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

Any fix for pick.lua?

attempt to call global 'doDecayItemTo' NIL VALUE

When I change doDecayItemTo > doDecayItem, then no error in console, but the hole does not dissapear after time
 
Any fix for pick.lua?

attempt to call global 'doDecayItemTo' NIL VALUE

When I change doDecayItemTo > doDecayItem, then no error in console, but the hole does not dissapear after time
Try this:

HTML:
function onUse(cid, item, fromPosition, itemEx, toPosition)
if(itemEx.uid <= 65535 or itemEx.actionid > 0) and (itemEx.itemid == 354 or itemEx.itemid == 355) then
        doTransformItem(itemEx.uid, 392)
        doDecayItem(itemEx.uid)
        doSendMagicEffect(toPosition, CONST_ME_POFF)
        return TRUE
    end
    return FALSE
end
 
DO NOT USE THE ROOKGAARD SYSTEM YET !!!
I'M TESTING IT AND FOUND SOME BUGS AND THE SCRIPT CONTAINS FUNCTIONS THAT YOU DON'T HAVE, WHEN I FIX EVERYTHING, I'LL RELEASE HERE FOR YOU BITCHES ;)
Hey man u got any further on this question would be awesome to get it work right :p
 
@Ezzz I assume you have the cipsoft files from Toor? Can you please check how long the exhaust on the strike spells is (exori vis, mort, flam) ? I'm trying to help an ot to improve!

Thanks
 
Can somebody help me collect the changes from 7.4 to 7.6 in mana/mlvl/spells/runes

The way I see it:
  • You still need the same time to get a hp&mana tick
  • the mana tick is now 2 instead of 1
  • mana need for next m-lvl is now 2x as high as in 7.4?
So when a uh rune now takes 400 mana and i get 2x as fast mana as before it means i need twice as much time as before to make it because the mana is mupltiplied by 4 right?
And now instead of (400 ??) mana for ml 1 do I now need 800 ?
 
Remove the "field" attribute for the camp fires, but make sure they still work as normal "fields"; Be able to get burn effect while walking on them as a normal player, I can't remember how I had fixed it before.
If I remove the field attribute, how can I make it to work as a normal field?
 
There's map clean code within the server https://github.com/TwistedScorpio/OTHire/blob/master/source/game.cpp#L229
All you'd have to do is add a LUA function (within C++ code) that calls g_game.refreshMap(); of course, it will be slow (not like freezing the server) but that it will be slowly refreshing the tiles.
isn't there one already?, or is this something different
Code:
void Game::proceduralRefresh(Map::TileMap::iterator* begin)
{
    if(!begin){
        begin = new Map::TileMap::iterator(map->refreshTileMap.begin());
    }

    // Refresh 250 tiles each cycle
    refreshMap(begin, 250);

    if(*begin == map->refreshTileMap.end()){
        delete begin;
        return;
    }

    // Refresh some items every 100 ms until all tiles has been checked
    // For 100k tiles, this would take 100000/2500 = 40s = half a minute
    g_scheduler.addEvent(createSchedulerTask(100,
        boost::bind(&Game::proceduralRefresh, this, begin)));
}

also tried to call doRefreshMap(), in a talkaction but nothing seems to happen
 
Code:
int LuaScriptInterface::luaDoRefreshMap(lua_State *L)
{
    g_game.proceduralRefresh();
    lua_pushboolean(L, true);
    return 1;
}
 
posted a fix, let me know if it can be improved https://github.com/TwistedScorpio/OTHire/issues/39
There doesnt give condition after step in. Small fix adjusted.
Code:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat, COMBAT_PARAM_PZBLOCK, 1)


local condition = createConditionObject(CONDITION_FIRE)
setConditionParam(condition, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition, 2, 4000, -10)


function onStepIn(cid, item, topos, frompos)
    if isPlayer(cid) then
        doTargetCombatHealth(cid,  COMBAT_FIREDAMAGE, -20, -20, CONST_ME_HITBYFIRE)
        if not hasCondition(cid, CONDITION_FIRE) then
            doAddCondition(cid, condition)
        end
    end
    return true
end
 
Someone has the global map for this version? I was trying to run it to test but there is no map and I couldn't find any download link to this map version working.
 
isn't there one already?, or is this something different
Code:
void Game::proceduralRefresh(Map::TileMap::iterator* begin)
{
    if(!begin){
        begin = new Map::TileMap::iterator(map->refreshTileMap.begin());
    }

    // Refresh 250 tiles each cycle
    refreshMap(begin, 250);

    if(*begin == map->refreshTileMap.end()){
        delete begin;
        return;
    }

    // Refresh some items every 100 ms until all tiles has been checked
    // For 100k tiles, this would take 100000/2500 = 40s = half a minute
    g_scheduler.addEvent(createSchedulerTask(100,
        boost::bind(&Game::proceduralRefresh, this, begin)));
}

also tried to call doRefreshMap(), in a talkaction but nothing seems to happen

You're almost done :p
Now you need to remove this IF conditional so that all tiles are refreshable.
https://github.com/TwistedScorpio/OTHire/blob/master/source/map.cpp#L189

Of course, you are going to have to make sure that house tiles aren't refreshed ;P
 
nvm that, it kind of works just took forever, but lol now i got double depots and beds xD'

1WcPAFs.png
 
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