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Checkmath

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  1. I cant seem to make it work, whether its SMTP or pure php, never seems to happen with errors: SMTP connect() failed. when I use tsl or ssl at ports 587 and 465 respectively and when I use php, I get: Could not instantiate mail function. By the lack of people talking about those errors I assume its something very dumb, so my first question is, do I have to use any 3rd part software to let the flux send the e-mails? At this very moment I'm using: With right password right below. About the ports, they are open.
  2. Yes, thats how I did it actually. Thanks man! Saved some time Someone can close this already.
  3. That helps quite a lot, I'd still like a link if possible, because the whole CP is already working and haha rebuiling ain't that fast! Anyways working on that, thanks.
  4. As the title says I need the Flux CMS addon download link, the old one is broken! And it makes CP editing much easier so please if someone has it and can upload I'd really appreciate it! http://rathena.org/board/files/file/2332-flux-cp-cms-addon/ (Old link) Thanks very much.
  5. I dont know what to do but when I open Win10 in Safe mode it works fine... Might be some service which I dont know what it is, also when I just turn my PC on it works for about 20s so yeah it might be something within my computer, what it is though, is to think.
  6. While I have done that in the past for simple things I cant do it for all that is useful like in NEMO. Though I'll test using hex editor just to see if it also causes the same problem.
  7. Is there any? Because I've experienced a trouble with diffing the hexed with NOTHING(really no even a single option marked on NEMO) on Windows 10,tried compatibility and all sorta stuff, and it makes the client not clickable(By not clickable I mean that the client opens fine,works keyboard I can even log-in, but it doesn't register the clicks from my mouse nor touchpad) (Yes I've tried all compatibility and windowed/fullscreen things) Like I've got someone else's already diffed executable and it works, I go and diff that executable and it stops receiving clicks. So it got me to this question, is there any other DIFF method other than NEMO? Diff Patcher used to work back in 2011, I'm using 2014 clients so I guess that wont work. EDIT: Just tested with Shin's and it also causes the same problem. I'm guessing it has something to do with Windows 10 only. Still if someone has other options would definitely help. EDIT: Tested just changing the name with HexEditor and although the name changed correctly, it has the same issues as all others. Gotta have to figure something out of this, probably VM with older Windows versions... EDIT: Lol. Even using an Windows 7 in a VM, hexing the executable there, it doesnt work. Though it works to open the game in the VM in which the Windows10 has that mouse trouble. Still trying to figure it out, but I think the real problem might be some Win10 Service, gotta figure which one though. Alright Figured it out, it was a software for Internet Banking that was stopping it from working correctly, probably something that checked if it was "hexed or diffed" and made it stop working, in my case it was Warsaw Technology. After an almost 24h of search for that I will not close this posting but someone should close it for future reference(Such that those 20h of mine shouldnt be of anyone else's lol)
  8. I did the Owner cannot attack it own emperium part.(Using jezznar suggestion by reading the KOE(Annieruru) patch) Now I just have to be able to 1- Hide Emperium HP 2- Make players not hit emperium with spells 3-Make a "new mapflag" to fuse PvP and GvG_Castle. I think that Might be where I should be looking to make my own emperium immune as well. What is odd is that "if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) {" doesnt have any restriction on where or how did the emperium spawned. Altough the normal WoE emperiums works perfectly, If I create an emperium(ID 1288) at the side of an true emperium, that one I've created will still receive spell damage. After following what I've mentioned on the post above It didnt work. Although moving the same code (and adding just a one thing) to the battle_calc_damage I was able to in a PvP map have the emperium(and everywhere else) immune to spells. So now I'm left with only two small problems: 1- Emperium HP still showing 2- Damage is showing (I have to check at the mapflags at the source and compare the gvg_castle.)
  9. I've never heard of this KOE diff, I dont mean to make a person owner of the castle since the player will receive his visit at the treasure room ONCE every victory in the event. Does that KOE diff changes when should or shouldnt the emperium not be hit with spells? Thanks in advance,I appreciate your help.
  10. Hi,I'm trying to create a FFA WoE but there are a lot of issues with that, One of them is that I wanted to be not guild related(I mean that It would be like a pvp) but if I turn the pvp mapflag on,the gvg_castle mapflag turns off. But then the whole idea is to be like a normal WoE without guilds(The players may or may not have it) I have already copied one of the castles and arranged all the warps in that "new map" that I'll use as the FFA castle but then the real trouble is that: -The Emperium shows HP (1) -The Emperium CAN be hit with spells(Including ASURA LOL) (2) -And I cannot use the gvg_castle mapflag(not together with PvP mapflag),which implies in showing damage (3) -The last "owner" of the emperium CAN attack its own emperium. (4) The whole idea will consist of an emperium summoned with ::OnEmpBreak and setting the name to Emperium:Name of the Char who did it plus a global variable $lastowner, then when the time is over,the last owner will win and receive a visit at the treasure room. So the whole ideia is really solid and easy if it werent those problems I've stated before. The (1) problem isnt a big deal but the (2) is really absurd and HAS the be corrected. (3) can be ignored as well. (4) I can make a script to "punish" abusers so thats not a big deal neither. So,anyone? Thanks in advance!
  11. Seems to me that the cast reduction its not working in any case. Anyone might know what is this about? It should reduce atleast 30%(level 10) of the casting(Maybe 30% of the 80% from variable casting which would still be seen) Thanks in advance. Waiting to see if someone else has the same problem by the way. PS: I'm using RENEWAL_CAST. http://irowiki.org/wiki/Magic_Strings By iRO wiki it should give 30% + (DEX/10)% of cast reduction. But I've tested even with 2000dex which should be 230% of cast reduction(or the 80% variable cast time) and it dont work. Not even like half the cast time. On skill.c case BA_POEMBRAGI: val1 = 3*skill_lv+status->dex/10; // Casting time reduction //For some reason at level 10 the base delay reduction is 50%. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction Which go accordingly to iRO. EDIT: Actually it do work. But not for some skills like Zen or Asura Strike. Finger Offensive by the way works like a charm. Its just a thing from Renewal.
  12. Oh worked like a charm! Thanks so much Please somebody change this to Solved.
  13. I'm having an issue after I've changed the whole server pre-renewal. I've compiled and recompiled using the latest rAthena, It was alright when it was using RENEWAL,but now that I'm using Pre-renewal the pneuma skill seems to be generating a 3x3 Pneuma Like a "Big" Pneuma and so far it seems to me that it is exactly like 9 pneumas stacked in a 3x3 space. There's some guy that had the same issue that I'm having right now ,but nobody answered his question so it still a problem. Here's the link to that guy,who has the screenshot exactly like I'm having right now. http://rathena.org/board/topic/89422-old-pneuma-effect/?hl=%2Bpneuma+%2B3x3+%2Bbug+%2Bpre-renewal Thanks in advance,this thing is annoying me so hard I would love if somebody filled this one,or atleast helped me guiding to the end of this issue. Thanks.
  14. All the NPC's in izlude,including the warps are wrong that it make the map completely unplayable there. I don't know if it has something to do with the old/new Izlude.
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