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Guild system

This system don't work on avesta? Cuz i use the command !createguild and it 
don't work put a guild in sqlite studio and don't work too.

What can i do about it?

Thanks Ferrus!


Original issue reported on code.google.com by [email protected] on 21 Dec 2012 at 6:23

Player Death

In the current state;

You die, you get kicked (like suposed to, kind of), but you'll still see your 
current state before you died.

In the real Tibia state;

You die, you get an update of the items you've lost, skills lost, etc... This 
is used so you can also get "You were downgraded from level 2 to level 1.".

Original issue reported on code.google.com by [email protected] on 12 Jul 2012 at 5:11

Actions should be delayed

In the real Tibia to make it more slow and RPG feel, whenever you tried to move 
items there was a small delay for moving the item, I've calculated the interval 
in realots and is somewhere near the 200~500 ms.

Would love to know how to implement this.

Original issue reported on code.google.com by [email protected] on 13 Jul 2012 at 10:41

Walking from one tile to other.

What steps will reproduce the problem?
1. Gdy położę dwa "crates" lub "parcels" na ziemii, nie można po nich 
chodzić. Jednak gdy leży tylko jeden, wtedy mogę na niego wejść. Problem 
pojawia się także, gdy stojąc na jednym parclu chcę przejść na kratkę z 
3-ema parclami.
2.
3.

What is the expected output? What do you see instead?
Pojawia się "Sorry, not possible."

What version of the product are you using? On what operating system?
0.6.4 - the newest release. Windows 7

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 20 Apr 2012 at 7:43

Monsters AI Change

I've the code for monsters to stop moving when being chased by the player, and 
it works like real Tibia.

Also got the code for their stupidity while escaping.

Original issue reported on code.google.com by [email protected] on 13 Jul 2012 at 10:41

House doors not working

When mapping house doors doesn't have Door IDs making it that ingame you wont 
see any info concerning the house.


Original issue reported on code.google.com by [email protected] on 20 Jul 2012 at 11:27

Problem Compiling

What steps will reproduce the problem?
1. Followed wiki guide for installation
2. Pressed Start Build
3. Resulted in a build error

What is the expected output? What do you see instead?
Expected output is to see a completed build. Instead I am getting the 
following: 

1>------ Build started: Project: server, Configuration: Release Win32 ------
1>  otpch.cpp
1>c:\projects\server\server\otpch.h(18): fatal error C1083: Cannot open include 
file: 'libxml/xmlmemory.h': No such file or directory
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========


What version of the product are you using? On what operating system?
Connected to files using CompilingWithVisualCpp wiki guide 01/12/12. Windows 7 
Ultimate. 

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 2 Dec 2012 at 6:18

Doors aren't working

Try to use doors, any type, they will suddenly transform into level doors, 
quest doors, or desert doors.

Original issue reported on code.google.com by [email protected] on 12 Jul 2012 at 9:19

Missing info on mysql

Check:
http://otland.net/f18/7-4-avesta-39366/index11.html#post1576679
http://otland.net/f18/7-4-avesta-39366/index11.html#post1576681

Original issue reported on code.google.com by [email protected] on 23 Jul 2012 at 12:28

Players

What steps will reproduce the problem?
1. Login
2. Go something
3. Logout

What is the expected output? What do you see instead?
Players aren't being saved.

What version of the product are you using? On what operating system?
latest version 7.72

Please provide any additional information below.
Whenever you logout any changes made wont be saved to the database, unless you 
call /save.

Original issue reported on code.google.com by [email protected] on 9 Jul 2012 at 2:09

TownId > 1 aren't working

I've setup 3 towns in an empty map, each one of them are next to each other, 
whenever I try to teleport a character to one of the cords it will say in the 
console "Can not teleport thing"

And if I set my character the town id to something higher than one, it will 
keep telling me "Temple position is wrong contact a gamemaster".

Original issue reported on code.google.com by [email protected] on 12 Jul 2012 at 9:13

teleports

If you step in a teleport you should see CONST_ME_ENERGYAREA on the teleport 
you stepped in.


Original issue reported on code.google.com by [email protected] on 10 Oct 2012 at 3:13

Npc problem

What steps will reproduce the problem?
1.
2.
3.

What is the expected output? What do you see instead?
I cant buy items from table in alexander script. When i say "10 blank rune" npc 
gives me 1 blank rune for 100gp and i cant buy antother items for example life 
ring, etc. npc doesnt say anything.

What version of the product are you using? On what operating system?
Newest avesta source Windows 7

Please provide any additional information below.

Can u help me with this because i need npcs to my server: loot, runes, etc.

Original issue reported on code.google.com by [email protected] on 5 Feb 2013 at 3:51

compiling problem

I'm using latest avesta version.



Build log:

obj\actions.o:actions.cpp:(.text$_ZNK6Player14sendTextWindowEP4Itemtb[Player::se
ndTextWindow(Item*, unsigned short, bool) const]+0x52): undefined reference to 
`ProtocolGame::sendTextWindow(unsigned int, Item*, unsigned short, bool)'
obj\baseevents.o:baseevents.cpp:(.text+0x431): undefined reference to 
`xmlParseFile'
obj\baseevents.o:baseevents.cpp:(.text+0x450): undefined reference to 
`xmlDocGetRootElement'
obj\baseevents.o:baseevents.cpp:(.text+0x472): undefined reference to 
`xmlStrcmp'
obj\baseevents.o:baseevents.cpp:(.text+0x486): undefined reference to 
`xmlFreeDoc'
obj\baseevents.o:baseevents.cpp:(.text+0x7b2): undefined reference to 
`xmlFreeDoc'
obj\chat.o:chat.cpp:(.text$_ZNK6Player10sendCancelERKSs[Player::sendCancel(std::
basic_string<char, std::char_traits<char>, std::allocator<char> > const&) 
const]+0x27): undefined reference to `ProtocolGame::sendCancel(std::string 
const&)'
obj\chat.o:chat.cpp:(.text$_ZNK6Player16sendClosePrivateEt[Player::sendClosePriv
ate(unsigned short) const]+0x2f): undefined reference to 
`ProtocolGame::sendClosePrivate(unsigned short)'
obj\chat.o:chat.cpp:(.text$_ZNK6Player15sendTextMessageE14MessageClassesRKSs[Pla
yer::sendTextMessage(MessageClasses, std::basic_string<char, 
std::char_traits<char>, std::allocator<char> > const&) const]+0x2e): undefined 
reference to `ProtocolGame::sendTextMessage(MessageClasses, std::string const&)'
obj\chat.o:chat.cpp:(.text$_ZNK6Player13sendToChannelEP8Creature12SpeakClassesRK
Sstj[Player::sendToChannel(Creature*, SpeakClasses, std::basic_string<char, 
std::char_traits<char>, std::allocator<char> > const&, unsigned short, unsigned 
int) const]+0x4b): undefined reference to `ProtocolGame::sendToChannel(Creature 
const*, SpeakClasses, std::string const&, unsigned short, unsigned int)'
obj\commands.o:commands.cpp:(.text+0x3ac): undefined reference to `xmlParseFile'
obj\commands.o:commands.cpp:(.text+0x3ca): undefined reference to 
`xmlDocGetRootElement'
obj\commands.o:commands.cpp:(.text+0x3e4): undefined reference to `xmlStrcmp'
obj\commands.o:commands.cpp:(.text+0x3f8): undefined reference to `xmlFreeDoc'
obj\commands.o:commands.cpp:(.text+0x42f): undefined reference to `xmlStrcmp'
obj\commands.o:commands.cpp:(.text+0x5eb): undefined reference to `xmlFreeDoc'
obj\commands.o:commands.cpp:(.text+0x4852): undefined reference to 
`ProtocolGame::ProtocolGameCount'
obj\commands.o:commands.cpp:(.text$_ZNK6Player15sendMagicEffectERK8Positionh[Pla
yer::sendMagicEffect(Position const&, unsigned char) const]+0x35): undefined 
reference to `ProtocolGame::sendMagicEffect(Position const&, unsigned char)'
obj\commands.o:commands.cpp:(.text$_ZNK6Player14sendTextWindowEjRKSs[Player::sen
dTextWindow(unsigned int, std::basic_string<char, std::char_traits<char>, 
std::allocator<char> > const&) const]+0x3b): undefined reference to 
`ProtocolGame::sendTextWindow(unsigned int, unsigned int, std::string const&)'
obj\condition.o:condition.cpp:(.text$_ZNK6Player10sendSkillsEv[Player::sendSkill
s() const]+0x20): undefined reference to `ProtocolGame::sendSkills()'
obj\connection.o:connection.cpp:(.text+0xb72): undefined reference to 
`ProtocolGame::ProtocolGame(Connection*)'
obj\game.o:game.cpp:(.text+0xf56): undefined reference to 
`GlobalEvents::startup()'
obj\game.o:game.cpp:(.text+0xf8b): undefined reference to 
`GlobalEvents::execute(GlobalEvent_t)'
obj\game.o:game.cpp:(.text+0x7dea): undefined reference to `g_chat'
obj\game.o:game.cpp:(.text+0x7ea3): undefined reference to `g_chat'
obj\game.o:game.cpp:(.text+0x7f45): undefined reference to `g_chat'
obj\game.o:game.cpp:(.text+0x804e): undefined reference to `g_chat'
obj\game.o:game.cpp:(.text+0x8077): undefined reference to `g_chat'
obj\game.o:game.cpp:(.text+0x8156): more undefined references to `g_chat' follow
obj\game.o:game.cpp:(.text$_ZNK6Player17sendCreatureSkullEPK8Creature[Player::se
ndCreatureSkull(Creature const*) const]+0x27): undefined reference to 
`ProtocolGame::sendCreatureSkull(Creature const*)'
obj\game.o:game.cpp:(.text$_ZN6Player14sendUpdateTileEPK4TileRK8Position[Player:
:sendUpdateTile(Tile const*, Position const&)]+0x2e): undefined reference to 
`ProtocolGame::sendUpdateTile(Tile const*, Position const&)'
obj\game.o:game.cpp:(.text$_ZN6Player18sendCreatureAppearEPK8Creatureb[Player::s
endCreatureAppear(Creature const*, bool)]+0x35): undefined reference to 
`ProtocolGame::sendAddCreature(Creature const*, bool)'
obj\game.o:game.cpp:(.text$_ZN6Player21sendCreatureDisappearEPK8Creaturejb[Playe
r::sendCreatureDisappear(Creature const*, unsigned int, bool)]+0x55): undefined 
reference to `ProtocolGame::sendRemoveCreature(Creature const*, Position 
const&, unsigned int, bool)'
obj\game.o:game.cpp:(.text$_ZN6Player16sendCreatureTurnEPK8Creaturej[Player::sen
dCreatureTurn(Creature const*, unsigned int)]+0x31): undefined reference to 
`ProtocolGame::sendCreatureTurn(Creature const*, unsigned int)'
obj\game.o:game.cpp:(.text$_ZN6Player15sendCreatureSayEPK8Creature12SpeakClasses
RKSs[Player::sendCreatureSay(Creature const*, SpeakClasses, 
std::basic_string<char, std::char_traits<char>, std::allocator<char> > 
const&)]+0x35): undefined reference to `ProtocolGame::sendCreatureSay(Creature 
const*, SpeakClasses, std::string const&)'
obj\game.o:game.cpp:(.text$_ZN6Player24sendCreatureChangeOutfitEPK8CreatureRK8Ou
tfit_t[Player::sendCreatureChangeOutfit(Creature const*, Outfit_t 
const&)]+0x2e): undefined reference to 
`ProtocolGame::sendCreatureOutfit(Creature const*, Outfit_t const&)'
obj\game.o:game.cpp:(.text$_ZN6Player25sendCreatureChangeVisibleEPK8Creatureb[Pl
ayer::sendCreatureChangeVisible(Creature const*, bool)]+0x4f): undefined 
reference to `ProtocolGame::sendCreatureOutfit(Creature const*, Outfit_t 
const&)'
obj\game.o:game.cpp:(.text$_ZN6Player25sendCreatureChangeVisibleEPK8Creatureb[Pl
ayer::sendCreatureChangeVisible(Creature const*, bool)]+0x69): undefined 
reference to `ProtocolGame::sendCreatureInvisible(Creature const*)'
obj\game.o:game.cpp:(.text$_ZN6Player17sendCreatureLightEPK8Creature[Player::sen
dCreatureLight(Creature const*)]+0x27): undefined reference to 
`ProtocolGame::sendCreatureLight(Creature const*)'
obj\game.o:game.cpp:(.text$_ZN6Player13sendContainerEjPK9Containerb[Player::send
Container(unsigned int, Container const*, bool)]+0x3c): undefined reference to 
`ProtocolGame::sendContainer(unsigned int, Container const*, bool)'
obj\game.o:game.cpp:(.text$_ZNK6Player16sendAnimatedTextERK8PositionhSs[Player::
sendAnimatedText(Position const&, unsigned char, std::basic_string<char, 
std::char_traits<char>, std::allocator<char> >) const]+0x50): undefined 
reference to `ProtocolGame::sendAnimatedText(Position const&, unsigned char, 
std::string)'
obj\game.o:game.cpp:(.text$_ZNK6Player16sendCancelTargetEv[Player::sendCancelTar
get() const]+0x20): undefined reference to `ProtocolGame::sendCancelTarget()'
obj\game.o:game.cpp:(.text$_ZNK6Player14sendCancelWalkEv[Player::sendCancelWalk(
) const]+0x20): undefined reference to `ProtocolGame::sendCancelWalk()'
obj\game.o:game.cpp:(.text$_ZNK6Player15sendChangeSpeedEPK8Creaturej[Player::sen
dChangeSpeed(Creature const*, unsigned int) const]+0x2e): undefined reference 
to `ProtocolGame::sendChangeSpeed(Creature const*, unsigned int)'
obj\game.o:game.cpp:(.text$_ZNK6Player18sendCreatureHealthEPK8Creature[Player::s
endCreatureHealth(Creature const*) const]+0x27): undefined reference to 
`ProtocolGame::sendCreatureHealth(Creature const*)'
obj\game.o:game.cpp:(.text$_ZNK6Player17sendDistanceShootERK8PositionS2_h[Player
::sendDistanceShoot(Position const&, Position const&, unsigned char) 
const]+0x3c): undefined reference to `ProtocolGame::sendDistanceShoot(Position 
const&, Position const&, unsigned char)'
obj\game.o:game.cpp:(.text$_ZN6Player24sendCreatePrivateChannelEtRKSs[Player::se
ndCreatePrivateChannel(unsigned short, std::basic_string<char, 
std::char_traits<char>, std::allocator<char> > const&)]+0x36): undefined 
reference to `ProtocolGame::sendCreatePrivateChannel(unsigned short, 
std::string const&)'
obj\game.o:game.cpp:(.text$_ZNK6Player20sendTradeItemRequestEPKS_PK4Itemb[Player
::sendTradeItemRequest(Player const*, Item const*, bool) const]+0x3c): 
undefined reference to `ProtocolGame::sendTradeItemRequest(Player const*, Item 
const*, bool)'
obj\game.o:game.cpp:(.text$_ZNK6Player14sendTradeCloseEv[Player::sendTradeClose(
) const]+0x20): undefined reference to `ProtocolGame::sendCloseTrade()'
obj\game.o:game.cpp:(.text$_ZN6Player14sendWorldLightER9LightInfo[Player::sendWo
rldLight(LightInfo&)]+0x27): undefined reference to 
`ProtocolGame::sendWorldLight(LightInfo const&)'
Process terminated with status 1 (3 minutes, 51 seconds)
50 errors, 0 warnings


What's wrong?

Original issue reported on code.google.com by [email protected] on 27 Nov 2012 at 6:26

Monsters

- monsters shouldn't walk diagonally when flee
- double melee attack
- monster that is immune from the given element(fire, poison, energy) won't 
enter into for example fire filed until a player burn that monster shooting at 
him
- distance monsters also slow down when they are reached by player
- monster activation delay (ie. when player is stair hopping)

not reproduced yet

Original issue reported on code.google.com by [email protected] on 23 Feb 2012 at 10:38

Ban System

What steps will reproduce the problem?
1. Make one character get ban;
2. Wait until the ban get over;
3. So, ban this same character again;
4. Now the ban is registered but the character account is able to login/logout 
without penalty

What version of the product are you using? On what operating system?
Avesta 0.6.5e...
Tibia 7.72 at windows xp and 7;

Please provide any additional information below.
I have tested this with unjustified kills ban, and with manual ban...
after the second ban the player is not blocked to login but the banishment is 
registered on database and website...

Original issue reported on code.google.com by [email protected] on 13 Jan 2014 at 3:45

Parcels

player can push himself on stacked parcels

not reproduced yet

Original issue reported on code.google.com by [email protected] on 23 Feb 2012 at 10:40

Map binary loading is slow

The current map loading we use in Avesta is slow and uses alot more memory than 
other otservers.

Mastercores server uses Avesta, but their map loading is over 50 seconds 
faster, successfully loads a real map in less 10 seconds, compared to the 
current avesta loading a real map for over 120 seconds in a home PC.

Indeed both maps were the same, including 100k spawns, and over 300+ npcs.

No wonder if you could try to see what changes were made there.


Original issue reported on code.google.com by [email protected] on 15 Jul 2012 at 5:54

Distance fight && spell

If player is attacking creature or other player with distance weapon and casts 
attack spell when distance weapon exhaustion ticks are almost 0 -> player 
doesn't hit from distance weapon in this turn.


Original issue reported on code.google.com by [email protected] on 23 Oct 2011 at 9:46

some monsters and another bugs

-monster should randomly move only after melee hit(2sec) while is blocking by 
player

-monsters should loses the target when distanse between monster and player is 9 
sqm(on ots is 12) i think

-monsters should pick-up targets which are closer and do not loose previous 
target

-message when player standing in dp and he got a parcel/letter (New mail has 
arrived.)

-if monsters are behind the wall and can't reach your battle X can disapear

- if someone(player) trying to push creature or another player he's melee 
attack should stops for 2 sec.

Original issue reported on code.google.com by [email protected] on 15 Jul 2012 at 2:51

Rope

blood on rope spot doesn't let player rope

not reproduced yet

Original issue reported on code.google.com by [email protected] on 23 Feb 2012 at 10:40

Fatal Crash

With latest rev whenever the server ends loading the map, it will crash.


Original issue reported on code.google.com by [email protected] on 11 Jul 2012 at 7:01

Acc GM or GOD

We can't do acc for GM or GOD, what way we could do this?


Original issue reported on code.google.com by [email protected] on 17 Dec 2012 at 11:52

ban system

What steps will reproduce the problem?
1.ParseviolationWindow
2.Bytes
3.none

What is the expected output? What do you see instead?
The ban system doesnt work it doesnt kick the player and neither does ban the 
person.


What version of the product are you using? On what operating system?
avesta 0.6.5 protocol 772


Please provide any additional information below.
I will try to fix this

kind regards jeffry


Original issue reported on code.google.com by [email protected] on 10 Jul 2012 at 8:17

Compiling problem!

The problem with compilation:
1. databasemysql.cpp can't be compiled.
2. ..\databasemysql.cpp(195): error C2440: initialization: can not to transform 
"MySQLResult *" to "DBResult *"
3. i found the solution on 
http://msdn.microsoft.com/en-us/library/sy5tsf8z(v=vs.80).aspx
4. anyway it not helps.

What is the expected output? What do you see instead?
1>------ Построение начато: проект: ShineOT, 
Конфигурация: Release Win32 ------
1>  databasemysql.cpp
1>..\databasemysql.cpp(195): error C2440: инициализация: 
невозможно преобразовать "MySQLResult *" в "DBResult *"
1>          Типы, на которые указывают 
указатели, не связаны; для преобразования 
требуется reinterpret_cast, приведение в стиле С 
или приведение в стиле функции
========== Построение: успешно: 0, с ошибками: 1, 
без изменений: 0, пропущено: 0 ==========

What version of the product are you using? On what operating system?
Microsoft Visual C++ 10 [Russian]. Microsoft Windows XP SP 3

Please provide any additional information below.
i know what usually that problem with unicode char set, but i set it to 
Multi-Byte and now i have no idea to fix that... Please little help...

P.S. Sorry for English.

Original issue reported on code.google.com by [email protected] on 8 Jan 2013 at 6:55

getPlayerLearnedInstantSpell(cid, name) not working

example; getPlayerLearnedInstantSpell(cid, "Light")

It isn't working...
It actually learns the spell for the player, but he needs to relogin in order 
to update player_spells table.

Also it wont work when talking about conditions;

                if getPlayerLearnedInstantSpell(cid, "light") == false then
                    if getPlayerLevel(cid) >= _level then
                        if doPlayerRemoveMoney(cid, _price) == 1 then
                            _selfSay("Here you are. Look in your spellbook for the pronunciation of this spell.")
                            doSendMagicEffect(getCreaturePosition(cid), CONST_ME_MAGIC_BLUE)
                            playerLearnInstantSpell(cid, _spellname)
                            _topic = 0
                            return true
                        else
                            _selfSay("Return when you have enough gold.")
                            _topic = 0
                            return true
                        end
                    else
                        _selfSay("You have to be level " .. _level .. " to learn this spell.")
                        _topic = 0
                        return true
                    end
                else
                    _selfSay("You already know how to cast this spell.")
                    _topic = 0
                    return true
                end

It will always call You already know how to cast this spell, when indeed, I 
haven't learned such spell.

Ignore them _var it's something in my loop, I can buy the spell when set to 
TRUE, but it wont tell me I have already purchased the spell.

Original issue reported on code.google.com by [email protected] on 20 Jul 2012 at 9:40

holes

Can't rope up more then 1 item with height more then 1 or throw it downstairs.

Original issue reported on code.google.com by [email protected] on 23 Jan 2013 at 8:14

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