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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

  • #008302

  • 5 - Critical

  • Confirmed

Issue Confirmations

  • Yes (0)No (0)
Photo

PotND Bypass RANGE SKILL DELAY.

Posted by vBrenth on 17 August 2014 - 07:43 PM

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.
Posted Image

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.

Fixed thanks to csnv.

Fixed thanks to csnv.


why don't share this fix to other people?




Fixed thanks to csnv.

why don't share this fix to other people?


Because it's not a fix, just a quick workaround. I've not found the origin of the bug yet.

Edited by CSNV, 19 August 2014 - 12:42 AM.


Dont you think its good to share the quick workaround until the origin of the bug is found??? lol

Because it's not a fix, just a quick workaround. I've not found the origin of the bug yet.


CSNV can you posts the change we made?

No, it's not the way to fix it and is untested, it may cause new bugs with skills with small range.

No, it's not the way to fix it and is untested, it may cause new bugs with skills with small range.


I confirm this please tell me if u are available i explain the new bug that it produce.

This is the conflicting commit https://github.com/H...d06e579cf274053

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.

Edited by CSNV, 19 August 2014 - 10:14 PM.


changed status to: Confirmed

^ That one fixed the problem and i can't even reproduce "Fixed a bug with the client-called walk+skill chain,"

changed severity to: 5 - Critical

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?