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ossi0110

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  1. Upvote
    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/
  2. Upvote
    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.
  3. Upvote
    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.
  4. Upvote
    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
  5. Upvote
    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
  6. Upvote
    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
  7. Upvote
    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"
  8. Upvote
    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 = { }
  9. Upvote
    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
     

     
     
     
  10. Upvote
    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
  11. Upvote
    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
  12. Upvote
    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
  13. Upvote
    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
  14. Upvote
    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
  15. Upvote
    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
  16. Upvote
    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
  17. Upvote
    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 .
  18. Upvote
    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; 
  19. Upvote
    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
  20. Upvote
    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
  21. Upvote
    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
  22. Upvote
    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
  23. Upvote
    ossi0110 got a reaction from Uzieal in Uzieal's Art Corner   
    thanks for this  perfect buttons !!
  24. Upvote
    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. 
  25. Upvote
    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
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