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JulioCF

Int'l Portuguese Moderators
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  1. Upvote
    JulioCF reacted to duuds in [solved][erro] Informações não aparecem   
    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 
  2. Upvote
    JulioCF reacted to system05 in Opção Comparar Item (Alt + E) causando Crash   
    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.
     
    Podem fechar!
  3. Upvote
    JulioCF reacted to evilpuncker in Opção Comparar Item (Alt + E) causando Crash   
    o bRO não possue os arquivos do sistema de comparação, vc precisa pegar eles no kRO e colocar na sua grf custom
  4. Upvote
    JulioCF reacted to hirasu in Tree of Savior   
    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/
  5. Upvote
    JulioCF reacted to fxfreitas in Job 3rd Não passa de 61   
    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.
  6. Upvote
    JulioCF reacted to system05 in [solved]Alterar taxa de drops específico de um item   
    Resolvido:
     
    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.
  7. Upvote
    JulioCF reacted to iCORE in [solved]Alterar taxa de drops específico de um item   
    bom Dia

    tente este
     
    // 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
     
    4389,200
  8. Upvote
    JulioCF reacted to mleo1 in Tree of Savior   
    Time to share pics


  9. Upvote
    JulioCF reacted to evilpuncker in Mapas pretos!   
    ali n é mais o mesmo mapa no kRO :/ 
     
    http://herc.ws/board/topic/10579-2015-09-05-142-criatura-academy/?p=63390
  10. Upvote
    JulioCF reacted to iCORE in Ragexe 2014-10-22b e luafiles   
    use client translation
    https://github.com/ROClientSide/Translation
  11. Upvote
    JulioCF reacted to evilpuncker in Mapas pretos!   
    baixa e coloca na sua grf:
     
    http://herc.ws/board/files/file/182-old-prontera/
    http://herc.ws/board/files/file/181-old-izlude-and-alberta/
  12. Upvote
    JulioCF reacted to Masao in Tree of Savior   
    Praise the lord for tree of savior, best game since RO1 <3
  13. Upvote
    JulioCF reacted to bashjessy in Tree of Savior   
    Has much more superior combat mechanics than RO. Holy shit this game is the much much better version of RO.
  14. Upvote
    JulioCF reacted to fxfreitas in [solved]Monstros aparecendo em inglês mesmo traduzindo   
    É feito assim pra caso você queira que o Poring seja invocado com o nome de Xuxa só no mapa Record.
  15. Upvote
    JulioCF reacted to fxfreitas in Compatibilidade com bRO.   
    Itens, monstros, mapas. Pra resolver pega do kRO e bota na sua .grf
  16. Upvote
    JulioCF reacted to Aeromesi in MOTD Hourly - (Randomized MOTD's every Hour!)   
    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 download the Attachment below.


    Enjoy Hercules  motd_hourly.zip
  17. Upvote
    JulioCF reacted to Haru in Mob DB file structure overhaul   
    Mob DB file structure overhaul
     
    Hello~!
     
    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?
     
    Do you like Strawberries? Irrelevant? Not really:
    {     Id: 1012     SpriteName: "RODA_FROG"     Name: "Roda Frog"     Lv: 5     Hp: 133     Sp: 0     Exp: 6     JExp: 5     AttackRange: 1     Attack: [11, 14]     Def: 0     Mdef: 5     Stats: {         Str: 1         Agi: 5         Vit: 5         Int: 5         Dex: 10         Luk: 5     }     ViewRange: 10     ChaseRange: 12     Size: 1     Race: 5     Element: (1, 1)     Mode: {         CanMove: true         CanAttack: true     }     MoveSpeed: 200     AttackDelay: 2016     AttackMotion: 816     DamageMotion: 288     MvpExp: 0     Drops: {         Sticky_Webfoot: 9000         Spawn: 500         Green_Herb: 300         Azure_Jewel: 7         Empty_Bottle: 2000         Roda_Frog_Card: 1     } }, {     Id: 1013     SpriteName: "WOLF"     Name: "Wolf"     Lv: 25     Hp: 919     Sp: 0     Exp: 329     JExp: 199     AttackRange: 1     Attack: [37, 46]     Def: 0     Mdef: 0     Stats: {         Str: 1         Agi: 20         Vit: 28         Int: 15         Dex: 32         Luk: 20     }     ViewRange: 10     ChaseRange: 12     Size: 1     Race: 2     Element: (2, 1)     Mode: {         CanMove: true         Assist: true         CanAttack: true         ChangeTargetMelee: true     }     MoveSpeed: 200     AttackDelay: 1054     AttackMotion: 504     DamageMotion: 432     MvpExp: 0     Drops: {         Emveretarcon: 20         Claw_Of_Wolves: 9000         Mantle_: 10         Meat: 650         Monster's_Feed: 1050         Animal's_Skin: 5500         Strawberry: 600         Wolf_Card: 1     } }, {     Id: 1014     SpriteName: "SPORE"     Name: "Spore"     Lv: 16     Hp: 510     Sp: 0     Exp: 66     JExp: 108     AttackRange: 1     Attack: [24, 48]     Def: 0     Mdef: 5     Stats: {         Str: 1         Agi: 12         Vit: 12         Int: 5         Dex: 19         Luk: 8     }     ViewRange: 10     ChaseRange: 12     Size: 1     Race: 3     Element: (1, 1)     Mode: {         CanMove: true         CanAttack: true     }     MoveSpeed: 200     AttackDelay: 1872     AttackMotion: 672     DamageMotion: 288     MvpExp: 0     Drops: {         Mushroom_Spore: 9000         Red_Herb: 800         Blue_Herb: 50         Spore_Doll: 10         Hat: 40         Poison_Spore: 5         Strawberry: 600         Spore_Card: 1     } }, {     Id: 1015     SpriteName: "ZOMBIE"     Name: "Zombie"     Lv: 15     Hp: 534     Sp: 0     Exp: 50     JExp: 33     AttackRange: 1     Attack: [67, 79]     Def: 0     Mdef: 10     Stats: {         Str: 1         Agi: 8         Vit: 7         Int: 0         Dex: 15         Luk: 0     }     ViewRange: 10     ChaseRange: 12     Size: 1     Race: 1     Element: (9, 1)     Mode: {         CanMove: true         Aggressive: true         CanAttack: true         Angry: true         ChangeTargetMelee: true         ChangeTargetChase: true     }     MoveSpeed: 400     AttackDelay: 2612     AttackMotion: 912     DamageMotion: 288     MvpExp: 0     Drops: {         Decayed_Nail: 9000         Cardinal_Jewel_: 5         Sticky_Mucus: 1000         Horrendous_Mouth: 50         White_Jewel: 70         Zombie_Card: 1     } }, Is it easier to spot all the Strawberry there? I bet.
    {     Id: 1012     SpriteName: "RODA_FROG"     Name: "Roda Frog"     Lv: 5     Hp: 133     Sp: 0     Exp: 6     JExp: 5     AttackRange: 1     Attack: [11, 14]     Def: 0     Mdef: 5     Stats: {         Str: 1         Agi: 5         Vit: 5         Int: 5         Dex: 10         Luk: 5     }     ViewRange: 10     ChaseRange: 12     Size: 1     Race: 5     Element: (1, 1)     Mode: {         CanMove: true         CanAttack: true     }     MoveSpeed: 200     AttackDelay: 2016     AttackMotion: 816     DamageMotion: 288     MvpExp: 0     Drops: {         Sticky_Webfoot: 9000         Spawn: 500         Green_Herb: 300         Azure_Jewel: 7         Empty_Bottle: 2000         Roda_Frog_Card: 1     } }, {     Id: 1013     SpriteName: "WOLF"     Name: "Wolf"     Lv: 25     Hp: 919     Sp: 0     Exp: 329     JExp: 199     AttackRange: 1     Attack: [37, 46]     Def: 0     Mdef: 0     Stats: {         Str: 1         Agi: 20         Vit: 28         Int: 15         Dex: 32         Luk: 20     }     ViewRange: 10     ChaseRange: 12     Size: 1     Race: 2     Element: (2, 1)     Mode: {         CanMove: true         Assist: true         CanAttack: true         ChangeTargetMelee: true     }     MoveSpeed: 200     AttackDelay: 1054     AttackMotion: 504     DamageMotion: 432     MvpExp: 0     Drops: {         Emveretarcon: 20         Claw_Of_Wolves: 9000         Mantle_: 10         Meat: 650         Monster's_Feed: 1050         Animal's_Skin: 5500         Wolf_Card: 1     } }, {     Id: 1014     SpriteName: "SPORE"     Name: "Spore"     Lv: 16     Hp: 510     Sp: 0     Exp: 66     JExp: 108     AttackRange: 1     Attack: [24, 48]     Def: 0     Mdef: 5     Stats: {         Str: 1         Agi: 12         Vit: 12         Int: 5         Dex: 19         Luk: 8     }     ViewRange: 10     ChaseRange: 12     Size: 1     Race: 3     Element: (1, 1)     Mode: {         CanMove: true         CanAttack: true     }     MoveSpeed: 200     AttackDelay: 1872     AttackMotion: 672     DamageMotion: 288     MvpExp: 0     Drops: {         Mushroom_Spore: 9000         Red_Herb: 800         Blue_Herb: 50         Spore_Doll: 10         Hat: 40         Poison_Spore: 5         Spore_Card: 1     } }, {     Id: 1015     SpriteName: "ZOMBIE"     Name: "Zombie"     Lv: 15     Hp: 534     Sp: 0     Exp: 50     JExp: 33     AttackRange: 1     Attack: [67, 79]     Def: 0     Mdef: 10     Stats: {         Str: 1         Agi: 8         Vit: 7         Int: 0         Dex: 15         Luk: 0     }     ViewRange: 10     ChaseRange: 12     Size: 1     Race: 1     Element: (9, 1)     Mode: {         CanMove: true         Aggressive: true         CanAttack: true         Angry: true         ChangeTargetMelee: true         ChangeTargetChase: true     }     MoveSpeed: 400     AttackDelay: 2612     AttackMotion: 912     DamageMotion: 288     MvpExp: 0     Drops: {         Decayed_Nail: 9000         Cardinal_Jewel_: 5         Sticky_Mucus: 1000         Horrendous_Mouth: 50         White_Jewel: 70         Zombie_Card: 1     } }, Removed them all? Yup.
     
    Want to see a diff? sure:
    diff --git a/db/pre-re/mob_db.conf b/db/pre-re/mob_db.confindex 0ac34d7..ff4f0bd 100644--- a/db/pre-re/mob_db.conf+++ b/db/pre-re/mob_db.conf @@ -588,7 +588,6 @@ mob_db: (          Meat: 650          Monster's_Feed: 1050          Animal's_Skin: 5500-         Strawberry: 600          Wolf_Card: 1      } }, @@ -634,7 +633,6 @@ mob_db: (          Spore_Doll: 10          Hat: 40          Poison_Spore: 5-         Strawberry: 600          Spore_Card: 1      } }, Looks pretty? Very much so.
     
    What happens if we pull a commit like the one before?
    {     Id: 1012     SpriteName: "RODA_FROG"     Name: "Roda Frog"     Lv: 5     Hp: 133     Sp: 0     Exp: 6     JExp: 5     AttackRange: 1     Attack: [11, 14]     Def: 0     Mdef: 5     Stats: {         Str: 1         Agi: 5         Vit: 5         Int: 5         Dex: 10         Luk: 5     }     ViewRange: 10     ChaseRange: 12     Size: 1     Race: 5     Element: (1, 1)     Mode: {         CanMove: true         CanAttack: true     }     MoveSpeed: 200     AttackDelay: 2016     AttackMotion: 816     DamageMotion: 288     MvpExp: 0     Drops: {         Sticky_Webfoot: 9000         Spawn: 500         Green_Herb: 300         Azure_Jewel: 7         Empty_Bottle: 2000         Strawberry: 600         Roda_Frog_Card: 1     } }, {     Id: 1013     SpriteName: "WOLF"     Name: "Wolf"     Lv: 25     Hp: 919     Sp: 0     Exp: 329     JExp: 199     AttackRange: 1     Attack: [37, 46]     Def: 0     Mdef: 0     Stats: {         Str: 1         Agi: 20         Vit: 28         Int: 15         Dex: 32         Luk: 20     }     ViewRange: 10     ChaseRange: 12     Size: 1     Race: 2     Element: (2, 1)     Mode: {         CanMove: true         Assist: true         CanAttack: true         ChangeTargetMelee: true     }     MoveSpeed: 200     AttackDelay: 1054     AttackMotion: 504     DamageMotion: 432     MvpExp: 0     Drops: {         Emveretarcon: 20         Claw_Of_Wolves: 9000         Mantle_: 10         Meat: 650         Monster's_Feed: 1050         Animal's_Skin: 5500         Wolf_Card: 1     } }, {     Id: 1014     SpriteName: "SPORE"     Name: "Spore"     Lv: 16     Hp: 510     Sp: 0     Exp: 66     JExp: 106     AttackRange: 1     Attack: [24, 48]     Def: 0     Mdef: 5     Stats: {         Str: 1         Agi: 12         Vit: 12         Int: 5         Dex: 19         Luk: 8     }     ViewRange: 10     ChaseRange: 12     Size: 1     Race: 3     Element: (1, 1)     Mode: {         CanMove: true         CanAttack: true     }     MoveSpeed: 200     AttackDelay: 1872     AttackMotion: 672     DamageMotion: 288     MvpExp: 0     Drops: {         Mushroom_Spore: 9000         Red_Herb: 800         Blue_Herb: 50         Spore_Doll: 10         Hat: 40         Poison_Spore: 5         Spore_Card: 1     } }, {     Id: 1015     SpriteName: "ZOMBIE"     Name: "Zombie"     Lv: 15     Hp: 534     Sp: 0     Exp: 50     JExp: 33     AttackRange: 1     Attack: [67, 79]     Def: 0     Mdef: 10     Stats: {         Str: 1         Agi: 8         Vit: 7         Int: 0         Dex: 15         Luk: 0     }     ViewRange: 10     ChaseRange: 12     Size: 1     Race: 1     Element: (9, 1)     Mode: {         CanMove: true         Aggressive: true         CanAttack: true         Angry: true         ChangeTargetMelee: true         ChangeTargetChase: true     }     MoveSpeed: 400     AttackDelay: 2612     AttackMotion: 912     DamageMotion: 288     MvpExp: 0     Drops: {         Decayed_Nail: 9000         Cardinal_Jewel_: 5         Sticky_Mucus: 1000         Horrendous_Mouth: 50         White_Jewel: 70         Zombie_Card: 1     } }, What do you expect? No conflicts.
     
    What's changed? Here:
    diff --git a/db/pre-re/mob_db.conf b/db/pre-re/mob_db.confindex 0ac34d7..59a53b6 100644--- a/db/pre-re/mob_db.conf+++ b/db/pre-re/mob_db.conf @@ -541,6 +541,7 @@ mob_db: (                 Green_Herb: 300                 Azure_Jewel: 7                 Empty_Bottle: 2000 +               Strawberry: 600                 Roda_Frog_Card: 1         } }, @@ -588,7 +589,6 @@ mob_db: (                 Meat: 650                 Monster's_Feed: 1050                 Animal's_Skin: 5500 -               Strawberry: 600                 Wolf_Card: 1         } }, @@ -600,7 +600,7 @@ mob_db: (         Hp: 510         Sp: 0         Exp: 66 -       JExp: 108 +       JExp: 106         AttackRange: 1         Attack: [24, 48]         Def: 0 @@ -634,7 +634,6 @@ mob_db: (                 Spore_Doll: 10                 Hat: 40                 Poison_Spore: 5 -               Strawberry: 600                 Spore_Card: 1         } }, But... I have several custom mobs, do I have to manually convert all of them...?
     
    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.
  18. Upvote
    JulioCF reacted to fxfreitas in Como adicionar classe Rebellion!   
    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.
  19. Upvote
    JulioCF reacted to Bruno Nogueira in [solved]Erro ao Implementar Traduções   
    coloca o langtype 6 eu já tinha testado boa parte dos langtypes (exceto a 12 que é a langtype brasileira mas que dá erro) 
     
     tu troca o langtype para 6 que nela os nomes de algumas classe pelo que eu me lembro ficam em português exceto os nomes das 3rd
  20. Upvote
    JulioCF got a reaction from tiagofm94 in [solved]Erro ao Implementar Traduções   
    pelo o que me lembro, é alguma coisa mesmo da decodificação do documento, esta usando bloco de notas comum ou outro sistema?
  21. Upvote
    JulioCF 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.
  22. Upvote
    JulioCF reacted to ossi0110 in New Race   
    More Progress
     


  23. Upvote
    JulioCF reacted to ossi0110 in New Race   
    dont worry the progress is getting well
     

     
  24. Upvote
    JulioCF reacted to Rytech in New Race   
    PROGRESS!!!!
     

     
  25. Upvote
    JulioCF got a reaction from Miнαєl in [solved][Dúvida] Sobre Proteções do Emulador.   
    Ainda, SE bem configurado. Harmony
     
    Sobre WPE: http://herc.ws/board/topic/1105-hercules-wpe-free-june-14th-patch/
     
    O restante, é pelo conhecimento, estudo, luta e responsabilidade do dono do projeto.
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