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Rebel

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  1. Like
    Rebel reacted to fiction in Http support in hercules (merged to hercules)   
    You need to configure this https://github.com/HerculesWS/Hercules/blob/master/conf/api/api-server.conf
     
    Later, search on your lua files the services, like service_korea, ExternalSettings_kr.lub. Make sure to put your public ip address + the default port of API (7121).
  2. Upvote
    Rebel got a reaction from akbare in Cant understand new Hercules configration system   
    In import/inter-server.conf
    inter_configuration: { // Log configuration log: { // [LOGIN, MAP] Log database SQL connection sql_connection: { db_hostname: "127.0.0.1" // Change this to your hostname db_port: 3306 db_username: "root" // Change this to your mysql username db_password: "your_password" // Change this to your mysql password db_database: "db_logs" // Change this to your log db name } } } In that way your main and log db is separate.
  3. Upvote
    Rebel reacted to Rytech in The End of A Era - Goodbye 3CeAM   
    Well this is it. This is the day I knew would one day come after spending some time thinking about the project and my priorities. After a number of not so good things happened to me during the first few months of this year (2020) I had to sit down and think about many things including this project. In the end I came to the difficult decision of ending this project. Many many years of work into something that I feel has to end. But not every reason for this is due to my current situation in life but also the changing world of Ragnarok Online. I won't get into the details of whats going on in my personal life but ill talk about the issues with the project itself.
     
    RO is changing. A lot. Its changing too much for me to keep up on jobs, skills, and important features on the project and my life future needs to take priority. For most of the time I worked on this project it has distracted me from my priorities in life. I kept up with it for a very long time and I tried to catch up on things for many years. With the complete recode of the elemental system on r900 I felt I finally got all caught up and only had a few bugs here and there related to skills that needed to be fixed and I just needed to finish up whats missing for the Summoner job. But I was so wrong. The thing is I felt the need to keep things up to keep the project alive and not have people wondering if the project is dead or not. Plus after doing so much work it felt like ending it would mean I wasted years of my life doing this for....what??? What exactly did I get out of this? Some fun, a hand full of thanks, and some credits and rep. Kinda felt like someone who played a MMO for many years and can't quit knowing it would make all that past time feel like it was all for nothing. A waste.
     
    So whats the issues with the project itself? Well....
     
    1. The Base Code Is Too Old
    3CeAM is running on eAthena r14767 which is around 9 or 10 years old. A base that dated has been found to have some issues with newer compilers like VS 2015 which I have resolved this year. But other issues appeared after running the program made with newer compilers which I fixed some. But I realized that not only is there a lot of hidden issues needing fixing but things like plugin's and other .dll files are dated and need updating along with the code that uses them. I have little knowledge of this stuff and can't do it by myself. Other projects like rAthena and Hercules are much more up-to-date for newer compilers and OS's. 3CeAM's base code is just too old to keep up with. Especially when im the only one working on it.
     
     
     
    2. Keeping Things Up-To-Date Is Impossible
    When it comes to development in this project there's a few key things I focus on most. Jobs, skills, any systems related to the jobs/skills that require them, and client support. I don't bother with things like the banking system or equip swap or other non important things. This pile of stuff I pushed off grew over the years and now while client support is good, many features in them don't work since I never coded them in. Im always busy working on job/skill related stuff most of the time. Its very time consuming. But after spending many years catching up on the official support for skills and these job/skill related systems I finally caught up in r900 with the exception of Summoners and a few skills that could use a quick recode.
     
    Looking at whats been going on in official kRO the dev's have been changing things with the 3rd job skills....A LOT!!!! They will increase the max level for some of them, change how some of the skills work, and do these massive skill updates. That would be kinda fine with me if it wasn't for the fact that they keep changing things. How many skill updates Rune Knights got? How many freaken times Sonic Wave got changed? How many times did they change a large number of 3rd job skills for each job? Each job must of gotten at least 3 or 4 massive skill change updates to their skill set. Its enough to drive me crazy trying to keep up with it all.
     
    Remember how long it took me to go through every 3rd job a few years back to comb through all of the code to get each of them up-to-date with the 2011 skill updates? Even after that I had to go back and revisit the parts I held off on knowing they would be very complex and time consuming to do. Now it feels like half or most of what ive done was now a time waster since I will have to do this exact procedure ALL OVER AGAIN combing through the code and kRO change logs to update each 3rd job skills 1 by 1 to get them up-to-date again. I did it once, im not doing it again.
     
     
    3. Newer Client Support.
    In mid 2018 official kRO increased the value that handles item ID's from short (16-bit 32k item limit or 64k however you look at it) to int (32-bit allowing over 2 billion ID's). But the way they did it made things difficult. Many existing packets relays on item ID's and so they decided to change this value in all already existing packets. To support newer clients over 50 or probely 70 or 80 or maybe more needs updating. But not only updating but many which only have 1 versions of itself requires additional code to keep backward support for older clients. Such a change is a huge workload and would require multiple updates to get it working. Me not having the time for this crap if I did it would just say FUCK IT and remove ALL of those packets and only readd the latest versions of each one to significantly reduce that workload. I would make a copy of the source files that handles the packets and put them to the side in the SVN for those who want 2018-06-20 or older support because that change will make it so only 2018-07-01 and newer clients will work. Won't be the most popular choice but im not up for trying to keep backward compatibility with years of clients. Just going to be a pain in the ass.
     
     
     
    4. The 4th Jobs Workload
    It took many years since the beginning to get the 3rd jobs caught up. Some of that time spent figuring out how to implement them in the system on their own layer and also inherit the features and permissions of the previous jobs. That was a big challenge since noone knew exactly how the job management system worked. Me and a few others made multiple prototype codes to find the best method until I found the right way to do it. Knowing this knowledge I can create a new layer for 4th jobs. But these jobs come with a lot more then just a hand full of skill sets.
     
    When 3rd jobs came, so did the introduction of a new game mechanic that split cast times into variable cast and fixed cast and it also introduced cooldowns. It was a nice and much needed change and it didn't take long to code this stuff in. 4th jobs however are adding new game mechanics much bigger then this. When you change to a 4th job, level 201 to 250 will give you a new kind of stat points called T.Stats and you use them on 6 new stats that are added to the 6 that existed since day 1 of RO, making the total number of stats in the game 12 now. This also comes with a hand full of new sub-stats which we can just call T.Sub-Stats. Coding all of this in will be a big work load since no new stats were added since the early days of RO server emulators. Also new to the table is something called AP which will be a new requirement for some if not all of the 4th job skills according to info I found in a updated skillinfo_f.lua file. So now we will soon have to mange HP, SP, and now AP.
     
    Info extracted from newer client exe's shows some of the new buff skills increases T.Stats and also increases T.Sub-Stats. Combining that with the new AP requirements and you now have over 100 new skills that will require all of this to be coded in and working to allow those skills to work properly. This is a workload much MUCH greater then what the 3rd jobs were and doing this alone will just stress me out. Especially when this is only a free time hobby that brings no income.
     
     
     
    5. A Project Managed By 1 Person
    Managing the project by myself has been somewhat stressful at times. It used to be developed by a small team but everyone moved on with their lives. And I got used to doing it all by myself. I knew the code inside and out because almost everything was being done by me and I knew what was done and what still needed to be coded in. Well this became a big part of the project's downfall. Doing it all by myself is a lot on me and it prevented things like a updated base code and .dll's, server/client features, and other things to fall behind. Sure 15peaces made patches you can apply to get those other features working but its not something officially in the project's code.
     
    I tried working with the team at rAthena before only to quickly find out that some of the dev's there don't do a good job at coding. Some would code something in and commit it to the GIT and those changes would cause problems. So dev's have to go back and fix the bug or the issue which sometimes causes crashes and commit again. And even with that the fix won't even fix the issue as if the dev didn't test it. WTF!!??!! The dev would commit multiple times on that code before its actually working. I can only imagine the number of issues in that project's code. When you code something in your supposed to TEST IT BEFORE RELEASING IT!!!! Test it thoroughly to make sure it works EXACTLY how its supposed to and test some scenario with it to make sure it doesn't cause problems or crashes in case there's any hidden bugs. And even if it works properly, find ways to shrink the code down to make it smaller and optimize it to use a few CPU cycles and little memory as possible.
     
    I follow a procedure when I do my own coding. Code it in, do simple tests, shrink and optimize the code if it passes the test, test again for the same expected results, do extra testing (thorough testing through stressing the code and running scenarios that might cause issues), and then release it if all passes. Its because of this 3CeAM has a history of being stable and extremely rarely has any crashes or bugs. If there's one thing dev's should take from this example, do it right the first time and give it your best at all times. If your often having to go back to your previous work or the same piece of code repeatedly to fix it then your doing something wrong. The lack of this procedure in rAthena made me quit in less then a month as I refused to fix/cleanup other people's messes. This is why I worked alone for so long. I was afraid to let or ask others join the team.
     
     
     
    Final Note
    3CeAM was fun to work on and I learned a lot from it. It was very popular before rAthena and Hercules existed since at the time people wanted 3rd jobs in their servers. But those golden years are gone and trying to keep this project alive will just be a waste. Its time to let go and move on to new hobbies. Im very interested in the 4th jobs but im not interested in trying to code them into a old very dated project. If I do such a thing it will be in rAthena (which is in a better standing then when I saw it years ago), or Hercules. Anything with 3CeAM will only happen if its a paid job and thats if I even choose to accept it.
     
    Thank you to the community for supporting the project and being with me all these years. It was a fun journey.
  4. Upvote
    Rebel got a reaction from Kuroyama in Lord Knight [SL Modification]   
    Find in skill.c
    int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) insert after
    int index[MAX_SKILL_ITEM_REQUIRE]; this
    struct status_change *sc = &sd->sc; find in skill.c
    if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return 0; } change to
    if( require.weapon && !(pc_check_weapontype(sd,require.weapon) || (skill_id == LK_PARRYING && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_KNIGHT && sd->weapontype == W_1HSWORD))) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return 0; } Find again in skill.c
    if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return 0; } change to
    if( require.weapon && !(pc_check_weapontype(sd,require.weapon) || (skill_id == LK_PARRYING && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_KNIGHT && sd->weapontype == W_1HSWORD))) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return 0; } recompile.
  5. Upvote
    Rebel reacted to AnnieRuru in what is the difference between _("<string>") and _$("<string>")   
    that means _$() or _() is equally detect by HULD, the only difference is it generate a comment in the pot file
    means nothing big differences
     ... I actually thought _() unable to parse %s or something ... seems I was wrong
     
    @Myriad, soon we will roll out a new version of HULD, it already discuss on the staff level
    old design -> http://herc.ws/board/topic/8687-hercules-ultimate-localization-design/
    once the new design roll out, I will force recommend the community to adapt this new scripting style
    and for your question, because sprintf("Test %s", .@var); isn't detect by HULD
    and its sprintf(_("Text %s"), .@var); , only enclose the string
     
    by the way, on a side note, I seriously think we should change all the ^000000 into F_MesColor(C_BLACK)
    some machine translation can break
    ^000000 into ^ 000000 <-- can be solve by F_MesColor
    %s into % s <-- nothing can be done with this, other than manually fix it
  6. Upvote
    Rebel got a reaction from prism in Item ASPD Check   
    if(readparam(bAspd) < 195) {   bonus bStr, x; }  
  7. Upvote
    Rebel got a reaction from freezing1 in Check Job Level   
    if (sd->status.job_level < 40) return false;  
  8. Upvote
    Rebel reacted to Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Many new updates/fixes were done this week: 
    https://github.com/dastgirp/eBG/commit/b333d65f0eaae88148bd10b21f2a84e98c43239e / https://github.com/dastgirp/eBG/commit/c4893a5bc21e7c37707a19bfe4366a653221b79d
    https://github.com/dastgirp/eBG/commit/8fcac60fb4e21f594cf39ccd138fbf32ea7e84e5
    Several changes and bug fixes Additions: * Added new configuration 'bg_items_pvp' to allow BG items in PvP. * Minimum level requirement to join bg. * Announcement when leader quits and new leader is chosen. * Configuration for checking gepard unique id for dual clients. * Players won't be able to join the BG if 2 minutes are left * Shop can be called by @bgshop Changed: * Changed the way 'bg_kick_idle' was handled, it now is in seconds. * When player joins BG, it now uses bg_announce instead of announce. * Moved telma to different file. * @bgshop can be called only on town. Fixes: * Error while setting variable. * bg_log_kill will now accept values from 0-7. * When leader quits, the leader was changing but not shown in client. * Fixes Guild window showing 0 members when leader quit. * 3rd argument in bg_announce is now optional Split main_bg.sql to * bg_guild.sql (to be executed if VIRT_GUILD is commented) * bg_main.sql (to be executed always) Updated script commands documentation. Added missing documentations. Structual changes to ebg_common.h (important settings are shown first).  
  9. Upvote
    Rebel got a reaction from MikZ in Rent NPC Shop (NST_CUSTOM)   
    have you consider to put it inside a box?
    { Id: 99999 AegisName: "Custom_Box" Name: "Custom Box" Type: "IT_CASH" Buy: 20 Weight: 10 Trade: { nodrop: true noselltonpc: true nocart: true nogstorage: true nomail: true noauction: true } Script: <" rentitem 12345,604800; "> }, - trader Rental01 1_M_01,{ OnInit: tradertype(NST_CUSTOM); sellitem Custom_Box, 2; end; OnCountFunds: setcurrency(#KAFRAPOINTS); end; OnPayFunds: if( #KAFRAPOINTS < @points ) end; #KAFRAPOINTS -= @points; purchaseok(); }  
  10. Upvote
    Rebel reacted to meko in Map-server Crash when using @reloadscript   
    @Rebel this should fix your crash: https://github.com/HerculesWS/Hercules/pull/2247
  11. Upvote
    Rebel reacted to Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    few new updates: https://github.com/dastgirp/eBG/commit/07f8617677a1cbf4bd03b259dbec0f65c02b2c51 / https://github.com/dastgirp/eBG/commit/f0ca421afc506b8aaab217831c9ea68f09f98fad
    * Fixed a crash * Fixed delay timer not starting * Fixed bug in conquest, wherein not all walls were deleted * Fixed bug wherein the announcement was having wrong player count  
  12. Upvote
    Rebel reacted to Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    @Thinker @Rebel
    Fixed the emperium skill bug : https://github.com/dastgirp/eBG/commit/0db4fd27073cf1f112ecbe54d6331810e3d667c2
  13. Upvote
    Rebel got a reaction from Thinker in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Can confirm the Rush/Conquest Emperium Bug.. @Dastgir

  14. Upvote
    Rebel reacted to Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Few More Updates (https://github.com/dastgirp/eBG/commit/2a361bf6769be8beb8aea06296a4840a65f88604 https://github.com/dastgirp/eBG/commit/bf48e85031e3bbc526824930ebb7d9e75f7cf85b)
    Users cannot vend in BG Maps Fixed @leader command not working Fixed a typo where BG name was not shown
  15. Upvote
    Rebel got a reaction from meko in Map-server Crash when using @reloadscript   
    There is another bug @meko.. After I reloadscript when PK is enabled. The zone is changed. Please see attached image.
    Before @reloadscript, the Map Info is this:

    After @reloadscript, the Map Info is this:

    Notice that 
    -> Zone: Normal turned to Zone: PK Mode
    and
    -> PvP Flags: <empty> turned to PvP Flags: PvP ON |
  16. Upvote
    Rebel got a reaction from meko in Map-server Crash when using @reloadscript   
    Git revision (src): '852c13305f67948531bd0277eb1922dbd02b1f26'
    Git revision (scripts): '852c13305f67948531bd0277eb1922dbd02b1f26'
    No custom scripts, no custom src  edits, no plugins.. Fresh Hercules.. 
    Full Stack Trace
    Program received signal SIGSEGV, Segmentation fault. __strlen_sse42 () at ../sysdeps/x86_64/multiarch/strlen-sse4.S:31 31 pcmpeqb (%rdi), %xmm1 Missing separate debuginfos, use: debuginfo-install libstdc++-4.8.3-9.el7.x86_64 (gdb) bt full #0 __strlen_sse42 () at ../sysdeps/x86_64/multiarch/strlen-sse4.S:31 No locals. #1 0x00000000004eb2af in map_zone_remove (m=0) at map.c:4659 flag = '\000' <repeats 24 times>, "\302if\000\000\000\000\000\240\334\377\377\377\177\000\000\302if\000\000\000\000\000\000\344\224\363\377\177\000\000\327\302\060\366\377\177\000\000" params = "p\333\377\377\377\177\000\000\260\332\377\377\377\177", '\000' <repeats 18 times>, "\260\333\377\377\377\177\000\000\020\335\377\377\377\177\000\000\302if\000\000\000\000\000\302if\000\000\000\000\000\300" k = 0 #2 0x00000000004ea875 in map_zone_change (m=671, zone=0x150f35c, start=0x6669c2 "", buffer=0x0, filepath=0x0) at map.c:4648 No locals. #3 0x000000000050989b in npc_parse_mapflag (w1=0x628670 <db_obj_get> "UH\211\345AUATI\211\374SH\203\354\bH\205\377\017\204W\001", w2=0x150f35c "PvP", w3=0x3513c0 <Address 0x3513c0 out of bounds>, w4=0x627130 <db_data2ptr> "U1\300H\205\377H\211\345t\t\203?\002u\004H\213G\b]\303f.\017\037\204", start=0x6669c2 "", buffer=0x6669c2 "", filepath=0x6669c2 "", retval=0x0) at npc.c:4193 zone = 0x53340b4 mapname = "1@cata\000\000\060\065\000\a\000\000\000\000\240\334\377\377\377\177\000\000\260`N\000\000\000\000" state = 1 __func__ = "npc_parse_mapflag" #4 0x00000000004eb38a in map_zone_remove (m=0) at map.c:4670 flag = "pvp", '\000' <repeats 61 times> params = "\000ff", '\000' <repeats 13 times>, "p\335\377\377\377\177\000\000\\|b", '\000' <repeats 29 times>, "\364n~\001\000\000\000\000\326" k = 8 #5 0x00000000004e077d in map_zonedb_reload () at map.c:3698 i = 671 __func__ = "map_zonedb_reload" #6 0x000000000050637b in npc_reload () at npc.c:4983 npc_new_min = 110019057 iter = 0x3d6 bl = 0x64 __func__ = "npc_reload" #7 0x000000000040fa16 in atcommand_reloadscript (fd=11, sd=0x150f35c, command=0x6669c2 "", message=0x0, info=0x0) at atcommand.c:3858 iter = 0xf620ac pl_sd = 0x0 #8 0x00000000004310c0 in atcommand_exec (fd=11, sd=0x380d900, message=0x7fffffffe278 "@reloadscript", player_invoked=false) at atcommand.c:10393 params = '\000' <repeats 99 times> command = "@reloadscript", '\000' <repeats 86 times> output = "\000\000\000\000\000\000\000\000\030\340\377\377\377\177\000\000\300aG", '\000' <repeats 21 times>, "\004\021'\004\000\000\000\000\360\337\377\377\377\177\000\000\020\315N", '\000' <repeats 21 times>, "\f", '\000' <repeats 19 times>, "\f\000\000\000\377\377\377\177\000\000\000\000`\000\000\000\000\000\000\000\b\000\000\000\000\000\000\000\000\003\000\000\000\000\000\000\000\000\000\000\a\000\000\000\060\001\000\000\000\000\000\000@\373\232\363\377\177\000\000\210\005\000\000\000\000\000\000\031\000\000\000\003\000\000\000\004\000\000\000\000\000\000\000\003\000\000\000;\000\000\000\300aG", '\000' <repeats 13 times>... logCommand = true atcmd_msg = "@reloadscript\000\000\000\250\341\377\377\n\000\000\000\340\340\377\377\377\177\000\000\321\342\377\377\377\177\000\000\334\020'\004\000\000\000\000P", '\000' <repeats 11 times>, "\005", '\000' <repeats 11 times>, "@i\237\363\377\177\000\000\340\001\000\000\000\000\000\000\306hN\000\000\000\000\000\006\000\000\000\005\000\000\000\004\000\000\000+\000\000\000\061\000\000\000\000\000\000\000?\221g\000\000\000\000\000@\343\377\377\377\177\000\000I\217\061\366\377\177\000\000\001\20---Type <return> to continue, or q <return> to quit--- 0\255\373\000\000\000\000\250\341\377\377\377\177\000\000\300aG", '\000' <repeats 21 times>, "@\301T\000\000\000\000\000\200\341\377\377\377\177\000\000"... #9 0x0000000000539ac2 in pc_process_chat_message (sd=0x380d900, message=0x150f35c "PvP") at pc.c:12217 No locals. #10 0x000000000047476f in clif_process_chat_message (sd=0x380d900, packet=0x7ffff4b5c014, out_buf=0x0, out_buflen=0) at clif.c:9727 srcname = 0x7ffff4b5c018 "admin : @reloadscript" message = 0x7fffffffe278 "@reloadscript" textlen = 87244980 __func__ = "clif_process_chat_message" #11 0x000000000046e473 in clif_parse_GlobalMessage (fd=11, sd=0x380d900) at clif.c:10613 full_message = "admin : @reloadscript\000\000\000\204\264\332\004\000\000\000\000<\216]p\000\000\000\000\240r\235", '\000' <repeats 13 times>, "\326\242c\000\000\000\000\000\340\342\377\377\377\177\000\000h\242b", '\000' <repeats 13 times>, "\210\256\317\003", '\000' <repeats 28 times>, "\364n~\001\000\000\000\000\230\343\377\377\377\177\000\000\000\000\000\000\000\000\000\000\320\026T\000\000\000\000\000h\242b\000\000\000\000\000\060\343\377\377\377\177\000\000\364n~\001\000\000\000\000\230\343\377\377\377\177\000\000\000\000\000\000\000\000\000\000\200\343\377\377\377\177\000\000"... message = 0x380d900 "" __func__ = "clif_parse_GlobalMessage" #12 0x00000000004690b2 in clif_parse (fd=11) at clif.c:21983 parse_cmd_func = 0x53340b4 packet_len = 6711746 sd = 0x380d900 #13 0x000000000063d3de in do_sockets (next=88) at socket.c:1035 rfd = {fds_bits = {2048, 0 <repeats 15 times>}} timeout = {tv_sec = 0, tv_usec = 24394} ret = 0 #14 0x000000000040804a in main (argc=1, argv=0x7fffffffe5e8) at core.c:557 next = 87244980 retval = 6511088  
  17. Upvote
    Rebel reacted to Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Update 2: https://github.com/dastgirp/eBG/commit/f7ea3164019f5c05f0356ebfe13556b150aa3dae
    Added Support for HULD: 
    Check template.pot from https://github.com/dastgirp/eBG/tree/master/server/translations , You can now have ExtendedBG in your own language, and if you feel so, you can also make a PR to the repo with other language .pot files
     
  18. Upvote
    Rebel reacted to Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Update: https://github.com/dastgirp/eBG/commit/d7a52e0ccafe5785b3e00455a2c130450cba3312
    * Added announcement of players currently playing the BG * Players cannot spam @joinbg * Removed debug messages * Deathmatch: Points would not reduce if player logout or quits * join delay would be applied on relog.  
  19. Upvote
    Rebel got a reaction from astralprojection in Check Job Level   
    if (sd->status.job_level < 40) return false;  
  20. Upvote
    Rebel got a reaction from wOni in Cant understand new Hercules configration system   
    In import/inter-server.conf
    inter_configuration: { // Log configuration log: { // [LOGIN, MAP] Log database SQL connection sql_connection: { db_hostname: "127.0.0.1" // Change this to your hostname db_port: 3306 db_username: "root" // Change this to your mysql username db_password: "your_password" // Change this to your mysql password db_database: "db_logs" // Change this to your log db name } } } In that way your main and log db is separate.
  21. Upvote
    Rebel got a reaction from Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    NPC Telma uses the bg_reserved_char_id and woe_reserved_char_id.. and sell some BG / WoE Exclusive items.. if you bought that through Telma, you can only use it in BG Maps or WoE Castles.. I tried using bg_reserved_char_id and set it in conf/map/battle/eBG.conf.. 
    // BG CharID for Items bg_reserved_char_id: 1 is this correct? but getting this in map-console ..
    [Warning]: buildin_getbattleflag: non-exist battle config requested bg_reserved_char_id [Debug]: Source (NPC): Telma at bat_room (163,146)  
  22. Upvote
    Rebel got a reaction from Axl in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Emergency Call can be cast repeatedly..
    BG Type (Announce) is not working.. should rotate the bg type in configure time using OnTimer10000: // Rotation if BG don't start (10 seconds or?)...?
    Also is NPC Telma supported in this Extended BG? Like the mapflag for BG Items that can be used only BG Maps or WoE Exclusive Items.
  23. Upvote
    Rebel got a reaction from Axl in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    @Axl Are you using the latest? Haven't experiencing this using the latest.
  24. Upvote
    Rebel reacted to Rytech in Custom Soul Link Skill Effect   
    OOOOOOOH I see what you did. Their's some official tags and ID's you could be using for this. Hercules doesn't have it in their skill_db.conf or other files needed but you can add it in yourself. Here's some of the missing tags and ID's from my emu...
     
    // Soul Linker 2 / Soul Link Enabled 572,9,6,16,0,0x1,0,5,1,yes,0,0x200,0,magic,0, SL_DEATHKNIGHT,Death Knight Spirit 573,9,6,16,0,0x1,0,5,1,yes,0,0x200,0,magic,0, SL_COLLECTOR,Dark Collector Spirit 574,9,6,16,0,0x1,0,5,1,yes,0,0x200,0,magic,0, SL_NINJA,Ninja Spirit 575,9,6,16,0,0x1,0,5,1,yes,0,0x200,0,magic,0, SL_GUNNER,Gunslinger Spirit //576,0,6,4,0,0x1,0,1,0,no,0,0x8,0,none,0, AM_TWILIGHT4,Twilight Alchemy 4 //577,0,6,4,0,0,0,1,1,no,0,0,0,none,0, DA_RESET,Dark Optimize // (Skill level and settings guessed based on DE_RESET) //578,0,6,4,0,0,0,1,1,no,0,0x8,0,none,0, DE_BERSERKAIZER,Berserkaizer //579,9,6,1,0,0,0,1,1,no,0,0x8,0,none,0, DA_DARKPOWER,Dark Soul Power  
    These exist in official but arn't used but you can take advantage of them. I know the soul link animation works for all 4 of these spirits. Try switching everything over to 575 SL_GUNNER.
  25. Upvote
    Rebel got a reaction from Quazi in 3rd Class Suit without Skills   
    This is what im using ..
     
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