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Crash

Skoczi

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Joined
Jun 6, 2012
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Witam.

Gdy na swoim serwerze używam czaru jako Admin , serwer nie crashuje , ale jak kolega wejdzie na serwer i uzyje czaru , to serwer się crashuje , jakie mogą być powody tych crashy ?

A to w konsoli :
[03/02/2013 21:38:30] [Error - Spell Interface]
[03/02/2013 21:38:30] data/spells/scripts/attack/super kamehameha.luanCastSpell
[03/02/2013 21:38:30] Description:
[03/02/2013 21:38:30] (luaAddEvent) Callback parameter should be a function.


A tutaj skrypt.
Code:
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 81)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -15.0, 0, -15.0, 0)


local arr1 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{1, 2, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area1 = createCombatArea(arr1)

setCombatArea(combat1, area1)

local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 82)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -15.0, 0, -15.0, 0)

local arr10 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 0, 2},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}

local area10 = createCombatArea(arr10)

setCombatArea(combat10, area10)

local combat100 = createCombatObject()
setCombatParam(combat100, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat100, COMBAT_PARAM_EFFECT, 83)
setCombatFormula(combat100, COMBAT_FORMULA_LEVELMAGIC, -15.0, 0, -15.0, 0)

local arr100 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 2},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}

local area100 = createCombatArea(arr100)

setCombatArea(combat100, area100)


local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 83)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -15.0, 0, -15.0, 0)

local arr2 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{2, 1, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area2 = createCombatArea(arr2)

setCombatArea(combat2, area2)



local combat20 = createCombatObject()
setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat20, COMBAT_PARAM_EFFECT, 82)
setCombatFormula(combat20, COMBAT_FORMULA_LEVELMAGIC, -15.0, 0, -15.0, 0)

local arr20 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 2, 0, 1, 1, 1},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}

local area20 = createCombatArea(arr20)

setCombatArea(combat20, area20)

local combat200 = createCombatObject()
setCombatParam(combat200, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat200, COMBAT_PARAM_EFFECT, 81)
setCombatFormula(combat200, COMBAT_FORMULA_LEVELMAGIC, -15.0, 0, -15.0, 0)

local arr200 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{2, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}

local area200 = createCombatArea(arr200)

setCombatArea(combat200, area200)



local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 86)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -15.0, 0, -14.0, 0)


local arr3 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 2, 0},
{0, 0, 0, 1, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area3 = createCombatArea(arr3)

setCombatArea(combat3, area3)

local combat30 = createCombatObject()
setCombatParam(combat30, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat30, COMBAT_PARAM_EFFECT, 85)
setCombatFormula(combat30, COMBAT_FORMULA_LEVELMAGIC, -15.0, 0, -15.0, 0)

local arr30 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area30 = createCombatArea(arr30)

setCombatArea(combat30, area30)


local combat300 = createCombatObject()
setCombatParam(combat300, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat300, COMBAT_PARAM_EFFECT, 84)
setCombatFormula(combat300, COMBAT_FORMULA_LEVELMAGIC, -15.0, 0, -15.0, 0)

local arr300 = {
{0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}

local area300 = createCombatArea(arr300)

setCombatArea(combat300, area300)




local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 84)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -15.0, 0, -15.0, 0)

local arr4 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 1, 0},
{0, 0, 0, 2, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area4 = createCombatArea(arr4)

setCombatArea(combat4, area4)



local combat40 = createCombatObject()
setCombatParam(combat40, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat40, COMBAT_PARAM_EFFECT, 85)
setCombatFormula(combat40, COMBAT_FORMULA_LEVELMAGIC, -15.0, 0, -15.0, 0)

local arr40 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}


local area40 = createCombatArea(arr40)

setCombatArea(combat40, area40)


local combat400 = createCombatObject()
setCombatParam(combat400, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat400, COMBAT_PARAM_EFFECT, 86)
setCombatFormula(combat400, COMBAT_FORMULA_LEVELMAGIC, -15.0, 0, -15.0, 0)

local arr400 = {
{0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}

local area400 = createCombatArea(arr400)

setCombatArea(combat400, area400)









function haq(cid)
if getCreatureLookDirection(cid) == 1 then   
                
doCombat(cid, combat1, numberToVariant(cid))
doCombat(cid, combat10, numberToVariant(cid))
doCombat(cid, combat100, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 

elseif getCreatureLookDirection(cid) == 2 then   
               
         doCombat(cid, combat4, numberToVariant(cid))
doCombat(cid, combat40, numberToVariant(cid))
doCombat(cid, combat400, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 

elseif getCreatureLookDirection(cid) == 3 then   
                 
         doCombat(cid, combat2, numberToVariant(cid))
doCombat(cid, combat20, numberToVariant(cid))
doCombat(cid, combat200, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 

elseif getCreatureLookDirection(cid) == 0 then   
                 
         doCombat(cid, combat3, numberToVariant(cid))
doCombat(cid, combat30, numberToVariant(cid))
doCombat(cid, combat300, numberToVariant(cid))
  doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 
      end
end


function ca2q(cid)       
        doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1)                 
            addEvent(haq,700,cid)


	end

function ha2q(cid)       
        doPlayerSay(cid, 'Ha!', TALKTYPE_ORANGE_1)                 
            addEvent(ca2q,700,cid)

      end

function ma2q(cid)       
        doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1)                 
            addEvent(ha2q,700,cid)

      end

function maq(cid)       
        doPlayerSay(cid, 'Ka!', TALKTYPE_ORANGE_1)                 
            addEvent(ma2q,700,cid)

      end
function kaq(cid)       
        doPlayerSay(cid, 'Super!', TALKTYPE_ORANGE_1)                 
            addEvent(maq,700,cid)


      end



function onCastSpell(cid, var)
 local parameters = { cid = cid, var = var, combat1000 = combat1000, combat2000 = combat2000, combat3000 = combat3000, combat4000 = combat4000 }
 addEvent(kaq,0,cid)
 addEvent(onCastSpell1000, 0, parameters)
 addEvent(onCastSpell2000, 300, parameters)
 addEvent(onCastSpell3000, 600, parameters)
 addEvent(onCastSpell4000, 800, parameters)
 return true
	  end

- - - Updated - - -

tfs 0.3.6
 
Last edited:
Lua:
function haq(cid)
if getCreatureLookDirection(cid) == 1 then   
                
doCombat(cid, combat1, numberToVariant(cid))
doCombat(cid, combat10, numberToVariant(cid))
doCombat(cid, combat100, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 

elseif getCreatureLookDirection(cid) == 2 then   
               
         doCombat(cid, combat4, numberToVariant(cid))
doCombat(cid, combat40, numberToVariant(cid))
doCombat(cid, combat400, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 

elseif getCreatureLookDirection(cid) == 3 then   
                 
         doCombat(cid, combat2, numberToVariant(cid))
doCombat(cid, combat20, numberToVariant(cid))
doCombat(cid, combat200, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 

elseif getCreatureLookDirection(cid) == 0 then   
                 
         doCombat(cid, combat3, numberToVariant(cid))
doCombat(cid, combat30, numberToVariant(cid))
doCombat(cid, combat300, numberToVariant(cid))
  doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 
      end
end


function ca2q(cid)       
        doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1)                 
            addEvent(haq,700,cid)


	end

function ha2q(cid)       
        doPlayerSay(cid, 'Ha!', TALKTYPE_ORANGE_1)                 
            addEvent(ca2q,700,cid)

      end

function ma2q(cid)       
        doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1)                 
            addEvent(ha2q,700,cid)

      end

function maq(cid)       
        doPlayerSay(cid, 'Ka!', TALKTYPE_ORANGE_1)                 
            addEvent(ma2q,700,cid)

      end
function kaq(cid)       
        doPlayerSay(cid, 'Super!', TALKTYPE_ORANGE_1)                 
            addEvent(maq,700,cid)


      end


ale to jest chujowo napisane, bez kitu, nie potrzebnie tyle tego i powtórzeń jak np. ta że player ma gadać "ha", za każdym razem tak gada, więc po co pakować to do każdego elseifa?


addEvent(onCastSpell4000, 800, parameters)

wgl, co to jest onCastSpell4000 ??????????? nie widzę nigdzie takiej funkcji, może ślepy jestem czy coś
 
Każdy spell potrafi mi scrashować.

- - - Updated - - -

Tylko czemu crashuje na normalnym playerze ,a nie na Gmie ?
 
Last edited:
bo może dla gm'a nie czyta formuł obliczających health/mana hp itd. bo po co ma obliczać jeśli gm nic nie bije? nie wiem stary, albo masz spierdolony silnik idk
 
Zacznijmy od tego, że jeśli poważnie myślisz nad swoim serwerem to kup donatora i ściągnij sobie najnowszy silnik pod taki protokół jaki potrzebujesz...
 
Zacznijmy od tego, że jeśli poważnie myślisz nad swoim serwerem to kup donatora i ściągnij sobie najnowszy silnik pod taki protokół jaki potrzebujesz...

czemu ma kupować donatora? ty kupiłeś? nie.

- - - Updated - - -

wygraj konkurs maperski
 
czemu ma kupować donatora? ty kupiłeś? nie.

Miałem donatora kilkanaście razy, za nim ots'a stawiałem :) dla Twojej informacji. A to, że używam 0.4 do dzisiaj nie oznacza że muszę mieć donatora.
 
A czy ktoś może mi wytłumaczyć róznicę miedzy 0.3.6pl1 a 0.4 ?

Ew doradzić co z tym crashem , bo doszedłem do tego , że uzywam systemu REBORN , jeżeli uzywam spella przed "Rebornem" jest wszystko ok , ale gry zrobie "Reborn" i wtedy uzyje , to crashuje serwa . ; d
 
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