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Loki Mania

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Posts posted by Loki Mania

  1. Hello, i am trying to edite some sprites, i replace .bmp with Act Editor, save it, but when i try to open, it shows this error:

    Quote

    Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection.

    Full exception:

    --------------          Message          --------------
    Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection.
    --------------        Stack trace        --------------
       em GrfToWpfBridge.Application.DefaultErrorHandler._reportAnyManagedExceptions(String message, Exception exception, ErrorLevel errorLevel)
       em GrfToWpfBridge.Application.DefaultErrorHandler.Handle(Exception exception, ErrorLevel errorLevel)
       em ActEditor.Core.ActEditorWindow._openFromFile(String file)
       em ActEditor.Core.ActEditorWindow._open(TkPath file)
       em ActEditor.Core.ActEditorWindow._miOpen_Click(Object sender, RoutedEventArgs e)
       em System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
       em System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
       em System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
       em System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
       em System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg)
       em System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
       em System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
       em System.Windows.Threading.DispatcherOperation.InvokeImpl()
       em System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(Object state)
       em System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
       em MS.Internal.CulturePreservingExecutionContext.Run(CulturePreservingExecutionContext executionContext, ContextCallback callback, Object state)
       em System.Windows.Threading.DispatcherOperation.Invoke()
       em System.Windows.Threading.Dispatcher.ProcessQueue()
       em System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
       em MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
       em MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
       em System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
       em System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
       em System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
       em MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
       em MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
       em System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
       em System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
       em System.Windows.Application.RunDispatcher(Object ignore)
       em System.Windows.Application.RunInternal(Window window)
       em System.Windows.Application.Run(Window window)
       em ActEditor.GRFEditorMain.Main(String[] args)

    --------------         Exception         --------------
    System.ArgumentException: Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection.
       em System.Buffer.BlockCopy(Array src, Int32 srcOffset, Array dst, Int32 dstOffset, Int32 count)
       em GRF.IO.ByteReader.Bytes(Int32 count)
       em GRF.FileFormats.SprFormat.SprAbstract._readAsBgra32(List`1 rleImages, IBinaryReader reader)
       em GRF.FileFormats.SprFormat.SprAbstract._getImages(Spr spr, IBinaryReader reader, Boolean loadFirstImageOnly)
       em GRF.FileFormats.SprFormat.SprAbstract.GetImages(Spr spr, IBinaryReader reader, Boolean loadFirstImageOnly)
       em GRF.FileFormats.SprFormat.Spr..ctor(Byte[] dataDecompressed, Boolean loadFirstImageOnly)
       em ActEditor.Core.ActEditorWindow._openFromFile(String file)

     

  2. 1 hour ago, TheDerpySupport said:

    That is handled by a mixture of the client packets and the act file; You can look at the skills for hunter to see how the skill tells the falcon where to go but in the end it's the act files that controls how the falcon behaves

    Oh, thnx, i will search for it.

  3. 1 hour ago, Vegas said:

    data\sprite\ÀÌÆÑÆ®

    I know where the sprite is located ,thnx

    3 hours ago, TheDerpySupport said:

    This is done with the sprite's act file of the falcon.

    As far as i know, sprite's act file controls how sprite is animated, i want to know how to control falcon's behavior, like fly in a circle or fly to a specific location.

  4. 13 hours ago, Hurtsky said:

    tested, its working fine. 

    
    -	script	monsterkill	-1,{
    
    	killmonsterall "prontera";
    	end;
    }
    
    morocc,158,89,6	duplicate(monsterkill)	monsterkill#pron	889

     

    You need to test without anyone on prontera map.

    Or you can just try this out:

    -	script	kill_mvps_on_restart	-1,{
    OnInit:
    	sleep 500;  // Slow down script execution slightly.
    	killmonsterall "abbey02";       // Fallen Bishop Hibram
    	killmonsterall "abbey03";       // Beelzebub
    	killmonsterall "abyss_03";      // Detale
    	killmonsterall "ama_dun03";     // Samurai Specter
    	killmonsterall "anthell02";     // Maya
    	killmonsterall "ayo_dun02";     // Lady Tanee
    	killmonsterall "beach_dun";     // Tao Gunka
    	killmonsterall "ein_dun02";     // RSX-0806
    	killmonsterall "gef_dun01";     // Dracula
    	killmonsterall "gef_dun02";     // Doppelganger
    	killmonsterall "gef_fild02";    // Orc Hero
    	killmonsterall "gef_fild10";    // Orc Lord
    	killmonsterall "gef_fild14";    // Orc Hero
    	killmonsterall "gl_chyard";     // Dark Lord
    	killmonsterall "gld_dun01";     // Eddga
    	killmonsterall "gld_dun02";     // Doppelganger
    	killmonsterall "gld_dun03";     // Maya
    	killmonsterall "gld_dun04";     // Dark Lord
    	killmonsterall "gon_dun03";     // Evil Snake Lord
    	// killmonsterall "ice_dun03";  // Ktullanux
    	killmonsterall "in_sphinx5";    // Pharaoh
    	killmonsterall "jupe_core";     // Vesper
    	killmonsterall "kh_dun02";      // Kiel D-01
    	killmonsterall "lhz_dun02";     // Egnigem Cenia
    	killmonsterall "lhz_dun03";     // Assassin Cross Eremes, High Priest Margaretha, High Wizard Kathryne, Lord Knight Seyren, Sniper Cecil, Whitesmith Howard
    	killmonsterall "lou_dun03";     // White Lady
    	killmonsterall "mjolnir_04";    // Mistress
    	killmonsterall "moc_fild17";    // Phreeoni
    	killmonsterall "moc_pryd04";    // Osiris
    	killmonsterall "moc_pryd06";    // Amon Ra
    	killmonsterall "mosk_dun03";    // Zmey Gorynych
    	killmonsterall "niflheim";      // Lord of Death
    	killmonsterall "odin_tem03";    // Valkyrie Randgris
    	killmonsterall "pay_dun04";     // Moonlight Flower
    	killmonsterall "pay_fild11";    // Eddga
    	killmonsterall "prt_maze03";    // Baphomet
    	killmonsterall "prt_sewb4";     // Golden Thief Bug
    	killmonsterall "ra_fild02";     // Atroce
    	killmonsterall "ra_fild03";     // Atroce
    	killmonsterall "ra_fild04";     // Atroce
    	killmonsterall "ra_san05";      // Gloom Under Night
    	killmonsterall "thor_v03";      // Ifrit
    	killmonsterall "treasure02";    // Drake
    	killmonsterall "tur_dun04";     // Turtle General
    	killmonsterall "ve_fild01";     // Atroce
    	killmonsterall "ve_fild02";     // Atroce
    	killmonsterall "xmas_dun02";    // Stormy Knight
    	killmonsterall "xmas_fild01";   // Garm
    	
    
    	end;
    }

    from 

    After that script those mvps are all still alive...

  5. Anyone know why this command

    *killmonsterall "<map name>"{,<type>};
    
    This command will kill all monsters on a specified map name, regardless of how
    they were spawned or what they are.

    isnt working anymore on latest versions of rAthena? I mean, it is only killing monsters on map if there is any player there. Older versions it did it, also with dynamic monsters active...

  6. 47 minutes ago, Pixel said:

    No error.

    Try changing msgstringtable.txt

    btw, if u say it crash also on other private server client/emulator

    - Sometimes the error occurs on any private server as well.

    i realy don't know...

  7. 1 minute ago, Pixel said:

    No, everything is normal, I have already re-created the database, and the problem has continued.

    Oh, another thing I forgot to mention, even in localhost phpmyadmin is quite slow, which was not supposed to happen .. I do not know if this has anything to do with the problem.

    Try this:

    Drop any item on the floor

    When it freezes, open phpmyadmin and click on ur database name

    Check map-server, any error on it?

  8. 1 minute ago, Pixel said:

    It happens in other commands also like @heal, since @lvup, @allskill works normally and when I try to play some item on the floor the same problem occurs.

     

    Langtype is correct

    Did u checked if there is any table crashed on database?

  9. 7 hours ago, Pixel said:
    I have a very critical problem and I have already asked for help from everyone I know who understands ragnarok and nobody can help me, the deal is as follows, I can log normal in the emulator, however when I use @go, @item and @ Warp the char simply hangs, it does not show any error in the emulator, however the char stands still and I can not move.

    This error occurs with all commands ou just those one?

    I got a error like that with all @ commands, fixed it changing langtype in client.info...

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