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tedexx

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Posts posted by tedexx


  1. All,

     

    I am working on an installation "script" to help you walk through the steps to install the panel.

     

    I am also working on a bit of a database re-write which will see some of the field names change to be more uniform. With this, a couple of new tables will be added relating to connection to the Hercules information (most of this will move out of the config directory and into the database).

     

    Any chance to put the Demo back on?


  2.  

    hercules\src\map\skill.c(6912): error C2143: syntax error : missing ';' before 'type'
    5>f:\server\hercules\src\map\skill.c(6913): error C2143: syntax error : missing ';' before 'type'
    5>f:\server\hercules\src\map\skill.c(6915): error C2065: 'needed' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(6918): error C2065: 'id' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(6920): error C2065: 'id' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(6922): error C2065: 'id' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(6923): error C2065: 'id' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(6925): error C2065: 'needed' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(6928): error C2065: 'id' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(6930): error C2065: 'id' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(6931): error C2065: 'id' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(6933): error C2065: 'id' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(6934): error C2065: 'id' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(7745): error C2065: 'x' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(7745): error C2065: 'y' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(7745): error C2065: 'x' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(7745): error C2065: 'y' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(7767): error C2065: 'x' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(7767): error C2065: 'y' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(7767): error C2065: 'x' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(7767): error C2065: 'y' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(9920): warning C4116: unnamed type definition in parentheses
    5>f:\server\hercules\src\map\skill.c(9988): error C2061: syntax error : identifier 'skill_castend_nodamage_id_dead_unknown'
    5>f:\server\hercules\src\map\skill.c(9988): error C2059: syntax error : ';'
    5>f:\server\hercules\src\map\skill.c(9988): error C2059: syntax error : 'type'
    5>f:\server\hercules\src\map\skill.c(14689): error C2043: illegal break
    5>f:\server\hercules\src\map\skill.c(14694): error C2059: syntax error : 'if'
    5>f:\server\hercules\src\map\skill.c(14715): error C2059: syntax error : 'else'
    5>f:\server\hercules\src\map\skill.c(14737): error C2059: syntax error : 'if'
    5>f:\server\hercules\src\map\skill.c(14759): error C2059: syntax error : 'if'
    5>f:\server\hercules\src\map\skill.c(14781): error C2059: syntax error : 'if'
    5>f:\server\hercules\src\map\skill.c(14803): error C2059: syntax error : 'if'
    5>f:\server\hercules\src\map\skill.c(14825): error C2059: syntax error : 'if'
    5>f:\server\hercules\src\map\skill.c(14847): error C2059: syntax error : 'if'
    5>f:\server\hercules\src\map\skill.c(14869): error C2059: syntax error : 'if'
    5>f:\server\hercules\src\map\skill.c(14893): error C2059: syntax error : 'switch'
    5>f:\server\hercules\src\map\skill.c(14908): error C2059: syntax error : 'if'
    5>f:\server\hercules\src\map\skill.c(14926): error C2059: syntax error : 'switch'
    5>f:\server\hercules\src\map\skill.c(15012): error C2059: syntax error : 'return'
    5>f:\server\hercules\src\map\skill.c(15013): error C2059: syntax error : '}'
    5>f:\server\hercules\src\map\skill.c(19860): error C2065: 'skill_castend_nodamage_id_dead_unknown' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(19860): warning C4047: '=' : 'bool (__cdecl *)(block_list *,block_list *,uint16 *,uint16 *,int64 *,int *)' differs in levels of indirection from 'int'
    5>f:\server\hercules\src\map\skill.c(19874): error C2065: 'skill_get_requirement_off_unknown' : undeclared identifier
    5>f:\server\hercules\src\map\skill.c(19874): warning C4047: '=' : 'bool (__cdecl *)(status_change *,uint16 *)' differs in levels of indirection from 'int'
    

    how to fix this error

     

     

     

    Why not Smoke's HBG? http://herc.ws/board/topic/14083-hercules-battlegrounds-v10a/


  3. Some questions:

     


    Why changing /conf/battle/client.conf > area_size affects the Snap skill from champ? How to make the skill cap at 14 cells (official)?

     

    Is there any adivise against changing the area_size and max_walk_path values? Some bad interaction or a meaningful increase of memory?

     


  4. The method call for setequipoption has his variables inverted.

    setequipoption(.@equip_index, .@option_slot, .option_constants[.@option_variable - 1], .@value);

    should be

    setequipoption(.@equip_index, .option_constants[.@option_variable - 1], .@option_slot, .@value);
    

  5. Wouldn't be

     

    setequipoption(<equip_index>,<opt_index>,<slot>,<value>);

     

    Instead of

     

    setequipoption(<equip_index>,<slot>,<opt_index>,<value>);

     

    ?

     

    The Item Option NPC released has the variables inverted in the method call too.

     

     

    Also, I found a possible exploit:

    Using the NPC to put options on an item, if you put an option the NPC will unequip the item, but if the item has options values already, the bonuses will stay with the character even without the equipment.

    Removing the equipment manually removes the bonus, its just the "autoremove" from setequipoption that doesn't.


  6. @bgstop maps-server error

    UoK5J29.png

     

     

    All emps move: easy to fix, not really a problem.

    The real problem is that the map-server is crashing whenever I hit any emp (see imgs below). No errors on map/login/char servers, juts stops. Maybe a untreated exception.

     

    (sorry for the portuguese window. Its just illustrative. Its the same "program has stopped working" window.)

     

    Sr6rP6e.png

    DBF4WN2.png

    wJitmTy.png


  7. Start talking with any npc. And you got hit by some one, new script will be called. Now you have two scripts running.

    But really can works only one script at time. This mean probably npc script will be terminated.

     

    Hmm, I see. Do you think that there's no way to overcome this?


  8. Fixed the <URL> problem. Just add width and height after the URL. That should be in the documentation. I'll make a PR for that, hope it's accepted.

     

     

    mes("You can <URL>Google<INFO>http://www.google.com/,800,600</INFO></URL> anything");

     

    Still dont know how to make <navi> work for custom maps.


  9. <URL>

    The window is opening with no size. How can I fix that? ef2ukIv.png

     

    <NAVI>

    Not working in custom maps. Is there any /data/ file that I should be adding so it works?


    Using 2015-05-13aRagexe, tested with 2016-02-03aRagexeRE also and the same occurs.


  10. Just for curiosity, has anyone tried to implement a different DBMS besides MySQL or the source its juts tightly coupled with the current choices?

     


    Today we have a lot of good dbms choices and could do so much more with more options. Just imagine running a server with mongodb and meteorjs on the web. Or having the concistency and scalability of postgress.

     

    Not trying to be a prick, just asking out of curiosity, i'm trying to learn more about the source of hercules, maybe thats a thing I can work on - if its viable.

     


  11. hi dasgit any update on this? its not working on latest rev.

     

    Its working man, just not as expected. I think its not reading the battle confs, so you have to put the config variables in the src/plugin file.

     

    /src/plugins/ExtendedVending.c

    int bc_extended_vending = 1; // Enable Extended Vending System
    int bc_show_item_vending = 1; // Show Currency Name in the Pub of Vending
    int bc_ex_vending_info = 0; // Show Information about buying
    int bc_item_zeny = 30002; // ItemID for Zeny, 0 to disable
    int bc_item_cash = 0; // ItemID for CashPoints, 0 to disable 

  12. prt_fild01,280,144,5    script    empty_npc    4W_SAILOR,{

        npctalk2("why are you walking when clicking me?");

        end;

    }

     

    should be

     

    prt_fild01,280,144,5    script    empty_npc    4W_SAILOR,2,2,{

    end;

     

    OnTouch:

        npctalk2("why are you walking when clicking me?");

        end;

    }

     

    Using OnTouch will trigger if you walk pass to the NPC. should put "end" under the headger if u don't like the npc to be clicked because it will trigger the npctalk2.

     

     

    I have no idea about the skills i was searching also about the problem, most of the skill have this kind of behaviour and it requires client modification to removed this kind of behaviour.

     

     

     

     

    prt_fild01,280,144,5    script    empty_npc    4W_SAILOR,{

        npctalk2("why are you walking when clicking me?");

        end;

    }

     

    should be

     

    prt_fild01,280,144,5    script    empty_npc    4W_SAILOR,2,2,{

    end;

     

    OnTouch:

        npctalk2("why are you walking when clicking me?");

        end;

    }

     

    Using OnTouch will trigger if you walk pass to the NPC. should put "end" under the headger if u don't like the npc to be clicked because it will trigger the npctalk2.

     

     

    I have no idea about the skills i was searching also about the problem, most of the skill have this kind of behaviour and it requires client modification to removed this kind of behaviour.

     

     

    Hi Eternity

    I dont know why you put that in that way, because that script was about showing the error, it dont need to have a trigger zone, so no OnTouch behavior.

    Tedexx put that basic script to show in a quick and easy way what is happening, because that is NOT the expected behavior (believe me, i made a lot of scripts that dont invoke a mes window and walking towards the npc is not supposed to happen, and never happened before).

     

    The skills with no cast is also a bug and doesn't need client modification, because is not client related (that would be a visual position bug), and give a lot of problems when you are killing monsters or in PvP.

     

    Arduino is right, it was just a example and the npctalk2 was to illustrate the interaction in the gif I posted. Like I wrote in the comment above, it happens with every function (heal(), dispbottom(), etc..), not just npctalk(2).


  13. Hey! this is a client related, but to add more icons you have to add it in the data and add the info of the new icon in db/constants.conf below comment__: "questinfo"

    Oh, nice! Where exactly in the data?

     

    By the way, thanks for the responses!

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