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Lighta

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Everything posted by Lighta

  1. I suppose you'll need some sprite for each class in each scenario for the differents sex. (just like when you had a class you need some spr for male + female in the differente scenario). Then you'll need to see which lua fetch which spr when he receive the sex number. In short it's mostly in clientside now. Altought some scripts rely on sex F or M, so you kinda either need to adapt everyscript to fit it or found a fallback option, like sex = sex%2+2, (so you just have 1,2 as values)
  2. I guess he wish to have a full reload on all mapserv available as well, wich we could do ye but right now this is normal. True that the @who have a little issue as well, but if we looking for interconnection, the map-serv doesn't necessarly share the same schema with another and even so we could just add a column map_id so that the data doesn't overlap, but yeah you could have an issue about loocked table. Better to transmit all result to char anyway.
  3. Well this should be configurable I think, not just due that with not handle it.
  4. You have an application that already using that port. So turn it off before launching the serv or change serv port. (The application could also be rathena himself if you didn't start it correctly) Just check out with a netstats
  5. You told the serv to skip 20 bytes in his fifo queue while he appear to hold only 1. Like say you have 2 personne in a queue and tell him ok ignore 20personne in the queue and take the next one... To fix this you have a RFIFOSKIP(fd,x) somewhere to be fixed.
  6. It would be good to have a list of scenario to check for this milestone. For what I could take out his text : -Emergency call scenario : use emergency on mapserv1, with 1 guildi in mapserv2 result expected : guildi in mapserv2 get recalled. -Status : ??? result expected : status remain in new mapserv -npc_wap : need to implement the warp2 suggestion. result expected : script could continue normally - channel : create a new channel, put j1 and j2 in it, j2 go to mapserv2 result expected : j1 should be able to listen to j2 in channel. ...
  7. so what is it will you increase card0-card3 to retain information in it with a mask or will you go for a new table ? if it's a new table what the struct will look like and how will you recognize the item ? struct item_componed { int aid; int itemid; //note this is note nameid but an unique itemid in card_bound[]; //array of wich card of the index was bounded with bounder number } now with this I suppose when we create an item we will give him an unique itemid, which could also be good for the uniqueid stuff. then if we do this all the function that destroy and create a new item need to be modified to retain the itemid.
  8. could you try start them into separate console just to know which serv is complaining ? Basically your serv is compiled by defaut on 20120410 so it shouldn't matter, and I think he found the correct version afterward, if not this mean he's map you at the lowest available version on packet_db.txt wich is version 5, something below 20040906.
  9. Lighta

    Compile in Linux

    you doesn't say much about your system you're using so I can't tell you much neither. Anyway if you wish to alter the makefile do it in "src/map/Mafefile.in" "src/char/Makefile.in", then rerun ./configure to recreate the Makefile then you could compile. In Makefile.in change (where ... = reste of the line) @@CC@ @LDFLAGS@ .... @@CC@ @CFLAGS@ .... into something like @@CC@ -std=c99 @LDFLAGS@ ..... @@CC@ -std=c99 @CFLAGS@ ..... Or assuming you using bash you could also do : export CC=c99 ./configure ... The second option is the fatest and probably the better for you imo. (The second change your default compiler for gcc -std=c99, instead gcc)
  10. Lighta

    Compile in Linux

    you have to alter ther makefile to tell them to use -std=c99 Or you could use the c99 compiler which is the same. (This is assuming you're using gcc)
  11. db/import/ is using csv format, just like db/re/*.txt If you plan to use sql table you need to import them into your schema yourself
  12. some quest or item give you zeny, Have you disable : -blackjack, -lotterie, -Quest Warper Script -Treasure Hunter Quests ...
  13. Their this seem to work for me. " [status]: Connection of the char-server 'rAthena' accepted. [info]: Connecting with cmd=825 [info]: Mac adresse = AC-22-0B-1A-74-0B Ip=10.240.201.209 " Idk if we gonna implement this, will see. Even if this may be a nice feature I wouldn't put on my top priority as I prefer focus of stabilizing our engine rather than adding new feature right now. Although if someone planning a pull request on this it would be nice to have. Here a little snippet to start. http://upaste.me/128809 Tested with : -ra_hash : 7fd67761944c9d282060a3b9a0d46ca38fe74c73 -client_exe : 20130710 / rocred.exe As you can see, seem like only packet_cmd=0x825 is transmiting mac, so you might want to force your client to connect with this one, (or take one that using it). Then you could save this mac in whatever db you like.
  14. idk if when you removing all the name in lua the !! persist, I believe yes. Then I suppose you could do this little hack of sending a "clif_displaymessage" with with almost nothing in it, just after the skill is casted. (you need at least 1char in it) Like this it may hide the "!!"
  15. @vijay30393 well we do not maintain 3ceam so we don't kno; better ask them but basically with few change it's probably possible to make it work there. @GmOcean, @Cydh: for what I understand of Cydh idea, he proposing an aggregation as mapflag as zone. Like in this exemple zone1 = town + nightenabled And the main idea was to propose some template. So let review this : Basically this aggregation idea doesn't bring a new functionnality since you could already do that by adding all mapflag into the map needed, which would bring the exact same result. What this bring is something to help configuration, exemple of usage of mapflag, a way to encourage it. Which is all fine but like I said if you already know well how mapflag work it won't change much for you. @GmOcean: My main issue ain't really backward compability, those are an issue but could be changed overtime and we shouldn't be stuck on something for that reason. No the issue is about functionnality, as I believe it's quite bad to have 2 ways of doing the same thing. In case of a change we have to update 2 place, people will be mix about how do the stuff etc.. => bringing less good support and so on. Now let summerize mapflag and "zone" functionnality, (altough I may need to take a look at their current zone system as he might add new stuff that are neat) Mapflag = A way to add a propriety to a map Zone = A way to add proprieties to a map (Both for group of map you need to list the map you want and set the mapflag/zone into it) So what the differences ? only the multiplicity of propriety, for reusability purpose your attribute you want to seton mapflag is better to be atomic so like that when you associate it with another mapflag you could build the group of final propriety you want on that map. But really that just a way of doing it and no one is forcing you to do it atomic. (most of time is not even the case). And anyway both way on code would necessite something like if(map.mapflag&x) { map.add_propriety(...); } (Once you enter a new propriety ofc, in case it's already here you'll try to reuse a flag/zone so you don't have to edit the src. For the databases thing. Well really on our current implementation you could see that really as a limitation. Sure having it all of them in 1 place is better to review and see who got what, but in other hand you can't ship your new instance in 1 file containing all he need. (mapflag on the script). So that really depend on what kind of organisation you prefer. Now if we do want to do that bd stuff is really easy and for instance we could say ok we only read the "mapflag" keyword on npc/mapflag/ folder, everywhere else we raise an error/warning. Bam all mapflag instruction are moved on that folder and you have your db. Or you could just do a mapflag.txt db file ye why not, in anycase I don't judge this too relevant on our decision. I could try to draw a flowchart for idea on decision but basically : If there a way to already do the thing you try to add and that your change doesn't the execution process (performance), or help much users to do it (convenience), doesn't help dev understanding (maintenance)..., then it's kinda useless. Now the Cydh idea bring convenience so it's nice but bah may not worth it... Now what I suggest on zone is to delimit on a map a "zone" by xmin,xmax,ymin,ymap, where you would add some mapflag in it. If you follow me, the current systeme is adding propriety on the whole map, but you may very well be interested on adding a propriety only on a portion of it. Like for example a tvt/pvp map. On the center you will allow pvp mapflag whereas on the cliff you will put noskill. (This way you could have an arena with nice spectator not doing shit on the map). (Just an exemple)
  16. that sound more like they need basic_skill lv up more
  17. git stash && git pull && git stash pop in preference if you have some custom
  18. You are both right, @Veracious about the disband of the entity (guild, party, ...) we didn't tought about this but yeah it could be added quite easely to destroy those item. If all work fine they should when the guild disband either be in guild_storage or in guild_leader inventory as he must be alone in guild to disband it. Looping his storage to search and destroy those item ain't much a big deal to procede. @Ako Si Ranz, Now about card is another story but you once again right, compon card will curerntly broke the bound system, and if you can't compon a card it's quite useless, so that quite a big flaw. Currently however it's not possible to retain this information about boud item for compon card. I suppose the item struct could be modified to not only a int card[4] anomore but a s_card card[4], which then will hold bound info. Now this will quite increase the ram requiered manage item wich could potentiability overreach mmo_char_status limit, bringing once again the necessity to move storage out of this... In short both are fesable and quite interesting project, the 1st one is really easy, second might take a bit more time, what would be nice is to motivated Akinari to do it but otherwise it will be dealt later. (Unless someone want to do a pull request)
  19. What's your exact error message ? langtype no that unlickly. clientinfo ye if you have enable in conf/login_athena.conf // Check the clientversion field set in clientinfo.xml? check_client_version: no // What version is allowed to connect? (if the option above is enabled) client_version_to_connect: 20
  20. This usually happen when the map ping the char to test his connectivity, he do that frequently, if connectivity is lost then you'll see this message and he will try to reconnect to char. How is connectivity lost ? well it could be char-serv is down, or if char-serv is busy for too long, then the ping timeout will said we got no response so we suppose the char-serv is down... Try to put some time_info into those ShowDebug to see how it's frequency.
  21. na, the skill you wanted to have a something else after is RK_SONICWAVE right ? so go in skill_additional_effect then add : case RK_SONICWAVE: .... break; You can put this after case RL_QD_SHOT: status_change_end(bl,SC_C_MARKER,INVALID_TIMER); if (sc->data[SC_QD_SHOT_READY]) status_change_end(bl,SC_QD_SHOT_READY,INVALID_TIMER); break; for exemple. now ... mean whatever code you want to be executed after RK_SONICWAVE is done and have dealt some dammage, in your case you want to autocast something so just put skill_castend_damage_id(src, bl, NPC_EARTHQUAKE, skill_get_max(NPC_EARTHQUAKE), tick, 1);
  22. Jonne, currently the ER is really just to give us an idea, we would start to work on it to really have a real ER association and limit the duplicate by FN form. (take note that the way serv is done you could possibly have 3 sql-server so that another thing to look at). Now for you're question there different notation for this you could either put 0..1-1..n for exemple or simply 1-n, (you only retain the maximum), sure the previous is more explanotary as you may not want to retain your foreign key on the 0..1 table. (assuming you have a relation 0..1 - 1..1, you better put the FK in the 1..1 table ofc). Finally, the relation are somewhat the link of our different table, if we wanted integrity then those relation should exist. Now please not that since we using MyIasM they currently do not exist. This making the query faster but in other hand keep all kind of leftover in your table or even weird association. (but you could move the stuff as you please). Also an unfinished class diagram is present if you're interested, see doc/rathena.vpp, (yes visual paradigm)
  23. put the call in skill_additional_effect() That mean the skill have reached his target and done some dmg
  24. that mean a server, either login, char or map couldn't connect to another, which is mandatory to run properly. Each time you seing this please close all your serv and restart them.
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