Search found 525 matches
- Mon Dec 22, 2014 2:47 pm
- Forum: Suggestions
- Topic: @resetallplayers
- Replies: 2
- Views: 8407
Re: @resetallplayers
Currently the player list of the whole server is not exposed to Lua, so there is really no way to iterate every player and reset them.
- Mon Dec 22, 2014 3:08 am
- Forum: General Chat
- Topic: So this is a thing now apparently
- Replies: 8
- Views: 6263
Re: So this is a thing now apparently
I've summoned the devil inside of kj to do magical things lol.
- Sat Dec 20, 2014 12:42 pm
- Forum: Bugs
- Topic: Xarcabard ??? Genkai 2 Quest Atop the Highest Mountains
- Replies: 2
- Views: 3157
Re: Xarcabard ??? Genkai 2 Quest Atop the Highest Mountains
The id's are probably not properly aligned for the zone causing it to not repop properly. This is something you'll have to wait for gedads to get around to recapping the zone for.
- Thu Dec 18, 2014 2:25 am
- Forum: Bugs
- Topic: @hide command
- Replies: 12
- Views: 7771
Re: @hide command
That method would be more towards handling everything in one go, rather then rewriting each thing to use the new Var system. But either or works.kjLotus wrote:it's fixed now either way
- Thu Dec 18, 2014 1:43 am
- Forum: Bugs
- Topic: @hide command
- Replies: 12
- Views: 7771
Re: @hide command
there's way too many things that would have to be deep copied, it's not really feasible just to make @hide work through zones The idea was to just send the full player object, so no manual shit would need to be done. Just cast to a byte array, and on the receiving server, cast it back and make the ...
- Wed Dec 17, 2014 10:49 pm
- Forum: Bugs
- Topic: @hide command
- Replies: 12
- Views: 7771
Re: @hide command
there's way too many things that would have to be deep copied, it's not really feasible just to make @hide work through zones The idea was to just send the full player object, so no manual shit would need to be done. Just cast to a byte array, and on the receiving server, cast it back and make the ...
- Wed Dec 17, 2014 10:47 pm
- Forum: Bugs
- Topic: /Tell to users in mog house from outside zone
- Replies: 2
- Views: 2614
Re: /Tell to users in mog house from outside zone
It's a known issue. Mog Houses are not handled properly yet.
- Wed Dec 17, 2014 4:40 am
- Forum: Resources
- Topic: Chat Packet Information
- Replies: 1
- Views: 8611
Chat Packet Information
More debugging information about another packet, this time the incoming chat packet (0x17) from the server. Here is the handler for the packet: char __cdecl sub_100D6790(int a1, int a2, int a3) { unsigned int v3; // ebx@1 int v4; // ebp@1 __int16 v5; // ax@1 unsigned int v6; // ecx@1 int v7; // eax@...
- Tue Dec 16, 2014 2:52 am
- Forum: Bugs
- Topic: @hide command
- Replies: 12
- Views: 7771
Re: @hide command
Any reason the player object can't be passed between the servers to prevent this? Rather then going the DB route of storing current states.kjLotus wrote:every command is reset on zone now (except godmode). just a side effect of how I changed the zoning process
- Mon Dec 15, 2014 9:14 pm
- Forum: Resources
- Topic: Fishing Packet Information (From Retail)
- Replies: 2
- Views: 10488
Re: Fishing Packet Information (From Retail)
Some other misc information... Fish ID4 seems to alter the fishes stamina: v10 = dword_1043EF34 + 4; // fish stamina v5 = (signed __int64)(sub_100133E0(v5) * (double)*(signed int *)(dword_1043EF34 + 28) * 0.5) + *(_DWORD *)(dword_1043EF34 + 4); *(_DWORD *)v10 = v5; +04 is the offset to fish stamina ...