Gubailovo
Well-Known Member
- Joined
- Dec 19, 2013
- Messages
- 407
- Solutions
- 2
- Reaction score
- 62
I am trying to install this system downloaded from Open-Tibia Academy
but after installation, the client gives an error
my actions during installation
D:\forgottenserver-1.4.2\data\creaturescripts\scripts\login.lua
D:\forgottenserver-1.4.2\data\lib\core\json.lua
D:\forgottenserver-1.4.2\data\lib\core\player.lua
D:\forgottenserver-1.4.2\data\creaturescripts\scripts\extendedopcode.lua
D:\forgottenserver-1.4.2\data\scripts\taskSystem.lua
what is the problem?
I am using TFS 1.4.2 and OTCv8
/
otcv8-dev
protocolgame.cpp
sorry I don't have any extended opcodes
but after installation, the client gives an error
C++:
ERROR: Unable to send extended opcode 215, extended opcodes are not enabled on this server.
D:\forgottenserver-1.4.2\data\creaturescripts\scripts\login.lua
Lua:
function onLogin(player)
local serverName = configManager.getString(configKeys.SERVER_NAME)
local loginStr = "Welcome to " .. serverName .. "!"
if player:getLastLoginSaved() <= 0 then
loginStr = loginStr .. " Please choose your outfit."
player:sendOutfitWindow()
else
if loginStr ~= "" then
player:sendTextMessage(MESSAGE_STATUS_DEFAULT, loginStr)
end
loginStr = string.format("Your last visit in %s: %s.", serverName, os.date("%d %b %Y %X", player:getLastLoginSaved()))
end
player:sendTextMessage(MESSAGE_STATUS_DEFAULT, loginStr)
-- Promotion
local vocation = player:getVocation()
local promotion = vocation:getPromotion()
if player:isPremium() then
local value = player:getStorageValue(PlayerStorageKeys.promotion)
if value == 1 then
player:setVocation(promotion)
end
elseif not promotion then
player:setVocation(vocation:getDemotion())
end
-- Events
player:registerEvent("PlayerDeath")
player:registerEvent("DropLoot")
player:registerEvent("Dialogue")
player:registerEvent("TaskKill")
player:registerEvent("ExtendedOpcode")
return true
end
Lua:
--
-- json.lua
--
-- Copyright (c) 2019 rxi
--
-- Permission is hereby granted, free of charge, to any person obtaining a copy of
-- this software and associated documentation files (the "Software"), to deal in
-- the Software without restriction, including without limitation the rights to
-- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
-- of the Software, and to permit persons to whom the Software is furnished to do
-- so, subject to the following conditions:
--
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
--
local json = { _version = "0.1.2" }
-------------------------------------------------------------------------------
-- Encode
-------------------------------------------------------------------------------
local encode
local escape_char_map = {
[ "\\" ] = "\\\\",
[ "\"" ] = "\\\"",
[ "\b" ] = "\\b",
[ "\f" ] = "\\f",
[ "\n" ] = "\\n",
[ "\r" ] = "\\r",
[ "\t" ] = "\\t",
}
local escape_char_map_inv = { [ "\\/" ] = "/" }
for k, v in pairs(escape_char_map) do
escape_char_map_inv[v] = k
end
local function escape_char(c)
return escape_char_map[c] or string.format("\\u%04x", c:byte())
end
local function encode_nil(val)
return "null"
end
local function encode_table(val, stack)
local res = {}
stack = stack or {}
-- Circular reference?
if stack[val] then error("circular reference") end
stack[val] = true
if rawget(val, 1) ~= nil or next(val) == nil then
-- Treat as array -- check keys are valid and it is not sparse
local n = 0
for k in pairs(val) do
if type(k) ~= "number" then
error("invalid table: mixed or invalid key types")
end
n = n + 1
end
if n ~= #val then
error("invalid table: sparse array")
end
-- Encode
for i, v in ipairs(val) do
table.insert(res, encode(v, stack))
end
stack[val] = nil
return "[" .. table.concat(res, ",") .. "]"
else
-- Treat as an object
for k, v in pairs(val) do
if type(k) ~= "string" then
error("invalid table: mixed or invalid key types")
end
table.insert(res, encode(k, stack) .. ":" .. encode(v, stack))
end
stack[val] = nil
return "{" .. table.concat(res, ",") .. "}"
end
end
local function encode_string(val)
return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"'
end
local function encode_number(val)
-- Check for NaN, -inf and inf
if val ~= val or val <= -math.huge or val >= math.huge then
error("unexpected number value '" .. tostring(val) .. "'")
end
return string.format("%.14g", val)
end
local type_func_map = {
[ "nil" ] = encode_nil,
[ "table" ] = encode_table,
[ "string" ] = encode_string,
[ "number" ] = encode_number,
[ "boolean" ] = tostring,
}
encode = function(val, stack)
local t = type(val)
local f = type_func_map[t]
if f then
return f(val, stack)
end
error("unexpected type '" .. t .. "'")
end
function json.encode(val)
return ( encode(val) )
end
-------------------------------------------------------------------------------
-- Decode
-------------------------------------------------------------------------------
local parse
local function create_set(...)
local res = {}
for i = 1, select("#", ...) do
res[ select(i, ...) ] = true
end
return res
end
local space_chars = create_set(" ", "\t", "\r", "\n")
local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",")
local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u")
local literals = create_set("true", "false", "null")
local literal_map = {
[ "true" ] = true,
[ "false" ] = false,
[ "null" ] = nil,
}
local function next_char(str, idx, set, negate)
for i = idx, #str do
if set[str:sub(i, i)] ~= negate then
return i
end
end
return #str + 1
end
local function decode_error(str, idx, msg)
local line_count = 1
local col_count = 1
for i = 1, idx - 1 do
col_count = col_count + 1
if str:sub(i, i) == "\n" then
line_count = line_count + 1
col_count = 1
end
end
error( string.format("%s at line %d col %d", msg, line_count, col_count) )
end
local function codepoint_to_utf8(n)
-- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa
local f = math.floor
if n <= 0x7f then
return string.char(n)
elseif n <= 0x7ff then
return string.char(f(n / 64) + 192, n % 64 + 128)
elseif n <= 0xffff then
return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128)
elseif n <= 0x10ffff then
return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128,
f(n % 4096 / 64) + 128, n % 64 + 128)
end
error( string.format("invalid unicode codepoint '%x'", n) )
end
local function parse_unicode_escape(s)
local n1 = tonumber( s:sub(3, 6), 16 )
local n2 = tonumber( s:sub(9, 12), 16 )
-- Surrogate pair?
if n2 then
return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000)
else
return codepoint_to_utf8(n1)
end
end
local function parse_string(str, i)
local has_unicode_escape = false
local has_surrogate_escape = false
local has_escape = false
local last
for j = i + 1, #str do
local x = str:byte(j)
if x < 32 then
decode_error(str, j, "control character in string")
end
if last == 92 then -- "\\" (escape char)
if x == 117 then -- "u" (unicode escape sequence)
local hex = str:sub(j + 1, j + 5)
if not hex:find("%x%x%x%x") then
decode_error(str, j, "invalid unicode escape in string")
end
if hex:find("^[dD][89aAbB]") then
has_surrogate_escape = true
else
has_unicode_escape = true
end
else
local c = string.char(x)
if not escape_chars[c] then
decode_error(str, j, "invalid escape char '" .. c .. "' in string")
end
has_escape = true
end
last = nil
elseif x == 34 then -- '"' (end of string)
local s = str:sub(i + 1, j - 1)
if has_surrogate_escape then
s = s:gsub("\\u[dD][89aAbB]..\\u....", parse_unicode_escape)
end
if has_unicode_escape then
s = s:gsub("\\u....", parse_unicode_escape)
end
if has_escape then
s = s:gsub("\\.", escape_char_map_inv)
end
return s, j + 1
else
last = x
end
end
decode_error(str, i, "expected closing quote for string")
end
local function parse_number(str, i)
local x = next_char(str, i, delim_chars)
local s = str:sub(i, x - 1)
local n = tonumber(s)
if not n then
decode_error(str, i, "invalid number '" .. s .. "'")
end
return n, x
end
local function parse_literal(str, i)
local x = next_char(str, i, delim_chars)
local word = str:sub(i, x - 1)
if not literals[word] then
decode_error(str, i, "invalid literal '" .. word .. "'")
end
return literal_map[word], x
end
local function parse_array(str, i)
local res = {}
local n = 1
i = i + 1
while 1 do
local x
i = next_char(str, i, space_chars, true)
-- Empty / end of array?
if str:sub(i, i) == "]" then
i = i + 1
break
end
-- Read token
x, i = parse(str, i)
res[n] = x
n = n + 1
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "]" then break end
if chr ~= "," then decode_error(str, i, "expected ']' or ','") end
end
return res, i
end
local function parse_object(str, i)
local res = {}
i = i + 1
while 1 do
local key, val
i = next_char(str, i, space_chars, true)
-- Empty / end of object?
if str:sub(i, i) == "}" then
i = i + 1
break
end
-- Read key
if str:sub(i, i) ~= '"' then
decode_error(str, i, "expected string for key")
end
key, i = parse(str, i)
-- Read ':' delimiter
i = next_char(str, i, space_chars, true)
if str:sub(i, i) ~= ":" then
decode_error(str, i, "expected ':' after key")
end
i = next_char(str, i + 1, space_chars, true)
-- Read value
val, i = parse(str, i)
-- Set
res[key] = val
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "}" then break end
if chr ~= "," then decode_error(str, i, "expected '}' or ','") end
end
return res, i
end
local char_func_map = {
[ '"' ] = parse_string,
[ "0" ] = parse_number,
[ "1" ] = parse_number,
[ "2" ] = parse_number,
[ "3" ] = parse_number,
[ "4" ] = parse_number,
[ "5" ] = parse_number,
[ "6" ] = parse_number,
[ "7" ] = parse_number,
[ "8" ] = parse_number,
[ "9" ] = parse_number,
[ "-" ] = parse_number,
[ "t" ] = parse_literal,
[ "f" ] = parse_literal,
[ "n" ] = parse_literal,
[ "[" ] = parse_array,
[ "{" ] = parse_object,
}
parse = function(str, idx)
local chr = str:sub(idx, idx)
local f = char_func_map[chr]
if f then
return f(str, idx)
end
decode_error(str, idx, "unexpected character '" .. chr .. "'")
end
function json.decode(str)
if type(str) ~= "string" then
error("expected argument of type string, got " .. type(str))
end
local res, idx = parse(str, next_char(str, 1, space_chars, true))
idx = next_char(str, idx, space_chars, true)
if idx <= #str then
decode_error(str, idx, "trailing garbage")
end
return res
end
return json
Lua:
local foodCondition = Condition(CONDITION_REGENERATION, CONDITIONID_DEFAULT)
function Player.feed(self, food)
local condition = self:getCondition(CONDITION_REGENERATION, CONDITIONID_DEFAULT)
if condition then
condition:setTicks(condition:getTicks() + (food * 1000))
else
local vocation = self:getVocation()
if not vocation then
return nil
end
foodCondition:setTicks(food * 1000)
foodCondition:setParameter(CONDITION_PARAM_HEALTHGAIN, vocation:getHealthGainAmount())
foodCondition:setParameter(CONDITION_PARAM_HEALTHTICKS, vocation:getHealthGainTicks() * 1000)
foodCondition:setParameter(CONDITION_PARAM_MANAGAIN, vocation:getManaGainAmount())
foodCondition:setParameter(CONDITION_PARAM_MANATICKS, vocation:getManaGainTicks() * 1000)
self:addCondition(foodCondition)
end
return true
end
function Player.getClosestFreePosition(self, position, extended)
if self:getGroup():getAccess() and self:getAccountType() >= ACCOUNT_TYPE_GOD then
return position
end
return Creature.getClosestFreePosition(self, position, extended)
end
function Player.getDepotItems(self, depotId)
return self:getDepotChest(depotId, true):getItemHoldingCount()
end
function Player.hasFlag(self, flag)
return self:getGroup():hasFlag(flag)
end
function Player.getLossPercent(self)
local blessings = 0
local lossPercent = {
[0] = 100,
[1] = 70,
[2] = 45,
[3] = 25,
[4] = 10,
[5] = 0
}
for i = 1, 5 do
if self:hasBlessing(i) then
blessings = blessings + 1
end
end
return lossPercent[blessings]
end
function Player.sendExtendedJSONOpcode(self, opcode, buffer)
if not self:isUsingOtClient() then
return false
end
local networkMessage = NetworkMessage()
networkMessage:addByte(0x32)
networkMessage:addByte(opcode)
networkMessage:addString(json.encode(buffer))
networkMessage:sendToPlayer(self)
networkMessage:delete()
return true
end
function Player.getPremiumTime(self)
return math.max(0, self:getPremiumEndsAt() - os.time())
end
function Player.setPremiumTime(self, seconds)
self:setPremiumEndsAt(os.time() + seconds)
return true
end
function Player.addPremiumTime(self, seconds)
self:setPremiumTime(self:getPremiumTime() + seconds)
return true
end
function Player.removePremiumTime(self, seconds)
local currentTime = self:getPremiumTime()
if currentTime < seconds then
return false
end
self:setPremiumTime(currentTime - seconds)
return true
end
function Player.getPremiumDays(self)
return math.floor(self:getPremiumTime() / 86400)
end
function Player.addPremiumDays(self, days)
return self:addPremiumTime(days * 86400)
end
function Player.removePremiumDays(self, days)
return self:removePremiumTime(days * 86400)
end
function Player.isPremium(self)
return self:getPremiumTime() > 0 or configManager.getBoolean(configKeys.FREE_PREMIUM) or self:hasFlag(PlayerFlag_IsAlwaysPremium)
end
function Player.sendCancelMessage(self, message)
if type(message) == "number" then
message = Game.getReturnMessage(message)
end
return self:sendTextMessage(MESSAGE_STATUS_SMALL, message)
end
function Player.isUsingOtClient(self)
return self:getClient().os >= CLIENTOS_OTCLIENT_LINUX
end
function Player.sendExtendedOpcode(self, opcode, buffer)
if not self:isUsingOtClient() then
return false
end
local networkMessage = NetworkMessage()
networkMessage:addByte(0x32)
networkMessage:addByte(opcode)
networkMessage:addString(buffer)
networkMessage:sendToPlayer(self)
networkMessage:delete()
return true
end
APPLY_SKILL_MULTIPLIER = true
local addSkillTriesFunc = Player.addSkillTries
function Player.addSkillTries(...)
APPLY_SKILL_MULTIPLIER = false
local ret = addSkillTriesFunc(...)
APPLY_SKILL_MULTIPLIER = true
return ret
end
local addManaSpentFunc = Player.addManaSpent
function Player.addManaSpent(...)
APPLY_SKILL_MULTIPLIER = false
local ret = addManaSpentFunc(...)
APPLY_SKILL_MULTIPLIER = true
return ret
end
-- Always pass the number through the isValidMoney function first before using the transferMoneyTo
function Player.transferMoneyTo(self, target, amount)
if not target then
return false
end
-- See if you can afford this transfer
local balance = self:getBankBalance()
if amount > balance then
return false
end
-- See if player is online
local targetPlayer = Player(target.guid)
if targetPlayer then
targetPlayer:setBankBalance(targetPlayer:getBankBalance() + amount)
else
db.query("UPDATE `players` SET `balance` = `balance` + " .. amount .. " WHERE `id` = '" .. target.guid .. "'")
end
self:setBankBalance(self:getBankBalance() - amount)
return true
end
function Player.canCarryMoney(self, amount)
-- Anyone can carry as much imaginary money as they desire
if amount == 0 then
return true
end
-- The 3 below loops will populate these local variables
local totalWeight = 0
local inventorySlots = 0
-- Add crystal coins to totalWeight and inventorySlots
local type_crystal = ItemType(ITEM_CRYSTAL_COIN)
local crystalCoins = math.floor(amount / 10000)
if crystalCoins > 0 then
amount = amount - (crystalCoins * 10000)
while crystalCoins > 0 do
local count = math.min(100, crystalCoins)
totalWeight = totalWeight + type_crystal:getWeight(count)
crystalCoins = crystalCoins - count
inventorySlots = inventorySlots + 1
end
end
-- Add platinum coins to totalWeight and inventorySlots
local type_platinum = ItemType(ITEM_PLATINUM_COIN)
local platinumCoins = math.floor(amount / 100)
if platinumCoins > 0 then
amount = amount - (platinumCoins * 100)
while platinumCoins > 0 do
local count = math.min(100, platinumCoins)
totalWeight = totalWeight + type_platinum:getWeight(count)
platinumCoins = platinumCoins - count
inventorySlots = inventorySlots + 1
end
end
-- Add gold coins to totalWeight and inventorySlots
local type_gold = ItemType(ITEM_GOLD_COIN)
if amount > 0 then
while amount > 0 do
local count = math.min(100, amount)
totalWeight = totalWeight + type_gold:getWeight(count)
amount = amount - count
inventorySlots = inventorySlots + 1
end
end
-- If player don't have enough capacity to carry this money
if self:getFreeCapacity() < totalWeight then
return false
end
-- If player don't have enough available inventory slots to carry this money
local backpack = self:getSlotItem(CONST_SLOT_BACKPACK)
if not backpack or backpack:getEmptySlots(true) < inventorySlots then
return false
end
return true
end
function Player.withdrawMoney(self, amount)
local balance = self:getBankBalance()
if amount > balance or not self:addMoney(amount) then
return false
end
self:setBankBalance(balance - amount)
return true
end
function Player.depositMoney(self, amount)
if not self:removeMoney(amount) then
return false
end
self:setBankBalance(self:getBankBalance() + amount)
return true
end
function Player.removeTotalMoney(self, amount)
local moneyCount = self:getMoney()
local bankCount = self:getBankBalance()
if amount <= moneyCount then
self:removeMoney(amount)
return true
elseif amount <= (moneyCount + bankCount) then
if moneyCount ~= 0 then
self:removeMoney(moneyCount)
local remains = amount - moneyCount
self:setBankBalance(bankCount - remains)
self:sendTextMessage(MESSAGE_INFO_DESCR, ("Paid %d from inventory and %d gold from bank account. Your account balance is now %d gold."):format(moneyCount, amount - moneyCount, self:getBankBalance()))
return true
else
self:setBankBalance(bankCount - amount)
self:sendTextMessage(MESSAGE_INFO_DESCR, ("Paid %d gold from bank account. Your account balance is now %d gold."):format(amount, self:getBankBalance()))
return true
end
end
return false
end
function Player.addLevel(self, amount, round)
round = round or false
local level, amount = self:getLevel(), amount or 1
if amount > 0 then
return self:addExperience(Game.getExperienceForLevel(level + amount) - (round and self:getExperience() or Game.getExperienceForLevel(level)))
else
return self:removeExperience(((round and self:getExperience() or Game.getExperienceForLevel(level)) - Game.getExperienceForLevel(level + amount)))
end
end
function Player.addMagicLevel(self, value)
local currentMagLevel = self:getBaseMagicLevel()
local sum = 0
if value > 0 then
while value > 0 do
sum = sum + self:getVocation():getRequiredManaSpent(currentMagLevel + value)
value = value - 1
end
return self:addManaSpent(sum - self:getManaSpent())
else
value = math.min(currentMagLevel, math.abs(value))
while value > 0 do
sum = sum + self:getVocation():getRequiredManaSpent(currentMagLevel - value + 1)
value = value - 1
end
return self:removeManaSpent(sum + self:getManaSpent())
end
end
function Player.addSkillLevel(self, skillId, value)
local currentSkillLevel = self:getSkillLevel(skillId)
local sum = 0
if value > 0 then
while value > 0 do
sum = sum + self:getVocation():getRequiredSkillTries(skillId, currentSkillLevel + value)
value = value - 1
end
return self:addSkillTries(skillId, sum - self:getSkillTries(skillId))
else
value = math.min(currentSkillLevel, math.abs(value))
while value > 0 do
sum = sum + self:getVocation():getRequiredSkillTries(skillId, currentSkillLevel - value + 1)
value = value - 1
end
return self:removeSkillTries(skillId, sum + self:getSkillTries(skillId), true)
end
end
function Player.addSkill(self, skillId, value, round)
if skillId == SKILL_LEVEL then
return self:addLevel(value, round or false)
elseif skillId == SKILL_MAGLEVEL then
return self:addMagicLevel(value)
end
return self:addSkillLevel(skillId, value)
end
function Player.getWeaponType(self)
local weapon = self:getSlotItem(CONST_SLOT_LEFT)
if weapon then
return weapon:getType():getWeaponType()
end
return WEAPON_NONE
end
function Player.getTotalMoney(self)
return self:getMoney() + self:getBankBalance()
end
Lua:
local OPCODE_LANGUAGE = 1
function onExtendedOpcode(player, opcode, buffer)
if opcode == OPCODE_LANGUAGE then
-- otclient language
if buffer == 'en' or buffer == 'pt' then
-- example, setting player language, because otclient is multi-language...
-- player:setStorageValue(SOME_STORAGE_ID, SOME_VALUE)
end
elseif opcode == 215 then
TaskSystem.onAction(player, json.decode(buffer))
else
-- other opcodes can be ignored, and the server will just work fine...
end
end
Lua:
added
I am using TFS 1.4.2 and OTCv8
/
otcv8-dev
Post automatically merged:
protocolgame.cpp
Post automatically merged:
sorry I don't have any extended opcodes
Attachments
-
Module_Tasks.rar19 KB · Views: 212 · VirusTotal
Last edited: