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Ehwaz

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Posts posted by Ehwaz


  1. Searched all source and no luck :(

    should I check when changing position or something ?

     

    P/S: anyone know how to count all position of guild.

    Ex: Count Super tax position , if guild have 10 member with Super tax position , id position is 2
    return 10 ?


  2. I tried to used mapreg->readreg( script->add_str("$abc") follow Angelmelody guide but visual alert mapreg undefined.

     

    /*====================================================
     * Member changing position in guild
     *---------------------------------------------------*/
    int guild_change_memberposition(int guild_id,int account_id,int char_id,short idx)
    {
        if(mapreg->readreg( script->add_str("$abc"));
        return intif->guild_change_memberinfo(guild_id,account_id,char_id,GMI_POSITION,&idx,sizeof(idx));
    }
    

     


  3. I trying make maelstrom prevent cast other paint skill like manhole, chaospanic

    But, only Bloodylust still cast on Maelstrom

     

    My code\, skill.c

    		case SC_BLOODYLUST:
    		case SC_CHAOSPANIC:
    		case SC_MANHOLE:
    			//Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
    			if (skill_id != g_skill_id && !(skill->get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST && g_skill_id != SC_MAELSTROM)
    				return 0;
    

    unit.c:

    	    if( sd )
        {
            if( skill->not_ok(skill_id, sd) || !skill->check_condition_castbegin(sd, skill_id, skill_lv) )
                return 0;
            /**
             * "WHY IS IT HEREE": ice wall cannot be canceled past this point, the client displays the animation even,
             * if we cancel it from castend_pos, so it has to be here for it to not display the animation.
             **/
            if (skill_id == WZ_ICEWALL && map->getcell(src->m, src, skill_x, skill_y, CELL_CHKNOICEWALL))
                return 0;
        }
     if(sc && sc->data[SC__MAELSTROM] && (skill_id >= SC_MANHOLE && skill_id <= SC_FEINTBOMB) && skill_id == GN_HELLS_PLANT) {
    		clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
    		return 0;
    	}
    

    skill_db.txt

    2303,7,6,2,0,0x1,0,3,1,yes,0,0,0,magic,0,	SC_BLOODYLUST,Bloody Lust
    

    skill_unit_db.txt

    2303,0xd0,    ,  3, 0,  -1,all,   0x2018	//SC_BLOODYLUST
    

  4. You mean like arrrow or bullet ?


    ../conf/battle/battle.conf

     

    // Are arrows/ammo consumed when used on a bow/gun?
    // 0 = No
    // 1 = Yes
    // 2 = Yes even for skills that do not specify arrow consumption when said
    //	 skill is weapon-based and used with ranged weapons (auto-guesses which
    //	 skills should consume ammo when it's acquired via a card or plagiarize)
    arrow_decrement: 1
    

  5. Anyone know how to do it, I tried look into source...but dont understand,

     

    Now Lux Anima just transfer rune to only one party member in range.

     

    screenFsRO546_zpsi9ddx7fk.jpg

     

    Sourc: Lux Anima:

    if( sd == NULL || sd->status.party_id == 0 || flag&1 ){
        if( src == bl )
            break;
        while( skill->area_temp[5] >= 0x10 ){
            int value = 0;
            type = SC_NONE;
            if( skill->area_temp[5]&0x10 ){
                value = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
                clif->millenniumshield(bl,value);
                skill->area_temp[5] &= ~0x10;
                type = SC_MILLENNIUMSHIELD;
            }else if( skill->area_temp[5]&0x20 ){
                value = status_get_max_hp(bl) * 25 / 100;
                status->change_clear_buffs(bl,4);
                skill->area_temp[5] &= ~0x20;
                status->heal(bl,value,0,1);
                type = SC_REFRESH;
            }else if( skill->area_temp[5]&0x40 ){
                skill->area_temp[5] &= ~0x40;
                type = SC_GIANTGROWTH;
            }else if( skill->area_temp[5]&0x80 ){
                if( dstsd ){
                    value = sstatus->hp / 4;
                    if( status->charge(bl,value,0) )
                        type = SC_STONEHARDSKIN;
                    skill->area_temp[5] &= ~0x80;
                }
            }else if( skill->area_temp[5]&0x100 ){
                skill->area_temp[5] &= ~0x100;
                type = SC_VITALITYACTIVATION;
            }else if( skill->area_temp[5]&0x200 ){
                skill->area_temp[5] &= ~0x200;
                type = SC_ABUNDANCE;
            }
            if( type > SC_NONE )
                clif->skill_nodamage(bl, bl, skill_id, skill_lv,
                    sc_start4(src,bl, type, 100, skill_lv, value, 0, 1, skill->get_time(skill_id, skill_lv)));
        }
    }else if( sd ){
        if( tsc && tsc->count ){
            if(tsc->data[SC_MILLENNIUMSHIELD])
                skill->area_temp[5] |= 0x10;
            if(tsc->data[SC_REFRESH])
                skill->area_temp[5] |= 0x20;
            if(tsc->data[SC_GIANTGROWTH])
                skill->area_temp[5] |= 0x40;
            if(tsc->data[SC_STONEHARDSKIN])
                skill->area_temp[5] |= 0x80;
            if(tsc->data[SC_VITALITYACTIVATION])
                skill->area_temp[5] |= 0x100;
            if(tsc->data[SC_ABUNDANCE])
                skill->area_temp[5] |= 0x200;
        }
        clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
        party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
    }
    

  6. conf/char-server.conf

    //==================================================================
    // Pincode system
    //==================================================================
    
    // A window is opened before you can select your character and you will have to enter a pincode by using only your mouse
    // NOTE: Requires client 2011-03-09aragexeRE or newer.
    // 0: disabled
    // 1: enabled
    pincode_enabled: 0
    
    // Request Pincode only on login or on everytime char select is accessed?
    // 0: only on login (default)
    // 1: everytime the char select window is accessed
    pincode_charselect: 0
    
    // How often does a user have to change his pincode?
    // Default: 0
    // 0: never
    // X: every X minutes
    pincode_changetime: 0
    
    // How often can a user enter the wrong password?
    // Default: 3
    // NOTE: The maximum on clientside is 3
    pincode_maxtry: 3
    

    Useless if you put into import/char_conf.txt


  7. Just do what @@Ridley say.

    It'll work.

    skill.c(12555): error C2143: syntax error : missing ';' before 'type'
    
    skill.c(12557): error C2065: 'hp' : undeclared identifier
    skill.c(12559): error C2065: 'hp' : undeclared identifier
    skill.c(12561): error C2065: 'hp' : undeclared identifier
    skill.c(12562): error C2065: 'hp' : undeclared identifier
    skill.c(12563): error C2065: 'hp' : undeclared identifier
    skill.c(12564): error C2065: 'hp' : undeclared identifier
    

    I tried


  8. undifined 'hp';

    i tried:

         struct mob_data *md = BL_CAST(BL_MOB, bl);
                    if( md && md->class_ == MOBID_EMPELIUM )
                    hp = 0;
    

     

    got error

     

     error C2143: syntax error : missing ';' before 'type'
     error C2065: 'md' : undeclared identifier
     error C2223: left of '->class_' must point to struct/union
     
    

  9. My server working perfect with IP: 127.0.0.1

    But when i upload to linux vps it got many errors :(

    1. Sometime it show: 

    [Error]: Can not connect to login-server.[Error]: The server communication passwords (default s1/p1) are probably invalid.[Error]: Also, please make sure your login db has the correct communication username/passwords and the gender of the account is S.[Error]: The communication passwords are set in /conf/map-server.conf and /conf/char-server.conf

    i set already my password using md5. But after some restart, it's working fine.

    2. map-char-login server is running but I can't logining, i got reject or the map is available :(

     


  10. My client is: 20140205

    Ex: 

    Item A:

    	[27182] = {		unidentifiedDisplayName = "#27182: Linguistic Book Hat",		unidentifiedResourceName = "¾Ö³Î¶óÀ̀Áî¾ÆÀ̀",		unidentifiedDescriptionName = {		"FSRO CUSTOM",		},		identifiedDisplayName = "#27182: Linguistic Book Hat",		identifiedResourceName = "¾Ö³Î¶óÀ̀Áî¾ÆÀ̀",		identifiedDescriptionName = {		"^0000ff ---- Nguyên Liệu ---- ^000000",		"<ITEMLINK>Model Training Hat<INFO>5073</INFO></ITEMLINK> x1",		"<ITEMLINK>Research Chart<INFO>7347</INFO></ITEMLINK> x250",		"<ITEMLINK>Worn out Page<INFO>1097</INFO></ITEMLINK> x200",		"<ITEMLINK>Bookclip in Memory<INFO>7015</INFO></ITEMLINK> x100",		"<ITEMLINK>Squid Ink<INFO>1024</INFO></ITEMLINK> x50",		"<ITEMLINK>Sticky Mucus<INFO>938</INFO></ITEMLINK> x50",		"<ITEMLINK>Scarlet Dyestuffs<INFO>975</INFO></ITEMLINK> x1",		"<ITEMLINK>Darkgreen Dyestuffs<INFO>979</INFO></ITEMLINK> x1",		"<ITEMLINK>Lemon Dyestuffs<INFO>976</INFO></ITEMLINK> x1",		"<ITEMLINK>Pencil Case<INFO>738</INFO></ITEMLINK> x5",		" ",		"^FF0000 ---- Sản Phẩm ---- ^000000",		"<ITEMLINK>Linguistic Book Hat<INFO>5422</INFO></ITEMLINK>",		" ",		"Loại: ^777777L^000000",		},		slotCount = 0,		ClassNum = 0	}, 

     

    When i clicked any <ITEMLINK> my client will crash and throw error "Now stop working".

     

    But if i create a item B:

     

    	[27194] = {		unidentifiedDisplayName = "Bấm vào đây trước",		unidentifiedResourceName = "À̀±×µå¶ó½ÇÀÙ",		unidentifiedDescriptionName = {			"FSRO CUSTOM",			"^ffffff_^000000",		},		identifiedDisplayName = "Bấm vào đây trước",		identifiedResourceName = "À̀±×µå¶ó½ÇÀÙ",		identifiedDescriptionName = {			"Bấm vào item dưới trước",			"<ITEMLINK>Yggdrasil Leaf<INFO>610</INFO></ITEMLINK>",			"^ffffff_^000000",		},		slotCount = 0,		ClassNum = 0	},

    And i clicking Yggdrasil Leaf it work, and all itemlink will work in normal, dont get error "Stop Working".

    If i relog and dont click at Yggdrasil Leaf i will got crash again.

     

    i want no need to click my Item B, and all item link will work in normal

    Or someone can explain for me how to it work or how i can catch Exception "Stop Working"

    Sorry, my bad English.

     

    P/S: i remember i got this issue after update my hercules source, not sure. i just remember all itemlink work fine without error.


  11. i very like this plugins, hope you can update it..

    arealoot.c: In function 'plugin_init':arealoot.c:101: warning: implicit declaration of function 'GET_SYMBOL'arealoot.c:101: warning: assignment makes pointer from integer without a castarealoot.c:102: warning: assignment makes pointer from integer without a castarealoot.c:103: warning: assignment makes pointer from integer without a castarealoot.c:104: warning: assignment makes pointer from integer without a castarealoot.c:105: warning: assignment makes pointer from integer without a castarealoot.c:106: warning: assignment makes pointer from integer without a castarealoot.c:107: warning: assignment makes pointer from integer without a castarealoot.c:108: warning: assignment makes pointer from integer without a castarealoot.c:109: warning: assignment makes pointer from integer without a castarealoot.c:110: warning: assignment makes pointer from integer without a castarealoot.c:111: warning: assignment makes pointer from integer without a cast/tmp/ccLDBVrG.o: In function `plugin_init':/home/trincli0831/trunk/src/plugins/arealoot.c:101: undefined reference to `GET_SYMBOL'/home/trincli0831/trunk/src/plugins/arealoot.c:102: undefined reference to `GET_SYMBOL'/home/trincli0831/trunk/src/plugins/arealoot.c:103: undefined reference to `GET_SYMBOL'/home/trincli0831/trunk/src/plugins/arealoot.c:104: undefined reference to `GET_SYMBOL'/home/trincli0831/trunk/src/plugins/arealoot.c:105: undefined reference to `GET_SYMBOL'/tmp/ccLDBVrG.o:/home/trincli0831/trunk/src/plugins/arealoot.c:106: more undefined references to `GET_SYMBOL' followcollect2: ld returned 1 exit statusmake[1]: *** [../../plugins/arealoot.so] Error 1make[1]: Leaving directory `/home/trincli0831/trunk/src/plugins'make: *** [plugins] Error 2
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