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KirieZ

Core Developers
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KirieZ last won the day on March 6

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About KirieZ

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    Advanced Member

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  • Gender
    Male
  • Location:
    Brazil
  • Github
    guilherme-gm
  • Emulator
    Hercules

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  1. I am not sure what you mean by an old feel... maybe run it in pre-renewal?
  2. Client control a few things: 1. The user interface and content it can display, for example, newer clients switches the old small buttons for icons, removes that old UI that required you to pick the stats for your new character, etc. On the other hand, new features like RoDEX, Achievements, etc are only supported in newer clients 2. How much is hard coded into the client vs customizable -- for example, really old clients had a lot of things hardcoded, newer ones moved many things to Lua files that can be easily customizable 3. Some game-specific content is tied to the client too -- for example, back in 2018/2019 we had the 1st/2nd/trans jobs rebalance, some skills changed the way they work in a way that the client needs to adapt. Like songs from bard/dangers now showing a effect around the caster, or a delay on sonic blow being removed (which is enforced in the client) It will also define how it will talk to the server. One huge example of that is when GIF emblems were added to 2019 clients and newer, clients from that date onwards would no longer accept the emblems as before, and until emulators supported the new API server, we had no guild emblems. -- So, I don't know a real "advantage" of being in an old client, being on a too new client has its issues, but going for a too old client is also an issue. Too new: Pros: - You have newer stuff Cons: - Your client may have stuff that does not work because the emulator doesn't support it - We have less patches in NEMO because they were recently released and the old patches doesn't work on them Too old: Pros: - You get some old UIs that are no longer available (nostalgia?) - You _might_ have more patches, and more likely for emulator to support them completely Cons: - It may be optimized for old operating systems, and perform bad on newer ones - It may be so old that emulators accidentally broke them and will be hard to get a fix for it unless you know how to fix it yourself - It may be hard to find documentation/help, since everybody moved on from them already ---- I would say, unless you have a really good reason to, stick to a mid term, even more if you are a beginner. I personally recommend sticking to 2018 ~ 2019 clients, at least as a starting point. While I saw many using 2022 clients. I think going for 2023 and newer, or 2015 and older, you will start to thread through more complicated areas, with less support, and you will likely need to solve issues yourself -- NPCs and items are not tied to the client version, but to your emulator. if you are simply looking for that, a 2018 client should make your life much easier than a 2012 or earlier client hope this helps
  3. This topic is from 2021. Please, create a new topic detailing what you did. It will be better for support, while it may be similar, it may also be a completely different thing and without knowing what you have, it is hard to help.
  4. I don't remember much of this script, but I think you can simply add it to "setarray .ChanceItems[0],": setarray .ChanceItems[0], 0, 0, // Armor (Level 0) <-- Armor 0, 0, // Level 1 0, 0, // Level 2 7620, 3, // Level 3 7620, 1; // Level 4
  5. Since this seems like a custom mob, any chance it has DamageMotion = 0 ? I remember observing that at least in my client, DamageMotion = 0 makes the critical damage not show properly in client. It does increase the damage but does not render the balloon. And I am not sure, is this a custom font for damage? have you tried using the original one just in case? If that's not the case, then, copying from the other topic: 1. Are you using the latest/recent version of Hercules? If not, update your herc. 2. Do you have source modifications? If yes, try to remove your source modifications and see if it works (maybe the easiest way is to get a clean herc in same version and check if it works) other than that, other information that may help someone trying to help you: 1. Hercules version 2. RE/PRE-RE? 3. Client version 4. Customizations you have (source, plugins, etc) -- even better, try without them, trying to help someone with custom code is way harder than with vanilla code
  6. KirieZ

    Critical Display

    I think it would be better to have your own topic, but... First of all, this topic seems very convoluted with a lot of info and from several years ago, you may have a totally different issue. My recommendation is: Does trying it in the latest hercules, with no source modifications, work? If yes, then: 1. Are you using the latest/recent version of Hercules? If not, update your herc. 2. What exactly are you expecting? Monsters critting any time, or monsters that uses the Critical Strike skill showing critical? Note that RO monsters don't critical by default. They have a skill that causes critical. 3. Do you have source modifications? If yes, try to remove your source modifications and see if it works (maybe the easiest way is to get a clean herc in same version and check if it works) From that you should be able to pinpoint where the issue is likely to be. - If using clean herc in same version as yours works, check your modifications - If using current herc doesn't work, and it really was supposed to work to match official content, I think we have a bug in herc -- maybe open an issue with details
  7. The link I posted is basically a diff file. Since it is small, you can manually edit your code following it. Red lines should be removed, green ones added. But if you are starting now. Please, prefer using a fresh copy of the current hercules from our github repo. It will save you trouble in many aspects. Current herc will be betterfor support, features and shouldn't have issues that blocks you from using.
  8. as far as I know, not possible. Current clients no longer have the old character selection/creation window. the game simply moved on and no longer supports this. I don't think there is a NEMO patch for that, and creating one is likely to be quite hard. If you really must use the old UI, you will need to go back to an older client
  9. That's weird... The only way I can think this issue would happen is if "max_sp" in player.conf was changed... Changing the max level shouldn't cause this in latest Hercules. Just reverting those level changes fixes the issue? If yes, please, give more details about what exactly you have changed. Also, check out if there are no errors before this list of warnings, sine something else may be broken and affecting this (e.g. you broke a config file)
  10. Hello and welcome to Hercules I can't answer all of those topics, and I think some of them would be really dependent on your project/team (like how to prioritize -- you can use general software development techniques, I guess, but it really depends on your team). But, let me try to give some tips: 1. I am not sure what you mean by "improve NPC interactions", but everything boils down to coding your changes. I think the best place to go for is to read scripts and check the commands at https://github.com/HerculesWS/Hercules/blob/stable/doc/script_commands.txt This will tell what you can do with the script engine, and if it is not there, you can go to source next to implement what you need. 2. For seasonal events, you can either use time commands to enable/disable stuff, or simply enable/disable stuff during server maintenance. Depends on what you are trying to accomplish, but Hercules has events for dates. 3. For performance, I usually start thinking about how much load my changes would cause based on what they are. But I think you can use any performance tooling that works for C... I haven't tried those though, so I can't give a suggestion there. But for example, avoiding your npcs/map-server running lots of SQL queries -- which would block the process -- is one kind of thing that is easy to note that would be bad and should be avoided
  11. For the map, you are correct, you need the old map files since RO changed the academy several times. I have uploaded the files here: For a clean hercules, you should use Academy 2012 and start 2015 (2018 also works ok). I noticed that RE map cache is wrong for iz_ac02, so until this gets merged: https://github.com/HerculesWS/Hercules/pull/3316 you have to update your map cache for iz_ac02 for it to work properly. About the combination kit, I think it is not implemented yet.
  12. View File All versions of Start Island and Criatura Academy (iz_ac01, int_land, iz_int) Since RO starting point in renewal changed several times, and finding those files are getting increasingly hard, I decided to group them all and release here. This only includes the original map files, no changes, no NPCs adjustments. When downloading, you will find 6 options, pick the ones that you need. Hercules is currently (as of v2024.08) using 2012 Academy and 2015 Start Point (or 2018 with wrong map cache?). Files: - academy_2012 -- Criatura Academy 2012 version. Corridors in both floors, everything linked together - academy_2015 -- Criatura Academy 2015 version. 2nd floor changed to have rooms separate from the corridor ("making it smaller") - academy_2017 -- Criatura Academy 2017 version. 1st floor changed to a big open area - start_2012 -- iz_int is a boat for players to leave to izlude (NPCs not included) - start_2015 -- iz_int is a sunken ship; int_land is a island linking the sunken ship to the new one. Players can walk over the ship. - start_2018 -- the ship at int_land is no longer walkable Usage: - Download the ones that you need, - extract it somewhere - copy the content of the data folder to your data folder or GRF - you may need to regenerate your map cache and adjust the NPCs if the map is not the one for your Hercules version Submitter KirieZ Submitted 08/31/24 Category Maps & Textures  
  13. Version 1.0.0

    76 downloads

    Since RO starting point in renewal changed several times, and finding those files are getting increasingly hard, I decided to group them all and release here. This only includes the original map files, no changes, no NPCs adjustments. When downloading, you will find 6 options, pick the ones that you need. Hercules is currently (as of v2024.08) using 2012 Academy and 2015 Start Point (or 2018 with wrong map cache?). Files: - academy_2012 -- Criatura Academy 2012 version. Corridors in both floors, everything linked together - academy_2015 -- Criatura Academy 2015 version. 2nd floor changed to have rooms separate from the corridor ("making it smaller") - academy_2017 -- Criatura Academy 2017 version. 1st floor changed to a big open area - start_2012 -- iz_int is a boat for players to leave to izlude (NPCs not included) - start_2015 -- iz_int is a sunken ship; int_land is a island linking the sunken ship to the new one. Players can walk over the ship. - start_2018 -- the ship at int_land is no longer walkable Usage: - Download the ones that you need, - extract it somewhere - copy the content of the data folder to your data folder or GRF - you may need to regenerate your map cache and adjust the NPCs if the map is not the one for your Hercules version
  14. Hello, I think you have uploaded the wrong file here it is a card collector.txt, not endless tower. On a side note, doing this change in setunitdata: case UDT_DMOTION: //setunitdata_check_bounds(4, 0, USHRT_MAX); <---comment out then add setunitdata_check_min(4, 0); break; is not increasing the limit. You just disabled the safety check and is letting the compiler set whatever value it wants (there is a logic to what is setting but this is a bit level and I don't know 100% how to expain/whether it is consistent on all compilers). These variables are not big enough to support values higher than ~65000 (USHRT_MAX). It doesn't error out because the code is doing a cast, and it will simply ignore part of the value and go ahead with whatever the casting resolves to. (Which will be between 0 and ~65000). From an online compiler, 96,000 will actually become 30,464 and 120,000 will actually be 54,464. Try doing a getunitdata after you set it and you will see the real value. To go over 65k at least the variables needs to be changed from short to int, I am not sure if this would be enough or this would cause issues in other parts, but unless this is done, you can't set a value higher than 65k (and that's why you see this error in vanilla herc)
  15. I've never done it and this answer may not be totally accurate... But I think the following is what you need to keep in mind: 1. NEMO probably won't be able to patch it, you will have to do by hand 2. The hardest part is not using the client, but usually each official server uses a different combination of packets. For example, if packet A was added in kRO in 2015, and packet B in 2016. For another server it may be the case that packet B was added in 2020 and packet A never came. Thus, relying in PACKETVER config will most of the time not work. So you will certainly need knowledge on how to customize packets read/sent by herc -- specailly clif.c and related packet structures (and their counterparts in char/login server) PEEK or BPE (Links to their topics below) may help you find the list of packets currently defined for the client. I did not test BPE for that, but I do remember PEEK being able to extract packet length table -- which would include the packet ID too. For packet structures (if any of them changed for any reason -- should not be the case, usually only versions change) that will be harder. If you need a different structure, I think you have 2 options: 1. Reverse engineer the client and find where it sends the packet you need with some reverse engineering tool (IDA, Ghidra, etc) 2. Capture the packet and find the data by trial and error and guessing -- A good amount of guessing is needed here, and you may get some thing wrong I am not sure if I can give much more info than that. But I guess it is better than nothing If you are really going this route, do know that it is some quite advanced stuff with barely any public info
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