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Autor Topic: 1.04D IceStorm / SuddenIce FIX skill  (Visto 8431 veces)

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Offline artem #30 Posteado: April 30, 2020, 07:34:48 AM

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New video with another skill PVP Bug, Skill  DECAY. Its viewports bug? So how to fix it.


Offline artem #31 Posteado: April 30, 2020, 07:52:45 AM | Modificado: April 30, 2020, 08:15:26 AM by artem

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But i tested it on another Classes BK/DL/ELF and no bug, maybe some with Magic skills or ...
its code Decay:
Code: [Select]
int CObjUseSkill::SkillDeathPoison(int aIndex, CMagicInf * lpMagic, BYTE x, BYTE y, BYTE dir, BYTE TargetPos, int aTargetIndex) //Identical gs-cs 56
{
LPOBJ lpObj = &gObj[aIndex];
int tObjNum;
int count = 0;
int FirstHit = 0;
int HitCount = 0;
int bAttack;
int DuelIndex = lpObj->m_iDuelUser;
int EnableAttack;
LPOBJ lpTargetObj = &gObj[aTargetIndex];


while ( true )
{
if(lpObj->VpPlayer2[count].state != 0)
{
tObjNum = lpObj->VpPlayer2[count].number;

if(tObjNum >= 0)
{
EnableAttack = 0;

if(lpObj->VpPlayer2[count].type == OBJ_MONSTER && gObj[tObjNum].m_RecallMon < 0)
{
EnableAttack = 1;
}
else if(tObjNum == aTargetIndex || DuelIndex == tObjNum)
{
EnableAttack = 1;
}

else if(lpObj->VpPlayer2[count].type != OBJ_NPC && gObj[tObjNum].MapNumber == MAP_INDEX_CASTLESIEGE && g_CastleSiege.GetCastleState() == CASTLESIEGE_STATE_STARTSIEGE)
{
EnableAttack = 1;
}

else
{
int CallMonIndex = gObj[tObjNum].m_Index;

if(gObj[tObjNum].Type == OBJ_MONSTER && gObj[tObjNum].m_RecallMon >= 0)
{
CallMonIndex = gObj[gObj[tObjNum].m_RecallMon].m_Index;
}

if(gObjTargetGuildWarCheck(lpObj,&gObj[CallMonIndex])==1)
{
EnableAttack = 1;
}
}

if(EnableAttack != 0)
{
//LogAddC(2, "%s %d", gObj[tObjNum].Name, this->CalDistance(x,y,gObj[tObjNum].X,gObj[tObjNum].Y));
if(this->CalDistance(x,y,gObj[tObjNum].X,gObj[tObjNum].Y) < 4)
{
bAttack = 0;

if(HitCount > 10)
{
bAttack = 0;
}

if(HitCount >= 5)
{
if(rand()%2)
{
bAttack = 1;
}
}
else
{
bAttack = 1;
}

if(bAttack != 0)
{
int delay = rand()%500;
gObjAddAttackProcMsgSendDelay(lpObj,50,tObjNum,delay,lpMagic->m_Skill,0);
}
}
}
}
}

count++;
if(count > MAX_VIEWPORT -1)
{
break;
}
}
return true;
}
its Code IceStorm ( SuddenIce):
Code: [Select]
int CObjUseSkill::SkillSuddenIce(int aIndex, CMagicInf * lpMagic, BYTE x, BYTE y, BYTE dir, BYTE TargetPos, int aTargetIndex) //
{
LPOBJ lpObj = &gObj[aIndex];
int tObjNum;
int count = 0;
int FirstHit = 0;
int HitCount = 0;
int bAttack;
LPOBJ lpTargetObj = &gObj[aTargetIndex];
int DuelIndex = lpObj->m_iDuelUser;
int EnableAttack;

while ( true )
{
if(lpObj->VpPlayer2[count].state != 0)
{
tObjNum = lpObj->VpPlayer2[count].number;

if(tObjNum >= 0)
{
EnableAttack = 0;

if(lpObj->VpPlayer2[count].type == OBJ_MONSTER && gObj[tObjNum].m_RecallMon < 0)
{
EnableAttack = 1;
}
else if(tObjNum == aTargetIndex || DuelIndex == tObjNum)
{
EnableAttack = 1;
}

else if(lpObj->VpPlayer2[count].type != OBJ_NPC && gObj[tObjNum].MapNumber == MAP_INDEX_CASTLESIEGE && g_CastleSiege.GetCastleState() == CASTLESIEGE_STATE_STARTSIEGE)
{
EnableAttack = 1;
}

else
{
int CallMonIndex = gObj[tObjNum].m_Index;

if(gObj[tObjNum].Type == OBJ_MONSTER && gObj[tObjNum].m_RecallMon >= 0)
{
CallMonIndex = gObj[gObj[tObjNum].m_RecallMon].m_Index;
}

if(gObjTargetGuildWarCheck(lpObj,&gObj[CallMonIndex])==1)
{
EnableAttack = 1;
}
}

if(EnableAttack != 0)
{
if(this->CalDistance(x,y,gObj[tObjNum].X,gObj[tObjNum].Y) < 4)
{
bAttack = 0;

if(HitCount > 10)
{
bAttack = 0;
}

if(HitCount >= 5)
{
if(rand()%2)
{
bAttack = 1;
}
}
else
{
bAttack = 1;
}

if(bAttack != 0)
{
int delay = rand()%500;
gObjAttack(lpObj,&gObj[tObjNum],lpMagic,1,1,0,0,0,0);
}
}
}
}
}

count++;
if(count > MAX_VIEWPORT -1)
{
break;
}
}
return true;
}


Online YolaxD #32 Posteado: April 30, 2020, 08:30:00 AM

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But i tested it on another Classes BK/DL/ELF and no bug, maybe some with Magic skills or ...
its code Decay:
Code: [Select]
int CObjUseSkill::SkillDeathPoison(int aIndex, CMagicInf * lpMagic, BYTE x, BYTE y, BYTE dir, BYTE TargetPos, int aTargetIndex) //Identical gs-cs 56
{
LPOBJ lpObj = &gObj[aIndex];
int tObjNum;
int count = 0;
int FirstHit = 0;
int HitCount = 0;
int bAttack;
int DuelIndex = lpObj->m_iDuelUser;
int EnableAttack;
LPOBJ lpTargetObj = &gObj[aTargetIndex];


while ( true )
{
if(lpObj->VpPlayer2[count].state != 0)
{
tObjNum = lpObj->VpPlayer2[count].number;

if(tObjNum >= 0)
{
EnableAttack = 0;

if(lpObj->VpPlayer2[count].type == OBJ_MONSTER && gObj[tObjNum].m_RecallMon < 0)
{
EnableAttack = 1;
}
else if(tObjNum == aTargetIndex || DuelIndex == tObjNum)
{
EnableAttack = 1;
}

else if(lpObj->VpPlayer2[count].type != OBJ_NPC && gObj[tObjNum].MapNumber == MAP_INDEX_CASTLESIEGE && g_CastleSiege.GetCastleState() == CASTLESIEGE_STATE_STARTSIEGE)
{
EnableAttack = 1;
}

else
{
int CallMonIndex = gObj[tObjNum].m_Index;

if(gObj[tObjNum].Type == OBJ_MONSTER && gObj[tObjNum].m_RecallMon >= 0)
{
CallMonIndex = gObj[gObj[tObjNum].m_RecallMon].m_Index;
}

if(gObjTargetGuildWarCheck(lpObj,&gObj[CallMonIndex])==1)
{
EnableAttack = 1;
}
}

if(EnableAttack != 0)
{
//LogAddC(2, "%s %d", gObj[tObjNum].Name, this->CalDistance(x,y,gObj[tObjNum].X,gObj[tObjNum].Y));
if(this->CalDistance(x,y,gObj[tObjNum].X,gObj[tObjNum].Y) < 4)
{
bAttack = 0;

if(HitCount > 10)
{
bAttack = 0;
}

if(HitCount >= 5)
{
if(rand()%2)
{
bAttack = 1;
}
}
else
{
bAttack = 1;
}

if(bAttack != 0)
{
int delay = rand()%500;
gObjAddAttackProcMsgSendDelay(lpObj,50,tObjNum,delay,lpMagic->m_Skill,0);
}
}
}
}
}

count++;
if(count > MAX_VIEWPORT -1)
{
break;
}
}
return true;
}
its Code IceStorm ( SuddenIce):
Code: [Select]
int CObjUseSkill::SkillSuddenIce(int aIndex, CMagicInf * lpMagic, BYTE x, BYTE y, BYTE dir, BYTE TargetPos, int aTargetIndex) //
{
LPOBJ lpObj = &gObj[aIndex];
int tObjNum;
int count = 0;
int FirstHit = 0;
int HitCount = 0;
int bAttack;
LPOBJ lpTargetObj = &gObj[aTargetIndex];
int DuelIndex = lpObj->m_iDuelUser;
int EnableAttack;

while ( true )
{
if(lpObj->VpPlayer2[count].state != 0)
{
tObjNum = lpObj->VpPlayer2[count].number;

if(tObjNum >= 0)
{
EnableAttack = 0;

if(lpObj->VpPlayer2[count].type == OBJ_MONSTER && gObj[tObjNum].m_RecallMon < 0)
{
EnableAttack = 1;
}
else if(tObjNum == aTargetIndex || DuelIndex == tObjNum)
{
EnableAttack = 1;
}

else if(lpObj->VpPlayer2[count].type != OBJ_NPC && gObj[tObjNum].MapNumber == MAP_INDEX_CASTLESIEGE && g_CastleSiege.GetCastleState() == CASTLESIEGE_STATE_STARTSIEGE)
{
EnableAttack = 1;
}

else
{
int CallMonIndex = gObj[tObjNum].m_Index;

if(gObj[tObjNum].Type == OBJ_MONSTER && gObj[tObjNum].m_RecallMon >= 0)
{
CallMonIndex = gObj[gObj[tObjNum].m_RecallMon].m_Index;
}

if(gObjTargetGuildWarCheck(lpObj,&gObj[CallMonIndex])==1)
{
EnableAttack = 1;
}
}

if(EnableAttack != 0)
{
if(this->CalDistance(x,y,gObj[tObjNum].X,gObj[tObjNum].Y) < 4)
{
bAttack = 0;

if(HitCount > 10)
{
bAttack = 0;
}

if(HitCount >= 5)
{
if(rand()%2)
{
bAttack = 1;
}
}
else
{
bAttack = 1;
}

if(bAttack != 0)
{
int delay = rand()%500;
gObjAttack(lpObj,&gObj[tObjNum],lpMagic,1,1,0,0,0,0);
}
}
}
}
}

count++;
if(count > MAX_VIEWPORT -1)
{
break;
}
}
return true;
}


When the monster is "immobile" in your viewport it is because it was not erased correctly, the monster died therefore it ceased to belong to the intactness of your VP and was "bugged" without being erased from its location in the VP, this occurs in XTEAM also only that not so frequent or with a skill in ex-specific, so it is the same error but caused in a different way, try to review the change states of LIVE -> DYING and verify that you always send to delete the GS from the VP to the Main :)


Online c4nhsatcodong #33 Posteado: April 30, 2020, 08:34:53 AM

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Monster Lag no se debe a mi habilidad. El 90% de otras versiones tienen un error 1.04D. No lo he probado en 104E. Creo que es lo mismo
Monster lag have 1.04E
But what about pvp bug? its happend only after ice storm its 100%. Monsters didn't lag with another classes (skills), only Soul Master have this bug.

También uso Exteam, lo intentaré como tú

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Gracias:


Offline artem #34 Posteado: April 30, 2020, 08:53:26 AM

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When the monster is "immobile" in your viewport it is because it was not erased correctly, the monster died therefore it ceased to belong to the intactness of your VP and was "bugged" without being erased from its location in the VP, this occurs in XTEAM also only that not so frequent or with a skill in ex-specific, so it is the same error but caused in a different way, try to review the change states of LIVE -> DYING and verify that you always send to delete the GS from the VP to the Main :)
monsters its critical bug, but bug in videos with PVP players illusions was rly critical for players.


Offline artem #35 Posteado: April 30, 2020, 10:52:44 AM

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so, if someone can fix this bug for $$$ , PM me please.


Offline artem #36 Posteado: April 30, 2020, 02:02:12 PM

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Its my Viewports:
void gObjViewportListProtocolCreate(LPOBJ lpObj) -


void gObjViewportListProtocol(short aIndex) -


void gObjViewportClose(LPOBJ lpObj) -


void gObjViewportListCreate(short aIndex) -


int ViewportAdd(int aIndex, int aAddIndex, int aType) -


void gObjViewportListDestroy(short aIndex) -



Maybe someone find error there.





Offline artem #37 Posteado: May 01, 2020, 03:00:15 AM

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So... Someone can fix it for $?


Offline artem #38 Posteado: May 02, 2020, 02:45:59 AM

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Online Odisk #39 Posteado: May 02, 2020, 04:24:38 AM

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one day

Gracias:


Offline artem #40 Posteado: May 02, 2020, 05:59:38 AM

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Online c4nhsatcodong #41 Posteado: May 02, 2020, 06:25:16 AM

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No entiendo si tengo que hacer un video para ver a qué te refieres
https://www.youtube.com/watch?v=m-J2OfT-CYc&feature=youtu.be

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Offline artem #42 Posteado: May 02, 2020, 07:47:14 AM

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No entiendo si tengo que hacer un video para ver a qué te refieres
https://www.youtube.com/watch?v=m-J2OfT-CYc&feature=youtu.be
if you use ex-team files, u have this bug 100000%


Online c4nhsatcodong #43 Posteado: May 03, 2020, 10:41:15 PM

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No entiendo si tengo que hacer un video para ver a qué te refieres
https://www.youtube.com/watch?v=m-J2OfT-CYc&feature=youtu.be
if you use ex-team files, u have this bug 100000%

Revise si otro tiene algún desplazamiento extraño y si usa #define ENABLE_RAM_MIN

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Offline artem #44 Posteado: May 04, 2020, 01:38:05 AM

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No entiendo si tengo que hacer un video para ver a qué te refieres
https://www.youtube.com/watch?v=m-J2OfT-CYc&feature=youtu.be
if you use ex-team files, u have this bug 100000%

Revise si otro tiene algún desplazamiento extraño y si usa #define ENABLE_RAM_MIN
its disable in my code


Offline artem #45 Posteado: May 07, 2020, 02:41:22 PM

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Offline artem #46 Posteado: May 08, 2020, 09:47:56 AM

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Offline artem #47 Posteado: May 10, 2020, 08:41:06 AM

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Online c4nhsatcodong #48 Posteado: May 10, 2020, 11:56:17 AM

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Creo que también se debe a la conexión de red.

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Offline artem #49 Posteado: May 10, 2020, 12:24:51 PM

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Creo que también se debe a la conexión de red.
but i tested on local machine...


Offline artem #50 Posteado: May 11, 2020, 05:59:37 AM

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Offline artem #51 Posteado: June 03, 2020, 06:59:52 AM

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Offline artem #52 Posteado: September 18, 2020, 05:58:58 AM

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up, someone can fix it ?


Offline sannea #53 Posteado: September 18, 2020, 01:23:50 PM

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this bug is not about IceStorm, its about attack speed, on IceStorm it's too high and make this bug, GameServer can't proceed disappear because you try to do damage on already died monster/player

Gracias:


Offline artem #54 Posteado: September 18, 2020, 01:39:16 PM

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so, you have some idea how to fix it?


Online Odisk #55 Posteado: September 18, 2020, 02:40:27 PM

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so, you have some idea how to fix it?

IDoes the chain drive work well in the rf?  hit the 8 hit?

one day

Offline artem #56 Posteado: September 19, 2020, 04:34:27 AM

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so, you have some idea how to fix it?

IDoes the chain drive work well in the rf?  hit the 8 hit?
i don't use rf & summoner


Online c4nhsatcodong #57 Posteado: September 19, 2020, 12:05:50 PM

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Contácteme a través de mi firma, déjeme ver en vivo, ¿puedo ayudarlo? Tenga la seguridad de que lo ayudo desde el fondo de mi corazón

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Gracias:


Offline vicente #58 Posteado: April 08, 2021, 05:15:03 PM

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Hermano encontraste solución a dicho problema? Tengo exactamente el mismo bug en files mu emu


Online Odisk #59 Posteado: April 08, 2021, 08:21:49 PM

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Hermano encontraste solución a dicho problema? Tengo exactamente el mismo bug en files mu emu
quien es tu desarollador?.. xq solo pasa en 1.04d

one day

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