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Phenomena

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    www.ragnarok.by

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    onlymgk

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  1. This is official languages and they do not make sence in-game until you will use @font command in game. Try to use it.
  2. Thank you for your replay, where I can read about GameGuard ( or you mean Gepard Shield )?
  3. Ragnarok Online Official Fonts 1. You must use language type in your clientinfo.xml ( 0 or 1 ) 2. You must have this files in your game client
  4. Hello community! I have one question about the topic name above: I tried to use Cydh patch for rAthena to update server with harmony: https://rathena.org/board/topic/101433-harmony-manual-install-for-latest-rathena/?p=282731 It's works fine until rAthena February 2016, after that rAthena changed something in core.c in function int main (int argc, char **argv)... I tried to find somthing with compare but i don't. So the problem is: Line 361: socket_init(); Line 363: do_init(argc,argv); After uploading Harmony the Line 362 should be: harmony_core_init(); so the final looking: Line 361: socket_init(); Line 362: harmony_core_init(); Line 363: do_init(argc,argv); And this makes server Segmentation Fault redirecting to cli.c to function get_cli_option.... This is harmony_core_init function: void harmony_core_init() { int *module_version; void (*module_init)(); if (!harmony_load_module(HARMCODEFILE)) { ShowFatalError("Unable to load Harmony module.\n"); exit(EXIT_FAILURE); } module_version = (int*)harmony_get_symbol("version"); if (!module_version) { ShowFatalError("Unable to determine Harmony version.\n"); exit(EXIT_FAILURE); } if (*module_version != HARMSRV_VERSION) { ShowFatalError("Invalid Harmony version! Expecting %d, have %d.\n", HARMSRV_VERSION, *module_version); ShowFatalError("Did you forget to recompile after updating?\n"); exit(EXIT_FAILURE); } ShowStatus("Harmony Version: %d.%d.%d\n", HARMSRV_VERSION_MAJOR, HARMSRV_VERSION_MINOR, HARMSRV_VERSION_PATCH); harm_funcs = (struct HARMSRV_HARM_FUNCS*)harmony_get_symbol("harm_funcs"); ea_funcs = (struct HARMSRV_EA_FUNCS*)harmony_get_symbol("ea_funcs"); module_init = (void(*)())harmony_get_symbol("Init"); if (!harm_funcs || !ea_funcs || !module_init) { ShowFatalError("Invalid harmony module exports.\n"); exit(EXIT_FAILURE); } ea_funcs->alloc = crt_alloc; ea_funcs->free = crt_free; ea_funcs->exit = crt_exit; ea_funcs->fopen = crt_fopen; ea_funcs->fclose = crt_fclose; ea_funcs->fread = crt_fread; ea_funcs->fgets = crt_fgets; ea_funcs->harm_msg = harm_msg; ea_funcs->harmsrv_abnormal_error = harmony_abnormal_start; ea_funcs->ea_fd2harmsession = ea_fd2harmsession; ea_funcs->ea_tick = ea_tick; ea_funcs->timer_add = ea_timer_add; ea_funcs->timer_del = ea_timer_del; ea_funcs->socket_disconnect = ea_socket_disconnect; ea_funcs->socket_send = ea_socket_send; harm_timer = idb_alloc(DB_OPT_BASE); module_init(); harm_funcs->init(); } Looks like problem with unload memory....
  5. Use command @showrate to enable or disable it.
  6. No, you don't understand my question at all. I mean, it doesn't matter what type of currency you are using, it can be neither #VARIABLES or ITEM_ID. The point is: if your currency LOWER then your ZENY value (i don't understand sense of making this behavior for public...) you can't buy items, again: You have shop with currency #VARIABLE, you will pay for goods with #VARIABLE, BUT!!! and again BUT if your ZENY LOWER then price of the item - you will never buy it. It's looks like additional checking for a ZENY, but after purchase you will lose only your currency, not zeny. Btw, maybe it's not a script bug, but it's a source bug, so i asking moderate team redirect this topic to source section or in a bug list. Thank you!
  7. If your ZENY parameter lower than VALUE for purchase in itemshop, pointshop you will never buy an item and message like "You don't have enough Zeny..." will always appear. prontera,156,181,4 script Testing Shop 900,{ callshop "testing_shop",1; end; } - pointshop testing_shop -1,#TESTINGVAR,501:1,502:5,503:10,504:15 For example: Your game character has 100 #TESTINGVAR point. As you can see, all prices below your character's #TESTINGVAR value. Modulating: Your character has 0 Zeny:You cannot buy any item from shop list Your character has 5 Zeny:You can buy only items 501 and 502 from shop list Your character has 20 Zeny:You can buy all items from shop list Is any ways to fix it or it's src bug with permanent issue? Thank you!
  8. Working, trying to combine many time, need more time to test, thank you Sir!
  9. Not exactly what i mean... 1. We setup .array_list with VALUES: 1, 2, 3, 4, 5; 2. We generate random VALUE for .random_variable : could be from 1 to 4; 3. We processing with for( condition ) { statement } and SETUP "Variable_" + .@a with RANDOM value from .array_list : for example 1; 4. We continue do for( condition ) { statement } UNTIL we will have number of "Variable_" + .@a that equal to .random_variable 5. MAIN POINT: "Variable" + .@a is not repeatable, AGAIN: Variable_0 - one value; Variable_1 - different value IS NOT EQUAL to Variable_0; Variable_2 - different value IS NOT EQUAL to Variable_1 AND IS NOT EQUAL to Variable_0; Again: all Variable_X are unique... Thank you again!
  10. setarray .array_list[0], 1, 2, 3, 4, 5; set .random_variable, rand( 1,4 ); for( set .@a, 0; .@a < .random_variable; set .@a, .@a + 1 ) { setd( "Variable_" + .@a ), .array_list[ rand( getarraysize( .array_list) ) ]; mes "" + getd( "Variable_" + .@a ) + ""; } How to make non-repeatable "Variable_" + .@a for example if .random_variable > 1: if .random_variable == 4: Variable_1 != Variable_2, Variable_1 != Variable_3, Variable_1 != Variable_4, Variable_2 != Variable_3, Variable_2 != Variable_4, Variable_3 != Variable_4 Is this possible to check it inside for( condition ) { statement }? Thank you for any advises!
  11. Oh, Sir E M I S T R Y, i missed this function, should re-read script_commands.txt Thank you Sir, I will try to do this! Update 1.0: Works fine, thank you again! Update 2.0: to get this value should i use getd? Looks like: " + getd( ".activate_aid_"+ strnpcinfo(2) ) + " will print getcharid(3)? Update 3.0: looks like working, thank you again!
  12. Hello dear community! I have a small question about variable: is it possible to make a floating npc variable? Example of script: - script Activation Stone#0::testnpc 1905,{ // lines... // Trying to make .activate_aid_<HIDDEN NPC NUMBER>... set .activate_aid_"+ strnpcinfo(2), getcharid(3); <<< ERROR... // lines... end; } location,x,y,r duplicate(testnpc) Activation Stone#1 1905 location,x,y,r duplicate(testnpc) Activation Stone#2 1905 location,x,y,r duplicate(testnpc) Activation Stone#3 1905 location,x,y,r duplicate(testnpc) Activation Stone#4 1905 location,x,y,r duplicate(testnpc) Activation Stone#5 1905 location,x,y,r duplicate(testnpc) Activation Stone#6 1905 location,x,y,r duplicate(testnpc) Activation Stone#7 1905 location,x,y,r duplicate(testnpc) Activation Stone#8 1905 Thank you for advising or helping solve this trouble!
  13. No, direct NPC Sprite names not working in script system, only in he*mul.
  14. Use ShinsDiffPatcher. Just open in DiffPatcher exe, and follow steps on picture below:
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