Jump to content

Tranquility

Members
  • Content Count

    102
  • Joined

  • Last visited

Posts posted by Tranquility


  1. Finally tested it and it's a yes/no thing.

    Yes I would like the functionality to modify the currency like that script shows there, however I would like to use the original cashshop user interface, located in the rop right to do this.

    The currencies are hard-coded inside source, but when reading the original commit for the cashshop, I was hoping a variable could be added that allows to read a currency set in cashshop_db.conf (in this scenario an itemID).

    Yet defaulting to the cashpoint variable if nothing is specified.

     

    Hopefully this isn't too far fetched of an idea.


  2. Fatal error: Class 'Flux_Security' not found in public_html/modules/itemshop/add.php on line 62

    this error

    That should've been patched back in xantara's CP that was ported to rA/Herc already.

    No clue how to fix it though, see the above suggestion. You could pay someone to look into it if you're stubbornly sticking to what you have now ;p


  3.  

     

    Hello.

     

    i'm using rathena FluxCP with Hercules server and database.

     

    i edited some php files to make items database works,but when i try to add item i get error 500 in my browser i don't know why.

     

    i tried this solution https://github.com/HerculesWS/FluxCP/commit/f3eed0e670eeadb1668d27e4a77987e5d33c943a ,

     

    but It doesn't work.

     

    Help me please.

    You could instead use the Hercules FluxCP to make it work from the get-go. You can find it here: https://github.com/HerculesWS/FluxCP

     

    I cant use Hercules fluxcp,because i'm using them and some add ons

    i don't know how to convert rathena fluxcp to Hercules fluxcp ,i just want to solve this problem

    The modifications to the add-ons might prove more useful & easier than reworking your issue.

    Error 500 doesn't say much, enable debugging and show the whole error.


  4. You'll have to add a delay on when the PK can be turned off. I remember WoW had a similar mechanism where you are 'friendly' towards everyone and flagged for PK once you attacked.

    Afterwards you'd have to wait 5 minutes until the PK flag was allowed to be turned off again.

    Based on that logic, it could be a viable command for the intended purpose.


  5. Hello.

     

    i'm using rathena FluxCP with Hercules server and database.

     

    i edited some php files to make items database works,but when i try to add item i get error 500 in my browser i don't know why.

     

    i tried this solution https://github.com/HerculesWS/FluxCP/commit/f3eed0e670eeadb1668d27e4a77987e5d33c943a ,

     

    but It doesn't work.

     

    Help me please.

    You could instead use the Hercules FluxCP to make it work from the get-go. You can find it here: https://github.com/HerculesWS/FluxCP


  6. Try a good old:

    git stash save && git pull && git stash pop 

    If you wish to update your files, while keeping your own modifications.

    Comitting is saving the status on your computer, until you're pushing it to your repository. So it's safe to do, so you can revert if needed.


  7.  

     

    useless crap

     src/map/atcommand.c | 30 ++++++++++++++++++++++++++++++ src/map/battle.c    |  4 ++++ src/map/pc.h        |  1 + 3 files changed, 35 insertions(+)diff --git a/src/map/atcommand.c b/src/map/atcommand.cindex ff88f2c..16e63c2 100644--- a/src/map/atcommand.c+++ b/src/map/atcommand.c@@ -197,6 +197,35 @@ static inline const char* atcommand_help_string(AtCommandInfo *info) { 	return info->help; } +ACMD(pkmode) {++//	unsigned int tick = iTimer->gettick();++	nullpo_retr(-1, sd);+	+	if( map_flag_vs(sd->bl.m) ) {+		clif->message(sd->fd, "You can only change your PK state on non-PVP maps.");+		return false;+	}++//	if(DIFF_TICK(sd->pk_mode_tick,tick) > 0){ //check the delay before use this command again+//		clif->message(sd->fd, "You cannot turn OFF your PK state twice within just 15 minutes.");+//		return false;+//		}+//else{+	if (!sd->state.pk_mode) {+		sd->state.pk_mode = 1;+		clif->message(sd->fd, "Your PK state is now OFF");+//		sd->pk_mode_tick = tick + 0; //set the delay here+	} else {+		sd->state.pk_mode = 0;+		clif->message(sd->fd, "Your PK state is now ON");+//		sd->pk_mode_tick = tick + 1500000; //set the delay here+	}+//}+	return true;+}+ /*==========================================  * @send (used for testing packet sends from the client)  *------------------------------------------*/@@ -9596,6 +9625,7 @@ void atcommand_basecommands(void) { 		ACMD_DEF(makehomun), 		ACMD_DEF(homfriendly), 		ACMD_DEF(homhungry),+		ACMD_DEF(pkmode), 		ACMD_DEF(homtalk), 		ACMD_DEF(hominfo), 		ACMD_DEF(homstats),diff --git a/src/map/battle.c b/src/map/battle.cindex 1cbc3ba..84eb42f 100644--- a/src/map/battle.c+++ b/src/map/battle.c@@ -6511,6 +6511,8 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f  			if( sd->state.monster_ignore && flag&BCT_ENEMY ) 				return 0; // Global immunity only to Attacks+			if( map->list[m].flag.pvp && sd->state.pk_mode && flag&BCT_ENEMY && s_bl->type != BL_MOB )+				return 0; 			if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma ) 				state |= BCT_ENEMY; // Characters with bad karma may fight amongst them 			if( sd->state.killable ) {@@ -6581,6 +6583,8 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f 						return 0; 				} 			}+				else if(  map_flag_gvg(m) && sd->state.pk_mode && t_bl->type != BL_MOB )+					return 0; 			if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM ) 				return 0; //If you don't belong to a guild, can't target emperium. 			if( t_bl->type != BL_PC )diff --git a/src/map/pc.h b/src/map/pc.hindex 2c8b24a..9d739a9 100644--- a/src/map/pc.h+++ b/src/map/pc.h@@ -205,6 +205,7 @@ struct map_session_data { 		unsigned int standalone : 1;/* [Ind/Hercules <3] */ 		unsigned int loggingout : 1; 		unsigned int warp_clean : 1;+		unsigned int pk_mode : 1; 	} state; 	struct { 		unsigned char no_weapon_damage, no_magic_damage, no_misc_damage;

     

    what does that patch do ?

    I think its bug

     

    and in post#6, somebody already say just use @killable isn't it ?

    The condition should be that both parties are killable, with just using @killable, doesn't mean the other party/person has to be killable to kill the other person.

    With the requested @pk here, you should be able to set PK conditions that count for every player I think.

    Probably a bit like @duel? We might need more specifics ;p


  8. up...

    I'm not entirely sure, but for doing that you might also need to modify the source where the captcha is inserted.

    Personally I'll be interested in implemented "Are You a Human?" type of verification instead of captcha, more fun and harder for bots to crack as far as I know.


  9.  

    Your HP/SP tables are reaching till level 150, and you're level 250 on the screen.

     

    Yeah, I noticed that, but the same applied to other job (no bug found for other jobs).

    and also don't forget:

    // Note: If table index size is smaller than the max level the server will automatically generate the missing index based on the average increase per level.

     

    Try to use search function a bit more often, see here.

    Good luck.


  10.  

    -	script	ksdfkjsdhfksj	FAKE_NPC,{//	set .@range, getbattleflag("area_size");//	getmapxy .@map$, .@x, .@y, 0;//	while ( checkcell( strcharinfo(3), .@x = rand( .@x - .@range, .@x + .@range ), .@y = rand( .@y - .@range, .@y + .@range ), cell_chknopass ) );//	warp .@map$, .@x, .@y;//	end;OnInit:	setitemscript Wing_Of_Fly, "{ set .@range, getbattleflag("area_size"); getmapxy .@map$, .@x, .@y, 0; while ( checkcell( strcharinfo(3), .@x = rand( .@x - .@range, .@x + .@range ), .@y = rand( .@y - .@range, .@y + .@range ), cell_chknopass ) ); warp .@map$, .@x, .@y; }", 0;}
    @@Tranquility

    visible range is set in

    // Visible area size (how many squares away from a player can they see)

    area_size: 14

    btw can anyone link me to the npc sprite ID with names ?

    gonne pin at script support

    because when I put 100 as sprite ID server pump msg says it is depricated soon

     

    EDIT: change -1 into FAKE_NPC

    Such amazing, but I wanted him/her to get into scripting ;p


  11. I just guestimate 30, maybe -+ 12, you can still warp to unwalkable places,

    If you find such spots, modify the walkable areas in BROWEDIT, use WeeMapCache and you've solved that issue too.

    Was just tagging along with the example, I think 17 is the visible range, or you can set it somewhere in config too I thought.

     

    Anyhow, think along that path and it'll work.


  12.  

    getmapxy

    add ~30 to x and y

    warp

    can you please write it in script? im kinda noob xD.. thanks

     

    Script: <asfaskfkjl>

    You could start here in case of lacking knowledge: https://github.com/HerculesWS/Hercules/blob/master/doc/script_commands.txt

    Trial & error is a great master, though takes time.

     

    You could declare a function, to store the getmapxy value(s), for example using ".@location" or the example used in the document that should be readily available ".@mapname$", ".@mapx" & ".@mapy".

    Then you'll need to randomize between the range you're looking for, rand(30) and store that in a variable ".@value_x" & rand(30)  in a second variable ".@value_y".

    Call the random values in your warp statement and use the mapname from getmapxy, add the random values to your mapx & mapy values to teleport them in that range (the on-screen range).

     

    Mess around a little, show us what you got and then we can help you out further. I said this not to be mean, but to help you develop insight in scripting, good luck!


  13. That's why Herc has the plugin system for a part of the missing source additions that other emulators provide.

    Besides having (more?) community contributions, it allows for easier patches.

     

    However, I do agree it can be somewhat frustrating to have to fix everything from scratch.

    But that's why you've got a forum, are able to fix it and do pull requests and discuss the situation so it can be solved relatively quick.


  14. In a way you could also see it like this:

     

    No news, is good news. If people would find bugs, or anything they're dissatisfied with, they WILL let you know. People aren't bothered to provide feedback if it just works, because that lies within their expectations.

    So actually, getting no rep/feedback is good in a way. However, personally it won't feel good as you would like to be acknowledged for the work & effort you've put in.

     

    Keep it up.


  15.  

    If you would use the latest revision of Hercules, you'll need to execute the SQL updates manually on your database.

    Depending on which revision you started, you'll have to start updating/upgrading your database with the files that appear to be missing.

    The possibility is that you didn't modify too many files yet, in that case, you can start with a fresh clone from the Herc repository and add your modifications that way.

     

    What is the latest revision?

    I am using the one from 10/22/2015 5:55PM

     

    And I've been trying to update the sql, but I got a lot of errors from duplicate ID to field doesn't exist, 

    Also I have a question regarding the:

    >> 

     - item_db.sql

     - item_db2.sql

     - item_db_re.sql

     - mob_db.sql

     - mob_db2.sql

     - mob_db_re.sql

     - mob_skill_db.sql

     - mob_skill_db2.sql

     - mob_skill_db_re.sql

     

    From those .sql file, i imported all of them, is that correct?

     

    You only need to import the SQL databases for your server type. Pre-renewal or Renewal. _re files are for renewal servers, the ones without are for pre-renewal.

    I suggest you start over with the installation, once I'm back from work I'll check out if anything is missing in the main script that's causing you to miss all those SQL updates.

     

    If you use main.sql, it should contain the sql_updates up till the latest date, just verified this.

    You should import main.sql & logs.sql into your database. The item_db, mob_db and mob_skill_db are mainly for your control panel as Hercules doesn't utilise this function for servers anymore, a deprecated functionality that remains for web-based purposes.

    Kindly take a look at the Installation of SQL on the Hercules Wiki. It contains all the information you need and how to do it.

     

     


  16. Something like this ? : https://raw.githubusercontent.com/HerculesWS/Hercules/master/doc/sample/npc_trader_sample.txt

     

     

    /* custom npc trader */prontera,153,152,1	trader	TestCustom2	4_F_EDEN_OFFICER,{	OnInit:	tradertype(NST_CUSTOM);	sellitem Red_Potion,2;	end;/* allows currency to be item 501 and 502 */OnCountFunds:	setcurrency(countitem(Red_Potion),countitem(Orange_Potion));	end;/* receives @price (total cost) and @points (the secondary input field for cash windows) */OnPayFunds:	dispbottom "Hi: price="+@price+" and points="+@points;	if( countitem(Orange_Potion) < @points || countitem(Red_Potion) < @price-@points )		end;	delitem Orange_Potion,@points;	delitem Red_Potion,@price-@points;	purchaseok();	end;}

     

     

    I'll get back to this soon, need to verify ;p

    Else I might have to try make a plugin for this, to have the rA cashshop feature with custom currency here too.


  17. Don't forget to add the auraset plugin to "Hercules/src/plugins/makefile.in"

    Now could you do the following in the terminal:

    cd to/your/Herc/Locationmake clean servermake sqlmake plugins

    If you encounter errors, post them here. The lack of the .so file means it isn't being compiled.


  18. Depending on your needs, starting out with OpenVZ can be nice though.

    If you find a reliable hosting company that doesn't oversell their services, else KVM could be nicer if you also plan to toy with making modifications/changing the kernel.

     

    Once you're advancing forward, follow Ossi's advise and get an unmanaged server.

×
×
  • Create New...

Important Information

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