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Han25

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Posts posted by Han25

  1. This has no solution, It is caused by some bot crawling and trying to brute force your system but since yhey cannot get their way in this is the result. However you can restart your vnc or everything, just login to your root and execute sudo 'shutdown -r now'  and you're good to go but this is annoying indeed if you're monitoring your server for some errors and map-crash.

    • Upvote 1
  2. Can someone identify this cause of map-crash? I tried to reproduce this with going on an instance dungeon(Sealed Shrine.) and left the party during the instance.

    For help, type "help".
    Type "apropos word" to search for commands related to "word"...
    Reading symbols from map-server...
    [New LWP 3178]
    [Thread debugging using libthread_db enabled]
    Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
    Core was generated by `./map-server'.
    Program terminated with signal SIGSEGV, Segmentation fault.
    #0  0x000055d4132e13b1 in instance_destroy (instance_id=1) at instance.cpp:664
    664                             map_foreachinallarea(instance_npcdestroy, im->map[i]->m, 0, 0, mapdata->xs, mapdata->ys, BL_NPC, im->map[i]->m);
    (gdb) bt full
    #0  0x000055d4132e13b1 in instance_destroy (instance_id=1) at instance.cpp:664
            mapdata = 0x0
            im = 0x55d41356faa0 <instance_data+64>
            sd = 0x0
            pd = 0x7f0a94641ec4
            gd = 0x0
            cd = 0x0
            i = 0
            type = 1
            now = <optimized out>
            mode = IM_PARTY
            __FUNCTION__ = "instance_destroy"
    #1  0x000055d4132e18bc in instance_delete_timer (tid=<optimized out>,
        tick=<optimized out>, id=<optimized out>, data=<optimized out>)
        at instance.cpp:96
    No locals.
    #2  0x000055d413248629 in main ()
    No symbol table info available.

    But it doesn't crash the server, Tested it several times.

  3.     warp .map$, .challenger_coord[0], .challenger_coord[1], .Challenger_cid;
        warp .map$, .challengee_coord[0], .challengee_coord[1], .Challengee_cid;

     

     

    This lines are from pajodex's pvp wager match, but i guess there is a problem with my svn tho i know that my svn is outdated however i  just want to know if there's an alternative way to use instead of this one? i got this error 

     

     

    1234.PNG

  4. @Capuche hello sir? would you please check this post again, i'm kinda interested on having this kind of script but with more options like, if its possible if only the active castle will be registered during woe time? like we can have the rest of maps in the arrays but it wont count except the active one.

     

    TIA

  5. excusme sir . i want to introduce my self . my name is erick . im newbie in this rathena . i wanna make offline server for my private game on my home.

    i want to tell you all of master of rathena . i get problem . and i dont know what happen .

     

    my custom is work . but if i alt + Q that ERROR . you can see at my screenshot . attachicon.gifscreeneAthena000.jpg

    And Work Too if  I Drop item Into the floor . not EROR but if ALT Q is Eror T_T

     

    i dont know what problem in my custom item . are my custom is broken or not ??

     

     

        [ACCESSORY_IDs.ACCESSORY_Blade_of_Dragon] = "_Blade_of_Dragon",

     

        ACCESSORY_Blade_of_Dragon = 1507,

     

    25007#

    ^008000[ Blade of Dragon ]^000000

    Item description coming soon~

    Class :^777777 Headgear^000000

    Defense :^777777 0^000000

    Equipped On :^777777 Lower^000000

    Weight :^777777 10^000000

    Required Level :^777777 200^000000

    Applicable Job :^777777 Every Job^000000

    #

     

    25007#Blade of Dragon#

     

    25007#Blade_of_Dragon#

     

    25007,Blade_of_Dragon,Blade of Dragon,5,5,0,10,,0,,1,0xFFFFFFFF,7,2,1,,200,1,1507,{},{},{}

     

     

    [25007] = {

            unidentifiedDisplayName = "Accessory",

            unidentifiedResourceName = "Blade_of_Dragon",

            unidentifiedDescriptionName = {

                "Unidentified item, can be identified with [Magnifier].",

            },

            identifiedDisplayName = "Blade of Dragon",

            identifiedResourceName = "Blade_of_Dragon",

            identifiedDescriptionName = {

                "^008000[ Blade of Dragon ]^000000",

                "~Item description coming soon~",

                "Class :^777777 Headgear^000000",

                "Defense :^777777 0^000000",

                "Equipped on :^777777 Lower^000000",

                "Weight :^777777 10^000000",

                "Required Level :^777777 200^000000",

                "Applicable Job :^777777 Every Job Except Novice^000000",

            },

            slotCount = 1,

            ClassNum = 1507

        },

     

     

    ¿©Blade_of_Dragon.spr

    ¿©Blade_of_Dragon.act

    ³²Blade_of_Dragon.spr

    ³²Blade_of_Dragon.act

    Blade_of_Dragon.spr

    Blade_of_Dragon.act

    Can you explain me what happen in my custom item ? are broken or not ?

    Thanks Master , I hope The Best Answer .

     

    Thank You

     

     

    i guess this is your problem idk but i just noticed this.

     

    ¿©Blade_of_Dragon.spr

    ¿©Blade_of_Dragon.act

    ³²Blade_of_Dragon.spr

    ³²Blade_of_Dragon.act

     

    you're missing the underscore here

    ¿©_Blade_of_Dragon.spr

     

    try renaming those male and female sprite i mean adding the underscore for each file. 

  6.  

     

     

     

     

    Try replacing:

    sd->status.skill[85].flag = SKILL_FLAG_PERMANENT;
    

    into:

    sd->status.skill[85].flag = SKILL_FLAG_TEMPORARY;
    

    actually, i did that already alot of times. but still nothing changed at all still cannot cast on to the ground

     

     

    Or i guess you put it on the wrong line, mine worked in 2nd try by putting it under this line:

    			//Link Bard skills to dancer.
    			else {
    				if( sd->status.skill[i].lv < 10 )
    					continue;
    				sd->status.skill[i-8].id = skill_id - 8;
    				sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
    				sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
    			}
    		}
    	}
    

    So that'll be like this:

    			//Link Bard skills to dancer.
    			else {
    				if( sd->status.skill[i].lv < 10 )
    					continue;
    				sd->status.skill[i-8].id = skill_id - 8;
    				sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
    				sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
    			}
    		}
    	}
    
    	if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_STAR ) {
    		sd->status.skill[85].id = 85;
    		sd->status.skill[85].lv = 10;
    		sd->status.skill[85].flag = SKILL_FLAG_TEMPORARY;
    	}
    

    Try that one.

     

    tried it and it doesn't work, where did u test it? in the latest version? currently im doing it on the latest version.

     

     

    Oh i see, sorry dunno what's wrong now, dunno my version since it does not show on my map-server but I've downloaded this like 5 - 6 months ago.

     

    np, 

  7.  

     

     

    Try replacing:

    sd->status.skill[85].flag = SKILL_FLAG_PERMANENT;
    

    into:

    sd->status.skill[85].flag = SKILL_FLAG_TEMPORARY;
    

    actually, i did that already alot of times. but still nothing changed at all still cannot cast on to the ground

     

     

    Or i guess you put it on the wrong line, mine worked in 2nd try by putting it under this line:

    			//Link Bard skills to dancer.
    			else {
    				if( sd->status.skill[i].lv < 10 )
    					continue;
    				sd->status.skill[i-8].id = skill_id - 8;
    				sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
    				sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
    			}
    		}
    	}
    

    So that'll be like this:

    			//Link Bard skills to dancer.
    			else {
    				if( sd->status.skill[i].lv < 10 )
    					continue;
    				sd->status.skill[i-8].id = skill_id - 8;
    				sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
    				sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
    			}
    		}
    	}
    
    	if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_STAR ) {
    		sd->status.skill[85].id = 85;
    		sd->status.skill[85].lv = 10;
    		sd->status.skill[85].flag = SKILL_FLAG_TEMPORARY;
    	}
    

    Try that one.

     

    tried it and it doesn't work, where did u test it? in the latest version? currently im doing it on the latest version.

  8.  

     

     

    	if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_STAR)
    		{
    			sd->status.skill[85].id = 85;
    			sd->status.skill[85].lv = 10;
    			sd->status.skill[85].flag = SKILL_FLAG_PERMANENT; 
    

    the skill "85 LOV" was showing under skill tree, but you can't use it. not unless you will perform a reloadskilldb.

     

    TIA.

     

     

    Is that the whole src code you modified for that line?

     

    what do you mean? i got those piece of code somewhere provided by i forgot the name.. but this piece of code is working before.. but up to the latest version of rA now, it is not working anymore..

     

     

    So which line did you put this under skill.c?

     

    it's under pc.c below this line

    pc.c

    			switch (sk_id) {
    				case NV_TRICKDEAD:
    					if( (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE ) {
    						sd->status.skill[i].id = 0;
    						sd->status.skill[i].lv = 0;
    						sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
    					}
    					break;
    			}
    		}
    	}
    	
    	if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_STAR ) {
    		sd->status.skill[85].id = 85;
    		sd->status.skill[85].lv = 10;
    		sd->status.skill[85].flag = SKILL_FLAG_PERMANENT;
    	}
    
  9.  

    	if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_STAR)
    		{
    			sd->status.skill[85].id = 85;
    			sd->status.skill[85].lv = 10;
    			sd->status.skill[85].flag = SKILL_FLAG_PERMANENT; 
    

    the skill "85 LOV" was showing under skill tree, but you can't use it. not unless you will perform a reloadskilldb.

     

    TIA.

     

     

    Is that the whole src code you modified for that line?

     

    what do you mean? i got those piece of code somewhere provided by i forgot the name.. but this piece of code is working before.. but up to the latest version of rA now, it is not working anymore..

  10. no one has a clue where to get this working? bumping again :D

    note: actually im not just waiting here trying to get an answer from someone who knows this but, yes im also figuring out it myself what really happen why this code isn't working anymore.. (some of skills are working like attack skills(not magic ones or buff ones.) ) or does this affect with the updates on INF2_AUTOSHADOWSPELL not very sure cause i tried some svn does have this update aswell but it works on other svn with the updates of INF2_AUTOSHADOWSPELL so i guess INF2_AUTOSHADOWSPELL has nothing to do with this.. p.s im kinda desperate to fix this. HELP PLS THANKS in advanced.

  11. 	if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_STAR)
    		{
    			sd->status.skill[85].id = 85;
    			sd->status.skill[85].lv = 10;
    			sd->status.skill[85].flag = SKILL_FLAG_PERMANENT; 
    

    the skill "85 LOV" was showing under skill tree, but you can't use it. not unless you will perform a reloadskilldb.

     

    TIA.

  12. seems like the old code used at the lov and parrying doesn't support on the latest rev, having also the same problem. 

     

     

    NOTE: applying another skill like bowling bash works pretty well, but applying a magical skill won't work anymore. not unless u do @reloadskilldb u will be able to use it temporary, as long as u still have soul link.


    	if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_STAR)
    		{
    			sd->status.skill[85].id = 85;
    			sd->status.skill[85].lv = 10;
    			sd->status.skill[85].flag = SKILL_FLAG_PERMANENT; 
    

    bump, seems like magic type skills is not working anymore in the latest version.

     

    TIA.

  13. 1st if someone knows how to track down the git version, because when ever i tried to enable to show the version in conf. it says cannot determine svn/git. not showing in mapserver aswell..

     

    so i don't know what's the version i have atm. and this is not mine. but i believe it is one of the latest git released not really latest but older than the latest..


    here's the problem, i checked already all the possible ways to fix this problem, but i guess my knowledge isn't enuf.

     

     

    EDIT:

    Can't figure out what's wrong but, fixed. i had to end up changing the whole src files..

    post-19662-0-84328200-1439533916_thumb.png

  14.  

    On /src/map/skill.c

    Find:

    				|| (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
    

    Change to:

     

    				|| (tsc && tsc->data[SC_SPIRIT] && (tsc->data[SC_SPIRIT]->val2 == SL_ROGUE || tsc->data[SC_SPIRIT]->val2 == SL_HUNTER) ) //Rogue's spirit defends against dispel.
    

    thank you sir.

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