Jump to content

KirieZ

Core Developers
  • Content Count

    210
  • Joined

  • Last visited

  • Days Won

    14

KirieZ last won the day on April 14

KirieZ had the most liked content!

3 Followers

About KirieZ

  • Rank
    Advanced Member

Profile Information

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

Recent Profile Visitors

5162 profile views
  1. Well, the short answer is: It depends. But let's go for the long answer: RO is a game that uses client/server model, and the server (in our case, Hercules) is the one which holds most of the game logic. What this mean is, pretty much everything only happens in the game because the server tells the client to do so. To name a few examples: - When you click to walk, Hercules is the one saying the client it can walk, and Hercules is the one letting other knows the player is walking - A monster spawn only happens because Hercules is creating it and just letting the client knows the monster is there - An attack (and a skill) only happens because Hercules calculated it and told the client that it happened - A NPC is only shown in the screen because Hercules created it and told the client about its existence - A Quest is received by the player because, for example, a NPC in Hercules added a quest to the player, and thus Hercules told the client about that So, as you can see, pretty much everything requires something on Hercules side to work. The client also plays some part on this: - There are hardcoded limits of which IDs can be used - For example, an item which has an ID > 32k would only work on clients that supports IDs above 32k - Certain IDs for monsters/NPCs/etc won't be properly recognized in certain client versions - There are some hardcoded logic on how skills works or shows up - For example, the old, ground-based effect of bard/dancer performances doesn't show in 2019 clients and newer (unless you use a patch to restore the old code in client). The ground effect would still happen (Because Hercules is controlling it), but the player would see nothing in the ground. - UI elements are part of the client, so an older client may not have certain windows - But depending on the window, Hercules also needs to implement the network code to allow that window to work (e.g. Achievements, RoDEX, Equipment switch, etc) Going back to your example about 4th jobs. Having a 2022 client means: 1. The visual effect for the 4th job skills are there 2. If the server says your job is one of the 4th jobs, you will see the sprite and it will be treated as a player sprite 3. You can see the new attributes window 4. You can see the new AP bar But: 1. You don't have job change quests (Hercules must have the NPCs, which we don't as of April/2024) 2. You don't have a working skill tree and skills (Hercules must have the skill trees and skills coded, which we don't as of April/2024) 3. You don't have the effect of the new attributes being applied to your damage (Hercules must have new formulas for it, which we don't as of April/2024) So: Base client: kRO 2023 08 04 This means your resource files (sprites, luas, textures, maps, etc. the "visual" content and config files are from how kRO looked like in 2023-08-04). For example, if a new hat is released in 2023-05, you will have the .spr file in your data.grf (but you can't get it in game if Hercules doesn't have it) Client exe: 2022-04-06_Ragexe_1648707856 This means that your client will process client sided things as kRO did in 2022-04-06, this means it will be affected by client limitations from this date, and it will only load files that were expected at that time. For example: - if a new UI was released in 2023, you won't see it in a 2022 client, because the code was not there yet. (even if you have the images for that UI in your data.grf, you don't have the code to actually use them) - if there is a new map format released in 2023 (map format meaning the structure of the files in the data.grf), this map file won't work here. On the other hand, if a map was released in 2023 using a structure that is compatible with a 2022 client, you can use it just fine. Generally, having too different dates between Client exe and Base client may give you issues, because: 1. You have incompatible lua files (usually worked around by using translation projects) 2. You have new resources that are not compatible with your client (usually worked around by replacing the files or avoiding certain things) Hercules: v2024.03 This is Hercules release date. This just means this is the state of Hercules code as of March/2024. Hercules makes a new release every month, which may include bug fixes, new features, some custom code for something Hercules thinks is worth having, etc. You can see the changelog here: https://github.com/HerculesWS/Hercules/blob/stable/CHANGELOG.md This date has pretty much nothing to do with the other 2. The only thing that it may suggest is that a 2018 Hercules will probably not work with a 2020 client, because we couldn't even imagine what 2020 client would look like when developing code in 2018. But a 2024 Hercules doesn't mean it supports features from 2024 official servers, nor that a 2024 client would flawlessly work in Hercules. Currently, Hercules v2024.03 is a mix of content: 1. NPC/quest/job/monsters wise, I think we are around kRO 2015 2. Our client support is better, I think a 2022 client should work fine most of the time (some buttons won't work, though -- e.g. Equipment Switch is not there) Hope this clarifies a bit
  2. by "hpm overload things" you mean hookPre/hookPost? As far as I remember, overloading, as in "I want to completely skip hercules original function" (maybe it should actually be called override?) were always made with a direct assignment to the interface (like in the original post here), while hookPre/hookPost would be used if you want to keep the original code running, but wants to do something else before/after it. Example: https://github.com/HerculesWS/Hercules/blob/stable/src/plugins/db2sql.c#L1180 I am not aware of another method for overloading/overriding. I do agree that you should only do it if you have a reason to, but is there a better way to overload/override than a direct assignment?
  3. Yes, you can look into inventory expansion ( npc/others/inventory_expansion.txt ) for details on how to do it via script. You probably can also do it via source, but it would need a bit more of digging through code.
  4. You are right, looks like "server_ready" is not part of the HPM events, so it is never called. I think the docs actually meant "server_online" (which means the server is ready / online). I generally prefer using plugin_init, as you said, since server_online runs after several processing already happened (e.g. config loading). So the tutorial should probably use "plugin_init" instead. Nice finding! Do you want to PR a fix to the docs? If not, I can edit it later
  5. Your script is most likely creating a new item (delitem + getitem) instead of identifying it, and it is likely doing a basic item ignoring all of its enchants. Thus, it is a complete new item and loses everything. To properly identify items via script you should use one of these commands: - identify -- https://github.com/HerculesWS/Hercules/blob/stable/doc/script_commands.txt#L3656 - identifyidx -- https://github.com/HerculesWS/Hercules/blob/stable/doc/script_commands.txt#L3665
  6. Hello everyone, As you may already have seen from the 2024.03 release notes in GitHub ( https://github.com/HerculesWS/Hercules/releases/tag/v2024.03 ), Hercules' GitHub wiki has been moved to a new platform, powered by mkdocs and available at: https://docs.herc.ws/ This change aims to make the Hercules documentation generally better since the mkdocs-powered documentation does bring a better navigation, search capabilities and editing options. With that we can, hopefully, cover the gap that many have felt after we switched from MediaWiki to GitHub Wiki, while also providing some extras (like the ability to easily have a local copy). With the new mkdocs-powered document, we have: (compared to GH Wiki) - A bit more control over the sections, no longer a single side bar with everything - Extended markdown syntax for editing docs content - Better searching, as results are shown as you type - It is now possible to properly include image in the docs, without workarounds Contributions are highly appreciated and should be made through Pull Requests to the new hercules-docs repository ( https://github.com/HerculesWS/hercules-docs ). You may find general guidance on how to run the docs locally and edit it in the Editing the Docs page ( https://docs.herc.ws/contributing/editing-the-docs/ ) The content of the new repository was copied from the GitHub wiki (which was originally the MediaWiki content and had several contributions over the years), and reorganized into a few sections. Additionally, everything was converted to Markdown, so we should generally get an ok experience. The conversion of MediaWiki pages to Markdown was made through an automated tool (pandoc) so we should still expect some things to not be perfectly right, a few noticeable cases are: - Linking between pages are likely to be broken - Some syntax highlighting may not be in the most presentable format - Several images are still missing Fixing those will require manual work to replicate the images, update links, etc. Why not return to MediaWiki? This question has shown up a few times in our Discord, and I think it is worth linking to the topic when the move happened back then: TLDR; Maintaining MediaWiki together with IPB (our forum software) is complicated. Huge thanks to Haru for making this idea come true! Please let us know if you have questions, comments or suggestions for the new docs.
  7. This is not Hercules, is it? "mob_db.yml" is not part of Hercules... I am not sure if I can really help, but you are trying to reduce the players Max Level? I don't think you need to change MAX_LEVEL constant in source for that. You only need to change it to go higher. To cap to lower levels, you can just change exp_group_db.conf. It will use a bit more memory than it really needed, but will be much easier, and you won't have issues like in your print, where the server MAX_LEVEL is lower than the monsters you are trying to load. See https://docs.herc.ws/customization/edit-max-level/#configuration-files for more info (I think this is still up to date) Although I don't think this is the cause for you to get inf% exp... unless you changed some source code that broke that.
  8. It is in data/luafiles514/lua files/service_korea (_korea may be something else depending on how your client is patched and how your clientinfo looks like, but usually it is a country name)
  9. You are not supposed to keep the server online with generate-translations plugin. This plugin is only meant for you to use when generating the PO files. e.g.: ./map-server --load-plugin generate-translations --generate-translations After you run it, it will generate the translation files and shut down. After that you don't need the plugin anymore, unless you have new NPCs that you want to generate new translation files.
  10. KirieZ

    Inserting sql

    I think you are missing a ; at the end of the alter table statement. not sure if this solves everything, but looking into a bit of SQL syntax should help understanding the other errors.
  11. KirieZ

    Fake Players

    Yes, SpriteId is the sprite you are copying from. SpriteName is the sprite/unique name for this monster you are creating now. ViewData / SpriteId is the sprite you are copying the image from. So if you want your mercenary to look like a Knight (Id = 7), SpriteId = 7 should work ( from https://github.com/HerculesWS/Hercules/blob/stable/db/constants.conf#L83 ) It has been ages since I last used that... but I don't think you need to touch client
  12. KirieZ

    Fake Players

    If you are looking to make monsters look like players, but still be a monster (like mob_avail used to do), use "ViewData" field in mob_db.conf. This field was created to replace mob_avail.txt and is equivalent to it, but better for reading/setting up
  13. Hello and welcome 1. I am not sure what you meant or what to answer... If you are asking whether there is an injector ready to use (I think 7 days to day uses BepInEx?) the answer is not really. You can use NEMO to inject windows DLLs, but this is just basic DLL injection. Anything you want to do you are on your own. Talking about RO this is very low level stuff that only a few people know and maybe it is not what you are looking for... 2. Most of this stuff is server sided (a.k.a. in Hercules folders). The GRF will only keep resource files and some lua files will batch some info like map path and descriptions. But exp tables and etc are server sided. For your plans, I think most of the things will be done in Hercules and client lua files, I am not a pro in custom skills though. 3. Player data is saved in you SQL database. Should be possible to play in LAN with some configuration in your clientinfo and hercules files (conf folder)
  14. this script seems fine. May you post your entire item db entry? And please, explain what "not working" means for you (e.g. no effect at all, effect not exactly as expected, etc)
  15. You didn't say what you are stuck at, so I will assume you are just new to hercules and don't know where to look for docs. For bonuses conceded by equipment, item bonus docs is the place to go. You can use general script commands, but for character bonuses, item bonus docs is where you will find the commands specific for items. You can check it here: https://github.com/HerculesWS/Hercules/blob/stable/doc/item_bonus.md (it is also in your hercules copy, at doc/item_bonus.md)
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.