[DEVREVIII] Mage AOE (targeted) still no damage bugged.

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[DEVREVIII] Mage AOE (targeted) still no damage bugged.

Postby kismetbecomes on Sun Aug 26, 2012 9:42 pm

DEVREV III
Narose 307

I have attached a screenshot.
The skill casts, but there are no damage to mobs.
I'm sure its not a position glitch or smthing... the skills
just doesn't work. All Mage TARGETED AOE skills don't work.


--this is a reposted thread.. and.. i was using devrev2 before..
tried dev3 now ... i was thinking things changed in battle.cpp (assuming the problem is there)
but still... AOE skills dont work.. please help.. ive tried so many things to go around it but..
oh well.. no luck here.
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Re: [DEVREVIII] Mage AOE (targeted) still no damage bugged.

Postby AnimalCrackerz on Mon Aug 27, 2012 1:02 am

Kind of noobish question but did you put your setting on in List config. in your navicat database?
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Re: [DEVREVIII] Mage AOE (targeted) still no damage bugged.

Postby kismetbecomes on Mon Aug 27, 2012 10:37 pm

AnimalCrackerz wrote:Kind of noobish question but did you put your setting on in List config. in your navicat database?


of course i did. :D
the whole thing won't run without it anyway. :)
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Re: [DEVREVIII] Mage AOE (targeted) still no damage bugged.

Postby thriel on Thu Aug 30, 2012 9:27 pm

not that its related to your problem, but you do know that rev was created for Narose client 323, not 307 ...
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Re: [DEVREVIII] Mage AOE (targeted) still no damage bugged.

Postby kismetbecomes on Thu Aug 30, 2012 10:25 pm

sir thRiel.. I did try v323..
the client crashes every time I pick up.. change equips..well..pretty much the major things i do when playing.. (this is almost everyone's issue right?)

Right now i need the less buggy.. and 307 worked fine with devrevIII except for the weird LAG I get.. the server always checks for some banning rule (it's somethins about ban.. don't know for sure) and the drop system was.. well.. im just too noob to understand it maybe...Sorry... but every time I kill a mob it takes a few seconds before the monster dies and disappears (altho no hp left) because the server is too busy with analyzing the DROP CHANCE..and whoa.. the drops are RAINING! I thought that has something to do with the configs in the sql..but don't have the time to tweak and adjust to devrev3 again and settle to it when the mage skills are still bugged..i kinda got the hang of using dev2... anyway.. just saying..

*and yes I've reviewed the thread about the client crashes.. so far.. no solution. (i might try snooping into the threads again if im just not updated enough)
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Re: [DEVREVIII] Mage AOE (targeted) still no damage bugged.

Postby thriel on Fri Aug 31, 2012 12:26 pm

well, we were in the process of moving to 323, the previous version that everything worked fine on was 317 or 318.. I would highly recommend you try these versions, 307 is old, and you WILL get bugs and weird stuff with it since the packets changed after that, so try 317 or 318 and see if it doesnt run better.

However, this was not a stable release, as i said we were in the middle of a patch when we decided to stop working on 3xx client. there was just so much being changed with virtually every single patch it seemed pointless to update patch by patch, which is why we just skipped straight to 4.xx and released the 323 source here.

i know purple did some work on the source as well, how much he edited or fixed i dont know...
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Re: [DEVREVIII] Mage AOE (targeted) still no damage bugged.

Postby PurpleYouko on Fri Aug 31, 2012 2:41 pm

I didn't really change a lot. Just a few very minor things
Need to lookup information on NARose items, skills, quests?
Now featuring a newly completed skill tree for all classes
Formatting fixed for different resolutions
Image

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Re: [DEVREVIII] Mage AOE (targeted) still no damage bugged.

Postby kismetbecomes on Fri Aug 31, 2012 7:43 pm

After having read all that. I would just say thanks. :lol:
I can't believe someone would actually share "Freely"
something that they've worked so hard for.
For me well, coding is like a modern voodoo
which, altho not hate, I don't prefer encountering
them in my life... which is really ironic since
I'm trying to put up a server. :roll:

Anyway... sir thRiel i'm going to try v317 or 318.. or both.
(thanks a lot for this.. coz yeah..307 is old)

PY, altho you suggested me going over the
battle.cpp and other places i don't remember
(or maybe i just voluntarily forget it, its me and
coding, we never get along so well) :lol:
-i changed all targeted AOE to self AOE and
tweaked new effects etc2.. now VIOLA..
new skills everyone can have fun with.
*still.. im looking forward for the fix in the NEAR future.
Thanks a lot PY, and thRiel.
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Re: [DEVREVIII] Mage AOE (targeted) still no damage bugged.

Postby deadlycrow on Wed Oct 17, 2012 2:07 pm

Hi guys just want to share my fix for all targeted AOE skills. I've done it in DEV REV II but I've look at code of DEV REV III and found that the problems the same so here it is:

in chartype.h under struct Battle add "unsigned int imptarget"

  1.  
  2. struct BATTLE
  3. {
  4.     unsigned int target;
  5.     unsigned int imptarget;
  6.     unsigned int atktarget;
  7.     unsigned int bufftarget;
  8.     unsigned int skilltarget;
  9.     unsigned int skillid;
  10.     unsigned int atktype;
  11.     unsigned int hitby;
  12.     bool contatk;
  13.     clock_t lastAtkTime;
  14.     clock_t castTime;
  15. };
  16.  


then in charfunction.ccp under void CCharacter::StartAction add "Battle->imptarget=Target->clientid;"

  1.  
  2. switch(action)
  3.     {
  4.         case NORMAL_ATTACK:
  5.         {
  6.             RESETPACKET( pak, 0x798 );
  7.             ADDWORD    ( pak, clientid );
  8.             ADDWORD    ( pak, Target->clientid );
  9.  
  10.             //ADDWORD    ( pak, Stats->Move_Speed );
  11.             ADDWORD    ( pak, Stats->Base_Speed );
  12.             //Log(MSG_INFO,"move speed %u, base speed %u",Stats->Move_Speed,Stats->Base_Speed);
  13.  
  14.             ADDFLOAT   ( pak, Target->Position->current.x*100 );
  15.             ADDFLOAT   ( pak, Target->Position->current.y*100 );
  16.             Battle->target = Target->clientid;
  17.             Battle->imptarget=Target->clientid;
  18.             Battle->atktarget = Target->clientid;
  19.             Battle->atktype = action;
  20.             Position->destiny  = Target->Position->current;
  21.             Position->lastMoveTime = clock( );
  22.         }
  23.         break;
  24.  
  25.  


then change Battle->target = 0; to Battle->target = Battle->imptarget; at the same cpp

  1.  
  2. case AOE_TARGET:
  3.         {
  4.             //LMA 2008/09/02: new version, the target is a zone, not a monster... so we stick with aoedestiny ;)
  5.  
  6.             RESETPACKET( pak, 0x7b4 );
  7.             ADDWORD    ( pak, clientid );
  8.             ADDWORD    ( pak, skillid );
  9.             ADDFLOAT   ( pak, Position->aoedestiny.x*100 );
  10.             ADDFLOAT   ( pak, Position->aoedestiny.y*100 );
  11.             Battle->atktype = action;
  12.             Battle->skillid = skillid;
  13.             Battle->target = Battle->imptarget;
  14.             Battle->skilltarget = 0;
  15.             Position->destiny  = Position->aoedestiny;
  16.             Position->lastMoveTime = clock( );
  17.             Log(MSG_INFO,"StartAction, AOE_TARGET, target (%.2f,%.2f)",Position->aoedestiny.x,Position->aoedestiny.y);
  18.         }
  19.         break;
  20.  
  21.  


if that still doesn't fix it try moving case AOE_TARGET from:

  1. bool CCharacter::IsOnBattle( )
  2. {
  3.     //Bonfire don't attack...
  4.     if(Battle->atktype==0) return false;
  5.     switch(Battle->atktype)
  6.     {
  7.         case NORMAL_ATTACK:
  8.         {
  9.             if(Battle->atktarget!=0) return true;
  10.         }
  11.         break;
  12.         case SKILL_ATTACK:
  13.        case AOE_TARGET:
  14.         {
  15.             if(Battle->skilltarget!=0 && Battle->skillid!=0) return true;
  16.         }
  17.         break;
  18.         case SKILL_BUFF:
  19.         {
  20.             if(Battle->bufftarget!=0 && Battle->skillid!=0) return true;
  21.         }
  22.         break;
  23.         case SUMMON_BUFF:
  24.         {
  25.              if(Battle->bufftarget!=0&&Battle->skillid!=0) return true;
  26.         }
  27.         break;
  28.         case MONSTER_SKILL_BUFF:
  29.         {
  30.              if(Battle->bufftarget!=0 && Battle->skillid!=0) return true;
  31.         }
  32.         break;
  33.         case MONSTER_SKILL_ATTACK:
  34.         {
  35.              if(Battle->skilltarget!=0 && Battle->skillid!=0) return true;
  36.         }
  37.         break;
  38.         case MONSTER_BUFF_SELF:
  39.         case SKILL_AOE:
  40.         case SKILL_SELF:
  41.         case BUFF_SELF:
  42.         case BUFF_AOE:
  43.        
  44.         {
  45.             if(Battle->skillid!=0) return true;
  46.         }
  47.         break;
  48.         case STAY_STILL_ATTACK:
  49.         {
  50.               //LMA: Very special case where the monster don't really attack (mc)
  51.               return true;
  52.          }
  53.         default: return false;
  54.     }
  55. }


to

  1.  
  2. bool CCharacter::IsOnBattle( )
  3. {
  4.     //Bonfire don't attack...
  5.     if(Battle->atktype==0) return false;
  6.     switch(Battle->atktype)
  7.     {
  8.         case NORMAL_ATTACK:
  9.         {
  10.             if(Battle->atktarget!=0) return true;
  11.         }
  12.         break;
  13.         case SKILL_ATTACK:
  14.  
  15.         {
  16.             if(Battle->skilltarget!=0 && Battle->skillid!=0) return true;
  17.         }
  18.         break;
  19.         case SKILL_BUFF:
  20.         {
  21.             if(Battle->bufftarget!=0 && Battle->skillid!=0) return true;
  22.         }
  23.         break;
  24.         case SUMMON_BUFF:
  25.         {
  26.              if(Battle->bufftarget!=0&&Battle->skillid!=0) return true;
  27.         }
  28.         break;
  29.         case MONSTER_SKILL_BUFF:
  30.         {
  31.              if(Battle->bufftarget!=0 && Battle->skillid!=0) return true;
  32.         }
  33.         break;
  34.         case MONSTER_SKILL_ATTACK:
  35.         {
  36.              if(Battle->skilltarget!=0 && Battle->skillid!=0) return true;
  37.         }
  38.         break;
  39.         case MONSTER_BUFF_SELF:
  40.         case SKILL_AOE:
  41.         case SKILL_SELF:
  42.         case BUFF_SELF:
  43.         case BUFF_AOE:
  44.         case AOE_TARGET:
  45.         {
  46.             if(Battle->skillid!=0) return true;
  47.         }
  48.         break;
  49.         case STAY_STILL_ATTACK:
  50.         {
  51.               //LMA: Very special case where the monster don't really attack (mc)
  52.               return true;
  53.          }
  54.         default: return false;
  55.     }
  56. }
  57.  


That's all hope this help's anyone :D
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Re: [DEVREVIII] Mage AOE (targeted) still no damage bugged.

Postby kismetbecomes on Tue Oct 23, 2012 12:55 am

Thanks a lot sir. This is a HUGE help. :oops:
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