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biali

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Everything posted by biali

  1. L1nkZ, first of all, thank you very much for your hard work on this! I 've been willing to use SSO for a while and I will finally do that inspired by your patcher! I am not sure how your priority list is atm, but I'd like to recommend one thing I consider vital and still makes me miss thor patcher (not sure, though, how hard it is to implement: the hability to match the CRC of (at least) the ragnarok executable and if they dont match, to re-download it. in thor main.ini config file: [Patch] //use CheckSum tool, hash for client & patcher // used to make sure exe is up to date // (leave empty to disable this feature) ClientSum= PatcherSum= //This is compressed file for patcher & client update // To make these work, ClientSum and/or PatcherSum can't be empty // Note: these files should put same place as patch file (file_url in internal config) //Relative address, not FULL URL! ClientPath= PatcherPath= I find this very useful to avoid people from connecting using older clients. I use this along with the login-server hash control: // Client MD5 hashes // The client with the specified hash can be used to log in by players with // a group_id equal to or greater than the given value. // If you specify 'disabled' as hash, players with a group_id greater than or // equal to the given value will be able to log in regardless of hash (and even // if their client does not send a hash at all.) // Format: group_id, hash // Note: see 'doc/md5_hashcheck.txt' for more details. client_hash: 0, xxxxx and that is a perfect combo to force people to play whe the latest client and also to do that in a very user-friendly way. again, than you very much for your hard work and for sharing this with us! Best,
  2. Hi Guys! Anyone else receiving these warnings after applying this patch? [Warning]: npc_event: player's event queue is full, can't add event '1Bomb#8::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '2Bomb#7::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '3Bomb#17::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '3Bomb#22::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '2Bomb#19::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '2Bomb#35::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '2Bomb#41::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '1Bomb#24::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '1Bomb#34::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '3Bomb#6::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '1Bomb#28::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '2Bomb#4::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '2Bomb#28::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '1Bomb#6::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '2Bomb#6::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event 'Explosion3#BBM::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '2Bomb#34::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '1Bomb#18::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '2Bomb#27::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '1Bomb#39::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '3Bomb#2::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '3Bomb#20::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '2Bomb#9::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '3Bomb#19::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '1Bomb#2::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '3Bomb#24::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '3Bomb#10::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '3Bomb#27::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '1Bomb#37::OnPCStatCalcEvent' ! [Warning]: npc_event: player's event queue is full, can't add event '3Bomb#39::OnPCStatCalcEvent' ! Or does anyone how to fix this? I tried increasing the MAX_EVENTQUEUE in map.hpp and have also increased check_gotocount: in conf/script_athena.conf to 655360 but none of these helped with the warnings. Thank you in advance!
  3. Hi Guys, hope you could help me as I've been trying to achieve this for about three days now but still stuck with a particular bug: The goal: I want to create a system where players could join a temporary (fake) guild to do some role-play. This data doesnt need to be saved in the DB and can/should be merely visual. What I've done so far: * I managed to create the temporary guilds and get the emulator to run them from a .txt file * I managed to get players in fake guilds successfully Where I am struggling: When players log in and pick join one of these fake guilds they receive all the information I meant to send: their new name, their new guild name even the guild emblem. Players that are in the range see these changes applied to their peer succeessfully but, someone arriving after that first player got into their fake-guild they can only see their (new/fake) name and guild name but not their guild emblem. It is like I am missing something in the clif_sendfakeemblem_single or something like that. Would any of you guys be so kind to help me with this? I think I dont understant it right how the emulator deals with the spread of information to players when the are in range My clif_sendfakeemblem_single is like this atm: void clif_sendfakeemblem_single(int fd, struct map_session_data *sd) { nullpo_retv(sd); WFIFOHEAD(fd,32); WFIFOW(fd,0) = 0x2dd; WFIFOL(fd,2) = sd->bl.id; safestrncpy(WFIFOCP(fd,6), sd->status.name, NAME_LENGTH); WFIFOW(fd,30) = sd->status.fake_guild_id; WFIFOSET(fd,packet_len(0x2dd)); } May you need more info please ask. thank you very much in advance!
  4. Do you use it for WoE TE too? for me it shows only the first two castles in Gloria 1 and Gloria 2. I can include the others when building up a session but in the schedule screen it wont show any of them. Any help would be really welcome. thank you in advance
  5. [solved] Hi guys! How can I clone rAthena 17310? thank you
  6. same thing here. It started after we've implemented the attendance system
  7. Can u share the fix with us mate? Thank you
  8. Hiya! Did you guys manage to have the packet obfuscation working in this client? Thank you in advance!
  9. Hi! I am getting an error when I try to make (or make install) rathena/src/map/discord/discord_core.cpp:259:68: error: no matching function for call to ‘regex_replace(std::string&, std::regex, const char [1]’ content = std::regex_replace(content, std::regex("^\\s|\\s$"), ""); Centos7 cmake version 3.6.2 gcc (GCC) 4.8.5 20150623 (Red Hat 4.8.5-39) any help would be greately appreciated!
  10. Hi Mael! Thank you again! I managed to do it yesterday, I will leave it here just in case someone else is interested: in item_randomopt_db.txt, I've included a line in the end: RDMOPT_NONE,{} in item_randomopt_group.txt, for each group, I've set: RDMOPTG_OHStaff,1,RDMOPT_NONE,0,0 in const.txt, I've set: RDMOPT_NONE 194 Server-side that is it. You are gonna receive a warning when (re)starting the server but that doesnt seem to cause any harm. On the client-side, I had to change two files: On addrandomoptionnametable.lub , before the last line: [EnumVAR.NONE[1]] = "A classic equipment.", and on enunvar.lub, again before the last line, add: NONE = {194, 0}, That is it! You now have a chance to have items with no extra "buffs" at all along with the buffed ones.
  11. Hi guys! is it possible to have the random option system in place but have the original equips dropped too with a certain probability? thank you in advance!
  12. Thank you very much, Mael!! It is all sorted. Thank you a million!
  13. Hiya! I honestly have no idea how to know the hash of the rAthena I am using. All I know is I've downloaded it from git about a month ago. Abracadabra is crashing map-server. Have any of you experienced this problem? Do you know any possible fix (apart from commenting skill 290 in the skill_db lol) Any help will be really appreciated! Best
  14. Sucesso na sua nova empreitada @Zell e muito obrigado por compartilhar seu trabalho com a gente! Sentiremos sua falta!!!
  15. hiya! @shadowscreen did u manage to do that? make skills execute a script? I've been looking for that too... I tried to do that myself but I am not that good with C. ? thank you in advance!
  16. Hi Hurtsky! First of all thank you very much for the theme! It looks great! I was considering using it on our next project but I could not get tinymce to work and that is a problem... Do you know what could be causing that? it simply doesnt show up in none of the textareas. thank you very much in advance!
  17. Hi Guys! I've been trying to custom quite a few things related to inventory and storage for a new project and, among other things, I would need to discard the tradicional, shared, storage and give each char in the account an individual storage. I figured how to do that with the help of the community. Now, because I want some specific loot to go straight to the storage, I tried to edit pc.c (pc_reg_received): intif_storage_request(sd,TABLE_STORAGE, stor_id, STOR_MODE_ALL); // Request storage data intif_storage_request(sd,TABLE_CART, 0, STOR_MODE_ALL); // Request cart data intif_storage_request(sd,TABLE_INVENTORY, 0, STOR_MODE_ALL); // Request inventory data where stor_id is the storage ID of that char according to its slot. The main problem I am facing at the moment is that, by changing the intif_storage_request to open the custom storage, everytime I log in the game the storage window is open! lol I tried to include storage_premiumStorage_close(sd); and also storage_storageclose(sd); after those calls but nothing seem to solve the problem. The strange thing is that if I keep the default, with a 0 instead of stor_id, nothing of that happens. Do you know what I am doing wrong? Any help would be greatly appreciated! tnx
  18. Hi there! It is really frustrating when you need help but you can barely express yourself and explain your problem... I'd like to apologise in advance for the messy text! We just came back with a new server on our community after 5 years offline and our players are not really happy with the behaviour of minibosses now-a-days. According to their feedback, minibosses no longer stop when hit by a skill and it is like they are under the effect of endure or something like that. I am not a C coder but I believe I could have this matter sorted out by editing unit_set_walkdelay in unit.c: This is the original function from rAthena : /** * Applies a walk delay to a unit * @param bl: Object to apply walk delay to * @param tick: Current tick * @param delay: Amount of time to set walk delay * @param type: Type of delay * 0: Damage induced delay; Do not change previous delay * 1: Skill induced delay; Walk delay can only be increased, not decreased * @return Success(1); Fail(0); */ int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type) { struct unit_data *ud = unit_bl2ud(bl); if (delay <= 0 || !ud) return 0; if (type) { //Bosses can ignore skill induced walkdelay (but not damage induced) if(bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS)) return 0; //Make sure walk delay is not decreased if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0) return 0; } else { // Don't set walk delays when already trapped. if (!unit_can_move(bl)) return 0; //Immune to being stopped for double the flinch time if (DIFF_TICK(ud->canmove_tick, tick-delay) > 0) return 0; } ud->canmove_tick = tick + delay; if (ud->walktimer != INVALID_TIMER) { // Stop walking, if chasing, readjust timers. if (delay == 1) // Minimal delay (walk-delay) disabled. Just stop walking. unit_stop_walking(bl,4); else { // Resume running after can move again [Kevin] if(ud->state.running) add_timer(ud->canmove_tick, unit_resume_running, bl->id, (intptr_t)ud); else { unit_stop_walking(bl,4); if(ud->target) add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target); } } } return 1; } Could anyone please help me to get to the desired result? I mean, a world where minibosses would stop when hit? Thank you very much in advance!!
  19. Actually, 2075 and 2083 are defined at const.txt as bonuses: bSubClass 2065 bSPVanishRaceRate 2075 bSubSkill 2083 a few items in a pre-renewal db use these bonuses (I've searched for bSubClass only, tbh) Item 1140, for example: bonus2 bSubClass,Class_Normal,-10; bonus2 bAddClass,Class_Boss,50; bonus bAllStats,2; It used to be bSubRace where it is bSubClass. Not sure how to fix these errors though =x Any ideas?
  20. I am experiencing same thing here with 2013-08-07a I've tried virtually everything from replacing lua files, files inside the System folder, trying a new kRO (and also bRO) clean and updated with only our clientinfo.xml in it and the problem persists . Not only deluge but any ground skill would show its visual effects (Magnus, Warp, Safety Wall, Fire Wall, Sanctuary, Quagmire, etc) Have you managed to have that problem sorted out, @Lemon? Any help would be immensely appreciated . tnx
  21. Hi folks! I was trying something on my server and for that I'd need mf_skill_damage. After so many attempts I still cannot notice any changes to the damage caused by skills. OnInstanceInit: setmapflag instance_mapname("bal_fild11"), mf_nomobloot; setmapflag instance_mapname("bal_fild11"), mf_nomvploot; setmapflag instance_mapname("bal_fild11"), mf_skill_damage, -99, 1; //against players setmapflag instance_mapname("bal_fild11"), mf_skill_damage, -99, 2; //against mob setmapflag instance_mapname("bal_fild11"), mf_skill_damage, -99, 3; //against boss setmapflag instance_mapname("bal_fild11"), mf_skill_damage, -99, 4; //against others enablenpc instance_npcname(strnpcinfo(0)); setd(".mis_" + instance_id()), 1; end; Have you ever used this mapflag successfully? thank you in advance! I may have found the answer to my question after having a look into the source and googled for ADJUST_SKILL_DAMAGE http://rathena.org/board/topic/88176-final-strike-damage/
  22. Guys, do you know what could be causing my 2013-08-07a ragexe to do not show the area skills animations at all? Firewall, Exorcism, Sanctuary, Warp, etc... no erros, not on the emulator's debug window nor on client (not of those annoying .lua erros, for example). PacketDB is set to 45 mmo.h changed properly to 20130807 apparently nothing is missing in my GRFs or data folder... I think it could be some of the options I may have chosen when patching the client but I've tried to disable most of them and nothing... no effects. Any help would be really appreciated. tnx
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