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Klaus

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  1. The `.diff` function is outdated compared to the example code; just follow the example code, it's complete and functional! If you find any errors, feel free to send them and I'll help.
  2. 1- Monster Movement: - If it kills the character with a normal hit, its movement is updated normally. - If it kills the character with a skill, the client receives the movement and performs it, but "visually" it doesn't update. When I revive the character, the BOSS is "far away," giving the feeling that it teleported. When he kills the character, he just stays still, even after receiving the moveset; it just doesn't update graphically. When I revive it, it updates the position he actually is in.It's a serious problem, because if there are other players, it also gets bugged, and the visuals aren't updated. 2- ENABLE_CANSEEHIDDENTHING_FOR_GM When I'm alive, everything is normal. When the character dies, they disappear (probably due to a DirectX status error or state leak). My client is DirectXEX, and I've been trying to fix it for days without success. I don't necessarily need the fix; if you could explain what path I can follow, I'll try to fix it. Thank you in advance for your attention!
  3. fix color icon guild (The orange icon would turn blue, etc., etc.) m_kMark.m_apxBuf[i] = (uint32_t(A) << 24) | (uint32_t(R) << 16) | (uint32_t(G) << 8) | uint32_t(B); // for m_kMark.m_apxBuf[i] = (uint32_t(A) << 24) | (uint32_t(B) << 16) | (uint32_t(G) << 8) | uint32_t(R);
  4. 1 - When dying to a BOSS skill, the client receives movement packets, but the BOSS's movement doesn't update when walking; it only updates when they stand up, giving the impression that the BOSS was teleported. If dying in a normal hit, this doesn't happen. 1121 18:14:05044 :: DEBUG: Received MOVE from VID 413 while dead! Dist: 1606 1121 18:14:05045 :: DEBUG: StateProcess VID 413 | Queue: 1 | CurTime: 24071637 | DstTime: 24071644 | Diff: -7 1121 18:14:05062 :: DEBUG: StateProcess VID 413 | Queue: 1 | CurTime: 24071654 | DstTime: 24071644 | Diff: 10 * On both my screen and the observer's screen, the BOSS remains motionless. When I stand up or an observer teleports (after the BOSS kills me), it moves normally. It seems the problem occurs whenever it kills the character with a skill. * The packet for movement is initially received, however, it appears to be ignored. * I don't remember when this bug appeared. I recently updated DirectX 9EX and changed the synchronization settings, as suggested in this post ( I've already tested this synchronization update, but the bug persists even with a normal system.
  5. Anyone experiencing state leak issues upon death? (Monster movement, general effects, return to normal upon standing)
  6. Awesome! One question, wasn't this removed for performance or security reasons? (It looks really bad without the title, haha) =D
  7. AI-generated code, untested, but serves as an example. void CHARACTER::RewardBossParticipants(int iMinPercent, DWORD dwItemVnum, int iItemCount) { if (!IsMonster() || !IsAggressive()) // Só boss agressivo return; int iMinDamage = GetMaxHP() * iMinPercent / 100; for (TDamageMap::iterator it = m_map_kDamage.begin(); it != m_map_kDamage.end(); ++it) { LPCHARACTER ch = CHARACTER_MANAGER::instance().Find(it->first); if (!ch || !ch->IsPC()) continue; if (it->second.iTotalDamage >= iMinDamage) { ch->ChatPacket(CHAT_TYPE_INFO, "Você participou da morte do BOSS."); if (dwItemVnum > 0 && iItemCount > 0) ch->AutoGiveItem(dwItemVnum, iItemCount); } } } int pc_reward_boss_participants(lua_State* L) { LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr(); if (!ch) return 0; int minPercent = luaL_checknumber(L, 1); DWORD itemVnum = luaL_checknumber(L, 2); int itemCount = luaL_checknumber(L, 3); ch->RewardBossParticipants(minPercent, itemVnum, itemCount); return 0; } { "reward_boss_participants", pc_reward_boss_participants },quest boss_reward_example begin state start begin when kill with npc.get_race() == 1093 begin -- Exemplo: BOSS Dragão Azul pc.reward_boss_participants(10, 50011, 1) -- 10% de dano ou mais, recompensa: 1x item 50011 end end end
  8. Perfect! Question: after teleporting, time is frozen until OnUpdate is called. When teleporting, wouldn't it be interesting to reset the currentTime variable so that time continues to run visually?
  9. This fix is only for the error "operator(): CFuncShoot: I don't know this type [107] of range attack." in the "CFuncShoot" function. Taking two damage is another problem.
  10. It worked, it hits 15 entities, which is IMaxHit, and without errors. I was intrigued because all the files are the "normal" ones, without any changes, including skill_proto. I checked with other files and they were exactly the same. And in the normal file, there is no declaration of the skill in CFuncShoot. I thought it could be some other problem. Thank you very much for your contribution! case SKILL_BYEURAK: // fix skill vnum 107 { m_me->OnMove(true); pkVictim->OnMove(); if (pkVictim->CanBeginFight()) pkVictim->BeginFight(m_me); sys_log(0, "%s - Skill %d -> %s", m_me->GetName(), m_bType, pkVictim->GetName()); //m_me->ComputeSkill(m_bType, pkVictim); // fix double dn } break; or in char_skill.cpp, comment on this part: // else if (dwVnum == SKILL_BYEURAK) // ComputeSkill(dwVnum, pkVictim);
  11. syserr operator(): CFuncShoot: I don't know this type [107] of range attack. operator(): CFuncShoot: I don't know this type [107] of range attack. operator(): CFuncShoot: I don't know this type [107] of range attack. operator(): CFuncShoot: I don't know this type [107] of range attack. (...) operator(): CFuncShoot: I don't know this type [107] of range attack. 107 Summon Lightning 4 1 1 0 HP -((40 + 4*lv + (13*iq+7*mwep+number(iq*5,iq*16))*ar*k)*1.3) 50+150*k 18 -((40 + 4*lv + (13*iq+7*mwep+number(iq*5,iq*16))*ar*k)*1.3) ATTACK,SPLASH,ATTACK_STUN NONE 50+1000*k/6 5 50+150*k 0 0 MAGIC 15 0.8 1500 400 Situation: Skill "SKILL_BYEURAK", number 107 (it happens with others, less frequently), is an area skill, and can reach up to 15 entities, but if it exceeds this limit, it causes these errors in syserr. I've checked everything and couldn't find the problem. Is this problem normal or is it a failure in the skill processing? Has anyone experienced this and know how to proceed? Thanks in advance for your attention!
  12. Icons work fine, they disappear when the effect ends, but the time "x minutes remaining", sometimes it works, other times it gets "stuck", I've checked everything, does anyone have any idea what's causing it? When time gets stuck, if you teleport for example, it updates and gets stuck again. *When you teleport, time gets stuck.
  13. What is the best option to add automatic Pick UP, considering the filter system?
  14. Instead of making changes to the tutorial, can you just add Deform to the function? I couldn't, if anyone can help.
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