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Zonni

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Zonni last won the day on January 5 2015

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  1. I just recompiled whole source & quest and this works without any problem ^^ btw. i think you should correct your tabs (sorry, i know i give to you badly format of code but i haven't so much time to correct whitespaces) void CQuestManager::Dead(unsigned int pc, unsigned int npc) { PC * pPC; sys_log(0, "CQuestManager::OnDead QUEST_DEAD_EVENT (pc=%d, npc=%d)", pc, npc); if ((pPC = GetPC(pc))) { if (!CheckQuestLoaded(pPC)) return; m_mapNPC[npc].OnDead(*pPC); if (m_mapNPC[QUEST_NO_NPC].OnDead(*pPC)) return; } else sys_err("QUEST: no such pc id : %d", pc); } should work.
  2. questmanager.cpp - in bool CQuestManager::Initialize() add m_mapEventName.insert(TEventNameMap::value_type("dead", QUEST_DEAD_EVENT)); - add void CQuestManager::Dead(unsigned int pc, unsigned int npc) { PC * pPC; sys_log(0, "CQuestManager::OnDead QUEST_DEAD_EVENT (pc=%d, npc=%d)", pc, npc); if ((pPC = GetPC(pc))) { if (!CheckQuestLoaded(pPC)) return; m_mapNPC[npc].OnDead(*pPC); if (m_mapNPC[QUEST_NO_NPC].OnDead(*pPC)) return; } else sys_err("QUEST: no such pc id : %d", pc); } quest.h [second enum] (add after QUEST_ITEM_INFORMER_EVENT,) QUEST_DEAD_EVENT, questnpc.h bool NPC::OnDead(PC & pc) { if (m_vnum) return HandleEvent(pc, QUEST_DEAD_EVENT); else return HandleReceiveAllEvent(pc, QUEST_DEAD_EVENT); } char_battle.cpp in CHARACTER::Dead add if(pkKiller && IsPC()) { pkKiller->SetQuestNPCID(GetVID()); quest::CQuestManager::instance().Dead(GetPlayerID(), pkKiller->GetPlayerID()); } sorry for format but it should work if you add missing functions in .h files btw. that's not my work, anyway it's really easy to create events like this.
  3. @Benhero says good thing, something doesn't show up. Did you checked the horse_level is initialized? You know, this is extraordinary bug, and you must do this while you changing something in source. Good practice is making backup of files (if you want some batch script just tell) because you can easily check what you do wrong. Anyway, i tell you what you must do. 1. Check how horse_stamina binding to your horse from database to last function which give this information to client. Check everything, every function, every variable, just as i said, everything. (in this way you'll learn how this made, i recommend to you to use rubber duck debugging (if you don't know what is this - [Hidden Content] ) 2. Repeat this steps but with horse_level, check everything. you figure out what's wrong, but this take some time. Sorry, there isn't easy way to figure out, nobody without your source don't want to help you, someone can help you via TeamViewer of course but... cost, you know how it works. Even better is to figure out by yourself because you can learn something
  4. Nope, just height.raw doesn't unpack, all files from the other .epk unpacks right.
  5. Grab it from the ogher one server ex. WoM (they have same keys as global), but in their files this patches are unprotected (i'm preety sure, you'll unpack DC without problems ^^). In other way, you can use files from this package. [Hidden Content] As far as I remember i can't unpack height.raw from DC too and i used this files from archive which i post up. I don't know wy, but ScriptStealer can't extract height from DC. Link source: [Hidden Content]
  6. Omg, someone's still using 2089 O.o I think you mess something in client ^^ Check steps what you've done in editing root or something
  7. Ok, you can hook pvp command function and make this command work as you want. Easier? No, but this isn't hard.
  8. @Endymion, you're right because attacker uses account_id from his server, and if doesn't match with attacked server it's creating new char on attacked server but using account_id from attacker server. This is madness, any person doesn't want to have similar situation on server so protect your DB port via IPFW (if you're using more than one dedicated server) or Endymion's method (if you have only one dedicated server).
  9. Please, move this post into right pinned topic. Name: I don't know how to name it. Sub-server maybe? Release date: I discovered this in 2010. Affects: all game revisions Symptoms: It won't show. You can discover this only via reading config and looking for unknown IP. Causes: Someone can connect to your db cache server. Can login without know password into everyone's account (attacker must know id from account->account->id). Attacker uses login&password from his own server, but he's logging into victim account. Attacker can do whatever he/she want (login into GM account too). Fix: Reject all connections to your DB port. Every connections except localhost (if you haven't other servers which must connect into this port). Actually is harder to make this work because mess with packets but it's still possible if someone don't take off db port from public.
  10. U can't. No one released tool for this yet.
  11. I think SageThumbs will be good to mark on this list, it show thumb for all kind of graphic file. [Hidden Content]
  12. SELECT COUNT(*) as count FROM player.player WHERE DATE_SUB(NOW(), INTERVAL 10 MINUTE) < last_play;Omg... I'm using this... in 2009
  13. I would apreciate if you tell me how to rezolve this bug . Thanks in advance. Don't allow to set affect on player twice (after use skill), you can leave only the player allow to extend his skill time or whatever you want. char_skill.cpp i think
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