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Yommy

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Posts posted by Yommy


  1.  

     

    @karazu

    no, both male and female got same error,

    even i'm not using custom palette, this client still asking for _1 sprite and act.

    I found that issue was caused by weapon, if you equip  a weapon and re-login ,it will occurs

     

     

    ooo interesting, https://github.com/HerculesWS/Hercules/commit/239d480487e24294975f35ed55f210837ad1088e#diff-2cd6484c92fbd3ea923b86c6eb678f57R1966

    this was changed and is the cause.

    a value in the charinfo was changed from 2bytes to 4bytes, i tried to find which one by comparing with what kRO sends.

    thought it was the weapon value, since that is 4bytes in lots of other places (guess i was wrong).

     

    edit:

    for a better view of what i mean

    https://github.com/HerculesWS/Hercules/blob/master/src/char/char.c#L1960

    from my kRO packet capture, there is 2 extra bytes between 'walk speed' and 'name'

     

    i will try compare again later this evening


  2. plugins and source is not my area, so unable to help further :(

     

    but that encryption error with the wanttoconnection is definitely because of wrong client, or possible something is tainting the keys in the server.

     

    sorry i couldnt help more


  3. that error you pasted says "19 bytes received", this is the wanttoconnection packet, the first packet sent that is encrypted to the map server.

    packet(0x022D,19,clif->pWantToConnection,2,6,10,14,18);

    if it was a random disconnect, it would not be that 19 byte packet...

    its probably someone trying to use a different client or even trying to use some bot ? (not a bot, otherwise the encrypted packet would look normal)


  4. Using the client without problem. Some people got disconnects and it displays

     

    so you can login okay ? but only some other people cant login ?

     

    im guessing you are recompiling the server when you changed the mmo.h


  5. wow, seriously....

     

    if your quests are not giving exp because players put the quests inactive, then this change would fix that issue, because active and inactive is the same.

    also, the npc can still abandon a quest even if its inactive, why does the player need to make it active again? ... again something that would be fixed because active and inactive will be the same.

     

    it seems you do not understand the problems, and that there is no reason at all to check if the player has toggled to move a quest from active tab to inactive tab
    the server still knows that the player has this quest, and they should be treated exact the same.

     

     

    jesus christ on a bicycle :(


  6. the active/inactive is purely a client side visual effect, for players to chose which tab to put the quest.

    there shouldnt be any server logic done with that choice from the server point of view, its just visual.

     

    scripts only really need to know them 3 things..

    ..player has quest.

    ..player does not have quest.

    ..player has completed quest.

     

    Kisuka is right,

    that is all.

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