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[7.4] Avesta

Hoodnasty1 said:
And that EXP stage formula is really easy to do [I heard Erik/Realsoft told you how anyways]

That guy never told me, anything!
I gave to him some fixes ;]
And you are what less can talk to me on my old server, kept me praising, and now speaks that, where's your personality?
I'm not the best with C++, but I know "some things" ;)

ond said:
Thing is that he doesn't know squat about C++

And I can confirm that he has not written a full piece of code himself, and yet he takes credit for it

Prove it!

Ferrus said:
As opposed to you, I never charged money for my work

Funny, look that:

Ferrus said:
Well, I lost my desire to update this server, but if someone is willing to pay money then I can make/fix any code you want, this applies to everything Avesta-related, Item Editor and RME, maybe some other stuff too.

TO ALL OF YOU, STOP SAYIN' SHITS AROUND ME!
FIRST, LOOK INSIDE YOU TO SAY SOMETHIN' ABOUT ME!
 
Post by @Ond at OTFans:

Fix for Auto Follow Delay:
(Fix from OTServ)

In Creature.cpp

Above
Code:
onFollowCreature(creature);

Add:
Code:
g_game.updateCreatureWalk(getID());

In Game.cpp, in function bool Game::removeCreature(...)

Move

Code:
if(!map->removeCreature(creature)){
return false;
}

Move it below this:
Code:
for(it = list.begin(); it != list.end(); ++it){
(*it)->onCreatureDisappear(creature, isLogout);
}

In Game.cpp, function Game::playerMove(...)

Remove this:
Code:
player->setFollowCreature(NULL);

- - - Updated - - -

This code fix the auto-follow delay, but have 1 bug:

When you kill a monster, the others don't come to attack you, only if you move.
If you don't move, they don't come to attack you!

Here's the fix:

In Game.cpp, in function bool Game::removeCreature(...)

Move:
Code:
if(!map->removeCreature(creature)){
return false;
}

Move it below this:
Code:
Player* player = NULL;
for(it = list.begin(); it != list.end(); ++it){
if((player = (*it)->getPlayer())){
player->sendCreatureDisappear(creature, index, isLogout);
}
}
 
Where i can get source to Avesta 0.6.4 (7.4), because link gone.
 
A lil update. You can compile server now to 7.4, 7.6 and 7.7 protocol, added autofollow fix found in this thread, and some team mode option (for war server).

to compile for 7.6 use __PROTOCOL_76__
to compile for 7.7 use __PROTOCOL_77__
7.4 is default protocol
 
A lil update. You can compile server now to 7.4, 7.6 and 7.7 protocol, added autofollow fix found in this thread, and some team mode option (for war server).

to compile for 7.6 use __PROTOCOL_76__
to compile for 7.7 use __PROTOCOL_77__
7.4 is default protocol

Exactly what options for war server?

- - - Updated - - -

And when you updating avesta with new fixes exe file is available to download in first post "Avesta.7z Avesta (9 april 2012) Featured"?
 
I tried compiling the latest SVN but I yields lots of errors. One is in acount.cpp account::getPremiumDays on line 46
error: 'ceil' is not a member of 'std'
 
Exactly what options for war server?

- - - Updated - - -

And when you updating avesta with new fixes exe file is available to download in first post "Avesta.7z Avesta (9 april 2012) Featured"?

In config 'TeamMode', 'DamagePercent', 'KickOnLogin' and player flag 'CantChangeOutfit'.

I tried compiling the latest SVN but I yields lots of errors. One is in acount.cpp account::getPremiumDays on line 46
error: 'ceil' is not a member of 'std'

Perhaps it's missing cmath include. Try with latest code now.
 
Thank you I will try it and reply with if it works now :)
In config 'TeamMode', 'DamagePercent', 'KickOnLogin' and player flag 'CantChangeOutfit'.



Perhaps it's missing cmath include. Try with latest code now.

- - - Updated - - -

Okay there were new errors.

In file included from itemloader.h:24,
from items.h:29,
from item.h:26,
from container.h:28,
from container.cpp:22:
fileloader.h: In member function 'bool PropStream::GET_STRING(std::string&)':
fileloader.h:266: error: 'memcpy' was not declared in this scope
fileloader.h: In member function 'bool PropStream::GET_LSTRING(std::string&)':
fileloader.h:285: error: 'memcpy' was not declared in this scope
fileloader.h: In member function 'bool PropStream::GET_NSTRING(std::string&, short unsigned int)':
fileloader.h:300: error: 'memcpy' was not declared in this scope
fileloader.h: In member function 'bool PropStream::GET_RAWSTRING(const std::string&)':
fileloader.h:312: error: 'memcpy' was not declared in this scope
fileloader.h: In constructor 'PropWriteStream::propWriteStream()':
fileloader.h:342: error: 'memset' was not declared in this scope
fileloader.h: In member function 'void PropWriteStream::ADD_STRING(const std::string&)':
fileloader.h:412: error: 'memcpy' was not declared in this scope
fileloader.h: In member function 'void PropWriteStream::ADD_LSTRING(const std::string&)':
fileloader.h:426: error: 'memcpy' was not declared in this scope
make[1]: *** container.o] Error 1
 
You can download new release (it has 3 executables, for each protocol).
There's now onLook event, and exp stages back - in Lua this time.
 
Exactly how do you make it work with the creaturescript.xml?

Tried


<event type="advance" name="stagesAdvance" script="stages.lua" />
<event type="login" name="PlayerLogin" script="login.lua" />
<event type="logout" name="PlayerLogout" script="logout.lua" />

and login.lua

function onLogin(cid)
registerCreatureEvent(cid, "stagesAdvance")

checkStages(cid)
return 1
end

didnt work
 
I found a bug in avesta, if you find a solution tell me the code, I need to compile my custom avesta project.

Problem:

Editing the character up to level 255, everything is normal.
At level 256, the problem begin.

Look on SS Untitled.jpg

- - - Updated - - -

http://img59.imageshack.us/img59/1346/19181442.png
 
I found a bug in avesta, if you find a solution tell me the code, I need to compile my custom avesta project.

Problem:

Editing the character up to level 255, everything is normal.
At level 256, the problem begin.

Look on SS View attachment 14817

- - - Updated - - -

http://img59.imageshack.us/img59/1346/19181442.png

I don't see any bug there, Tibia client stores level in single byte. When it exceeds it's limit, it's starting over.

ferrus add complete support to maps 7.6

Define 'complete support to maps 7.6'.
 
I found a bug in avesta, if you find a solution tell me the code, I need to compile my custom avesta project.

Problem:

Editing the character up to level 255, everything is normal.
At level 256, the problem begin.

Look on SS View attachment 14817

- - - Updated - - -

http://img59.imageshack.us/img59/1346/19181442.png

hello, this may help you;)

change this:
Code:
uint32_t experience = player->getExperience();

to this:
Code:
uint64_t experience = player->getExperience();

now its better;)

kind regards
 
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