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[7.72] OTHire 0.0.1b - Based in OTServ Trunk (Latest)

Thank you very much I was talking with Ezzz and he told me that as well; and after I added the files I just had to change every getCreatureStorage to getPlayerStorageValue since thats the proper function for this distro but now there is an npc error.

Error:
Code:
Lua Script Error: [Npc interface]
data/npc/scripts/tasksystem.lua;onCreatureSay

data/npc/scripts/tasksystem.lua:37: table index is nil
stack traceback:
data/npc/scripts/tasksystem.lua:37: in function 'callback'
data/npc/scripts/lib/npcsystem/npchandler.lua:299: in function 'onCreatu
reSay'
data/npc/scripts/tasksystem.lua:8: in function <data/npc/scripts/tasksys
tem.lua:8>

NPC Script:
http://pastebin.com/sf9vu2mr

Here are the changes made to global.lua + new file /data/taskconfig.lua
http://pastebin.com/PFZJrSPQ


If anyone can help with this, we'll have a working task system for OTHire ;D
 
And what about bugs instead of this that have fixes in this thread? Is there some to fix in sources?
Ezzz applied all fixes from Nottinghster to GitHub already, download the sources there and compile (.exe from GitHub is old and don't have the fixes).
 
Also when players conjure bolts/arrows/etc it will fill the 100 stack even if they have 0 cap to hold it.

The reason behind this is because the cap does not update after the first 10 stack is added to the backpack until the 100 stack is finished and the new 10 stack is added and changes cap. It's only then that the system realizes the player does not have enough cap to make more, which could equal 90 extra bolts or I suppose if you filled a backpack with 10x bolts in each slot; then made bolts while having no cap - you could reach as many bolts as you can fill backpacks with 10x.

Can be a serious glitch for pallies if it works the way I think it does.
 
@Ezzz said "That has to be a bug with spells.cpp / conjure spell, maybe when adding the ammunition to the player it's using internalAddThing instead of __addThing, will check."

This is the only addthing I could find in spells.cpp
uint32_t cid = env->addThing(creature);

Does anyone know the fix for the conjure spell bug? @Nottinghster maybe?
 
how did you solve the manafluid ?

Code:
<item id="20001" name="water" fluidClient="1"/>
<item id="20002" name="blood" fluidClient="2"/>
<item id="20003" name="beer" fluidClient="3"/>
<item id="20004" name="slime" fluidClient="4"/>
<item id="20005" name="lemonade" fluidClient="5"/>
<item id="20006" name="milk" fluidClient="6"/>
<item id="20007" name="manafluid" fluidClient="7"/>
<item id="20010" name="lifefluid" fluidClient="8"/>
<item id="20011" name="oil" fluidClient="9"/>
<item id="20013" name="urine" fluidClient="10"/>
<item id="20014" name="coconut milk" fluidClient="11"/>
<item id="20015" name="wine" fluidClient="12"/>
<item id="20019" name="mud" fluidClient="13"/>
<item id="20021" name="fruit juice" fluidClient="14"/>
<item id="20027" name="rum" fluidClient="15"/>
<item id="20035" name="tea" fluidClient="16"/>
<item id="20036" name="mead" fluidClient="17"/>
and the error in the server is gone but now i cant get with /i 7 or 20007 not get a manafluid?

did i forget somting?
 
how did you solve the manafluid ?

Code:
<item id="20001" name="water" fluidClient="1"/>
<item id="20002" name="blood" fluidClient="2"/>
<item id="20003" name="beer" fluidClient="3"/>
<item id="20004" name="slime" fluidClient="4"/>
<item id="20005" name="lemonade" fluidClient="5"/>
<item id="20006" name="milk" fluidClient="6"/>
<item id="20007" name="manafluid" fluidClient="7"/>
<item id="20010" name="lifefluid" fluidClient="8"/>
<item id="20011" name="oil" fluidClient="9"/>
<item id="20013" name="urine" fluidClient="10"/>
<item id="20014" name="coconut milk" fluidClient="11"/>
<item id="20015" name="wine" fluidClient="12"/>
<item id="20019" name="mud" fluidClient="13"/>
<item id="20021" name="fruit juice" fluidClient="14"/>
<item id="20027" name="rum" fluidClient="15"/>
<item id="20035" name="tea" fluidClient="16"/>
<item id="20036" name="mead" fluidClient="17"/>
and the error in the server is gone but now i cant get with /i 7 or 20007 not get a manafluid?

did i forget somting?
Code:
<?xml version="1.0" encoding="utf-8"?>
<xsd:schema xmlns:xsd="http://www.w3.org/2001/XMLSchema">
  <xsd:element name="items">
    <xsd:complexType>
      <xsd:sequence>
        <xsd:element ref="item" maxOccurs="unbounded"/>
      </xsd:sequence>
    </xsd:complexType>
  </xsd:element>

  <xsd:element name="item">
    <xsd:complexType>
      <xsd:sequence>
        <xsd:element ref="attribute" minOccurs="0" maxOccurs="unbounded"/>
      </xsd:sequence>

      <xsd:attribute name="id" type="xsd:positiveInteger" use="required"/>
      <xsd:attribute name="name" default="unknown item">
        <xsd:simpleType>
          <xsd:restriction base="xsd:string">
            <xsd:minLength value="1"/>
          </xsd:restriction>
        </xsd:simpleType>
      </xsd:attribute>
      <xsd:attribute name="fluidClient" type="xsd:positiveInteger"/>
      <xsd:attribute name="customFluid" type="xsd:positiveInteger"/>
      <xsd:attribute name="article" type="xsd:string"/>
      <xsd:attribute name="plural" type="xsd:string"/>
      <xsd:attribute name="editorsuffix" type="xsd:string"/>
    </xsd:complexType>
  </xsd:element>

  <xsd:element name="attribute">
    <xsd:complexType>
      <xsd:sequence>
        <xsd:element ref="attribute" minOccurs="0" maxOccurs="unbounded"/>
      </xsd:sequence>

      <xsd:attribute name="key" type="xsd:token"/>
      <xsd:attribute name="value" type="xsd:string"/>
    </xsd:complexType>
  </xsd:element>
</xsd:schema>
 
@Ezzz said "That has to be a bug with spells.cpp / conjure spell, maybe when adding the ammunition to the player it's using internalAddThing instead of __addThing, will check."

This is the only addthing I could find in spells.cpp
uint32_t cid = env->addThing(creature);

Does anyone know the fix for the conjure spell bug? @@Nottinghster maybe?
 
Ez which OTBM ver. do you use?
Because my RME only has 7.40, 7.60, 7.90 etc.. Couldn't find 7.72
And when I try to run the OT with a 7.6 real map it keeps giving me lots of errors with bugged items in the map.
 
I get this error when trying to run the exe
2ajc09y.jpg


I researched a bit on this and apparently it's asking for the DEBUG .dll of Microsoft Visual C ++ Runtime which is like illegal to give out or something like that. Anyway, it appears that the server wasn't built in Release mode? Can anybody help?
 
@Ezzz said "That has to be a bug with spells.cpp / conjure spell, maybe when adding the ammunition to the player it's using internalAddThing instead of __addThing, will check."

This is the only addthing I could find in spells.cpp
uint32_t cid = env->addThing(creature);

Does anyone know the fix for the conjure spell bug? @Nottinghster maybe?
 
works fine but the exe is old, download the sources and compile it yourself

Don't know how to compiled. I managed to fix the problem anyway by manually installing the missing debug file from google.
 
Don't know how to compiled. I managed to fix the problem anyway by manually installing the missing debug file from google.
even then the exe is quite outdated afaik, unless someone uploaded the new 1
 
Very noobish question I know but I tried using sqlitestudio to temporarily manage the server's database and it's working fine. I changed the database type in config.lua to "sqlite" but when I run the server it gives me this:

MySQL error failed to connect to Database!

I feel like there's something else I need to change can anybody give me a hand?

P.S. It's been a while since I worked on an OT so expect these noobish questions to arise. :/ (Keep in mind that I don't just come on here every time I have an error I actually try to figure it out myself but this time I couldn't) Thanks in advance. :)
 
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