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Behelit

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Posts posted by Behelit


  1. I'm having a problem with weapon and shield sprites, and it's driving me crazy. They seem to be on the same layer, but clearly the shield should be on a layer in front of the weapon. I've been pouring over the forums all day and tinkering, but I've come up hopelessly short. A picture speaks a thousand words, how do I fix THIS?

    I'm using client version: 20190605
    image.png.644655a7936e780113fe79771ea825c5.png


  2. Hello Everyone,

     

    I've been playing around with a new server setup, and I have to say... As someone who played iRO from 2003 until 2008, the renewal mechanics just don't seem right to me. I want the 3rd classes, but I want them in a pre-renewal setting. So I looked at disabling renewal mechanics in the /src/config/renewal.h and tested a bit. The mechanics seem to be correct for pre-renewal, and the 3rd classes "and their skills" seem to work correctly. But my question is this... How balenced would the 3rd classes be in a pre-renewal setting? Has anyone done much testing with this? Having 3rd classes without renewal mechanics would be ideal for me. I know this doesn't fit official standards, but I'm fairly certain people would be interested in such a thing if it existed.

     

    EDIT: Hmm, doing the above messes up the item descriptions I realized.


  3. Hello all!

    I've been playing around with new characters and the first thing I noticed is that physical attack damage seems inconsistent with every renewal damage calculator I have tried. Here are some examples:

    All tests are based on a level 1 novice, all stats are 1, and only a knife is equiped. All tests are VS a Fabre.

     

    -Client Test---------------------------

    player damage = 13 "min and max"

    mob damage = 8 to 12

     

    -RO Stat Calculator----------------

    http://calc.irowiki.org/

    player damage = 13 "min and max"

    mob damage = 26 to 31

     

    -ROratorio's CalcX-----------------

    http://calcxre.wushuang.ws/

    player damage = 15 "min and max"

    mob damage = 27 to 32

     

    So... What is going on here? I felt right away that it was way too easy, and these tests seem to confirm that mobs are doing about 1/3rd the damage they are supposed to be doing. How do I fix this?


  4. Hello all!

     

    I'm trying to get the @whosell plugin to work on my server: http://herc.ws/board/files/file/58-whosell/

     

    I added the whosell.c to the ./src/plugins/ directory and did a make plugins. The whosell.so is in the ./plugins directory now. I added "whosell", to the plugins.conf file. But when I start the server, I get the following error message:

     

    [Warning]: HPM:plugin_load: failed to load 'plugins/whosell.so', skipping...

     

    Does anyone know how to get this plugin working? What am I missing?


  5. try to remake your ragexe.exe with Nemo patcher, without 64k hair style option

    I did... The nemo patcher seems to produce "Not enough free space" errors on vital options like Enable Multiple GRFs. I would love it if it was that easy. :) I need something that is comparable to this:

     

    http://herc.ws/board/topic/3768-2013-12-23-full-client-download/

     

    But without the 64k hair option. Any time I try to recreate that client, I run into the above error on needed patches.


  6. Hello everyone,

     

    I'm trying to remove all the level 99 and level 175 auras from my game, as I have the level cap set at 1000 and it just looks silly when they appear. I've managed to get rid of all the aura effects for level 99 normal/trans, but I've got a whole new problem with the 3rd classes. Does anyone know the file names for the 3rd class auras? It looks like they all use the same one, a bright and explosive yellow / gold aura.

     

    EDIT:

    Never mind, I found the file names I needed. The 3rd class auras can be removed with 3 very simple hex edits. Feel free to send me a private message if interested.


  7. Hello everyone!

     

    I'm using the latest hercules server and the 2013-12-23 client, and I'm running into a issue with Morroc. Basically, it's like the server still thinks the Satan Morroc pit is still there and it won't let you walk north and south. I had this issue on a Eathena server a long time ago, and I think I resolved it by pulling something from the client and adding it to the server somehow. Does anyone remember what you have to do to fix the walkable area in Morroc for the new clients?


  8. Now we are getting someplace! I applied both those and it removed MOST of the aura... But the ring_blue.tga was still there. However, when I try to hex out the .tga with zeros, the whole thing gets replaced with a new 3 file aura. XD Is there a list of all the aura file names? This would be a lot easier if I could just go through a list. Thank you very much by the way, this has been very frustrating to find info on.

     

    EDIT: Hmm, strange, I tried zeroing out the .tgh on ring_blue.tga again and it worked. Also, there is another .tga called whitelight.tga that you have to do the same thing with. It's the floating bubbles for the 2nd classes. No more aura at level 99.

     

    Now, I just need to figure out the file names for the 3rd class auras that appear at level 175. Does anyone know them?
     


  9. Hello everyone,

     

    I'm using the client posted here: http://herc.ws/board/topic/3768-2013-12-23-full-client-download/

    I'm using the latest server version from here: https://github.com/HerculesWS/Hercules

     

    How do I disable level 99 auras in this client?

     

    I've tried doing all the server side stuff, but the aura still shows at 99. I've tried looking for the aura files in data/texture/effect in all the grf files, but I can't find any images with aura in the name. Have they been renamed? Is there something I can do with a hex editor to disable auras? Can someone help me solve the riddle of disabling auras in the client? ^_^

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