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Vach

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Posts posted by Vach

  1. @Vach

    I already fix the problem. heres the code, change the error.

    md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--en--",1083,"", SZ_SMALL, AI_NONE);

    Oh! Yea, I saw similarities in the code and knew this would fix it... but based on how this forces the size to small and the other issues with this I was talking about earlier... I'd rather see if Goddameit will update it himself before I start messing with it.

    Thanks though. :)

  2. how to fix this skill.c: In function 'skill_parse_row_skilldamage':

    skill.c:15814: error: 'struct s_skill_db' has no member named 'flag'

    skill.c:15815: error: 'struct s_skill_db' has no member named 'pc_damage'

    skill.c:15816: error: 'struct s_skill_db' has no member named 'mob_damage'

    skill.c:15817: error: 'struct s_skill_db' has no member named 'boss_damage'

    skill.c:15818: error: 'struct s_skill_db' has no member named 'other_damage'

    make[1]: *** [obj_sql/skill.o] Error 1

    make[1]: Leaving directory `/home/ra/src/map'

    make: *** [map_sql] Error 2

    Which version are you installing and on which SVN version?

  3. I ended up solving this problem by moving to the 06-18 client and updating it to work with the lua files in this post:

    http://rathena.org/b...ua/#entry136929

    Combined with a version I decompiled myself (since I use the LUA before LUB setup). Now everything works fine... even other things I was having issues with.

    I would request that a Cliendside moderator put this as a known issue somewhere, so that people in the future know how to fix it. There appears to be some sort of change between 04-10 and the clients in 05 that differentiate how the clientside of things determines what item sprites are... I even had some headgear errors fixed when I changed to 06-18a and installed the correct ShadowTables.

    If anyone wants the shadow tables I am using, I will upload them here for reference. Again, this is a combination of the work at the link above (which I can't take credit for) and my own decompiled function lua.

    ShadowTable.rar

  4. The only one I know of is the one that does it the other way around. How many custom items do you have? You may have to do it manually; although if you open a bunch of files at once with something like notepad++ that won't take too long... Unless you have hundreds of custom items.

    May I ask why you need to do this? Moving from 2012-04-18+ to an old exe for what reason?

  5. bug in latest revision..

    Yes, I was also going to past that this morning but didn't get around to it. Due to the new size modifications to monsters via "mob_once_spawn_sub" there is a compile error among what could potentially be other errors.

    Uninstalling for now........

  6. Another strange issue from Vach, one that I am truly stumped on, all of my Weapon sprites (all weapons everywhere, even the un-edited classic weapons) use the default weapon sprite. All of them. All swords look the same, bows look the same, etc.

    I know at least some of the basic weapons had different sprites, even in my old server from 6 years ago I could see them, so something is screwy at this point.

    Also, shields, headgear, and even custom headgear/items show up properly. Something very strange is going on.

    I am using Client 2012-04-24 with LUA before LUB diffed, as well as the data folder read first. My itemInfo.lub is properly configured and placed in the System folder and I am using Renewal mode. I have tested this with the default item_db as well as modified my clientinfo.xml to see if that was causing the problem, no effect.

    I'm at a loss... is there a "default" sprite setting somewhere? :(

  7. Ah, that just affects the amount of points you get in total - not how much it costs to raise a stat. I have a dynamic point system with NPCs so I had to use the non-table format built into the source.

    Anyway, I found the status point section in pc.c under "int pc_need_status_point(struct map_session_data* sd, int type, int val)"

    I just changed:

    #ifdef RENEWAL // renewal status point cost formula
     sp += (low < 100) ? (2 + (low - 1) / 10) : (16 + 4 * ((low - 100) / 5));
    #else
     sp += ( 1 + (low + 9) / 10 );
    #endif
    

    To this:

    sp += (low < 100) ? (2 + (low - 1) / 10) : (12 + ((low - 100) / 3));
    

    This effectively made the stat balance 12 (which should be 101) +1 per 3 Stat Value after 100. So, 103 is 13, then 106 is 14, and so on.

  8. I was wondering if someone could tell me where in the source code you can alter how many Stat Points it takes to up a stat; I am interested in changing the math that is used for stats above 100 to make it more uniform for the progression on my server (it jumps up rather drastically compared to the lower levels).

    If I'm retarded and can't find a simple edit for this in the conf, please point me to the right direction. /ok

    Also, if someone could tell me where MVP Exp is distributed in the source, I'd like to apply that to Job Exp as well.

  9. Just an opinion. If someone have time and make the plugin for all translation via .txt like a4rei said.. :) so that those who'll pass by here just need to download the plugin for the diff patcher and copy/download the .txt file together with the .dll plugin :)

    That's what I said on the WeeDiffGen thread; we should standardize it so it's ready for future updates.

  10. Yes, it can, thank you.

    And I don't think it is a very high priority, but perhaps it should be added as a to-do-list item for future releases... someone definitely more qualified to program in the source than I. I simply think something like "next2;" should be implemented allowing next without the use of pushing the button - could be very useful in scripts. Since we know it is possible due to how refresh is behaving.

  11. Uhm...try this...all dependent on what refresh can do though.

    mes "Blah blah blah";
    sleep2 1000; // Give player time to read
    atcommand "@refresh"; // I'm assuming can clear/close the NPC window..maybe I'm wrong..can't test since I don't have a test server ready
    sleep2 1000;
    mes "blah blah blah";
    

    This actually works for what I need it to do. The only issue is the refresh of the screen may seem like a "bug" to some players. It leaves all other context intact. It also eliminates the weather on the map, so I may have to confine the script to maps without weather.

    Interesting... I wonder if a command can be made from "@refresh" that specifically changes what the NPC is displaying.

  12. Hello everyone! After getting back into RO 'Servering' and starting my ambitious project, I am at the point where I need to set up a patcher.

    I already have a webserver with proper access, but before I got started I wanted to ask which one of the following patchers would work better for my situation: KPatcher or Neon Cube.

    I'm going to need to be able to patch files that are not in my personal data.grf, simply because I am going to be making many progressive updates over the past few months and I don't want to repack every single time, plus there are some customizations that go in the root folder I may need to update. So, that being said, I can't use Thor Patcher because I heard that it does not allow non-grf patches.

    I also want to prevent people from accessing the official patch (unless they decide to run that patcher themselves) and I wanted a visible text with what was updated. I'd also like to prevent access to a configuration file that shows where the file server is, if possible.

    Soooo... that said... opinion time!

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