Pessoal, não sei se e no hexed ou no emulador mas quando eu ataco ou quando eu levo um ataque e esse ataque erra, não sobe o balão do miss (aquela mensagem de miss que aparece quando voce erra um ataque).
e no canto direito quando passo o mouse em algum status ativo (como benção e agi), nao mostra nenhuma descrição.
Alguem ja teve esse problema?
ja testei 2 hexeds diferentes e em ambos esta da mesma forma
RESOLVIDO
Para miss - Entre no jogo e digite: /miss Para info dos buffs - Entre no jogo e digite: /stateinfo
Usei praticamente a data.grf do kRO, mas o erro no 'compare item' persiste.
Ops, editei lá em cima. Confundi herc emulador com hexed hehe, Mas sim utilizo a versão mais atual do herc e hexed 2014.
@edit
Depois de muito pesquisar, resolvi baixar algumas .grf de servidores em que o comparar itens estava funcionando e consegui substituir e fazer funcionar.
Obrigado para quem tentou me ajudar.
Não sei exatamente quais são cada arquivo, mas substitui uma grf que tinha na minha e resolveu.
There is already a Emulator for Tree of Savior , open source : https://github.com/r1emu/R1EMU
Tutorial: http://www.r1emu.net/index.php?threads/windows-how-to-set-up-r1emu.14/
A barrinha não subir mais é bem normal, quando se alcança o job máximo oficial (no caso das 3rd, 60) a barrinha desaparece, mas a experiência acumula normalmente, quando sobe de nível ela costuma voltar (as vezes não, depende do client) mas se não tiver mesmo upando, ve a job_db e confere se pois os valores de exp necessária pro 61~XX corretamente.
Colocando 969,1000 estava funcional, mas no meu drops.conf estava:
item_rate_common: 20000item_rate_common_boss: 20000item_drop_common_min: 200item_drop_common_max: 10000
E para funcionar, deveria ficar assim:
item_rate_common: 20000item_rate_common_boss: 20000item_drop_common_min: 1item_drop_common_max: 10000
O item_drop_common_min estava sobrepondo a configuração.
Eu não sei se é má vontade da comunidade, mas percebo que poucos tem interesse em ajudar.
Mas pelo mesmo meus tópicos estão servindo de ajuda para futuros usuários, pois eu posto a solução.
// Item específico Gota Rácio de Banco de Dados// Substituições para item_rate mundial * valores de conf / batalha / drops.conf//// Estrutura da Base de dados:// ItemID, Ratio {, MonsterID}//// Resultado:// ItemId taxas de queda de base definidos no mob_db não vai se multiplicado// Por item_rate mundial valores * (aka cair taxas) de// Conf / batalha / drops.conf. Em vez disso Ratio será usado (100 = 1x).// Se não MonsterID for especificado, todos os monstros serão afetados,// Caso contrário, apenas aqueles listados.//// Exemplos:// // 909,100 Jellopies de monstros vão cair com 1x taxa de queda independentemente da taxa de queda global// // 909,1000 Jellopies de monstros vão cair com 10x de velocidade de queda independentemente da taxa de queda global// // 909,100,1002 Jellopies de Porings vai cair com 1x taxa de queda. Outros monstros que dropam Jellopies não são afetados (use taxa de queda global).//// Notas:// - Por padrão, você pode listar até 10 MonsterIDs por ItemID.// Pode ser alterado em src / map / mob.c ajustando MAX_ITEMRATIO_MOBS.// - Só ItemIDs até MAX_ITEMDB são suportados (padrão: 32768).// - Não substituir item_drop _ * _ ajustes min / max.// - Não afeta de cartão de gotas / concedeu-item. Para ajustar / cartão concedida item de-// Gotas, editá-los em item_db.// - Afeta prêmios MVP e caixas de tesouro.// - Você pode adicionar apenas uma linha por ItemID. Se você precisar de várias proporções// Para diferentes monstros, velocidade de queda com override Rácio = 100 e editar// Taxas de queda de base em mob_db.// - Este arquivo é recarregado porreloadmobdb.
adicionar abaixo
Hey Hercules, @@Alexandria requested a script so I decided to make it.
Information: [MOTD Hourly Randomizer]
So What exactly is my script 'MOTD Hourly Randomizer'
/* Advanced MOTD Hourly Script Created by: Aeromesi Idea from: Alexandria Built for Hercules Version 1.0 Special Feature: Randomized messages so that you'll never see the same message twice Edit .@ServName$ variable to your servers name Comments: To add more messages, change .@msgrand = (1,10) to your desired # of messages. Also add the new messages in the if checks.*/
Just like the Item DB, the Mob DB has a less than optimal (read: terrible) format, that doesn't play well with Git or any other Version Control System.
For example, this is a snippet from the current file:
1012,RODA_FROG,Roda Frog,Roda Frog,5,133,0,6,5,1,11,14,0,5,1,5,5,5,10,5,10,12,1,5,21,0x81,200,2016,816,288,0,0,0,0,0,0,0,918,9000,908,500,511,300,721,7,713,2000,0,0,0,0,0,0,0,0,4014,11013,WOLF,Wolf,Wolf,25,919,0,329,199,1,37,46,0,0,1,20,28,15,32,20,10,12,1,2,22,0x1089,200,1054,504,432,0,0,0,0,0,0,0,1011,20,920,9000,2308,10,517,650,528,1050,919,5500,578,600,0,0,0,0,4029,1
1014,SPORE,Spore,Spore,16,510,0,66,108,1,24,48,0,5,1,12,12,5,19,8,10,12,1,3,21,0x81,200,1872,672,288,0,0,0,0,0,0,0,921,9000,507,800,510,50,743,10,2220,40,7033,5,578,600,0,0,0,0,4022,11015,ZOMBIE,Zombie,Zombie,15,534,0,50,33,1,67,79,0,10,1,8,7,0,15,0,10,12,1,1,29,0x3885,400,2612,912,288,0,0,0,0,0,0,0,957,9000,724,5,938,1000,958,50,727,70,0,0,0,0,0,0,0,0,4038,1
Can you tell, at a glance, if any of these mobs drops a Strawberry? You certainly can't (unless you already know).
Now, after locating the Strawberry drop, what happens if we want to remove it?
1012,RODA_FROG,Roda Frog,Roda Frog,5,133,0,6,5,1,11,14,0,5,1,5,5,5,10,5,10,12,1,5,21,0x81,200,2016,816,288,0,0,0,0,0,0,0,918,9000,908,500,511,300,721,7,713,2000,0,0,0,0,0,0,0,0,4014,11013,WOLF,Wolf,Wolf,25,919,0,329,199,1,37,46,0,0,1,20,28,15,32,20,10,12,1,2,22,0x1089,200,1054,504,432,0,0,0,0,0,0,0,1011,20,920,9000,2308,10,517,650,528,1050,919,5500,0,0,0,0,0,0,4029,1
1014,SPORE,Spore,Spore,16,510,0,66,108,1,24,48,0,5,1,12,12,5,19,8,10,12,1,3,21,0x81,200,1872,672,288,0,0,0,0,0,0,0,921,9000,507,800,510,50,743,10,2220,40,7033,5,0,0,0,0,0,4022,11015,ZOMBIE,Zombie,Zombie,15,534,0,50,33,1,67,79,0,10,1,8,7,0,15,0,10,12,1,1,29,0x3885,400,2612,912,288,0,0,0,0,0,0,0,957,9000,724,5,938,1000,958,50,727,70,0,0,0,0,0,0,0,0,4038,1
How many Strawberry entries did I remove and from which lines? Can you tell at a glance? Certainly not.
What happens if we try to diff it? (this is the output of 'git diff' with the modified file)
@@ -16,8 +16,8 @@
1010,WILOW,Willow,Willow,4,95,0,5,4,1,9,12,5,15,1,4,8,30,9,10,10,12,1,3,22,0x81,200,1672,672,432,0,0,0,0,0,0,0,902,9000,1019,100,907,1500,516,700,1068,3500,1067,2000,1066,1000,0,0,0,0,4010,1
1011,CHONCHON,Chonchon,Chonchon,4,67,0,5,4,1,10,13,10,0,1,10,4,5,12,2,10,12,0,4,24,0x181,200,1076,576,480,0,0,0,0,0,0,0,998,50,935,6500,909,1500,1205,55,601,100,742,5,1002,150,0,0,0,0,4009,1
1012,RODA_FROG,Roda Frog,Roda Frog,5,133,0,6,5,1,11,14,0,5,1,5,5,5,10,5,10,12,1,5,21,0x81,200,2016,816,288,0,0,0,0,0,0,0,918,9000,908,500,511,300,721,7,713,2000,0,0,0,0,0,0,0,0,4014,1
-1013,WOLF,Wolf,Wolf,25,919,0,329,199,1,37,46,0,0,1,20,28,15,32,20,10,12,1,2,22,0x1089,200,1054,504,432,0,0,0,0,0,0,0,1011,20,920,9000,2308,10,517,650,528,1050,919,5500,578,600,0,0,0,0,4029,1
-1014,SPORE,Spore,Spore,16,510,0,66,108,1,24,48,0,5,1,12,12,5,19,8,10,12,1,3,21,0x81,200,1872,672,288,0,0,0,0,0,0,0,921,9000,507,800,510,50,743,10,2220,40,7033,5,578,600,0,0,0,0,4022,1
+1013,WOLF,Wolf,Wolf,25,919,0,329,199,1,37,46,0,0,1,20,28,15,32,20,10,12,1,2,22,0x1089,200,1054,504,432,0,0,0,0,0,0,0,1011,20,920,9000,2308,10,517,650,528,1050,919,5500,0,0,0,0,0,0,4029,1
+1014,SPORE,Spore,Spore,16,510,0,66,108,1,24,48,0,5,1,12,12,5,19,8,10,12,1,3,21,0x81,200,1872,672,288,0,0,0,0,0,0,0,921,9000,507,800,510,50,743,10,2220,40,7033,5,0,0,0,0,0,4022,1
1015,ZOMBIE,Zombie,Zombie,15,534,0,50,33,1,67,79,0,10,1,8,7,0,15,0,10,12,1,1,29,0x3885,400,2612,912,288,0,0,0,0,0,0,0,957,9000,724,5,938,1000,958,50,727,70,0,0,0,0,0,0,0,0,4038,1
1016,ARCHER_SKELETON,Archer Skeleton,Archer Skeleton,31,3040,0,483,283,9,128,153,0,0,1,8,14,5,90,5,10,12,1,1,29,0x2085,300,2864,864,576,0,0,0,0,0,0,0,932,4500,756,70,2285,3,1708,35,1752,1000,507,1800,1701,150,0,0,0,0,4094,1
//1017,THIEF_BUG_FEMALE,Thief Bug Female,Thief Bug Female,10,170,0,35,18,1,33,40,5,5,1,15,10,5,23,5,10,12,1,4,27,0x651,200,988,288,768,0,0,0,0,0,0,0,955,3500,910,250,1108,15,928,200,507,400,716,50,1002,400,0,0,0,0,4026,1
Oh, so two lines were modified. Now, to locate the entry that was changed. By the way, you didn't notice that I purposely introduced a syntax error, did you? (hint: count the commas in the SPORE line: there's one less entry!)
Now what happens if someone else changes the file (on a nearby, but unrelated line), and you pull the change?
<<<<<<< HEAD
1012,RODA_FROG,Roda Frog,Roda Frog,5,133,0,6,5,1,11,14,0,5,1,5,5,5,10,5,10,12,1,5,21,0x81,200,2016,816,288,0,0,0,0,0,0,0,918,9000,908,500,511,300,721,7,713,2000,0,0,0,0,0,0,0,0,4014,1
1013,WOLF,Wolf,Wolf,25,919,0,329,199,1,37,46,0,0,1,20,28,15,32,20,10,12,1,2,22,0x1089,200,1054,504,432,0,0,0,0,0,0,0,1011,20,920,9000,2308,10,517,650,528,1050,919,5500,0,0,0,0,0,0,4029,1
1014,SPORE,Spore,Spore,16,510,0,66,108,1,24,48,0,5,1,12,12,5,19,8,10,12,1,3,21,0x81,200,1872,672,288,0,0,0,0,0,0,0,921,9000,507,800,510,50,743,10,2220,40,7033,5,0,0,0,0,0,4022,1
=======1012,RODA_FROG,Roda Frog,Roda Frog,5,133,0,6,5,1,11,14,0,5,1,5,5,5,10,5,10,12,1,5,21,0x81,200,2016,816,288,0,0,0,0,0,0,0,918,9000,908,500,511,300,721,7,713,2000,578,600,0,0,0,0,0,0,4014,1
1013,WOLF,Wolf,Wolf,25,919,0,329,199,1,37,46,0,0,1,20,28,15,32,20,10,12,1,2,22,0x1089,200,1054,504,432,0,0,0,0,0,0,0,1011,20,920,9000,2308,10,517,650,528,1050,919,5500,578,600,0,0,0,0,4029,1
1014,SPORE,Spore,Spore,16,510,0,66,106,1,24,48,0,5,1,12,12,5,19,8,10,12,1,3,21,0x81,200,1872,672,288,0,0,0,0,0,0,0,0,921,9000,507,800,510,50,743,10,2220,40,7033,5,578,600,0,0,0,0,4022,1
>>>>>>> upstream change
Well, have fun figuring out how to merge it! (hint: a Strawberry drop was added to RODA_FROG -- could you tell? And now, are you sure nothing else was changed? Doublecheck? Would you believe it if I said that SPORE's Job EXP was also decreased by two? Anything else? I'll leave that as homework.)
How do we fix it?
Once again, we're switching to a different file format. Just like last time, it'll be libconfig. We're aware there are plenty of other suitable file formats out there (who said yaml?), but unfortunately this is not the time and place to change what was already started, and we'll have to stick with libconfig for the time being. (we'll see about writing some tools that leverage the Hercules libconfig parser to lessen everyone's pain).
Some highlights:
There is no need for those annoying sequences of zeros. If a mob drops less than 10 items, only the needed entries will be there.
The mob_db2 entries can be left incomplete and set to inherit the original mob_db entry. If you want your SPORE to have higher Attack, , you can just write that in your mob_db2, and let it read the other values from the mob_db, so that if we update them, you get the update automatically
We can finally add more fields (to support new features) to the file at any time, easily and without having to edit all the lines (or force you to edit all the lines of your custom mob_db2)!
What does it look like?
Each entry follows this structure:
{
// =================== Mandatory fields ===============================
Id: ID (int)
SpriteName: "SPRITE_NAME" (string)
Name: "Mob name" (string)
// =================== Optional fields ================================
Lv: level (int, defaults to 1)
Hp: health (int, defaults to 1)
Sp: mana (int, defaults to 0)
Exp: basic experience (int, defaults to 0)
JExp: job experience (int, defaults to 0)
AttackRange: attack range (int, defaults to 1)
Attack: [attack1, attack2] (int, defaults to 0)
Def: defence (int, defaults to 0)
Mdef: magic defence (int, defaults to 0)
Stats: {
Str: strength (int, defaults to 0)
Agi: agility (int, defaults to 0)
Vit: vitality (int, defaults to 0)
Int: intelligence (int, defaults to 0)
Dex: dexterity (int, defaults to 0)
Luk: luck (int, defaults to 0)
}
ViewRange: view range (int, defaults to 1)
ChaseRange: chase range (int, defaults to 1)
Size: size (int, defaults to 1)
Race: race (int, defaults to 0)
Element: (type, level)
Mode: {
CanMove: true/false (bool)
Looter: true/false (bool)
Aggressive: true/false (bool)
Assist: true/false (bool)
CastSensorIdle:true/false (bool)
Boss: true/false (bool)
Plant: true/false (bool)
CanAttack: true/false (bool)
Detector: true/false (bool)
CastSensorChase: true/false (bool)
ChangeChase: true/false (bool)
Angry: true/false (bool)
ChangeTargetMelee: true/false (bool)
ChangeTargetChase: true/false (bool)
TargetWeak: true/false (bool)
}
MoveSpeed: move speed (int, defaults to 0)
AttackDelay: attack delay (int, defaults to 4000)
AttackMotion: attack motion (int, defaults to 2000)
DamageMotion: damage motion (int, defaults to 0)
MvpExp: mvp experience (int, defaults to 0)
MvpDrops: {
AegisName: chance (string: int)
...
}
Drops: {
AegisName: chance (string: int)
...
}
}
Here's a PORING in the old format:
1002,PORING,Poring,Poring,1,50,0,2,1,1,7,10,0,5,1,1,1,0,6,30,10,12,1,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,909,7000,1202,100,938,400,512,1000,713,1500,512,150,619,20,0,0,0,0,4001,1
And here's the same PORING in the new format:
{
Id: 1002
SpriteName: "PORING"
Name: "Poring"
Lv: 1
Hp: 50
Sp: 0
Exp: 2
JExp: 1
AttackRange: 1
Attack: [7, 10]
Def: 0
Mdef: 5
Stats: {
Str: 1
Agi: 1
Vit: 1
Int: 0
Dex: 6
Luk: 30
}
ViewRange: 10
ChaseRange: 12
Size: 1
Race: 3
Element: (1, 1)
Mode: {
CanMove: true
Looter: true
CanAttack: true
}
MoveSpeed: 400
AttackDelay: 1872
AttackMotion: 672
DamageMotion: 480
MvpExp: 0
Drops: {
Jellopy: 7000
Knife_: 100
Sticky_Mucus: 400
Apple: 1000
Empty_Bottle: 1500
Apple: 150
Unripe_Apple: 20
Poring_Card: 1
}
},
Not convinced yet it's better?
It's true that you need to convert your item database to the new format, but we can do it for you!
Go to http://haru.ws/hercules/mobdbconverter/ and paste (or upload) your mob_db2.txt (or even your mob_db.txt if you have custom entries there), pick between renewal or pre-renewal (or upload your item_db if it's customized), press the Convert button, wait a few seconds and you're done! It's already converted for you. Easy, isn't it?
Don't trust us? No, no, we don't need your custom mobs, you can sleep safe... But if you still don't want to paste anything on a website... well, we have provided the source code of the converter script! It's in the 'tools' folder of the Hercules repository. All you need is a Python interpreter, version 2.6 or newer (and if you're running Linux or Mac OS, on either your server or your own computer, it's almost certain that you already have that). All you have to do is run it (example: python tools/mobdbconverter.py pre-re . < db/mob_db2.txt > db/mob_db2.conf), and your item database will be converted in a split second!
What if I was using SQL mob databases?
Well, you're out of luck. It was deprecated long ago and it's being removed. It'll stay available for website/control panel purposes though. An automated converter (much like the db2sql plugin for the item db) will be available soon, and even executed automatically whenever we update the mob db, to keep the sql counterpart in sync!
I have this event mob entry that came with an old script I downloaded...
No worries, you can get it converted. Use the same script (or the provided web page) you'd use to convert an entire mob database, it'll work just fine even for a mob or two!
Special thanks
To Ind, for bringing up the idea, a long time ago.
To Andrei Karas for actually doing it, after picking up this project from the bottom of our forgotten items box.
To me, for putting this at the bottom of the forgotten items box, and burying it with several other things so that it'd stay there until now (sigh)
Links
Merged pull request.
Web-based converter.
O rebellion já está implantado no Hercules o.O pelo menos da ultima vez que testei estava funcionando. Só precisa de um client kRO atualizado e hexed 2014 com suporte pra classe.
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.