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KirieZ

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  1. Upvote
    KirieZ got a reaction from Quazi in Configurable Refiner   
    File Name: Configurable Refiner
    File Submitter: KirieZ
    File Submitted: 02 Aug 2015
    File Category: Utility
     
    This is a configurable refiner that I made after reading the request from this topic.
     
    It contains the following options (all of them configurable):
    Normal refine
    Refine N times at once (It's possible to allow this for a different group)
    Set different zeny and item requirements based on item's WeaponLv field
    Display information about the refine like: the safe refine and the chance of the next level.
    Allow the usage of items that increase the success chance
    Allow the usage of items that avoids the item from being destroyed when the refine fails
    (2.0) Ask if want to use items to protect / increase refine chance
    (2.0) Define custom effects when refine fails: stay as is, decrease one level or go back to +0

    Everything is configurable at the end of the script.
     
    I made some tests and it seems to be working correctly, if you run into any bug or wants to suggest a new feature, please let me know and I'll see what I can do.
     
    Click here to download this file
  2. Upvote
    KirieZ got a reaction from rector in Configurable Refiner   
    @@rector If I've checked it right, this seems like a revision from august 2013, true and false constants were added on november 2013, but even if you manually add them you'll probably run into other problems because of a too old version, you should update it,
     
    I can't help too much with these old revisions, but at least for true and false, you have to add this commit to your emulator: https://github.com/HerculesWS/Hercules/commit/463cbc94ea4124a35ad5bf3222b510ad979d8805
  3. Upvote
    KirieZ got a reaction from Helena in Two monster bugs. Which codes are responsible for this?   
    @@Helena I was using 50, not sure if it needs to be that high. 
  4. Upvote
    KirieZ got a reaction from Helena in Two monster bugs. Which codes are responsible for this?   
    @@Helena If the error message about event queue is being shown on you console, then probably yes. I believe it happens with any monster that trigger labels. cause there'll be too many events to be triggered at once
  5. Upvote
    KirieZ got a reaction from keripikotaku in Configurable Refiner   
    File Name: Configurable Refiner
    File Submitter: KirieZ
    File Submitted: 02 Aug 2015
    File Category: Utility
     
    This is a configurable refiner that I made after reading the request from this topic.
     
    It contains the following options (all of them configurable):
    Normal refine
    Refine N times at once (It's possible to allow this for a different group)
    Set different zeny and item requirements based on item's WeaponLv field
    Display information about the refine like: the safe refine and the chance of the next level.
    Allow the usage of items that increase the success chance
    Allow the usage of items that avoids the item from being destroyed when the refine fails
    (2.0) Ask if want to use items to protect / increase refine chance
    (2.0) Define custom effects when refine fails: stay as is, decrease one level or go back to +0

    Everything is configurable at the end of the script.
     
    I made some tests and it seems to be working correctly, if you run into any bug or wants to suggest a new feature, please let me know and I'll see what I can do.
     
    Click here to download this file
  6. Upvote
    KirieZ got a reaction from rector in Configurable Refiner   
    File Name: Configurable Refiner
    File Submitter: KirieZ
    File Submitted: 02 Aug 2015
    File Category: Utility
     
    This is a configurable refiner that I made after reading the request from this topic.
     
    It contains the following options (all of them configurable):
    Normal refine
    Refine N times at once (It's possible to allow this for a different group)
    Set different zeny and item requirements based on item's WeaponLv field
    Display information about the refine like: the safe refine and the chance of the next level.
    Allow the usage of items that increase the success chance
    Allow the usage of items that avoids the item from being destroyed when the refine fails
    (2.0) Ask if want to use items to protect / increase refine chance
    (2.0) Define custom effects when refine fails: stay as is, decrease one level or go back to +0

    Everything is configurable at the end of the script.
     
    I made some tests and it seems to be working correctly, if you run into any bug or wants to suggest a new feature, please let me know and I'll see what I can do.
     
    Click here to download this file
  7. Upvote
    KirieZ reacted to Fou-lu in monster AI script command   
    AI = 1 you create a monster friend attacking other monsters , this monster not possessed any bond with other players.
  8. Upvote
    KirieZ reacted to Neo-Mind in NEMO - Client Patcher   
    N.E.M.O. - Neo Exe Modification Organizer

    Why another client patcher? well
    1) WeeDiffGen - isn't working for 2013 clients + it depends on dlls (not that its a bad thing but i like scripting )
    2) xDiffGen - yes its scripted but we need to depend on xdiff files.

    so i made a new one based on xDiffGen and here it is. The patches are written in QtScript format.
    Details of making a patch have already been written in a seperate topic - although now it needs to be updated with more details.
    I have already converted most of the patches from xDiffGen.

    Why this name? - well I didn't want it to be called * Gen No offense  
    plus someone keeps calling me Nemo in IRC which gave me the idea

    Snapshot
    -----------------


    How to use?
    ---------------------
    1) First you need to specify your client file in Input Exe file box. If you browse to select the file name, Output Patched box gets updated with a _patched suffix filename automatically. Ofcourse you can select your own name for the output.
     
    2) Next we need to load both the client and the scripts (patches & addons). so click Load Client button.
     
    3) Select the patches you want . In case you patched once before (for whatever date) they will be saved in your local and you can use the Select Previous button to select them again. Also you can try using the Select Rcomnded button to select all the Recommended patches.
     
    4) So your patches are selected and client is loaded what next but to Apply Patches  which will generate the output file. In 2.0 version , NEMO also generates a .secure.txt file containing the MD5, SHA1 and CRC32 values of the output exe file which you can use in various tools.
     
    5) You can use the Save Profile and  Load Profile buttons for saving/reloading a set of patches & input values, that you have selected (even if they are not applied) for future use.
     
    6) Whenever you apply patches to a client, NEMO updates the patchlist.log file (along with Inputlist.db) in the folder where NEMO.exe is. This file will contain the list of patches you have applied along with their IDs (do not tamper with either of them).
     
    Changes in 2.0:
    ----------------------
    1) I have made some obvious modifications to the interface (you can definitely see the change in case you have seen v1.0).
         i) Buttons have come downwards and is no longer strippable (toolbar has been fixed in position)
     
         ii) New status Label has been added which shows your currently loaded client date and how many patches are selected.
     
         iii) NEMO now has support for Addons - scripts that are meant to retrieve data from the client and do its own thing (not patch the client).
              All the Extract xDiff patches has been added here already. 1 extra addon will be coming soon once i can fix it.
     
         iv) New Filter box has been added which does live search (i.e. filter as you type) for filtering out only the patches u want to see.
               For e.g. if you type color, it will only show patches that have the string color in either it's name or the description.
              You can also use regular expression . Also you can sort the columns now
     
        v) An upcoming feature - Test Patches. this one you can use for testing a newly added patch for a variety of clients that you select.
     
    2) NEMO is no longer there in SVN. I have shifted it to GitHub . The rar file uploaded has the .git file so you should be able to directly pull to get updates. But just in case I have also provided the repository link below.
     
    Remember to pull for updates before using NEMO and let me know if you are facing any bugs or issues or if i have missed out on anything. Enjoy .
     
    Repository: https://github.com/MStr3am/NEMO.git
     
    Download Link: NEMO zip file 
  9. Upvote
    KirieZ reacted to Ind in Hercules Ultimate Localization Design   
    Hercules Ultimate Localization Design
    Hello~! - What?!
    Servers are now able to run under any number of languages, without having any of the default files modified Designed by Haruna and Ind  
    Translating NPCs without editing them
    By launching map server with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes) A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessary Users are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialogues map-server.conf has a new setting called default_language where server owners may specify which language should be used as a base When you have a new .po file you want map server to use, add it to db/translations.conf Easy to Maintain
    Since .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in use Script Command Macro
    Besides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime) Special Thanks to
    Raizen and Roberto from Cronus, we would not have worked on this if it weren't for them Links~!
    Commit Editing Example
  10. Upvote
    KirieZ got a reaction from Phenex in Hunting Quest Count Applies for Party Members   
    If you are using the quest system (db_quest) it automatically share with others from the party who were in the same map.
    (Example: npc/pre-re/quests/collection/quest_fabre.txt - must be around level 10 to talk to npc at gef_fild07 321, 193)
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