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Zirius

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  1. Upvote
    Zirius reacted to Ind in Hercules WPE Free - June 14th Patch   
    Hercules WPE Free - June 14th Patch
     
    Made Possible Thanks to Yommy
    We're only able to provide you with this feature thanks to Yommy, Thank you very much! WPE Free - Official Packet Obfuscation Support Packet spamming is no longer possible by normal means, with this feature each packet sent has its own id, so spamming (by sending the same packet more than once) is impossible. For this feature to function you MUST NOT use the 'disable packet obfuscation' client diff. conf/battle/client.conf
    // Whether to enable the official packet obfuscation support (good vs WPE)// 0: disabled// 1: optional (not recommended) -- identifies whether it is required// 2: enabled (recommended)packet_obfuscation: <value>
    Currently functional for over 44 clients (Thanks to Shakto!): 2011-08-17 - 2015-05-13 Special Thanks to Yommy ..Yommy ...The all-awesome Yommy~! Thank you again! Shakto for the 44 PacketKeys! Also - SQL DB Updates & DB2SQL For logical and performance reasons we've modified the structure of the renewal item db tables, atk and matk no longer share the same column, equip_level was replaced by equip_level_min so that we could add equip_level_max which is required by new renewal items. Note however that because of the previous atk:matk format, it was not possible to provide a upgrade file that would save the matk data Item script errors from sql dbs used to point to a inexistent line number, it was modified to display the item id instead. This update has shrunk the sizes of the item db .sql files, making it possible for tools such as phpmyadmin to parse them, once again. With this patch we're also introducing a new official plugin, db2sql, its purpose is to make it easier for our developers to keep the .sql db files up to date (but you may use that to convert your own if you so desire, too), to use this plugin (when it is enabled in plugins.conf) type server tools db2sql in the console. Link~u! Commit 1 Commit 2
  2. Upvote
    Zirius reacted to Angelmelody in How do you put item directly to the storage?   
    I convert it into a script command
    *storeitem <item name or ID>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,"<char name>"or<account id>}; storeitem.c
  3. Upvote
    Zirius reacted to Michi in Massive RE Monster DB Update   
    I finaly finish the Mob Skill DB update:
    https://github.com/HerculesWS/Hercules/commit/744c3fc19a6681b80eb3d679fdd3914c2d7099f8
     
    Now all mobs working as official
  4. Upvote
    Zirius reacted to Angelmelody in How do you put item directly to the storage?   
    Have you tried this plugin?
     
    http://herc.ws/board/topic/2457-storeitem/
  5. Upvote
    Zirius reacted to THPO in @storeitem   
    not working on latest git version:
    missing declaration:
  6. Upvote
    Zirius reacted to Dastgir in if (.@string$) fails, any alternative?   
    to be specific, they are not php functions but standard functions for most languages..
  7. Upvote
    Zirius reacted to AnnieRuru in [request] @maintenance Command?   
    wow ... don't do anything stupid ... ima gonna write one ...
    $20 for this simple mod ? omg ... its overpriced in my opinion ...
  8. Upvote
    Zirius reacted to jaBote in if (.@string$) fails, any alternative?   
    if(.@string$ != "") <this will be run for empty strings>
     
     
     
     
    strlen() script command doesn't exist. I assume you mean getstrlen().
     
    It's used like this:
    getstrlen("mystring"); // For fixed stringsgetstrlen(.@my_string_var$); // For strings in variables//You can even mix them up:getstrlen("Hello " + strcharinfo(0));  
    Just make sure you close all the brackets you open
  9. Upvote
    Zirius reacted to AnnieRuru in Guildmate position on minimap lags?   
    https://github.com/HerculesWS/Hercules/blob/master/src/map/guild.h#L16
  10. Upvote
    Zirius reacted to AnnieRuru in attachrid killedrid & killerrid assigning temp character variable   
    yup
     
    this one, when the character died, the streak is reset
    as long as the player die, for what ever reason, the streak is reset
    - script kjdhfkjdshf -1,{OnPCKillEvent: if ( killedrid == getcharid(3) ) end; @streak++; dispbottom "you killed "+ rid2name( killedrid ) +". streak count "+ @streak; end;OnPCDieEvent: @streak = 0; dispbottom "your current streak count "+ @streak; end;}..
    .
    this one, when the character die from player's hand, the streak is reset
    die from other means such as suicide, killed by non-human players doesn't count
    - script skdfjhskdf -1,{OnPCKillEvent: if ( killedrid != getcharid(3) ) { @streak++; dispbottom "you killed "+ rid2name( killedrid ) +". streak count "+ @streak; } attachrid killedrid; @streak = 0; dispbottom "your current streak count "+ @streak; end;}
  11. Upvote
    Zirius reacted to evilpuncker in attachrid killedrid & killerrid assigning temp character variable   
    use onpcdie to set @char,0; and use onpckillevent to increase @char count
  12. Upvote
    Zirius reacted to Mystery in Question about Pull and Commit?   
    On a side note, any update that gets sync'd to our main repo it does not get sync'd to peoples' copies. It'd be up to you to keep your own copy updated.
  13. Upvote
    Zirius reacted to THPO in Question about Pull and Commit?   
    since you have done some changes you need to commit your changes first before you can pull from the source where you originally cloned your git.
     
    commit = marking changes on your Git
    pull = getting updates from the source where you clone your Git. (same like "svn update")
  14. Upvote
    Zirius reacted to Mystery in August Digest 2014   
    August Digest 2014
    The following digest covers the month of August 1st - August 31st 2014.
     

    Development Highlights
    [*]Fixed several issues with SO_EL_SYMPATHY (b791b66) [*]Corrected an issue that caused the elemental's HP and SP would
    _decrease to_ summon_level*5% instead of _increasing by_ said amount. [*]Corrected an issue that decreased the SP cost of summon elemental
    skills by 5% even when the Spirit Sympathy skill wasn't present. [*]Added/renamed some variables to prevent confusion. Please don't reuse
    'i' variables for things that aren't array indices. Or don't reuse
    variables altogether for different purposes than their original one.
    [*]Add MAX_REFINE as hard-coded constant (bac319d)
    [*]MAX_REFINE has different value for renewal(20) and non-renewal(10) and some server even adjust this value so its better to add this constant so there's no need to add a configuration when making custom refiner scripts
    [*]New Optional Configuration for unequipped disabled equipments (33a43e) [*]Fixed an issue when Token_Of_Siegfried is used, under certain conditions (b29402) [*]Extended item_check to also add unique_ids to any non-stackable items (49d604) [*]Fixed official devotion behaviour, various cleanups (e7be725) [*]Fixed a crash when a mercenary warps back to its master (7f4d6fc) [*]Battle config option for knockback style when on same tile (2b8d501) [*]sc_config.txt Update! (ec0272) [*]Fixed some MSVC incompatibilities () [*]Corrected several format-string errors through the code (c45e3fa) [*]Fixes on 3rd class skills !  (356a83b)
    [*]When under Mind Break Matk Effect and Mdef reduction should not show on ALT Q(bug:7915) [*]Plagiarism should not copy New 3rd class skills. Thanks to OmegaRed (bug:8118) [*]Update Runstone Lux Anima to official formula (bug:8285) [*]Add official formula for Demonic Fire [*]Update damage formula for Unlimit, apply Def and Mdef to 1 during the skill and adjust the cooldown to official. (bug:8227) [*]Flash Combo should not consume hp-sp and the skill not ignore the distance. [*]Fix a bug with Full Throttle that not consuming sp correctly and adjust the cooldown to official. [*]All WoE items are inactive outside WoE or PVP [*]Add bonus3 bSPVanishRate for Vellum Items. [*]Script Vellum Items. [*]Add 2 new bonus bSetDefRace and bSetMDefRace for the Vellum Items. (rAthena c046668034) [*]Fixed Bowling Bash, Brandish Spear, Grand Darkness and Meteor Assault reducing def during cast; the only skill that does this officially is Grand Cross (rAthena 6947190) [*]Implemented official Bowling Bash with all its special behaviors including the gutter line [*]As many servers probably want to remove the gutter line problem, it is configurable; just adjust the bowling_bash_area setting in skill.conf (Bug:4209) [*]Sonic Blow now has a fixed range of 1, even for monsters; a monster can't use this skill if you tank it from farther away (rAthena a15cee0)



     
    Database Highlights
    [*]Massive renewal mob_db update! (0fadf3) [*]Some item fixes (5145cd) [*]Fix some incorrect card effect rate (f8e0227) [*]Update some official mob spawn info (b4bea48)

     
    August Statistics
    [*]During the period there were 52 Commits. [*]Of these 52 commits, 23 included bug-fixes. [*]15 Commits from Pull Requests  [*]In this month, there were 14,771 Additions and 12,889 Deletions.

  15. Upvote
    Zirius reacted to AnnieRuru in Where are the messages Hercules outputs in Logs and how to change color?   
    unfortunately ... hercules' clif->colormes is badly coded
    if you really need it, you have to create another one ==> 'clif->colormes2'
    src/map/clif.c | 15 +++++++++++++++ src/map/clif.h | 1 + 2 files changed, 16 insertions(+)diff --git a/src/map/clif.c b/src/map/clif.cindex d9acf07..146e7a3 100644--- a/src/map/clif.c+++ b/src/map/clif.c@@ -8385,6 +8385,20 @@ int clif_colormes(int fd, enum clif_colors color, const char* msg) { return 0; } +int clif_colormes2(int fd, unsigned int color, const char* msg) {+ size_t msg_len = strlen(msg) + 1;++ WFIFOHEAD(fd,msg_len + 12);+ WFIFOW(fd,0) = 0x2C1;+ WFIFOW(fd,2) = msg_len + 12;+ WFIFOL(fd,4) = 0;+ WFIFOL(fd,8) = (color & 0x0000FF) << 16 | (color & 0x00FF00) | (color & 0xFF0000) >> 16;;+ safestrncpy((char*)WFIFOP(fd,12), msg, msg_len);+ WFIFOSET(fd, msg_len + 12);++ return 0;+}+ /// Monster/NPC color chat [SnakeDrak] (ZC_NPC_CHAT). /// 02c1 <packet len>.W <id>.L <color>.L <message>.?B void clif_messagecolor(struct block_list* bl, unsigned int color, const char* msg) {@@ -18835,6 +18849,7 @@ void clif_defaults(void) { clif->messageln = clif_displaymessage2; clif->messages = clif_displaymessage_sprintf; clif->colormes = clif_colormes;+ clif->colormes2 = clif_colormes2; clif->process_message = clif_process_message; clif->wisexin = clif_wisexin; clif->wisall = clif_wisall;diff --git a/src/map/clif.h b/src/map/clif.hindex e4de51a..291997d 100644--- a/src/map/clif.h+++ b/src/map/clif.h@@ -817,6 +817,7 @@ struct clif_interface { /* message+s(printf) */ void (*messages) (const int fd, const char *mes, ...) __attribute__((format(printf, 2, 3))); int (*colormes) (int fd, enum clif_colors color, const char* msg);+ int (*colormes2) (int fd, unsigned int color, const char* msg); bool (*process_message) (struct map_session_data *sd, int format, char **name_, size_t *namelen_, char **message_, size_t *messagelen_); void (*wisexin) (struct map_session_data *sd,int type,int flag); void (*wisall) (struct map_session_data *sd,int type,int flag);then you can do as the formatclif->colormes2( sd->fd, <color code>, "<message>" );example likeclif->colormes2( sd->fd, 0xFF0000, "Red Light" );
  16. Upvote
    Zirius reacted to AnnieRuru in attachrid killedrid on AnnieRuru's PVP Ladder conflict on Summoned Plants   
    oh yea ...
    when I scripted that on year 2008, it wasn't behave like this yet
    now I just remember at one time, monsters/homun/pet (mercenary wasn't even introduced) are now attached to the master that did the kills
     
    means, last time homunculus were counted separately, wasn't attached to the script
    but now, if homunculus made a kill, the master (alchemist) will be attached to the script instead
     
    I think this was changed around 2009 or 2010 I couldn't remember well
     
    that info already outdated, should be change into
    if the player was killed by a pet/homun/monster/mercenary having a master as a player, the dead player will be added a dead count, and killer will be added a kill streak.it only not counted if the monster not having master at all, or having monster as a master (such as MVP) something like this 
    .... read post below ...
  17. Upvote
    Zirius reacted to AnnieRuru in who has AnnieRuru's PVP Ladder with announcement files and SQL queries?   
    no, I put 16 | .announceannounce "blahblah",16|.announce;16 is bc_blueremove the 16 and you can put color code
     
    btw, I have no idea why .announcekill was defaulted to off, it has to turn on
    set .announcekill, 0; // announce who pawn who's head : 0 - off, 1 - on
  18. Upvote
    Zirius reacted to jaBote in who has AnnieRuru's PVP Ladder with announcement files and SQL queries?   
    Yep, | is bitwise OR operator. Returns 1 on a bit if either A or B bits are set to 1.
  19. Upvote
    Zirius reacted to AnnieRuru in who has AnnieRuru's PVP Ladder with announcement files and SQL queries?   
    just mirror ... in-case
    dota_pvpladder.2.9.txt
    dotasoundeffect_2.rar
     
    actually I want to drop this script
    just ... I have no idea it can become so popular ...
     
    that "replace into" was slower than "update" statement, I learned that only after 3 years completed this script
    I was using 'replace into' just because I wanted to squeeze that accessing 12 times query_sql into just 4 times
    and ultramage also proposed to make the table make a huge 'update' every 1 minute to safe further memory
     
    however if changing 'replace into' into 'update' might need to update the whole script
    and I have no motivation to improve this script, I rather focus on battleground scripts
  20. Upvote
    Zirius reacted to AnnieRuru in who has AnnieRuru's PVP Ladder with announcement files and SQL queries?   
    of course I have, I'm the author
     
    .... but some google search, somebody already mirror my file
     
    http://pastebin.com/Ynze1S7P
    http://tbro-ph.com/rAFreeFiles/NPC Scripts/
     
    now I look back at this script ... that I made 6 years ago ... a lot of places can be improved
    and I remember that I left out the "modify a value" option, which was took out from 2.7
     
    though, I can guarantee this script still works in latest hercules
  21. Upvote
    Zirius reacted to kisuka in Massive RE Monster DB Update   
    https://github.com/HerculesWS/Hercules/commit/0fadf384a80a25f1af712232d14a664848dbff88
     
    This has been a long time coming ^^; renewal's mob_db now matches official. Thanks for both Michi and I, we present to you a Hercules where your monsters now match official renewal stats, drops, exp, etc
     
    This update changes many values (stats, exp, hp, lv, etc) on many monsters. These changes are on par with the latest official servers.
     
    Enjoy.
     
    Be sure to report any issues you may find
  22. Upvote
    Zirius reacted to jaBote in what does comparison "<<" do?   
    I can right now answer you to the first one question (the '&' operator) so that you'll have it nice and clear.
     
    & is the bitwise AND operator, and it's done between two numbers. This means the operator does a bit-by-bit AND comparing both numbers. AND operator means: something is true (1) if A AND B are both true. Else something is false (0).
     
    Let's make an example to it. What's 5 & 11?
     
    First, let's place the numbers in binary form:
     
    05 is 0101 in binary form;
    11 is 1011 in binary form.
     
    Now let's compare them bit by bit. A bit result is 1 if that bit from the first operand and from the second operand are both true, so:
     
    0101 <--- 5
    1011 <--- 11
    -----
    0001 <--- 1
     
    Now you see 5 & 11 = 1.
     
    Try for example what (4 & 11), (6 & 11) and (7 & 11) operations yield.
     
    I'll leave the rest of the questions to miss Annie ;P
  23. Upvote
    Zirius reacted to AnnieRuru in what does comparison "<<" do?   
    1. correct
     
    by the way this script isn't mine
    my original script from eathena use OnTue20000: something-like labels
    asking members to put in the labels for start time and end time
    ( see my King of Emperium Hill script )
    its Euphy that he improvise to make this script configurable in-game
     
     
     
    2.
    in SQL, to remove a value is actually 'NULL', and '0' is a value
    in athena, '0' means both
     
    also means, if SQL doesn't list a value, it means 0 with athena script language
     
    your values are
     
    1st session has woe on Sunday (0), starts from 12am (0) ~ 1am (1)
    with the castle ID 32 = 2^5
    "payg_cas01" <- this 1 castle is on
     
    2nd session has woe on Sunday (0), starts from 1am (1) ~ 2am (2)
    with the castle ID 4 = 2^2
    "prtg_cas03" <-- this 1 castle is on
     
    3rd session has woe on Thursday (4), starts from 10pm (22) ~ 11pm (23)
    with the castle ID 32 = 2^5
    "payg_cas01" <-- this 1 castle is on
     
    4th session has woe on Friday (5), starts from 10pm (22) ~ 11pm (23)
    with the castle ID 4 = 2^2
    "prtg_cas03" <-- this 1 castle is on
     
     
     
    3.
    prontera,156,184,5 script sdfhsdkfjs 100,{ .@nb = query_sql( "select `index`, `value` from mapreg where varname = '$WOE_CONTROL'", .@index, .@value ); for ( .@i = 0; .@i < .@nb; .@i++ ) .@woe[ .@index[.@i] ] = .@value[.@i]; dispbottom "There are currently "+ .@nb / 4 +" sessions configured"; for ( .@i = 0; .@i < .@nb; .@i += 4 ) { dispbottom " --- Session No."+( .@i/4 +1 )+" --- "; dispbottom "War on "+ .days$[ .@woe[.@i] ] +". Starts from "+ .@woe[.@i+1] +":00 until "+ .@woe[.@i+2] +":00"; .@c = 0; deletearray .@castle$; for ( .@j = 0; .@j < 30; .@j++ ) if ( .@woe[.@i+3] & 1 << .@j ) .@castle$[.@c++] = .castles$[.@j]; dispbottom "at these castles : "+ implode( .@castle$, "," ); } end;OnInit: setarray .days$[0],"Sunday","Monday","Tuesday","Wednesday","Thursday","Friday","Saturday"; setarray .castles$[0], "prtg_cas01","prtg_cas02","prtg_cas03","prtg_cas04","prtg_cas05", "payg_cas01","payg_cas02","payg_cas03","payg_cas04","payg_cas05", "gefg_cas01","gefg_cas02","gefg_cas03","gefg_cas04","gefg_cas05", "aldeg_cas01","aldeg_cas02","aldeg_cas03","aldeg_cas04","aldeg_cas05", "arug_cas01","arug_cas02","arug_cas03","arug_cas04","arug_cas05", "schg_cas01","schg_cas02","schg_cas03","schg_cas04","schg_cas05"; end;}
  24. Upvote
    Zirius reacted to jaBote in Disabled skills via map_zone_db.conf are still allowed to be used   
    It should, but I think it isn't quite wise to add a mapflag that automatically sets other zone. It'd be better to inherit it so that you'll avoid all possibilities of conflicting.
  25. Upvote
    Zirius reacted to Garr in Disabled skills via map_zone_db.conf are still allowed to be used   
    I think the proper way for zone mapflag is just
    <map_name><%tab>mapflag<%tab>zone<%tab><zone_name> That "pvp" is excess in your call.
    You can check if your zone is applied on the map by teleporting to it and using @mapinfo, it'll list you all zones it's using. I'd guess this one should either show "PvP" or "PvP + PVP_no_calling".
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