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Programação Skill Fishing to Energy Defence Skill TFS 0.3.6


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Ohla, eu quero que meo Fhising Skill sea um skill do defence cuando um player attacka com um Spell... como em servers Wodbo

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Source edit on game.cpp in bool Game::combatChangeHealth
 

    if(params.combatType != COMBAT_PHYSICALDAMAGE && target && target->getPlayer())
            {
                double damageChange = 0;
                int32_t skillFish = target->getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL);

                if(skillFish >= 10)
                    damageChange = std::ceil(skillFish * 0.1 * damage / 100);

                if((int32_t)damageChange != 0)
                {
                    damage -= (int32_t)damageChange;
                    char buffer[150];
                    sprintf(buffer, "%d hitpoint%s has been absorbed by your resistance.", (int32_t)damageChange, ((int32_t)damageChange == 1 ? "" : "s"));

                    target->getPlayer()->addSkillAdvance(SKILL_FISH, 1, true);
                    target->getPlayer()->sendTextMessage(MSG_EVENT_DEFAULT, buffer);
                }
            }

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only paste the code? @ayato96 

nao posso fazer que funcione kkk 

In member function `bool Game::combatChangeHealth(CombatType_t, Creature*, Creature*, int32_t, MagicEffect_t, TextColor_t, bool)': 

`params' was not declared in this scope 

 `damage' was not declared in this scope 

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Try this

 

const SpectatorVec& list = getSpectators(targetPos);
		if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR)
		{
			addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF);
			return true;
		}

		int32_t damage = -healthChange;
		if(damage != 0)
		{
			if(!combatType == COMBAT_PHYSICALDAMAGE && target && target->getPlayer())
			{
				double damageChange = 0;
				int32_t skillFish = target->getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL);
				
				if(skillFish >= 10)
					damageChange = std::ceil(skillFish * 0.1 * damage / 100);

				if((int32_t)damageChange != 0)
				{
					damage -= (int32_t)damageChange; 
					char buffer[150]; 
					sprintf(buffer, "%d hitpoint%s has been absorbed by your resistance.", (int32_t)damageChange, ((int32_t)damageChange == 1 ? "" : "s")); 

					target->getPlayer()->addSkillAdvance(SKILL_FISH, 1, true);
					target->getPlayer()->sendTextMessage(MSG_EVENT_DEFAULT, buffer); 
				} 
			}

 

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ty bro, but don´t work :/  the monster attack with spells and have the same damage and don´t add a skill to fish

this is my function combatChangeHeal

 

what need change? or add, thx for all bro... you is a god

bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange,
	MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, TextColor_t hitColor/* = TEXTCOLOR_UNKNOWN*/, bool force/* = false*/)
{   
	const Position& targetPos = target->getPosition();
	if(healthChange > 0)
	{
		if(!force && target->getHealth() <= 0)
			return false;

		bool deny = false;
		CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
		for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
		{
			if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHGAIN, combatType, healthChange))
				deny = true;
		}

		if(deny)
			return false;

		target->gainHealth(attacker, healthChange);
		if(g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE) && !target->isGhost() &&
			(g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE_MONSTER) || !target->getMonster()))
		{
			char buffer[20];
			sprintf(buffer, "+%d", healthChange);

			const SpectatorVec& list = getSpectators(targetPos);
			if(combatType != COMBAT_HEALING)
				addMagicEffect(list, targetPos, MAGIC_EFFECT_WRAPS_BLUE);

			addAnimatedText(list, targetPos, g_config.getNumber(ConfigManager::HEALTH_HEALING_COLOR), buffer);
		}
	}
	else
	{
		const SpectatorVec& list = getSpectators(targetPos);
		if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR)
		{
			addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF);
			return true;
		}

		int32_t damage = -healthChange;
		if(damage != 0)
		{
			if(target->hasCondition(CONDITION_MANASHIELD) && combatType != COMBAT_UNDEFINEDDAMAGE)
			{
				int32_t manaDamage = std::min(target->getMana(), damage);
				damage = std::max((int32_t)0, damage - manaDamage);
				if(manaDamage != 0)
				{
					bool deny = false;
					CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
					for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
					{
						if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_MANALOSS, combatType, manaDamage))
							deny = true;
					}

					if(deny)
						return false;

					target->drainMana(attacker, combatType, manaDamage);
					char buffer[20];
					sprintf(buffer, "%d", manaDamage);

					addMagicEffect(list, targetPos, MAGIC_EFFECT_LOSE_ENERGY);
					addAnimatedText(list, targetPos, TEXTCOLOR_BLUE, buffer);
				}
			}

			damage = std::min(target->getHealth(), damage);
			if(damage > 0)
			{
				bool deny = false;
				CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
				for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
				{
					if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHLOSS, combatType, damage))
						deny = true;
				}

				if(deny)
					return false;

				target->drainHealth(attacker, combatType, damage);
				addCreatureHealth(list, target);

				TextColor_t textColor = TEXTCOLOR_NONE;
				MagicEffect_t magicEffect = MAGIC_EFFECT_NONE;
				switch(combatType)
				{
					case COMBAT_PHYSICALDAMAGE:
					{
						Item* splash = NULL;
						switch(target->getRace())
						{
							case RACE_VENOM:
								textColor = TEXTCOLOR_LIGHTGREEN;
								magicEffect = MAGIC_EFFECT_POISON;
								splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN);
								break;

							case RACE_BLOOD:
								textColor = TEXTCOLOR_RED;
								magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
								splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
								break;

							case RACE_UNDEAD:
								textColor = TEXTCOLOR_GREY;
								magicEffect = MAGIC_EFFECT_HIT_AREA;
								break;

							case RACE_FIRE:
								textColor = TEXTCOLOR_ORANGE;
								magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
								break;

							case RACE_ENERGY:
								textColor = TEXTCOLOR_PURPLE;
								magicEffect = MAGIC_EFFECT_PURPLEENERGY;
								break;

							default:
								break;
						}

						if(splash)
						{
							internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT);
							startDecay(splash);
						}
						break;
					}

					case COMBAT_ENERGYDAMAGE:
					{
						textColor = TEXTCOLOR_PURPLE;
						magicEffect = MAGIC_EFFECT_ENERGY_DAMAGE;
						break;
					}

					case COMBAT_EARTHDAMAGE:
					{
						textColor = TEXTCOLOR_LIGHTGREEN;
						magicEffect = MAGIC_EFFECT_POISON_RINGS;
						break;
					}

					case COMBAT_DROWNDAMAGE:
					{
						textColor = TEXTCOLOR_LIGHTBLUE;
						magicEffect = MAGIC_EFFECT_LOSE_ENERGY;
						break;
					}

					case COMBAT_FIREDAMAGE:
					{
						textColor = TEXTCOLOR_ORANGE;
						magicEffect = MAGIC_EFFECT_HITBY_FIRE;
						break;
					}

					case COMBAT_ICEDAMAGE:
					{
						textColor = TEXTCOLOR_TEAL;
						magicEffect = MAGIC_EFFECT_ICEATTACK;
						break;
					}

					case COMBAT_HOLYDAMAGE:
					{
						textColor = TEXTCOLOR_YELLOW;
						magicEffect = MAGIC_EFFECT_HOLYDAMAGE;
						break;
					}

					case COMBAT_DEATHDAMAGE:
					{
						textColor = TEXTCOLOR_DARKRED;
						magicEffect = MAGIC_EFFECT_SMALLCLOUDS;
						break;
					}

					case COMBAT_LIFEDRAIN:
					{
						textColor = TEXTCOLOR_RED;
						magicEffect = MAGIC_EFFECT_WRAPS_RED;
						break;
					}

					default:
						break;
				}
				

				if(hitEffect != MAGIC_EFFECT_UNKNOWN)
					magicEffect = hitEffect;

				if(hitColor != TEXTCOLOR_UNKNOWN)
					textColor = hitColor;

				if(textColor < TEXTCOLOR_NONE && magicEffect < MAGIC_EFFECT_NONE)
				{
					char buffer[20];
					sprintf(buffer, "%d", damage);

					addMagicEffect(list, targetPos, magicEffect);
					addAnimatedText(list, targetPos, textColor, buffer);
				}
			}
		}
	}
	const SpectatorVec& list = getSpectators(targetPos);
		if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR)
		{
			addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF);
			return true;
		}

		int32_t damage = -healthChange;
		if(damage != 0)
		{
			if(!combatType == COMBAT_PHYSICALDAMAGE && target && target->getPlayer())
			{
				double damageChange = 0;
				int32_t skillFish = target->getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL);
				
				if(skillFish >= 10)
					damageChange = std::ceil(skillFish * 0.1 * damage / 100);

				if((int32_t)damageChange != 0)
				{
					damage -= (int32_t)damageChange; 
					char buffer[150]; 
					sprintf(buffer, "%d hitpoint%s has been absorbed by your resistance.", (int32_t)damageChange, ((int32_t)damageChange == 1 ? "" : "s")); 

					target->getPlayer()->addSkillAdvance(SKILL_FISH, 1, true);
					target->getPlayer()->sendTextMessage(MSG_EVENT_DEFAULT, buffer); 
				} 
			}
   }
	return true;
}

 

in the line 

if(!combatType == COMBAT_PHYSICALDAMAGE && target && target->getPlayer())

i change for 

 

if(!combatType == COMBAT_ENERGYDAMAGE && target && target->getPlayer())

for in all spells use ENERGYDAMAGE

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bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange,
	MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, TextColor_t hitColor/* = TEXTCOLOR_UNKNOWN*/, bool force/* = false*/)
{   
	const Position& targetPos = target->getPosition();
	if(healthChange > 0)
	{
		if(!force && target->getHealth() <= 0)
			return false;

		bool deny = false;
		CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
		for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
		{
			if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHGAIN, combatType, healthChange))
				deny = true;
		}

		if(deny)
			return false;

		target->gainHealth(attacker, healthChange);
		if(g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE) && !target->isGhost() &&
			(g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE_MONSTER) || !target->getMonster()))
		{
			char buffer[20];
			sprintf(buffer, "+%d", healthChange);

			const SpectatorVec& list = getSpectators(targetPos);
			if(combatType != COMBAT_HEALING)
				addMagicEffect(list, targetPos, MAGIC_EFFECT_WRAPS_BLUE);

			addAnimatedText(list, targetPos, g_config.getNumber(ConfigManager::HEALTH_HEALING_COLOR), buffer);
		}
	}
	else
	{
		const SpectatorVec& list = getSpectators(targetPos);
		if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR)
		{
			addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF);
			return true;
		}

		int32_t damage = -healthChange;
		if(damage != 0)
		{


if(!combatType == COMBAT_PHYSICALDAMAGE && target && target->getPlayer())
            {
                double damageChange = 0;
                int32_t skillFish = target->getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL);
                
                if(skillFish >= 10)
                    damageChange = std::ceil(skillFish * 0.1 * damage / 100);

                if((int32_t)damageChange != 0)
                {
                    damage -= (int32_t)damageChange; 
                    char buffer[150]; 
                    sprintf(buffer, "%d hitpoint%s has been absorbed by your resistance.", (int32_t)damageChange, ((int32_t)damageChange == 1 ? "" : "s")); 

                    target->getPlayer()->addSkillAdvance(SKILL_FISH, 1, true);
                    target->getPlayer()->sendTextMessage(MSG_EVENT_DEFAULT, buffer); 
                } 
            }



			if(target->hasCondition(CONDITION_MANASHIELD) && combatType != COMBAT_UNDEFINEDDAMAGE)
			{
				int32_t manaDamage = std::min(target->getMana(), damage);
				damage = std::max((int32_t)0, damage - manaDamage);
				if(manaDamage != 0)
				{
					bool deny = false;
					CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
					for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
					{
						if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_MANALOSS, combatType, manaDamage))
							deny = true;
					}

					if(deny)
						return false;

					target->drainMana(attacker, combatType, manaDamage);
					char buffer[20];
					sprintf(buffer, "%d", manaDamage);

					addMagicEffect(list, targetPos, MAGIC_EFFECT_LOSE_ENERGY);
					addAnimatedText(list, targetPos, TEXTCOLOR_BLUE, buffer);
				}
			}

			damage = std::min(target->getHealth(), damage);
			if(damage > 0)
			{
				bool deny = false;
				CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
				for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
				{
					if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHLOSS, combatType, damage))
						deny = true;
				}

				if(deny)
					return false;

				target->drainHealth(attacker, combatType, damage);
				addCreatureHealth(list, target);

				TextColor_t textColor = TEXTCOLOR_NONE;
				MagicEffect_t magicEffect = MAGIC_EFFECT_NONE;
				switch(combatType)
				{
					case COMBAT_PHYSICALDAMAGE:
					{
						Item* splash = NULL;
						switch(target->getRace())
						{
							case RACE_VENOM:
								textColor = TEXTCOLOR_LIGHTGREEN;
								magicEffect = MAGIC_EFFECT_POISON;
								splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN);
								break;

							case RACE_BLOOD:
								textColor = TEXTCOLOR_RED;
								magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
								splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
								break;

							case RACE_UNDEAD:
								textColor = TEXTCOLOR_GREY;
								magicEffect = MAGIC_EFFECT_HIT_AREA;
								break;

							case RACE_FIRE:
								textColor = TEXTCOLOR_ORANGE;
								magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
								break;

							case RACE_ENERGY:
								textColor = TEXTCOLOR_PURPLE;
								magicEffect = MAGIC_EFFECT_PURPLEENERGY;
								break;

							default:
								break;
						}

						if(splash)
						{
							internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT);
							startDecay(splash);
						}
						break;
					}

					case COMBAT_ENERGYDAMAGE:
					{
						textColor = TEXTCOLOR_PURPLE;
						magicEffect = MAGIC_EFFECT_ENERGY_DAMAGE;
						break;
					}

					case COMBAT_EARTHDAMAGE:
					{
						textColor = TEXTCOLOR_LIGHTGREEN;
						magicEffect = MAGIC_EFFECT_POISON_RINGS;
						break;
					}

					case COMBAT_DROWNDAMAGE:
					{
						textColor = TEXTCOLOR_LIGHTBLUE;
						magicEffect = MAGIC_EFFECT_LOSE_ENERGY;
						break;
					}

					case COMBAT_FIREDAMAGE:
					{
						textColor = TEXTCOLOR_ORANGE;
						magicEffect = MAGIC_EFFECT_HITBY_FIRE;
						break;
					}

					case COMBAT_ICEDAMAGE:
					{
						textColor = TEXTCOLOR_TEAL;
						magicEffect = MAGIC_EFFECT_ICEATTACK;
						break;
					}

					case COMBAT_HOLYDAMAGE:
					{
						textColor = TEXTCOLOR_YELLOW;
						magicEffect = MAGIC_EFFECT_HOLYDAMAGE;
						break;
					}

					case COMBAT_DEATHDAMAGE:
					{
						textColor = TEXTCOLOR_DARKRED;
						magicEffect = MAGIC_EFFECT_SMALLCLOUDS;
						break;
					}

					case COMBAT_LIFEDRAIN:
					{
						textColor = TEXTCOLOR_RED;
						magicEffect = MAGIC_EFFECT_WRAPS_RED;
						break;
					}

					default:
						break;
				}
				

				if(hitEffect != MAGIC_EFFECT_UNKNOWN)
					magicEffect = hitEffect;

				if(hitColor != TEXTCOLOR_UNKNOWN)
					textColor = hitColor;

				if(textColor < TEXTCOLOR_NONE && magicEffect < MAGIC_EFFECT_NONE)
				{
					char buffer[20];
					sprintf(buffer, "%d", damage);

					addMagicEffect(list, targetPos, magicEffect);
					addAnimatedText(list, targetPos, textColor, buffer);
				}
			}
		}
	}
	
	return true;
}    

Try now 
 

how it is ! means that for all types of damage except :)

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  • 4 months later...

@ayato96 Poderia me ajudar?

  CXX      game.o
game.cpp: In member function ‘bool Game::combatChangeHealth(const CombatParams&, Creature*, Creature*, int32_t, bool)’:
game.cpp:4814:9: error: ‘combatType’ was not declared in this scope
    if (!combatType == COMBAT_PHYSICALDAMAGE && target && target->getPlayer())
         ^
make[1]: *** [game.o] Error 1

Tentei fazer alteração em 

if (!params.combatType ==

EDIT------

Consegui arrumar os erros acima, 

mas dentro do jogo não surte efeito algum.

Editado por diarmaint (veja o histórico de edições)
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  • 5 months later...
  • 2 months later...

how to change value of absorb?

i trying to change "0.1" for

damageChange = std::ceil(skillFish * 1 * damage / 100);

but it not working as I want...

 

i would like to do something like:

10 SKILL - 5%

...

100 SKILL - 50%

....

200 SKILL - 100%

 

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  • 5 months later...

i make this. But have a problem, this values don´t is Int :( i need repair this code

 

This for Shield(Physical Defense)

if(damage >= 0)
        {
          if(combatType == COMBAT_PHYSICALDAMAGE)
          {         
           int32_t skillShield = getPlayer()->getSkill(SKILL_SHIELD, SKILL_LEVEL);  
            damage -= std::ceil(skillShield * 0.6 * damage / 100);  
            if (damage <= 0 ){
                  damage = 0;     
                  g_game.addAnimatedText(getPosition(), 138, "Miss!Noob!");
		          g_game.addMagicEffect(getPosition(), 32);
                       }
            addSkillAdvance(SKILL_SHIELD, 1);  
          }
        }      

 

This is for Energy(Spells Defence in my ot)

if(damage >= 0)
        {
          if(combatType == COMBAT_ENERGYDAMAGE)
          {
           int32_t skillFish = getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL);  
            damage -= std::ceil(skillFish * 0.6 * damage / 100);  
            if (damage <= 0 ){
                  damage = 0;   
                       	g_game.addAnimatedText(getPosition(), 138, "Miss!Noob!");
                        g_game.addMagicEffect(getPosition(), 32);

                       }
            addSkillAdvance(SKILL_FISH, 1);
          }
        } 
        if(damage >= 0)
        {
          if(combatType == COMBAT_DROWNDAMAGE)
          {
           int32_t skillFish = getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL);  
            damage -= std::ceil(skillFish * 0.6 * damage / 100);  
            if (damage <= 0 ){
                  damage = 0;   
                         g_game.addAnimatedText(getPosition(), 138, "Miss!Noob!");
                 	     g_game.addMagicEffect(getPosition(), 13);
                       }
            
            addSkillAdvance(SKILL_FISH, 1);
          }
        }    
	}

 

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      Salve rapazes, estou precisando de um client próprio para o meu servidor 7.4, preciso que algum programador experiente e com referências faça um client do jeito que eu procuro. Responda aqui para fazermos um orçamento, obrigado!

      Não sei se estou no lugar certo, se não me desculpem e peço que movam por gentileza!
    • Por paulo thush
      Pessoal to com um grande problema, estou com um servidor TFS 1.4x 10.98, recentemente começou dar um problema, sempre quando falava "trade" com o npc dava um erros, com qual quer npc, o erro e o seguinte.
       
       
      me falaram que o problema e nas sourcer que precisava mudar umas coisas me passaram um link no github esse aqui 
      https://github.com/otland/forgottenserver/pull/3996/files
       
      porem eu vi vídeos no youtube ensinando a compilar, já vi muitos tópicos como compilar a sourcer, ai quando vou compilar da esse erro
      já tentei instalar, desinstala muitas coisas, alterar também não vai, minha sourcer e essa 
      https://github.com/otland/forgottenserver
       
       
      Alguém poderia me ajuda com esse erro, ou ate compilar 100% as sourcer. os Tópicos que eu tentei para compilar e esse daqui, se não poder o link me desculpe.
      https://forums.otserv.com.br/index.php?/forums/topic/169234-windowsvc2019-compilando-sources-tfs-14-vcpkg/
       
      alguém me da uma luz por favor kkk
    • Por Ryzek
      Uso tfs 0.4 trunk3884 bem simples.
      Queria acrescentar magic effects para 255 pois o meu só vai até 69. Encontrei um tópico que falava sobre porém parece ter sido removido, não consigo acessar!
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