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    • By Isac005
      Alguem sabe resolver isso?
       
    • By Phesados
      Estou com o seguinte erro ao compilar a source do meu server: 
       Compilador:
      Default compiler
      Building Makefile: "C:\server\dev-cpp\Makefile.win"
      Executando  make...
      mingw32-make -f "C:\server\dev-cpp\Makefile.win" all
      g++.exe -c ../protocolgame.cpp -o obj//protocolgame.o -I"C:/Stian's Repack Dev-Cpp 0.2, 64bit/include"  -D__USE_MYSQL__ -D__USE_SQLITE__ -D__ENABLE_SERVER_DIAGNOSTIC__ -D__EXCEPTION_TRACER__ -D__EMERGENCY_SAVE__ -D__CONSOLE__   -fexpensive-optimizations -O1
      In file included from c:\stian's repack dev-cpp 0.2, 64bit\bin\../lib/gcc/mingw32/4.4.0/../../../../include/boost/asio/detail/win_iocp_io_service_fwd.hpp:24,
                       from c:\stian's repack dev-cpp 0.2, 64bit\bin\../lib/gcc/mingw32/4.4.0/../../../../include/boost/asio/io_service.hpp:37,
                       from c:\stian's repack dev-cpp 0.2, 64bit\bin\../lib/gcc/mingw32/4.4.0/../../../../include/boost/asio/basic_io_object.hpp:20,
                       from c:\stian's repack dev-cpp 0.2, 64bit\bin\../lib/gcc/mingw32/4.4.0/../../../../include/boost/asio/basic_socket.hpp:24,
                       from c:\stian's repack dev-cpp 0.2, 64bit\bin\../lib/gcc/mingw32/4.4.0/../../../../include/boost/asio/basic_datagram_socket.hpp:25,
                       from c:\stian's repack dev-cpp 0.2, 64bit\bin\../lib/gcc/mingw32/4.4.0/../../../../include/boost/asio.hpp:20,
                       from ../otsystem.h:33,
                       from ../exception.h:21,
                       from ../definitions.h:81,
                       from ../resources.h:20,
                       from ../protocolgame.cpp:18:
      c:\stian's repack dev-cpp 0.2, 64bit\bin\../lib/gcc/mingw32/4.4.0/../../../../include/boost/asio/detail/socket_types.hpp:37:5: warning: #warning Please define _WIN32_WINNT or _WIN32_WINDOWS appropriately.
      c:\stian's repack dev-cpp 0.2, 64bit\bin\../lib/gcc/mingw32/4.4.0/../../../../include/boost/asio/detail/socket_types.hpp:38:5: warning: #warning For example, add -D_WIN32_WINNT=0x0501 to the compiler command line.
      c:\stian's repack dev-cpp 0.2, 64bit\bin\../lib/gcc/mingw32/4.4.0/../../../../include/boost/asio/detail/socket_types.hpp:39:5: warning: #warning Assuming _WIN32_WINNT=0x0501 (i.e. Windows XP target).
      In file included from ../protocolgame.cpp:44:
      ../quests.h: In member function 'const std::string& Quest::getName(Player*) const':
      ../quests.h:75: warning: returning reference to temporary
      ../protocolgame.cpp: At global scope:
      ../protocolgame.cpp:2962: error: expected unqualified-id before 'else'
      mingw32-make: *** [obj//protocolgame.o] Error 1
      Execução terminada
       
      Se alguém poder me ajudar agradeceria.
    • By Mathias Kenfi
      Hoje estarei ensinando a instalar os seguintes novos atributos/sistemas em sua source
      CriticalHitChance e DodgeChance -- (Funciona da mesma maneira que o critical básico de script, porém sem bugs de callstack) Life e Mana Absorb -- (Regenera, de acordo com a % atribuida, a partir de dano recebido) Life e Mana Leech -- (Regenera, de acordo com a % atribuida, a partir do dano causado) Exemplo de como vai ficar
      Primeiro e antes de tudo, você terá de desativar o critical padrão do Tibia (Você pode pular essa parte se quiser)
       
      Vamos lá! Vá em items.cpp e procure por:
      attackSpeed = 0; Abaixo coloque:
      criticalHitChance = dodgeChance = lifeAbsorb = manaAbsorb = lifeLeech = manaLeech = 0; Depois, ainda em items.cpp, procure por:
      else if(tmpStrValue == "extradefense" || tmpStrValue == "extradef") { if(readXMLInteger(itemAttributesNode, "chance", intValue)) it.extraDefenseChance = intValue; if(readXMLInteger(itemAttributesNode, "value", intValue)) it.extraDefense = intValue; if(readXMLInteger(itemAttributesNode, "random_min", intValue)) it.extraDefenseRndMin = intValue; if(readXMLInteger(itemAttributesNode, "random_max", intValue)) it.extraDefenseRndMax = intValue; } Abaixo coloque:
      else if(tmpStrValue == "criticalhitchance") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.criticalHitChance = intValue; } else if(tmpStrValue == "dodgechance") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.dodgeChance = intValue; } else if(tmpStrValue == "lifeabsorb") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.lifeAbsorb = intValue; } else if(tmpStrValue == "manaabsorb") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.manaAbsorb = intValue; } else if(tmpStrValue == "lifeleech") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.lifeLeech = intValue; } else if(tmpStrValue == "manaleech") { if(readXMLInteger(itemAttributesNode, "value", intValue)) it.manaLeech = intValue; } Agora vá em items.h e procure por:
      int32_t attack, extraAttack, defense, extraDefense, armor, breakChance, hitChance, maxHitChance, runeLevel, runeMagLevel, lightLevel, lightColor, decayTo, rotateTo, alwaysOnTopOrder; Abaixo coloque:
      int32_t criticalHitChance, dodgeChance, lifeAbsorb, manaAbsorb, lifeLeech, manaLeech;  
       
      Agora vá em item.cpp e procure por:
      case ATTR_ATTACK: { int32_t attack; if(!propStream.getLong((uint32_t&)attack)) return ATTR_READ_ERROR; setAttribute("attack", attack); break; } Acima coloque:
      case ATTR_CRITICALHITCHANCE: { int32_t criticalHitChance; if(!propStream.getLong((uint32_t&)criticalHitChance)) return ATTR_READ_ERROR; setAttribute("criticalhitchance", criticalHitChance); break; } case ATTR_DODGECHANCE: { int32_t dodgeChance; if(!propStream.getLong((uint32_t&)dodgeChance)) return ATTR_READ_ERROR; setAttribute("dodgechance", dodgeChance); break; } case ATTR_LIFEABSORB: { int32_t lifeAbsorb; if(!propStream.getLong((uint32_t&)lifeAbsorb)) return ATTR_READ_ERROR; setAttribute("lifeabsorb", lifeAbsorb); break; } case ATTR_MANAABSORB: { int32_t manaAbsorb; if(!propStream.getLong((uint32_t&)manaAbsorb)) return ATTR_READ_ERROR; setAttribute("manaabsorb", manaAbsorb); break; } case ATTR_LIFELEECH: { int32_t lifeLeech; if(!propStream.getLong((uint32_t&)lifeLeech)) return ATTR_READ_ERROR; setAttribute("lifeleech", lifeLeech); break; } case ATTR_MANALEECH: { int32_t manaLeech; if(!propStream.getLong((uint32_t&)manaLeech)) return ATTR_READ_ERROR; setAttribute("manaleech", manaLeech); break; } Procure por:
      if(it.weaponType == WEAPON_DIST && it.ammoType != AMMO_NONE) { begin = false; s << " (Range:" << int32_t(item ? item->getShootRange() : it.shootRange); if(it.attack || it.extraAttack || (item && (item->getAttack() || item->getExtraAttack()))) { s << ", Atk " << std::showpos << int32_t(item ? item->getAttack() : it.attack); if(it.extraAttack || (item && item->getExtraAttack())) s << " " << std::showpos << int32_t(item ? item->getExtraAttack() : it.extraAttack) << std::noshowpos; } if(it.hitChance != -1 || (item && item->getHitChance() != -1)) s << ", Hit% " << std::showpos << (item ? item->getHitChance() : it.hitChance) << std::noshowpos; } else if(it.weaponType != WEAPON_AMMO && it.weaponType != WEAPON_WAND) { if(it.attack || it.extraAttack || (item && (item->getAttack() || item->getExtraAttack()))) { begin = false; s << " (Atk:"; if(it.abilities.elementType != COMBAT_NONE && it.decayTo < 1) { s << std::max((int32_t)0, int32_t((item ? item->getAttack() : it.attack) - it.abilities.elementDamage)); if(it.extraAttack || (item && item->getExtraAttack())) s << " " << std::showpos << int32_t(item ? item->getExtraAttack() : it.extraAttack) << std::noshowpos; s << " physical + " << it.abilities.elementDamage << " " << getCombatName(it.abilities.elementType); } else { s << int32_t(item ? item->getAttack() : it.attack); if(it.extraAttack || (item && item->getExtraAttack())) s << " " << std::showpos << int32_t(item ? item->getExtraAttack() : it.extraAttack) << std::noshowpos; } } if(it.defense || it.extraDefense || (item && (item->getDefense() || item->getExtraDefense()))) { if(begin) { begin = false; s << " ("; } else s << ", "; s << "Def:" << int32_t(item ? item->getDefense() : it.defense); if(it.extraDefense || (item && item->getExtraDefense())) s << " " << std::showpos << int32_t(item ? item->getExtraDefense() : it.extraDefense) << std::noshowpos; } } Abaixo coloque:
      if(it.criticalHitChance || (item && item->getCriticalHitChance())) { if(begin) { begin = false; s << " ("; } else s << ", "; s << "Crit Chance:" << std::showpos << int32_t(item ? item->getCriticalHitChance() : it.criticalHitChance) << "%"<< std::noshowpos; } if(it.dodgeChance || (item && item->getDodgeChance())) { if(begin) { begin = false; s << " ("; } else s << ", "; s << "Dodge Chance:" << std::showpos << int32_t(item ? item->getDodgeChance() : it.dodgeChance) << "%"<< std::noshowpos; } if(it.lifeAbsorb || (item && item->getLifeAbsorb())) { if(begin) { begin = false; s << " ("; } else s << ", "; s << "Life Absorb:" << std::showpos << int32_t(item ? item->getLifeAbsorb() : it.lifeAbsorb) << "%"<< std::noshowpos; } if(it.manaAbsorb || (item && item->getManaAbsorb())) { if(begin) { begin = false; s << " ("; } else s << ", "; s << "Mana Absorb:" << std::showpos << int32_t(item ? item->getManaAbsorb() : it.manaAbsorb) << "%"<< std::noshowpos; } if(it.lifeLeech || (item && item->getLifeLeech())) { if(begin) { begin = false; s << " ("; } else s << ", "; s << "Life Leech:" << std::showpos << int32_t(item ? item->getLifeLeech() : it.lifeLeech) << "%"<< std::noshowpos; } if(it.manaLeech || (item && item->getManaLeech())) { if(begin) { begin = false; s << " ("; } else s << ", "; s << "Mana Leech:" << std::showpos << int32_t(item ? item->getManaLeech() : it.manaLeech) << "%"<< std::noshowpos; } Procure por:
      int32_t tmp = it.armor; if(item) tmp = item->getArmor(); bool begin = true; if(tmp) { s << " (Arm:" << tmp; begin = false; } Abaixo coloque:
      if(it.criticalHitChance || (item && item->getCriticalHitChance())) { if(begin) { begin = false; s << " ("; } else s << ", "; s << "Crit Chance:" << std::showpos << int32_t(item ? item->getCriticalHitChance() : it.criticalHitChance) << "%"<< std::noshowpos; } if(it.dodgeChance || (item && item->getDodgeChance())) { if(begin) { begin = false; s << " ("; } else s << ", "; s << "Dodge Chance:" << std::showpos << int32_t(item ? item->getDodgeChance() : it.dodgeChance) << "%"<< std::noshowpos; } if(it.lifeAbsorb || (item && item->getLifeAbsorb())) { if(begin) { begin = false; s << " ("; } else s << ", "; s << "Life Absorb:" << std::showpos << int32_t(item ? item->getLifeAbsorb() : it.lifeAbsorb) << "%"<< std::noshowpos; } if(it.manaAbsorb || (item && item->getManaAbsorb())) { if(begin) { begin = false; s << " ("; } else s << ", "; s << "Mana Absorb:" << std::showpos << int32_t(item ? item->getManaAbsorb() : it.manaAbsorb) << "%"<< std::noshowpos; } if(it.lifeLeech || (item && item->getLifeLeech())) { if(begin) { begin = false; s << " ("; } else s << ", "; s << "Life Leech:" << std::showpos << int32_t(item ? item->getLifeLeech() : it.lifeLeech) << "%"<< std::noshowpos; } if(it.manaLeech || (item && item->getManaLeech())) { if(begin) { begin = false; s << " ("; } else s << ", "; s << "Mana Leech:" << std::showpos << int32_t(item ? item->getManaLeech() : it.manaLeech) << "%"<< std::noshowpos; } Agora vá em item.h e procure por:
      ATTR_DUALWIELD = 43, Abaixo coloque:
      ATTR_CRITICALHITCHANCE = 44, ATTR_DODGECHANCE = 45, ATTR_LIFEABSORB = 46, ATTR_MANAABSORB = 47, ATTR_LIFELEECH = 48, ATTR_MANALEECH = 49, Procure por:
      int32_t getExtraDefense() const; Abaixo coloque:
      int32_t getCriticalHitChance() const; int32_t getDodgeChance() const; int32_t getLifeAbsorb() const; int32_t getManaAbsorb() const; int32_t getLifeLeech() const; int32_t getManaLeech() const; Procure por:
      inline int32_t Item::getExtraDefense() const { bool ok; int32_t v = getIntegerAttribute("extradefense", ok); if(ok) return v; return items[id].extraDefense; } Abaixo coloque:
      inline int32_t Item::getCriticalHitChance() const { bool ok; int32_t v = getIntegerAttribute("criticalhitchance", ok); if(ok) return v; return items[id].criticalHitChance; } inline int32_t Item::getDodgeChance() const { bool ok; int32_t v = getIntegerAttribute("dodgechance", ok); if(ok) return v; return items[id].dodgeChance; } inline int32_t Item::getLifeAbsorb() const { bool ok; int32_t v = getIntegerAttribute("lifeabsorb", ok); if(ok) return v; return items[id].lifeAbsorb; } inline int32_t Item::getManaAbsorb() const { bool ok; int32_t v = getIntegerAttribute("manaabsorb", ok); if(ok) return v; return items[id].manaAbsorb; } inline int32_t Item::getLifeLeech() const { bool ok; int32_t v = getIntegerAttribute("lifeleech", ok); if(ok) return v; return items[id].lifeLeech; } inline int32_t Item::getManaLeech() const { bool ok; int32_t v = getIntegerAttribute("manaleech", ok); if(ok) return v; return items[id].manaLeech; }  
       
      Agora vá em player.cpp e procure por:
      int32_t Player::getArmor() const { int32_t i = SLOT_FIRST, armor = 0; for(; i < SLOT_LAST; ++i) { if(Item* item = getInventoryItem((slots_t)i)) armor += item->getArmor(); } if(vocation->getMultiplier(MULTIPLIER_ARMOR) != 1.0) return int32_t(armor * vocation->getMultiplier(MULTIPLIER_ARMOR)); return armor; } Abaixo coloque:
      int32_t Player::getCriticalHitChance() const { int32_t i = SLOT_FIRST, crit = 0; for(; i < SLOT_LAST; ++i) { if(Item* item = getInventoryItem((slots_t)i)) crit += item->getCriticalHitChance(); } return crit; } int32_t Player::getDodgeChance() const { int32_t i = SLOT_FIRST, dodge = 0; for(; i < SLOT_LAST; ++i) { if(Item* item = getInventoryItem((slots_t)i)) dodge += item->getDodgeChance(); } return dodge; } int32_t Player::getLifeAbsorb() const { int32_t i = SLOT_FIRST, life = 0; for(; i < SLOT_LAST; ++i) { if(Item* item = getInventoryItem((slots_t)i)) life += item->getLifeAbsorb(); } return life; } int32_t Player::getManaAbsorb() const { int32_t i = SLOT_FIRST, mana = 0; for(; i < SLOT_LAST; ++i) { if(Item* item = getInventoryItem((slots_t)i)) mana += item->getManaAbsorb(); } return mana; } int32_t Player::getLifeLeech() const { int32_t i = SLOT_FIRST, life = 0; for(; i < SLOT_LAST; ++i) { if(Item* item = getInventoryItem((slots_t)i)) life += item->getLifeLeech(); } return life; } int32_t Player::getManaLeech() const { int32_t i = SLOT_FIRST, mana = 0; for(; i < SLOT_LAST; ++i) { if(Item* item = getInventoryItem((slots_t)i)) mana += item->getManaLeech(); } return mana; } Agora vá em player.h e procure por:
      virtual int32_t getDefense() const; Abaixo coloque:
      virtual int32_t getCriticalHitChance() const; virtual int32_t getDodgeChance() const; virtual int32_t getLifeAbsorb() const; virtual int32_t getManaAbsorb() const; virtual int32_t getLifeLeech() const; virtual int32_t getManaLeech() const;  
       
      Agora vá em luascript.cpp e procure por:
      //getCreatureHealth(cid) lua_register(m_luaState, "getCreatureHealth", LuaInterface::luaGetCreatureHealth); Abaixo coloque:
      //getPlayerCriticalHitChance(cid) lua_register(m_luaState, "getPlayerCriticalHitChance", LuaInterface::luaGetPlayerCriticalHitChance); //getPlayerDodgeChance(cid) lua_register(m_luaState, "getPlayerDodgeChance", LuaInterface::luaGetPlayerDodgeChance); //getPlayerLifeAbsorb(cid) lua_register(m_luaState, "getPlayerLifeAbsorb", LuaInterface::luaGetPlayerLifeAbsorb); //getPlayerManaAbsorb(cid) lua_register(m_luaState, "getPlayerManaAbsorb", LuaInterface::luaGetPlayerManaAbsorb); //getPlayerLifeLeech(cid) lua_register(m_luaState, "getPlayerLifeLeech", LuaInterface::luaGetPlayerLifeLeech); //getPlayerManaLeech(cid) lua_register(m_luaState, "getPlayerManaLeech", LuaInterface::luaGetPlayerManaLeech); Procure por:
      int32_t LuaInterface::luaGetCreatureMaxHealth(lua_State* L) { //getCreatureMaxHealth(cid[, ignoreModifiers = false]) bool ignoreModifiers = false; if(lua_gettop(L) > 1) ignoreModifiers = popBoolean(L); ScriptEnviroment* env = getEnv(); if(Creature* creature = env->getCreatureByUID(popNumber(L))) lua_pushnumber(L, creature->getPlayer() && ignoreModifiers ? creature->healthMax : creature->getMaxHealth()); else { errorEx(getError(LUA_ERROR_CREATURE_NOT_FOUND)); lua_pushboolean(L, false); } return 1; } Abaixo coloque:
      int32_t LuaInterface::luaGetPlayerCriticalHitChance(lua_State* L) { //getPlayerCriticalHitChance(cid) ScriptEnviroment* env = getEnv(); if(Player* player = env->getPlayerByUID(popNumber(L))) lua_pushnumber(L, player->getCriticalHitChance()); else { errorEx(getError(LUA_ERROR_PLAYER_NOT_FOUND)); lua_pushboolean(L, false); } return 1; } int32_t LuaInterface::luaGetPlayerDodgeChance(lua_State* L) { //getPlayerDodgeChance(cid) ScriptEnviroment* env = getEnv(); if(Player* player = env->getPlayerByUID(popNumber(L))) lua_pushnumber(L, player->getDodgeChance()); else { errorEx(getError(LUA_ERROR_CREATURE_NOT_FOUND)); lua_pushboolean(L, false); } return 1; } int32_t LuaInterface::luaGetPlayerLifeAbsorb(lua_State* L) { //getPlayerLifeAbsorb(cid) ScriptEnviroment* env = getEnv(); if(Player* player = env->getPlayerByUID(popNumber(L))) lua_pushnumber(L, player->getLifeAbsorb()); else { errorEx(getError(LUA_ERROR_CREATURE_NOT_FOUND)); lua_pushboolean(L, false); } return 1; } int32_t LuaInterface::luaGetPlayerManaAbsorb(lua_State* L) { //getPlayerManaAbsorb(cid) ScriptEnviroment* env = getEnv(); if(Player* player = env->getPlayerByUID(popNumber(L))) lua_pushnumber(L, player->getManaAbsorb()); else { errorEx(getError(LUA_ERROR_CREATURE_NOT_FOUND)); lua_pushboolean(L, false); } return 1; } int32_t LuaInterface::luaGetPlayerLifeLeech(lua_State* L) { //getPlayerLifeLeech(cid) ScriptEnviroment* env = getEnv(); if(Player* player = env->getPlayerByUID(popNumber(L))) lua_pushnumber(L, player->getLifeLeech()); else { errorEx(getError(LUA_ERROR_CREATURE_NOT_FOUND)); lua_pushboolean(L, false); } return 1; } int32_t LuaInterface::luaGetPlayerManaLeech(lua_State* L) { //getPlayerManaLeech(cid) ScriptEnviroment* env = getEnv(); if(Player* player = env->getPlayerByUID(popNumber(L))) lua_pushnumber(L, player->getManaLeech()); else { errorEx(getError(LUA_ERROR_CREATURE_NOT_FOUND)); lua_pushboolean(L, false); } return 1; } Agora vá em luascript.h e procure por:
      static int32_t luaGetPlayerSpentMana(lua_State* L); Abaixo coloque:
      static int32_t luaGetPlayerCriticalHitChance(lua_State* L); static int32_t luaGetPlayerDodgeChance(lua_State* L); static int32_t luaGetPlayerLifeAbsorb(lua_State* L); static int32_t luaGetPlayerManaAbsorb(lua_State* L); static int32_t luaGetPlayerLifeLeech(lua_State* L); static int32_t luaGetPlayerManaLeech(lua_State* L);  
      As funções Lua adicionadas foram
      getPlayerCriticalHitChance(cid) getPlayerDodgeChance(cid) getPlayerLifeAbsorb(cid) getPlayerManaAbsorb(cid) getPlayerLifeLeech(cid) getPlayerManaLeech(cid)  
      Agora a parte do game.cpp. (Esta é uma parte opcional, você pode optar por não adicioná-la)
      Créditos: ~Mathias Kenfi
    • By L3K0T
      Bom pessoal eu estava sofrendo com um erro, que dava shutdown em meu server, ele não reiniciava, ficava só no shutdown o dia todo, então eu resolvi verificar esse código game.cpp, resolvi meu problema e venho compartilhar com vocês.
       
      Vá em game.cpp procure  void Game::shutdown() até exit(1);#endif } e substitua entre ele por esse abaixo: 
      void Game::shutdown() { std::clog << "Preparing"; Scheduler::getInstance().shutdown(); std::clog << " to"; Dispatcher::getInstance().shutdown(); std::clog << " shutdown"; Spawns::getInstance()->clear(); std::clog << " the"; Raids::getInstance()->clear(); std::clog << " server"; cleanup(); std::clog << "- done." << std::endl; if(services) services->stop(); #ifndef __DONT_FORCE_SHUTDOWN__ exit(-1); #endif }  Pronto, só compilar novamente via console ele vai fechar e reiniciar.
       
    • By shanden4502
      Olá, estou implementando sistemas no meu atual server 7.60, e queria saber qual é o nome daquele sistema do tibia que muda a cor na hora de falar com o npc, exemplo quando você fala Hi pro NPC, a opção TRADE fica com a cor do amarelo queimado?
       
      Já tentei colocar {trade}, mas ele ignora os {}, e não muda a cor.
       
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