#define END_ACCOUNT_NUM 100000000#define START_CHAR_NUM 150000// Guilds#define MAX_GUILDMES1 60#define MAX_GUILDMES2 120// Base Homun skill.#define HM_SKILLBASE 8001#define MAX_HOMUNSKILL 43#define MAX_HOMUNCULUS_CLASS    52    // [orn] Increased to 60 from 16 to allow new Homun-S.#define HM_CLASS_BASE 6001#define HM_CLASS_MAX (HM_CLASS_BASE+MAX_HOMUNCULUS_CLASS-1)// Mail System#define MAIL_MAX_INBOX 30#define MAIL_TITLE_LENGTH 40#define MAIL_BODY_LENGTH 200// Mercenary System#define MC_SKILLBASE 8201#define MAX_MERCSKILL 40#define MAX_MERCENARY_CLASS 61// Elemental System#define MAX_ELEMENTALSKILL 42#define EL_SKILLBASE 8401#define MAX_ELESKILLTREE 3#define MAX_ELEMENTAL_CLASS 12#define EL_CLASS_BASE 2114#define EL_CLASS_MAX (EL_CLASS_BASE+MAX_ELEMENTAL_CLASS-1)struct HPluginData;enum item_types {    IT_HEALING = 0,    IT_UNKNOWN, //1    IT_USABLE,  //2    IT_ETC,	 //3    IT_WEAPON,  //4    IT_ARMOR,   //5    IT_CARD,    //6    IT_PETEGG,  //7    IT_PETARMOR,//8    IT_UNKNOWN2,//9    IT_AMMO,    //10    IT_DELAYCONSUME,//11    IT_CASH = 18,    IT_MAX};// Questlog statesenum quest_state {    Q_INACTIVE, ///< Inactive quest (the user can toggle between active and inactive quests)    Q_ACTIVE,   ///< Active quest    Q_COMPLETE, ///< Completed quest};/// Questlog entrystruct quest {    int quest_id;				    ///< Quest ID    unsigned int time;			   ///< Expiration time    int count[MAX_QUEST_OBJECTIVES]; ///< Kill counters of each quest objective    enum quest_state state;		  ///< Current quest state};struct item {    int id;    short nameid;    short amount;    unsigned int equip; // Location(s) where item is equipped (using enum equip_pos for bitmasking).    char identify;    char refine;    char attribute;    short card[MAX_SLOTS];    unsigned int expire_time;    char favorite;    unsigned char bound;    uint64 unique_id;};struct point {    unsigned short map;    short x,y;};enum e_skill_flag{    SKILL_FLAG_PERMANENT,    SKILL_FLAG_TEMPORARY,    SKILL_FLAG_PLAGIARIZED,    SKILL_FLAG_UNUSED,            /* needed to maintain the order since the values are saved, can be renamed and used if a new flag is necessary */    SKILL_FLAG_PERM_GRANTED,    // Permanent, granted through someway (e.g. script).    /* */    /* MUST be the last, because with it the flag value stores a dynamic value (flag+lv) */    SKILL_FLAG_REPLACED_LV_0,   // Temporary skill overshadowing permanent skill of level 'N - SKILL_FLAG_REPLACED_LV_0',};enum e_mmo_charstatus_opt {    OPT_NONE        = 0x0,    OPT_SHOW_EQUIP    = 0x1,    OPT_ALLOW_PARTY    = 0x2,};enum e_item_bound_type {    IBT_MIN	   = 0x1,    IBT_ACCOUNT   = 0x1,    IBT_GUILD	 = 0x2,    IBT_PARTY	 = 0x3,    IBT_CHARACTER = 0x4,    IBT_MAX	   = 0x4,};struct s_skill {    unsigned short id;    unsigned char lv;    unsigned char flag; // See enum e_skill_flag};struct script_reg_state {    unsigned int type   : 1;/* because I'm a memory hoarder and having them in the same struct would be a 8-byte/instance waste while ints outnumber str on a 10000-to-1 ratio. */    unsigned int update : 1;/* whether it needs to be sent to char server for insertion/update/delete */};struct script_reg_num {    struct script_reg_state flag;    int value;};struct script_reg_str {    struct script_reg_state flag;    char *value;};// For saving status changes across sessions. [Skotlex]struct status_change_data {    unsigned short type; //SC_type    int val1, val2, val3, val4;    unsigned int tick; //Remaining duration.};struct storage_data {    int storage_amount;    struct item items[MAX_STORAGE];};struct guild_storage {    int dirty;    int guild_id;    short storage_status;    short storage_amount;    struct item items[MAX_GUILD_STORAGE];    unsigned short lock;};struct s_pet {    int account_id;    int char_id;    int pet_id;    short class_;    short level;    short egg_id;//pet egg id    short equip;//pet equip name_id    short intimate;//pet friendly    short hungry;//pet hungry    char name[NAME_LENGTH];    char rename_flag;    char incuvate;};struct s_homunculus {    //[orn]    char name[NAME_LENGTH];    int hom_id;    int char_id;    short class_;    short prev_class;    int hp,max_hp,sp,max_sp;    unsigned int intimacy;    //[orn]    short hunger;    struct s_skill hskill[MAX_HOMUNSKILL]; //albator    short skillpts;    short level;    unsigned int exp;    short rename_flag;    short vaporize; //albator    int str;    int agi;    int vit;    int int_;    int dex;    int luk;    int8 spiritball; //for homun S [lighta]};struct s_mercenary {    int mercenary_id;    int char_id;    short class_;    int hp, sp;    unsigned int kill_count;    unsigned int life_time;};struct s_elemental {    int elemental_id;    int char_id;    short class_;    int mode;    int hp, sp, max_hp, max_sp, matk, atk, atk2;    short hit, flee, amotion, def, mdef;    int life_time;};struct s_friend {    int account_id;    int char_id;    char name[NAME_LENGTH];};#ifdef HOTKEY_SAVINGstruct hotkey {    unsigned int id;    unsigned short lv;    unsigned char type; // 0: item, 1: skill};#endifstruct mmo_charstatus {    int char_id;    int account_id;    int partner_id;    int father;    int mother;    int child;    unsigned int base_exp,job_exp;    int zeny;    int bank_vault;    short class_;    unsigned int status_point,skill_point;    int hp,max_hp,sp,max_sp;    unsigned int option;    short manner;    unsigned char karma;    short hair,hair_color,clothes_color;    int party_id,guild_id,pet_id,hom_id,mer_id,ele_id;    int fame;    // Mercenary Guilds Rank    int arch_faith, arch_calls;    int spear_faith, spear_calls;    int sword_faith, sword_calls;    short weapon; // enum weapon_type    short shield; // view-id    short head_top,head_mid,head_bottom;    short robe;    char name[NAME_LENGTH];    unsigned int base_level,job_level;    short str,agi,vit,int_,dex,luk;    unsigned char slot,sex;    uint32 mapip;    uint16 mapport;    struct point last_point,save_point,memo_point[MAX_MEMOPOINTS];    struct item inventory[MAX_INVENTORY],cart[MAX_CART];    struct storage_data storage;    struct s_skill skill[MAX_SKILL];    struct s_friend friends[MAX_FRIENDS]; //New friend system [Skotlex]#ifdef HOTKEY_SAVING    struct hotkey hotkeys[MAX_HOTKEYS];#endif    bool show_equip, allow_party;    unsigned short rename;    unsigned short slotchange;    time_t delete_date;    /* `account_data` modifiers */    unsigned short mod_exp,mod_drop,mod_death;        unsigned char font;};typedef enum mail_status {    MAIL_NEW,    MAIL_UNREAD,    MAIL_READ,} mail_status;struct mail_message {    int id;    int send_id;    char send_name[NAME_LENGTH];    int dest_id;    char dest_name[NAME_LENGTH];    char title[MAIL_TITLE_LENGTH];    char body[MAIL_BODY_LENGTH];    mail_status status;    time_t timestamp; // marks when the message was sent    int zeny;    struct item item;};struct mail_data {    short amount;    bool full;    short unchecked, unread;    struct mail_message msg[MAIL_MAX_INBOX];};struct auction_data {    unsigned int auction_id;    int seller_id;    char seller_name[NAME_LENGTH];    int buyer_id;    char buyer_name[NAME_LENGTH];    struct item item;    // This data is required for searching, as itemdb is not read by char server    char item_name[ITEM_NAME_LENGTH];    short type;    unsigned short hours;    int price, buynow;    time_t timestamp; // auction's end time    int auction_end_timer;};struct party_member {    int account_id;    int char_id;    char name[NAME_LENGTH];    unsigned short class_;    unsigned short map;    unsigned short lv;    unsigned leader : 1,   		  online : 1;};struct party {    int party_id;    char name[NAME_LENGTH];    unsigned char count; //Count of online characters.    unsigned exp : 1,                item : 2; //&1: Party-Share (round-robin), &2: pickup style: shared.    struct party_member member[MAX_PARTY];    };struct map_session_data;struct guild_member {    int account_id, char_id;    short hair,hair_color,gender,class_,lv;    uint64 exp;    int exp_payper;    short online,position;    char name[NAME_LENGTH];    struct map_session_data *sd;    unsigned char modified;};struct guild_position {    char name[NAME_LENGTH];    int mode;    int exp_mode;    unsigned char modified;};struct guild_alliance {    int opposition;    int guild_id;    char name[NAME_LENGTH];};struct guild_expulsion {    char name[NAME_LENGTH];    char mes[40];    int account_id;};struct guild_skill {    int id,lv;};struct hChSysCh;struct guild {    int guild_id;    short guild_lv, connect_member, max_member, average_lv;    uint64 exp;    unsigned int next_exp;    int skill_point;    char name[NAME_LENGTH],master[NAME_LENGTH];    struct guild_member member[MAX_GUILD];    struct guild_position position[MAX_GUILDPOSITION];    char mes1[MAX_GUILDMES1],mes2[MAX_GUILDMES2];    int emblem_len,emblem_id;    char emblem_data[2048];    struct guild_alliance alliance[MAX_GUILDALLIANCE];    struct guild_expulsion expulsion[MAX_GUILDEXPULSION];    struct guild_skill skill[MAX_GUILDSKILL];        /* used on char.c to state what kind of data is being saved/processed */    unsigned short save_flag;        short *instance;    unsigned short instances;        struct hChSysCh *channel;        /* HPM Custom Struct */    struct HPluginData **hdata;    unsigned int hdatac;};struct guild_castle {    int castle_id;    int mapindex;    char castle_name[NAME_LENGTH];    char castle_event[NAME_LENGTH];    int guild_id;    int economy;    int defense;    int triggerE;    int triggerD;    int nextTime;    int payTime;    int createTime;    int visibleC;    struct {        unsigned visible : 1;        int id; // object id    } guardian[MAX_GUARDIANS];    int* temp_guardians; // ids of temporary guardians (mobs)    int temp_guardians_max;};struct fame_list {    int id;    int fame;    char name[NAME_LENGTH];};enum fame_list_type {    RANKTYPE_BLACKSMITH = 0,    RANKTYPE_ALCHEMIST  = 1,    RANKTYPE_TAEKWON    = 2,    RANKTYPE_PK		 = 3, //Not supported yet};enum { //Change Guild Infos    GBI_EXP    =1,        // Guild Experience (EXP)    GBI_GUILDLV,        // Guild level    GBI_SKILLPOINT,        // Guild skillpoints    GBI_SKILLLV,        // Guild skill_lv ?? seem unused};enum { //Change Member Infos    GMI_POSITION    =0,    GMI_EXP,    GMI_HAIR,    GMI_HAIR_COLOR,    GMI_GENDER,    GMI_CLASS,    GMI_LEVEL,};enum {    GD_SKILLBASE=10000,    GD_APPROVAL=10000,    GD_KAFRACONTRACT=10001,    GD_GUARDRESEARCH=10002,    GD_GUARDUP=10003,    GD_EXTENSION=10004,    GD_GLORYGUILD=10005,    GD_LEADERSHIP=10006,    GD_GLORYWOUNDS=10007,    GD_SOULCOLD=10008,    GD_HAWKEYES=10009,    GD_BATTLEORDER=10010,    GD_REGENERATION=10011,    GD_RESTORE=10012,    GD_EMERGENCYCALL=10013,    GD_DEVELOPMENT=10014,    GD_MAX,};//These mark the ID of the jobs, as expected by the client. [Skotlex]enum {    JOB_NOVICE,    JOB_SWORDMAN,    JOB_MAGE,    JOB_ARCHER,    JOB_ACOLYTE,    JOB_MERCHANT,    JOB_THIEF,    JOB_KNIGHT,    JOB_PRIEST,    JOB_WIZARD,    JOB_BLACKSMITH,    JOB_HUNTER,    JOB_ASSASSIN,    JOB_KNIGHT2,    JOB_CRUSADER,    JOB_MONK,    JOB_SAGE,    JOB_ROGUE,    JOB_ALCHEMIST,    JOB_BARD,    JOB_DANCER,    JOB_CRUSADER2,    JOB_WEDDING,    JOB_SUPER_NOVICE,    JOB_GUNSLINGER,    JOB_NINJA,    JOB_XMAS,    JOB_SUMMER,    JOB_MAX_BASIC,    JOB_NOVICE_HIGH = 4001,    JOB_SWORDMAN_HIGH,    JOB_MAGE_HIGH,    JOB_ARCHER_HIGH,    JOB_ACOLYTE_HIGH,    JOB_MERCHANT_HIGH,    JOB_THIEF_HIGH,    JOB_LORD_KNIGHT,    JOB_HIGH_PRIEST,    JOB_HIGH_WIZARD,    JOB_WHITESMITH,    JOB_SNIPER,    JOB_ASSASSIN_CROSS,    JOB_LORD_KNIGHT2,    JOB_PALADIN,    JOB_CHAMPION,    JOB_PROFESSOR,    JOB_STALKER,    JOB_CREATOR,    JOB_CLOWN,    JOB_GYPSY,    JOB_PALADIN2,    JOB_BABY,    JOB_BABY_SWORDMAN,    JOB_BABY_MAGE,    JOB_BABY_ARCHER,    JOB_BABY_ACOLYTE,    JOB_BABY_MERCHANT,    JOB_BABY_THIEF,    JOB_BABY_KNIGHT,    JOB_BABY_PRIEST,    JOB_BABY_WIZARD,    JOB_BABY_BLACKSMITH,    JOB_BABY_HUNTER,    JOB_BABY_ASSASSIN,    JOB_BABY_KNIGHT2,    JOB_BABY_CRUSADER,    JOB_BABY_MONK,    JOB_BABY_SAGE,    JOB_BABY_ROGUE,    JOB_BABY_ALCHEMIST,    JOB_BABY_BARD,    JOB_BABY_DANCER,    JOB_BABY_CRUSADER2,    JOB_SUPER_BABY,    JOB_TAEKWON,    JOB_STAR_GLADIATOR,    JOB_STAR_GLADIATOR2,    JOB_SOUL_LINKER,    JOB_GANGSI,    JOB_DEATH_KNIGHT,    JOB_DARK_COLLECTOR,    JOB_RUNE_KNIGHT = 4054,    JOB_WARLOCK,    JOB_RANGER,    JOB_ARCH_BISHOP,    JOB_MECHANIC,    JOB_GUILLOTINE_CROSS,    JOB_RUNE_KNIGHT_T,    JOB_WARLOCK_T,    JOB_RANGER_T,    JOB_ARCH_BISHOP_T,    JOB_MECHANIC_T,    JOB_GUILLOTINE_CROSS_T,    JOB_ROYAL_GUARD,    JOB_SORCERER,    JOB_MINSTREL,    JOB_WANDERER,    JOB_SURA,    JOB_GENETIC,    JOB_SHADOW_CHASER,    JOB_ROYAL_GUARD_T,    JOB_SORCERER_T,    JOB_MINSTREL_T,    JOB_WANDERER_T,    JOB_SURA_T,    JOB_GENETIC_T,    JOB_SHADOW_CHASER_T,    JOB_RUNE_KNIGHT2,    JOB_RUNE_KNIGHT_T2,    JOB_ROYAL_GUARD2,    JOB_ROYAL_GUARD_T2,    JOB_RANGER2,    JOB_RANGER_T2,    JOB_MECHANIC2,    JOB_MECHANIC_T2,    JOB_BABY_RUNE = 4096,    JOB_BABY_WARLOCK,    JOB_BABY_RANGER,    JOB_BABY_BISHOP,    JOB_BABY_MECHANIC,    JOB_BABY_CROSS,    JOB_BABY_GUARD,    JOB_BABY_SORCERER,    JOB_BABY_MINSTREL,    JOB_BABY_WANDERER,    JOB_BABY_SURA,    JOB_BABY_GENETIC,    JOB_BABY_CHASER,    JOB_BABY_RUNE2,    JOB_BABY_GUARD2,    JOB_BABY_RANGER2,    JOB_BABY_MECHANIC2,    JOB_SUPER_NOVICE_E = 4190,    JOB_SUPER_BABY_E,    JOB_KAGEROU = 4211,    JOB_OBORO,    JOB_REBELLION = 4215,    JOB_MAX,};//Total number of classes (for data storage)#define CLASS_COUNT (JOB_MAX - JOB_NOVICE_HIGH + JOB_MAX_BASIC)enum {    SEX_FEMALE = 0,    SEX_MALE,    SEX_SERVER};enum weapon_type {    W_FIST,    //Bare hands    W_DAGGER,    //1    W_1HSWORD,    //2    W_2HSWORD,    //3    W_1HSPEAR,    //4    W_2HSPEAR,    //5    W_1HAXE,    //6    W_2HAXE,    //7    W_MACE,    //8    W_2HMACE,    //9 (unused)    W_STAFF,    //10    W_BOW,    //11    W_KNUCKLE,    //12    W_MUSICAL,    //13    W_WHIP,    //14    W_BOOK,    //15    W_KATAR,    //16    W_REVOLVER,    //17    W_RIFLE,    //18    W_GATLING,    //19    W_SHOTGUN,    //20    W_GRENADE,    //21    W_HUUMA,    //22    W_2HSTAFF,    //23    MAX_WEAPON_TYPE,    // dual-wield constants    W_DOUBLE_DD, // 2 daggers    W_DOUBLE_SS, // 2 swords    W_DOUBLE_AA, // 2 axes    W_DOUBLE_DS, // dagger + sword    W_DOUBLE_DA, // dagger + axe    W_DOUBLE_SA, // sword + axe};enum ammo_type {    A_ARROW = 1,    A_DAGGER,   //2    A_BULLET,   //3    A_SHELL,    //4    A_GRENADE,  //5    A_SHURIKEN, //6    A_KUNAI,	 //7    A_CANNONBALL,    //8    A_THROWWEAPON    //9};enum e_char_server_type {    CST_NORMAL	  = 0,    CST_MAINTENANCE = 1,    CST_OVER18	  = 2,    CST_PAYING	  = 3,    CST_F2P		 = 4,};enum e_pc_reg_loading {    PRL_NONE = 0x0,    PRL_CHAR = 0x1,    PRL_ACCL = 0x2,/* local */    PRL_ACCG = 0x4,/* global */    PRL_ALL  = 0xFF,};/* packet size constant for itemlist */#if MAX_INVENTORY > MAX_STORAGE && MAX_INVENTORY > MAX_CART#define MAX_ITEMLIST MAX_INVENTORY#elif MAX_CART > MAX_INVENTORY && MAX_CART > MAX_STORAGE#define MAX_ITEMLIST MAX_CART#else#define MAX_ITEMLIST MAX_STORAGE#endif// sanity checks...#if MAX_ZENY > INT_MAX#error MAX_ZENY is too big#endif#endif /* _COMMON_MMO_H_ */

     

     

     

     

    e eu me interesso sim em usar clientes mais novos, só que eu não encontro os luas files referente a eles.


  12. Olá novamente, pensei que estava resolvido mais não está, pessoal, pelo meu costume de aumentar stats com o +dex+, /str+ e etc... eu consigo passar dos 400 normalmente, mais si for aumentar os atributos manualmente, ele é barrado quando chega em 400, mas com o Renewal desativado é normal, chega em 400 e passa de boa, mais com ele ativado não passa, eu quero renewal no meu serv, acho legal, alguem tem outra solução?

    Obs: com a solução do evilpuncker passa de 400, mais com o comando /str+ e etc...


  13. isso mesmo, eu estive procurando em vários outros fóruns, mais não encontrei, e como não tenho essas classes na minha .grf, creio eu que as habilidades tbm vão estar em falta!

    alguém tem link dessas classes?

     

     

    outra coisa, em que epísodeo essas classes aparecem? é no eclage?


  14. Olá novamente pessoal... kkk, bom pessoal, eu quero saber se alguem tem a pasta data com as classes kagerou e oboro, pois no data.grf do BRO não tem, ai sempre que os players vão entrar com esse char criado da erro... alguem pode me ajudar?

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