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Beret

High Council
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  1. Upvote
    Beret got a reaction from Aurora in NEMO - Client Patcher   
    Neo could you add support in NEMO:
     
    Color name:
     

     
     
    Digits healing:
     

     
    Color healing:
     

  2. Upvote
    Beret got a reaction from karazu in NEMO - Client Patcher   
    Neo could you add support in NEMO:
     
    Color name:
     

     
     
    Digits healing:
     

     
    Color healing:
     

  3. Upvote
    Beret reacted to malufett in 'job_db1.txt' Redesign   
    'job_db1.txt' Redesign
     
    What is it?
    The file has been upgrade to achieve 2 goals: make it easier for us to update the file and for our users to customize it better. The old hp/sp computation has been drop and replace by hp/sp tables. job_db.conf Format:
    Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there)     Inherit: ( "Other_Job_Name" );     // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table.     InheritHP: ( "Other_Job_Name" );// Base job from which this job will inherit its HP table.     InheritSP: ( "Other_Job_Name" );// Base job from which this job will inherit its SP table.     Weight: Max Weight            (int, defaults to 20000, units in Weight/10)     BaseASPD: {                 // Base ASPD for specific weapon type         Fist: 0~200                (int, defaults to 200)         Dagger: 0~200            (int, defaults to 200)         Sword: 0~200            (int, defaults to 200)         TwoHandSword: 0~200        (int, defaults to 200)         Spear: 0~200            (int, defaults to 200)         TwoHandSpear: 0~200        (int, defaults to 200)         Axe: 0~200                (int, defaults to 200)         TwoHandAxe: 0~200        (int, defaults to 200)         Mace: 0~200                (int, defaults to 200)         TwoHandMace: 0~200        (int, defaults to 200)         Rod: 0~200                (int, defaults to 200)         Bow: 0~200                (int, defaults to 200)         Knuckle: 0~200            (int, defaults to 200)         Instrumen: 0~200        (int, defaults to 200)         Whip: 0~200                (int, defaults to 200)         Book: 0~200                (int, defaults to 200)         Katar: 0~200            (int, defaults to 200)         Revolver: 0~200            (int, defaults to 200)         Rifle: 0~200            (int, defaults to 200)         GatlingGun: 0~200        (int, defaults to 200)         Shotgun: 0~200            (int, defaults to 200)         GrenadeLauncher: 0~200    (int, defaults to 200)         FuumaShuriken: 0~200    (int, defaults to 200)         TwoHandRod: 0~200        (int, defaults to 200)         Shield: 0~200            (int, defaults to 0)     }     HPTable:[ 1, .... 150 ]        (int[]) Reference table for base HP per level      SPTable:[ 1, .... 150 ]        (int[]) Reference table for base SP per level     // Note: If table index size is smaller than the max level the server will automatically generate the missing index based on the average increase per level.} Benefit?
    You can now easily specify a class base weight, base aspd for specific weapon types and HP/SP per level. Lessen redundant entries and good for the eyes.. RE ASPD formula is improved to compatibly(less/no more conversion) accept aegis database. Tools?
    http://herc.ws/board/files/file/202-hercules-hpsp-table-generator/ Special Thanks to:
    Awesome @Yommy Best @Michi Incredible @Ind Nice @Beret Links
    Commit: https://github.com/HerculesWS/Hercules/commit/b59b9d1ab4c5a21081cdd2af126997ed7093d743 File: https://github.com/HerculesWS/Hercules/blob/master/db/re/job_db.conf
  4. Upvote
    Beret got a reaction from Jedzkie in Add new database format   
    A while back when hercules was implemented new updates I gave the idea to ind use configuration (.conf), today I see how much this mode brought more easily for creation and configuration, I noticed that the item_db is now also in file  
    Well why not expand to other files which can facilitate both in future updates following the aegis, as for members who use the emulator. To make clearer how much easier to use that way, look below.     skill_db - hercules:   662,0,6,4,0,0x2,14,10,1,no,0,0x2,0,weapon,0, NPC_HELLJUDGEMENT,Hell's Judgement663,0,6,4,0,0x3,2:5:8:11:14,5,1,no,0,0x2,0,none,0, NPC_WIDESILENCE,Wide Silence661,0,6,4,0,0x2,7,5,1,no,0,0x2,0,weapon,7, NPC_PULSESTRIKE,Pulse Strike  
    skill_db - aegis:
     
    SetSkill NPC_HELLJUDGEMENTOnInit: SkillType TOME SkillMaxLv 10 SkillPattern DIRECTATTACK SkillSplash SQUARE 14 14 14 14 14 14 14 14 14 14 SkillAtkPer 100 200 300 400 500 600 700 800 900 1000returnOnSuccess: SkillHandicap HEALTHCurse 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000returnSetSkill NPC_WIDESILENCEOnInit: SkillType TOME SkillMaxLv 5 SkillSplash SQUARE 2 5 8 11 14 returnOnUse: SkillHandicap HEALTHSilence 1000 1000 1000 1000 1000 SkillNoDamagereturnSetSkill NPC_PULSESTRIKEOnInit: SkillType TOME SkillMaxLv 5 SkillSplash SQUARE 7 7 7 7 7 SkillPattern DIRECTATTACK SkillAtkPer 100 200 300 400 500returnOnSuccess: SkillKnockBack 7 7 7 7 7return  
    produce_db rune - hercules
     
    12733,24,2010,4,1096,1,7123,1,7939,1 produce_db mode rune - aegis
     
    Rune_12733 = { -- 하갈라즈 ["Elder_Branch"] = 1, ["Round_Shell"] = 1, ["Dragon's_Skin"] = 1, } produce_db cook - hercules
     
    12061,11,0,0,7472,0,518,1,514,2,501,1 produce_db cook - aegis
     
    [ [[Dex_Dish01]] ] = { Level={1}; --재료아이템 Meterial = { --아이템DB명, 개수 { [[Honey]], 1 }, { [[Grape]], 2 }, { [[Red_Potion]], 1 }, }; CreatingItembyFailed = { }; }, mercenary_skill_db - hercules
     
    6017,8207,2 //MA_DOUBLE6017,8233,1 //MER_AUTOBERSERK mercenary_skill_db - aegis
     
    "MER_ARCHER01"{ "MA_DOUBLE",2 "MER_AUTOBERSERK",1}  
    sc_config hercules
     
    SC_PROVOKE, 32 sc_config aegis
     
    EFST_PROVOKE={ ResetDead = true; ResetDispel = true; Save = true; Send = false; IgnorePretendDead = false; DeBuff = true; ResetCLEARANCE = true; ActorAppearance = false; SendMultiCast = false; ["backward compatibility send"] = true; -- 이전버젼 호환성을 위해 추가합니다.};  
    These are just a few examples, the manipulation of these files become easier when working with this format. Often you have to work with sums as 1 + 2 + 9 + 5, sum is not the problem, the question having to know what each number is, unlike when using constants, you can work as true or false for example for each option.
  5. Upvote
    Beret got a reaction from Angelmelody in Add new database format   
    A while back when hercules was implemented new updates I gave the idea to ind use configuration (.conf), today I see how much this mode brought more easily for creation and configuration, I noticed that the item_db is now also in file  
    Well why not expand to other files which can facilitate both in future updates following the aegis, as for members who use the emulator. To make clearer how much easier to use that way, look below.     skill_db - hercules:   662,0,6,4,0,0x2,14,10,1,no,0,0x2,0,weapon,0, NPC_HELLJUDGEMENT,Hell's Judgement663,0,6,4,0,0x3,2:5:8:11:14,5,1,no,0,0x2,0,none,0, NPC_WIDESILENCE,Wide Silence661,0,6,4,0,0x2,7,5,1,no,0,0x2,0,weapon,7, NPC_PULSESTRIKE,Pulse Strike  
    skill_db - aegis:
     
    SetSkill NPC_HELLJUDGEMENTOnInit: SkillType TOME SkillMaxLv 10 SkillPattern DIRECTATTACK SkillSplash SQUARE 14 14 14 14 14 14 14 14 14 14 SkillAtkPer 100 200 300 400 500 600 700 800 900 1000returnOnSuccess: SkillHandicap HEALTHCurse 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000returnSetSkill NPC_WIDESILENCEOnInit: SkillType TOME SkillMaxLv 5 SkillSplash SQUARE 2 5 8 11 14 returnOnUse: SkillHandicap HEALTHSilence 1000 1000 1000 1000 1000 SkillNoDamagereturnSetSkill NPC_PULSESTRIKEOnInit: SkillType TOME SkillMaxLv 5 SkillSplash SQUARE 7 7 7 7 7 SkillPattern DIRECTATTACK SkillAtkPer 100 200 300 400 500returnOnSuccess: SkillKnockBack 7 7 7 7 7return  
    produce_db rune - hercules
     
    12733,24,2010,4,1096,1,7123,1,7939,1 produce_db mode rune - aegis
     
    Rune_12733 = { -- 하갈라즈 ["Elder_Branch"] = 1, ["Round_Shell"] = 1, ["Dragon's_Skin"] = 1, } produce_db cook - hercules
     
    12061,11,0,0,7472,0,518,1,514,2,501,1 produce_db cook - aegis
     
    [ [[Dex_Dish01]] ] = { Level={1}; --재료아이템 Meterial = { --아이템DB명, 개수 { [[Honey]], 1 }, { [[Grape]], 2 }, { [[Red_Potion]], 1 }, }; CreatingItembyFailed = { }; }, mercenary_skill_db - hercules
     
    6017,8207,2 //MA_DOUBLE6017,8233,1 //MER_AUTOBERSERK mercenary_skill_db - aegis
     
    "MER_ARCHER01"{ "MA_DOUBLE",2 "MER_AUTOBERSERK",1}  
    sc_config hercules
     
    SC_PROVOKE, 32 sc_config aegis
     
    EFST_PROVOKE={ ResetDead = true; ResetDispel = true; Save = true; Send = false; IgnorePretendDead = false; DeBuff = true; ResetCLEARANCE = true; ActorAppearance = false; SendMultiCast = false; ["backward compatibility send"] = true; -- 이전버젼 호환성을 위해 추가합니다.};  
    These are just a few examples, the manipulation of these files become easier when working with this format. Often you have to work with sums as 1 + 2 + 9 + 5, sum is not the problem, the question having to know what each number is, unlike when using constants, you can work as true or false for example for each option.
  6. Upvote
    Beret got a reaction from GmOcean in Add new database format   
    A while back when hercules was implemented new updates I gave the idea to ind use configuration (.conf), today I see how much this mode brought more easily for creation and configuration, I noticed that the item_db is now also in file  
    Well why not expand to other files which can facilitate both in future updates following the aegis, as for members who use the emulator. To make clearer how much easier to use that way, look below.     skill_db - hercules:   662,0,6,4,0,0x2,14,10,1,no,0,0x2,0,weapon,0, NPC_HELLJUDGEMENT,Hell's Judgement663,0,6,4,0,0x3,2:5:8:11:14,5,1,no,0,0x2,0,none,0, NPC_WIDESILENCE,Wide Silence661,0,6,4,0,0x2,7,5,1,no,0,0x2,0,weapon,7, NPC_PULSESTRIKE,Pulse Strike  
    skill_db - aegis:
     
    SetSkill NPC_HELLJUDGEMENTOnInit: SkillType TOME SkillMaxLv 10 SkillPattern DIRECTATTACK SkillSplash SQUARE 14 14 14 14 14 14 14 14 14 14 SkillAtkPer 100 200 300 400 500 600 700 800 900 1000returnOnSuccess: SkillHandicap HEALTHCurse 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000returnSetSkill NPC_WIDESILENCEOnInit: SkillType TOME SkillMaxLv 5 SkillSplash SQUARE 2 5 8 11 14 returnOnUse: SkillHandicap HEALTHSilence 1000 1000 1000 1000 1000 SkillNoDamagereturnSetSkill NPC_PULSESTRIKEOnInit: SkillType TOME SkillMaxLv 5 SkillSplash SQUARE 7 7 7 7 7 SkillPattern DIRECTATTACK SkillAtkPer 100 200 300 400 500returnOnSuccess: SkillKnockBack 7 7 7 7 7return  
    produce_db rune - hercules
     
    12733,24,2010,4,1096,1,7123,1,7939,1 produce_db mode rune - aegis
     
    Rune_12733 = { -- 하갈라즈 ["Elder_Branch"] = 1, ["Round_Shell"] = 1, ["Dragon's_Skin"] = 1, } produce_db cook - hercules
     
    12061,11,0,0,7472,0,518,1,514,2,501,1 produce_db cook - aegis
     
    [ [[Dex_Dish01]] ] = { Level={1}; --재료아이템 Meterial = { --아이템DB명, 개수 { [[Honey]], 1 }, { [[Grape]], 2 }, { [[Red_Potion]], 1 }, }; CreatingItembyFailed = { }; }, mercenary_skill_db - hercules
     
    6017,8207,2 //MA_DOUBLE6017,8233,1 //MER_AUTOBERSERK mercenary_skill_db - aegis
     
    "MER_ARCHER01"{ "MA_DOUBLE",2 "MER_AUTOBERSERK",1}  
    sc_config hercules
     
    SC_PROVOKE, 32 sc_config aegis
     
    EFST_PROVOKE={ ResetDead = true; ResetDispel = true; Save = true; Send = false; IgnorePretendDead = false; DeBuff = true; ResetCLEARANCE = true; ActorAppearance = false; SendMultiCast = false; ["backward compatibility send"] = true; -- 이전버젼 호환성을 위해 추가합니다.};  
    These are just a few examples, the manipulation of these files become easier when working with this format. Often you have to work with sums as 1 + 2 + 9 + 5, sum is not the problem, the question having to know what each number is, unlike when using constants, you can work as true or false for example for each option.
  7. Upvote
    Beret got a reaction from kyeme in Add new database format   
    A while back when hercules was implemented new updates I gave the idea to ind use configuration (.conf), today I see how much this mode brought more easily for creation and configuration, I noticed that the item_db is now also in file  
    Well why not expand to other files which can facilitate both in future updates following the aegis, as for members who use the emulator. To make clearer how much easier to use that way, look below.     skill_db - hercules:   662,0,6,4,0,0x2,14,10,1,no,0,0x2,0,weapon,0, NPC_HELLJUDGEMENT,Hell's Judgement663,0,6,4,0,0x3,2:5:8:11:14,5,1,no,0,0x2,0,none,0, NPC_WIDESILENCE,Wide Silence661,0,6,4,0,0x2,7,5,1,no,0,0x2,0,weapon,7, NPC_PULSESTRIKE,Pulse Strike  
    skill_db - aegis:
     
    SetSkill NPC_HELLJUDGEMENTOnInit: SkillType TOME SkillMaxLv 10 SkillPattern DIRECTATTACK SkillSplash SQUARE 14 14 14 14 14 14 14 14 14 14 SkillAtkPer 100 200 300 400 500 600 700 800 900 1000returnOnSuccess: SkillHandicap HEALTHCurse 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000returnSetSkill NPC_WIDESILENCEOnInit: SkillType TOME SkillMaxLv 5 SkillSplash SQUARE 2 5 8 11 14 returnOnUse: SkillHandicap HEALTHSilence 1000 1000 1000 1000 1000 SkillNoDamagereturnSetSkill NPC_PULSESTRIKEOnInit: SkillType TOME SkillMaxLv 5 SkillSplash SQUARE 7 7 7 7 7 SkillPattern DIRECTATTACK SkillAtkPer 100 200 300 400 500returnOnSuccess: SkillKnockBack 7 7 7 7 7return  
    produce_db rune - hercules
     
    12733,24,2010,4,1096,1,7123,1,7939,1 produce_db mode rune - aegis
     
    Rune_12733 = { -- 하갈라즈 ["Elder_Branch"] = 1, ["Round_Shell"] = 1, ["Dragon's_Skin"] = 1, } produce_db cook - hercules
     
    12061,11,0,0,7472,0,518,1,514,2,501,1 produce_db cook - aegis
     
    [ [[Dex_Dish01]] ] = { Level={1}; --재료아이템 Meterial = { --아이템DB명, 개수 { [[Honey]], 1 }, { [[Grape]], 2 }, { [[Red_Potion]], 1 }, }; CreatingItembyFailed = { }; }, mercenary_skill_db - hercules
     
    6017,8207,2 //MA_DOUBLE6017,8233,1 //MER_AUTOBERSERK mercenary_skill_db - aegis
     
    "MER_ARCHER01"{ "MA_DOUBLE",2 "MER_AUTOBERSERK",1}  
    sc_config hercules
     
    SC_PROVOKE, 32 sc_config aegis
     
    EFST_PROVOKE={ ResetDead = true; ResetDispel = true; Save = true; Send = false; IgnorePretendDead = false; DeBuff = true; ResetCLEARANCE = true; ActorAppearance = false; SendMultiCast = false; ["backward compatibility send"] = true; -- 이전버젼 호환성을 위해 추가합니다.};  
    These are just a few examples, the manipulation of these files become easier when working with this format. Often you have to work with sums as 1 + 2 + 9 + 5, sum is not the problem, the question having to know what each number is, unlike when using constants, you can work as true or false for example for each option.
  8. Upvote
    Beret got a reaction from Namine in 2014-10-22, Roulette and per-char gender!   
    Great job, always with news.  
    Don't forget the GM Interface for Cash Shop Control  

  9. Upvote
    Beret got a reaction from JulioCF in 2014-10-22, Roulette and per-char gender!   
    Great job, always with news.  
    Don't forget the GM Interface for Cash Shop Control  

  10. Upvote
    Beret reacted to Ind in 2014-10-22, Roulette and per-char gender!   
    2014-10-22 Client, Roulette and per-char gender!


    Made Possible Thanks to Yommy
    We're only able to provide you with this patch thanks to Yommy, Thank you very much!  
    Roulette
    During test period it will be disabled by default, to enable you must edit conf/battle/feature.conf // Roulette (Note 1)// Requires: 2014-10-22bRagexe or later// Off by default while test version is out; enable at your own risk -- the mean dev.feature.roulette: off Roulette rewards can be defined in db/roulette_db.conf As we understand the coins are points that you obtain by consuming an item, while such an item is not yet available (will be in a upcoming commit), you can set these values with @set command, they're TmpRouletteBronze,TmpRouletteSilver and TmpRouletteGold -- e.g. @set TmpRouletteBronze 5 Requires PACKETVER 20141022 or higher. Where you can get such client? Here (Again, Thanks to Yommy!) In action: http://herc.ws/board/damocles/ind/screenHercules136.jpg
      Per-Character Gender
    Sex is now a character table field, which can be defined as 'M', 'F' or 'U'. 'U' being the default value, meaning undefined, which means the accounts gender takes precedence (upcoming) a script command to change a characters gender Requires PACKETVER 20141022 or higher. Where you can get such client? Here (Again, Thanks to Yommy!) In action: http://herc.ws/board/damocles/ind/screenHercules137.jpg  
    Special Thanks to
    Yommy ..Yommy ...The all-awesome Yommy~! Thank you again! Ziu for extra roulette information (some yet to be applied) Haruna  
    Link~u!
    Commit 2014-10-22 client
  11. Upvote
    Beret got a reaction from hemagx in Autotrade command to buyingstore   
    Well we have the command @at for vending, more why don't you extend the command to support buyingstore.
  12. Upvote
    Beret got a reaction from akbare in Update mapzone   
    I believe that mapzone is the best setting ever created, the facility that allows the modifications, I suggest adding a few more options as aegis and also a @reloadmapzone command that allows me to read again the configuration without having to relogin to the server.
     
     
    Noticed that the aegis there are some settings that hercules has not yet, let me tell you some.
     
     
    ADD_PROPERTY
     
    Here is the famous mapflag just needs updates as the aegis
     
    Example:
     
    ADD_PROPERTY(TELEPORT, TRUE); //텔레포트ADD_PROPERTY(NOTREMEMBER, TRUE); //기억ADD_PROPERTY(PARTY, FALSE); //같은파티PK불가 ADD_PROPERTY(GUILD, FALSE); //같은길드PK불가ADD_PROPERTY(DISCONNECT_NOTREMEMBER, TRUE);// 접속종료시기억금지 ADD_PROPERTY(CALLMONSTER, FALSE);  
    ADD_BLOCK_EQUIPITEM
     
    This blocks the item and cannot equip while with the item equipped
    ADD_BLOCK_EQUIPITEM("Phen_Card"); // Phen_Card 사용 불가ADD_BLOCK_EQUIPITEM("Orleans_Gown"); // Orleans_Gown 사용 불가ADD_BLOCK_EQUIPITEM("Blood_Butterfly_Card"); // Blood_Butterfly_Card 사용 불가  
    ADD_BLOCK_BUFF
     
    Blocks the effect on a zone, will not get bonuses even using the skill
    ADD_BLOCK_BUFF("EFST_ENDURE");  
    ADJUST_TRAP_DURATION
     
    We need an update here too, here is the adjust_unit_duration we need a mapflag update for zones.
    ADJUST_TRAP_DURATION (HT_LANDMINE, 400); // 랜드마인ADJUST_TRAP_DURATION (HT_BLASTMINE, 400); // 블래스트 마인ADJUST_TRAP_DURATION (HT_SANDMAN, 400); //샌드맨ADJUST_TRAP_DURATION (HT_SHOCKWAVE, 400); //쇼크웨이브트랩ADJUST_TRAP_DURATION (HT_SKIDTRAP, 400); //스키드트랩ADJUST_TRAP_DURATION (HT_ANKLESNARE, 400); //앵클스네어ADJUST_TRAP_DURATION (HT_CLAYMORETRAP, 400); //크레모어 트랩ADJUST_TRAP_DURATION (HT_TALKIEBOX, 400); // 토키 박스ADJUST_TRAP_DURATION (HT_FREEZINGTRAP, 400); //프리징_트랩ADJUST_TRAP_DURATION (HT_FLASHER, 400); //플래셔
  13. Upvote
    Beret got a reaction from AnnieRuru in Update mapzone   
    I believe that mapzone is the best setting ever created, the facility that allows the modifications, I suggest adding a few more options as aegis and also a @reloadmapzone command that allows me to read again the configuration without having to relogin to the server.
     
     
    Noticed that the aegis there are some settings that hercules has not yet, let me tell you some.
     
     
    ADD_PROPERTY
     
    Here is the famous mapflag just needs updates as the aegis
     
    Example:
     
    ADD_PROPERTY(TELEPORT, TRUE); //텔레포트ADD_PROPERTY(NOTREMEMBER, TRUE); //기억ADD_PROPERTY(PARTY, FALSE); //같은파티PK불가 ADD_PROPERTY(GUILD, FALSE); //같은길드PK불가ADD_PROPERTY(DISCONNECT_NOTREMEMBER, TRUE);// 접속종료시기억금지 ADD_PROPERTY(CALLMONSTER, FALSE);  
    ADD_BLOCK_EQUIPITEM
     
    This blocks the item and cannot equip while with the item equipped
    ADD_BLOCK_EQUIPITEM("Phen_Card"); // Phen_Card 사용 불가ADD_BLOCK_EQUIPITEM("Orleans_Gown"); // Orleans_Gown 사용 불가ADD_BLOCK_EQUIPITEM("Blood_Butterfly_Card"); // Blood_Butterfly_Card 사용 불가  
    ADD_BLOCK_BUFF
     
    Blocks the effect on a zone, will not get bonuses even using the skill
    ADD_BLOCK_BUFF("EFST_ENDURE");  
    ADJUST_TRAP_DURATION
     
    We need an update here too, here is the adjust_unit_duration we need a mapflag update for zones.
    ADJUST_TRAP_DURATION (HT_LANDMINE, 400); // 랜드마인ADJUST_TRAP_DURATION (HT_BLASTMINE, 400); // 블래스트 마인ADJUST_TRAP_DURATION (HT_SANDMAN, 400); //샌드맨ADJUST_TRAP_DURATION (HT_SHOCKWAVE, 400); //쇼크웨이브트랩ADJUST_TRAP_DURATION (HT_SKIDTRAP, 400); //스키드트랩ADJUST_TRAP_DURATION (HT_ANKLESNARE, 400); //앵클스네어ADJUST_TRAP_DURATION (HT_CLAYMORETRAP, 400); //크레모어 트랩ADJUST_TRAP_DURATION (HT_TALKIEBOX, 400); // 토키 박스ADJUST_TRAP_DURATION (HT_FREEZINGTRAP, 400); //프리징_트랩ADJUST_TRAP_DURATION (HT_FLASHER, 400); //플래셔
  14. Upvote
    Beret got a reaction from hemagx in Update mapzone   
    I believe that mapzone is the best setting ever created, the facility that allows the modifications, I suggest adding a few more options as aegis and also a @reloadmapzone command that allows me to read again the configuration without having to relogin to the server.
     
     
    Noticed that the aegis there are some settings that hercules has not yet, let me tell you some.
     
     
    ADD_PROPERTY
     
    Here is the famous mapflag just needs updates as the aegis
     
    Example:
     
    ADD_PROPERTY(TELEPORT, TRUE); //텔레포트ADD_PROPERTY(NOTREMEMBER, TRUE); //기억ADD_PROPERTY(PARTY, FALSE); //같은파티PK불가 ADD_PROPERTY(GUILD, FALSE); //같은길드PK불가ADD_PROPERTY(DISCONNECT_NOTREMEMBER, TRUE);// 접속종료시기억금지 ADD_PROPERTY(CALLMONSTER, FALSE);  
    ADD_BLOCK_EQUIPITEM
     
    This blocks the item and cannot equip while with the item equipped
    ADD_BLOCK_EQUIPITEM("Phen_Card"); // Phen_Card 사용 불가ADD_BLOCK_EQUIPITEM("Orleans_Gown"); // Orleans_Gown 사용 불가ADD_BLOCK_EQUIPITEM("Blood_Butterfly_Card"); // Blood_Butterfly_Card 사용 불가  
    ADD_BLOCK_BUFF
     
    Blocks the effect on a zone, will not get bonuses even using the skill
    ADD_BLOCK_BUFF("EFST_ENDURE");  
    ADJUST_TRAP_DURATION
     
    We need an update here too, here is the adjust_unit_duration we need a mapflag update for zones.
    ADJUST_TRAP_DURATION (HT_LANDMINE, 400); // 랜드마인ADJUST_TRAP_DURATION (HT_BLASTMINE, 400); // 블래스트 마인ADJUST_TRAP_DURATION (HT_SANDMAN, 400); //샌드맨ADJUST_TRAP_DURATION (HT_SHOCKWAVE, 400); //쇼크웨이브트랩ADJUST_TRAP_DURATION (HT_SKIDTRAP, 400); //스키드트랩ADJUST_TRAP_DURATION (HT_ANKLESNARE, 400); //앵클스네어ADJUST_TRAP_DURATION (HT_CLAYMORETRAP, 400); //크레모어 트랩ADJUST_TRAP_DURATION (HT_TALKIEBOX, 400); // 토키 박스ADJUST_TRAP_DURATION (HT_FREEZINGTRAP, 400); //프리징_트랩ADJUST_TRAP_DURATION (HT_FLASHER, 400); //플래셔
  15. Upvote
    Beret got a reaction from evilpuncker in Update mapzone   
    I believe that mapzone is the best setting ever created, the facility that allows the modifications, I suggest adding a few more options as aegis and also a @reloadmapzone command that allows me to read again the configuration without having to relogin to the server.
     
     
    Noticed that the aegis there are some settings that hercules has not yet, let me tell you some.
     
     
    ADD_PROPERTY
     
    Here is the famous mapflag just needs updates as the aegis
     
    Example:
     
    ADD_PROPERTY(TELEPORT, TRUE); //텔레포트ADD_PROPERTY(NOTREMEMBER, TRUE); //기억ADD_PROPERTY(PARTY, FALSE); //같은파티PK불가 ADD_PROPERTY(GUILD, FALSE); //같은길드PK불가ADD_PROPERTY(DISCONNECT_NOTREMEMBER, TRUE);// 접속종료시기억금지 ADD_PROPERTY(CALLMONSTER, FALSE);  
    ADD_BLOCK_EQUIPITEM
     
    This blocks the item and cannot equip while with the item equipped
    ADD_BLOCK_EQUIPITEM("Phen_Card"); // Phen_Card 사용 불가ADD_BLOCK_EQUIPITEM("Orleans_Gown"); // Orleans_Gown 사용 불가ADD_BLOCK_EQUIPITEM("Blood_Butterfly_Card"); // Blood_Butterfly_Card 사용 불가  
    ADD_BLOCK_BUFF
     
    Blocks the effect on a zone, will not get bonuses even using the skill
    ADD_BLOCK_BUFF("EFST_ENDURE");  
    ADJUST_TRAP_DURATION
     
    We need an update here too, here is the adjust_unit_duration we need a mapflag update for zones.
    ADJUST_TRAP_DURATION (HT_LANDMINE, 400); // 랜드마인ADJUST_TRAP_DURATION (HT_BLASTMINE, 400); // 블래스트 마인ADJUST_TRAP_DURATION (HT_SANDMAN, 400); //샌드맨ADJUST_TRAP_DURATION (HT_SHOCKWAVE, 400); //쇼크웨이브트랩ADJUST_TRAP_DURATION (HT_SKIDTRAP, 400); //스키드트랩ADJUST_TRAP_DURATION (HT_ANKLESNARE, 400); //앵클스네어ADJUST_TRAP_DURATION (HT_CLAYMORETRAP, 400); //크레모어 트랩ADJUST_TRAP_DURATION (HT_TALKIEBOX, 400); // 토키 박스ADJUST_TRAP_DURATION (HT_FREEZINGTRAP, 400); //프리징_트랩ADJUST_TRAP_DURATION (HT_FLASHER, 400); //플래셔
  16. Upvote
    Beret got a reaction from pr3p in Cash Shop Discount   
    Kro implemented discount on cash shop.
     
     
    There is also a top button that leads to the site of cash.

  17. Upvote
    Beret reacted to Ind in Hercules 1st 2014 MegaPatch   
    Hercules: 1st 2014 MEGAPATCH
    Helloooo! Starting 2014 with a boom, yet another outstanding patch from Hercules! Patch Item #1: Scripting Level UP
    Char and account variables overhaul They're no longer limited to #define ACCOUNT/GLOBAL_REG_NUM, they're now limitless Their storage capabilities have received a colossal improvement, each numeric variable now uses at least 1/10 the memory it did previously, and we achieved it while increasing speed, simply outstanding as expected from us. Thanks to their quantity no longer being limited, char and account variables now support arrays, i.e. setarray #accreg[y],...; Saving and loading procedures have been improved outstandingly! for instance, previously, if you had 100 char regs but only one had been modified or deleted, map server would need to send all of them and char server would have to re-insert all of them; now only modified or deleted ones are saving, increasing saving speed of both map and char server procedures and decreasing inter-server bandwidth by dinosaur steps. Magnificent Array Improvement (to all variable types) Size limit modified from 127 to ...2 billion! Speed of countless array operations have been improved thanks to new array handling, e.g. whereas previously upon deleting any array it'd set its 127 possible values to 0 (regardless of how many values it actually had) now it only deletes as many members as it possesses getarraysize (the-oh-misleading-function since it returns the arrays' highest index) has been sped up as well thanks to this, and it no longer wastes script stack room on every interaction And the futureThis improvement has open way for many other amazing features, for example, Haruna has designed a foreach implementation for scripting among some other useful enhancements Global account variable handling redesign To clarify, this is that ancient type used on multiple-char-server setups, ##varname, which are present in all servers an accounts logs into, as opposed to #varname which, while account-wide, are considered 'local' to a char server. Saving and loading have been modified to match char/local-acc variable new design, on its own it already is a major speed boost and bandwidth saver, however, it has also improved login servers overall processing speed, thanks to its processing no longer being attached to ordinary account handling, this means that all operations that required login server to use an accounts data (i.e. login/pincode change/ban/block/etca) have been sped up, and use less memory. '.', '.@' and ''' variables write operation speed up trying to write ''' variables outside instances will now print warnings instead of silently doing nothing runtime read/write operations of global/temporary(@) char variables, as well as account variables, have been considerably sped up, whereas previously it'd run a str lookup to find a match for read/write it now uses the variable id, furthermore it now relies on DBMaps to handle the lookup (whereas previously it was a normal loop). Database tables overhaulWe've analysed global reg data storage and we've decided that it not only is a memory waste, it is a processing one as well due to how int and str variables share the same storage, we've analysed global reg data for a number of large servers and have identified most variables are numbers, by a outstanding majority, with that in mind, this patch introduces 6 tables that will improve this drastically. You'll notice this patch's SQL upgrade file will take care of this, and thus migrate the data properly into the new tables. Special Thanks To:
    Haruna ! <3 wouldn't have gotten half of it done if it weren't for Haru, thank you so much sensei! jaBote, for proposing it! Emistry Yommy Streusel Patch Item #2: @autotrade Persistency
    Also known as: @at merchants survive server crashes/restart, as soon as the server starts again they're re-spawned. May be disabled on src/config/core.h by commenting out AUTOTRADE_PERSISTENCY Special Thanks To:
    Haruna! Michieru, this feature wouldn't be out now if it weren't for him, lets all thank him! Dekamaster/Nightroad for helping me on this features original design, 3-4 years ago. Thank you master <3! Link'u!
    Commit Upgrade files #1 (Autotrade) #2 (Scripting Level UP)
  18. Upvote
    Beret reacted to Mystery in December Digest 2013   
    December Digest 2013
    The following digest covers the month of December 1st - December 31st 2013.
    Team Changes

      Dastgir Pojee has joined as a Community Contributor . Mhalicot has been moved from Community Contributor to Filipino International Moderator. Mumbles has been moved from Support Leader to Global Moderator. Beret has been moved from Community Contributor to High Council.

    Development Highlights

      Fixed an issue with items accidentally made equippable for every class (671d61a) Whitespace fixes in script.c (a9156de) Added support for string vars on commands that require a string (fefaf39) Christmas Patch! Gift'o (cf19b26) (Topic) Implementation of #define DEVOTION_REFLECT_DAMAGE (36d0c78) As requested by the community. Modified Xcodeproj, removed global tab/indentWidth override (46a9906) Fixed several compiler warnings (15a0f6d) Added support for non-aborting assertion (a23d072) Nullpo cleanup (853c5a3) Added Apple Xcode project files (4d13474) Introducing HPM Support for custom battle confs (0e25c60) Modified second 'infinity loop!' error (f19fb90) HPM mapindex interface (d4a58d2) Questlog fixes (6f55c00) Corrected Steal Coin formulas and battle log message (470ab15) Added Windows batch file for 'db2sql' plugin (9f210e1) Changed item Aegis ID and Mob Sprite ID lookups to case sensitive (6e9c385) Changed variables, labels, functions, and commands to case sensitive (c6c2ad1)

    Scripting Highlights

      Correctly removed persistent database entries for disabled NPC Market (c2f6086) Improved script builtin function parser (4d1f7cc) Changed builtin keywords in the script engine (49d2dff)

    Build System Highlights

      Improved plugins Makefile (3462866)

    NPC & Database Highlights

      Modernized syntax and fixed errors in sample scripts (21fa090) Update mob spawns in 13.1 quest to aegis info (16f474b) Bard Quest constant fix (9e22313) Different item bug fixes (0fd5a42)

    Skill Highlights

      Fixed crashing of GN_SPORE_EXPLOSION in certain systems (c3c5e31) Fixed Cell Basilica (Which was broken for 5 years) (813908c)

    FluxCP Branch Highlights

      Security Patch (86ba82d) Added Rebellion Job (7cf9d09)

    December Statistics

      During the period there were 49 Commits. Of these 49 commits, 13 included bug-fixes. 3 Commits from Pull Requests In this month, there were 60,318 Additions and 53,489 Deletions.
















  19. Upvote
    Beret got a reaction from evilpuncker in Item bonus   
    In aegis the bonus items are cleaner than the current emulator, I don't know why eathena never followed the model aegis to bonus because let cleaner script tab items. Why not change some bonus for aegis mechanics, for example:
     
    Aegis
     
    AddParamTime VAR_STR 3 5400AddParamTime VAR_DEX 3 5400AddParamTime VAR_AGI 3 5400AddParamTime VAR_INT 3 5400AddParamTime VAR_VIT 3 5400AddParamTime VAR_LUK 3 5400  
    Hercules
     
    sc_start SC_INCALLSTATUS,5400000,3;  
    The way it exists in the aegis can view which is much better, because we can work as a bonus for STR, AGI, among others, consumable items currently does not support str bonus to consume the item, has only effects support SC
     
     
    Another example.
     
    Aegis
     
    AddAttrTolerace PROPERTY_All 3 MAGIC  
    Hercules
     
    bonus3 bSubEle,Ele_Neutral,3,BF_MAGIC;bonus3 bSubEle,Ele_Water,3,BF_MAGIC;bonus3 bSubEle,Ele_Earth,3,BF_MAGIC;bonus3 bSubEle,Ele_Fire,3,BF_MAGIC;bonus3 bSubEle,Ele_Wind,3,BF_MAGIC;bonus3 bSubEle,Ele_Poison,3,BF_MAGIC;bonus3 bSubEle,Ele_Holy,3,BF_MAGIC;bonus3 bSubEle,Ele_Dark,3,BF_MAGIC;bonus3 bSubEle,Ele_Ghost,3,BF_MAGIC;bonus3 bSubEle,Ele_Undead,3,BF_MAGIC;  
    In hercules is created an effect for each State, in aegis besides a of every effect there is one that involves everyone.
     
     
    There are bonus items in aegis that does not yet exist in hercules, and also very items are with the incorrect bonus compared to aegis.
     
     
    Leave your opinion about this subject, let's leave hercules with the same mechanics aegis, thank you all.
  20. Upvote
    Beret reacted to Ind in Christmas Patch! Gift'o   
    Gift'o! From Hercules, to your server!
    We wish you happy holidays, and thank you for your support.
    May the New Year bring you happiness and peace.
     
    2013-12-23c Client Support
    Thanks to Yommy and Rytech! NPC Market Support A new type of NPC Shop where item availability is limited, for example you can have a vender start with 50x Red Potions and set mechanics for the red potions to be refurbished (for example could be as simple as a OnClock, where Red Potions are refurbished every y hour, or elaborate e.g. be connected with a game quest where players need to help a merchant npc get to the shop in order for it to be resupplied) Available as a NPC Trader subset (details will follow) @costume Oktoberfest NPC Trader
    A whole different way to set up shops, they're easier to read and flexible to customize. Previous format still supported (in the scenario we drop the previous we'll provide a conversion tool) To begin with, 'trader' is a phony name, its only purpose is to sign the parser that 'this npc will open the shop when clicked'. the trader npc is in fact a 'script' type (and thus script types can create/manipulate trader shops, and open them with the help of openshop()). Normal Zeny Shop moc_ruins,93,53,2    trader    Item Collector#moc1    4_M_03,{ OnInit:     sellitem Scell;     sellitem Monster's_Feed;     sellitem Animal's_Skin;     sellitem Bill_Of_Birds; } Custom Shop Script has full control over currency, which allows for scripts to use anything, from quests, to items, variables, etca. For Example: prontera,153,152,1    trader    TestCustom2    952,{ OnInit:     tradertype(NST_CUSTOM);     sellitem Red_Potion;     end;   /* allows currency to be Red_Potion */ OnCountFunds:     setcurrency(countitem(Red_Potion));     end;   /* receives @price (total cost) */ OnPayFunds:     if( countitem(Red_Potion) < @price )         end;     delitem Red_Potion,@price;     purchaseok();     end; } NPC Market ShopThis is the type I mentioned earlier, where item availability is limited prontera,150,160,6    trader    HaiMarket    952,{ OnInit:     tradertype(NST_MARKET);     sellitem Red_Potion,-1,50;     end;   OnClock0000://resupplies red potions on midnight OnMyResupply://instead of midnight, a event could trigger HaiMarket::OnMyResupply     if( shopcount(Red_Potion) < 50 )         sellitem Red_Potion,-1,50;     end; }The quantity data is disaster-safe, I mean it is persistent to @reloadscript and server restarts (If there were 39 Red Potions on sale upon restart/reloadscript, it continues to be 39 instead of resetting back to 50). 7 script commands to help control (documentation for all of them is present in script_commands.txt): openshop,sellitem,stopselling,setcurrency,tradertype,purchaseok,shopcount Trader Design by
    Yommy Haru jaBote mkbu95 Gepard Emistry Ind Special Thanks To
    Haru Yommy JaBote Muad_Dib Link'u~!
    Commit: https://github.com/HerculesWS/Hercules/commit/cf19b26d50ac96111e44c33a80afd1f1ea935cec NPC Trader Samples: https://raw.github.com/herculesWS/Hercules/master/doc/sample/npc_trader_sample.txt (Upcoming) GM Interface for Cash Shop Control

    Found that on the new client, support is being worked on (Data thanks to Yommy <3).
  21. Upvote
    Beret got a reaction from pr3p in Cash Shop Discount   
    As I said in another topic that would be interesting. Still I give another suggestion on top of that  
     
    discount: { Saturday: 50 //Gives 50% discount on the day Saturday} In this way the administrator can put an item with each discount on different days.
     
  22. Upvote
    Beret reacted to Ind in Paid Server   
    Implemented in https://github.com/HerculesWS/Hercules/commit/7120b55ce40a6a0c4086da49d57c74baa72609d6
  23. Upvote
    Beret got a reaction from Mumbles in Paid Server   
    Well this feature is much more ancient was never implemented in an emulator.  
    This system sets the time in which the player has access to the server for example:  
    18:54:50  
    in this case above I have 18 hours 54 minutes and 50 seconds of server access.  
    - When that time runs out even me being online I will be disconnected from the server.  
    - When character is offline time is not counted, only counts the time in which the character is online in game.       If I'm not mistaken the same packet working other types of restrictions that are they:   1 - maintenance = Here you must block access to the server allowing only GM.

    2 - over 18 = Here is to check the age of the player for him to have access if it has 18 years or more.

    3 - paying = here is to check if the player has and how much credit he has time before being kicked from the server. If the time ends and he is online will be kicked from the server and a message will be displayed that he need more credits.

    4 - P2P = Here is the server in free mode.      I find it interesting that the implementation of this system, because players who help with a donation to the server could have access to a paid server, which could be determined the time by the administrator for example:  
    2013-10-10 18:54:50
    In this case above the player has 30 days of access to the paid server.
  24. Upvote
    Beret got a reaction from Slowpoker in Paid Server   
    Well this feature is much more ancient was never implemented in an emulator.  
    This system sets the time in which the player has access to the server for example:  
    18:54:50  
    in this case above I have 18 hours 54 minutes and 50 seconds of server access.  
    - When that time runs out even me being online I will be disconnected from the server.  
    - When character is offline time is not counted, only counts the time in which the character is online in game.       If I'm not mistaken the same packet working other types of restrictions that are they:   1 - maintenance = Here you must block access to the server allowing only GM.

    2 - over 18 = Here is to check the age of the player for him to have access if it has 18 years or more.

    3 - paying = here is to check if the player has and how much credit he has time before being kicked from the server. If the time ends and he is online will be kicked from the server and a message will be displayed that he need more credits.

    4 - P2P = Here is the server in free mode.      I find it interesting that the implementation of this system, because players who help with a donation to the server could have access to a paid server, which could be determined the time by the administrator for example:  
    2013-10-10 18:54:50
    In this case above the player has 30 days of access to the paid server.
  25. Upvote
    Beret got a reaction from JulioCF in Paid Server   
    Well this feature is much more ancient was never implemented in an emulator.  
    This system sets the time in which the player has access to the server for example:  
    18:54:50  
    in this case above I have 18 hours 54 minutes and 50 seconds of server access.  
    - When that time runs out even me being online I will be disconnected from the server.  
    - When character is offline time is not counted, only counts the time in which the character is online in game.       If I'm not mistaken the same packet working other types of restrictions that are they:   1 - maintenance = Here you must block access to the server allowing only GM.

    2 - over 18 = Here is to check the age of the player for him to have access if it has 18 years or more.

    3 - paying = here is to check if the player has and how much credit he has time before being kicked from the server. If the time ends and he is online will be kicked from the server and a message will be displayed that he need more credits.

    4 - P2P = Here is the server in free mode.      I find it interesting that the implementation of this system, because players who help with a donation to the server could have access to a paid server, which could be determined the time by the administrator for example:  
    2013-10-10 18:54:50
    In this case above the player has 30 days of access to the paid server.
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