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Posts posted by GodLesZ
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Totally agree with the clean up.
But we should talk about the implementation of the new struct.
As @Sirius_White pointed out,
PACKET(PKT_MC_CUTIN) pkt = { PKT_MC_CUTIN };
This is weird.
it is.
roBrowser currently send the oldest possible packet to server to get a maximum compatibility with all pserver (since ea/ra support almost all packets send from client to server).
Well I should improve robrowser to send the packet related to the detected packetver...
Well, nice idea but failed by design
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Please see attachments.
Its a small diff changing the way how the target/spawn cell got calculated.
The cell is searched among the whole map.
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for removing @ "unknown commands" message for unintended player gm level.
Find
if( info == NULL || info->func == NULL || ( type && ((*atcmd_msg == atcommand_symbol && pc_isGM(sd) < info->level) || (*atcmd_msg == charcommand_symbol && pc_isGM(sd) < info->level2)) ) ) { sprintf(output, msg_txt(153), command); // "%s is Unknown Command." clif_displaymessage(fd, output); return true; }
Replace
if( info == NULL || info->func == NULL || ( type && ((*atcmd_msg == atcommand_symbol && pc_isGM(sd) < info->level) || (*atcmd_msg == charcommand_symbol && pc_isGM(sd) < info->level2)) ) ) { return false; }
Wrong way to remove the notification itself.
Right way is to check for string length (see attachment).
Always let the user know what something was wrong.
Any error message like "error" is better than a player thinking like "wtf is going on here? Nothing happend? I tried it several times? WTF?"
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Here's my version of it.
If you could use the identifer LOOTITEM_SIZE in the message
You can have 10 items on your autolootitem list.
i would vote for it.
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Animation delay? You can set in the act the time (ms) between each frame in the animation (action). But as far as I know, in Ragnarok there is no need for an animation to finish to start another animation.
Yea, the delay beteen the animations as i said
And this is the ressource hack. Setting all delays to 0 allows to spam some skills.
But how exactly dos it work? Because the delay beteen skill uses are server-side.
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I've tried to find some episode overviews or something like this to compare them with the current revision, buts its hard Oo
So instead of thinking about a nice todo list, we firstly need a full episode guide/overview to compare against it.
Here are some informations i found after a quick search:
RO Future Wiki - Informations since 10.3.: http://ro.doddlercon.com/wiki/
Spanish overview
Episodio 1: Aldebarán.
Episodio 1.5: El ataque de los ancestros. Glast Heim, Clock Tower.
Episodio 2: Mascotas.
Episodio 3: Comodo.
Episodio 4: War of Emperium. Turtle Island.
Episodio 5: Juno.
Episodio 6: Proyecto Global
Episodio 6.1: Amatsu.
Episodio 6.2: Gonryun (Kunlun).
Episodio 6.3: Umbala.
Episodio 6.4: Nifflheim.
Episodio 6.5: Louyang.
Episodio 7: Ayothaya.
Episodio 8: Sistema de adopciones. Bodas. Personajes Trascendentales.
Episodio 9: La señal. Geffenia.
Episodio 10: La República de Schwarzwald.
Episodio 10.1: Einbroch.
Episodio 10.2: Lighthalzen
Episodio 10.3: Noghalt
Episodio 10.4: Hugel
Episodio 11: Arunafeltz
Episodio 11.1: Rachel
Episodio 11.2: Veins, la ciudad desértica de Arunafeltz.
Episodio 11.3: Nameless Island
Episodio 12: Resurrección de Satan Morroc
Episodio 13: Nuevo Mundo
Episodio 13.1: Ash Vacuum
Episodio 13.2: Encuentro con lo desconocido
Episodio 13.3: El Dicastes
Episodio 14.1: Bifrost
Special Episode: Malangdo Cat Island
Episodio 14.2: Travel to the Laphine home of Alfheim.(no implementado)
Episodio 15.1: A Castle in the Sky.(no implementado)
Small iRO List
1.0 Beta (The start of the adventure)
2.0 Glast Heim
3.0 Al de Baran
4.0 Comodo
5.0 Yuno
6.0 WoE
7.0 Umbala
8.0 Amatsu & Kunlun
8.1.1 Niflheim
8.1.2 Louyang & Jawaii
8.2 Ayothaya
9.0 Rebirth
10.1 Einbroch
10.2 Lighthalzen
10.3 Noghalt
10.4 Hugel
11.1 Rachel
11.2 Veins
11.3 Nameless Island & Moscovia
12.1 Satan Morocc
13.1 Ash Vaccum--
13.2 Into the Unkown--
13.3.1 Brasilis
13.2 Into the Unkown
(Localized Town: Brazil) Brasilis
13.3 El Dicastes
14.1 El Bifrost
(Localized Town: Indonesia) Dewata
(Intermission) Malangdo Island
14.2 To Alfheim
We should also beware of iRO/kRO updates as shown here: IRO / kRO Comparison
As for the current state, we should check L0ne_Wolf's script dev task list: Script Dev. Tasks
Anything beyond this overviews should be taken from the patch notes.
Doddler listed them as 2009 kRO Patch Notice, 2007 kRO Patch Notice and the kRO Maintenance list.
I also found this page, which seems to list all changes since 2004.
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I would love to see some suggestions about current features like txt support.
Its hard to come on the same base for things like removing old packet version and that.
But things like txt support should be discussed i think.
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I'd like to suggest the style of my company I'm working on.
We use it for PHP, Python, Perl, C, C++ and even Assembler.
/** * Description here, * Even multilined. * - 1 line space before params or return statements * - 1 line space between params and return statements * * @param<TAB><name of param><TAB><Parameter description> * * @return<TAB><type of return><TAB><Return description> */
This is our style of comments and is used above every function/method/prodcedure and is supported natively from doxygen i.e.
I would love to see somedays every comment in that way <3
Also, if a comment takes 2 or more lines, we use multiline comment blocks. If not, single line comments of course.
Suggestions?
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I imagine it'd take little effort to write an ACT parser to read the animation length for the damaged and skill-cast frames, and convert that into a separate database or as a new column in the skill_cast_db.txt, I'll see what I can muster up.
I've an act parser, using in my game which uses ragnarok file.
The format is quite known and it isent that hard to do something with it.
The real question is how should we use such a database?
I've heard about ressource hacks, but never thought about how they are working.
The main skill delay is handled on server-side using skill_cast_db.txt, so which delay will be reduced via act file edits?
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Just pasted from doc/script_commands.txt:
** Define a shop/cashshop NPC. -%TAB%shop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...} <map name>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...} This will define a shop NPC, which, when triggered (which can only be done by clicking) will cause a shop window to come up. No code whatsoever runs in shop NPCs and you can't change the prices otherwise than by editing the script itself. (No variables even exist at this point of scripting, so don't even bother trying to use them.) The item id is the number of item in the 'item_db.txt' database. If Price is set to -1, the 'buy price' given in the item database will be used. Otherwise, the price you gave will be used for this item, which is how you create differing prices for items in different shops. Since trunk r12264 you can alternatively use "cashshop" in place of "shop" to use the Cash Shop interface, allowing you to buy items with special points (Currently stored as account vars in global_reg #CASHPOINTS and #KAFRAPOINTS.) This type of shop will not allow you to sell items at it, you may only purchase items here. The layout used to define sale items still count, and "<price>" refers to how many points will be spent purchasing the them.
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PS: I have always wondered what does :3 mean?
Is it just another smiley face or something else?
Yep its a smiley, just like the following poring face:
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Isnt this a simple [wiki]cashshop[/wiki]?
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Hehe even again, just as info for other poeple..
I always got this error while import the basic item and/or mob sql data from eAtehna.
This seems to relies on the rhombus (#), which is usally a comment style of mysql.
Just remove every line beginning with an # and all should be fine.
Glad to help ya
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+Edit: I managed to just copy over the updated sql files from the most recent revision, but im getting errors for the incorrect syntax:
#1064 - You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 'REPLACE INTO `item_db` VALUES (5654,'Holy_Marching_Hat_J','Holy Marching Hat',5,' at line 54
I cant seem to find any "reserved words" in play here... o.o
Mostly the error dosnt relies to the shown code, but lines before that.
May you pleased enough to put the whole sql statement in a codebox?
Even your inistial request is solved, i just wnat to say - google
There are many txt to sql converter out there: eAtehna txt 2 sql converter
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You actually didn't add that the variables are set for the killing player, just for the player that was killed.
Because if you are the killing player, your position can easily be fetched using getmapxy ^^ Only the target position, the killed player, needs to be attached, checked if still online & then getmapxy, bla.
Anyways, we should stay @ one modification to not confuse the poeple :S
I dont care if we use mine or yours.
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This isnt possible without the old unit control commands or a new modification.
I've made a simple one, allowing to do:
OnNPCKillEvent: dispBottom("You killed monster " + getMonsterInfo(killedRID, 0) + " @ " + killedRX + "/" + killedRY); end;
€dit: Even if @Toshiro was faster - mine also works for player kills
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Oh so it's not like Wiki where you can install it on your server?
Nope, its hosted on wikia.com: see here.
Wikia looks somewhat nice, but IMO its just an overpowered MediaWiki with some plugins. Nothing we couldnt do or have within our installation
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When i try to Compiled the Server
i got this 2 errors
You need to define the function.
Just put the following line
void clif_status_change_single(struct block_list *dst, struct block_list *bl, int type, int flag, unsigned int tick, int val1, int val2, int val3);
in your clif.h, above
#endif /* _CLIF_H_ */
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anyway, i remember back then in eA.ws there is one member post part of the source documentation...but i just didnt found it.. DX
Yea TecnoCronus started it @ 2009 if I'm right.
I think this is what you mean, isent it?
But as you may see, this is not that much and it's many work to write this.
Now assume how long it would take to write a full documentation.. this is the reason why i said, we need a nice in-code documentation to generate something like this per default.
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Just a simple pseudo form..
If you want the item not to be shown, you just need the item info, drop img and drop sprite.
If you want the item to be shown, you need the same + the sprite for wearing the item.
As you can see, you will always need the item info image (viewable on rightclick), the drop image and drop sprite.
Only the viewable sprite is optional.
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anyway...still waiting Source Guide haha~
hope anyone who have free time maybe can start to do abit...xD
Nearly impossible without a full documented source code.
I've planed to do something like that, but its better with an doxygen generated document or something like this.
Without an source documentation its to time intensively to write all things by my self.
Give this project 1 or 2 months and i've cleaned up most of the comments in the source so we are able to run an doxygen over it.
After this has been done, I will write an stacktrace for every process.
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This is a percentage setting.
100 means 100% means default rate.
1.000 means rate * 10.
10.000 means rate * 100.
100.000 means rate * 1.000.
chance = 0.01%; // 100 = 1x chance = 0.1%; // 1.000 = 10x chance = 1%; // 10.000 = 100x chance = 10%; // 100.000 = 1.000x chance = 100%; // 1.000.000 = 10.000x
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im using eathena SVN, on my server they can use soul linker spirit for their self , and i want to disable it
Please post your /db/skill_db.txt content in a [ codebox ].
Default the SL_SOULLINKER Skill has the flag 0x200, which means it cant be target on self.
Default entry on skill_db.txt:
461,9,6,16,0,0x1,0,5,1,yes,0,0x200,0,magic,0, SL_SOULLINKER,Spirit of the Soul Linker
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i already use shin's diff patcher but still no aura shown. i diff enable aura over level 99.
Again, please read the comments above the configs!
// Maximum allowed 'level' value that can be sent in unit packets. // Use together with the aura_lv setting to tell when exactly to show the aura. // NOTE: You also need to adjust the client if you want this to work. // NOTE: Default is 99. Values above 127 will probably behave incorrectly. // NOTE: If you don't know what this does, don't change it!!! max_lv: 99
I don't think your aura thing has something todo with @KeiKun's bug report, because you didnt setup your's properly.
Clearer Example
in Implemented
Posted
Suggestion for config: