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Everything posted by Mdrst
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@Lua Your best bet is Corsairs Online source code.
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That item maker probably uses another item definition structure... What game version are you using? If I'm not mistaken, the "99" value should be the level requirement, and "12" is the required class ID. Edit: you can check inside your server iteminfo.txt, sometimes the header structure is defined in the first line.
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It will certainly cause problems, as the function is being called somewhere but the expected behavior is not returned. But you can ignore it if its from a secondary feature that you don't use.
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Skill (animation) speed faster based on atk speed?
Mdrst replied to martinx09's topic in Questions & Help
As champ said, the correct way would be to change the velocity float modifier inside source. CharacterAction.tx contains only the base animation duration I believe. -
You want to return a refining gem with the same level as the extracted gem? r1 and r2 are respectively the boolean value to see if MakeItem failed or not (so 1 or 0) and the position number where the item will be placed. You can try adding this line after SetItemForgeParam ( Item_mainitem , 1 , Num): r3,r4 = MakeItem ( role , 885 , 1 , 2 ) local gridItem = GetChaItem (role, 2, r4) SetItemAttr (gridItem, ITEMATTR_VAL_BaoshiLV, Item_Lv) @kyleflow
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Nice, glad to know it worked
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That system error message tells you GameServer could not locate the record for that item. Double check your line, make sure you are using tabs to separate fields and not spaces. Also, is there an "error.txt" log file?
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If you're receiving a system message, it is probably a server-side bug. Delete the iteminfo.bin file and try running it again. Also check the gameserver log folder to see if any errors occurred during .bin compilation.
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Check GroupServerApp::CP_TEAM_INVITE C++ function. You can add an if-statement to check if the player is able to invite players. With Lua it's a bit harder. There may be a workaround in cha_timer if you keep checking if a player is below a certain level and inside a party... if it is, disband the party.
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I mean Intellectual Property. It would be insane if we had a server advertised on Steam, for example. The game could be heavily expanded and modernized, but without proper licensing it's hard to justify spending lots of development money into it. Copyright laws should be more lenient with abandonware like ToP where there isn't a clear copyright owner or when it hasn't come forward for like 10 years. In the internet timeframe,10 years are an age and if no cease-and-desist letters were issued you deserve to lose your rights so that people can pick up where it was left.
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If this is still not fixed, try making a new topic in portuguese at https://pkodev.net/forum/66-dúvidas-ajuda/.
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Website Releases that work on a full web server
Mdrst replied to SolidusZA's topic in Questions & Help
Regardless of files used, I suggest turning SQL queries into prepared statements or stored procedures. For backdoors, analyze every single SQL query that is executed by the website. -
Profit-wise, any group formed of 3 or more C++ developers would be better off creating a new IP instead of working on a 20 yo leaked game. Although it is a great code base to understand more about legacy C++ development.
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Anyone venturing out to make a private server that considers paying 25 bucks for such a trivial task is better off not making any servers at all. However, I could see myself paying 4 or 5 bucks for this service to simply save some time.
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Website Releases that work on a full web server
Mdrst replied to SolidusZA's topic in Questions & Help
XAMPP/Nginx/Zend are just HTTP/PHP engines, you can register the machine running these with any .com domain. Edit: misunderstood your question, but yeah as @AlGhoul said I believe there are no fully web-based public releases. -
I've seen your edit, do you mind sharing the solution for future reference? Thanks!
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Since the game logic is single-threaded, dividing the maps into separated processes can help balancing the load, but as AlGhoul said, there are dupe issues. A feasible fix is porting the server side to a 64-bit architecture and instead of having a loop iterating over all maps, you would simply spawn a thread to run each one in parallel (AFAIK there are few resources being shared between maps during a tick, so no synchronization nightmares here).
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Please be a bit more clear on what you want to do. Do you want to create a chest that will randomly give the player an item? Or do you want a chest to store items and randomly pop them out once the player uses it? For the last option you will have to store this data somewhere - database table or text files.
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Since you are using the source code, search for the error string inside the solution by using Ctrl + Shift + F. You will see where and why the error was thrown.
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Server time is just the Operating System (OS) local time. You can get it in C++ using std::time/std::chrono libraries.
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Não estou fazendo serviços a parte
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Sim, com modificações na source ou mods via .dll (bem mais fácil com source).
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Simple Python Bot to Prevent Advertisement on Discord Servers
Mdrst replied to champ's topic in Development
Nice usage of regular expressions A long time ago, bots could private message users inside a discord channel and people would use this as an advertisement method. Does that still happen? I imagine the bot presented wouldn't do too much in those cases...