Jump to content

xGalardo

Member
  • Posts

    46
  • Joined

  • Last visited

  • Feedback

    0%

Posts posted by xGalardo

  1.  

    You're decreasing the level of security of the packets by using a static key. A man in the middle attack is possible to sniff the players' passwords.

     

    If after enabled you're getting DCs, open protocol.h and change this macro to this:

    #define DEFAULT_PACKET_BUFFER_SIZE (150*1024) //@warme015 prevent dc if there are many entities

    The alternative way would be to call buffer_adjust_size in desc.cpp

    At some point, if your time permits, could you do a full tutorial on how to remove it and the changes needed to avoid problems?

  2. 43 minutes ago, nazox said:

    Yes, you have to use std::pair as @ Dex said, besides, if you have the "Drop info system" you have to adapt the code in item_manager.cpp because you replace that function and use another method in its coding, once I managed to do it but I didn't save backup and I haven't managed to do it since xD! but the few times I tried it, that system was great, by the way, if you have modifications from other systems in item_manager.cpp, item_manager_private_types.h i item_manager_read_tables.cpp try to adapt it, not just replace, and don't forget to add public_tables.cpp in makefile, after that no more modifications required in principle as far as I remember, but try to read the "HowTo.txt" file is very easy to commit problems when editing common_drop, etc.

    After this system will be used, then all drops should be written as e.g.: 30000~30000, so I can't just write an ID of 30000 in mob_drop_item.txt?

    Example:

    Group metinstone
    {
        type drop
        mob 8001
        1 30000~30002 1 100
        2 20000~20000 1 100
    }
    So all IDs should be included so that ~ should be separated?

  3. I have a question: how can I make it so that I can specify subject ids, for example?

    40000~40005

    In this case, I would need the metinstone to drop any of the IDs 40000-40005, but only ever drop one, which is selected by the code. 

    Mob_drop_item example:

    Group Metinstone
    {
        type    drop
        mob    8001
        1    40000~40005    1    200
        2    10    1    200
        3    71084    1    200
        4    71085    1    200
    }

    If someone could write this for me, for money, please send me a private message! Thanks! 

    • Eyes 1
  4. 25 minutes ago, Denizeri24 said:
    bool CClientManager::InitializeItemTable()
    {
    	std::map<int32_t, const char *> localMap;
    	cCsvTable nameData;
    
    	if (!nameData.Load("item_names.txt", '\t'))
    	{
    		fmt::fprintf(stderr, "item_names.txt couldn't be loaded or its format is incorrect.\n");
    		return false; // There's no reason to continue without names for us (i dont like korean)
    	}
    
    	nameData.Next(); // skip the description
    
    	while (nameData.Next())
    	{
    		localMap[static_cast<int32_t>(std::strtol(nameData.AsStringByIndex(0), nullptr, 0))] = nameData.AsStringByIndex(1);
    	}
    
    	cCsvTable data;
    
    	if (!data.Load("item_proto.txt", '\t'))
    	{
    		fmt::fprintf(stderr, "item_proto.txt couldn't be loaded or the format is incorrect \n");
    		return false;
    	}
    
    	data.Next(); // skip first row (descriptions)
    	m_vec_itemTable.resize(data.m_File.GetRowCount() - 1); // set the size of the vector
    	memset(&m_vec_itemTable[0], 0, sizeof(TItemTable) * m_vec_itemTable.size()); // zero initialize
    	auto item_table = &m_vec_itemTable[0];
    
    	for (; data.Next(); ++item_table)
    	{
    		if (!Set_Proto_Item_Table(item_table, data, localMap))
    		{
    			fmt::fprintf(stderr, "Invalid item table. VNUM: %u\n", item_table->dwVnum);
    		}
    
    		m_map_itemTableByVnum.emplace(item_table->dwVnum, item_table);
    	}
    
    	std::sort(std::execution::par, m_vec_itemTable.begin(), m_vec_itemTable.end(), FCompareVnum());
    	data.Destroy();
    	nameData.Destroy();
    	return true;
    }

    There's zero initialization here. So I don't think your fix is needed..

    This post is for those who may have a similar problem. So not you.

  5. 1 hour ago, Ikarus_ said:

    No it is not possible.
    Since I didn't have time to give my best support, I preferred to close the sales and pause my service. If it happens that I have more time then I will reopen sales with new systems (the old ones will now remain closed forever)

    Ok, thanks for your reply, good luck!

  6. Hello! I found an old bug related to regen time.

    Example:

    A 1m respawn monster appears at 9:20, is killed at 9:20:18, so it will reappear at 9:21.
    A 1m respawn monster appears at 9:20, killed at 9:36:45, reappears at 9:37.

    How can this be fixed? I would need it to count the respawn time from death.
     

    This is what I need:

    Example:
    If I kill it at 12:20:15, it should appear at 12:21:15. 

  7. Hello! I'm looking for a solution to a long-standing bug, but I can't remember if I've seen it somewhere.

    The thing is, when you kill monsters, the character name "bounces up and down", SlotHighlight items go crazy, etc.

    Or if you use the switchbot, the hightlight items go crazy too.

    Can anyone give me a baseline on this?

    GIF OF THE ERROR: THIS IS WHAT I MEAN

×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.