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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.

- Administration

Issue Information

  • #006460

  • 5 - Critical

  • Fixed

Issue Confirmations

  • Yes (2)No (0)
Photo

Endless Tower Script.

Posted by Hercules Bot on 12 August 2012 - 06:36 PM

Originally posted by Vitrue
Endless Tower Issue :
You can enter the Instance even if you don't Generate Endless Tower.
by doing this you can climb up to the top of the tower getting Ash of Darkness and there will be no monster spawns.

Originally posted by frozenfox
step to reproduce? because i can't reproduce this.
already use a character and i can't generate Endless Tower. @_@.

Originally posted by Vitrue
talk to the Tower Protection Stone
then you'll get the menu
switch(select(.@md_name$ + " Dungeon Generated:Enter the dungeon:Return to Alberta:Cancel")) {
for this case the first would be "Endless Tower Dungeon Generated
second is Enter the Dungeon.

select "Enter the dungeon" even w/o generating. then you'll be able to enter, the instance won't have anymobs/monsters inside. you'll just have to walk up to the top.

Originally posted by Vitrue
I think actually all the instances got this problem, i just tried it with the cursed baphomet seal too. you can also enter without generating the instance.

Originally posted by Judas
yeah this is a problem, tested with latest rAthena

You have party leader and a party member.
Party doesn't have to generate instance, they can just enter with selecting (Enter the Dungeon)

Originally posted by Euphy
All the scripts look like they're correct.  Is this a problem with the "has_instance" command?

Originally posted by Vitrue
yes, that maybe the case, since you can enter w/o even generating the instance.

Originally posted by Ind

All the scripts look like they're correct.  Is this a problem with the "has_instance" command?

this is odd the command wasn't touched since way ago (was never touched in rathena for instance, last touched at revision liek 14k in eathena)

Originally posted by Vitrue
Hoping that it would be fixed asap, instances play a big part in low to mid rate servers.

Originally posted by Ind
another scary thing: i've tried debugging some has_instance is returning a empty string ("") i don't know why it is going forward O_O

Originally posted by Ind
ah duh. look.
				if (has_instance("1@tower") == "") {
					mes "The memorial dungeon " + .@md_name$ + " does not exist.";
					mes "The party leader did not generate the dungeon yet.";
				}
it doesn't stop there.

Originally posted by Ind
looks like the initial blame goes on [rev=16135] by masao.

                                case 2: 
                                                 if (has_instance("1@tower") == "") { 
                                                         mes "The memorial dungeon " + .@md_name$ + " does not exist."; 
                                                         mes "The party leader did not generate the dungeon yet."; 
                                                 } 
                                                 else if ((has_instance("1@tower") != "") && (.@partymembercount < 2)) 
                                                         mes "You can enter the dungeon after making a party."; 
                                                 else { 
                                                         mapannounce "e_tower", .@p_name2$ + " of the party, " + .@p_name$ + ", is entering the dungeon, " + .@md_name$ + ".",bc_map,"0x00ff99",FW_NORMAL,12; 
                                                         set etower_timer,gettimetick(2); 
                                                         setquest 60200; 
                                                         setquest 60201; 
                                                         warp "1@tower",52,354; 
                                                         end; 
                                                 } 
                                                 break; 
to

                if (has_instance("1@tower") == "") {
                    mes "The memorial dungeon " + .@md_name$ + " does not exist.";
                    mes "The party leader did not generate the dungeon yet.";
                }
                if((party_instance_id != 0) && (party_instance_id != getcharid(1))) {
                    mes "Due to the tower's aftereffects, you cannot enter the dungeon right now, " + .@dun_h + "hours " + .@dun_m + "minutes " + .@dun_s + "seconds left to enter the next dungeon.";
                    next;
                    mes "It is dangerous here. Let me move you to Alberta.";
                    close2;
                    warp "alberta",223,36;
                    end;
                }
                else {
                    mapannounce "e_tower", .@p_name2$ + " of the party, " + .@p_name$ + ", is entering the dungeon, " + .@md_name$ + ".",bc_map,"0x00ff99",FW_NORMAL,12;
                    set party_instance_id,getcharid(1);
                    set etower_timer,gettimetick(2);
                    setquest 60200;
                    setquest 60201;
                    warp "1@tower",52,354;
                    end;
                }
(you see, it broke the else chaining which makes it go on.)

Originally posted by Joseph
Fixed in [rev=16628]