ossi0110
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ossi0110 got a reaction from Shio in NEMO - Client Patcher
hmm seems you client file are messed up . if you want you can download my 2012-04-10 RagexeRE fullclient , it comes with all needed files and tools
http://www.paid.endlessro.de/
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ossi0110 got a reaction from N e s s in NEMO - Client Patcher
Try to remove the DNS Support diff ,
and it would be good if you can upload your Patchlist from Neom Folder after diffed your exe.
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ossi0110 got a reaction from Vincent in Custom Item
yes as sevenzz23 says , the View ID is 160 , because you only make a Copy of the Item with the same look .
Same for sprite just use the same sprite name as the original headgear got .
so basicly if you want to make a copy a item , you only have to change the Item ID and the Item Description and maybe the slot ammount.
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ossi0110 got a reaction from Zeiyan in EMERGENCY! Map-server crash
did you added it into the trunk folder? on the desktop from asura ?
if yes when you compile the server he is automatic in GDB mode.
then you just have to rightclick in the trunk folder and use Open Terminal from here, and write gdb map-server core and then bt full
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ossi0110 got a reaction from karazu in What to update about this problem?
The problem is that your Hercules server is not updated.
your Item DB use the NEW Format for itemskills , but your server want the old format.
just update your server to latest rev and compile him and all should work fine
here you can see what files have changed in the commit
https://github.com/HerculesWS/Hercules/commit/e3d71d9455de45d5a9417dbebd74aa49a0e7ae6a
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ossi0110 got a reaction from cumbe11 in Magnum Break, element 100% fire
look into the skill.c file
case MS_MAGNUM:skill->area_temp[1] = 0;map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id);clif->skill_nodamage (src,src,skill_id,skill_lv,1);// Initiate 10% of your damage becomes fire element.sc_start4(src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv));if( sd )skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv));else if( bl->type == BL_MER )skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv));break;
and replace
sc_start4(src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv));
with
sc_start4(src,SC_SUB_WEAPONPROPERTY,100,3,100,0,0,skill->get_time2(skill_id, skill_lv));
now it should deal 100% fire Dmg
be sure to recompile your server after changing it
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ossi0110 got a reaction from Ind in AtCommand plugin overwrite?
change
clif->message(fd, msg_txt(10)); // Invisible: Offclif->message(fd, msg_txt(11)); // Invisible: ON TO
clif->message(fd, atcommand->msg_table[10]); // Invisible: Offclif->message(fd, atcommand->msg_table[11]); // Invisible: On
and you didnt importet all Symbols , this is why you get Map Server Crashes
Change
clif = GET_SYMBOL("clif");script = GET_SYMBOL("script");pc = GET_SYMBOL("pc");atcommand = GET_SYMBOL("atcommand");
TO
clif = GET_SYMBOL("clif");script = GET_SYMBOL("script");pc = GET_SYMBOL("pc");atcommand = GET_SYMBOL("atcommand");status = GET_SYMBOL("status");map = GET_SYMBOL("map");timer = GET_SYMBOL("timer");
last add the 2 more #includes at the header
#include "../map/map.h"#include "../map/status.h" -
ossi0110 got a reaction from Gelo in Disabling /help or /h on character login (2012-07-16)
go into your lua files folder and edit the datainfo/helpmsgstr.lub
change it that it looks like this
HelpMsgStr = { } -
ossi0110 got a reaction from Gelo in Character creation incorrect language on title bar(2012-07-16)
Download this WeeDiff patcher pack , and Diff a new gameexe .
http://www.mediafire.com/download/hktbv496o7iwtju/Weediff_Gelo.rar
and be sure to Diff
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ossi0110 got a reaction from Mumbles in How can i set no casting time?
you can edit the statspoins per lvl in the statpoint.txt file
https://github.com/HerculesWS/Hercules/blob/master/db/re/statpoint.txt
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ossi0110 got a reaction from Mumbles in What to update about this problem?
The problem is that your Hercules server is not updated.
your Item DB use the NEW Format for itemskills , but your server want the old format.
just update your server to latest rev and compile him and all should work fine
here you can see what files have changed in the commit
https://github.com/HerculesWS/Hercules/commit/e3d71d9455de45d5a9417dbebd74aa49a0e7ae6a
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ossi0110 got a reaction from khenma in How can i set no casting time?
you can edit the statspoins per lvl in the statpoint.txt file
https://github.com/HerculesWS/Hercules/blob/master/db/re/statpoint.txt
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ossi0110 got a reaction from karazu in After updating the TRUNK
No it wont affect your saved account, it just will add some new Columnes into your SQL DB.
Just log into your phpmyadmin or mysqlworkbanch and go into your ragnarok DB , and select IMPORT and then select the 2013-10-30--21-12.sql file what is located in your Hercules Server Folder in sql-files/upgrades
then click on OK and he will add the font columne to your database.
btw on server startup the server woll show your warning on the MAP Server Console if you are missing some sql file upgrades, Dont ignore them . execute all of them if the map server shows you more then this one
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ossi0110 got a reaction from leloush in 2012-04-10aRagexeRE
there is some problem with your gameexe , i cant even open your uploaded exe ,
try to diff your exe with this exe and shinsdiffpatcher , he should select you all needed patches when you select the exe
http://www.mediafire.com/download/k7zhm73bo1nra2o/ShinsDiffPatcher.rar
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ossi0110 got a reaction from leloush in 2012-04-10aRagexeRE
hmm the diff files looks ok , But you can remove the Disable Nagle Algorithm
Are you using a Clean KRO client ? or did you edited some files allready ?
try it with a clean Client , where you only edited the clientinfo.xml
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ossi0110 got a reaction from leloush in 2012-04-10aRagexeRE
uhm why is your Server Folder mixed with your Client folder ?
you should download this client 2012-04-10 RagexeRE
it comes with all client files and all Tools what you need
this Client contains a YourRO.exe what is prediffed and you can use it for testing
Download Link
and be sure to configure your Hercules Server Correct up and Running
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ossi0110 got a reaction from Slicer in Skills Rebellion
Hello
make @job 0
and wait till Hercules Supports the Rebellion class Skills.
Currenty No skills of this Classe are implement in Hercules. So you have to wait .
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ossi0110 got a reaction from Mhalicot in [AtCommand] autoatk
@sevenzz23
you should not only comment out the line what drops a error , you should fix it btw ^^
replace
//nullpo_retr(-1, sd);
with
if (!sd) return false; -
ossi0110 got a reaction from Ind in N> Help Testing New Instances
working on it
[*]npc/instances/EndlessTower.txt [*]npc/instances/NydhoggsNest.txt [*]npc/instances/OrcsMemory.txt
seems bug free , GM_NPC works too
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ossi0110 got a reaction from Uzieal in [Guide] Adding Custom Homunculus
Hello Hercules, Here is a Guide on how to ADD a Custom Homunculus into your Server and Client . Special Thanks to "Neo" for helping me and providing me the xDiff file for it The Hardcoded Client Limit of Homunculus are 6052, The xDiff file raises this limit till 7000. So we can use many Custom Homunculus now For this Guide I'm using the IDs 6080 and 6081, you can use any ID between 6053 - 7000. Server Side Configuration. First we need to ADD our Custom Homunculus in the db/homunculus_db.txt Simply follow the existing format. In my example here I am using ID 6080 for my Custom Homunculus ID and 6081 will be the Evolved Custom Homunculus ID
6080,6081,Hercules,537,60000,0,1,7,0,700,150,40,17,20,15,35,24,12,60,100,4,9,5,19,5,19,5,19,4,20,6,20,6,20,1,10,10,20,1,5,1,4,1,5,4,10,1,10,1,3
Now let add some skills for them. Open db/homun_skill_tree_db.txt Here we need to set all Skill for our New Homunculus , in my Example I Used the Skill from the Vanilmirth Homunculus.
//Hercules Custom Homunculus6080,8013,5,0,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE6080,8014,5,8013,3,0,0,0,0,0,0,0,0,0 //HVAN_CHAOTIC6080,8015,5,8013,5,0,0,0,0,0,0,0,0,0 //HVAN_INSTRUCT
Server Source code Modifications Now lets move on to the SRC folder. Open mmo.h (SRC/COMMON/mmo.h) search for this line #define MAX_HOMUNCULUS_CLASS 52
Currently this limits usable IDs to 6001-6052 Change to
#define MAX_HOMUNCULUS_CLASS 1001
now we can use IDs from 6053-7000 as well for Homunculus. Remember the xDiff only raises till 7000 now so if you add it beyond that range you are out of luck for now. Next we open the homunculus.c (SRC/MAP/homunculus.c) here we search for // Normal Homunculus you will see a few case statements following this line. We need to add our Regular Homunculus here In my example I am adding case 6080: (it should look like this)
// Normal Homunculus case 6001: case 6005: case 6002: case 6006: case 6003: case 6007: case 6004: case 6008: case 6080:
Same way below it you will see the cases for Evolved Homunculus so we add ours there. In my example I am adding case 6081: (it should look like this - you can skip this step if you dont have an evolved one)
// Evolved Homunculus case 6009: case 6013: case 6010: case 6014: case 6011: case 6015: case 6012: case 6016: case 6081:
Now save the file. Source code modifications are done so recompile the server. Client Side Changes. First what you need is a client that supports the addition of custom Homunculus. Make your patched client (better to have official patches already patched up first). Download the xDiff file for your client date from http://sourceforge.net/p/neocustoms/code/HEAD/tree/xDiffs/ Patch your client with the downloaded xDiff File using xDiffPatcher (Select Enable Custom Homunculus) You are Ready to Rumble. Now that you have the client, let's make it use our homun sprites. First we add the Homunculus ID to npcidentity.lub at the end. (dataluafiles514lua filesdatainfonpcidentity.lub) Mine are as follows.
JT_MER_Water_Ghost = 6080,JT_MER_Water_Ghost2 = 6081
You will also notice the following line in the same file
JT_MER_LAST = 6053
Now that we have more 6052 it would be wise to set it to the max value + 1 = 7001 to avoid confusion i.e.
JT_MER_LAST = 7001,
Save & Close npcidentity.lub Now we add the sprite information in jobname.lub at the end (dataluafiles514lua filesdatainfojobname.lub) the same way you would add for a mob or npc.
[jobtbl.JT_MER_Water_Ghost] = "Water_Ghost",[jobtbl.JT_MER_Water_Ghost2] = "Water_Ghost2"
Now that the Lua files are done we can add the sprite files into the appropriate folder which is => data/sprite/homun In my example I will add the following files to that folder : Water_Ghost.spr, Water_Ghost.act, Water_Ghost2.spr and Water_Ghost2.act All the files are set . Now you can start your client and test out your homunculus. Fastest way to check => use @makehomun 6080 Enjoy your Custom Homunculus!! ossi0110 -
ossi0110 got a reaction from Angelmelody in [Guide] Adding Custom Homunculus
Hello Hercules, Here is a Guide on how to ADD a Custom Homunculus into your Server and Client . Special Thanks to "Neo" for helping me and providing me the xDiff file for it The Hardcoded Client Limit of Homunculus are 6052, The xDiff file raises this limit till 7000. So we can use many Custom Homunculus now For this Guide I'm using the IDs 6080 and 6081, you can use any ID between 6053 - 7000. Server Side Configuration. First we need to ADD our Custom Homunculus in the db/homunculus_db.txt Simply follow the existing format. In my example here I am using ID 6080 for my Custom Homunculus ID and 6081 will be the Evolved Custom Homunculus ID
6080,6081,Hercules,537,60000,0,1,7,0,700,150,40,17,20,15,35,24,12,60,100,4,9,5,19,5,19,5,19,4,20,6,20,6,20,1,10,10,20,1,5,1,4,1,5,4,10,1,10,1,3
Now let add some skills for them. Open db/homun_skill_tree_db.txt Here we need to set all Skill for our New Homunculus , in my Example I Used the Skill from the Vanilmirth Homunculus.
//Hercules Custom Homunculus6080,8013,5,0,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE6080,8014,5,8013,3,0,0,0,0,0,0,0,0,0 //HVAN_CHAOTIC6080,8015,5,8013,5,0,0,0,0,0,0,0,0,0 //HVAN_INSTRUCT
Server Source code Modifications Now lets move on to the SRC folder. Open mmo.h (SRC/COMMON/mmo.h) search for this line #define MAX_HOMUNCULUS_CLASS 52
Currently this limits usable IDs to 6001-6052 Change to
#define MAX_HOMUNCULUS_CLASS 1001
now we can use IDs from 6053-7000 as well for Homunculus. Remember the xDiff only raises till 7000 now so if you add it beyond that range you are out of luck for now. Next we open the homunculus.c (SRC/MAP/homunculus.c) here we search for // Normal Homunculus you will see a few case statements following this line. We need to add our Regular Homunculus here In my example I am adding case 6080: (it should look like this)
// Normal Homunculus case 6001: case 6005: case 6002: case 6006: case 6003: case 6007: case 6004: case 6008: case 6080:
Same way below it you will see the cases for Evolved Homunculus so we add ours there. In my example I am adding case 6081: (it should look like this - you can skip this step if you dont have an evolved one)
// Evolved Homunculus case 6009: case 6013: case 6010: case 6014: case 6011: case 6015: case 6012: case 6016: case 6081:
Now save the file. Source code modifications are done so recompile the server. Client Side Changes. First what you need is a client that supports the addition of custom Homunculus. Make your patched client (better to have official patches already patched up first). Download the xDiff file for your client date from http://sourceforge.net/p/neocustoms/code/HEAD/tree/xDiffs/ Patch your client with the downloaded xDiff File using xDiffPatcher (Select Enable Custom Homunculus) You are Ready to Rumble. Now that you have the client, let's make it use our homun sprites. First we add the Homunculus ID to npcidentity.lub at the end. (dataluafiles514lua filesdatainfonpcidentity.lub) Mine are as follows.
JT_MER_Water_Ghost = 6080,JT_MER_Water_Ghost2 = 6081
You will also notice the following line in the same file
JT_MER_LAST = 6053
Now that we have more 6052 it would be wise to set it to the max value + 1 = 7001 to avoid confusion i.e.
JT_MER_LAST = 7001,
Save & Close npcidentity.lub Now we add the sprite information in jobname.lub at the end (dataluafiles514lua filesdatainfojobname.lub) the same way you would add for a mob or npc.
[jobtbl.JT_MER_Water_Ghost] = "Water_Ghost",[jobtbl.JT_MER_Water_Ghost2] = "Water_Ghost2"
Now that the Lua files are done we can add the sprite files into the appropriate folder which is => data/sprite/homun In my example I will add the following files to that folder : Water_Ghost.spr, Water_Ghost.act, Water_Ghost2.spr and Water_Ghost2.act All the files are set . Now you can start your client and test out your homunculus. Fastest way to check => use @makehomun 6080 Enjoy your Custom Homunculus!! ossi0110 -
ossi0110 got a reaction from Ind in [Guide] Adding Custom Homunculus
Hello Hercules, Here is a Guide on how to ADD a Custom Homunculus into your Server and Client . Special Thanks to "Neo" for helping me and providing me the xDiff file for it The Hardcoded Client Limit of Homunculus are 6052, The xDiff file raises this limit till 7000. So we can use many Custom Homunculus now For this Guide I'm using the IDs 6080 and 6081, you can use any ID between 6053 - 7000. Server Side Configuration. First we need to ADD our Custom Homunculus in the db/homunculus_db.txt Simply follow the existing format. In my example here I am using ID 6080 for my Custom Homunculus ID and 6081 will be the Evolved Custom Homunculus ID
6080,6081,Hercules,537,60000,0,1,7,0,700,150,40,17,20,15,35,24,12,60,100,4,9,5,19,5,19,5,19,4,20,6,20,6,20,1,10,10,20,1,5,1,4,1,5,4,10,1,10,1,3
Now let add some skills for them. Open db/homun_skill_tree_db.txt Here we need to set all Skill for our New Homunculus , in my Example I Used the Skill from the Vanilmirth Homunculus.
//Hercules Custom Homunculus6080,8013,5,0,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE6080,8014,5,8013,3,0,0,0,0,0,0,0,0,0 //HVAN_CHAOTIC6080,8015,5,8013,5,0,0,0,0,0,0,0,0,0 //HVAN_INSTRUCT
Server Source code Modifications Now lets move on to the SRC folder. Open mmo.h (SRC/COMMON/mmo.h) search for this line #define MAX_HOMUNCULUS_CLASS 52
Currently this limits usable IDs to 6001-6052 Change to
#define MAX_HOMUNCULUS_CLASS 1001
now we can use IDs from 6053-7000 as well for Homunculus. Remember the xDiff only raises till 7000 now so if you add it beyond that range you are out of luck for now. Next we open the homunculus.c (SRC/MAP/homunculus.c) here we search for // Normal Homunculus you will see a few case statements following this line. We need to add our Regular Homunculus here In my example I am adding case 6080: (it should look like this)
// Normal Homunculus case 6001: case 6005: case 6002: case 6006: case 6003: case 6007: case 6004: case 6008: case 6080:
Same way below it you will see the cases for Evolved Homunculus so we add ours there. In my example I am adding case 6081: (it should look like this - you can skip this step if you dont have an evolved one)
// Evolved Homunculus case 6009: case 6013: case 6010: case 6014: case 6011: case 6015: case 6012: case 6016: case 6081:
Now save the file. Source code modifications are done so recompile the server. Client Side Changes. First what you need is a client that supports the addition of custom Homunculus. Make your patched client (better to have official patches already patched up first). Download the xDiff file for your client date from http://sourceforge.net/p/neocustoms/code/HEAD/tree/xDiffs/ Patch your client with the downloaded xDiff File using xDiffPatcher (Select Enable Custom Homunculus) You are Ready to Rumble. Now that you have the client, let's make it use our homun sprites. First we add the Homunculus ID to npcidentity.lub at the end. (dataluafiles514lua filesdatainfonpcidentity.lub) Mine are as follows.
JT_MER_Water_Ghost = 6080,JT_MER_Water_Ghost2 = 6081
You will also notice the following line in the same file
JT_MER_LAST = 6053
Now that we have more 6052 it would be wise to set it to the max value + 1 = 7001 to avoid confusion i.e.
JT_MER_LAST = 7001,
Save & Close npcidentity.lub Now we add the sprite information in jobname.lub at the end (dataluafiles514lua filesdatainfojobname.lub) the same way you would add for a mob or npc.
[jobtbl.JT_MER_Water_Ghost] = "Water_Ghost",[jobtbl.JT_MER_Water_Ghost2] = "Water_Ghost2"
Now that the Lua files are done we can add the sprite files into the appropriate folder which is => data/sprite/homun In my example I will add the following files to that folder : Water_Ghost.spr, Water_Ghost.act, Water_Ghost2.spr and Water_Ghost2.act All the files are set . Now you can start your client and test out your homunculus. Fastest way to check => use @makehomun 6080 Enjoy your Custom Homunculus!! ossi0110 -
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ossi0110 reacted to Uzieal in Uzieal's Art Corner
Welcome!
So I am a graphic designer in my spare time & I love making signatures, avatars, banners, webpages, icons, logos, sprites & more! One thing that makes me cringe is a bad or empty avatar or simply terrible signature. I think if you are going to be a part of a community you should have a half decent representation of yourself that people can recognize. So here is my Art Corner, I will be offering Avatars and Signatures to the community for free, first come first serve and I will only be taking so many requests at a time.
So here is what I need from you before I can begin a request.
( Before Requesting please note, you must have at least 20 posts. ) Request List Round #1
1. An image or description of your In-game character sprite + headgear set. Request # 1 - NeoMind
2. Any Specific Color Scheme you would like example; Red, White & Blue. Request # 2 - Valor
3. Any images you like that could possibly be used for the request. Request # 3 - Mysterious
4. Text you would like to be included or a short quote etc. Request # 4 - ossi0110
5. Which name you would like on the Signature / Avatar. Request # 5 - xilence01
6. Some contact info of sorts so I can contact you if needed. Request # 6 - Dastgir Pojee
Post this information here or in a PM and I will update the Request list as we go.
Sample Avatars
Sample Banners
Sample Signatures
Ancient Work Spoiler
All credit for renders, fonts, sprites, etc belong to the original artists or organizations etc. if an image you have created shows up here and was not requested by me to be used it was likely provided for me as a request, if you do not wish it to be used please contact me and royalties, proper accreditation or removal will be provided promptly, as an artist I try to respect the wishes of other artists to the best of my ability so thank you for your patience.
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ossi0110 reacted to Uzieal in Uzieal's Art Corner
Fourth Request! Well thank you for the request ossi0110 I hope I matched the buttons up well, it is difficult to reproduce someones style if do not know their exact method but I hope they are to your liking nonetheless. Direct Image Links: http://img69.imageshack.us/img69/9271/fh6z.png http://img89.imageshack.us/img89/650/l24m.png http://img841.imageshack.us/img841/2519/sjld.png