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Analyzed about 13 hours ago. based on code collected about 13 hours ago.
Posted over 7 years ago
Today marks the day we say goodbye to Ind.      It's been a pleasure working with Ind for several years. He has been a great asset to Hercules and the Ragnarok Community over the years. For now, we bid a good farewell to an awesome developer of the ... [More] Ragnarok Community. Ind will be leaving the RO scene for personal reasons, but may come back in the future. Although Ind is leaving Hercules, Hercules will not die. Hercules will now be lead by Haru and I. Myself and the rest of the staff would like to thank Ind for all of his hard work and dedication throughout the RO emulator projects!     ​With this change in mind, there had to be a domain change (herc.ws). The old domain (hercules.ws) will still be available for the time being, but we recommend using herc.ws and changing all your bookmarks. We believe herc.ws was the best way to go for a domain change... pretty much 'cause all other domains were taken, or were too long then what we wanted (i.e. hercules-emu.org). [Less]
Posted over 7 years ago
April & May Digest 2015 The following digest covers the month of April 1st - April 30th 2015 and May 1st - May 31st 2015.    May Digest  Team Changes @Ind has been moved from Administrator to Former Administrator. Please see this topic for more ... [More] details.   Development Highlights Corrected homun. def. growing too much (Commit) Corrected distance check on homun. skills (Commit) Added bonus4 bAddEff to items (Commit) Added log10() functions for usage in scripts (Commit) Added PACKETS for 2015-05-13a (Thanks Yommy!) (Commit) Replaced checkre() calls with constants (Commit) Removed deprecated command: isday(), checkre() Added support for RENEWAL constants in scripts (Commit) Fix typo when setting JoinAnnounce for channels (Commit) Update of script_commands.txt (Commit) Added sanity into LDFLAGS (Commit) Split -fsanitize into multiple steps (Commit)   Database Highlights WoE, Ur, Sapha, Nab, Rogue Treasure's Combo (Commit)    May Statistics During the period there were 97 Commits. Of these 97 commits, 10 included bug-fixes. 13 Commits from Pull Requests In this month, there were 2,581 Additions and 1,536 Deletions.   April Digest  Team Changes None   Development Highlights Allow for plugins to read custom fields: jobdb1 (Commit) Added several source checks: char.c (Commit) init_auction.c (Commit) int_elements.c (Commit) int_guild.c (Commit) and more: int_homoun.c, int_mail.c, int_mercenary.c, int_party.c, int_pet.c, int_quest.c, int_storage.c, inter.c, loginif.c, pincode.c, account_sql.c, ipban_sql.c, login.c, loginlog_sql.c   Scripting Highlights Update bio 4 MvP hunt quest (Commit) Added Kagero / Oboro Quest (Commit) Fixed  Wolchev Labora tory (Commit) Fixed requirements (Commit)   Database Highlights Updated some items to official data (Commit) Added gears and updated scripts (Commit) Added new costumes (Commit) Added new headgears (Commit) Fixed swapped weapon in eden_quest (Commit) Added new Cards (Commit) Updated: More Glast Heim items (Commit) Added new items and updated scripts (Commit)   April Statistics During the period there were 61 Commits. Of these 61 commits, 16 included bug-fixes. 17 Commits from Pull Requests In this month, there were 19,385 Additions and 10,467 Deletions. [Less]
Posted over 7 years ago
February & March Digest 2015 The following digest covers the month of February 1st - February 28th 2015 and March 1st - March 31st 2015.      March Digest  Team Changes None   Development Highlights Add channels.conf option irc_channel_autojoin ... [More] (Commit) Corrected homunculus stats for pre-renewal (Commit) Multiple SC Fixes (Commit) Renewal Updates: (Commit) (Part 2: Commit) -Fixed card bonuses related to to ATK.(Added 'bRaceTolerance'). Thanks Michi for the support. -Fixed Renewal EDP. Special thanks to Awesome Yommy <3 -Enabled 'display_skill_fail' since '/skillfail' is already available in the client -AM_DEMONSTRATION and AM_ACIDTERROR is now using RE formula. -Fixed damage modifiers of some skills. Memory Slasher: Script Parser Boost (Commit) Fixed vending on 2014-10-22 and above (Commit)   Scripting Highlights Fixed Endless Tower Weekly timer (Commit) Eden Quest Updates (Commit) Updated socket_enchant2 NPC (Commit) Added Ninja Weapon and Amor Craftman NPC (Commit) Updated Ninja shop (Commit)   Database Highlights Glast Heim items (Commit) Added Nightmare clocktower items (Commit) Added Temporal boots pack (Commit) Added new gears and updated scripts (Commit) New Costume garments (Commit) New Costumes (Commit) New Footgears (Commit) New Accessories (Commit) New headgears script (Commit) New Shields (Commit) New Weapons (Commit) Thanatos weapon pack (Commit) Added 'Crimson' weapons pack (Commit) Added 'Vicious Mind' weapon pack (Commit) Added shadow equipments db (Commit) Updated item_db with new costumes (Commit)   March Statistics During the period there were 82 Commits. Of these 82 commits, 18 included bug-fixes. 3 Commits from Pull Requests In this month, there were 30,751 Additions and 13,087 Deletions.   February Digest  Team Changes @Wolf has been moved from Script Developers to Int'l Portuguese Moderators.   Development Highlights Skipped translations in minimal (script checker) mode (Commit) Battle config option: check_occupied_cells (Commit) Hercules Ultimate Localization Design (Commit, Topic) Fixed parser issue on direct assignments (Commit) Updated 'delequip' script command (Commit) Fixed prestige formular (Commit) Fixed Sate tracking of dialog window (Commit)   February Statistics During the period there were 28 Commits. Of these 28 commits, 8 included bug-fixes. 1 Commits from Pull Requests In this month, there were 2,539 Additions and 1,096 Deletions. [Less]
Posted over 7 years ago
February & March Digest 2015 The following digest covers the month of February 1st - February 28th 2015 and March 1st - March 31st 2015.      March Digest  Team Changes None   Development Highlights Add channels.conf option irc_channel_autojoin ... [More] (Commit) Corrected homunculus stats for pre-renewal (Commit) Multiple SC Fixes (Commit) Renewal Updates: (Commit) (Part 2: Commit) -Fixed card bonuses related to to ATK.(Added 'bRaceTolerance'). Thanks Michi for the support. -Fixed Renewal EDP. Special thanks to Awesome Yommy <3 -Enabled 'display_skill_fail' since '/skillfail' is already available in the client -AM_DEMONSTRATION and AM_ACIDTERROR is now using RE formula. -Fixed damage modifiers of some skills. Memory Slasher: Script Parser Boost (Commit) Fixed vending on 2014-10-22 and above (Commit)   Scripting Highlights Fixed Endless Tower Weekly timer (Commit) Eden Quest Updates (Commit) Updated socket_enchant2 NPC (Commit) Added Ninja Weapon and Amor Craftman NPC (Commit) Updated Ninja shop (Commit)   Database Highlights Glast Heim items (Commit) Added Nightmare clocktower items (Commit) Added Temporal boots pack (Commit) Added new gears and updated scripts (Commit) New Costume garments (Commit) New Costumes (Commit) New Footgears (Commit) New Accessories (Commit) New headgears script (Commit) New Shields (Commit) New Weapons (Commit) Thanatos weapon pack (Commit) Added 'Crimson' weapons pack (Commit) Added 'Vicious Mind' weapon pack (Commit) Added shadow equipments db (Commit) Updated item_db with new costumes (Commit)   March Statistics During the period there were 82 Commits. Of these 82 commits, 18 included bug-fixes. 3 Commits from Pull Requests In this month, there were 30,751 Additions and 13,087 Deletions.   February Digest  Team Changes @Wolf has been moved from Script Developers to Int'l Portuguese Moderators.   Development Highlights Skipped translations in minimal (script checker) mode (Commit) Battle config option: check_occupied_cells (Commit) Hercules Ultimate Localization Design (Commit, Topic) Fixed parser issue on direct assignments (Commit) Updated 'delequip' script command (Commit) Fixed prestige formular (Commit) Fixed Sate tracking of dialog window (Commit)   February Statistics During the period there were 28 Commits. Of these 28 commits, 8 included bug-fixes. 1 Commits from Pull Requests In this month, there were 2,539 Additions and 1,096 Deletions. [Less]
Posted over 7 years ago
'job_db1.txt' Redesign   What is it? The file has been upgrade to achieve 2 goals: make it easier for us to update the file and for our users to customize it better. The old hp/sp computation has been drop and replace by hp/sp tables. job_db.conf ... [More] Format: Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there) Inherit: ( "Other_Job_Name" ); // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table. InheritHP: ( "Other_Job_Name" );// Base job from which this job will inherit its HP table. InheritSP: ( "Other_Job_Name" );// Base job from which this job will inherit its SP table. Weight: Max Weight (int, defaults to 20000, units in Weight/10) BaseASPD: { // Base ASPD for specific weapon type Fist: 0~200 (int, defaults to 200) Dagger: 0~200 (int, defaults to 200) Sword: 0~200 (int, defaults to 200) TwoHandSword: 0~200 (int, defaults to 200) Spear: 0~200 (int, defaults to 200) TwoHandSpear: 0~200 (int, defaults to 200) Axe: 0~200 (int, defaults to 200) TwoHandAxe: 0~200 (int, defaults to 200) Mace: 0~200 (int, defaults to 200) TwoHandMace: 0~200 (int, defaults to 200) Rod: 0~200 (int, defaults to 200) Bow: 0~200 (int, defaults to 200) Knuckle: 0~200 (int, defaults to 200) Instrumen: 0~200 (int, defaults to 200) Whip: 0~200 (int, defaults to 200) Book: 0~200 (int, defaults to 200) Katar: 0~200 (int, defaults to 200) Revolver: 0~200 (int, defaults to 200) Rifle: 0~200 (int, defaults to 200) GatlingGun: 0~200 (int, defaults to 200) Shotgun: 0~200 (int, defaults to 200) GrenadeLauncher: 0~200 (int, defaults to 200) FuumaShuriken: 0~200 (int, defaults to 200) TwoHandRod: 0~200 (int, defaults to 200) Shield: 0~200 (int, defaults to 0) } HPTable:[ 1, .... 150 ] (int[]) Reference table for base HP per level SPTable:[ 1, .... 150 ] (int[]) Reference table for base SP per level // 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. } Benefit? You can now easily specify a class base weight, base aspd for specific weapon types and HP/SP per level. Lessen redundant entries and good for the eyes.. RE ASPD formula is improved to compatibly(less/no more conversion) accept aegis database. Tools? http://hercules.ws/board/files/file/202-hercules-hpsp-table-generator/ Special Thanks to: Awesome Yommy Best Michi Incredible Ind Nice Beret Links Commit: https://github.com/HerculesWS/Hercules/commit/b59b9d1ab4c5a21081cdd2af126997ed7093d743 File: https://github.com/HerculesWS/Hercules/blob/master/db/re/job_db.conf   [Less]
Posted over 7 years ago
'job_db1.txt' Redesign   What is it? The file has been upgrade to achieve 2 goals: make it easier for us to update the file and for our users to customize it better. The old hp/sp computation has been drop and replace by hp/sp tables. job_db.conf ... [More] Format: Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there) Inherit: ( "Other_Job_Name" ); // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table. InheritHP: ( "Other_Job_Name" );// Base job from which this job will inherit its HP table. InheritSP: ( "Other_Job_Name" );// Base job from which this job will inherit its SP table. Weight: Max Weight (int, defaults to 20000, units in Weight/10) BaseASPD: { // Base ASPD for specific weapon type Fist: 0~200 (int, defaults to 200) Dagger: 0~200 (int, defaults to 200) Sword: 0~200 (int, defaults to 200) TwoHandSword: 0~200 (int, defaults to 200) Spear: 0~200 (int, defaults to 200) TwoHandSpear: 0~200 (int, defaults to 200) Axe: 0~200 (int, defaults to 200) TwoHandAxe: 0~200 (int, defaults to 200) Mace: 0~200 (int, defaults to 200) TwoHandMace: 0~200 (int, defaults to 200) Rod: 0~200 (int, defaults to 200) Bow: 0~200 (int, defaults to 200) Knuckle: 0~200 (int, defaults to 200) Instrumen: 0~200 (int, defaults to 200) Whip: 0~200 (int, defaults to 200) Book: 0~200 (int, defaults to 200) Katar: 0~200 (int, defaults to 200) Revolver: 0~200 (int, defaults to 200) Rifle: 0~200 (int, defaults to 200) GatlingGun: 0~200 (int, defaults to 200) Shotgun: 0~200 (int, defaults to 200) GrenadeLauncher: 0~200 (int, defaults to 200) FuumaShuriken: 0~200 (int, defaults to 200) TwoHandRod: 0~200 (int, defaults to 200) Shield: 0~200 (int, defaults to 0) } HPTable:[ 1, .... 150 ] (int[]) Reference table for base HP per level SPTable:[ 1, .... 150 ] (int[]) Reference table for base SP per level // 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. } Benefit? You can now easily specify a class base weight, base aspd for specific weapon types and HP/SP per level. Lessen redundant entries and good for the eyes.. RE ASPD formula is improved to compatibly(less/no more conversion) accept aegis database. Special Thanks to: Awesome Yommy Best Michi Incredible Ind Nice Beret Links Commit: https://github.com/HerculesWS/Hercules/commit/b59b9d1ab4c5a21081cdd2af126997ed7093d743 File: https://github.com/HerculesWS/Hercules/blob/master/db/re/job_db.conf   [Less]
Posted over 7 years ago
'job_db1.txt' Redesign   What is it? The file has been upgrade to achieve 2 goals: make it easier for us to update the file and for our users to customize it better. The old hp/sp computation has been drop and replace by hp/sp tables. job_db.conf ... [More] Format: Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there) Inherit: ( "Other_Job_Name" ); // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table. InheritHP: ( "Other_Job_Name" );// Base job from which this job will inherit its HP table. InheritSP: ( "Other_Job_Name" );// Base job from which this job will inherit its SP table. Weight: Max Weight (int, defaults to 20000, units in Weight/10) BaseASPD: { // Base ASPD for specific weapon type Fist: 0~200 (int, defaults to 200) Dagger: 0~200 (int, defaults to 200) Sword: 0~200 (int, defaults to 200) TwoHandSword: 0~200 (int, defaults to 200) Spear: 0~200 (int, defaults to 200) TwoHandSpear: 0~200 (int, defaults to 200) Axe: 0~200 (int, defaults to 200) TwoHandAxe: 0~200 (int, defaults to 200) Mace: 0~200 (int, defaults to 200) TwoHandMace: 0~200 (int, defaults to 200) Rod: 0~200 (int, defaults to 200) Bow: 0~200 (int, defaults to 200) Knuckle: 0~200 (int, defaults to 200) Instrumen: 0~200 (int, defaults to 200) Whip: 0~200 (int, defaults to 200) Book: 0~200 (int, defaults to 200) Katar: 0~200 (int, defaults to 200) Revolver: 0~200 (int, defaults to 200) Rifle: 0~200 (int, defaults to 200) GatlingGun: 0~200 (int, defaults to 200) Shotgun: 0~200 (int, defaults to 200) GrenadeLauncher: 0~200 (int, defaults to 200) FuumaShuriken: 0~200 (int, defaults to 200) TwoHandRod: 0~200 (int, defaults to 200) Shield: 0~200 (int, defaults to 0) } HPTable:[ 1, .... 150 ] (int[]) Reference table for base HP per level SPTable:[ 1, .... 150 ] (int[]) Reference table for base SP per level // 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. } Benefit? You can now easily specify a class base weight, base aspd for specific weapon types and HP/SP per level. Lessen redundant entries and good for the eyes.. RE ASPD formula is improved to compatibly(less/no more conversion) accept aegis database. Tools? http://hercules.ws/board/files/file/202-hercules-hpsp-table-generator/ Special Thanks to: Awesome Yommy Best Michi Incredible Ind Nice Beret Links Commit: https://github.com/HerculesWS/Hercules/commit/b59b9d1ab4c5a21081cdd2af126997ed7093d743 File: https://github.com/HerculesWS/Hercules/blob/master/db/re/job_db.conf   [Less]
Posted almost 8 years ago
Hercules Ultimate Localization DesignHello~! - What?!Servers are now able to run under any number of languages, without having any of the default files modifiedDesigned by Haruna and IndTranslating NPCs without editing themBy launching map server ... [More] with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes)A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessaryUsers are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialoguesmap-server.conf has a new setting called default_language where server owners may specify which language should be used as a baseWhen you have a new .po file you want map server to use, add it to db/translations.confEasy to MaintainSince .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in useScript Command MacroBesides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime)Special Thanks toRaizen and Roberto from Cronus, we would not have worked on this if it weren't for themLinks~!CommitEditing Example [Less]
Posted almost 8 years ago
Hercules Ultimate Localization DesignHello~! - What?!Servers are now able to run under any number of languages, without having any of the default files modifiedDesigned by Haruna and IndTranslating NPCs without editing themBy launching map server ... [More] with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes)A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessaryUsers are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialoguesmap-server.conf has a new setting called default_language where server owners may specify which language should be used as a baseWhen you have a new .po file you want map server to use, add it to db/translations.confEasy to MaintainSince .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in useScript Command MacroBesides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime)Special Thanks toRaizen and Roberto from Cronus, we would not have worked on this if it weren't for themLinks~!CommitEditing Example [Less]
Posted almost 8 years ago
Hercules Ultimate Localization DesignHello~! - What?!Servers are now able to run under any number of languages, without having any of the default files modifiedDesigned by Haruna and IndTranslating NPCs without editing themBy launching map server ... [More] with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes)A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessaryUsers are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialoguesmap-server.conf has a new setting called default_language where server owners may specify which language should be used as a baseWhen you have a new .po file you want map server to use, add it to db/translations.confEasy to MaintainSince .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in useScript Command MacroBesides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime)Special Thanks toRaizen and Roberto from Cronus, we would not have worked on this if it weren't for themLinks~!CommitEditing Example [Less]