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Everade

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Posts posted by Everade

  1. Wahrscheinlich wieder so ein verschissener timeout.

     

    Adde mal irgendwo am anfang:
    freeloop(1);

    Wenns dann einwandfrei geht, dann kennst du das Problem.

    freeloop zu aktivieren ist jedoch nicht das beste da es zunem endless loop kommen könnte.
    Kannst aber das freeloop gegen ende des scripts auch wieder deaktivieren.

     

     

    Ich hab nen ziemlich grosses und komplexes script welches auch solche Probleme aufwies.
    Der freeloop konnte das beheben.

    Ansonsten adden scripter häufig irgendwo wait dazwischen.
    aber ich find das genau so bescheuert da es meisst nicht richtig funktioniert.

    • Upvote 1
  2. It depends on your PC specs, but the biggest issue will be your internet connection.
    Unless you've got a really fast fiber connection.

     

    But still, internet provider have big differences between private consumer and business connections.

    So they don't care much about connection issues for private households.

    I work part time as a technician (in switzerland which offers high quality services) for the swiss main carrier.
    You might experience short disconnections over time, or even downtimes over several hours up to days.

     

     

    While business connections have always high priority.

    So using a proper server which has been built for such services, including having a proper internet connection is key to offer your players a stable and lagfree service.
     

    It's not just about a fast internet connection, but also about having a proper backbone.

    If you're actualy planning to go online with an actual project while having >20 players and offering a "standard" server with a decent ~great connection.
    Forget about this right away.

     

     

     

     

    The location of the host is also important depending on which players you're aiming for.
    If you want to create a server just for your buds, sure, use your home PC.

    Aiming for a specific country:
    Make sure the host is located in that country

    Aiming for the entire world:
    Search for a proper hoster with a huge backbone which got access to all main carriers around the world.

     

     

     

    In the end it depends on yourself.
    You can also host worldwide using just your home pc.
    But people from other countries may have a really hard time with lag,
    depending on everything mentioned above.

     

     

     

     

    About your actual question "how many"

    It's hard to tell.
    The only thing you might be able to check is:
    Calculate how much bandwith per player is required and then compare it to your connection speed.

    That might give you a very rough statistic of what could be possible.
    But it's still very innacurate.

  3. I believe optimization of the code we have should always be prioritized before adding of newer content. If one keeps adding more features without optimizing we end up with a mass of spaghetti code that's harder to fix and optimize later down the line.

    Mind linking me BG bug reports btw I'd like to take a look at these.

     

    I agree.

    But fixing an optimizing code/features is a never ending process.

    You can't tell me that you're going to work on new things ones everything has been fixed.

    That's never going to happen.

     

    So fixing bugs according to bug reports should always stay one of the main priorities.

     

     

    However at the current state are a lot of pending official features which are in the pipeline since quite a time.

    That's why i'm saying, i would have prefered to see them instead.

    Especially roDex because the old mail system was used by quite some people, and it has been ripped out of our hands.

     

     

    About the BG bug, i think that one is related to newer clients only, i'm not sure.

    However it's not script related:

    https://github.com/rathena/rathena/issues/1240

    Another major bug with status effects:

    https://github.com/rathena/rathena/issues/996

    Or that we ran out of monster id ressources (doesn't look like anyone else than me is being interested into that issue though)

    https://github.com/rathena/rathena/issues/1253

     

     

    These are just some of mine, i'm sure there might be even more important things to do.

    Or things more people are affected off.

     

     

    @Aleos is still doing an awesome job, no matter what ;)

    So please don't get me wrong on this

  4. Great addition.
    But to be honest.... i would have prefered to see missing official content to be implemented instead.

     

    Why?

    Because there are only a handfull of people who ever made instance scripts at all.
    So this isn't really for the *masses*, it's just a great to have.

    roDex anyone?
    Which is just one example out of a lot of missing official features.

    ( i know it's being worked on )

     

     

    Not to mention that Battlegrounds is still bugged which is one of the core pvp features in ro.

     

     

    Priorities...

     

     

    And now let the hate rain down on me.

    • Upvote 1
  5. I'm looking for a way to calculate chances below 1% which i'm able to vary upon an if check.

    If i'm not mistaken then [email protected] temporary variables are not able to store decimals?!

     

    So for example:

    if( [email protected] >= 1 ) { [email protected] = 0.18; }else{[email protected] = 0.1}
    
    if ( rand(100) < [email protected] ) { getitem 512,1; }
    Or would it also workout if i simply set rand(1000) < [email protected]

    while chance is set to 1 for instance.

    I guess that would be 0.1% ?
  6. It's not fully working i have to admit.

     

    Depending on how much stat points you have, the scripts runs into an infinity loop.

    The calculation itself is perfectly fine now, it's only the script which is having a problem with high numbers.

     

     

    Adding a sleep timer might help, but i don't have enough experience to get it properly to work in this particular case.

    Anyone an idea on how to fix this issue?

     

    Here's the problem:

     

    post-820-0-59540300-1462697480_thumb.jpg

     

    ----------------

     

    I managed to fix it.

    Just found out that there's a freeloop script function in the script engine xD
    Simply enable freeloop and you should be good to go!

    • Upvote 1
  7. I actually still have the old 690 package from Kamishi, while there are newer sets available from what i've seen.

    But i think those are lacking the same sprites as well. (most actual version is the 700 package from 2014)

     

    Yet Kamishi is not responding anymore as he/she got inactive in the ro community.

     

    Next to that it would be great to have a palette set which includes all classes, AND the new bodystyles as well.

    Doram would be a nice addition too.

  8. 2 different kind of item drop systems would be more than awesome to have:

     

    System 1 - Boss Monster Special Drops:

    - System shall return boolean if the player attended *percentage setting of contribution damage to the mob*

    Not required, can be scripted with the system above, just so you understand what i mean:
    This way we can easily SPAWN a Treasure Chest by SCRIPT *NPC* which is able to only reward those *onClick* who actually contributed enough by dealing a specific amount of percentage/damage to the Boss Monster.

    This chest can be seen by all players.

    So if a player joins in, after the Boss died already, they won't be able to open the treasure chest for themselfs.
    But those who actually fighted the Boss Monsters, get Items by clicking on the spawned Treasure Chest.

     

     

    System 2 - Instanced Main Drops:

    - System shall create drops for each player who contributed to the kill, his personal own drops (each calculated chances on it's own)
    - Each personal item drop can only be seen by each individual player for himself.

    Which means each player gets his own individual drop (one might get a card, another one not). Global Drops / Kill Stealing / Mad Players will be a thing of the past!

     

    This is an entire new drop system which is most common in most MMORPGs.
    It's a way better system due the fact that Kill Stealing does not exist anymore, as everyone gets their own cut and own luck chance to get something rare.

     

     

     

    I would love to see Ragnarok being able to offer all players item drops who attended in the fight. As most MMORPGs offer it these days.
    So if anyone out there is capable of creating one of each of these system, or maybe even both, please contact me here or via private message.

    • Upvote 1
  9. I never said core feature as in for the emulator itself.

    I meant a core feature of the Cash Shop.

    At the current state the *new* cash shop looks like an unfinished feature to me, as we have no options to really work properly with it unless adding item+price.

    And the special section cannot be used at all (missing in the database)

    Maybe i'm the only one thinking like this, but meh...

     

     

    I'm not a genius when it comes to script functions / advanced scripting.
    So i might not be the best choice for creating new script commands.

     

    Easiest solution:

    Remove item_cash database file and replace it with a

     

    SQL database entry

     

    And we're all set.
    Anything else can be done depending on our scripting skills if i'm not mistaken. ^^

     

     

    But i guess

    addcashshopitem <tab>,<item_id>,<price>;
    removecashshopitem <tab>,<item_id>;

     

     

    would also work just fine.
    However the item_cash db file would then become obsolete or quite of an issue if the server restarts.

    Guessing that the addcashshopitem commands would save the data in RAM only.

  10. Thanks for the enlightenment Lemon :)

     

    But it would still be great if we could update the cash shop on the fly.

     

    I know client side it's not possible to update it.
    But that's not big of a deal is it?

    Because if a player purchases an item which has already been removed from the shop.
    The server could simply deny the purchase.

     

    That way we could at least have the possibility to update the shop via a dynamic script which could create automated sales or similiar.

  11. Auction system is officialy deprecated and not supported by kRO anymore (from what i remember)

    However the Cash Shop even features a Update Quantity Button (which is officialy used for Limited Sale Offers in the Special section)
    Yet rAthena did never implement that.

  12. The current official (new) Cash Shop interface and it's used item_cash_db.txt gives us 0 possibilities to make anything dynamic at all.

    Maybe i'm unaware about some specific features, but as of now i wasn't able to find anything even related to the cash shop system that could be usefull.

    So the only settings we've got are:
    // Type,ItemID,Price

    But there's no way we could possibly set a time limited offer nor anything "Special" about the special section itself such as limited quantities or whatever it has been created for.

    It would be more than great to be able to dynamicaly change/update the cash shop without the need to reload the item database.
    So we can "per script" set special prices, limited offers and update the shop on the fly without accessing the server itself

    At the current state, using the old cash shop system gives us way more possibilities on updating the shops itself.
    There, it's limited to our scripting skills.

    But the "new" Cash Shop Button / Interface Shop is lacking it's very core features.

     

     

    I think everyone could benefit from this as it keeps the ragnarok community and it's private servers alive.

    The main question will be if we're able to update the shop clientside.

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