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Bug Tracker Migration

June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

Over the next couple of days, I will be closing off any opportunity to create new reports. However, I still will keep the opportunity to reply to existing Bug Reports. Doing this will allow us to slowly fix any bug reports we have listed here so that we can easily migrate over to our Issue Tracker.

Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

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Issue Information

  • #006438

  • 0 - None Assigned

  • Fixed

Issue Confirmations

  • Yes (4)No (0)
Photo

Tetra Vortex Black Image

Posted by Hercules Bot on 09 August 2012 - 05:38 AM

Originally posted by EvilPuncker
As explained in this topic, I'm posting here just for the sake of reporting it, so maybe you guys don't forgot this issue, since I took a look and seems like it wasn't reported yet!

Originally posted by emong
This is a client issue. But can be fixed by hexing the client. As sample of this fix using 2012-04-10, see attached photo..

Originally posted by EvilPuncker

This is a client issue. But can be fixed by hexing the client. As sample of this fix using 2012-04-10, see attached photo..

not really a client issue acording to Rytech response:

The change happened sometime in the middle of 2011 when they gave Tetra Vortex's 4 sub ID's a animation. Each of the 4 has the same animation, but the beam's color depends on the ID. For example the fire ID uses a red beam, water uses blue beam, wind uses yellowish pink (supposed to be full yellow?), and earth uses green. The main ID used by the player to cast the skill isnt supposed to be used for damage dealing anymore. Only reason your seeing it do that is because the skill is currently programed all funky and needs to be recoded to use the 4 sub ID's again.



Also, ofc it is not a client issue, so are you saying that gravity hexeds are broken? I don't think so :P it is a source thing and the hexing is just a workaround, not the real fix

Edited by EvilPuncker, 09 August 2012 - 06:47 AM.


Originally posted by emong
Ahh thanks for enlightening me. :) Gonna wait then till its officially fixed..

Originally posted by Brynner

This is a client issue. But can be fixed by hexing the client. As sample of this fix using 2012-04-10, see attached photo..

here are some fix for tetra vortex black image.

http://rathena.org/b...nimation-fixed/

Originally posted by EvilPuncker
still waiting for the official fix and not a workaround

Originally posted by EvilPuncker
it needs to be confirmed since it is a real issue, otherwise it will got locked :(

Originally posted by malufett

it needs to be confirmed since it is a real issue, otherwise it will got locked

ok..let us confirmed this..hehehe..
anyway since I already manage to arrange the animation sequence of TV and to remove the black thingy..however there is still one animation where I'm tweaking to remove the black animation...XD

Originally posted by Rytech
Tetra Vortex's animation triggering got really weird. I did some heavy testing today and found something unexpected.

In my tests I set the 4 sub ID's up as regular player usable skills to figure out how the client reacts when using them. On the 1st test I had them set to enemy targeted and targeted a few monsters.The fire ID displayed the glitchy black image that were all suffering with, but the other 3 ID's displayed nothing at all. On the 2nd test I tried using them as ground targeted skills. Nothing appeared. On the 3rd test I used them as self casted skills and to my surprise all 4 ID's displayed the new animations properly. Even the fire ID displayed properly with no glitchy black image. Finally the 4th test I set the ID's to be targetable on all targets. The same results happened like the self cast test.

After some thinking I tried something I never done before. In the skill.c file I edited the dmg.dmotion entry for those ID's from this....

case WL_TETRAVORTEX_FIRE:
case WL_TETRAVORTEX_WATER:
case WL_TETRAVORTEX_WIND:
case WL_TETRAVORTEX_GROUND:
  dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_TETRAVORTEX_FIRE,-2,type);
  break;

To this....

case WL_TETRAVORTEX_FIRE:
case WL_TETRAVORTEX_WATER:
case WL_TETRAVORTEX_WIND:
case WL_TETRAVORTEX_GROUND:
  dmg.dmotion = clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  break;

After that, using Tetra Vortex normally would display the animation as it should. Different colored beams, each being displayed when its element strikes. Now this fully fixes the animation issue, but it brought a new issue. Damage doesent show. You dont see any damage numbers or hear any damage being delt, but its still dealing damage as it should. This is probely because I used clif_skill_nodamage. I didn't know what else to use since TV's new animations doesen't trigger on enemy targeted settings. If anyone has any suggestions or wants to take a wack at it have fun. Hope this info help.

Originally posted by Judas
haha wow, nice info. Thanks rytech, that is very interesting

Originally posted by malufett
BTW that 4 Ids which I'm telling is ok..however the id 'WL_TETRAVORTEX' is the one that has the black glitchy thing..and ATM our tetra vortex is not doing the official way..

if I summon four fire balls only the id WL_TETRAVORTEX_FIRE will be use to show effect and same with the other three..however what if I summon four element? ...well  that is the time 'WL_TETRAVORTEX' is use to show all 4 colors..

:meow:

Originally posted by Rytech
WL_TETRAVORTEX is only used for giving the player access to the skill through the skill tree, casting the skill, showing its unique casting animation, and processing functions to decide what element ID's to trigger depending on the sphere's summoned. WL_TETRAVORTEX_FIRE and the other sub ID's are used for dealing the damage. But the tricky part is you have to have them strike the target while tricking the client to think its not dealing damage offensively or have them target the target through the TOALL (All characters). Why, im not sure. Thats the only way I got it to work.

If you want the skill to show all 4 colors then summon 4 sphere's and cast the skill to trigger all 4 ID's. Yes WL_TETRAVORTEX has the glitchy animation because it was used alone for a while after a balance update and is no longer used for offensive purposes, but so does the fire one when dealing damage offensively. On rAthena its currently the glitchy look no matter the element because WL_TETRAVORTEX_FIRE's offensive animation is coded to trigger on all 4 sub ID's.

Here's another kicker. When I use the sub ID's themselfs at a enemy target without the dmg.dmotion coding, the damaged displayed is delayed. The fire ID will show damage right away along with its old animation, the water ID damage is delayed a bit, wind is delayed even more, and earth (ground) takes the longest before it displays. And this was also tested after I disabled all of TV's coding and only left the sub ID's as regular enemy targeted skills. The client is delaying the display of the damage as if TV's old functions from when it was first added with the official Warlock release is still in there. Even the fire ID was once used to trigger the animation while the other 3 struck down in sequence reguardless of the order summoned. They probely all 4 struck at the exact same time and the client was coded to delay the damage differently on each sub ID. Thats before the balance update changed it to make the sub ID's strike in reverse summoned sphere element order.

ill try doing some more testing in hopes of finding a proper fix.

Originally posted by malufett

If you want the skill to show all 4 colors then summon 4 sphere's and cast the skill to trigger all 4 ID's

it doesn't work like that cause per ID represent the 4 hit of a single element..that was the last time I check in kRO but since the client was already protected I can't test it anymore...so if you notice per ID shows 4 hits animation not like before showing single hit..

if one time I'll have time I'll show you my fixes...

:meow:

Originally posted by Rytech
Ahhhh I understand what you mean now. So your saying a animation should be triggered once on the first hit and the other 3 hits would be silent? If thats the case then I guess which element animation will display will depend on which element strikes first. But then that would require a complex code. Still, until we know exactly how the animation is done officially we cant do things officially with a guarantee its correct and pointless to waste time doing something that might not be official. For now I suggest doing the animation like I did just to get rid of that ugly glitch.

The current code in rAthena does currently trigger the animation 4 times even tho it appers to strike 4 times per trigger. I dont see any harm in doing a temporary fix.

*Edit*
I found this....
http://forums.irowik...5&postcount=219

The link to a video showing the new animation shows the animation triggering multiple times. We know what Tetra Vortex's visuals and sound through a single complete animation cycle look and sounds like, but in here the delay between the sounds of the visual animation strikes are too close for just 1 animation trigger. Also I can see the green and pink colored beams which means the wind and ground (earth) animation beams were both triggered. The caster also had a waterball and fireball but the other 2 beams didnt appear because the target died before the other sub ID's could trigger on it. Im thinking the caster summoned his sphere's in the order fire, water, wind, earth. When the target dies, the animation just straight up stops and vanishes with the monster. This exact same behavior happens when testing my fix as well.

Originally posted by EvilPuncker
btw just a side question, have you guys noticed something "black" at shield charge skill? o.O

Originally posted by Altimage
fix this work http://rathena.org/b...nimation-fixed/

Download Data : Data

Full Animetion.

credit : Choko Designoper

Originally posted by Rytech
Nope. I do notice the texture for the shield is different. The shield with the red X in the middle was added when Kagerou/Oboro skill animations were updated. One of their skills use a shield texture which is the same one used in a number of other skills. I kinda like it since it makes older animations look nicer. Shield Charge or Shield Press? Im not seeing any issues with nether one.

Originally posted by malufett


aw..thanks for this and for the info..now I confirmed that my current fix is same like this..
would you mind if I commit it?? :)

:meow:

:meow:

Originally posted by Rytech
Feel free to commit it. Does the fix also allow the damage to display? /no1

Note: Watching this video over and over this part of the song is getting burned into my mind. /heh
Their was another video somewhere but I cant find it.

Originally posted by Rytech
I finally got it. Try this fix out. Same line, just change it to this....

case WL_TETRAVORTEX_FIRE:
case WL_TETRAVORTEX_WATER:
case WL_TETRAVORTEX_WIND:
case WL_TETRAVORTEX_GROUND:
  clif_skill_nodamage(src, bl, skillid, -2, 1);
  clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5);
  break;

Displays both the new animation and the skill damage as it should. Even removes skill shouting for these skills as its not needed. I had to test this in 3CeAM since I cant test in rAthena still since my sql wont work. Can anyone else test it and confirm it does fix the issue?

Originally posted by Alexandria
this error has been fixed?

Edited by Alexandria, 23 October 2012 - 03:55 PM.