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  1. Past hour
  2. Kori

    open

    You understand the some xd he means new switcher only for the talisman
  3. Today
  4. But who are you to write this? I tagged the developers after some time and because I need their help, you didn't need your superfluous offtopic comment.
  5. Gurgarath

    c++

    I completely agree with you, and you did a great work, respect! To be fair, the reason I focused my attention on serverside and completely ditched clientside was because of the latest gf client. Using the most recent client containing all of the 17.5 updates and newer, I expected client datas to be tested thoroughly and to be bug-free (as it was working already on official server) and then I just tried to remove every mismatch I got between official clientside and my seemingly outdated serverside. By the way, I think the "worked-around" version is on every client having pre 17.5 skilltable and that's why no one had to worry. The bug described in my post seems to occur only on post 17.5 skilltable. I also want to say that this bug occured with matching serverside and clientside skilltable, that's when I started to look into server sources and found the problem I described. Here's how I came up with this fix (or work-around actually). I will try to test about the double computation of the skill as well, but I didn't see it when I tested it at first.
  6. Anix

    open

    Yes. Du riechst so gut. You could copy the shield slot and rename it Pendant instead if you want to. Otherwise you will need to buy the system or use the turkish version which is free but not on this forum.
  7. Reya

    open

    Ich meine damit, da es aktuell über den normalen Switcher läuft, ein extra item dafür zu benutzen in dem Fall : Talisman verstärken oder verzaubern anstatt Gegenstand verstärken /verzaubern
  8. Kori

    open

    Switch? You mean when you have equped one talisman and switch with a other from inventory?
  9. Reya

    open

    Hello Guys, someone have the Pendant System? I want to know how can i change the Item which i can "switch" the talisman in the Source?
  10. Hik

    Anyone having problems with the new pet system? The client crashes during login and does not give any errors.
  11. It doesn't matter, unless the code is flawed in some way (memory leaks/no checks on pointers/etc) your point is invalid. He is trying to change the way a system of a 2004 game works. Rewriting the 10 lines of code that system is made of like a pro won't make up for the hundreds of thousands of lines written by monkeys 16 years ago. If it does the job well, then it's fine.
  12. And why it is badly done may i ask? He can use the “shish kebab” version if he wants to or yours. The code above is doing the same thing without the icons on the top left corner. Why you never made your code public on this community tho?
  13. OtherChoice

    c++

    @Gurgarath Hello, I'm trying to reproduce the bug but I'm working on a "worked-around" source, do you know how this work around was made? EDIT: After a bit of testing, as i was expecting is a client fix made on skilltable.txt. Your solution is also not a real fix, this skill as the majority of them checks on client side for hit collision. So the real problem is in client data inconsistencies in skill range set in skilltable.txt and hit data from skill yongpa(_2,_3,_4).msa. The following are the "actual hitting" ranges, while range in skilltable.txt is the range your character walks up to before casting the skill, so basically those two values have to match. Group Event03 { MotionEventType 4 StartingTime 1.193431 DuringTime 0.200000 EnableHitProcess 1 AttackType 0 HittingType 1 StiffenTime 0.000000 InvisibleTime 0.500000 ExternalForce 0.000000 HitLimitCount 5 CollisionType 4 SphereDataCount 1 Group SphereData00 { Radius 200.000000 Position 0.000000 -200.000000 150.000000 } } Group Event04 { MotionEventType 4 StartingTime 1.445256 DuringTime 0.200000 EnableHitProcess 1 AttackType 0 HittingType 1 StiffenTime 0.000000 InvisibleTime 0.500000 ExternalForce 0.000000 HitLimitCount 5 CollisionType 4 SphereDataCount 1 Group SphereData00 { Radius 200.000000 Position 0.000000 -600.000000 150.000000 } } those hitting spheres are positioned in front of the character at radius distance from you and from the first sphere covering a total distance of 4*radius so 800, I suggest to use this value lowered by a 50 for latency and moving victims, you can fiddle with this value and get the desired result, for skilltable.txt (and skill_proto as well, DB is not used but if you want to add a check serverside for skillrange hacks and such you'd better have consistent data). So with current .msa file settings the correct value for skilltable.txt is 750; hitsphere, however, is noticeably smaller than the dragon head range. Another good solution would be to increase sphere radius to 250 (for each of the 4 msa) and skilltable.txt value to 950. This solution has been tested and works with no double damage computation( @Heathcliff™) and with the default m_me->OnMove(true) function (no need to change source). If you want any further explaination about OnMove usage here do not esitate to ask.
  14. Do not use that. It is badly done.
  15. .Paradox

  16. Heathcliff™

    c++

    That's not bad, but let's walk closer to your target, and use the skill. You will notice, it's triggering twice. Or this was happening only for me?
  17. Yesterday
  18. Gonna try it tomorrow but it looks like it's what i'm looking for, so, thanks!
  19. tierrilopes

    open

    Your freebsd system uses 3.4GB ram? Somethings clearly wrong. I compile it on a 1gb ram machine. Dont compile with other stuff running at same time.
  20. I think this should do it for the permanent dews (char_item.cpp): case ITEM_BLEND: // 새로운 약초들 sys_log(0,"ITEM_BLEND!!"); if (Blend_Item_find(item->GetVnum())) { int affect_type = AFFECT_BLEND; int apply_type = aApplyInfo[item->GetSocket(0)].bPointType; int apply_value = item->GetSocket(1); // int apply_duration = item->GetSocket(2); if (FindAffect(affect_type, apply_type)) { if (item->GetSocket(2) == 1) { RemoveAffectBlend(affect_type, apply_type); item->SetSocket(2, 0); item->Lock(0); } else { ChatPacket(CHAT_TYPE_INFO, LC_TEXT("이미 효과가 걸려 있습니다.")); } } else { AddAffect(affect_type, apply_type, apply_value, 0, 60*60*60*60*60*365, 0, false); item->Lock(1); item->SetSocket(2, 1); } } break; uiInventory.py -> before: self.wndItem.RefreshSlot() add: if itemVnum >= 50821 and itemVnum <= 50826: metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(3)] isActivated = 0 != metinSocket[2] if isActivated: self.wndItem.ActivateSlot(i) else: self.wndItem.DeactivateSlot(i)
  21. IceShiva

    open

    I think that client unpacking requests is not allowed at this forum.
  22. IceShiva

    open

    you can recompile kernel with pae option or use 64bit freebsd and 32bit jail inside your 64bit freebsd, when you'll use jail restriction about memory is omited since you use 64bit kernel. Just search info about "cbsd"
  23. Anix

    open

    Sure. Char_battle.cpp from: // ADD_PREMIUM bool isAutoLoot = (pkAttacker->GetPremiumRemainSeconds(PREMIUM_AUTOLOOT) > 0 || pkAttacker->IsEquipUniqueGroup(UNIQUE_GROUP_AUTOLOOT)) ? true : false; // 제3의 손 // END_OF_ADD_PREMIUM to: bool isAutoLoot = true; https://gyazo.com/e243f6f3ab93e5ba8fd10a667c32271f
  24. Moț

    open

    Nice fix.
  25. Hello, i have probleme when converter, i cant convert common_drop_item, o have error lign 2 phase 6 and i dont know why, because i havent modified this fichier
  26. Hi guys, as you know there are some "systems" which lets you enable and disable the dew, but the problem is that it creates a new dew, which is not "blend". Does any have knowledge how to make the normal dews, to have the "elixir" effect without using those new "dews" which are not item_blend type? like enable/disable? (those 50821-50826). And also, any idea how did rubinum managed to make the pet thing (adding 1 day of life till 200 when it becomes permanent)? the function 199-permanent itself it's interesting how did the make that it automatically goes permanent instead of x time while using same pet. thanks in advance if any would share the 'secrets'
  27. tester12

    open

    #fixed
  28. Anix

    open

    You can activate that for all players including new ones for like 10 years do you know that right? Without changing any code inside the source.
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