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MuriloStrike

[solved]Atributos

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Pessoal, será algum bug ou algo que eu fiz de errado? pois eu estou tentando botar os atributos maximos do player como 800, mais não passa de 400, já configurei o player.txt, em max_parameter botei 800, mais só fica pela metade, o que pode ser?

post-5496-0-84983200-1395845140_thumb.jpg

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ta aqui o meu player.conf

 

//--------------------------------------------------------------// Hercules Battle Configuration File// Originally Translated by Peter Kieser <[email protected]>// Made in to plainer English by Ancyker//--------------------------------------------------------------// Note 1: Value is a config switch (on/off, yes/no or 1/0)// Note 2: Value is in percents (100 means 100%)// Note 3: Value is a bit field.//--------------------------------------------------------------// Players' maximum HP rate? (Default is 100)hp_rate: 100// Players' maximum SP rate? (Default is 100)sp_rate: 100// Whether or not cards and attributes of the left hand are applied to the right hand attack (Note 1)// (It is 'yes' on official servers)left_cardfix_to_right: yes// The amount of HP a player will respawn with, 0 is default.// (Unit is in percentage of total HP, 100 is full heal of HP, 0 is respawn with 1HP total.)restart_hp_rate: 0// The amount of SP a player will respawn with, 0 is default.// (Unit is in percentage of total SP, 100 is full heal of SP, 0 is respawn with 1SP total.)restart_sp_rate: 0// Can a normal player by-pass the skill tree? (Note 1)player_skillfree: no// When set to yes, forces skill points gained from 1st class to be put into 1st class// skills, and forces novice skill points to be put into the basic skill. (Note 1)player_skillup_limit: yes// Quest skills can be learned? (Note 1)// Setting this to yes can open an exploit on your server!quest_skill_learn: no// When skills are reset, quest skills are reset as well? (Note 1)// Setting this to yes can open an exploit on your server!// NOTE: If you have quest_skill_learn set to yes, quest skills are always reset.quest_skill_reset: no// You must have basic skills to be able to sit, trade, form a party or create a chatroom? (Note 1)basic_skill_check: yes// When teleporting, or spawning to a map, how long before a monster sees you if you don't move? (time is in milliseconds)// That is, when you go to a map and don't move, how long before the monsters will notice you.// When moving, attacking or doing similar actions, the effect ends instantly.// Value is also affected by 'invincible_time_inc' mapflagplayer_invincible_time: 5000// The time interval for HP to restore naturally. (in milliseconds)natural_healhp_interval: 6000// The time interval for SP to restore naturally. (in milliseconds)natural_healsp_interval: 8000// Automatic healing skill's time interval. (in milliseconds)natural_heal_skill_interval: 10000// The maximum weight for a character to carry when the character stops healing naturally. (in %)natural_heal_weight_rate: 50// Maximum atk speed. (Default 190, Highest allowed 199)max_aspd: 199// Same as max_aspd, but for 3rd classes. (Default 193, Highest allowed 199)max_third_aspd: 199// Maximum walk speed rate (200 would be capped to twice the normal speed)max_walk_speed: 300// Maximum HP. (Default is 1000000)max_hp: 1000000// Maximum SP. (Default is 1000000)max_sp: 1000000// Max limit of char stats. (agi, str, etc.)max_parameter: 800// Same as max_parameter, but for 3rd classes.max_third_parameter: 800// Same as max_parameter, but for baby classes.max_baby_parameter: 800// Same as max_parameter, but for baby 3rd's.max_baby_third_parameter: 800// Max armor def/mdef// NOTE: This setting have no effect if server is run on Renewal Mode (RENEWAL)// NOTE: does not affects skills and status effects like Mental Strength// If weapon_defense_type is non-zero, it won't apply to max def.// If magic_defense_type is non-zero, it won't apply to max mdef.max_def: 99// Def to Def2 conversion bonus. If the armor def/mdef exceeds max_def,// the remaining is converted to vit def/int mdef using this multiplier// (eg: if set to 10, every armor point above the max becomes 10 vit defense points)over_def_bonus: 0// Max weight carts can hold.max_cart_weight: 9999// Prevent logout of players after being hit for how long (in ms, 0 disables)?prevent_logout: 10000// Display the drained hp/sp values from normal attacks? (Ie: Hunter Fly card)show_hp_sp_drain: yes// Display the gained hp/sp values from killing mobs? (Ie: Sky Deleter Card)show_hp_sp_gain: yes// If set, when A accepts B as a friend, B will also be added to A's friend// list, otherwise, only A appears in B's friend list.// NOTE: this setting only enables friend auto-adding; auto-deletion does not work yetfriend_auto_add: yes// Are simultaneous trade/party/guild invite requests automatically rejected?invite_request_check: yes// Players' will drop a 'Skull' when killed?// 0 = Disabled// 1 = Dropped only in PvP maps// 2 = Dropped in all situationsbone_drop: 2// Do mounted (on Peco) characters increase their size// 0 = no// 1 = only Normal Classes on Peco have Big Size// 2 = only Baby Classes on Peco have Medium Size// 3 = both Normal Classes on Peco have Big Size//    and Baby Classes on Peco have Medium Sizecharacter_size: 0// Idle characters can receive autoloot?// Set to the time in seconds where an idle character will stop receiving// items from Autoloot (0: disabled).idle_no_autoloot: 0// Minimum distance a vending/chat room must be from a NPC in order to be placed// Default: 3 (0: disabled).min_npc_vendchat_distance: 3// Super Novice's fury is enabled to increments of 10%, such as at 10.0%, 20.0% - 80.0%, 90.0%// Changing snovice_call_type config to 1 enables its use at 0%, for maxed super novices.// default: 0snovice_call_type: 0// How the server should measure the character's idle time? (Note 3)// 0x001 - Walk Request// 0x002 - UseSkillToID Request ( targetted skill use attempt )// 0x004 - UseSkillToPos Request ( aoe skill use attempt )// 0x008 - UseItem Request ( including equip/unequip )// 0x010 - Attack Request// 0x020 - Chat Request ( whisper, party, guild, bg, etca )// 0x040 - Sit/Standup Request// 0x080 - Emotion Request// 0x100 - DropItem Request// 0x200 - @/#Command Request// Please note that at least 1 option has to be enabled.// Be mindful that the more options used, the easier it becomes to cheat features that rely on idletime (e.g. checkidle()).// Default: walk ( 0x1 ) + useskilltoid ( 0x2 ) + useskilltopos ( 0x4 ) + useitem ( 0x8 ) + attack ( 0x10 ) = 0x1Fidletime_criteria: 0x1F

 

 

e sim, eu reiniciei!

 

 

Alguém?????

Edited by MuriloStrike
Adicionado Spoiler e CODE

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Se bem me lembro, pelo menos nos clientes pré-renovação havia um limite imposto no próprio hexed, e só com um tipo especial chamado XRay era possível burlar esse limite. Provavelmente deve haver alguma limitação nos novos clientes que estão saindo também.

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eu uso client de 2014 e meus atributos são 600 e funcionam normalmente, não sei qual deve ser o seu problema :/

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eu uso client de 2014 e meus atributos são 600 e funcionam normalmente, não sei qual deve ser o seu problema :/

Você sabe qual o limite de alteração de stats?

 

@MuriloStrike

Como que está o seu PACKETVER? E qual o hexed que você está usando?

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Nunca ouvi falar desse limite e já fiz assim extravagante sem X-Ray D:

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Estranho, desabilitei o Renewal e funcionou...

eu irei tentar trocar de hexed e ver os resultados, alguém tem os links dos hexeds e lua files de 2014? pois só encontro de 2013 para baixo.

Edited by MuriloStrike

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Estranho, desabilitei o Renewal e funcionou...

eu irei tentar trocar de hexed e ver os resultados, alguém tem os links dos hexeds e lua files de 2014? pois só encontro de 2013 para baixo.

 

vai em pc.c procura por:

 

int pc_maxparameterincrease(struct map_session_data* sd, int type) {	int base, final, status_points = sd->status.status_point;	base = final = pc->getstat(sd, type);	while (final <= pc_maxparameter(sd) && status_points >= 0) {#ifdef RENEWAL // renewal status point cost formula		status_points -= (final < 100) ? (2 + (final - 1) / 10) : (16 + 4 * ((final - 100) / 5));#else		status_points -= ( 1 + (final + 9) / 10 );#endif		final++;	}	final--;	return final > base ? final-base : 0;}

altere para:

 

int pc_maxparameterincrease(struct map_session_data* sd, int type) {	int base, final, status_points = sd->status.status_point;	base = final = pc->getstat(sd, type);	while (final <= pc_maxparameter(sd) && status_points >= 0) {#ifndef RENEWAL // renewal status point cost formula		status_points -= (final < 100) ? (2 + (final - 1) / 10) : (16 + 4 * ((final - 100) / 5));#else		status_points -= ( 1 + (final + 9) / 10 );#endif		final++;	}	final--;	return final > base ? final-base : 0;}

e recompile

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Olá novamente, pensei que estava resolvido mais não está, pessoal, pelo meu costume de aumentar stats com o +dex+, /str+ e etc... eu consigo passar dos 400 normalmente, mais si for aumentar os atributos manualmente, ele é barrado quando chega em 400, mas com o Renewal desativado é normal, chega em 400 e passa de boa, mais com ele ativado não passa, eu quero renewal no meu serv, acho legal, alguem tem outra solução?

Obs: com a solução do evilpuncker passa de 400, mais com o comando /str+ e etc...

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posta seu mmo.h aqui só pra mim tirar uma dúvida de outra coisa, e vc não se interessaria em usar um client mais recente? :D

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mmo.h:

 

 

// Copyright (c) Hercules Dev Team, licensed under GNU GPL.// See the LICENSE file// Portions Copyright (c) Athena Dev Teams#ifndef    _COMMON_MMO_H_#define    _COMMON_MMO_H_#include "cbasetypes.h"#include "../common/db.h"#include <time.h>// server->client protocol version//	    0 - pre-?//	    1 - ?				    - 0x196//	    2 - ?				    - 0x78, 0x79//	    3 - ?				    - 0x1c8, 0x1c9, 0x1de//	    4 - ?				    - 0x1d7, 0x1d8, 0x1d9, 0x1da//	    5 - 2003-12-18aSakexe+   - 0x1ee, 0x1ef, 0x1f0, ?0x1c4, 0x1c5?//	    6 - 2004-03-02aSakexe+   - 0x1f4, 0x1f5//	    7 - 2005-04-11aSakexe+   - 0x229, 0x22a, 0x22b, 0x22c// 20061023 - 2006-10-23aSakexe+   - 0x6b, 0x6d// 20070521 - 2007-05-21aSakexe+   - 0x283// 20070821 - 2007-08-21aSakexe+   - 0x2c5// 20070918 - 2007-09-18aSakexe+   - 0x2d7, 0x2d9, 0x2da// 20071106 - 2007-11-06aSakexe+   - 0x78, 0x7c, 0x22c// 20080102 - 2008-01-02aSakexe+   - 0x2ec, 0x2ed , 0x2ee// 20081126 - 2008-11-26aSakexe+   - 0x1a2// 20090408 - 2009-04-08aSakexe+   - 0x44a (dont use as it overlaps with RE client packets)// 20080827 - 2008-08-27aRagexeRE+ - First RE Client// 20081217 - 2008-12-17aRagexeRE+ - 0x6d (Note: This one still use old Char Info Packet Structure)// 20081218 - 2008-12-17bRagexeRE+ - 0x6d (Note: From this one client use new Char Info Packet Structure)// 20090603 - 2009-06-03aRagexeRE+ - 0x7d7, 0x7d8, 0x7d9, 0x7da// 20090617 - 2009-06-17aRagexeRE+ - 0x7d9// 20090922 - 2009-09-22aRagexeRE+ - 0x7e5, 0x7e7, 0x7e8, 0x7e9// 20091103 - 2009-11-03aRagexeRE+ - 0x7f7, 0x7f8, 0x7f9// 20100105 - 2010-01-05aRagexeRE+ - 0x133, 0x800, 0x801// 20100126 - 2010-01-26aRagexeRE+ - 0x80e// 20100223 - 2010-02-23aRagexeRE+ - 0x80f// 20100413 - 2010-04-13aRagexeRE+ - 0x6b// 20100629 - 2010-06-29aRagexeRE+ - 0x2d0, 0xaa, 0x2d1, 0x2d2// 20100721 - 2010-07-21aRagexeRE+ - 0x6b, 0x6d// 20100727 - 2010-07-27aRagexeRE+ - 0x6b, 0x6d// 20100803 - 2010-08-03aRagexeRE+ - 0x6b, 0x6d, 0x827, 0x828, 0x829, 0x82a, 0x82b, 0x82c, 0x842, 0x843// 20101124 - 2010-11-24aRagexeRE+ - 0x856, 0x857, 0x858// 20110111 - 2011-01-11aRagexeRE+ - 0x6b, 0x6d// 20110928 - 2011-09-28aRagexeRE+ - 0x6b, 0x6d// 20111025 - 2011-10-25aRagexeRE+ - 0x6b, 0x6d// 20120307 - 2012-03-07aRagexeRE+ - 0x970#ifndef PACKETVER    #define PACKETVER 20120410#endif // PACKETVER//Uncomment the following line if your client is ragexeRE instead of ragexe (required because of conflicting packets in ragexe vs ragexeRE).//#define ENABLE_PACKETVER_RE#ifdef ENABLE_PACKETVER_RE    #define PACKETVER_RE    #undef ENABLE_PACKETVER_RE#endif // DISABLE_PACKETVER_RE// Client support for experimental RagexeRE UI present in 2012-04-10 and 2012-04-18#if defined(PACKETVER_RE) && ( PACKETVER == 20120410 || PACKETVER == 20120418 )#define    PARTY_RECRUIT#endif // PACKETVER_RE && (PACKETVER == 20120410 || PACKETVER == 10120418)// Comment the following line to disable sc_data saving. [Skotlex]#define ENABLE_SC_SAVING#if PACKETVER >= 20070227// Comment the following like to disable server-side hot-key saving support. [Skotlex]// Note that newer clients no longer save hotkeys in the registry!#define HOTKEY_SAVING#if PACKETVER < 20090603	    // (27 = 9 skills x 3 bars)			   (0x02b9,191)	    #define MAX_HOTKEYS 27#elif PACKETVER < 20090617	    // (36 = 9 skills x 4 bars)			   (0x07d9,254)	    #define MAX_HOTKEYS 36#else // >= 20090617	    // (38 = 9 skills x 4 bars & 2 Quickslots)(0x07d9,268)	    #define MAX_HOTKEYS 38#endif // 20090603#endif // 20070227#define MAX_INVENTORY 100//Max number of characters per account. Note that changing this setting alone is not enough if the client is not hexed to support more characters as well.#define MAX_CHARS 9//Number of slots carded equipment can have. Never set to less than 4 as they are also used to keep the data of forged items/equipment. [Skotlex]//Note: The client seems unable to receive data for more than 4 slots due to all related packets having a fixed size.#define MAX_SLOTS 4//Max amount of a single stacked item#define MAX_AMOUNT 30000#define MAX_ZENY 1000000000//Official Limit: 2.1b ( the var that stores the money doesn't go much higher than this by default )#define MAX_BANK_ZENY 2100000000#define MAX_FAME 1000000000#define MAX_CART 100#define MAX_SKILL 1478#define MAX_SKILL_ID 10015   // [Ind/Hercules] max used skill ID//Update this max as necessary. 55 is the value needed for Super Baby currently//Raised to 84 since Expanded Super Novice needs it.#define MAX_SKILL_TREE 84#define DEFAULT_WALK_SPEED 150#define MIN_WALK_SPEED 20 /* below 20 clips animation */#define MAX_WALK_SPEED 1000#define MAX_STORAGE 600#define MAX_GUILD_STORAGE 600#define MAX_PARTY 12#define MAX_GUILD (16+10*6)	 // Increased max guild members +6 per 1 extension levels [Lupus]#define MAX_GUILDPOSITION 20    // Increased max guild positions to accomodate for all members [Valaris] (removed) [PoW]#define MAX_GUILDEXPULSION 32#define MAX_GUILDALLIANCE 16#define MAX_GUILDSKILL    15	  // Increased max guild skills because of new skills [Sara-chan]#define MAX_GUILDLEVEL 50#define MAX_GUARDIANS 8		 // Local max per castle. [Skotlex]#define MAX_QUEST_OBJECTIVES 3  // Max quest objectives for a quest#define MAX_START_ITEMS 32   	 // Max number of items allowed to be given to a char whenever it's created. [mkbu95]// for produce#define MIN_ATTRIBUTE 0#define MAX_ATTRIBUTE 4#define ATTRIBUTE_NORMAL 0#define MIN_STAR 0#define MAX_STAR 3#define MAX_STATUS_TYPE 5#define WEDDING_RING_M 2634#define WEDDING_RING_F 2635//For character names, title names, guilds, maps, etc.//Includes null-terminator as it is the length of the array.#define NAME_LENGTH (23 + 1)//For item names, which tend to have much longer names.#define ITEM_NAME_LENGTH 50//For Map Names, which the client considers to be 16 in length including the .gat extension.#define MAP_NAME_LENGTH (11 + 1)#define MAP_NAME_LENGTH_EXT (MAP_NAME_LENGTH + 4)#define MAX_FRIENDS 40#define MAX_MEMOPOINTS 3// Size of the fame list arrays.#define MAX_FAME_LIST 10// Limits to avoid ID collision with other game objects#define START_ACCOUNT_NUM 2000000#define END_ACCOUNT_NUM 100000000#define START_CHAR_NUM 150000// Guilds#define MAX_GUILDMES1 60#define MAX_GUILDMES2 120// Base Homun skill.#define HM_SKILLBASE 8001#define MAX_HOMUNSKILL 43#define MAX_HOMUNCULUS_CLASS    52    // [orn] Increased to 60 from 16 to allow new Homun-S.#define HM_CLASS_BASE 6001#define HM_CLASS_MAX (HM_CLASS_BASE+MAX_HOMUNCULUS_CLASS-1)// Mail System#define MAIL_MAX_INBOX 30#define MAIL_TITLE_LENGTH 40#define MAIL_BODY_LENGTH 200// Mercenary System#define MC_SKILLBASE 8201#define MAX_MERCSKILL 40#define MAX_MERCENARY_CLASS 61// Elemental System#define MAX_ELEMENTALSKILL 42#define EL_SKILLBASE 8401#define MAX_ELESKILLTREE 3#define MAX_ELEMENTAL_CLASS 12#define EL_CLASS_BASE 2114#define EL_CLASS_MAX (EL_CLASS_BASE+MAX_ELEMENTAL_CLASS-1)struct HPluginData;enum item_types {    IT_HEALING = 0,    IT_UNKNOWN, //1    IT_USABLE,  //2    IT_ETC,	 //3    IT_WEAPON,  //4    IT_ARMOR,   //5    IT_CARD,    //6    IT_PETEGG,  //7    IT_PETARMOR,//8    IT_UNKNOWN2,//9    IT_AMMO,    //10    IT_DELAYCONSUME,//11    IT_CASH = 18,    IT_MAX};// Questlog statesenum quest_state {    Q_INACTIVE, ///< Inactive quest (the user can toggle between active and inactive quests)    Q_ACTIVE,   ///< Active quest    Q_COMPLETE, ///< Completed quest};/// Questlog entrystruct quest {    int quest_id;				    ///< Quest ID    unsigned int time;			   ///< Expiration time    int count[MAX_QUEST_OBJECTIVES]; ///< Kill counters of each quest objective    enum quest_state state;		  ///< Current quest state};struct item {    int id;    short nameid;    short amount;    unsigned int equip; // Location(s) where item is equipped (using enum equip_pos for bitmasking).    char identify;    char refine;    char attribute;    short card[MAX_SLOTS];    unsigned int expire_time;    char favorite;    unsigned char bound;    uint64 unique_id;};struct point {    unsigned short map;    short x,y;};enum e_skill_flag{    SKILL_FLAG_PERMANENT,    SKILL_FLAG_TEMPORARY,    SKILL_FLAG_PLAGIARIZED,    SKILL_FLAG_UNUSED,            /* needed to maintain the order since the values are saved, can be renamed and used if a new flag is necessary */    SKILL_FLAG_PERM_GRANTED,    // Permanent, granted through someway (e.g. script).    /* */    /* MUST be the last, because with it the flag value stores a dynamic value (flag+lv) */    SKILL_FLAG_REPLACED_LV_0,   // Temporary skill overshadowing permanent skill of level 'N - SKILL_FLAG_REPLACED_LV_0',};enum e_mmo_charstatus_opt {    OPT_NONE        = 0x0,    OPT_SHOW_EQUIP    = 0x1,    OPT_ALLOW_PARTY    = 0x2,};enum e_item_bound_type {    IBT_MIN	   = 0x1,    IBT_ACCOUNT   = 0x1,    IBT_GUILD	 = 0x2,    IBT_PARTY	 = 0x3,    IBT_CHARACTER = 0x4,    IBT_MAX	   = 0x4,};struct s_skill {    unsigned short id;    unsigned char lv;    unsigned char flag; // See enum e_skill_flag};struct script_reg_state {    unsigned int type   : 1;/* because I'm a memory hoarder and having them in the same struct would be a 8-byte/instance waste while ints outnumber str on a 10000-to-1 ratio. */    unsigned int update : 1;/* whether it needs to be sent to char server for insertion/update/delete */};struct script_reg_num {    struct script_reg_state flag;    int value;};struct script_reg_str {    struct script_reg_state flag;    char *value;};// For saving status changes across sessions. [Skotlex]struct status_change_data {    unsigned short type; //SC_type    int val1, val2, val3, val4;    unsigned int tick; //Remaining duration.};struct storage_data {    int storage_amount;    struct item items[MAX_STORAGE];};struct guild_storage {    int dirty;    int guild_id;    short storage_status;    short storage_amount;    struct item items[MAX_GUILD_STORAGE];    unsigned short lock;};struct s_pet {    int account_id;    int char_id;    int pet_id;    short class_;    short level;    short egg_id;//pet egg id    short equip;//pet equip name_id    short intimate;//pet friendly    short hungry;//pet hungry    char name[NAME_LENGTH];    char rename_flag;    char incuvate;};struct s_homunculus {    //[orn]    char name[NAME_LENGTH];    int hom_id;    int char_id;    short class_;    short prev_class;    int hp,max_hp,sp,max_sp;    unsigned int intimacy;    //[orn]    short hunger;    struct s_skill hskill[MAX_HOMUNSKILL]; //albator    short skillpts;    short level;    unsigned int exp;    short rename_flag;    short vaporize; //albator    int str;    int agi;    int vit;    int int_;    int dex;    int luk;    int8 spiritball; //for homun S [lighta]};struct s_mercenary {    int mercenary_id;    int char_id;    short class_;    int hp, sp;    unsigned int kill_count;    unsigned int life_time;};struct s_elemental {    int elemental_id;    int char_id;    short class_;    int mode;    int hp, sp, max_hp, max_sp, matk, atk, atk2;    short hit, flee, amotion, def, mdef;    int life_time;};struct s_friend {    int account_id;    int char_id;    char name[NAME_LENGTH];};#ifdef HOTKEY_SAVINGstruct hotkey {    unsigned int id;    unsigned short lv;    unsigned char type; // 0: item, 1: skill};#endifstruct mmo_charstatus {    int char_id;    int account_id;    int partner_id;    int father;    int mother;    int child;    unsigned int base_exp,job_exp;    int zeny;    int bank_vault;    short class_;    unsigned int status_point,skill_point;    int hp,max_hp,sp,max_sp;    unsigned int option;    short manner;    unsigned char karma;    short hair,hair_color,clothes_color;    int party_id,guild_id,pet_id,hom_id,mer_id,ele_id;    int fame;    // Mercenary Guilds Rank    int arch_faith, arch_calls;    int spear_faith, spear_calls;    int sword_faith, sword_calls;    short weapon; // enum weapon_type    short shield; // view-id    short head_top,head_mid,head_bottom;    short robe;    char name[NAME_LENGTH];    unsigned int base_level,job_level;    short str,agi,vit,int_,dex,luk;    unsigned char slot,sex;    uint32 mapip;    uint16 mapport;    struct point last_point,save_point,memo_point[MAX_MEMOPOINTS];    struct item inventory[MAX_INVENTORY],cart[MAX_CART];    struct storage_data storage;    struct s_skill skill[MAX_SKILL];    struct s_friend friends[MAX_FRIENDS]; //New friend system [Skotlex]#ifdef HOTKEY_SAVING    struct hotkey hotkeys[MAX_HOTKEYS];#endif    bool show_equip, allow_party;    unsigned short rename;    unsigned short slotchange;    time_t delete_date;    /* `account_data` modifiers */    unsigned short mod_exp,mod_drop,mod_death;        unsigned char font;};typedef enum mail_status {    MAIL_NEW,    MAIL_UNREAD,    MAIL_READ,} mail_status;struct mail_message {    int id;    int send_id;    char send_name[NAME_LENGTH];    int dest_id;    char dest_name[NAME_LENGTH];    char title[MAIL_TITLE_LENGTH];    char body[MAIL_BODY_LENGTH];    mail_status status;    time_t timestamp; // marks when the message was sent    int zeny;    struct item item;};struct mail_data {    short amount;    bool full;    short unchecked, unread;    struct mail_message msg[MAIL_MAX_INBOX];};struct auction_data {    unsigned int auction_id;    int seller_id;    char seller_name[NAME_LENGTH];    int buyer_id;    char buyer_name[NAME_LENGTH];    struct item item;    // This data is required for searching, as itemdb is not read by char server    char item_name[ITEM_NAME_LENGTH];    short type;    unsigned short hours;    int price, buynow;    time_t timestamp; // auction's end time    int auction_end_timer;};struct party_member {    int account_id;    int char_id;    char name[NAME_LENGTH];    unsigned short class_;    unsigned short map;    unsigned short lv;    unsigned leader : 1,   		  online : 1;};struct party {    int party_id;    char name[NAME_LENGTH];    unsigned char count; //Count of online characters.    unsigned exp : 1,                item : 2; //&1: Party-Share (round-robin), &2: pickup style: shared.    struct party_member member[MAX_PARTY];    };struct map_session_data;struct guild_member {    int account_id, char_id;    short hair,hair_color,gender,class_,lv;    uint64 exp;    int exp_payper;    short online,position;    char name[NAME_LENGTH];    struct map_session_data *sd;    unsigned char modified;};struct guild_position {    char name[NAME_LENGTH];    int mode;    int exp_mode;    unsigned char modified;};struct guild_alliance {    int opposition;    int guild_id;    char name[NAME_LENGTH];};struct guild_expulsion {    char name[NAME_LENGTH];    char mes[40];    int account_id;};struct guild_skill {    int id,lv;};struct hChSysCh;struct guild {    int guild_id;    short guild_lv, connect_member, max_member, average_lv;    uint64 exp;    unsigned int next_exp;    int skill_point;    char name[NAME_LENGTH],master[NAME_LENGTH];    struct guild_member member[MAX_GUILD];    struct guild_position position[MAX_GUILDPOSITION];    char mes1[MAX_GUILDMES1],mes2[MAX_GUILDMES2];    int emblem_len,emblem_id;    char emblem_data[2048];    struct guild_alliance alliance[MAX_GUILDALLIANCE];    struct guild_expulsion expulsion[MAX_GUILDEXPULSION];    struct guild_skill skill[MAX_GUILDSKILL];        /* used on char.c to state what kind of data is being saved/processed */    unsigned short save_flag;        short *instance;    unsigned short instances;        struct hChSysCh *channel;        /* HPM Custom Struct */    struct HPluginData **hdata;    unsigned int hdatac;};struct guild_castle {    int castle_id;    int mapindex;    char castle_name[NAME_LENGTH];    char castle_event[NAME_LENGTH];    int guild_id;    int economy;    int defense;    int triggerE;    int triggerD;    int nextTime;    int payTime;    int createTime;    int visibleC;    struct {        unsigned visible : 1;        int id; // object id    } guardian[MAX_GUARDIANS];    int* temp_guardians; // ids of temporary guardians (mobs)    int temp_guardians_max;};struct fame_list {    int id;    int fame;    char name[NAME_LENGTH];};enum fame_list_type {    RANKTYPE_BLACKSMITH = 0,    RANKTYPE_ALCHEMIST  = 1,    RANKTYPE_TAEKWON    = 2,    RANKTYPE_PK		 = 3, //Not supported yet};enum { //Change Guild Infos    GBI_EXP    =1,        // Guild Experience (EXP)    GBI_GUILDLV,        // Guild level    GBI_SKILLPOINT,        // Guild skillpoints    GBI_SKILLLV,        // Guild skill_lv ?? seem unused};enum { //Change Member Infos    GMI_POSITION    =0,    GMI_EXP,    GMI_HAIR,    GMI_HAIR_COLOR,    GMI_GENDER,    GMI_CLASS,    GMI_LEVEL,};enum {    GD_SKILLBASE=10000,    GD_APPROVAL=10000,    GD_KAFRACONTRACT=10001,    GD_GUARDRESEARCH=10002,    GD_GUARDUP=10003,    GD_EXTENSION=10004,    GD_GLORYGUILD=10005,    GD_LEADERSHIP=10006,    GD_GLORYWOUNDS=10007,    GD_SOULCOLD=10008,    GD_HAWKEYES=10009,    GD_BATTLEORDER=10010,    GD_REGENERATION=10011,    GD_RESTORE=10012,    GD_EMERGENCYCALL=10013,    GD_DEVELOPMENT=10014,    GD_MAX,};//These mark the ID of the jobs, as expected by the client. [Skotlex]enum {    JOB_NOVICE,    JOB_SWORDMAN,    JOB_MAGE,    JOB_ARCHER,    JOB_ACOLYTE,    JOB_MERCHANT,    JOB_THIEF,    JOB_KNIGHT,    JOB_PRIEST,    JOB_WIZARD,    JOB_BLACKSMITH,    JOB_HUNTER,    JOB_ASSASSIN,    JOB_KNIGHT2,    JOB_CRUSADER,    JOB_MONK,    JOB_SAGE,    JOB_ROGUE,    JOB_ALCHEMIST,    JOB_BARD,    JOB_DANCER,    JOB_CRUSADER2,    JOB_WEDDING,    JOB_SUPER_NOVICE,    JOB_GUNSLINGER,    JOB_NINJA,    JOB_XMAS,    JOB_SUMMER,    JOB_MAX_BASIC,    JOB_NOVICE_HIGH = 4001,    JOB_SWORDMAN_HIGH,    JOB_MAGE_HIGH,    JOB_ARCHER_HIGH,    JOB_ACOLYTE_HIGH,    JOB_MERCHANT_HIGH,    JOB_THIEF_HIGH,    JOB_LORD_KNIGHT,    JOB_HIGH_PRIEST,    JOB_HIGH_WIZARD,    JOB_WHITESMITH,    JOB_SNIPER,    JOB_ASSASSIN_CROSS,    JOB_LORD_KNIGHT2,    JOB_PALADIN,    JOB_CHAMPION,    JOB_PROFESSOR,    JOB_STALKER,    JOB_CREATOR,    JOB_CLOWN,    JOB_GYPSY,    JOB_PALADIN2,    JOB_BABY,    JOB_BABY_SWORDMAN,    JOB_BABY_MAGE,    JOB_BABY_ARCHER,    JOB_BABY_ACOLYTE,    JOB_BABY_MERCHANT,    JOB_BABY_THIEF,    JOB_BABY_KNIGHT,    JOB_BABY_PRIEST,    JOB_BABY_WIZARD,    JOB_BABY_BLACKSMITH,    JOB_BABY_HUNTER,    JOB_BABY_ASSASSIN,    JOB_BABY_KNIGHT2,    JOB_BABY_CRUSADER,    JOB_BABY_MONK,    JOB_BABY_SAGE,    JOB_BABY_ROGUE,    JOB_BABY_ALCHEMIST,    JOB_BABY_BARD,    JOB_BABY_DANCER,    JOB_BABY_CRUSADER2,    JOB_SUPER_BABY,    JOB_TAEKWON,    JOB_STAR_GLADIATOR,    JOB_STAR_GLADIATOR2,    JOB_SOUL_LINKER,    JOB_GANGSI,    JOB_DEATH_KNIGHT,    JOB_DARK_COLLECTOR,    JOB_RUNE_KNIGHT = 4054,    JOB_WARLOCK,    JOB_RANGER,    JOB_ARCH_BISHOP,    JOB_MECHANIC,    JOB_GUILLOTINE_CROSS,    JOB_RUNE_KNIGHT_T,    JOB_WARLOCK_T,    JOB_RANGER_T,    JOB_ARCH_BISHOP_T,    JOB_MECHANIC_T,    JOB_GUILLOTINE_CROSS_T,    JOB_ROYAL_GUARD,    JOB_SORCERER,    JOB_MINSTREL,    JOB_WANDERER,    JOB_SURA,    JOB_GENETIC,    JOB_SHADOW_CHASER,    JOB_ROYAL_GUARD_T,    JOB_SORCERER_T,    JOB_MINSTREL_T,    JOB_WANDERER_T,    JOB_SURA_T,    JOB_GENETIC_T,    JOB_SHADOW_CHASER_T,    JOB_RUNE_KNIGHT2,    JOB_RUNE_KNIGHT_T2,    JOB_ROYAL_GUARD2,    JOB_ROYAL_GUARD_T2,    JOB_RANGER2,    JOB_RANGER_T2,    JOB_MECHANIC2,    JOB_MECHANIC_T2,    JOB_BABY_RUNE = 4096,    JOB_BABY_WARLOCK,    JOB_BABY_RANGER,    JOB_BABY_BISHOP,    JOB_BABY_MECHANIC,    JOB_BABY_CROSS,    JOB_BABY_GUARD,    JOB_BABY_SORCERER,    JOB_BABY_MINSTREL,    JOB_BABY_WANDERER,    JOB_BABY_SURA,    JOB_BABY_GENETIC,    JOB_BABY_CHASER,    JOB_BABY_RUNE2,    JOB_BABY_GUARD2,    JOB_BABY_RANGER2,    JOB_BABY_MECHANIC2,    JOB_SUPER_NOVICE_E = 4190,    JOB_SUPER_BABY_E,    JOB_KAGEROU = 4211,    JOB_OBORO,    JOB_REBELLION = 4215,    JOB_MAX,};//Total number of classes (for data storage)#define CLASS_COUNT (JOB_MAX - JOB_NOVICE_HIGH + JOB_MAX_BASIC)enum {    SEX_FEMALE = 0,    SEX_MALE,    SEX_SERVER};enum weapon_type {    W_FIST,    //Bare hands    W_DAGGER,    //1    W_1HSWORD,    //2    W_2HSWORD,    //3    W_1HSPEAR,    //4    W_2HSPEAR,    //5    W_1HAXE,    //6    W_2HAXE,    //7    W_MACE,    //8    W_2HMACE,    //9 (unused)    W_STAFF,    //10    W_BOW,    //11    W_KNUCKLE,    //12    W_MUSICAL,    //13    W_WHIP,    //14    W_BOOK,    //15    W_KATAR,    //16    W_REVOLVER,    //17    W_RIFLE,    //18    W_GATLING,    //19    W_SHOTGUN,    //20    W_GRENADE,    //21    W_HUUMA,    //22    W_2HSTAFF,    //23    MAX_WEAPON_TYPE,    // dual-wield constants    W_DOUBLE_DD, // 2 daggers    W_DOUBLE_SS, // 2 swords    W_DOUBLE_AA, // 2 axes    W_DOUBLE_DS, // dagger + sword    W_DOUBLE_DA, // dagger + axe    W_DOUBLE_SA, // sword + axe};enum ammo_type {    A_ARROW = 1,    A_DAGGER,   //2    A_BULLET,   //3    A_SHELL,    //4    A_GRENADE,  //5    A_SHURIKEN, //6    A_KUNAI,	 //7    A_CANNONBALL,    //8    A_THROWWEAPON    //9};enum e_char_server_type {    CST_NORMAL	  = 0,    CST_MAINTENANCE = 1,    CST_OVER18	  = 2,    CST_PAYING	  = 3,    CST_F2P		 = 4,};enum e_pc_reg_loading {    PRL_NONE = 0x0,    PRL_CHAR = 0x1,    PRL_ACCL = 0x2,/* local */    PRL_ACCG = 0x4,/* global */    PRL_ALL  = 0xFF,};/* packet size constant for itemlist */#if MAX_INVENTORY > MAX_STORAGE && MAX_INVENTORY > MAX_CART#define MAX_ITEMLIST MAX_INVENTORY#elif MAX_CART > MAX_INVENTORY && MAX_CART > MAX_STORAGE#define MAX_ITEMLIST MAX_CART#else#define MAX_ITEMLIST MAX_STORAGE#endif// sanity checks...#if MAX_ZENY > INT_MAX#error MAX_ZENY is too big#endif#endif /* _COMMON_MMO_H_ */

 

 

 

 

e eu me interesso sim em usar clientes mais novos, só que eu não encontro os luas files referente a eles.

Edited by MuriloStrike

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como eu suspeitava :D altere:

 

//#define ENABLE_PACKETVER_RE

 

para

 

#define ENABLE_PACKETVER_RE

 

 

pois vc está usando um client RE e recompile e veja se o problema persiste

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okay! irei ver! bom, ainda está a mesma coisa, eu reparei que quando chega em 405 (usando os comandos) aparece o botão para poder aumentar os stats, mais quando chega em 400 fica a mesma coisa.

 

e em questão do hexed, qual você me aconselha usar? Pois estou achando que o problema vai estar no hexed.

Edited by MuriloStrike

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pronto, já baixei tudo, abriu sem erro, mais está dando o seguinte erro: failed to authenticate (5011)

esse erro é ao se logar, e quando vou olhar no map,login e char server, não aparece nada...

já revirei o google atrás dessa solução e nada...

para diffar usei o NEMO e marquei todas as recomendadas...

Edited by MuriloStrike

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aff, agora está dando rejected from server (30) e o failed to authenticate (5011)

e o estranho é que não aparece nenhum erro no servidor...

Edited by MuriloStrike

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