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eduardoxmenezes

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Everything posted by eduardoxmenezes

  1. Hello, here's the crash occurred repeatedly. Happens when entering/warping to new map. After restarting the client, status-skills remain just fine. Module Name: ~\2018-04-18bRagexeRE_patched.exe Time Stamp: 0x5ad44028 - blablablabla Exception Type: 0xc0000005 0x6c25d569 C:\Windows\system32\igdumdim32.dll 0x6c2004cd C:\Windows\system32\igdumdim32.dll 0x6cc70846 C:\Windows\SYSTEM32\DDRAW.dll 0x6bd4dde3 C:\Windows\SYSTEM32\D3DIM700.DLL 0x6bd45fe6 C:\Windows\SYSTEM32\D3DIM700.DLL 0x0043fa9f ~\2018-04-18bRagexeRE_patched.exe 0x009f561a ~\2018-04-18bRagexeRE_patched.exe 0x00b0dff7 ~\2018-04-18bRagexeRE_patched.exe 0x00b0f4f1 ~\2018-04-18bRagexeRE_patched.exe 0x74ac7c04 C:\Windows\SYSTEM32\KERNEL32.DLL 0x7722ad8f C:\Windows\SYSTEM32\ntdll.dll 0x7722ad5a C:\Windows\SYSTEM32\ntdll.dll eax: 0x3a000120 ebx: 0x00000013 ecx: 0x19e0f53c edx: 0x19bb3980 esi: 0x19bb3980 edi: 0x19bb6438 ebp: 0x0018ffec esp: 0x0018ffe4 stack 0018ffe4 - 001903e4 0018FFE4 : FF FF FF FF AB 00 21 77 00 00 00 00 00 00 00 00 0018FFF4 : C5 F3 B0 00 00 E0 FD 7F 00 00 00 00 41 63 74 78 00190004 : 20 00 00 00 01 00 00 00 0C 33 00 00 DC 00 00 00 00190014 : 00 00 00 00 20 00 00 00 00 00 00 00 14 00 00 00 00190024 : 01 00 00 00 07 00 00 00 34 00 00 00 7C 01 00 00 00190034 : 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00190044 : 00 00 00 00 00 00 00 00 02 00 00 00 4E EF 26 1A 00190054 : 98 02 00 00 44 00 00 00 E0 02 00 00 60 02 00 00 00190064 : 00 00 00 00 BA 71 32 F3 40 05 00 00 4A 00 00 00 00190074 : 8C 05 00 00 1E 03 00 00 00 00 00 00 5B 49 59 2D 00190084 : AC 08 00 00 32 00 00 00 E0 08 00 00 00 03 00 00 00190094 : 00 00 00 00 CD EA CE 32 E0 0B 00 00 42 00 00 00 001900A4 : 24 0C 00 00 36 03 00 00 00 00 00 00 C8 5F 50 38 001900B4 : 5C 0F 00 00 5E 00 00 00 BC 0F 00 00 68 03 00 00 001900C4 : 00 00 00 00 44 05 28 B1 24 13 00 00 56 00 00 00 001900D4 : 7C 13 00 00 98 03 00 00 10 00 00 00 09 00 00 00 Launch Info 0171 01DA 00A6 00A4 002A 0025 02F4 000C 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 Job : Rune Knight quiz_02.rsw 337 74 Renderer.cpp 698 Skills when crash: Two hand quicken Aura blade concentration parry enchant blade endure Char condition: Female Dragon riding Atcommand when crash: @slaveclone @autoloot @bodystyle 1 GRF changes I remember: Some small change on Sonic wave's max level ================================================ Case #2 - Happens when Royal Guard @slaveclones Rune Knight like above Module Name: ... Time Stamp: ... Exception Type: 0xc0000005 0x6c25d562 C:\Windows\system32\igdumdim32.dll 0x6c2004cd C:\Windows\system32\igdumdim32.dll 0x6cc70846 C:\Windows\SYSTEM32\DDRAW.dll 0x6bd4dde3 C:\Windows\SYSTEM32\D3DIM700.DLL 0x6bd45fe6 C:\Windows\SYSTEM32\D3DIM700.DLL 0x0043fa9f ... same as above 0x009f561a ... 0x00b0dff7 ... 0x00b0f4f1 ... 0x74ac7c04 C:\Windows\SYSTEM32\KERNEL32.DLL 0x7722ad8f C:\Windows\SYSTEM32\ntdll.dll 0x7722ad5a C:\Windows\SYSTEM32\ntdll.dll eax: 0x3f844d01 ebx: 0x00000013 ecx: 0x19eb50bc edx: 0x19f07040 esi: 0x19f07040 edi: 0x19f09af8 ebp: 0x0018ffec esp: 0x0018ffe4 stack 0018ffe4 - 001903e4 0018FFE4 : FF FF FF FF D6 00 21 77 00 00 00 00 00 00 00 00 0018FFF4 : C5 F3 B0 00 00 E0 FD 7F 00 00 00 00 41 63 74 78 00190004 : 20 00 00 00 01 00 00 00 0C 33 00 00 DC 00 00 00 00190014 : 00 00 00 00 20 00 00 00 00 00 00 00 14 00 00 00 00190024 : 01 00 00 00 07 00 00 00 34 00 00 00 7C 01 00 00 00190034 : 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00190044 : 00 00 00 00 00 00 00 00 02 00 00 00 4E EF 26 1A 00190054 : 98 02 00 00 44 00 00 00 E0 02 00 00 60 02 00 00 00190064 : 00 00 00 00 BA 71 32 F3 40 05 00 00 4A 00 00 00 00190074 : 8C 05 00 00 1E 03 00 00 00 00 00 00 5B 49 59 2D 00190084 : AC 08 00 00 32 00 00 00 E0 08 00 00 00 03 00 00 00190094 : 00 00 00 00 CD EA CE 32 E0 0B 00 00 42 00 00 00 001900A4 : 24 0C 00 00 36 03 00 00 00 00 00 00 C8 5F 50 38 001900B4 : 5C 0F 00 00 5E 00 00 00 BC 0F 00 00 68 03 00 00 001900C4 : 00 00 00 00 44 05 28 B1 24 13 00 00 56 00 00 00 001900D4 : 7C 13 00 00 98 03 00 00 10 00 00 00 09 00 00 00 Launch Info 006E 00A4 02D2 000C 000C 000B 0082 0171 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 Job : Royal Guard anthell02.rsw 168 170 Renderer.cpp 698 ======================================================= What about your client? Has everything on Rune Knight been running ok?
  2. Hello, Does anybody know how are ed->master or ed->master_id being processed when mob_ai timer is on? I am wondering if I can program it so that even Sorcerer-slaveclone could be followed by its own Element. I managed to let the slaveclone summons the element, but it just stays w/o attacking. I suppose it's because of the absence of master. Am afraid that it's similarly practically-impossible just like slaveclone's Homunculus. However it didn't seem that element's more complicated than homunculus as it works with simple block_list. I do find that ed has a master property (as map_session_data), but I don't understand how that master is used (maybe under mob.cpp?). Thanks
  3. Update: Although I thought this was caused by music skill of Clown, or spirit skill of Champion, the debugger says it is caused by deletion of md after it's dead. So, I double-filter this out and does nothing when dead, only for my slaveclone. unit.cpp --> unit_free function --> BL_MOB case --> // Heap corrupt if (mob_is_clone(md->mob_id)) { if (md->special_state.clone > 0) { //slaveclone // ShowMessage("heap?\n"); } else mob_clone_delete(md); //regular mob } Have a nice day!
  4. Hello all! Does anybody know about fixing heap corruption error? (picture attached). I don't actually understand what that is. Found this error as a follow-up from my post at , as I already have made many edits mostly at mob.cpp, as well as on mob_ai_hard, mob_ai_lazy, etc. Slaveclone with skills are working so far, and I limit the max number of it. Then all of sudden, (maybe due to char's job I chose?), this crashes. I could ignore this error once, but not more. So, in which cpp file should I edit more? Thanks!
  5. Oops my bad! I apparently changed a little bit the structure of s_homunculus. When got validated by intif_parse_RecvHomunculusData, of course it doesn't pass the original/designated size of structure. So I removed the unused property. Cheers!
  6. Excuse me, may I know the flow of showing sd's homunculus (its sprite)? I think I screwed up here after uncommenting some block of code ?, and of course I am not able to Ctrl + Z this time. It does request via intif_homunculus_requestload, but doesn't seem to relay the parameter to what it should goes to (I mean it returns 1 value). Plus, no ShowMessage command is working under intif files (cmiiw). Showing sorcerer's element's fine, falcon & garm are fine too, but not with homun. The problem is that while editing many parts of the code here, I wish I wouldn't have to update to a newer rathena-master . So if you perhaps know how, it would be awesome!
  7. Yo check out the comment I made : https://rathena.org/board/topic/88431-clones-using-skills/
  8. Hello! It's been exciting to play Ragnarok again! I think I've found where in the code we have to alter. I do not have any C++ background, but here's the thing about clone so far I understood. My reference is the old version of 3Ceam's which has a perfectly working battle sage-mode slaveclone. 1. Slaveclone is a mob treated as a pet (without its info etc), but attacking & giving us exp like homunculus. All wrapped under a BL_MOB category. Therefore, we need to change the ASPD etc. The problem is that with altering this in hardcoded, Rune Knight seems okay, but a simple low level Mage will be strangely a strong melee attacker. Details on attachment. 2. So, to imitate the routine/procedure that rathena has made on the code, I duplicate mob_clone_spawn ---> mob_clone_spawn2, with necessary addition in its *.hpp . Why? it's because I also added another @clonea atcommand, by "clone-A" means assistant. I found that by changing the flag & master status (true/false), there is my @clonemp (marine sphere PVP) as regular PC char. Plus, @clonepe as PVPevil. Consequently, I add another conf point as a replacement for mob_skill_rate (clone_skill_rate). In simple word: Actually I want a Mage slaveclone for my Swordsman account mwahahaha 3. ai_mob functions are awesome! (but maybe being overkill, since some ineffective routine done by peak Biolab mobs, idk why cmiiw) 4. I thought by playing with mobs' state (MSS_BERSERK, etc) will change the skill for slaveclone. It doesn't. 5. Finally, less/more, files I edited are: mob, battle, unit (cpp & hpp). Also, atcommand_def & atcommand (inc). And for-import battle_conf (txt), groups.conf . 6. Here's the main thing I change (after 2 weeks of skimming the code lol) (mob.cpp) : ..... if (!bl) continue; md->skill_idx = i; //assign the filtered skill that's chosen map_freeblock_lock(); //lock the new target for your skill if (!battle_check_range(&md->bl, bl, skill_get_range2(&md->bl, ms.skill_id, ms.skill_lv, true)) || !unit_skilluse_id2(&md->bl, bl->id, ms.skill_id, ms.skill_lv, ms.casttime, ms.cancel)) { //validity and executable check (but still doesnt execute?) map_freeblock_unlock(); //bcs un-executable, release our lock continue; //and just skip this block //at this point i still dont understand why skill still doesnt work. So I forcefully add another default thing to do below } } unit_skilluse_id2(&md->bl, bl->id, ms.skill_id, ms.skill_lv, ms.casttime, ms.cancel); //yes it's here .... also: .... status->aspd_rate = 1000; //meaning a -10% acceleration from that quick humunculus' aspd status->adelay = 1000; //interval delay status->amotion = 1000; //animation (?) status->dmotion = 1000; // idk .... maybe with other status->xyz if you want 7. For further development (maybe!) : a) differentiate the stat alteration, so it looks okay or approximates the master. b) Does slaveclone imitate 100% the master's leveling? IDK. c) I still dont know how to change slaveclone's name to be admin_1 omg i dont get how c++ concatenate strings lol, so teach me! 8. Because this is a repeatedly routine, crash might happen. For example, debugger wants us to fix this on status.cpp: status = md->base_status; memcpy(status, &md->db->status, sizeof(struct status_data)); 9. Lastly, the "valve' to be opened as we want the slaveclone to auto skill is (mob.cpp) : if (!battle_config.mob_skill_rate || md->ud.skilltimer != INVALID_TIMER || !md->db->maxskill || status_has_mode(&md->status,MD_NOCAST_SKILL)) return 0; I "opened" to be: if (!battle_config.mob_skill_rate || md->ud.skilltimer != -1 || !md->db->maxskill) return 0; So that (maybe) the MD_NOCAST_SKILL status doesn't exit this particular line Check this out on my github. https://github.com/amharfm/rathena
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