ezzz-dev / nostalrius Goto Github PK
View Code? Open in Web Editor NEWNostalrius is a 7.7 Tibia Clone Project based on The Forgotten Server 1.2 and CipSoft files.
Nostalrius is a 7.7 Tibia Clone Project based on The Forgotten Server 1.2 and CipSoft files.
Currently Behavior:
If you are in Thais depot tile for example and receive a parcel/letter in Carlin, you got this msg on screen
"New mail has arrived"
Expected Behavior:
You only will receive the msg "New mail has arrived" if you are in correct town, that the parcel/letter was sent.
Can anyone confirm this problem? I try to identify the problem.
the monster can not attack the player, he is behaving in a wrong way.
the delay in the monster's walking, is very slow...
Here the test of ReaLOTS monsters behavior movie.
https://streamable.com/wobml
they are faster and with updatelook
Getting kicked every 35 secs if afk
In my lua settings I have 15 minutes
No error in console
Any ideas? Someone with same problem?
player/monster summons don't move (87ba59c) - fixed
spell visual wrong order? https://imgur.com/a/CC4SvnQ
cannot use runes on fields it returns 'there is not enough room'
monster direction change - posted comment here d122405#commitcomment-33169361
your summon doesn't follow you when you have attack on it (it should follow)
changing floors after /ghost has been activated, removes the invisible state
When there is a Rope Spot, targetting a monster becomes impossible with the mouse, but control + click on monster and attack works.
Hey there, having some issues with the rune npc's. They are selling runes in different counts then what they are set to in the gen-t-runes-free-s.ndb file.
For example, when going to Xodet and "buy great fireball rune" - he will give you a rune with 4x charges, even though the file says 2x
"great","fireball","rune" -> Type=3191, Data=2, Amount=1, Price=180,
Any ideas?
Now the soft boots are substracting minutes once you got them in the inventory or equiped.
At least it needs two items for the worn/unworn states. or delete the conditions and leave it only for aestethic purposes.
Getting lots of diconnects from OTClient, compiled on Ubuntu, using OTClient with 7.72 files from official client. I get the following error:
Error:
ERROR: got an invalid ping from server
And then I'm disconnected from the server.
I don't get those disconnect or ping errors with OTHire and OTX compilled from source.
Hello there!
I'm trying to compile it in Linux, got this error after running make
:
-- The C compiler identification is GNU 8.2.0
-- The CXX compiler identification is GNU 8.2.0
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- cotire 1.7.6 loaded.
-- Performing Test COMPILER_KNOWS_CXX11
-- Performing Test COMPILER_KNOWS_CXX11 - Success
-- Performing Test COMPILER_KNOWS_STDLIB
-- Performing Test COMPILER_KNOWS_STDLIB - Failed
-- Found GMP: /usr/include
-- Found PugiXML: /usr/include
-- Could NOT find LuaJIT (missing: LUA_LIBRARIES LUA_INCLUDE_DIR)
-- MySQL Include dir: /usr/include/mysql library dir: /usr/lib
-- MySQL client libraries: mysqlclient
-- Looking for pthread.h
-- Looking for pthread.h - found
-- Looking for pthread_create
-- Looking for pthread_create - found
-- Found Threads: TRUE
-- Found Lua: /usr/lib/liblua.so;/usr/lib/libm.a (found version "5.1.5")
-- Boost version: 1.67.0
-- Found the following Boost libraries:
-- system
-- filesystem
-- CXX target tfs cotired without unity build.
-- Configuring done
-- Generating done
-- Build files have been written to: /otserv/build
/otserv/build # make
[ 1%] Generating CXX prefix source cotire/tfs_CXX_prefix.cxx
[ 2%] Generating CXX prefix header cotire/tfs_CXX_prefix.hxx
[ 4%] Building CXX precompiled header cotire/tfs_CXX_prefix.hxx.gch
Scanning dependencies of target tfs
[ 5%] Building CXX object CMakeFiles/tfs.dir/src/otpch.cpp.o
[ 7%] Building CXX object CMakeFiles/tfs.dir/src/actions.cpp.o
[ 8%] Building CXX object CMakeFiles/tfs.dir/src/ban.cpp.o
[ 9%] Building CXX object CMakeFiles/tfs.dir/src/baseevents.cpp.o
[ 11%] Building CXX object CMakeFiles/tfs.dir/src/bed.cpp.o
[ 12%] Building CXX object CMakeFiles/tfs.dir/src/behaviourdatabase.cpp.o
/otserv/src/behaviourdatabase.cpp: In member function 'int32_t BehaviourDatabase::searchDigit(const string&)':
/otserv/src/behaviourdatabase.cpp:1150:14: error: catching polymorphic type 'class std::invalid_argument' by value [-Werror=catch-value=]
catch (std::invalid_argument) {
^~~~~~~~~~~~~~~~
/otserv/src/behaviourdatabase.cpp:1153:14: error: catching polymorphic type 'class std::out_of_range' by value [-Werror=catch-value=]
catch (std::out_of_range) {
^~~~~~~~~~~~
cc1plus: all warnings being treated as errors
make[2]: *** [CMakeFiles/tfs.dir/build.make:147: CMakeFiles/tfs.dir/src/behaviourdatabase.cpp.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:105: CMakeFiles/tfs.dir/all] Error 2
make: *** [Makefile:84: all] Error 2
Any clue of what it might be? Thanks!
I'm inside a Alpine Linux container. This is the Dockerfile:
FROM alpine:latest
COPY . /otserv/.
RUN apk update && \
apk upgrade && \
apk add --no-cache git make cmake gcc g++ boost-dev gmp-dev \
mariadb-dev lua-dev pugixml-dev
EXPOSE 7171
Then I performed the commands:
mkdir build
cd build
cmake ..
make
Video reporting the problem
https://streamable.com/hgpp9
when the monsters are immune to certain damage, can not receive the effect until the damage is done.
ReaLots test video (experimental realots)
https://streamable.com/8h36i
Unfortunately my character is level low in (experimental realots), i can't test with demon skeletons in fire for example, but i believe this behavior happens to all monsters...
Hello, when you go upstairs on ladder, and there's a small table (unpass item) down you, you cannot use runes on your self or be targeted from runes of other players.
If i change gainhpamount or gainmanaamount=6 to gainmanaamount=12, one guy have regeneration for 6 and one have for 12.
I think this update 76c9251 make another bug
https://imgur.com/r9zBo4d
using those 3 spells without double quotes doesn't work
exiva name
exani hur down/up
exura sio name
it attacks normaly every 2seconds as it should, but when it moves there is 3 seconds instead, should not happen
Example:
I have bag in inventory. 7 items + 1 backpack in that bag.
When I'm trying to buy 2 items from npc, it goes on the ground instead of that 1 bp in my bag.
Current behaviour: At startup server checks in global event startup.lua for houses on auction and if auction has ended. If auction has ended it finds the playerid with highest bid and then tries to draw money from players balance in database. Since the balance property isnt being used and balance property is most likely 0 the script will reset auction and player doesnt get the house. Keep in mind, this has nothing to do with the talkaction !buyhouse.
Desired behaviour:
At startup server should check if player with highest bid has enough money in depot to pay rent + bid. Then server should decrement this amount from amount of money in players depot.
If player doesnt have this amount in the depot the auction should be restarted and player does not receive the house.
Affected code:
The affected lines of code can be found in data/globalevents/scripts/startup.lua on lines
20 to 37.
I've been trying to figure out how to fix this in a good way but I'm stuck.
tested on 80ms, ml 45
if a player cast a field it will do -50% damage (rounded up), if wait 5 seconds it should do normal damage.
step into (normal damage)
23:47 You lose 30 hitpoints. (tick) (x1)
23:47 You lose 25 hitpoints. (tick) (x1)
step into (player damage)
00:08 You lose 15 hitpoints due to an attack by Janaja. (tick) (x1)
00:09 You lose 13 hitpoints due to an attack by Janaja. (tick) (x1)
cast on self/target (player damage)
23:29 You lose 15 hitpoints due to an attack by Janaja. (tick) (x1)
23:29 You lose 13 hitpoints due to an attack by Janaja. (tick) (x1)
stand still on field (until it expires)
(normal damage) - need testing
(player damage) - need testing
tested on 80ms, ml 45
if a player cast a field it will do -50% damage (rounded up), if wait 5 seconds it should do normal damage.
step into (normal damage)
00:14 You lose 20 hitpoints. (tick) (x1)
00:14 You lose 10 hitpoints. (tick) (x7)
step into (player damage)
00:40 You lose 10 hitpoints due to an attack by Janaja. (tick) (x1)
00:40 You lose 5 hitpoints due to an attack by Janaja. (tick) (x7)
cast on self/target (player damage)
00:50 You lose 10 hitpoints due to an attack by Janaja. (tick) (x1)
00:50 You lose 5 hitpoints due to an attack by Janaja. (tick) (x7)
stand still on field (until it expires)
(normal damage) - need testing
(player damage) - need testing
tested on 80ms, ml 45
if a player cast a field it will do -50% damage (rounded up), if wait 5 seconds it should do normal damage.
step into (normal damage)
00:17 You lose 5 hitpoints. (tick) (x1)
00:17 You lose 4 hitpoints. (tick) (x4)
00:17 You lose 3 hitpoints. (tick) (x7)
00:18 You lose 2 hitpoints. (tick) (x10)
00:18 You lose 1 hitpoint. (tick) (x38)
total 100 damage.
step into (player damage)
00:25 You lose 3 hitpoints due to an attack by Janaja. (tick) (x1)
00:25 You lose 2 hitpoints due to an attack by Janaja. (tick) (x11)
00:25 You lose 1 hitpoint due to an attack by Janaja. (tick) (x48)
total 73 damage.
cast on self/target (player damage)
01:27 You lose 3 hitpoints due to an attack by Janaja. (tick) (x1)
01:27 You lose 2 hitpoints due to an attack by Janaja. (tick) (x11)
01:28 You lose 1 hitpoint due to an attack by Janaja. (tick) (x48)
total 73 damage.
stand still on field (until it expires)
(normal damage)
01:18 You lose 5 hitpoints. (tick) (x1)
01:18 You lose 4 hitpoints. (tick) (x6)
01:18 You lose 3 hitpoints. (tick) (x10)
01:19 You lose 2 hitpoints. (tick) (x19)
01:20 You lose 1 hitpoint. (tick) (x63)
total 160 damage.
(player damage)
01:33 You lose 3 hitpoints due to an attack by Janaja. (tick) (x1)
01:33 You lose 2 hitpoints due to an attack by Janaja. (tick) (x16)
01:34 You lose 1 hitpoint due to an attack by Janaja. (tick) (x84)
total 119 damage.
current
expected
confirmed
https://i.imgur.com/EDiG3a8.jpg
I would love to see a ingame guildhall system ,like on old tfs versions(showing guild name on the door,only guild leader can buy and trade guildhalls etc)
(/i 2874,0)
(/i 2874, 0)
comparing monsters chances:
Stalkers.xml
Warlocks.xml
and I also see that the stalkers do not return to normal
my record video 5 minutes i think is a good time to test with much wl's
https://streamable.com/i9tsd
When you moving on level 13 character is getting lag/teleporting back every 5-15~ seconds.
This happens on 13 lvl (maybe on some other lvls also i'm not 100% sure). It looks like problem happens only on dirt. Walking on grass/cobbled floor in city seems fine.
It must be something with movement speed because there is no such problem when I equip boots of haste or have different lvl.
Bad fps in video but you can still see teleports: https://streamable.com/papu4
I remenber old tibia when i lose some items inside a parcel, because a demon skeleton push my parcel like 3x and the parcel has been deleted with Poff effect, i saw this function in source, but dont work idk why. I tested waiting many time a creature push a movable item and nothing happen...
This function dont work
In monster.cpp
void Monster::pushCreatures(Tile* tile)
when u lose premium account, you lose promotion, but if you buy premium again, you'll be promoted again, but it's not happening, when player buy premium for the second time
Antidote Rune dont work, but exana pox is working
local combat = Combat()
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
combat:setParameter(COMBAT_PARAM_DISPEL, CONDITION_POISON)
combat:setParameter(COMBAT_PARAM_AGGRESSIVE, false)
function onCastSpell(creature, variant)
return combat:execute(creature, variant)
end
and i change to this and still dont work
local combat = Combat()
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
combat:setParameter(COMBAT_PARAM_DISPEL, CONDITION_POISON)
combat:setParameter(COMBAT_PARAM_TARGETCASTERORTOPMOST, true)
combat:setParameter(COMBAT_PARAM_AGGRESSIVE, false)
function onCastSpell(creature, variant)
return combat:execute(creature, variant)
end
any solution?
if you do a reload on items the spell name on runes doesn't show. also runes that you conjure after the reload will be unlimited charges on, but the name will be wrong regardless if you conjure before or after.
i cant figure out what it is, but it seems to be way off
pretty sure you should be able to block 1 creature with only a weapon equipped, and 2 creatures if you have a shield instead, and if have both equipped it should use the one with highest defense
here is a quick test i did on realots using giant sword vs an orc with 15 sword skill
https://i.imgur.com/JAMTsDE.jpg
also, currently i can have 100 sword skill and the orc still hits me for 18 with giant sword (def:22),
even with a magic sword (def:35) it hits for 15+,
and if i equip a wooden shield (def:14) and 10 shielding skill btw, it barely hits me ever.
tldr: something is wrong with weapon blocking.
Orc Spearman do not attack at distance. He is just running away and attack only with melee if you are next to him.
they don't do any sounds at all, so cant test if they do it on other floors either
cant use destroy rune if fire is on rope place "There is not enough room."
Seems casting exana pox while walking/running doesn't cure poison, but seems to work if you're standing still.
After server restart all items in house are gone.
If you put an item on a closed hole and you walk down the hole, the item should also go down the floor with you.
so i tested what @peonso had to say, and it seems to be true that the damage is being calculated for each target it hits
this repository
https://i.imgur.com/FkXLI0O.png
how it should work
https://i.imgur.com/5OrZkzK.png
also here is a great energy beam from 7.4 : p
https://i.imgur.com/y94eEMt.png
Steps to reproduce.
put 50 + items in ur house and use the command !leavehouse, after go check ur depot, and try remove the items there.
Obs: i tested with 50 items in house.
Expected behaviour
After your depot disappear, when u start remove the all items there from your locker, the depot box will back normally.
Actual Behaviour
when u start remove the all items from your locker, the depot box and remaining items don't appear... you need re-open the locker again to load the remaining items or to appear again the depot box
reproducing the problem
https://streamable.com/7k7vs
I tested reproduce this sending many parcels/letter to my depot, not have the problem in this case.
Seems like when you move the parchment instead of spawning 4 demons it spawns 4 dead demons.
missing poison effect when step into the field
also for wall, bomb runes, there should only be a hit effect on the targets, not around
https://i.imgur.com/cb0qQC3.png
apparently everything works smooth on windows, but when it comes to linux, the filesystem reads the npc files, items.srv etc in reversed order, so there will be issues when talking to npc or trying to create items, maby more files will get affected idk.
When using a fire bomb (3x) rune on items that you cannot walk on, but you can put items ontop of.
Different kinds:
Table - Can put items ontop
Pot - Cannot put items ontop
Shouldn't the Magic Field appear under the Item (table/pot)?
Let me know if I'm wrong!
Picture to demonstrate:
https://imgur.com/a/ZGDlUvu
Hi, would anyone mind helping me to build?
I'm a developer but never built anything in C/C++
Thanks
when the player is rooked and back to rookgaard, does not return with first items again.
maybe something wrong in sources because i saw the firstItems.lua everything seems correct...
very weird because saw this code part on player.cpp
// Restart first items lastLoginSaved = 0; lastLogout = 0;
so using capslocked messages currently doesn't display from far distance, not even on other floors. i don't exactly know how it's suppose to work, and i also don't have 2 accounts to try it with on the experiemental server. but its something i remember. enlighten me if i am wrong.
ok first off, i won't make an image for the current behaviour tonight, maby tomorrow if you don't understand what i mean.
the expected bahavior is that the monster should change it's direction according to where the player stands, i draw an image here while tested on the realots experimental server.
https://i.imgur.com/1wTviU7.png
so as you can see the monster is standing on the red square in middle, and the squares next to it is the direction it should face while player stand on that square
and if the player is standing on the same square as the monster it should be facing east
hopefully it makes sense!
currently it doesn't work, only return not possible and poff effect
this is how it should be
rat: https://gyazo.com/ef1fce0c67468f9739cb94d01826f786
nothing: https://gyazo.com/380a033879d72fb2c8d948421ae7b8cb
Something at least wrong with the melee formulas because i get out-healed by a dragon lord when trying to kill one at full offensive, skull staff and 85 in club fighting. Switching to a war hammer was the only way to defeat it but even then it took a long time. With war hammer and club it took about 1-3 minutes to kill from half health.
Two handed damage feels like one handed and so I feel it should be upped a bit. I took over 5 minutes to kill a single monster which is a bit off when compared to the real thing..
Also I can't remember exacly but I feel like gfb hitting double damage compared to hmm. When gfb is used with my pally it deals on average 80 damage but hmm deals only 45 damage on average.
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