skempertush
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Everything posted by skempertush
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Issue Solved: It was map-server.conf map_ip and char-server.conf char_ip Hi. I'm having issue opening the server outside my LAN. Inside LAN no problem connecting. Outside LAN, able to login and see the server, but failed to connect when going to character server. Ports 6900, 5121 and 6121 is open on portchecker website. Also there any updated guide to do -Packet Obfuscation with Custom Keys -MD5 -SecureGRF
- 403 replies
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- ragnarok test server
- your home server
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How secure will my server be?
skempertush replied to skempertush's question in General Server Support
I saw the file... Yeah it will be useful if he released the source, so we can hardcode the MD5. -
How secure will my server be?
skempertush replied to skempertush's question in General Server Support
i never have visual bot, but i think visual bot can't do it againts script check, even you embed data.ini into your exe those way just can fool average cheater or leecher, but from what my experience from 130 player i have 15 of them can see through it this is the work around with out integrity check if the player can tell the priority of grfs he can just merge (oh yes the secureed grf is not to get extracted data but you can still merge / add file in to it) the edited sprite on the 1st grf not data grf (data.grf & rdata.grf always come last), so it will come back to check the integrity of grfs file, yes ? open patcher -> clikc start game -> compare the grf to the server if match open the exe, if not dont open it don't give the player notice about it let them think the exe was failed because their file How do I integrity check on patcher? -
How secure will my server be?
skempertush replied to skempertush's question in General Server Support
VisualBot, can it by-pass the botcheck script? Correct me if I'm wrong but. 0delaysprite.grf is still just a regular sprite, the only difference is it has NoAnimation for delay. Since MyServerGRF is secured, why not I get those WithAnimation sprites to MyServerGRF so regardless of what they would do to their data.grf it will still have it's animation because the first to read is MyServerGRF. My problem is what are those sprites.... I'm also thinking about getting those WithDelaySprites on my SecuredGRF. My problem is what are those sprites... -
Hi, If I enable PacketObfuscation, MD5 Hash, SecureGRF, Embedded Data.ini Will my server still have exploits? What are those and how to prevent them?
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Full Chemical Protection and Full Strip. I want to reduce the duration of these skills during WoE. Lets say during WoE it's normal duration then non-woe hours they're reduced to half or less. I found out my answer on how to reduce the duration in skill.c skilltime. Now my problem is how to use agitcheck() in .c? Finally got my answer... "map->agit_flag" and "map->agit2_flag" i got the info on Emergency_Call skill.
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Hi, I just want to know how OnBuyItem works, and is it possible to do this -Select items from CustomDB to put in TempVarArray[0] -Show TempVarArray[0] in shop -Use OnBuyItem to delete the TempVarArray[0] in RagnaDB -Player gets the item Note: Item can be anything eg. +7 Sword [Hydra] [Hydra] [skel Worker]
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Hi, I want to know where to edit sorting of items. Lets say SELECT * FROM `storage` WHERE `account_id` = 2000001 AND `group` = 1; I'll be adding group. Basically, when a player's character is in group 2 and use @storage, storage will not show items from group 1. Its like characters won't be sharing items by group. but still limited to 600 storage limit per account.
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I managed to solve my own problem. I revert back my changes then did this. src/map/skill.c if( varcast_r < 0 ) // now compute overall factors time = time * (1 - (float)varcast_r / 100);if(sd->class_&JOBL_THIRD) { if( !(skill->get_castnodex(skill_id, skill_lv)&1) )// reduction from status point time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;} else { time = time + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0); if( !(skill->get_castnodex(skill_id, skill_lv)&1) )// reduction from status point time = (1 - sqrt( ((float)(status_get_dex(bl)*3.535) / battle_config.vcast_stat_scale) )) * time;} // underflow checking/cappingif(!(sd->class_&JOBL_THIRD)) time = max(time, 0);else time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0); I'm not sure IF its totally solved. Though I did get good result.
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int fixed = 0, fixcast_r = 0, varcast_r = 0, i = 0;//down a bitif(sd->class_&JOBL_THIRD) { fixed = skill->get_fixed_cast(skill_id, skill_lv);}if( fixed == 0 ){ if(sd->class_&JOBL_THIRD) { fixed = (int)time * 20 / 100; // fixed time time = time * 80 / 100; // variable time } else { time = time * 100 / 100; // variable time }}else if( fixed < 0 ) // no fixed cast time fixed = 0;//Further downif(sd->class_&JOBL_THIRD) { //HARRIS if( !(skill->get_castnodex(skill_id, skill_lv)&1) )// reduction from status point time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;} else { if( !(skill->get_castnodex(skill_id, skill_lv)&1) )// reduction from status point time = (1 - sqrt( ((float)(status_get_dex(bl)*3.535) / battle_config.vcast_stat_scale) )) * time;} Basically, what I want is 150dex for Trans making them Instacast and 3rds still have fixed cast. Transcendent- It works on some skills like StormGust, but for Dangerous Soul Collect is no cast. 3rd jobs- Working normal(Haven't test all skills) Problem is ReduceDex [ 80%(VCast) ] + 20%(FCast) <<<<NormalReduceDex [ 100%(VCast) + 0%(FCast) ] <<<<My ChangesReduceDex [ 80%(VCast) + 20%(FCast) ] <<<<I Need Needing assistance....