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Synel

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  1. Synel

    Debugging

    I want to ask some of the more experienced admins/server maintenance/programmers/etc how often they use a debugging program and if you'd mind describing your general experience in their use. I'd assume any time you make modifications you make yourself you have a good idea of where a problem might be so it's not quite so difficult but how often do you run into problems which turn into a larger issue? For instance, I've recently run into a VTguard error on my server and from what I can research that can mean there's corruption of a c++ object.
  2. Hey, tried the mall rename to Mall_Custom. Still crashed on attempts to warp in. For the error itself, I don't really get much info. The small error window basically says my Ragexe has stopped working and has to close. This is a direct copy from a debugging attempt with visual studio. Unhandled exception at 0x77335B2C (ntdll.dll) in 2015-11-04aRagexe_patched_patched.exe: VTGuard instrumentation code detected an attempt to use an illegal virtual function table. Unhandled exception at 0x0089810B in 2015-11-04aRagexe_patched_patched.exe: 0xC0000005: Access violation reading location 0x00000014. After that it repeats until it becomes a 0x000000 thing.
  3. So, I originally made a mall type quest related map using browedit 620 and it crashed in both Browedit 586 and ingame. I redid all the objects and such in browedit 586 and I still can't figure out what's causing this map to crash in game. I had someone take a look at it earlier and they couldn't figure it out either. I'll attach both the original and the second version of the map here. If anyone can figure out what's wrong with it please let me know. Mall Original.zip Mall Second.zip
  4. Awesome. Ty for the info. I've actually been studying assembly for the past week or so in my off time to see about the client editing but reading through someone else's assembly isn't something I'm used to yet. I think I've found at least a few sections for sprite related stuff but figuring out the direct workings is a big rough -_-.
  5. If I understand what you already did, you also have to remove it client side. I think the file name is skilltreereview in your lua files. Might be another one you have to edit.
  6. Ok. So, im trying to make dual wielding animations for each of the third classes and I have a few questions about the root abilities of Actor2. Apparently Actor2 can't add another act within the act file? For instance, if there are 12 different actions in an act file, you can't add a 13th. If this is the case: A. Is there program that can add more acts? B. If not, what is the difference between the two standing sprites in act (Typically one is act00 and one is act09?) I see that one has three frames while the other has 0. What's the difference and where is it used? C. Finally, if I could replace one act to be used in another circumstance, where would I put this in the code so that it's used at the correct time? If I replaced the standing act with a new attacking act for example, where would I change the code so that the attacking act would be used during the attacks that I choose?
  7. I think its the No snipe GAT that prevents you from sniping through an area. I don't know what you'd have to change to allow it but there are a handful of different no snipe gats. Maybe one allows it on certain circumstances. Youd have to modify the map though. i don't know what code determines no snipe per attack so I don't have any idea how to do it otherwise
  8. So, I used monster visual id's as npcs in a couple of maps and I noticed that my homunculous moved to attack them even though they were only there as npcs and not mobs. Did exactly what you're saying the mobs do, walks up and fidgets around them like it's going to attack but doesn't. Maybe since both sides are registered as mobs they're not attacking. Could be a group definition maybe? Is it possible to define one side as homunculous and another as mobs? Wild guess here here since I've never tried anything like what you're trying before.
  9. Well, I'd assume the script is going to be run at a particular time within an instance or on the death of a mob/end of a quest, etc? If that's the case the script should be run just at that moment, which would preclude any circumstance where someone getting credit/not getting credit for being there or in the party would occur. If it's run anytime before the actual reward is given, then there's a chance that party changes or deaths would be a problem. I'm still haven't gotten to familiar with the coding, but if possible I would get the id's of the party members who were responsible to the kill/completion and put those into a list, then check each of those to see who's online, then do the random pick. So I think the base array would probably be the better choice but it's probably possible to simplify it. I don't know off the top of my head though.
  10. Hello, So, my map server crashes with certainty whenever certain mobs are involved. I've only pinned down two so far which are goblins and owl barons but I'm sure there are others. The only message I get in the black box is that the crash signal has been sent from the map server. But has anyone ever had an issue like this before? I have looked through the forums already and seen that it could possibly be a corrupt GRF issue. That being said I downloaded the full client uploaded by Nickyzai. Currently redownloading one from https://ro.industrial-illusions.net/files/ to see if that fixes things but if anyone has any info I'd appreciate it. Edit: Also, I'm currently using the 2015-11-04a Ragexe
  11. Hey. This is literally the only bit of text I found relating to aspd, which is essentially amotion, in any text files. But I'm pretty sure this is it. // Percentual delay reduction from stats amotion -= amotion * (4*status->agi + status->dex)/1000. This was in status.c
  12. For the second part of the code your wrote out, you have to add in the right hand check to the next class as well. It should look something like this for each class: if((ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0)) && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN || (ep == EQP_HAND_R && (pc_checkskill(sd, AS_LEFT) > 0)) && (sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO || (ep == EQP_HAND_R && (pc_checkskill(sd, AS_LEFT) > 0)) && (sd->class_&MAPID_THIRDMASK) == MAPID_KNIGHT || (ep == EQP_HAND_R && (pc_checkskill(sd, AS_LEFT) > 0)) && (sd->class_&MAPID_THIRDMASK) == MAPID_ROGUE || Also, if you're going to do it that way they have to have the skill added to their skill tree and have at least a point into it, which involves editing the skill trees in the other text files. To my knowledge, nothing you've added there would add the skill. So, you could either remove the skill check and class checks from the equation, which would basically allow any class to dual wield at any time, or you could add it in like above for every class, but remove the skill check portion. That's how it worked for me at least. I think the main point is the ep == EQP_HAND_R part. That's what seems to check that a weapons already in the right hand and moves on to equipping one in the left hand. It still hits for two, but as far as I can tell the third chunk of code staggers the second hit. So you do still hit twice, it might just look like it's not. Try attacking something when you're aspd is really low and see if it's just overlapping very close.
  13. Couldn't you set up a loop? There should be scripts in your custom folder with examples of finding out where someone is or if he's online. Shifty assassin is one example. I think those functions return 0 if the players not online or can't be found, so you might be able to set it up so that if the function returns 0 you return to the beginning of the loop and do a re-roll basically.
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