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Lock / Unlock Scroll
Discussion on Lock / Unlock Scroll within the SRO PServer Guides & Releases forum part of the SRO Private Server category.
11/03/2015, 19:32
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#16
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elite*gold: 0
Join Date: May 2013
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Quote:
Originally Posted by Exo
This is really bad if you ask me! There're a lot of possibilities in which you didn't handle. Code is bad/unorganized/not optimized. And again 'not recommended'.
*my own useless opinion on which you don't have to agree and yes you shouldn't care*
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Such releases probably should have something like : "This is an example of how to do bla bla bla, it has mistakes, exploit possibilities..etc..etc" on the main post
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11/03/2015, 20:59
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#17
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elite*gold: 150
Join Date: Sep 2009
Posts: 987
Received Thanks: 258
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Quote:
Originally Posted by Exo
This is really bad if you ask me! There're a lot of possibilities in which you didn't handle. Code is bad/unorganized/not optimized. And again 'not recommended'.
*my own useless opinion on which you don't have to agree and yes you shouldn't care*
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Last man on earth can talk in something like that is u Exo, and u know what i mean ha !
Don't wanna tell guys what u just do to a friend payed u to a useless event.
Just forget it
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11/03/2015, 22:05
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#18
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elite*gold: 0
Join Date: Jan 2010
Posts: 68
Received Thanks: 7
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Thanks Good Job hamza
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11/05/2015, 15:20
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#19
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elite*gold: 150
Join Date: Sep 2009
Posts: 987
Received Thanks: 258
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About plus has been fixed by  . [ Now i don't need the scroll] ^^
@ Zed*: i just tried, not a shame to try to do something instead of ask someone like ...he know himself... to do it for me
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11/05/2015, 20:17
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#20
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elite*gold: 737
Join Date: Oct 2007
Posts: 730
Received Thanks: 133
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im not able to get it to work brother.. can you pm me your skype ? name bocc1337
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11/06/2015, 19:56
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#21
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elite*gold: 41
Join Date: Oct 2012
Posts: 2,216
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Quote:
Originally Posted by Zed*
Such releases probably should have something like : "This is an example of how to do bla bla bla, it has mistakes, exploit possibilities..etc..etc" on the main post 
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you know when some acting like a pro,be like
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11/07/2015, 12:06
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#22
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elite*gold: 56
Join Date: Oct 2013
Posts: 1,165
Received Thanks: 774
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suggestion for improvement (too lazy to write it by myself):
Lock:
Step 1) get a Scroll from non played character or item mall *must be a returnscroll with a delay of 0ms*
Step 2) notice the player that they should move the item on slot 13.
Step 3) use the scroll, generate a 16- 32 characters password, storage the password, serial, old and new refid in a new table.
Step 4) send the password to the player via message system and that the player should storage the password somewhere and delete the message after he is done
Step 5) check on logout if this message is removed... if not delete the password unlock the item readd the scroll to the character and leave a message that he didnt removed the message.
Unlock:
Step 1) send a message with the password to a specified user.
Step 2) use the unlock scroll *must be a returnscroll with a delay of 0ms*
Step 3) check if the correct password has ben send to the unlock character within the last 5 minutes if so unlock if not readd unlock scroll to character
and well... rewrite your whole query i didnt even read it completly because...
my eyes would look like that:
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11/07/2015, 12:58
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#23
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elite*gold: 28
Join Date: Aug 2014
Posts: 4,096
Received Thanks: 2,653
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^The whole thing can be done packet based and you won't need to fill your database with tons of items. Damit, imagine this, Model switches, locked items, locked models. Can you picture the tree of items? It's huge!
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11/07/2015, 20:01
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#24
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elite*gold: 737
Join Date: Oct 2007
Posts: 730
Received Thanks: 133
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hey question..i add the new weps to the system but having a problem finding the file to get the plus glows to work.. can anyone help me on this please? i got the sox effects working. only the plus glows not work. thx
never mind my noob *** dint extract the file properly.. working now
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11/08/2015, 10:57
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#25
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elite*gold: 56
Join Date: Oct 2013
Posts: 1,165
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Quote:
Originally Posted by Exo
^The whole thing can be done packet based and you won't need to fill your database with tons of items. Damit, imagine this, Model switches, locked items, locked models. Can you picture the tree of items? It's huge!
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Yes, or you could also simply modify all required _STRG_* procedures and dont need a ****** packet filter.
In my opinion packet filters are there to block packets from a client wich could harm your server (crash or smt like that). Not to play arround with them like a little baby wich got a new toy.
Code:
client > check blacklist > AgentServer > GameServer / ShardManager > SQL Server > DONE
> DROP
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11/08/2015, 11:50
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#26
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elite*gold: 28
Join Date: Aug 2014
Posts: 4,096
Received Thanks: 2,653
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Quote:
Originally Posted by Syloxx
Yes, or you could also simply modify all required _STRG_* procedures and dont need a ****** packet filter.
In my opinion packet filters are there to block packets from a client wich could harm your server (crash or smt like that). Not to play arround with them like a little baby wich got a new toy.
Code:
client > check blacklist > AgentServer > GameServer / ShardManager > SQL Server > DONE
> DROP
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Not really! Proper filter architecture would work for everything. Think about the unique scrolls and the skilling system they are server sided using server's filter(modules) everything could be manipulated using proper functions. But hey, it's your opinion anyway
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11/08/2015, 11:55
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#27
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elite*gold: 56
Join Date: Oct 2013
Posts: 1,165
Received Thanks: 774
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Quote:
Originally Posted by Exo
Not really! Proper filter architecture would work for everything. Think about the unique scrolls and the skilling system they are server sided using server's filter(modules) everything could be manipulated using proper functions. But hey, it's your opinion anyway 
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well, you compare a c++ module with a c# application 
get it?
anyway it could be easily done sql side so why using a packet filter?
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11/08/2015, 12:00
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#28
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elite*gold: 28
Join Date: Aug 2014
Posts: 4,096
Received Thanks: 2,653
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Lock / Unlock Scroll
Quote:
Originally Posted by Syloxx
well, you compare a c++ module with a c# application
get it? 
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Yes? Actually net framework based languages are kinda more advanced and easier to code. Comparing the languages makes no sense, they are just raw languages you know. Only difference is where can you compile them and that's why c++ has the upper hands since it can work on different OS(s) but since sro doesn't work on anything but windows so it doesn't matter actually
Your linux theory is not so important since almost every feature on linux can be done on windows but you will just have to write more code!
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11/08/2015, 13:11
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#29
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elite*gold: 56
Join Date: Oct 2013
Posts: 1,165
Received Thanks: 774
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Quote:
Originally Posted by Exo
Yes? Actually net framework based languages are kinda more advanced and easier to code. Comparing the languages makes no sense, they are just raw languages you know. Only difference is where can you compile them and that's why c++ has the upper hands since it can work on different OS(s) but since sro doesn't work on anything but windows so it doesn't matter actually
Your linux theory is not so important since almost every feature on linux can be done on windows but you will just have to write more code!
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did i said anything about linux?
i mean you compare the cpp module inside the gs with a cs application
i talk about performance so what you think is more performant?
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11/08/2015, 17:39
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#30
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elite*gold: 21
Join Date: Mar 2011
Posts: 1,613
Received Thanks: 1,122
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Quote:
Originally Posted by Syloxx
suggestion for improvement (too lazy to write it by myself):
Lock:
Step 1) get a Scroll from non played character or item mall *must be a returnscroll with a delay of 0ms*
Step 2) notice the player that they should move the item on slot 13.
Step 3) use the scroll, generate a 16- 32 characters password, storage the password, serial, old and new refid in a new table.
Step 4) send the password to the player via message system and that the player should storage the password somewhere and delete the message after he is done
Step 5) check on logout if this message is removed... if not delete the password unlock the item readd the scroll to the character and leave a message that he didnt removed the message.
Unlock:
Step 1) send a message with the password to a specified user.
Step 2) use the unlock scroll *must be a returnscroll with a delay of 0ms*
Step 3) check if the correct password has ben send to the unlock character within the last 5 minutes if so unlock if not readd unlock scroll to character
and well... rewrite your whole query i didnt even read it completly because...
my eyes would look like that:
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The idea is great, I did it well sure it took me like 2 hours to get it fully working.
Locking the item :: Scroll being used (5 seconds) -> Locks the item -> Database generates unique 6 digit passcode -> The bot pms the player with it.
Unlocking the item :: Scroll being used (1 minute) -> Database receives the request and sends a message to the player to request the Passcode -> the message from the player gets received through a private message logger (Example; Passcode: 444444) once received, it executes a procedure to changes a certain number in the table(column) from 0 to 1 which means it gotten verified. after that minute the procedure checks if the value was changed to 1, if so then it unlocks the item else bb.
Also did something like, !listlockeditems -> Gives you a list of the locked items with their names & numbers. Example:
[Moon Bow] :: Number(1)
[Heavy ?] :: Number (2)
etc.
Note; once the item is unlocked, it removes it from the table and re-arranges the number list.
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Search inventory slot: 48(medium med), switch with small med, then search 47(small med); repeat for small med slot.
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