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Seraph Sephiroth

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  1. Perhaps the way your SQL server is setup somehow interferes with you being able to create accounts through _M/_F What type of server did you choose upon creation? What DB type are you using? InnoDB/MyIsam? Also, it may be an IP related problem. How is your rAthena connection set up?
  2. You need to download Shinryo's (Shin's) diff patcher to apply hex edits to your executable that are chosen from a list. Among them is the option to read lua files before lub files, that option would be checked in my example when patching your client using that tool. For newer clients you also need to replace an older version of a dll file to allow "skip header obfuscation" in newer client executables. That file is called "WDGSkipPacketHeaderObfuscation.dll" and is provided by earthlingz.
  3. From what I've read on the site you've linked to, I'd say InnoDB is better when hosting a server.
  4. sir, i just transfered to rathena just now, where's renewal.h located? A basic but handy trick you can apply, is to search the folder for whatever file you're looking for by right clicking it and selecting "search".
  5. Are you positive you edited the correct job_db1.txt ? There are two of them, one located in the pre-re folder and one in the re folder. Depending on the mode you set your server to, one of the two folders is used for your game data.
  6. I'm affraid not, even a diff file to your source modifications will last only so long before code eventually gets rewritten or restructured.
  7. Hmm, that's odd. But I wouldn't know how to fix it otherwise. I'm sorry. I re-checked my own login table, and it is set exactly the same as you described, I have no clue as to why it doesn't fix your problem. Also, your rAthena settings are set correctly. Yes, you need a setup that gets referred to as "blue ghost setup" when using the newer kRO clients (since 2012 I believe). Also, your client must be diffed with the "read data folder" turned off otherwise your client won't save your changes to the lua files. I diffed mine with "read lua before lub" turned on, but I'm not 100% certain if that is necessary. As a matter of fact, I removed the "data" folder from my client since I had no use for it anymore.
  8. I speculated that it would indeed be hardcoded in the client, so thanks for confirming that. I'll look into disassembling the client then.
  9. Does anyone know where I can find the texture or process that controls it (I'm referring to player HP bar color)? I've browsed through the grf files, and they don't seem to contain anything related to that, nor could I find anything in the lua/lub files containing this.
  10. I had the same problem, and figured out that you need to alter the login table in MYSQL Workbench (It's what I use), You need to check the "auto increment" function in the "account_id" column. Why this isn't turned on by default after executing the sql script provided by rAthena beats me.
  11. It looks like you have not linked the custom card with the designated sprite. Be sure to edit the following files accordingly: - idnum2itemresnametable.txt - num2itemresnametable.txt In this fashion: 10000#À̸§¾ø´ÂÄ«µå# Where "10000" is your item ID, and À̸§¾ø´ÂÄ«µå happens to be the actual sprite name used for cards, to save you some trouble.
  12. Yes, let's settle it. But in the correct way this time. I did not "choose" to interpret anything you said in a illogical sense, I was addressing nanakiwurtz with the suggestion to -try it out- in case you -don't know yet- so that -after trying it out- you will know for sure if it loads, or not. Wheter you can or cannot load .c or .h from the import folder is of no relevance there, since that would become apparent anyway after performing the test. So in that respect, A: Would become apparent after trying my suggestion anyway. B: I was aiming for the attempt -after- compiling with the correctly named files in the correct places. C: And tests are there for a reason as well, to figure stuff out. To see what can, and cannot be done.
  13. No I understood what you ment perfectly, but it appears you missed my point actually. I was basically saying that if you don't know for certain wheter .c or .h extensions can be read from the import folder, you can try to disable the file/files at their original location by renaming them, and attempt to load those files from the import folder instead. Since I have not tried that out for myself, I suggested to test that out. The config switches are handy, but they will not cover all of my changes since I have altered source files as well. I suppose some find it mandatory, and others might find it somewhat unnecessary. I haven't found a good enough reason to use the import folder yet, but that may as well change in the future. Have you tried Judas Bible? It covers how to set everything up very well.
  14. What??!?! No. I highly recommend you don't rename -any- of the files. They're named as they are for a reason, and all of them are referenced sometimes on more than one occasion. For custom maps, the wiki has this helpful page: http://rathena.org/wiki/Custom_Maps The wiki also has this helpful category of pages for general customization: http://rathena.org/w...y:Configuration I totally agree with you, no files should be renamed for serious use of the server. But for testing purposes it is an optional method to check wheter files with the .h or .c extension will be read by the import folder, that is all I was saying. Yes, the compilation will require the mmo.h file to be unaltered, but after the compilation you could attempt to alter the name and try to load it from the import folder, although I don't think that will work. Learning how to add in custom maps and such can be done on this website, just cruise around the forums for a while and you will most likely discover various topics relating to issues you might run into or have run into, and be able to find answers to most of your questions. If you can't find anything after doing a thorough search, create at topic at the appropriate place on the forum.
  15. I'm not sure why you would rename your files to protect your files from being overwritten, it seems like a much easier method to just make a backup of your custom revision, and walk through the files you edited with customisations to make sure everything you altered stays in. I haven't tried an SVN update through Turtoise yet, so I can't tell you anything about what that will and won't do to your customisations, but I figure it should be user friendly and not destroy/undo your settings. But I wouldn't blindly rely on that. Different config files such as packet_db.txt and char_athena.conf are better kept seperate to avoid confusion as to where certain information is kept. Also, I don't think something like merging those settings into one file is doable in a way that would be easy to setup and will most likely require you to alter the source to redefine what files to read for what purpose and how to read those files properly. The import folder is something I haven't had any need for myself, so I had no practise using that. If you wish to find out what works, you'll just have to do some testing with that. Disable (rename) mmo.h for example, after putting it in the import folder to check if it loads. It's all about trial and error, checking, checking, and more checking.
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