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kyeme

High Council
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  1. Upvote
    kyeme reacted to Dastgir in Customize NPC Shop   
    I made this, Just Wait for some minute for me to upload this patch.
    File : ItemShop-May15.diff
     
    Usage:
    <map name>,<x>,<y>,<facing>,<item_id> ishop <npc name> <spriteid>,<itemid>:<amount>,.....  Once download gets approved by mods, http://herc.ws/board/files/file/6-customized-shop-needs-item/
    Tested And Working.
  2. Upvote
    kyeme reacted to Ind in Hercules Console Input Update   
    Hercules Console Input Update
    Hello~! What?
    Yet another super-mega-special update brought to you by Hercules Sometime ago we re-introduced "Console Input", and then I mentioned about changing the syntax (which was horrible), well thats what this is about. Changes
    Console Commands now make full use of the Hercules Renewal Phase One, there are global commands and there are per-server commands The new commands
    server server malloc_usage displays total memory (in MB) being used by the server's memory manager server ers_report displays the ERS (entry-reuse-system) report server exit shuts down the server (equivalent to @mapexit) server plugins lists all plugins being used by the server help lists all available commands and their subcommands, this is a special command and you can use it after a command section to list its specific subcommands e.g. "server help" Map-Server specific gm gm info changes the console's virtual character position (this data is used by @commands), e.g. "gm info 150 150 prontera" gm use uses a command in the game server, e.g. "gm use @broadcast HERCULES IS AWESOME" or "gm use #heal player" Hercules Plugin Mananger
    This update also makes console commands "HPM-FRIENDLY", it is incredibly easy to add new console commands, example: // Copyright (c) Hercules Dev Team, licensed under GNU GPL. // See the LICENSE file // Sample Hercules Plugin CPCMD(sample) {     ShowInfo("Hercules is awesome!n"); } CPCMD(sample2) {     ShowInfo("Hercules is incredible!n"); } CPCMD(sample2) {     ShowInfo("Hercules is efficient!n"); } HPExport void plugin_init (void) {     HPMi->addCPCommand("hercules:is:awesome",CPCMD_A(sample));     HPMi->addCPCommand("hercules:is:incredible",CPCMD_A(sample2));     HPMi->addCPCommand("hercules:is:efficient",CPCMD_A(sample3)); }The above creates 3 commands "hercules is awesome","hercules is incredible" and "hercules is efficient", you can do pretty much anything you want with them, it also makes use of the "help" key, for example "hercules help" or "hercules is help" will output all its respective subcommands. Links
    Hercules Plugin Mananger Commit
  3. Upvote
    kyeme reacted to Ind in Introducing Hercules Plugin Manager   
    Introducing Hercules Plugin Manager
    Hello~! What?!
    I can't express how awesome this is. It's awesome, so awesome. ...Incredibly awesome, yet another awesome feature brought to you by Hercules Thoughtfully Designed
    This features' design began long ago, a precursor to this feature, which demonstrates for how long we've been planning it, is the Hercules Renewal Phase One Usage Example
    Can be used to create @commands Can be used to create script commands Can be used to create console commands Can be used to replace core functions with your ownA example of how handy this can be: when any RO emu updates a section of the code that is used by a user's modifications, e.g. Harmony, no matter how silly the edit is (e.g. a tab alignment update) the user has to wait for his modification's developer to update his patch (unless he manages to update it on his own), if the developer in question starts to use the HPM for his hercules users instead of a patch file, his users using hercules will no longer have to wait for updates unless the way the code works changes on hercules' end. All About It - Documentation
    Its being done, most of it is already available in our wiki Hercules Plugin Mananger Building HPM Plugin for MSVC Building HPM Plugin for GCC Links~!
    Hercules Console Input Update (HPM Friendly) Commit Visual Studio 2010 2 Notes
    The plugin "sample" is currently missing projects for msvc2010 and msvc2012, thats because I dont have them, this will be solved asap, once one of our developers who possesses them logs in. Login/Char server plugin support is currently disabled, it should be enabled by the next release, which will also include Hooks support (as an alternative to overloading)
  4. Upvote
    kyeme reacted to Ind in Hercules April 22 Patch   
    Hercules April 22 Patch
    Hello~! - What?!
    1st, most of these things were meant to be released separately but as I started to work with them one thing hooked up to another and I ended up deciding to get all out at once No second today! The all-long, all-mighty list
    New Map Zone DB Updates Added New "All" Zone, easy way to add modifiers to all maps in the game. Automatically inherited by all existent zones. Added new zone setting disabled_commands, can disable any command in any zone "command-name: min-group-lv" also supports min group level to override, to enable back a command disabled by inheritance just use "command-name: 0" Added new zone setting skill_damage_cap (as requested by the community), can cap any skill damage to any range of unit types, and also a new core config "HMAP_ZONE_DAMAGE_CAP_TYPE" that controls how the cap is applied (before or after modifiers) New target-type support (used by skill_damage_cap and disabled_skills): PET (special thanks to frenzmu06 for bringing it up!), CLONE and MOB_BOSS Added support to ids! item and skill ids may now be employed in all sections of the file in the place of item/skill names Detailed Map Zone DB Update Hercules Channel System Update Added a IRC bridge as requested by the community, allows users outside of the game (but in a irc network e.g. thru mobile/cel app) to communicate with anyone in-game that is within a specific #channel, and vice-versa Detailed Channel System Update Added Beret and Yommy's suggestion on cash shop file format, also added support for item ids Added Ryuuzaki's kafra point support to the new cashshop Updated map-server's save_setting, added new option: 128, to save buyingstore transactions on the fly Revisited bindatcmd feature, dropped level support, added group level support and added a new flag capable of deciding whether calls to that command should be logged in the atcommand log. Performance Improvement Added a in-memory list to store existent shops (saves iterating through all online players) Modified searchstore to use said db above, making its queries faster Improved pc_groups processing, decreased runtime ram usage by a about 1mb. Improved @command log processing through groups, now caching the state (no longer does dbmap lookup). Improved atcommand.conf file processing (was doing a extra lookup instead of using atcommand_exists already-performed lookup result) Improved atcommand's help file processing (no more lookups! string is now cached directly in the atcommandinfo struct of each command) and data management Improved @help's processing: dropped the huge config file lookup and replaced by using the caches. Improved atcommand logging, added option to not log specific commands (so you dont waste log room with stuff such as @iteminfo/@mobinfo/etc) -- atcommand.conf nolog group Sightly improved zone inheritance processing. Speeded up mvp drop processing Speeded up item log processing Speeded up mob item drop processing Misc With map_zone_db's new clone support, flag 0x8000 (no-clone-use) in the skill db was dropped With map_zone_db's new way to block commands, mapflag nogo was dropped. Fixed a number of discrepancies between unsigned and signed variables in many packets. Fixed loading messages for exp_db, attr_fix, statpoint, mob_chat_db, mob_pouch, mob_branch, mob_classchange, mob_boss, mob_poring and item_group_db pets from gms who cant drop items no longer can loot items (prevents exploit where gm kills something, pet loots, then drops and action is not logged nor blocked). Fixed combo bonuses that used getrefine on weapons/cards that affect weapons. Added @searchstore as to offer same availability to gms as @auction/@mail does Improved 2013 client charselect procedure, all thanks to Yommy! Links~!
    Commit
  5. Upvote
    kyeme reacted to Judas in 2012 Ragexe Area   
    Pretty much what you need is:
     
    Clients provided by gamez23:
    http://brynner-clientside.googlecode.com/svn/trunk/Clients/Ragexe/
     
    Updated WeediffPackv6:
     Weediff2012_Pack_v6.7z
     
    I would try to choose one that is similar to the RagexeRE date, so it can use the same packets I believe.
    Diffing these clients should be easy as the RagexeRE ones.
     
     
    Upsides:
    Login Window still works on these early 2012 clients
    Cash Shop!
     
    Downsides:
    Wait for supporting diffs for enable multiple grfs Thanks to ai4rei!
    Wait for supporting diffs to skip license screen
     
    http://rathena.org/board/topic/53421-weediffgen/page-26
    http://sourceforge.net/projects/atwl/files/?source=navbar
     
     
    Notes:
    Mstream
     
    EDIT: A little heads up - 2012 Ragexe Client doesn't support Iteminfo.lub till 2012-07-10a version.
  6. Upvote
    kyeme reacted to Ind in *skill script command update/fix   
    *skill script command update/fix
    Hello~! - What?!
    This is me telling you I screwed up when I fixed bug #5018 (script-granted skills not being persistent), and how you can fix it. Whats it about
    The code I committed for #5018 is perfectly fine, the screw up was that I totally didn't think of all the scripts out there that were using the function as it performed instead of what its description said (the function behavior had been broken since it was first implemented back in j/eAthena) Fixing it
    It's very simple to fix. Update to latest Hercules and run the 2013-04-16--01-24.sql upgrade file, it'll update the skill flags accordingly Changes
    With this update, in order to achieve the "skill permanently granted through script" effect, you need to use flag 3 instead of 0, 0 will mimic the effect prior to the fix on #5018 as to keep backwards compatibility with the scripts Special Thanks
    akinari1087 from rAthena. Link
    Commit Upgrade File
  7. Upvote
    kyeme reacted to Ind in Requesting joinwaitingroom <3   
    yes totally possible o-o like uh i'll show a example editing a existent command oo (didnt test btw)
    BUILDIN_FUNC(delwaitingroom){ struct npc_data* nd; if( script_hasdata(st,2) ) nd = npc_name2id(script_getstr(st, 2)); else nd = (struct npc_data *)map_id2bl(st->oid); if( nd != NULL ) chat_deletenpcchat(nd); return 0;}toBUILDIN_FUNC(delwaitingroom){ struct npc_data* nd;TBL_PC *sd = script_rid2sd(st); if( script_hasdata(st,2) ) /* string is npc name that holds the chat */ nd = npc_name2id(script_getstr(st, 2)); else /* assume the chat room is in this invoking npc */ nd = (struct npc_data *)map_id2bl(st->oid); if( nd != NULL && nd->chat_id ) {chat_joinchat(sd, nd->chat_id, NULL);} return 0;}let me know if you have any problems o:
  8. Upvote
    kyeme reacted to Ind in Introducing Hercules Channel System   
    Hercules Channel System Update

    New Commands Explained
    [*]@channel
    [*]Bans a specific character from a channel
    @channel ban <#channel name> <character name> [*]Lists all banned characters from a channel (groups with channel system admin permission can also see their account id)
    @channel banlist <#channel name> [*]Unbans a specific character from a channel
    @channel unban <#channel name> <character name> [*]Changes a channel's options (for now, channel message delay and announce-when-someone-joins)
    @channel setopt <#channel name> <option name> <option value>


    Other stuff
    [*]Groups with channel admin permission can bypass the channel message delay

    Special Thanks
    [*]to Frost for proposing the per-channel message delay limitation
    [*]to Fatalis for proposing what'd end up as the @channel ban, @channel unban and @channel unbanall
    [*]to Zopokx for proposing an improvement to how the map/local channels function


  9. Upvote
    kyeme reacted to Ind in Hercules CC Program   
    barely announced it and already heard some stuff, nevermind them -- I'll clear this point tho
    The "Community Participation Badges" (they didn't even mind to rename it) was introduced by me to them while I was in their staff last year.
     
    Yeah, such a surprise! (not)
  10. Upvote
    kyeme reacted to Ind in Hercules CC Program   
    Hercules CC Program
    Hello~! - What?!
    We're changing how the CC Badge works, making it a position that actually makes sense with it's name: a position given to community members who've contributed to Hercules.
     
    Badge Requirement
    Any of the following will make you elegible to receive the title, be aware the position is not automatically-granted, the staff who oversees the section in question will appoint you to receive the title.
    Outstanding presence in the bug report section Outstanding presence in the wiki Outstanding presence in the support sections (helping others) Outstanding presence in the downloads sections (sharing your stuff) Help the development by providing key information Any other outstanding effort to contribute to Hercules not necessarily listed here (we'll add more items as we see fit)  
    Position Benefits
    We have plans/intentions to implement specific benefits depending on why each title was given (e.g. if its because you're active in the bug reports section you may receive pseudo-moderation-powers on that section), however at this point in time the title is only a title -- there are no benefits to it yet.
  11. Upvote
    kyeme reacted to Ind in Download Section is now up~!   
    Hercules Download Section
     
    Where?!!
    [*]Here~

    The rules
    [*]None exclusive to this download section as of yet, all our forum rules extend to our download section -- e.g. no warez. Probably not for long, our moderators surely will think of some as issues show up.

    Why so few categories
    [*]Since we're starting from scratch we thought it'd be best if we didn't have a high number of empty categories, we'll be creating new categories as we see necessary, example: if the sprites & palettes section gets crowded (i.e. with different types of sprites) we'll create a new subcategory section for said type, and so on as more files come in.
    In short, we'll be expanding as necessity comes.

    Upcoming Modifications
    [*]JayPee came up with a very interesting idea we'll be implementing soon, making downloads on certain areas (e.g. control panels) be capable of having their download link be their respective repository's latest zip file ( e.g. from a github project ), as to allow users to always download the latest version as opposed to having to rely on the files' author to update their file on our system.
    [*]We are not yet sure whether we'll be implementing paid file support, however if we do we already have a few modification ideas from our staff whos got frustrated by similar systems' inability to counter frauds (for example introduction of measures on first-time buyers)


  12. Upvote
    kyeme reacted to Ind in Introducing Cash Shop Support   
    Cash Shop Support
    Hello~! - What?!
    1st, getting this together has only been possible thanks to Yommy 2nd, really, without Yommy's help this wouldn't have worked 3rd, did I already mention Yommy made this possible? screenHercules006.jpg
    cashshop_db.conf format
    //==================================================== //=       _   _                     _ //=      | | | |                   | | //=      | |_| | ___ _ __ ___ _   _| | ___  ___ //=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __| //=      | | | |  __/ | | (__| |_| | |  __/\__ \ //=      \_| |_/\___|_|  \___|\__,_|_|\___||___/ //=                                                   //=            http://herc.ws/board/                         //==================================================== //= http://herc.ws/board/topic/367-introducing-cash-shop-support/ cash_shop: ( {     cat_0: { //New         Apple:100         ID531:250     }     cat_1: { //Popular         ID513:100         Banana_Juice:250     }     cat_2: { //Limited         Grape:100         ID533:250     }     cat_3: { //Rental         ID515:100         Carrot_Juice:250     }     cat_4: { //Permanent         Green_Herb:100         ID510:250     }     cat_5: { //Scroll         ID501:100         ID502:250     }     cat_6: { //Usable         White_Potion:150         Blue_Potion:500     }     cat_7: { //Other         ID909:400         ID907:500     } } ) Is it ready?!
    The packets work, you can buy, list, etc. BUUUUT I wouldn't bet it is 100% complete -- I'm not very aware of how the cashpoint stuff works, I'd guess the behavior is not 100% -- BUUUT getting the packets to work was the toughest part, just drop us a bug report and we sure will fix any broken formulas instantly. I'm not aware of what the official servers have in it being sold either, I've put random garbage with absurdly high prices in the db (so we all can debug). BTW This only works on ragexe (not ragexere!) clients, e.g. : http://herc.ws/board/topic/289-2013-ragexe-area/ Special Thanks
    Yommy Yommy ...Yommy! malufett Judas Beret kLabMouse And everyone whos helped us get the 2013 client to work, Thank you All! to Beret and Yommy for the new file format suggestion! Links~!
    Commit cashshop_db.conf file
  13. Upvote
    kyeme reacted to Ind in PacketDB Overhaul   
    PacketDB Overhaul
    Hello~! - What?!
    1st, not a overhaul as much as...well we purged the poor thing completely 2nd, adding and maintaining packets is now much easier Changes
    packet_db.txt was dropped packet_ver was dropped in its entirety, the server has never been able to maintain multiple packet versions at once stably packet_ver_flag setting in conf/battle/client.conf was dropped packets are now stored at src/map/packets.h packets.h format
    for outgoing packets: packet(packet_id,length)/* example */packet(0x006a,23); for incoming packets: packet(packet_id,length,function,offset ( specifies the offset of a packet field in bytes from the begin of the packet ),...)/* example */packet(0x0072,19,clif->pWantToConnection,2,6,10,14,18); Improvement
    Users no longer have to touch packet files when changing their client versions, PACKETVER in src/common/mmo.h is now enough. With the map server not having to maintain packets for so many versions at once, its ram usage was reduced by 7MB Credits
    Feature Design by GreenBox Special Thanks
    to mkbu95 for bringing this topic up! (reworking the packetdb) Links~!
    Commit packets.h file
  14. Upvote
    kyeme reacted to Ind in Introducing Hercules' Stress Test Server   
    Introducing Hercules' Stress Test Server
    Hello~!
     
    The "Stress" Part
    Over 1.000 IndAI units (equivalent to +1k online players) will be in the server playing 24/7, farming, going to pvp, doing woe, playing battlegrounds, doing anything a player does, this will create a perfect scenario for us to debug and test Hercules.
     
    The Development Benefits
    We'll be able to keep track of performance usage 24/7, making us able to detect whenever a update increases a server's usage, allowing us to further optimise said update in order to take the processing down. With the AI characters doing stuff non-stop 24/7 we'll be able to identify and fix any crashes existent. Hercules will gain a super stability boost thanks to this. How to connect / Moving in and out
    This is the fun part.
    No new clients, and no sclient/clientinfo/blablabla edits will be required. get to the test server by typing '@hercules warp', test whatever you like, and go back to your server with '@hercules leave'. This technology *might* also be employed in the future by us to create hercules-hosted inter-server events.
     
    Entirely Secure
    The only data your server will pass to our test server upon warp is the name of the character (and maybe hairstyle vals).
    The test server is unable to modify (or even access) any data on your server, it is entirely secure and damage-free.
     
    Unique to Hercules
    The ability to connect through your ordinary client will be made possible by our custom server hosted over at herc.ws, the code won't be made public.
     
    Coming
    I felt inspired to write about this feature, which is why this announce is out before the feature itself.
    This is one of the features to be powered by our Hercules Plugin Manager and will be made public once the HPM implementation reaches the level capable of sustaining it.

    FAQ
    what if i dont want my players to go to the test server?@hercules is a command like any other, you can restrict access by groups.conf (by default only gms will be able to use it) what if i dont have a test server to use as a gateway to the hercules stress test server?we will also provide clients for those who don't have/want to use a server as the gateway
  15. Upvote
    kyeme reacted to Mystery in March Digest 2013   
    We'll be starting our Monthly Digests so that we can keep our community informed on whats going on with Hercules!
     
     
    March Digest 2013
    The following digest covers the month of March 1st - March 31st 2013.
     
    Team Addition
    [*]Wolf has joined as a Portuguese Moderator.

    Development Highlights
    [*]Hercules' Channel System (7ec1e8f) [*]Re-Introduction of ERS Report (646f978) [*]Garment Costume System (9aded8a) [*]Slot Change Feature (889a866) [*]Hercules' Map Zone Database (90f117f) [*]Re-introduction of Console Input (3b89a13) [*]Dropping of StatusChangeStateTable (70a3d73) [*]Hercules' Renewal Pincode System (d2d734c) [*]Follow Up: 84e8f18, f214021, 5b1fee9
    [*]Introduction of Account-Dependent Character Slot Count (0241d01) [*]On-Going process of Hercules Renewal (Topic)


    Command Additions / Updates
    [*]Added 'itemeffect' script command (c58f741) [*]AccountInfo command updated to work with Pincode (9b5ec24)

    Statistics
    [*]During the period there were 62 commits. [*]Of these 62 commits 15 included bug-fixes. [*]1 Commit from Pull Request [*]In this month, there were 21,330 Additions and 16,692 Deletions. [*]February's Statistics: [*]- 112 Total Commits (merges not included) [*]- 29 Bug Fixes [*]- 21 Commits from Pull Requests



  16. Upvote
    kyeme reacted to Ind in Requesting joinwaitingroom <3   
    uhm
    BUILDIN_DEF(joinwaitingroom,"?"),should work o-o i think
  17. Upvote
    kyeme reacted to Ind in Introducing Hercules Channel System   
    Introducing Hercules' Channel System
    Hello~! - What?!
    1st, it is a replacement for the old @main 2nd, it is a super ultra mega improvement compared to the functionality @main provided. 3rd, whops. there is no 3rd. channels.conf format
        /* default channels (available on boot) */     default_channels: {         /* channel_name : channel_messages_color */          main: "Orange" /* available as #main */         support: "Blue" /* available as #support */         trade: "Red" /* available as #trade */         offtopic: "Cyan" /* available as #offtopic */         /* as many channels as you like */     }     /* colors available */     colors: {         Default: "0xffffff" /* custom channels will use the first in the list unless a font is selected thru @channel */         Red: "0xff0000"         Blue: "0x83cfe9"         Orange: "0xe57c00"         Cyan: "0x00b89d"         Yellow: "0xffff90"         Green: "0x28bf00"         Normal: "0x00ff00"         /* as many colors as you like */     }     /* allow users to create their own (private) channels through @channels command? */     /* (must also allow players to use @channels in groups.conf) */     allow_user_channel_creation: true     /* "map_local_channel" is a instanced channel unique to each map */     map_local_channel: true     map_local_channel_name: "map" /* available as #map */     map_local_channel_color: "Yellow"     map_local_channel_autojoin: true /* can disable autojoin in specific maps through mapflag or zone: nomapchannelautojoin */     /* "ally_channel" is a channel shared by all your guild allies */     ally_channel_enabled: true     ally_channel_name: "ally" /* available as #ally */     ally_channel_color: "Green"     ally_channel_autojoin: true Notes on the format/configuration
    default_channels is the list of reboot-persistent channels, you can setup as many as you like and each can have its own color for chat, which you can specify in colors (again, you can setup as many as you like) map_local_channel is a feature that grants each map its own instanced channel (available, by default as #map -- which can be changed as per map_local_channel_name) map_local_channel_autojoin whether users will autojoin the local channel when they load a map with it enabled map_local_channel_autojoin can be disabled on selected maps (e.g. if you dont want it on gvg maps) through a mapflag (with a horribly long name D:) '<map name><tab>mapflag<tab>nomapchannelautojoin' ally_channel_enabled is a feature that grants a instanced channel for each guild's allies (as well as their own members), available by default as #ally -- which can be changed as per map_local_channel_name ally_channel_autojoin whether users will autojoin their respective ally chats upon login. New Commands Explained
    @join Simple: @join <#channel_name>or, for password-protected rooms: @join <#channel_name> <password> @channel Does a number of things. Create a new channel (option available as long as allow_user_channel_creation is enabled) @channel create <#channel_name> <password> List public channels (groups with hchsys_admin can view private channels as well) @channel list Change a channel's color (requires to be owner of said channel or be in a group with hchsys_admin permission) @channel setcolor Samples available colors and displays their keys/names @channel list colors Leaves a specific channel @channel leave <#channel_name> Binds your global chat to a specific channel, making everything you type that'd normally be displayed to nearby characters be redirected to that channel instead @channel bindto <#channel_name> Unbinds your global chat from the current (if any) binded channel @channel unbind Bans a specific character from a channel @channel ban <#channel name> <character name> Lists all banned characters from a channel (groups with channel system admin permission can also see their account id) @channel banlist <#channel name> Unbans a specific character from a channel @channel unban <#channel name> <character name> Changes a channel's options (for now, channel message delay and announce-when-someone-joins) @channel setopt <#channel name> <option name> <option value> How to speak in a #channel
    You can either bind a channel to your global chat (see @channel bindto above) or PM the channel you want to speak to, if you attempt to send a pm to a non-password protected channel that you have not joined, you'll autojoin. Other stuff
    as I coded this feature I also improved overall guild processing/lookup, extremely, extremely faster (did I already say its ridiculously faster? WoE overhead probably more than halved with this). over a hundred lookups were replaced by a cached guild state that takes only 4~8 bytes per player. The commit also fixed a "wearing-garment-removed-costume-garment-look" bug - special thanks to jTynne for letting me know~! Groups with channel admin permission can bypass the channel message delay Special Thanks
    to Streusel for proposing an idea that'd end up as the @channel bindto feature. to Frost for proposing the per-channel message delay limitation to Fatalis for proposing what'd end up as the @channel ban, @channel unban and @channel unbanall to Zopokx for proposing an improvement to how the map/local channels function Links~!
    Commit Commit (update)
  18. Upvote
    kyeme reacted to Ind in Introducing Hercules' Map Zone Database   
    Introducing Hercules' Map Zone Database
    Hello~! - What?!
    1st, it is a merge from item_noequip.txt and skill_nocast_db.txt functionality. 2nd, it is a major improvement on what these features did in both performance and usability. map_zone_db.txt format sample
    {     name: "My Zone"     inherit: ( "My Other Zone" )     disabled_skills: {         AL_HEAL: "PLAYER | MONSTER | ELEMENTAL"         AL_TELEPORT: "MONSTER"         MG_FIREBOLT: "NONE"         //MG_NAPALMBEAT: "PLAYER"         //ID11: "PLAYER"     }     disabled_items: {         Assumptio_5_Scroll: false         //Apple: true         //ID501: true     }     mapflags: (         "adjust_skill_damage    MG_FIREBOLT    250",         "adjust_unit_duration    PR_SANCTUARY    50"     )     /* "command:min-group-lv-to-override" e.g. "heal: 70" */     disabled_commands: {         //Example Below makes @heal be used in maps within this zone only by those group lv 70 and above         //heal: 70     }     skill_damage_cap: {         //Exemple Below caps firebolt damage in maps within this zone to a maximum 50 damage,         // (depends on HMAP_ZONE_DAMAGE_CAP_TYPE in src/config/core.h)         // when cast vs players and monsters.         //MG_COLDBOLT: (50,"PLAYER | MONSTER")     } } Notes on the format
    In disabled_skills the var following the name (: "PLAYER | MONSTER | HOMUN | MERCENARY | ELEMENTAL | PET | CLONE | MOB_BOSS") is what allows a zone to know what unit types should have this skill disabled. In the sample above, for example, in My Zone, player, monster and elemental unit types are unable to cast heal, while only monsters are unable to cast teleport. this variable may also be used to ignore skills from inheritance, for example if My Other Zone disabled a number of skills, including MG_FIREBOLT, in My Zone all of them will be disabled as well, except for MG_FIREBOLT since it is set as NONE. In disabled_items the var following the name (: true or : false) is what allows a zone to override what it inherited, for example if My Other Zone disables a number of items, including Assumptio_5_Scroll, in My Zone all of them will be disabled as well, except Assumptio_5_Scroll since it is as false. A zone may enforce an unlimited number of mapflags on all its maps, by using this sample all maps under My Zone will have Fire Bolt damage increased by 2.5x and Sanctuary will have its duration halved. A unlimited number of maps may be linked to a specific zone through a mapflag '<map name><tab>mapflag<tab>zone<tab><zone name>' Changes The mf_restrict (restrict) was dropped. item_noequip.txt and skill_nocast_db.txt were dropped, replaced by map_zone_db.txt. setmapflag script command was modified to support the new zones. @mapinfo was modified to support the new zones, also modified the formatting and made it include the amount of vendings. Improvements As opposed to item_noequip.txt and skill_nocast_db.txt, map_zone_db.txt supports an unlimited number of zones. map_zone_db.txt implementation surpasses the ones from item_noequip.txt and skill_nocast_db.txt, making item equipping (pc_useitem/status_calc_pc) and skill using (previously skillnotok, now status_check_skilluse) processing much faster and efficient. @mapinfo performance was improved (was doing chat room dbmap lookups without even checking if player was on the map in question) Special Thanks to Muad_Dib <3. to lighta for discussing the feature with me and helping design the unit-based restrictions on skills to Bahmut and Emistry for ideas on how to format the file. to kyeme for feature ideas. Links~! Commit Commit 2 (update) Map Zone Database File
  19. Upvote
    kyeme reacted to malufett in 2013 Ragexe Area   
    some skill testing...







     
     
  20. Upvote
    kyeme got a reaction from Ind in Suggestion in @accinfo   
    Please include the Pin Code No. when using @accinfo commands. Thank youuuuuuuuuuuuuuuuuuuuuu
     
     
    @edit: And also the birthdate of accounts xD
  21. Upvote
    kyeme reacted to Judas in 2013 Ragexe Area   
    Thanks to k3dt for upacking the clients, we have access to 2013-03 where new skills were added. RagexeRE are compiled differently so at the moment, it can't be used unless someone finds a way.
     
    Anyway, this topic is mainly for support in trying to get ragexe working since it seems that it will prove more useful than RagexeRE.
     
    Shows new skill effects ingame:
    View Video
     
     
    2013-03-20 Packet lengths:
    http://pastebin.com/7Qpw31Mk
     
    2013-03-20 Packet DB:
    http://pastebin.com/1hxk83YD (Updated Link as of 04/08/13)
    *Added itemselectwindow that Malufett helped provide
     
     
    2013-03-20 Client w/ Skip Packet Obfuscation Applied:
    Notes ~ Haven't got a chance to disable hshield yet, but everything is laid out (Bare Minimum) for you if you want to test and contribute.
    http://www.sendspace.com/file/2xtqkr
     
    I don't have the translations/translated lub files that rytech has, but here is the 2 new skills in the skill list.
     

     
     
    Problems faced so far:
    ALT+W (For Cart) won't work anymore. I tried last time on RagexeRE, and I assume the same problem on Ragexe. It says prohibit to use in area. (Packet related?)

     
    Method to log in:
    Note: This process is only for testing for now, since the client still needs to be diffed with the necessary patches.
    ragexe.exe -1rag1 /account:sci.xml -t:blah blah server
    (In bat file) where sci.xml is in the data folder
      In mysql, create a new account with no ID/Pass, and set the group_id to 99 to get a gm account
    Reason for this is due to the xml settings and the client isn't fully patched
    You may see in your console, accept account ID(blank) with password(blank)
      When you login, you can login with the blank account and log in with your character
    I had to manually create a character in mysql though, I got "Not Available" in my char select screen
      Once done, login, and you see your character you made. Toggle right and back to your character to login to the account. If you don't, then enter won't do anything.

     
    Over the few days, if no one has done it yet, I'll keep applying some patches to the client so it'll be easier to test
     
    data/sci.xml:
     

    2013-03-20 Hex Strings
    Notes: For me, if you diff with ShinsdiffPatcher the client will no longer work.
    So I think until someone updates it, we just have to manually find/replace.
    Below are the strings that was auto found by the client. [Experimental]
    *Please post a working client with these applied if possible
     
    *Credits for diff strings: k3dt, Ai4rei, GreenGox, Shinyro, diff team
    For Finding hex-strings: Shakto, MStream
      2013_03_20_J: http://supportmii.com/ro1/Clients/2013_03_20_J.7z Contains:
    bat file to login (Since we still need restore login window) Client patched with the above hex strings (Haven't w/ 30k ID or Remove Quake Animation Yet) Empty data folder with sci.xml inside to connect with   In bat file: 2013_03_20_J -1rag1 /account:sci.xml -t:Leon Leon server -> Replace Leon Leon with Yourpassword Yourusername   MStream Diff (Used with WeeDiff Patcher) WIPv1

  22. Upvote
    kyeme reacted to Ind in @autotrade to persist through reboots/crashes   
    this is a planned feature to be built in into hercules, should be added soon.
  23. Upvote
    kyeme reacted to Nameless2you in 2013/03/06 kRO Maintenance   
    Newly introduced mob(s) in Episode 14.3 Part 2:














    New NPC's:
    4_f_runain
    4_f_shalosh
    4_m_roel
    4_energy_black
    4_energy_blue
    4_energy_red
    4_energy_white
    4_energy_yellow




    New BGM:
    http://telefonica.net/web2/ziu/descargas/160.mp3 (Jittering Nightmare (160))



    New Instance map(s):




    Below are things that have been implemented prior to March 6th 2013. (06-03-2013)
    Previous newly introduced mob(s) to Sakray:









    New Skill icon(s):


    Name by order from left to right Dark Crow, Frigg Song, Full Throttle, King's Grace, Offertorium, Rebound, Telekinesis Intense & Unlimit.



    Initial skill translations:
    (These may be very, very wrong, google tends to do that)
    Guillotine Cross

    Dark Crow
    Prereq: Dark Illusion 5
    Max Levels: 5
    Type: Active/damage - Special
    Give an enemy a painful wound for 5 seconds, causing short ranged attacks to deal greater damage to the target.

    [Level 1]: 100% Damage / Melee damage received +30%
    [Level 2]: 200% Damage / Melee damage received +60%
    [Level 3]: 300% Damage / Melee damage received +90%
    [Level 4]: 400% Damage / Melee damage received +120%
    [Level 5]: 500% Damage / Melee damage received +150%

    Ranger

    No Limits
    Prereq: Fear Breeze 5
    Type: Active Buff (Self)
    Tap into the power of the god of hunting and archery to increase the explosive power of ranged attacks for a short time.

    [Level 1]: 1 minute / Increase ranged physical damage by 1.5
    [Level 2]: 1 minute / Increase ranged physical damage by 2
    [Level 3]: 1 minute / Increase ranged physical damage by 2.5
    [Level 4]: 1 minute / Increase ranged physical damage by 3
    [Level 5]: 1 minute / Increase ranged physical damage by 3.5

    Royal Guard

    King's Grace
    Prereq: Reflect Damage 5
    Type: Active Buff
    Bestow royal blessings to the caster and allies around the caster to recover HP and protect against status effects.
    Protects against (or removes?) the following statuses: Poison, Blindness , Frozen, Stone Curse, Stern (?), Sleep , External Bleeding, Curse, Confusion/Chaos, Hallucination, Silence, Burning, Cold-Slower, Crystalize, DeepS leep, Fear, Mandragora Howling

    [Level 1]: Every 5 seconds HP recovered 4%
    [Level 2]: Every 5 seconds HP recovered 5%
    [Level 3]: Every 5 seconds HP recovered 6%
    [Level 4]: Every 5 seconds HP recovered 7%
    [Level 5]: Every 5 seconds HP recovered 8%


    Credits to Ziu, Rytech & Jayed
  24. Upvote
    kyeme reacted to Ind in Reserved slot system   
    Added support in https://github.com/HerculesWS/Hercules/commit/0241d0195558b7e57d2181f2f097cf774a1ef463
  25. Upvote
    kyeme reacted to malufett in Notepad format   
    just configure your github...
    http://wiki.opf-labs.org/display/SP/Configuring+how+line-endings+are+handled+by+git


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