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KeyWorld

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Everything posted by KeyWorld

  1. I'm maybe a little negative, but definitively it's a script that should run client-side, not server-side.
  2. No offense to Streiker but this script was a total fail Since I'm the guy who created the first original (but I lost it and streiker use the idea), I can say : No one will fix it : Client can't use two (or more) hotkeys at the same time Synchronize server (npc move) and client (display poring move, send when press a string) is not possible (depend of the ping) cause of the network. The way the client display the npc move (even with npcspeed) is sometimes wrong. But thank you to remember me this funny script
  3. About the for-loop, it's slow only in rathena/frathena, not in others A thing to know: you don't need to initialized some .@var to 0 if this variable is not used before. So you don't need to set .@i to 0 each time since it's already 0.
  4. Add at the beginning of your script: function dispell__;
  5. Good to see scripts like this ! Some little tips for your future optimization, since it's an intensive script: Don't use getarraysize() in a for loop when it can be cache in a variable (resource friendly), you already do it on some functions Avoid using "for(;", it's slower than goto/do/while (ugly parsing in src), it will allow you to remove the freeloop() things Avoid using getarg() in a loop, cache the variable too. Nice work
  6. Ok I now understand the "pass:test" thing lol, of course the secret key have to be strong
  7. You can even use deletearray without to specify index or size. deletearray .array;
  8. I rarely used permanent global variable in my server. In a lot of case you don't need to have them. Same with $@var (but it's not a permanent one), for now I don't see the use of this type of variable with my way to script. If you want to find solution, first you should start thinking if all this variables really need to be permanent ? Secondly, you can try to pack multiple variables into one, using bitmask or storing multiples values in a string and delimit content with "#" or something else. But the best way is definitely to change the way you script to avoid using permanent variable when it's not needed.
  9. I don't get it. A hash is a hash, you can't reverse it you have to brute force all possibles combinations to have it. Even if the hacker know the key, if it's a complicate key you will not be able to reverse the hash without testing all possibilities. And yeah it's useful only if the attacker/hacker own an access to the server (even if in this case, there are other ways to get passwords).
  10. Agree, it's the easer way to ""secure"" all passwords without changing/adding a lot of code, this is what I used in the past.
  11. No. I can show you the same result using my web host. When you drag and drop a GRF, the browser will parse it to get all files under it. There is no network connection even if you are on a host since you are using a local GRF (except if you don't define a GRF, in this case it will use the online GRF host to get files).
  12. Things are moving since september : I have now a little more time to work on roBrowser. I re-wrote a good part of the code, to make it better, faster and stronger. I am focus on improving the render for now, working on the tool "Map-Viewer", I don't add the network part to the project yet. I was really jealous of other RO client project renderer (ragnaXNA, Shinryo's Client): smooth, beautiful... So I add a few things to my map-viewer : smooth normal, model opacity, lightmap on walls, tiles color, ... I'm now able to load GRFs from computer (~1sec to load a 1.3 giga GRF), I did some work on the zlib unpacker in javascript. The online version is still available to download a file from a host if you don't set a GRF OR if the file isn't found in GRFs. You can see the map-loader here. [media=] [/media]Note: I use the GRF from an old server, currently close, no pub intented. The video is a little buggy, I will try to do another one later, more smoothy. I currently work on speeding up the loading, it will be in theory 10 times faster after my modification, I will see in the next days. After this, I will only need to work on adding model animation to finish the map-viewer part.
  13. 6.9/10 - Not a bad design. Even it's just a design, you finish it too quickly : Currently your blocks aren't aligned (headbar -> main box | slider -> news box). The slider black overlay go out of the slider, and the text need some margin In the news box the "- Admin" isn't even visible (bad color). Well this is just some littles things you can fix easily, but I think the main problem of this design is the color. You used too many differents flashy colors. It will be better to have something more "light". To summarize, good design at all but can be improve
  14. 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  15. You can't, as you see in Vach's thread it required a client modification, not only a server modification.
  16. Oh yeah, I remember this funny bug Yeah so it just concat the result.
  17. Well maybe a way without source modification. I can't test I don't have an emulator on my computer Well when sending a npc message, you send the npc ID too. How the client react when receving a message from a different npc ? - Open a new window (I don't think) - Concat with the current window content ? (maybe) - Remove window content and add the new content ? (maybe) - Crash ? (maybe xD) Test it ! - script clean_msg -1,{ OnProcess: mes ""; } map,x,y,f script test id,{ // Display 5 lines mes "1","2","3","4", "5"; // wait 3 secondes to read lines sleep2 3000; // Try to send a new message from another npc doevent "clean_msg::OnProcess"; // Execute the doevent now ! slee2 1; mes "How the client react ?"; close; }
  18. @Annie Be aware with SQL, it's not thread safe for now. About using bits, I don't see the problem you can extend it as you want. Just need to think on a good structure AND maybe add a header to store the compression method and version or anything else to extend the system in future. About job system, int64 will save us
  19. You can store 8 bits in one character. And you can store 255 character in a string. 8*255 = 2040. So yeah you set manually all bits in an array, and pack the array into a string.
  20. Old topic Well check this script: http://stockage.robrowser.fr/frathena/boolvar.txt It's an old script, so... Don't be rude if something is wrong lol Just the "how to use" (because it's in French): - script init -1,{ OnPCLoginEvent: // When player log in, unpack all booleans var from "PLAYER_VAR$" into "@_QUEST" callfunc("unpack_var", PLAYER_VAR$, "@_QUEST" ); end; OnPCLogoutEvent: // When log out, save all booleans variables from "@_QUEST" into "PLAYER_VAR$" callfunc("pack_var", VARIABLE_JOUEUR$, "@_QUEST" ); } <map>,<x>,<y>,4 script <nom> <sprite>,{ // Define the quest ID (it will be the 824/2040 boolean var) set .@QUEST_ID, 824; // 1% to init the quest another time if ( rand(100) ) { // Set bit 824 off callfunc("setboolvar_at", "@_QUEST", .@QUEST_ID, 0 ); } // Check if boolean 824 is on in "@_QUEST". if ( callfunc("getboolvar_at", "@_QUEST", .@QUEST_ID ) ) { mes "[NPC]"; mes "I'm sorry you already did this quest."; close; } else { mes "[NPC]"; mes "I have a quest for you, find me 10 ^nItemID^524 !"; if ( countitem(521) > 10 ) { mes "[NPC]"; mes "Oh yeah !"; next; mes "[NPC]"; mes "Thank you !"; // Set on bit 824 callfunc("setboolvar_at", "@_QUEST", .@QUEST_ID, 1 ); } close; } }
  21. set .score[.winside], .score[.winside]+1;
  22. Well: .@var++; // (set(.@var, .@var+1 )-1); .@var--; // (set(.@var, .@var-1 )+1); ++.@var; // set(.@var, .@var+1); --.@var; // set(.@var, .@var-1); .@var = x;// set .@var, x; // etc. Euphy: What the hell, Euphy faster and use "x" like me °°', scary !
  23. You already have the answer to fix your script
  24. Same here. About the color posterization, don't use floor : it's too slow ! color >>= 4 << 4;
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