Lumina - Aug 17, 2014 19:43
PotND is a known program(cheat) that use to playRO it gives another cell range..
If u cast w/o PotND the maximum range user "Cold bolt" if u use potnd, you can use JT as maximum 11 cell.
[img]http://i58.tinypic.com/28ji7hk.jpg[/img]
I already used same JT and same cold bolt its still the same. If u cast on the wizard cell you will just walk near the cades.
This bug is working for all servers.
I dont know how to fix the extra skill range.. AND IT WORKS ON all RANGE SKILLS.
This post has been edited by
Lumina
on Aug 17, 2014 20:15
Lumina - Aug 17, 2014 20:28
Fixed thanks to csnv.
evilpuncker - Aug 18, 2014 15:01
[quote name="Lumina" timestamp="1408307298"]
Fixed thanks to csnv.[/quote]
why don't share this fix to other people?
CSNV - Aug 19, 2014 0:36
[quote name="evilpuncker" timestamp="1408374063"][quote name="Lumina" timestamp="1408307298"]
Fixed thanks to csnv.[/quote]why don't share this fix to other people?[/quote]
Because it's not a fix, just a quick workaround. I've not found the origin of the bug yet.
This post has been edited by
CSNV
on Aug 19, 2014 0:42
ragnarok.gaming - Aug 19, 2014 2:20
Dont you think its good to share the quick workaround until the origin of the bug is found??? lol
Lumina - Aug 19, 2014 6:49
[quote name="CSNV" timestamp="1408408580"]
Because it's not a fix, just a quick workaround. I've not found the origin of the bug yet.[/quote]
CSNV can you posts the change we made?
CSNV - Aug 19, 2014 12:05
No, it's not the way to fix it and is untested, it may cause new bugs with skills with small range.
Lumina - Aug 19, 2014 12:33
[quote name="CSNV" timestamp="1408449927"]
No, it's not the way to fix it and is untested, it may cause new bugs with skills with small range.[/quote]
I confirm this please tell me if u are available i explain the new bug that it produce.
CSNV - Aug 19, 2014 20:40
This is the conflicting commit [url="https://github.com/HerculesWS/Hercules/commit/d427fe23e39d1384c03c0d54fa4fe34e46eb80b6#diff-fc6e84e111da95e50d06e579cf274053"]https://github.com/HerculesWS/Hercules/commit/d427fe23e39d1384c03c0d54fa4fe34e46eb80b6#diff-fc6e84e111da95e50d06e579cf274053[/url]
I don't know why Ind changed it to +2, in my local tests +1 seems fine for the character to walk until the needed position.
This post has been edited by
CSNV
on Aug 19, 2014 22:14
Lumina - Aug 21, 2014 1:44
^ That one fixed the problem and i can't even reproduce "Fixed a bug with the client-called walk+skill chain,"
daim - Jan 20, 2016 6:05
in config core.h there is something about
/// Uncomment to enable circular area checks.
/// By default, most server-sided range checks in Aegis are of square shapes, so a monster
/// with a range of 4 can attack anything within a 9x9 area.
/// Client-sided range checks are, however, are always circular.
/// Enabling this changes all checks to circular checks, which is more realistic,
/// - but is not the official behaviour.
//#define CIRCULAR_AREA
is that got anything to do to prevent this bug?