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Sin

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  1. Hi does anyone have the High Priest client and it's pdb? I would like to have it to use as reference to customizing my client. Thanks!
  2. I don't know what the error above is directed to. Can you provide information on what you've changed within the source and what it looks like to you before you changed it. Also are you able to log in? If so, can you check if your items are still being duplicated or not. Are you still getting truncation errors on your console? Whats shown above could be a different issue.
  3. Refer to my post in your previous thread here
  4. What did you change in your source code? It looks like you changed something that is in char.c, int_storage.c, int_mail.c or int_auction. Look at all the changes you've changed within the source. Here is an example of what you might have done: StringBuf_AppendStr(&buf, "SELECT `id`, `nameid`, `amount`, `equip`, `identify`, `refine`, `attribute`, `expire_time`, `unique_id`, `bound`, `favorite`, `customtable`"); for( j = 0; j < MAX_SLOTS; ++j ) StringBuf_Printf(&buf, ", `card%d`", j); StringBuf_Printf(&buf, " FROM `%s` WHERE `char_id`=? LIMIT %d", schema_config.cart_db, MAX_CART); if( SQL_ERROR == SqlStmt_PrepareStr(stmt, StringBuf_Value(&buf)) || SQL_ERROR == SqlStmt_BindParam(stmt, 0, SQLDT_INT, &char_id, 0) || SQL_ERROR == SqlStmt_Execute(stmt) || SQL_ERROR == SqlStmt_BindColumn(stmt, 0, SQLDT_INT, &tmp_item.id, 0, NULL, NULL) || SQL_ERROR == SqlStmt_BindColumn(stmt, 1, SQLDT_SHORT, &tmp_item.nameid, 0, NULL, NULL) || SQL_ERROR == SqlStmt_BindColumn(stmt, 2, SQLDT_SHORT, &tmp_item.amount, 0, NULL, NULL) || SQL_ERROR == SqlStmt_BindColumn(stmt, 3, SQLDT_UINT, &tmp_item.equip, 0, NULL, NULL) || SQL_ERROR == SqlStmt_BindColumn(stmt, 4, SQLDT_CHAR, &tmp_item.identify, 0, NULL, NULL) || SQL_ERROR == SqlStmt_BindColumn(stmt, 5, SQLDT_CHAR, &tmp_item.refine, 0, NULL, NULL) || SQL_ERROR == SqlStmt_BindColumn(stmt, 6, SQLDT_CHAR, &tmp_item.attribute, 0, NULL, NULL) || SQL_ERROR == SqlStmt_BindColumn(stmt, 7, SQLDT_UINT, &tmp_item.expire_time, 0, NULL, NULL) || SQL_ERROR == SqlStmt_BindColumn(stmt, 8, SQLDT_ULONGLONG, &tmp_item.unique_id, 0, NULL, NULL) || SQL_ERROR == SqlStmt_BindColumn(stmt, 9, SQLDT_CHAR, &tmp_item.bound, 0, NULL, NULL) || SQL_ERROR == SqlStmt_BindColumn(stmt,10, SQLDT_CHAR, &tmp_item.favorite, 0, NULL, NULL) || SQL_ERROR == SqlStmt_BindColumn(stmt,11, SQLDT_INT, &tmp_item.customtable, 0, NULL, NULL) ) SqlStmt_ShowDebug(stmt); for( i = 0; i < MAX_SLOTS; ++i ) if( SQL_ERROR == SqlStmt_BindColumn(stmt, 11+i, SQLDT_SHORT, &tmp_item.card[i], 0, NULL, NULL) ) if you look closely below, customtable is assigned within the same area that card0 starts to begin. || SQL_ERROR == SqlStmt_BindColumn(stmt,11, SQLDT_INT, &tmp_item.customtable, 0, NULL, NULL) ) SqlStmt_ShowDebug(stmt); for( i = 0; i < MAX_SLOTS; ++i ) if( SQL_ERROR == SqlStmt_BindColumn(stmt,11+i, SQLDT_SHORT, &tmp_item.card[i], 0, NULL, NULL) ) to fix this you would have to change the value of if( SQL_ERROR == SqlStmt_BindColumn(stmt, 11+i, SQLDT_SHORT, &tmp_item.card[i], 0, NULL, NULL) ) to if( SQL_ERROR == SqlStmt_BindColumn(stmt, 12+i, SQLDT_SHORT, &tmp_item.card[i], 0, NULL, NULL) ) The end result would look like this. || SQL_ERROR == SqlStmt_BindColumn(stmt,11, SQLDT_INT, &tmp_item.customtable, 0, NULL, NULL) ) SqlStmt_ShowDebug(stmt); for( i = 0; i < MAX_SLOTS; ++i ) if( SQL_ERROR == SqlStmt_BindColumn(stmt,12+i, SQLDT_SHORT, &tmp_item.card[i], 0, NULL, NULL) ) There may be multiple areas that you have changed that looks similar to what i've shown above. Please note that this is an assumption of where you may have editted within your source code. Also take note of how customtable is a INT and card is a SHORT which may be another case of why it's being truncated. For future reference, try backing up your files before applying new changes to it. Hope this helps, Sin
  5. So my friend and I noticed something as we were testing the homunculi out. It appears that the homunculi itself does not have a cooldown whereas the skill says it does. What it has been using is 'Aftercast Delay' which makes them have to wait for that timer to die off before they can use 'any other skill'. My question is, is this the way the homunculi's skill suppose to work? Or are they suppose to be able to cast other skills while one of their skill is on 'cooldown' instead of aftercast delay? Aftercast Delay basicly negates a player / hom from using any other skill until the timer wears off. Cooldown is a single skill timer that allows the user/ hom to use other skills other than that specific skill casted. What is the way that it's suppose to be?
  6. Sin

    Clones using skills.

    o.o I'm surprise no one knows ): bump
  7. I remember there was a toggle for this. I tried finding it in the configurations but failed. Does anyone know where to enable clone using skills? Thanks!
  8. There is a check somewhere that checks if there are any duplicate commands in the groups.conf. I would like to disable this becuz if I make one mistake on adding a duplicate command ( if adding while server is being hosted for player ) It would disable all command use. Then I would have to remove the duplicate and restart the server for the players again. Adding new groups / commands for a premium service kind of thing and you are probably bound to make some sort of mistake. Please tell me where I can disable this and allow it to read the duplicates. Thank you.
  9. Wow that looks a lot of fun, Great job. I think I will be using it for my server xD.
  10. There already is one ; @makehomun
  11. Found in clif.c #if PACKETVER >= 20070918 clif_partyinvitationstate(sd); clif_equipcheckbox(sd); #endif Comment them to remove.
  12. Sin

    Job inheriting.

    in the old 'eAthena' source, inheriting job was quite simple case JOB_EXAMPLE: class_ |= JOBL_THIRD; case JOB_GUNSLINGER: class_ |= MAPID_GUNSLINGER; break; but now it's different in rAthena which I don't understand at all, can anyone help explain how the other classes inherit each other, and how I would make a custom class inherit another class's job mask, in this case, the example job inheriting the gunslinger map id. Thanks. Anyone knows how jobs are inherited from each other? Please I really don't understand the current method.
  13. With both setups and the diff, it still popsup ):
  14. 'Use Patch Setup Exe?' What does that mean I diff'd it with what you stated, it still happens.
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