-
Content Count
249 -
Joined
-
Last visited
-
Days Won
10
Reputation Activity
-
jTynne reacted to hemagx in @cashreload
actually, it should be possible to reload cashshop without need to kick player
will see if my workaround works when i go back work soon!
-
jTynne reacted to Dastgir in Any good protection for RO this 2016?
It's not an overall protection, its just a no delay protection
-
-
jTynne reacted to Rytech in New Race
Finally got the Summoner finished enough to mark it stable. Latest update makes them small size brute type characters which is a first in RO for a fully playable character. I got all the regular skills up to Spirit Marble fully coded too. Just have bonus stats from job levels, equips, and the 3 branches of skills left to work on and itl be done....for now. There's info thats still a mystery like the chance of double casting certain skills when your base level is 30 and how much it increases per level after that.
-
jTynne reacted to Samuel in Samuel's Script Collections
Added Bind @go command script
This script will allow to customize @go lists via script
Automatically re-arrange ID's via arrangement of town list
Automatically re-creates @go list via arrangement of town list
Credits: @@jTynne
-
jTynne reacted to ReckedCat in @cashreload
FYI, I've noticed that the use of this script causes memory leakage from the cash shop being reloaded.
I personally see around 763 bytes that fails to be released after a reload. Running the command twice left 1426 bytes that the Memory Manager had to clean up afterwards.
Not that this is that much, but I imagine it could become an issue with extended use.
Not sure if there's much that can be done on this one.
The code looks like it frees up the struct it creates, and deletes the timer. I'll look at it later on when I have some time to see if there's something that can be done.
Alternatively, is anyone else noticing this?
-
jTynne reacted to Jedzkie in Job Spoiler
I'm still currently leveling Doram in kRO, maybe this may take few months but i assure this is worth to wait. and also, i'm still working on Doram items.
-
jTynne reacted to Dastgir in Job Spoiler
The summoner skill is too unbalanced..
I am waiting for some PR to get merged before making PR of this...
This PR will only include few skills as mentioned above.
-
jTynne reacted to Jguy in [2015-12-31] FAKE_NPC and the NPC View ID -1
One of the goals of *Athena (Hercules was forked from rAthena which was forced from eAthena which is forked from jAthena...etc) is to closely emulate the official server(s) as possible. This includes databases, NPC's and yes, source and NPC code structure (with obvious modernization such as not using 96GB of RAM and Windows only to run). This change most closely follows that original goal.
-
jTynne reacted to Dastgir in dDelays(Anti NoDelays) - Releasing this weekend
Beta testing will be starting from 20th, and after we thoroughly test it, there would be launch(also I am just planning simple website for guides)
-
jTynne reacted to kyeme in how to block 0 delay grf
Try this (coming soon)
http://herc.ws/board/topic/11595-wip-ddelays/?view=getnewpost
-
jTynne reacted to Haru in [2015-12-31] FAKE_NPC and the NPC View ID -1
That's certainly true, the RO population is declining and all, but please understand that Hercules has very little to do with the number of players playing the game.
I'm not here to implement the latest NPCs or to obtain information from official servers (I don't even have an account on official servers, nor I have access to any inside information or leaks), but you can't deny that other developers in the Hercules team are constantly adding new features or adapting to game mechanics changes. My role here is to oversee the development, review code, and bring architectural improvements when they're necessary.
Please also keep in mind that, while Hercules is mostly a Ragnarok Online emulator, it provides a foundation that can be used with other games (see The Mana World / evol online for an example).
-
jTynne reacted to kisuka in [2015-12-31] FAKE_NPC and the NPC View ID -1
Honestly not really in favor of the idea of deprecating the use of IDs :/ I was the one that was pushing for script standardization originally.
I released the first const use in place of sprite IDs.
But that change was not meant to become a mandatory thing. Users should not be forced to use constants in place of IDs if they don't want to.
Consts reference the IDs anyways, so eliminating the ability to use direct IDs just really doesn't make sense.
It's in the same sense of script commands like getitem, delitem, specialeffect, skill, etc. We encourage the use of constants but in no way should it be mandatory.
A better solution instead of straight up deprecating it would be to create an official scripting style guide and encourage the user of constants over the IDs, but don't require users to have to use them. If users will be contributing to the repository they should follow the style guide / use constants, but if they're making their own scripts they should be allowed to use either.
Constants should be optional always for these situations.
-
jTynne reacted to AnnieRuru in [2015-12-31] FAKE_NPC and the NPC View ID -1
@@Oxxy
use this tool to convert what Haru just said XD
http://www.asciitohex.com/
EDIT: the reason why we can't fix some bugs is because we have a very crappy and messy coding format in the source code
when we directly fix the bugs, most of the time, is just a temporary measurement
to permanently get rid of the bugs, the 1st step is of course make the source code have higher readability
only a good structure code and a readable coding style that understood by many users, can help make our emulator less bug
-
jTynne reacted to Haru in [2016-01-10] Enable debug information in configure by default
Rationale:
Historically, we've received several crash reports or null pointer reports that were of barely any use, because they were produced by servers built without debug information.
Contents:
The default build mode, when using the UNIX ./configure && make build scripts, is now set to include debug information.
Impact:
The performance decrease when built in debug mode should be negligible. In any case, it's still possible to disable the debug mode while compiling.
Users concerned with minimal performance improvements, who don't want a readable backtrace in case of issues, can still pass --disable-debug to the configure script.
Details:
The configure script provides a command line flag to enable/disable/configure the debug mode options:
Before this commit, the default, when passing no options, was equivalent to:
./configure --disable-debug
After this commit, the default will be:
./configure --enable-debug
Another recommended option worth mentioning, that might improve the debugger's ability to produce meaningful information (in case of gdb) is:
./configure --enable-debug=gdb
Merge Date:
Sun, 10 Jan 2016 18:34:56 +0300
Related Pull Requests:
- #1090 - https://github.com/HerculesWS/Hercules/pull/1090 - Enable debug information in configure by default. [Andrei Karas]
Related Commits:
- d0af903 - https://github.com/HerculesWS/Hercules/commit/d0af903 - Sun, 10 Jan 2016 18:34:56 +0300 Enable debug information in configure by default. [Andrei Karas]
- c01f745 - https://github.com/HerculesWS/Hercules/commit/c01f745 - Sun, 10 Jan 2016 18:41:19 +0100 Merge pull request #1090 from 4144/enabledebug [Haru]
-
jTynne got a reaction from Skyline in dDelays(Anti NoDelays) - Releasing this weekend
Very much interested in this.
-
jTynne reacted to Dastgir in dDelays(Anti NoDelays) - Releasing this weekend
Hello Community,
What is dDelays?
You should have heard about Delays hack by editing out grf or whatsoever method..
This will make the delays hard-coded and will not be able to use those hacks.
Site https://ddelays.dastgir.tech/ Price Introductory Offer:
Weekly: 1.25$
Monthly: 5$
Quarterly: 18$
Beta Date 27th October 2019 (Sunday) Payment Method PayPal / PayTM / Others(Message in discord) Discord
For Any kind of support/question/payment related query: https://discord.gg/sb4mkdH Emulators Hercules (Fully Supported). Other Emulator Support coming by 3rd November 2019 (Sunday)
-
jTynne reacted to Dastgir in 2015-05-13aRagexe Crash.exe
Too many patches :x
I suggest to just use "Select Recommended" and try, if it doesn't crash, then choose patches one by one and try, so you would exactly get to know which patch is making your client crash.
(I suspect Restore Model Culling)
-
jTynne reacted to AnnieRuru in @cashreload
isn't it still better than kick the whole server xDwell, if event maps, there are nocashshop mapflag,
but if instance map, no comment
just in case you don't know how to do this ...
every time some one do @reloadcashshop, it adds the server variable +1
then there is also a player variable initialize when they log in
if the player variable doesn't match the server variable, ask them to relog
I used this trick for reset txt style pvp ladder
-
jTynne reacted to evilpuncker in Increase max Item Id
bump? as I can see gravity is already at 31023 item ID or something like that by the date of this post
-
jTynne reacted to AnnieRuru in Ragnarok Online access card
some people actually doesn't believe I've played Ragnarok Online LOL
so I dig up my precious childhood memory storage box, and scan all those access cards
really, its my childhood memory
@Emistry sure have seen them before
EDITING : yeah this IPB forum sucks ...
-
jTynne reacted to Dastgir in [GUIDE] Add Custom Quest (In Any Tab)
Hello Community,
Yesterday, I was trying to make Quest Appear on other TAB's and result was successful.
Prerequisite:
You need latest ROClientside Repository : https://github.com/ROClientSide/Translation/ https://github.com/ROClientSide/Translation/commit/9d93ef1 (This Commit is necessary) you need Client >= 2014-10-22 (Haven't Tested with old clients, You can test and tell if it works )
Here's a Guide:
questluafilelist.lub:
You need 2 files, local_XYZquest_list and l_XYZ_list and in the folders as mentioned below:
Add Following lines to questluafilelist.lub(at end of file) without EXTENSIONS as mentioned below:
Add[[localquest\local_dastgirquest_list]] Add[[localquest\questinfo\l_dastgir_list]]
local_dastgirquest_list.lub(Sample Files, Modify to your needs):
LOCAL_DastgirQuest_List = { { name = [[Dastgir Custom Quests]], imagefile = [[ep_test_sample.bmp]], list = { { name = [[Novice]], list = { { name =[[Test1]], scrfilename = [[DastgirQuest]], questID = 1019, }, { name =[[Test2]], scrfilename = [[DastgirQuest]], questID = 1017, } } }, { name = [[Quests 11~25]], list = { { name =[[11-15]], scrfilename = [[DastgirQuest]], questID = 1017, }, { name =[[16-20]], scrfilename = [[DastgirQuest]], questID = 1019, }, } } } } } _G.QuestTable.add(LOCAL_DastgirQuest_List, "EVENT")
It needs Following line at the bottom for compulsary
_G.QuestTable.add(LOCAL_XYZQuest_List, "TAB") where TAB's are
EVENT LOCAL EP NEW RECOMMENDED Replace LOCAL_XYZQuest_List with Table name at top of this file...
l_dastgir_list.lub(Sample File, Modify to your needs):
DastgirQuest_List = { [1019] = { NPCFromName = [[Dastgir]], NPCFromMap = [[new_1-1]], NPCFromSpr = [[4_M_01]], NPCFromX = 63, NPCFromY = 53, NPCToName = [[Dastgir]], NPCToMap = [[prontera]], NPCToSpr = [[4_M_01]], NPCToX = 86, NPCToY = 84, Item = [[]], PrizeItem = [[]], Title = [[Event QuestInfo ]], Info = [[Testing the Event.]], QuickInfo = [[QuickInfo.]], Hunt1 = [[]], Hunt2 = [[]], Hunt3 = [[]], Time = [[0]], LV = [[0]], }, [1017] = { NPCFromName = [[Dastgir-1]], NPCFromMap = [[prontera]], NPCFromSpr = [[4_BRICKPILE]], NPCFromX = 84, NPCFromY = 123, NPCToName = [[Dastgir-2]], NPCToMap = [[payon]], NPCToSpr = [[4_BOARD3]], NPCToX = 76, NPCToY = 114, Item = [[]], PrizeItem = [[]], Title = [[Event QuestInfo ]], Info = [[Testing the Event.]], QuickInfo = [[QuickInfo.]], Hunt1 = [[Alarm]], Hunt2 = [[]], Hunt3 = [[]], Time = [[0]], LV = [[0]], }, } _G.QuestTable.addList("DastgirQuest",DastgirQuest_List) In this file too, you need Following line in the end
_G.QuestTable.addList("XYZQuest",XYZQuest_List) where XYZQuest_List is table_name(mentioned in first line of this file), (Please see the quotes)
and that's it. put it into your GRF, and it will work
NOTE: Many Functions are modified, so you would need quest_function.lub provided in the repository
ScreenShot:
Please Don't Remove credits in the quest_function file...
-
jTynne reacted to Jedzkie in server crashes with area skills
Confirming this @@Dastgir. After the update this update https://github.com/HerculesWS/Hercules/commit/d5199cee806fb9f18987dea0c3a20a2d381927ca
-
jTynne reacted to Dastgir in @arealoot
File Name: @arealoot
File Submitter: Dastgir
File Submitted: 17 Mar 2015
File Category: Plugins
Hello,
I wanna release this awesome @arealoot plugin.
Credits to Streusel for providing the Source diff, I converted it to a plugin, for easy to install and use
For Changing the Arealoot Range: Either change it via source:
int arealoot_range = 3; //x BY x Range
Or Add this to any one of conf file in conf/battle
// Arealoot, determine the range of arealoot// Min: 1, Max: 10// Default: 3// 2 -> 2x2 range, 3 -> 3x3 rangearealoot_range: 3
Click here to download this file
-
jTynne reacted to Dastgir in Job Spoiler
Near to release.
HP/SP tables are updated, hope to see this in next few days...