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Muffins

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  1. is there a way to close the port and to allow it for navicat on my device only except for the firewall, or i just going to have to go for the firewall anyways, because i did added 'BIND_IP = 127.0.0.1' and that didn't really do anything, but it was closed when i added it here: my.cnf
  2. thanks for your reply, i think i tried that before and i got the same error that is not defined or something, i'll try it again and tell you about it. Yes you're right, what i want to do could definitely be implemented more effectively in C++. But at the same time, i don't think it's so complex that it can't be done through a quest, since all i really need is a simple table to store the players ids and track their points, nothing more, Thanks for your reply. i also thought about using sql table at the end, i was like if i didn't find any solution for this one i'll go for the sql table instead.
  3. hello, i have a question regarding the global tables that used in a quest, for example if i want to use a table named: TableTest = { } i tried to initialize it here: when 20355.chat."Initialize Table" begin TableTest = { } TableTest[1] = { name = nil, point = 0, } end now it should be good to be used globally through the quest right ? but when i try to call it let's say if a player killed or left: when 20355.chat."Accept" begin if (TableTest[1].name == nil) then TableTest = { name = pc.getname(), point = 0, } end end when kill begin if pc.get_map_index() == 21 then if (TableTest and TableTest[1].name == pc.getname()) then TableTest[1].point = TableTest[1].point + 1 syschat ("You earned the point.") end end end it won't work it keeps giving me this error: attempt to index global `challenges' (a nil value) i don't why it's not recognize the table for some reason, can someone help pls, thanks.
  4. thanks for your help, i asked an AI about this and it showed me that there can be 2 ways for this. one is by using Packets Firewall, and second is by adding this to my.cnf: bind-address 127.0.0.1 which i did, but that will only accept connection from the localhost so i can login to the game normally but i can't use Navicat anymore. so that means i'll have to go for the firewall instead to add a bypass for my ip address to allow me to connect to the database. is that right ?
  5. thanks for your help, i asked an AI about this and it showed me that there can be 2 ways for this. one is by using Packets Firewall, and second is by adding this to my.cnf: bind-address 127.0.0.1 which i did, but that will only accept connection from the localhost so i can login to the game normally but i can't use Navicat anymore. so that means i'll have to go for the firewall instead to add a bypass for my ip address to allow me to connect to the database. is that right ?
  6. i'm not really an expert on these type of stuff, but my server currently running on VPS. how can i check for that ?
  7. hello guys, i once saw a topic talking about a vulnerability in the database, so to explain this, someone can connect to your db cache server, and also to any account without knowing the password. (attacker must know id from account->account->id) the fix was to block any connection coming to your db port except for localhost. someone also mentioned that adding this: BIND_IP: 127.0.0.1 to your db config will fix this problem. i tried to look for the BIND_IP in my db config but i didn't find it, i think it's an older thing or something that is not required now idk. but my question is, how to actually block any connection coming to the db port to prevent this from happening ?
  8. i know that i can change some codes in: ComputeSkill there are few buff effects in there such as: AFF_HOSIN i can simply replace that to the new effect i think, but what about the other skills that doesn't have that ? like for example: Dragon Roar how can i change it in that function ?
  9. Hello, i have a small question regarding skill effects. i want to know if it's possible to create a potion that changes the skill effect to a new effect. the new effect should apply only to the player who used the potion, but that player can also be able to use this effect on other players (for example, as a buff). how can i do that, please? Thank you!
  10. Hello, thanks for your reply, i'll make it a little bit clearer, is it possible to give players items from the 'db' side ? i'm looking for something similar to these functions in 'game' side: CreateItem AddToCharacter like with its own id, the whole problem is in the id of the item.
  11. Hello, i was wondering, is it possible to use: GetEventFlag in: db/src/ClientManager.cpp is it possible ? if so, can you tell me how to do it ?
  12. i did it like that at first i left it empty i got an error to not leave it empty: char* szDefault; if (!PyTuple_GetString(poArgs, 2, &szDefault)) szDefault = '0'; but i got a new error now: a value of type "char" cannot be assigned to an entity of type "char *"
  13. Hello, what is wrong with this code ? PyObject * cfgGet(PyObject* poSelf, PyObject* poArgs) { unsigned char bType; if (!PyTuple_GetByte(poArgs, 0, &bType)) return Py_BuildException(); char* szKey; if (!PyTuple_GetString(poArgs, 1, &szKey)) return Py_BuildException(); char* szDefault; if (!PyTuple_GetString(poArgs, 2, &szDefault)) szDefault = ""; return Py_BuildValue("s", CPythonConfig::Instance().GetString((CPythonConfig::EClassTypes) bType, szKey, szDefault).c_str()); } i keep getting this error: '=': cannot convert from 'const char [1]' to 'char *' because of this line here: szDefault = "";
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