re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Expired items are equiped or in your inventory?
IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
@or30n
Quote:
Originally Posted by
or30n
Expired items are equiped or in your inventory?
it is equipped, it expires and it does not delete. Then I put it in the inventory and it stays there. So I have to sell to erase it.
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re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
I've tried too to fix it but no luck. The only solution now is just to sell the item. I don't remember, if the item expired, continues to exist as equipped or move in inventory? Cause if it moves in inventory its ok somehow, but if it stays as equipped then need fix.
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Expired Items are not supposed to be deleted. You have to sell them, so that's not a bug.
Can someone compile a list of bugs as of now?
I may have a go on working on those files for a bit.
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
ftewegw1
Expired Items are not supposed to be deleted. You have to sell them, so that's not a bug.
Can someone compile a list of bugs as of now?
I may have a go on working on those files for a bit.
friend this is not true since in source code there is the function that should delete the item! but I do not know why it's not working.
Code:
void CPeriodItemEx::DGPeriodItemExDelete(PMSG_ANS_PERIODITEMEX_DELETE lpMsg)
{
int UserIndex = lpMsg->wUserIndex;
if (ObjectMaxRange(UserIndex) == FALSE)
{
return;
}
LPOBJ lpObj = &gObj[UserIndex];
if (lpObj->Connected < PLAYER_LOGGED)
{
return;
}
if (lpObj->Type != OBJ_USER)
{
return;
}
if (lpMsg->btResultCode)
{
}
else
{
g_Log.Add("[PeriodItemEx][Delete PeriodItem] OnRequest Delete PeriodItem Data. User Id : %s(%d), Name : %s, Result : %d",
lpObj->AccountID, lpObj->DBNumber, lpObj->Name, lpMsg->btResultCode);
}
}
void CPeriodItemEx::DGPeriodItemExExpiredItemList(PMSG_ANS_PERIODITEMEX_EXPIRED_ITEMLIST lpMsg)
{
int UserIndex = lpMsg->wUserIndex;
if (ObjectMaxRange(UserIndex) == FALSE)
{
return;
}
LPOBJ lpObj = &gObj[UserIndex];
if (lpObj->Connected < PLAYER_LOGGED)
{
return;
}
if (lpObj->Type != OBJ_USER)
{
return;
}
int pos = 0;
for (int i = 0; i < lpMsg->btExpiredItemCount; i++)
{
pos = this->GetItemFromInventory(lpObj, lpMsg->wItemCode[i], lpMsg->Serial[i]);
if (pos != -1)
{
g_Log.Add("[PeriodItemEx][SetExpiredItemList] OnRequest Expired Item Set Disable. User Id : %s(%d), Name : %s, Item : %s(%d), Serial : %I64d",
lpObj->AccountID, lpObj->DBNumber, lpObj->Name, ItemAttribute[lpMsg->wItemCode[i]].Name, lpMsg->wItemCode[i], lpMsg->Serial[i]);
this->SetDisableItemToExpire(lpObj, pos);
}
}
}
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re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
ADMTec
@
solarismu
does anyone know how to fix the problem of not deleting the PeriodItem after they expired
I suggest don't to that. On my file right now, expired item should be deleted every select_character. With me, that's ok. Or just sell it to shop, or leave it there... no harm, cause expired item has no effect.
Technically, to correctly detect expired item on gameserver side, you have to make loop (every short amount of time) through all items (alot) to check its expired time. For a big server, that's such a waste, not efficient at all... But it's able/easy to it.
2nd way, work with client side, make a trigger to send notice to server (should be harder)
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
solarismu
I suggest don't to that. On my file right now, expired item should be deleted every select_character. With me, that's ok. Or just sell it to shop, or leave it there... no harm, cause expired item has no effect.
Technically, to correctly detect expired item on gameserver side, you have to make loop (every short amount of time) through all item to check its expired time. For a bug server, that's such a waste, not efficient at all... But it's able/easy to it.
2nd way, work with client side, make a trigger to send notice to server (should be harder)
Could you share your fix?
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re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Just Coded new stuff on s9+ (should work on higher season ^.^)
POST ITEM ^.^
see this.
https://www.youtube.com/watch?v=FC5haGhReug
- - - Updated - - -
Quote:
Originally Posted by
ADMTec
Could you share your fix?
No, cause I will never do that useless thing
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
solarismu
Just Coded new stuff on s9+ (should work on higher season ^.^)
POST ITEM ^.^
see this.
https://youtu.be/FC5haGhReug
- - - Updated - - -
No, cause I will never do that useless thing
how does it work on your muserver ???
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
ADMTec
how does it work on your muserver ???
What do you mean? The postitem? I've just coded, as I said .
it cost me 2 precious nights. :)
cause season 9 & above use new flash interfaces, so much more harder to make it onseason9
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
solarismu
What do you mean? The postitem? I've just coded, as I said .
it cost me 2 precious nights. :)
cause season 9 & above use new flash interfaces, so much more harder to make it onseason9
No, my friend, I'm talking about the period item. wanted to know how it works on your muserver, when it expires it is deleted or is it for the player to sell ??
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re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
ADMTec
No, my friend, I'm talking about the period item. wanted to know how it works on your muserver, when it expires it is deleted or is it for the player to sell ??
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Deleted after select character, or players sell it
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
ADMTec
friend this is not true since in source code there is the function that should delete the item! but I do not know why it's not working.
Code:
void CPeriodItemEx::DGPeriodItemExDelete(PMSG_ANS_PERIODITEMEX_DELETE lpMsg)
{
int UserIndex = lpMsg->wUserIndex;
if (ObjectMaxRange(UserIndex) == FALSE)
{
return;
}
LPOBJ lpObj = &gObj[UserIndex];
if (lpObj->Connected < PLAYER_LOGGED)
{
return;
}
if (lpObj->Type != OBJ_USER)
{
return;
}
if (lpMsg->btResultCode)
{
}
else
{
g_Log.Add("[PeriodItemEx][Delete PeriodItem] OnRequest Delete PeriodItem Data. User Id : %s(%d), Name : %s, Result : %d",
lpObj->AccountID, lpObj->DBNumber, lpObj->Name, lpMsg->btResultCode);
}
}
void CPeriodItemEx::DGPeriodItemExExpiredItemList(PMSG_ANS_PERIODITEMEX_EXPIRED_ITEMLIST lpMsg)
{
int UserIndex = lpMsg->wUserIndex;
if (ObjectMaxRange(UserIndex) == FALSE)
{
return;
}
LPOBJ lpObj = &gObj[UserIndex];
if (lpObj->Connected < PLAYER_LOGGED)
{
return;
}
if (lpObj->Type != OBJ_USER)
{
return;
}
int pos = 0;
for (int i = 0; i < lpMsg->btExpiredItemCount; i++)
{
pos = this->GetItemFromInventory(lpObj, lpMsg->wItemCode[i], lpMsg->Serial[i]);
if (pos != -1)
{
g_Log.Add("[PeriodItemEx][SetExpiredItemList] OnRequest Expired Item Set Disable. User Id : %s(%d), Name : %s, Item : %s(%d), Serial : %I64d",
lpObj->AccountID, lpObj->DBNumber, lpObj->Name, ItemAttribute[lpMsg->wItemCode[i]].Name, lpMsg->wItemCode[i], lpMsg->Serial[i]);
this->SetDisableItemToExpire(lpObj, pos);
}
}
}
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Pffff, isn't there any real bug you want to fix? That is NOT A BUG as I previously said. That function "deletes" the items effect. It does not remove the item from the inventory. Take my advise and let it be that way, unless you want yet another way for abusers to find a dupe bug or something.
Webzen's mu also works that way, so NO BUG here.
re: [Release] IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
ftewegw1
Pffff, isn't there any real bug you want to fix? That is NOT A BUG as I previously said. That function "deletes" the items effect. It does not remove the item from the inventory. Take my advise and let it be that way, unless you want yet another way for abusers to find a dupe bug or something.
Webzen's mu also works that way, so NO BUG here.
he got the point. Why ppl alway want to fix something not is bug :))
make your custom by anything you want, but dont call it bug haha
IGCN Season 9.5 (src-x9.5 9.5.1.15) SRC (April/2016)
Quote:
Originally Posted by
solarismu
he got the point. Why ppl alway want to fix something not is bug :))
make your custom by anything you want, but dont call it bug haha
Quote:
Originally Posted by
ftewegw1
Pffff, isn't there any real bug you want to fix? That is NOT A BUG as I previously said. That function "deletes" the items effect. It does not remove the item from the inventory. Take my advise and let it be that way, unless you want yet another way for abusers to find a dupe bug or something.
Webzen's mu also works that way, so NO BUG here.
so if it is possible you could share the code to fix the bug that crashes the DataServer ?? % n,% s,% d when used in frindsystem and cashshop gift.
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