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nitrous

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Posts posted by nitrous

  1. LGP isn't supported by rAthena, you'll have to ask functor.

    BUT,

    the way lgp works is when you use the command @lgp, it tells the server to start sending the lgp packets to the client, which then gets parsed by the client. ROReplay files work by saving the packets that the client is sent by the server. Since lgp was off when the replay was recorded, no packets were saved.

    • Upvote 1
  2. You can't beat the speed of light.

    There will still be a delay between your two servers. You can have two different servers running independently, but use the same database. People can then choose to log into either server and the character will be the same across all servers. But you can't have someone playing on Server A and party with someone playing on Server B.

  3. -	script	SGH_POINTS	-1,{
    
    OnPCLoginEvent:
    	if ($sghreward) end;
    	addtimer 60000,"SGH_POINTS::OnSghGet";
    	end;
        
    OnSghGet:
    	if ($sghreward) end;
    	getmapxy( [email protected]$, [email protected], [email protected], 0 );
    	if( [email protected]$ == "new_1-1" ) {
    	set SGH_MINUTE_P, SGH_MINUTE_P + 1;
    	dispbottom "Gained : 1 Point(s). Total : "+SGH_MINUTE_P+" Minute(s).";
    	}
    	if ( SGH_MINUTE_P == 3 ){
    	getitem 30004,1;
    	$sghreward = 1;
    	end;
    	}
    	addtimer 60000,"SGH_POINTS::OnSghGet";
    	end;
    }

    dont need the OnInit label

  4. Something like this should work.

    -    script    E_afkcp    -1,{
    OnTimerEvent:
        #CASHPOINTS += .amt;
    OnPCLoginEvent:
        addtimer .delay, strnpcinfo(1)+"::OnTimerEvent";
        end;
        
    OnInit:
        .amt = 10;
        .delay = 900000;
        end;
    }
    
  5. Why do you want multiple character servers?

     

    The problem with multiple character server connected to one map server is that the map server assumes there's one character server, so when the map server needs something from the character server, there's only one file descriptor. If you have multiple character servers, you'd have to store the which fd a character is loaded from, then use that fd.

     

    Another problem is if you have multiple character servers, they could use the same ids for characters, parties, guilds, etc, which will result in some undefined behavior.

  6. But that's not even the problem. sd is null because it's a monster, not a player.

     

    sce is set to null in here

                 sc_timer_next(tick+sce->val4, status_change_timer, bl->id, data);

    sc_timer_next is a macro, with it's definition here

    #define sc_timer_next(t,f,i,d) \
        if( (sce=sc->data[type]) ) \
            sce->timer = add_timer(t,f,i,d); \
        else \
            ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
    
    

    So there must have been an error pop up in the console.

    On the next line, there's a segfault because sce is null.

    He needs to change

                sce->val4 = 0;

    to

                if (sce) {
                     sce->val4 = 0;
                }
    
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