Well, since @
Ezzz stopped with the commits, I'll post here some changes and fixes for you guys !!!
I have found some little bugs, but them make you debug:
Change in
global.lua
Code:
TALKTYPE_ORANGE_1 = 18
TALKTYPE_ORANGE_2 = 19
To
Code:
TALKTYPE_ORANGE_1 = 16
TALKTYPE_ORANGE_2 = 17
For those who have the message in console about the FluidTypes, paste this in your
items.xml
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="10"/>
<item id="20011" name="oil" fluidClient="11"/>
<item id="20013" name="urine" fluidClient="13"/>
<item id="20014" name="coconut milk" fluidClient="14"/>
<item id="20015" name="wine" fluidClient="12"/>
<item id="20019" name="mud" fluidClient="19"/>
<item id="20021" name="fruit juice" fluidClient="21"/>
<item id="20027" name="rum" fluidClient="27"/>
<item id="20035" name="tea" fluidClient="16"/>
<item id="20036" name="mead" fluidClient="17"/>
<item id="20027" name="rum" fluidClient="15"/>
Some monsters disappear, and I get client debug (
https://github.com/TwistedScorpio/OTHire/issues/11) --> Reported by RedreamOT
In
protocolgame.cpp, search the function
void ProtocolGame::checkCreatureAsKnown
Change those lines:
Code:
if(knownCreatureList.size() > 250){
Code:
for (int n = 0; n < 250; ++n){
To This:
Code:
if(knownCreatureList.size() > 150){
Code:
for (int n = 0; n < 150; ++n){
Also the function doShowTextDialog isn't working too, here's the fix
In
protocolgame.cpp, search the function
void ProtocolGame::sendTextWindow(uint32_t windowTextId, uint32_t itemId, const std::string& text)
Remove just one line, there will be two lines of this
And for last, some Creature Events isn't working too
(onDie, onKill, onAdvance)
In
creatureevent.cpp, search for the function
void CreatureEvent::executeOnDie(Creature* creature, Item* corpse)
Change that line:
Code:
m_scriptInterface->callFunction(2, false);
To this:
Code:
m_scriptInterface->callFunction(2);
Now search for the function
void CreatureEvent::executeOnKill(Creature* creature, Creature* target, bool lastHit)
Change that line:
Code:
m_scriptInterface->callFunction(3, false);
To this:
Code:
m_scriptInterface->callFunction(3);
And now search for the function void
CreatureEvent::executeOnAdvance(Player* player, levelTypes_t type, uint32_t oldLevel, uint32_t newLevel)
Change that line:
Code:
m_scriptInterface->callFunction(4, false);
To this:
Code:
m_scriptInterface->callFunction(4);
Hope you enjoy guys