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  1. Vamos melhorar o TK!

    vagnervag e 3 outros reagiu a KotZletY por uma resposta no tópico

    4 pontos
    Hello membros do Tibia King, vocês puderam notar que recentemente tivemos algumas melhorias em nossa comunidade, como por exemplo o nossa nova seção de Classificados, um novo visual para o site, entre outras novidades que vocês podem conferir clicando aqui. Aah! Vale lembrar também que está acontecendo neste momento o evento "Mapper King" organizado pelo membro @Daniel, participe e acompanhe clicando aqui. Neste tópico gostaria de abordar um assunto importantíssimo a respeito de nossa comunidade: a participação vocês na comunidade! Ou seja, alguns dos membros da comunidade ajudam aos outros, postam conteúdos e contribuem bastante. assim como eu, mas como todos, também tenho minhas ocupações, projetos pessoais e o mais importante, vida pessoal. Por isso digo que é essencial o agradecimento e a retribuição de todos que usufruem de tudo que nossa comunidade oferece, mas eu vejo que muitos esquecem de fazer isso, agem como "leechers", apenas sugam o conteúdo e até mesmo pedem ajuda em nossas seções de suporte, é ajudado pelos membros do fórum e nem se quer agradecem pela atenção. O reconhecimento é muito gratificante, as vezes receber um simples "obrigado" já é muita coisa, isso incentiva que as pessoas continuarem ajudando, publicando e criando novos conteúdos para todos. Tente também contribuir com a comunidade, as vezes alguém está com um problema que você já resolveu alguma vez ou até mesmo você já sabe a solução, não custa nada ajudar e compartilhar o seu conhecimento! Então é isso galera, vamos tentar sempre evoluir e fazer com que essa comunidade maravilhosa seja ainda melhor. Nós da equipe do TK continuaremos fazendo nossa parte, ajudando sempre da melhor maneira. Vale lembrar que estamos com novas ideias para valorizar ainda mais os membros que são realmente ativos, portanto aguardem que novidades surgirão! E você? O que acha, concorda ou descorda? Deixe sua opinião aqui e vamos juntos em busca de uma comunidade melhor!
  2. In Game Account Manager TFS 1.3 / OTX3

    BrunoWots e 2 outros reagiu a Codex NG por uma resposta no tópico

    3 pontos
    Not completely tested and not all features are working but I am releasing this so that it is considered to be fixed and merged with the official branch. Sql INSERT INTO `players` (`id`, `name`, `group_id`, `account_id`, `level`, `vocation`, `health`, `healthmax`, `experience`, `lookbody`, `lookfeet`, `lookhead`, `looklegs`, `looktype`, `lookaddons`, `maglevel`, `mana`, `manamax`, `manaspent`, `soul`, `town_id`, `posx`, `posy`, `posz`, `conditions`, `cap`, `sex`, `lastlogin`, `lastip`, `save`, `skull`, `skulltime`, `lastlogout`, `blessings`, `onlinetime`, `deletion`, `balance`, `offlinetraining_time`, `offlinetraining_skill`, `stamina`, `skill_fist`, `skill_fist_tries`, `skill_club`, `skill_club_tries`, `skill_sword`, `skill_sword_tries`, `skill_axe`, `skill_axe_tries`, `skill_dist`, `skill_dist_tries`, `skill_shielding`, `skill_shielding_tries`, `skill_fishing`, `skill_fishing_tries`) VALUES (1, 'Account Manager', 1, 1, 1, 1, 150, 150, 0, 0, 0, 0, 0, 110, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, '', 40000, 1, 1535311649, 16777343, 1, 0, 0, 1535311709, 0, 2958, 0, 0, 43200, -1, 2520, 10, 0, 10, 0, 10, 0, 10, 0, 10, 0, 10, 0, 10, 0); INSERT INTO `accounts` (`id`, `name`, `password`, `secret`, `type`, `premdays`, `lastday`, `vippoints`, `email`, `creation`) VALUES (1, '1', '356a192b7913b04c54574d18c28d46e6395428ab', NULL, 1, 365, 1535263046, '', '', 0); configmanager.cpp // account manager boolean[ACCOUNT_MANAGER] = getGlobalBoolean(L, "accountManager", true); integer[AM_LEVEL] = getGlobalNumber(L, "startLevel", 1); integer[AM_EXPERIENCE] = getGlobalNumber(L, "experience", 0); integer[AM_MAGLEVEL] = getGlobalNumber(L, "level", 0); integer[AM_FIST] = getGlobalNumber(L, "fist", 10); integer[AM_CLUB] = getGlobalNumber(L, "club", 10); integer[AM_SWORD] = getGlobalNumber(L, "sword", 10); integer[AM_AXE] = getGlobalNumber(L, "axe", 10); integer[AM_SHIELD] = getGlobalNumber(L, "shield", 10); integer[AM_DIST] = getGlobalNumber(L, "distance", 10); integer[AM_FISH] = getGlobalNumber(L, "fish", 10); integer[AM_SOUL] = getGlobalNumber(L, "soul", 100); integer[AM_BALANCE] = getGlobalNumber(L, "balance", 0); integer[AM_OFFLINE_TRAIN] = getGlobalNumber(L, "offlineTrainingTime", 0); integer[AM_STAMINA] = getGlobalNumber(L, "stamina", 0); integer[AM_LOOK_ADDONS] = getGlobalNumber(L, "lookAddons", 0); integer[AM_MOUNT_ID] = getGlobalNumber(L, "mountId", 0); integer[AM_TOWN_ID] = getGlobalNumber(L, "startTownId", 1); integer[AM_SPAWNPOS_X] = getGlobalNumber(L, "temple_x", 0); integer[AM_SPAWNPOS_Y] = getGlobalNumber(L, "temple_y", 0); integer[AM_SPAWNPOS_Z] = getGlobalNumber(L, "temple_z", 0); integer[AM_MAX_HP] = getGlobalNumber(L, "baseHP", 150); integer[AM_MAX_MP] = getGlobalNumber(L, "baseMP", 0); integer[AM_MAX_CAP] = getGlobalNumber(L, "baseCAP", 400); integer[AM_MALE] = getGlobalNumber(L, "maleOutfit", 128); integer[AM_FEMALE] = getGlobalNumber(L, "femaleOutfit", 136); boolean[AM_CHOOSEVOC] = getGlobalBoolean(L, "chooseVocation", false); boolean[AM_GENERATE_ACCOUNT_NUMBER] = getGlobalBoolean(L, "generateAccountNumber", false); // xml or lua boolean[USE_XML] = getGlobalBoolean(L, "useXml", false); configmanager.h booleans // account manager ACCOUNT_MANAGER, NAMELOCK_MANAGER, AM_CHOOSEVOC, AM_GENERATE_ACCOUNT_NUMBER, // -- // lua or xml USE_XML, integers // account manager AM_LEVEL, AM_EXPERIENCE, AM_MAGLEVEL, AM_FIST, AM_CLUB, AM_SWORD, AM_AXE, AM_SHIELD, AM_DIST, AM_FISH, AM_SOUL, AM_BALANCE, AM_OFFLINE_TRAIN, AM_STAMINA, AM_LOOK_ADDONS, AM_MOUNT_ID, AM_TOWN_ID, AM_SPAWNPOS_X, AM_SPAWNPOS_Y, AM_SPAWNPOS_Z, AM_MAX_HP, AM_MAX_MP, AM_MAX_CAP, AM_MALE, AM_FEMALE, // -- creature.h // account manager virtual bool isAccountManager() const { return false; } // -- game.cpp find this inside of Game:playerSay uint32_t muteTime = player->isMuted(); if (muteTime > 0) { std::ostringstream ss; ss << "You are still muted for " << muteTime << " seconds."; player->sendTextMessage(MESSAGE_STATUS_SMALL, ss.str()); return; } and place this right underneath // account manager if(player->isAccountManager()) { player->removeMessageBuffer(); internalCreatureSay(player, TALKTYPE_SAY, text, false); return; } // -- find this in Game::internalCreatureSay if (text.empty()) { return false; } and place this above it // account manager Player* player = creature->getPlayer(); if(player && player->isAccountManager()) { player->manageAccount(text); return true; } // -- add this to house.cpp // account manager void House::updateDoorDescription(std::string _name/* = ""*/) { std::string tmp = "house"; /* no isGuild method (atm) if(isGuild()) tmp = "hall"; */ char houseDescription[200]; const int32_t housePrice = g_config.getNumber(ConfigManager::HOUSE_PRICE); if(owner) { /* if(isGuild()) IOGuild::getInstance()->getGuildById(_name, owner); */ if(_name.empty()) IOLoginData::getInstance()->getNameByGuid(owner, _name); sprintf(houseDescription, "It belongs to %s '%s'. %s owns this %s.", tmp.c_str(), houseName.c_str(), _name.c_str(), tmp.c_str()); } else sprintf(houseDescription, "It belongs to %s '%s'. Nobody owns this %s. It costs %lu gold coins.", tmp.c_str(), houseName.c_str(), tmp.c_str(), ( housePrice != -1 ? (houseTiles.size() * housePrice) : 0 ) ); for (const auto& it : doorSet) { it->setSpecialDescription(houseDescription); } } // -- house.h find this void updateDoorDescription() const; and place this right underneath it void updateDoorDescription(std::string _name = ""); iologindata.cpp find this #include "game.h" and add this below it // account manager #include "vocation.h" // -- find this extern Game g_game; and add this below it // account manager extern Vocation g_vocations; // -- inside of this IOLoginData::loginserverAuthentication find this result = db.storeQuery(query.str()); if (result) { do { if (result->getNumber<uint64_t>("deletion") == 0) { account.characters.push_back(result->getString("name")); } } while (result->next()); std::sort(account.characters.begin(), account.characters.end()); } return true; and replace it with this result = db.storeQuery(query.str()); // account manager if(!result){ // give the account the account manager to use if they have no account account.characters.push_back("Account Manager"); return true; } // -- if (result) { // allow them to access the account manager if there are players on the account if (account.id != 1){ account.characters.push_back("Account Manager"); } do { if (result->getNumber<uint64_t>("deletion") == 0) { account.characters.push_back(result->getString("name")); } } while (result->next()); std::sort(account.characters.begin(), account.characters.end()); } return true; add this // account manager bool IOLoginData::getAccountId(const std::string& name, uint32_t& number) { if(!name.length()) return false; Database& db = Database::getInstance(); std::ostringstream query; query << "SELECT `id` FROM `accounts` WHERE `name` LIKE " << db.escapeString(name) << " LIMIT 1;"; DBResult_ptr result; if(!(result = db.storeQuery(query.str()))) return false; number = result->getNumber<uint32_t>("id"); return true; } // -- find this in IOLoginData::updateOnlineStatus if (g_config.getBoolean(ConfigManager::ALLOW_CLONES)) { return; } and add this // account manager if(g_config.getBoolean(ConfigManager::ACCOUNT_MANAGER)){ return; } // -- add this // account manager bool IOLoginData::getNameByGuid(uint32_t guid, std::string& name) { std::ostringstream query; query << "SELECT `name` FROM `players` WHERE `id` = " << guid << " AND `deleted` = 0 LIMIT 1;"; DBResult_ptr result = Database::getInstance().storeQuery(query.str()); if (!result) { return false; } name = result->getString("name"); nameCacheMap[guid] = name; return true; } // -- Now add all these // account manager bool IOLoginData::accountIdExists(uint32_t accountId) { Database& db = Database::getInstance(); std::ostringstream query; query << "SELECT `id` FROM `accounts` WHERE `id` = " << accountId << " LIMIT 1"; DBResult_ptr result = db.storeQuery(query.str()); if(!result) return false; return true; } bool IOLoginData::accountNameExists(const std::string& name) { Database& db = Database::getInstance(); std::ostringstream query; query << "SELECT `id` FROM `accounts` WHERE `name` LIKE " << db.escapeString(name) << " LIMIT 1"; DBResult_ptr result = db.storeQuery(query.str()); if(!result) return false; return true; } bool IOLoginData::getPassword(uint32_t accountId, std::string& password, std::string name/* = ""*/) { Database& db = Database::getInstance(); std::ostringstream query; query << "SELECT `password` FROM `accounts` WHERE `id` = " << accountId << " LIMIT 1"; DBResult_ptr result = db.storeQuery(query.str()); if(!result) return false; if(name.empty() || name == "Account Manager") { password = result->getString("password"); return true; } std::string tmpPassword = result->getString("password"); query.str(""); query << "SELECT `name` FROM `players` WHERE `account_id` = " << accountId; result = db.storeQuery(query.str()); if(!result) return false; do { if(result->getString("name") != name) continue; password = tmpPassword; return true; } while(result->next()); return false; } // accountId should be id because the server references the index and not the actual account data bool IOLoginData::setPassword(uint32_t accountId, std::string newPassword) { std::string ePassword = transformToSHA1(newPassword); Database& db = Database::getInstance(); std::ostringstream query; query << "UPDATE `accounts` SET `password` = " << db.escapeString(ePassword) << " WHERE `id` = " << accountId << ";"; return db.executeQuery(query.str()); } // not using recovery key atm but still good to have bool IOLoginData::validRecoveryKey(uint32_t accountId, std::string recoveryKey) { std::string nRecoveryKey = transformToSHA1(recoveryKey); Database& db = Database::getInstance(); std::ostringstream query; query << "SELECT `id` FROM `accounts` WHERE `id` = " << accountId << " AND `recoverykey` "; query << "LIKE " << db.escapeString(nRecoveryKey) << " LIMIT 1"; DBResult_ptr result = db.storeQuery(query.str()); if(!result) return false; return true; } bool IOLoginData::setRecoveryKey(uint32_t accountId, std::string newRecoveryKey) { std::string nRecoveryKey = transformToSHA1(newRecoveryKey); Database& db = Database::getInstance(); std::ostringstream query; std::cout << "account id " << accountId << std::endl; query << "UPDATE `accounts` SET `recoverykey` = " << db.escapeString(nRecoveryKey) << " WHERE `name` = " << accountId << ";"; return db.executeQuery(query.str()); } uint64_t IOLoginData::createAccount(std::string name, std::string password) { std::string ePassword = transformToSHA1(password); Database& db = Database::getInstance(); std::ostringstream query; query << "INSERT INTO `accounts` (`id`, `name`, `password`) VALUES (NULL, " << db.escapeString(name) << ", " << db.escapeString(ePassword) << ")"; if(!db.executeQuery(query.str())) return 0; return db.getLastInsertId(); } // not tested yet bool IOLoginData::changeName(uint32_t guid, std::string newName, std::string oldName) { Database& db = Database::getInstance(); std::ostringstream query; query << "INSERT INTO `player_namelocks` (`player_id`, `name`, `new_name`, `date`) VALUES ("<< guid << ", " << db.escapeString(oldName) << ", " << db.escapeString(newName) << ", " << time(NULL) << ")"; DBResult_ptr result = db.storeQuery(query.str()); if (!result) { return false; } query.str(""); query << "UPDATE `players` SET `name` = " << db.escapeString(newName) << " WHERE `id` = " << guid << " LIMIT 1"; result = db.storeQuery(query.str()); if (!result) { return false; } GuidCacheMap::iterator it = guidCacheMap.find(oldName); if(it != guidCacheMap.end()) { guidCacheMap.erase(it); guidCacheMap[newName] = guid; } nameCacheMap[guid] = newName; return true; } bool IOLoginData::createCharacter(uint32_t accountId, std::string characterName, uint32_t vocationId /*int32_t vocationId */, uint16_t sex) { if(playerExists(characterName)){ return false; } // a little bulky but whatever lol uint32_t healthMax = g_config.getNumber(ConfigManager::AM_MAX_HP); uint32_t manaMax = g_config.getNumber(ConfigManager::AM_MAX_MP); uint32_t capMax = g_config.getNumber(ConfigManager::AM_MAX_CAP); uint16_t lookType = (sex % 2) ? g_config.getNumber(ConfigManager::AM_MALE) : g_config.getNumber(ConfigManager::AM_FEMALE); uint16_t lookAddons = g_config.getNumber(ConfigManager::AM_LOOK_ADDONS); uint16_t magLevel = g_config.getNumber(ConfigManager::AM_MAGLEVEL); uint16_t townId = g_config.getNumber(ConfigManager::AM_TOWN_ID); uint16_t spawnX = g_config.getNumber(ConfigManager::AM_SPAWNPOS_X); uint16_t spawnY = g_config.getNumber(ConfigManager::AM_SPAWNPOS_Y); uint16_t spawnZ = g_config.getNumber(ConfigManager::AM_SPAWNPOS_Z); uint32_t level = g_config.getNumber(ConfigManager::AM_LEVEL); uint64_t exp = g_config.getNumber(ConfigManager::AM_EXPERIENCE); uint32_t fist = g_config.getNumber(ConfigManager::AM_FIST); uint32_t club = g_config.getNumber(ConfigManager::AM_CLUB); uint32_t sword = g_config.getNumber(ConfigManager::AM_SWORD); uint32_t axe = g_config.getNumber(ConfigManager::AM_AXE); uint32_t shield = g_config.getNumber(ConfigManager::AM_SHIELD); uint32_t dist = g_config.getNumber(ConfigManager::AM_DIST); uint32_t fish = g_config.getNumber(ConfigManager::AM_FISH); uint32_t soul = g_config.getNumber(ConfigManager::AM_SOUL); uint64_t balance = g_config.getNumber(ConfigManager::AM_BALANCE); int32_t offlineTrainingTime = g_config.getNumber(ConfigManager::AM_OFFLINE_TRAIN); uint16_t stamina = g_config.getNumber(ConfigManager::AM_STAMINA); if(level > 1){ exp += Player::getExpForLevel(level); healthMax *= level; manaMax *= level; capMax *= level; } Database& db = Database::getInstance(); std::string name = db.escapeString(characterName); std::ostringstream query, initialQuery, lastQuery, selectChar; // since character creation wants to use the account name when it setups up the player as the account id // we'll ask the database to get the id of the account since that is how the players are listed in the character list selectChar << "SELECT `id` FROM `accounts` WHERE `name` = " << accountId << ";"; DBResult_ptr result = db.storeQuery(selectChar.str()); if (!result){ return false; } accountId = result->getNumber<uint32_t>("id"); // this is to counteract the foreign key issue initialQuery << "SET FOREIGN_KEY_CHECKS=0;"; lastQuery << "SET FOREIGN_KEY_CHECKS=1;"; db.executeQuery(initialQuery.str()); query << "INSERT INTO `players` (`name`, `group_id`, `account_id`, `level`, `vocation`, `health`, `healthmax`, `experience`, `lookbody`, `lookfeet`, `lookhead`, `looklegs`, `looktype`, `lookaddons`, `maglevel`, `mana`, `manamax`, `manaspent`, `soul`, `town_id`, `posx`, `posy`, `posz`, `conditions`, `cap`, `sex`, `lastlogin`, `lastip`, `save`, `skull`, `skulltime`, `lastlogout`, `blessings`, `onlinetime`, `deletion`, `balance`, `offlinetraining_time`, `offlinetraining_skill`, `stamina`, `skill_fist`, `skill_fist_tries`, `skill_club`, `skill_club_tries`, `skill_sword`, `skill_sword_tries`, `skill_axe`, `skill_axe_tries`, `skill_dist`, `skill_dist_tries`, `skill_shielding`, `skill_shielding_tries`, `skill_fishing`, `skill_fishing_tries`) VALUES (" << name << ", 1, " << accountId << ", " << level << ", " << vocationId << ", " << healthMax << ", " << healthMax << ", " << exp << ", 0, 0, 0, 0, " << lookType << ", " << lookAddons << ", " << magLevel << ", " << manaMax << ", " << manaMax << ", 0, " << soul << ", " << townId << ", " << spawnX << ", " << spawnY << ", " << spawnZ << ", 0x0, " << capMax << ", " << sex << ", 0, 0, 1, 0, 0, 0, 0, 0, 0, " << balance << ", " << offlineTrainingTime << ", -1, " << stamina << ", " << fist << ", 0, " << club << ", 0, " << sword << ", 0, " << axe << ", 0, " << dist << ", 0, " << shield << ", 0, " << fish << ", 0);"; if(db.executeQuery(query.str())){ db.executeQuery(lastQuery.str()); return true; } db.executeQuery(lastQuery.str()); return false; } // not tested DeleteCharacter_t IOLoginData::deleteCharacter(uint32_t accountId, const std::string characterName) { if(g_game.getPlayerByName(characterName)) return DELETE_ONLINE; Database& db = Database::getInstance(); std::ostringstream query; query << "SELECT `id` FROM `players` WHERE `name` LIKE " << db.escapeString(characterName) << " AND `account_id` = " << accountId << " AND `deleted` = 0 LIMIT 1"; DBResult_ptr result = db.storeQuery(query.str()); if(!result) return DELETE_INTERNAL; uint32_t id = result->getNumber<uint32_t>("id"); House* house = g_game.map.houses.getHouseByPlayerId(id); if(house) return DELETE_HOUSE; /* if(IOGuild::getInstance()->getGuildLevel(id) == 3) return DELETE_LEADER; */ query.str(""); query << "UPDATE `players` SET `deleted` = 1 WHERE `id` = " << id << ";"; if(!db.executeQuery(query.str())) return DELETE_INTERNAL; query.str(""); query << "DELETE FROM `guild_invites` WHERE `player_id` = " << id; db.executeQuery(query.str()); query.str(""); query << "DELETE FROM `player_viplist` WHERE `vip_id` = " << id; db.executeQuery(query.str()); /* for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it) { VIPListSet::iterator it_ = it->second->VIPList.find(id); if(it_ != it->second->VIPList.end()) it->second->VIPList.erase(it_); } */ return DELETE_SUCCESS; } bool IOLoginData::playerExists(uint32_t guid, bool multiworld /*= false*/, bool checkCache /*= true*/) { if(checkCache) { NameCacheMap::iterator it = nameCacheMap.find(guid); if(it != nameCacheMap.end()) return true; } Database& db = Database::getInstance(); std::ostringstream query; query << "SELECT `name` FROM `players` WHERE `id` = " << guid << " AND `deleted` = 0"; query << " LIMIT 1"; DBResult_ptr result = db.storeQuery(query.str()); if(!result) return false; const std::string name = result->getString("name"); nameCacheMap[guid] = name; return true; } bool IOLoginData::playerExists(std::string& name, bool multiworld /*= false*/, bool checkCache /*= true*/) { if(checkCache) { GuidCacheMap::iterator it = guidCacheMap.find(name); if(it != guidCacheMap.end()) { name = it->first; return true; } } Database& db = Database::getInstance(); std::ostringstream query; query << "SELECT `id`, `name` FROM `players` WHERE `name` LIKE " << db.escapeString(name); /*<< " AND `deleted` = 0"; */ query << " LIMIT 1"; DBResult_ptr result = db.storeQuery(query.str()); if(!result) return false; name = result->getString("name"); guidCacheMap[name] = result->getNumber<int32_t>("id"); return true; } // -- iologindata.h find this #include "database.h" and place this right underneath // account manager enum DeleteCharacter_t { DELETE_INTERNAL, DELETE_LEADER, DELETE_HOUSE, DELETE_ONLINE, DELETE_SUCCESS }; // -- find this class IOLoginData { public: and add this under it // account manager virtual ~IOLoginData() {} static IOLoginData* getInstance() { static IOLoginData instance; return &instance; } // -- find this static AccountType_t getAccountType(uint32_t accountId); and place this right below it // account manager bool accountIdExists(uint32_t accountId); bool accountNameExists(const std::string& name); bool getAccountId(const std::string& name, uint32_t& number); bool getNameByGuid(uint32_t guid, std::string& name); bool playerExists(uint32_t guid, bool multiworld = false, bool checkCache = true); bool playerExists(std::string& name, bool multiworld = false, bool checkCache = true); bool changeName(uint32_t guid, std::string newName, std::string oldName); bool createCharacter(uint32_t accountId, std::string characterName, uint32_t vocationId /* int32_t vocationId */, uint16_t sex); DeleteCharacter_t deleteCharacter(uint32_t accountId, const std::string characterName); bool getPassword(uint32_t accountId, std::string& password, std::string name = ""); bool setPassword(uint32_t accountId, std::string newPassword); bool validRecoveryKey(uint32_t accountId, std::string recoveryKey); bool setRecoveryKey(uint32_t accountId, std::string newRecoveryKey); uint64_t createAccount(std::string name, std::string password); // -- find this static void removePremiumDays(uint32_t accountId, int32_t removeDays); and place this right below it // account manager protected: struct StringCompareCase { bool operator()(const std::string& l, const std::string& r) const { return strcasecmp(l.c_str(), r.c_str()) < 0; } }; typedef std::map<std::string, uint32_t, StringCompareCase> GuidCacheMap; GuidCacheMap guidCacheMap; typedef std::map<uint32_t, std::string> NameCacheMap; NameCacheMap nameCacheMap; // -- luascript.cpp find this registerEnum(ZONE_NORMAL) and place this underneath // account manager registerEnum(MANAGER_NONE) registerEnum(MANAGER_NEW) registerEnum(MANAGER_ACCOUNT) registerEnum(MANAGER_NAMELOCK) // -- find this registerMethod("Player", "getLastLogout", LuaScriptInterface::luaPlayerGetLastLogout); and place this right underneath // account manager registerMethod("Player", "getAccountManager", LuaScriptInterface::luaGetPlayerAccountManager); // -- find this int LuaScriptInterface::luaPlayerGetLastLogout(lua_State* L) { // player:getLastLogout() Player* player = getUserdata<Player>(L, 1); if (player) { lua_pushnumber(L, player->getLastLogout()); } else { lua_pushnil(L); } return 1; } and place this under it int32_t LuaScriptInterface::luaGetPlayerAccountManager(lua_State* L) { // player:getAccountManager() Player* player = getUserdata<Player>(L, 1); if (player) { lua_pushnumber(L, player->accountManager); } else { lua_pushnil(L); } return 1; } luascript.h find this static int luaPlayerGetLastLogout(lua_State* L); and place this under it // account manager static int luaGetPlayerAccountManager(lua_State* L); // -- map.cpp look for bool Map:placeCreature(const Position& centerPos, Creature* creature, bool extendedPos/* = false*/, bool forceLogin/* = false*/) look for this Tile* tile = getTile(centerPos.x, centerPos.y, centerPos.z); if (tile) { placeInPZ = tile->hasFlag(TILESTATE_PROTECTIONZONE); ReturnValue ret = tile->queryAdd(0, *creature, 1, FLAG_IGNOREBLOCKITEM); foundTile = forceLogin || ret == RETURNVALUE_NOERROR || ret == RETURNVALUE_PLAYERISNOTINVITED; } else { placeInPZ = false; foundTile = false; } and replace it with this Tile* tile = getTile(centerPos.x, centerPos.y, centerPos.z); if (tile) { placeInPZ = tile->hasFlag(TILESTATE_PROTECTIONZONE); // account manager uint32_t flags = FLAG_IGNOREBLOCKITEM; if(creature->isAccountManager()) flags |= FLAG_IGNOREBLOCKCREATURE; // -- ReturnValue ret = tile->queryAdd(0, *creature, 1, flags); foundTile = forceLogin || ret == RETURNVALUE_NOERROR || ret == RETURNVALUE_PLAYERISNOTINVITED; } else { placeInPZ = false; foundTile = false; } player.cpp find this #include <bitset> and place this under it // account manager #include "ban.h" // -- look for this Player::Player(ProtocolGame_ptr p) : Creature(), lastPing(OTSYS_TIME()), lastPong(lastPing), inbox(new Inbox(ITEM_INBOX)), client(std::move(p)) { inbox->incrementReferenceCounter(); } and replace it with this Player::Player(ProtocolGame_ptr p) : Creature(), lastPing(OTSYS_TIME()), lastPong(lastPing), inbox(new Inbox(ITEM_INBOX)), client(std::move(p)) { // account manager for(int8_t i = 0; i <= states; i++) { talkState[i] = false; } accountManager = MANAGER_NONE; // -- inbox->incrementReferenceCounter(); } add this // account manager void Player::manageAccount(const std::string &text) { std::stringstream msg; msg << "Account Manager: "; bool noSwap = true; switch(accountManager) { case MANAGER_NAMELOCK: { if(!talkState[1]) { managerString = text; trimString(managerString); if(managerString.length() < 4) msg << "Your name you want is too short, please select a longer name."; else if(managerString.length() > 20) msg << "The name you want is too long, please select a shorter name."; else if(!isValidName(managerString)) msg << "That name seems to contain invalid symbols, please choose another name."; else if(IOLoginData::getInstance()->playerExists(managerString, true)) msg << "A player with that name already exists, please choose another name."; else { std::string tmp = asLowerCaseString(managerString); if(tmp.substr(0, 4) != "god " && tmp.substr(0, 3) != "cm " && tmp.substr(0, 3) != "gm ") { talkState[1] = true; talkState[2] = true; msg << managerString << ", are you sure?"; } else msg << "Your character is not a staff member, please tell me another name!"; } } else if(checkText(text, "no") && talkState[2]) { talkState[1] = talkState[2] = false; msg << "What else would you like to name your character?"; } else if(checkText(text, "yes") && talkState[2]) { if(!IOLoginData::getInstance()->playerExists(managerString, true)) { uint32_t tmp = IOLoginData::getInstance()->getGuidByName(managerString2); if(tmp != 0 && IOLoginData::getInstance()->changeName(tmp, managerString, managerString2) && IOBan::isPlayerNamelocked(tmp)) { if(House* house = g_game.map.houses.getHouseByPlayerId(tmp)) house->updateDoorDescription(managerString); talkState[1] = true; talkState[2] = false; msg << "Your character has been successfully renamed, you should now be able to login at it without any problems."; } else { talkState[1] = talkState[2] = false; msg << "Failed to change your name, please try again."; } } else { talkState[1] = talkState[2] = false; msg << "A player with that name already exists, please choose another name."; } } else msg << "Sorry, but I can't understand you, please try to repeat that!"; break; } case MANAGER_ACCOUNT: { // pr(" manage account case ", managerNumber); Account account = IOLoginData::getInstance()->loadAccount(managerNumber); if(checkText(text, "cancel") || (checkText(text, "account") && !talkState[1])) { talkState[1] = true; for(int8_t i = 2; i <= 12; i++) talkState[i] = false; msg << "Do you want to change your 'password', add a 'character', or 'delete' a character?"; } else if(checkText(text, "delete") && talkState[1]) { talkState[1] = false; talkState[2] = true; msg << "Which character would you like to delete?"; } else if(talkState[2]) { std::string tmp = text; trimString(tmp); if(!isValidName(tmp, false)) msg << "That name contains invalid characters, try to say your name again, you might have typed it wrong."; else { talkState[2] = false; talkState[3] = true; managerString = tmp; msg << "Do you really want to delete the character named " << managerString << "?"; } } else if(checkText(text, "yes") && talkState[3]) { switch(IOLoginData::getInstance()->deleteCharacter(managerNumber, managerString)) { case DELETE_INTERNAL: msg << "An error occured while deleting your character. Either the character does not belong to you or it doesn't exist."; break; case DELETE_SUCCESS: msg << "Your character has been deleted."; break; case DELETE_HOUSE: msg << "Your character owns a house. To make sure you really want to lose your house by deleting your character, you have to login and leave the house or pass it to someone else first."; break; case DELETE_LEADER: msg << "Your character is the leader of a guild. You need to disband or pass the leadership someone else to delete your character."; break; case DELETE_ONLINE: msg << "A character with that name is currently online, to delete a character it has to be offline."; break; } talkState[1] = true; for(int8_t i = 2; i <= 12; i++) talkState[i] = false; } else if(checkText(text, "no") && talkState[3]) { talkState[1] = true; talkState[3] = false; msg << "Tell me what character you want to delete."; } else if(checkText(text, "password") && talkState[1]) { talkState[1] = false; talkState[4] = true; msg << "Tell me your new password please."; } else if(talkState[4]) { std::string tmp = text; trimString(tmp); if(tmp.length() < 6) msg << "That password is too short, at least 6 digits are required. Please select a longer password."; else if(!isValidPassword(tmp)) msg << "Your password contains invalid characters... please tell me another one."; else { talkState[4] = false; talkState[5] = true; managerString = tmp; msg << "Should '" << managerString << "' be your new password?"; } } else if(checkText(text, "yes") && talkState[5]) { talkState[1] = true; for(int8_t i = 2; i <= 12; i++) talkState[i] = false; IOLoginData::getInstance()->setPassword(managerNumber, managerString); msg << "Your password has been changed."; } else if(checkText(text, "no") && talkState[5]) { talkState[1] = true; for(int8_t i = 2; i <= 12; i++) talkState[i] = false; msg << "Then not."; } else if(checkText(text, "character") && talkState[1]) { if(account.characters.size() <= 15) { talkState[1] = false; talkState[6] = true; msg << "What would you like as your character name?"; } else { talkState[1] = true; for(int8_t i = 2; i <= 12; i++) talkState[i] = false; msg << "Your account reach the limit of 15 players, you can 'delete' a character if you want to create a new one."; } } else if(talkState[6]) { managerString = text; trimString(managerString); if(managerString.length() < 4) msg << "Your name you want is too short, please select a longer name."; else if(managerString.length() > 20) msg << "The name you want is too long, please select a shorter name."; else if(!isValidName(managerString)) msg << "That name seems to contain invalid symbols, please choose another name."; else if(IOLoginData::getInstance()->playerExists(managerString, true)) msg << "A player with that name already exists, please choose another name."; else { std::string tmp = asLowerCaseString(managerString); if(tmp.substr(0, 4) != "god " && tmp.substr(0, 3) != "cm " && tmp.substr(0, 3) != "gm ") { talkState[6] = false; talkState[7] = true; msg << managerString << ", are you sure?"; } else msg << "Your character is not a staff member, please tell me another name!"; } } else if(checkText(text, "no") && talkState[7]) { talkState[6] = true; talkState[7] = false; msg << "What else would you like to name your character?"; } else if(checkText(text, "yes") && talkState[7]) { talkState[7] = false; talkState[8] = true; msg << "Should your character be a 'male' or a 'female'."; } else if(talkState[8] && (checkText(text, "female") || checkText(text, "male"))) { talkState[8] = false; talkState[9] = true; if(checkText(text, "female")) { msg << "A female, are you sure?"; managerSex = PLAYERSEX_FEMALE; } else { msg << "A male, are you sure?"; managerSex = PLAYERSEX_MALE; } } else if(checkText(text, "no") && talkState[9]) { talkState[8] = true; talkState[9] = false; msg << "Tell me... would you like to be a 'male' or a 'female'?"; } else if(checkText(text, "yes") && talkState[9]) { if(g_config.getBoolean(ConfigManager::AM_CHOOSEVOC)) { talkState[9] = false; talkState[11] = true; bool firstPart = true; g_vocations.getVocationMap(firstPart, msg); } else if(!IOLoginData::getInstance()->playerExists(managerString, true)) { talkState[1] = true; for(int8_t i = 2; i <= 12; i++) talkState[i] = false; if(IOLoginData::getInstance()->createCharacter(managerNumber, managerString, managerNumber2, (uint16_t)managerSex)) msg << "Your character has been created."; else msg << "Your character couldn't be created, please try again."; } else { talkState[6] = true; talkState[9] = false; msg << "A player with that name already exists, please choose another name."; } } else if(talkState[11]) { g_vocations.getVocationConfirmation(text, talkState[11], talkState[12], managerNumber2, msg); if(msg.str().length() == 17) msg << "I don't understand what vocation you would like to be... could you please repeat it?"; } else if(checkText(text, "yes") && talkState[12]) { if(!IOLoginData::getInstance()->playerExists(managerString, true)) { talkState[1] = true; for(int8_t i = 2; i <= 12; i++) talkState[i] = false; if(IOLoginData::getInstance()->createCharacter(managerNumber, managerString, managerNumber2, (uint16_t)managerSex)) msg << "Your character has been created."; else msg << "Your character couldn't be created, please try again."; } else { talkState[6] = true; talkState[9] = false; msg << "A player with that name already exists, please choose another name."; } } else if(checkText(text, "no") && talkState[12]) { talkState[11] = true; talkState[12] = false; msg << "No? Then what would you like to be?"; } else if(checkText(text, "recovery key") && talkState[1]) { talkState[1] = false; talkState[10] = true; msg << "Would you like a recovery key?"; } else if(checkText(text, "yes") && talkState[10]) { // std::cout << "recovery key " << account.recoveryKey << " empty? " << account.recoveryKey.empty() <<std::endl; /* if(!account.recoveryKey.empty()) msg << "Sorry, you already have a recovery key, for security reasons I may not give you a new one."; else { managerString = generateRecoveryKey(4, 4); IOLoginData::getInstance()->setRecoveryKey(managerNumber, managerString); msg << "Your recovery key is: " << managerString << "."; } */ talkState[1] = true; for(int8_t i = 2; i <= 12; i++) talkState[i] = false; } else if(checkText(text, "no") && talkState[10]) { msg << "Then not."; talkState[1] = true; for(int8_t i = 2; i <= 12; i++) talkState[i] = false; } else msg << "Please read the latest message that I have specified, I don't understand the current requested action."; break; } case MANAGER_NEW: { if(checkText(text, "account") && !talkState[1]) { msg << "What would you like your password to be?"; talkState[1] = true; talkState[2] = true; } else if(talkState[2]) { std::string tmp = text; trimString(tmp); if(tmp.length() < 6) msg << "That password is too short, at least 6 digits are required. Please select a longer password."; else if(!isValidPassword(tmp)) msg << "Your password contains invalid characters... please tell me another one."; else { talkState[3] = true; talkState[2] = false; managerString = tmp; msg << managerString << " is it? 'yes' or 'no'?"; } } else if(checkText(text, "yes") && talkState[3]) { if(g_config.getBoolean(ConfigManager::AM_GENERATE_ACCOUNT_NUMBER)) { do sprintf(managerChar, "%d%d%d%d%d%d%d", random_range(2, 9), random_range(2, 9), random_range(2, 9), random_range(2, 9), random_range(2, 9), random_range(2, 9), random_range(2, 9)); while(IOLoginData::getInstance()->accountNameExists(managerChar)); uint32_t id = (uint32_t)IOLoginData::getInstance()->createAccount(managerChar, managerString); if(id) { accountManager = MANAGER_ACCOUNT; managerNumber = id; noSwap = talkState[1] = false; msg << "Your account has been created, you may manage it now, but remember your account name: '" << managerChar << "' and password: '" << managerString << "'! If the account name is too hard to remember, please note it somewhere."; } else msg << "Your account could not be created, please try again."; for(int8_t i = 2; i <= 5; i++) talkState[i] = false; } else { msg << "What would you like your account name to be?"; talkState[3] = false; talkState[4] = true; } } else if(checkText(text, "no") && talkState[3]) { talkState[2] = true; talkState[3] = false; msg << "What would you like your password to be then?"; } else if(talkState[4]) { std::string tmp = text; trimString(tmp); if(tmp.length() < 3) msg << "That account name is too short, at least 3 digits are required. Please select a longer account name."; else if(tmp.length() > 25) msg << "That account name is too long, not more than 25 digits are required. Please select a shorter account name."; else if(!isValidAccountName(tmp)) msg << "Your account name contains invalid characters, please choose another one."; else if(asLowerCaseString(tmp) == asLowerCaseString(managerString)) msg << "Your account name cannot be same as password, please choose another one."; else { sprintf(managerChar, "%s", tmp.c_str()); msg << managerChar << ", are you sure?"; talkState[4] = false; talkState[5] = true; } } else if(checkText(text, "yes") && talkState[5]) { if(!IOLoginData::getInstance()->accountNameExists(managerChar)) { uint32_t id = (uint32_t)IOLoginData::getInstance()->createAccount(managerChar, managerString); if(id) { accountManager = MANAGER_ACCOUNT; managerNumber = id; noSwap = talkState[1] = false; msg << "Your account has been created, you may manage it now, but remember your account name: '" << managerChar << "' and password: '" << managerString << "'!"; } else msg << "Your account could not be created, please try again."; for(int8_t i = 2; i <= 5; i++) talkState[i] = false; } else { msg << "An account with that name already exists, please try another account name."; talkState[4] = true; talkState[5] = false; } } else if(checkText(text, "no") && talkState[5]) { talkState[5] = false; talkState[4] = true; msg << "What else would you like as your account name?"; } else if(checkText(text, "recover") && !talkState[6]) { talkState[6] = true; talkState[7] = true; msg << "What was your account name?"; } else if(talkState[7]) { managerString = text; if(IOLoginData::getInstance()->getAccountId(managerString, (uint32_t&)managerNumber)) { talkState[7] = false; talkState[8] = true; msg << "What was your recovery key?"; } else { msg << "Sorry, but account with such name doesn't exists."; talkState[6] = talkState[7] = false; } } else if(talkState[8]) { managerString2 = text; if(IOLoginData::getInstance()->validRecoveryKey(managerNumber, managerString2) && managerString2 != "0") { sprintf(managerChar, "%s%d", g_config.getString(ConfigManager::SERVER_NAME).c_str(), random_range(100, 999)); IOLoginData::getInstance()->setPassword(managerNumber, managerChar); msg << "Correct! Your new password is: " << managerChar << "."; } else msg << "Sorry, but this key doesn't match to account you gave me."; talkState[7] = talkState[8] = false; } else msg << "Sorry, but I can't understand you, please try to repeat that."; break; } default: return; break; } sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, msg.str().c_str()); if(!noSwap) sendTextMessage(MESSAGE_STATUS_CONSOLE_ORANGE, "Hint: Type 'account' to manage your account and if you want to start over then type 'cancel'."); } // -- player.h find class Guild; and add this below it // account manager enum AccountManager_t { MANAGER_NONE, MANAGER_NEW, MANAGER_ACCOUNT, MANAGER_NAMELOCK }; // -- next find this void addList() override; and add this below // account manager void manageAccount(const std::string& text); bool isAccountManager() const {return (accountManager != MANAGER_NONE);} template <typename T> inline void pr(std::string s, T const& v) { std::cout << s << v << std::endl; }; // -- find this void disconnect() { if (client) { client->disconnect(); } } place this under it // account manager bool isVirtual() const { return (getID() == 0); } // -- find this int32_t idleTime = 0; and place this below it // account manager int32_t managerNumber; uint32_t managerNumber2; std::string managerString, managerString2; int8_t states = 13; bool talkState[13]; // -- find this OperatingSystem_t operatingSystem = CLIENTOS_NONE; and place this below it // account manager AccountManager_t accountManager = MANAGER_NONE; PlayerSex_t managerSex; char managerChar[100]; // -- protocolgame.cpp find this void ProtocolGame::login(const std::string& name, uint32_t accountId, OperatingSystem_t operatingSystem) find this void ProtocolGame::login(const std::string& name, uint32_t accountId, OperatingSystem_t operatingSystem) { //dispatcher thread Player* foundPlayer = g_game.getPlayerByName(name); if (!foundPlayer || g_config.getBoolean(ConfigManager::ALLOW_CLONES)) { player = new Player(getThis()); player->setName(name); player->incrementReferenceCounter(); player->setID(); if (!IOLoginData::preloadPlayer(player, name)) { disconnectClient("Your character could not be loaded."); return; } if (IOBan::isPlayerNamelocked(player->getGUID())) { disconnectClient("Your character has been namelocked."); return; } and replace it with this void ProtocolGame::login(const std::string& name, uint32_t accountId, OperatingSystem_t operatingSystem) { //dispatcher thread Player* foundPlayer = g_game.getPlayerByName(name); if(!foundPlayer || name == "Account Manager" || g_config.getBoolean(ConfigManager::ALLOW_CLONES) ) { player = new Player(getThis()); player->setName(name); player->incrementReferenceCounter(); player->setID(); if (!IOLoginData::preloadPlayer(player, name)) { disconnectClient("Your character could not be loaded."); return; } if (IOBan::isPlayerNamelocked(player->getGUID()) && accountId != 1) { if(g_config.getBoolean(ConfigManager::NAMELOCK_MANAGER)) { player->name = "Account Manager"; player->accountManager = MANAGER_NAMELOCK; player->managerNumber = accountId; player->managerString2 = name; } else { disconnectClient("Your character has been namelocked."); return; } }else if(player->getName() == "Account Manager" && g_config.getBoolean(ConfigManager::ACCOUNT_MANAGER)) { if(accountId != 1) { player->accountManager = MANAGER_ACCOUNT; player->managerNumber = accountId; } else { player->accountManager = MANAGER_NEW; } } in that same method underneath this if (g_game.getGameState() == GAME_STATE_CLOSING && !player->hasFlag(PlayerFlag_CanAlwaysLogin)) { disconnectClient("The game is just going down.\nPlease try again later."); return; } if (g_game.getGameState() == GAME_STATE_CLOSED && !player->hasFlag(PlayerFlag_CanAlwaysLogin)) { disconnectClient("Server is currently closed.\nPlease try again later."); return; } place this // account manager if (g_config.getBoolean(ConfigManager::ONE_PLAYER_ON_ACCOUNT) && !player->isAccountManager() && player->getAccountType() < ACCOUNT_TYPE_GAMEMASTER && g_game.getPlayerByAccount(player->getAccount())) { bool found = false; std::vector<Player*> tmp; tmp.push_back(g_game.getPlayerByAccount(accountId)); for(std::vector<Player*>::iterator it = tmp.begin(); it != tmp.end(); ++it) { if((*it)->getName() != name) continue; found = true; break; } if(tmp.size() > 0 && !found) { disconnectClient("You may only login with one character\nof your account at the same time."); return; } } // -- find this void ProtocolGame::onRecvFirstMessage(NetworkMessage& msg) inside of there you are going to look for this std::string& token = sessionArgs[2]; uint32_t tokenTime = 0; try { tokenTime = std::stoul(sessionArgs[3]); } catch (const std::invalid_argument&) { disconnectClient("Malformed token packet."); return; } catch (const std::out_of_range&) { disconnectClient("Token time is too long."); return; } if (accountName.empty()) { disconnectClient("You must enter your account name."); return; } replace it with this // account manager if (accountName.empty()) { accountName = "1"; } if (password.empty()) { password = "1"; } // -- within that same method you will look for this uint32_t accountId = IOLoginData::gameworldAuthentication(accountName, password, characterName, token, tokenTime); if (accountId == 0) { disconnectClient("Account name or password is not correct."); return; } g_dispatcher.addTask(createTask(std::bind(&ProtocolGame::login, getThis(), characterName, accountId, operatingSystem))); } and replace it with this uint32_t accountId = atoi(accountName.c_str()); g_dispatcher.addTask(createTask(std::bind(&ProtocolGame::login, getThis(), characterName, accountId, operatingSystem))); } this whole method you are going to replace void ProtocolGame::parsePacket(NetworkMessage& msg) void ProtocolGame::parsePacket(NetworkMessage& msg) { if (!acceptPackets || g_game.getGameState() == GAME_STATE_SHUTDOWN || msg.getLength() <= 0) { return; } uint8_t recvbyte = msg.getByte(); if (!player) { if (recvbyte == 0x0F) { disconnect(); } return; } //a dead player can not performs actions if (player->isRemoved() || player->getHealth() <= 0) { if (recvbyte == 0x0F) { disconnect(); return; } if (recvbyte != 0x14) { return; } } // account manager if(player->isAccountManager()) { switch(recvbyte) { case 0x14: g_dispatcher.addTask(createTask(std::bind(&ProtocolGame::logout, getThis(), true, false))); break; break; case 0x96: parseSay(msg); break; default: sendCancelWalk(); break; } } else { // -- switch (recvbyte) { case 0x14: g_dispatcher.addTask(createTask(std::bind(&ProtocolGame::logout, getThis(), true, false))); break; case 0x1D: addGameTask(&Game::playerReceivePingBack, player->getID()); break; case 0x1E: addGameTask(&Game::playerReceivePing, player->getID()); break; case 0x32: parseExtendedOpcode(msg); break; //otclient extended opcode case 0x64: parseAutoWalk(msg); break; case 0x65: addGameTask(&Game::playerMove, player->getID(), DIRECTION_NORTH); break; case 0x66: addGameTask(&Game::playerMove, player->getID(), DIRECTION_EAST); break; case 0x67: addGameTask(&Game::playerMove, player->getID(), DIRECTION_SOUTH); break; case 0x68: addGameTask(&Game::playerMove, player->getID(), DIRECTION_WEST); break; case 0x69: addGameTask(&Game::playerStopAutoWalk, player->getID()); break; case 0x6A: addGameTask(&Game::playerMove, player->getID(), DIRECTION_NORTHEAST); break; case 0x6B: addGameTask(&Game::playerMove, player->getID(), DIRECTION_SOUTHEAST); break; case 0x6C: addGameTask(&Game::playerMove, player->getID(), DIRECTION_SOUTHWEST); break; case 0x6D: addGameTask(&Game::playerMove, player->getID(), DIRECTION_NORTHWEST); break; case 0x6F: addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerTurn, player->getID(), DIRECTION_NORTH); break; case 0x70: addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerTurn, player->getID(), DIRECTION_EAST); break; case 0x71: addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerTurn, player->getID(), DIRECTION_SOUTH); break; case 0x72: addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerTurn, player->getID(), DIRECTION_WEST); break; case 0x77: parseEquipObject(msg); break; case 0x78: parseThrow(msg); break; case 0x79: parseLookInShop(msg); break; case 0x7A: parsePlayerPurchase(msg); break; case 0x7B: parsePlayerSale(msg); break; case 0x7C: addGameTask(&Game::playerCloseShop, player->getID()); break; case 0x7D: parseRequestTrade(msg); break; case 0x7E: parseLookInTrade(msg); break; case 0x7F: addGameTask(&Game::playerAcceptTrade, player->getID()); break; case 0x80: addGameTask(&Game::playerCloseTrade, player->getID()); break; case 0x82: parseUseItem(msg); break; case 0x83: parseUseItemEx(msg); break; case 0x84: parseUseWithCreature(msg); break; case 0x85: parseRotateItem(msg); break; case 0x87: parseCloseContainer(msg); break; case 0x88: parseUpArrowContainer(msg); break; case 0x89: parseTextWindow(msg); break; case 0x8A: parseHouseWindow(msg); break; case 0x8C: parseLookAt(msg); break; case 0x8D: parseLookInBattleList(msg); break; case 0x8E: /* join aggression */ break; case 0x96: parseSay(msg); break; case 0x97: addGameTask(&Game::playerRequestChannels, player->getID()); break; case 0x98: parseOpenChannel(msg); break; case 0x99: parseCloseChannel(msg); break; case 0x9A: parseOpenPrivateChannel(msg); break; case 0x9E: addGameTask(&Game::playerCloseNpcChannel, player->getID()); break; case 0xA0: parseFightModes(msg); break; case 0xA1: parseAttack(msg); break; case 0xA2: parseFollow(msg); break; case 0xA3: parseInviteToParty(msg); break; case 0xA4: parseJoinParty(msg); break; case 0xA5: parseRevokePartyInvite(msg); break; case 0xA6: parsePassPartyLeadership(msg); break; case 0xA7: addGameTask(&Game::playerLeaveParty, player->getID()); break; case 0xA8: parseEnableSharedPartyExperience(msg); break; case 0xAA: addGameTask(&Game::playerCreatePrivateChannel, player->getID()); break; case 0xAB: parseChannelInvite(msg); break; case 0xAC: parseChannelExclude(msg); break; case 0xBE: addGameTask(&Game::playerCancelAttackAndFollow, player->getID()); break; case 0xC9: /* update tile */ break; case 0xCA: parseUpdateContainer(msg); break; case 0xCB: parseBrowseField(msg); break; case 0xCC: parseSeekInContainer(msg); break; case 0xD2: addGameTask(&Game::playerRequestOutfit, player->getID()); break; case 0xD3: parseSetOutfit(msg); break; case 0xD4: parseToggleMount(msg); break; case 0xDC: parseAddVip(msg); break; case 0xDD: parseRemoveVip(msg); break; case 0xDE: parseEditVip(msg); break; case 0xE6: parseBugReport(msg); break; case 0xE7: /* thank you */ break; case 0xE8: parseDebugAssert(msg); break; case 0xF0: addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerShowQuestLog, player->getID()); break; case 0xF1: parseQuestLine(msg); break; case 0xF2: parseRuleViolationReport(msg); break; case 0xF3: /* get object info */ break; case 0xF4: parseMarketLeave(); break; case 0xF5: parseMarketBrowse(msg); break; case 0xF6: parseMarketCreateOffer(msg); break; case 0xF7: parseMarketCancelOffer(msg); break; case 0xF8: parseMarketAcceptOffer(msg); break; case 0xF9: parseModalWindowAnswer(msg); break; default: // std::cout << "Player: " << player->getName() << " sent an unknown packet header: 0x" << std::hex << static_cast<uint16_t>(recvbyte) << std::dec << "!" << std::endl; break; } } // end of else if (msg.isOverrun()) { disconnect(); } } protocollogin.cpp within this method void ProtocolLogin::onRecvFirstMessage(NetworkMessage& msg) find this std::string accountName = msg.getString(); if (accountName.empty()) { disconnectClient("Invalid account name.", version); return; } std::string password = msg.getString(); if (password.empty()) { disconnectClient("Invalid password.", version); return; } replace it with this std::string accountName = msg.getString(); if (accountName.empty()) { // account manager if(!g_config.getBoolean(ConfigManager::ACCOUNT_MANAGER)){ disconnectClient("Invalid account name.", version); return; } accountName = "1"; } std::string password = msg.getString(); if (password.empty()) { // account manager if(!g_config.getBoolean(ConfigManager::ACCOUNT_MANAGER)){ disconnectClient("Invalid password.", version); return; } password = "1"; // sha1 "356a192b7913b04c54574d18c28d46e6395428ab" } tools.cpp add this to the bottom of the file // account manager int32_t round(float v) { int32_t t = (int32_t)std::floor(v); if((v - t) > 0.5) return t + 1; return t; } uint32_t rand24b() { return ((rand() << 12) ^ (rand())) & (0xFFFFFF); } float box_muller(float m, float s) { // normal random variate generator // mean m, standard deviation s float x1, x2, w, y1; static float y2; static bool useLast = false; if(useLast) // use value from previous call { y1 = y2; useLast = false; return (m + y1 * s); } do { double r1 = (((float)(rand()) / RAND_MAX)); double r2 = (((float)(rand()) / RAND_MAX)); x1 = 2.0 * r1 - 1.0; x2 = 2.0 * r2 - 1.0; w = x1 * x1 + x2 * x2; } while(w >= 1.0); w = sqrt((-2.0 * log(w)) / w); y1 = x1 * w; y2 = x2 * w; useLast = true; return (m + y1 * s); } int32_t random_range(int32_t lowestNumber, int32_t highestNumber, DistributionType_t type /*= DISTRO_UNIFORM*/) { if(highestNumber == lowestNumber) return lowestNumber; if(lowestNumber > highestNumber) std::swap(lowestNumber, highestNumber); switch(type) { case DISTRO_UNIFORM: return (lowestNumber + ((int32_t)rand24b() % (highestNumber - lowestNumber + 1))); case DISTRO_NORMAL: return (lowestNumber + int32_t(float(highestNumber - lowestNumber) * (float)std::min((float)1, std::max((float)0, box_muller(0.5, 0.25))))); default: break; } const float randMax = 16777216; return (lowestNumber + int32_t(float(highestNumber - lowestNumber) * float(1.f - sqrt((1.f * rand24b()) / randMax)))); } bool isLowercaseLetter(char character) { return (character >= 97 && character <= 122); } bool isUppercaseLetter(char character) { return (character >= 65 && character <= 90); } bool isNumber(char character) { return (character >= 48 && character <= 57); } bool isNumbers(std::string text) { uint32_t textLength = text.length(); for(uint32_t size = 0; size < textLength; size++) { if(!isNumber(text[size])) return false; } return true; } bool checkText(std::string text, std::string str) { trimString(text); return asLowerCaseString(text) == str; } std::string generateRecoveryKey(int32_t fieldCount, int32_t fieldLenght) { std::stringstream key; int32_t i = 0, j = 0, lastNumber = 99, number = 0; char character = 0, lastCharacter = 0; bool madeNumber = false, madeCharacter = false; do { do { madeNumber = madeCharacter = false; if((bool)random_range(0, 1)) { number = random_range(2, 9); if(number != lastNumber) { key << number; lastNumber = number; madeNumber = true; } } else { character = (char)random_range(65, 90); if(character != lastCharacter) { key << character; lastCharacter = character; madeCharacter = true; } } } while((!madeCharacter && !madeNumber) ? true : (++j && j < fieldLenght)); lastCharacter = character = number = j = 0; lastNumber = 99; if(i < fieldCount - 1) key << "-"; } while(++i && i < fieldCount); return key.str(); } bool isValidAccountName(std::string text) { toLowerCaseString(text); uint32_t textLength = text.length(); for(uint32_t size = 0; size < textLength; size++) { if(!isLowercaseLetter(text[size]) && !isNumber(text[size])) return false; } return true; } bool isValidPassword(std::string text) { toLowerCaseString(text); uint32_t textLength = text.length(); for(uint32_t size = 0; size < textLength; size++) { if(!isLowercaseLetter(text[size]) && !isNumber(text[size]) && !isPasswordCharacter(text[size])) return false; } return true; } bool isPasswordCharacter(char character) { return ((character >= 33 && character <= 47) || (character >= 58 && character <= 64) || (character >= 91 && character <= 96) || (character >= 123 && character <= 126)); } bool isValidName(std::string text, bool forceUppercaseOnFirstLetter/* = true*/) { uint32_t textLength = text.length(), lenBeforeSpace = 1, lenBeforeQuote = 1, lenBeforeDash = 1, repeatedCharacter = 0; char lastChar = 32; if(forceUppercaseOnFirstLetter) { if(!isUppercaseLetter(text[0])) return false; } else if(!isLowercaseLetter(text[0]) && !isUppercaseLetter(text[0])) return false; for(uint32_t size = 1; size < textLength; size++) { if(text[size] != 32) { lenBeforeSpace++; if(text[size] != 39) lenBeforeQuote++; else { if(lenBeforeQuote <= 1 || size == textLength - 1 || text[size + 1] == 32) return false; lenBeforeQuote = 0; } if(text[size] != 45) lenBeforeDash++; else { if(lenBeforeDash <= 1 || size == textLength - 1 || text[size + 1] == 32) return false; lenBeforeDash = 0; } if(text[size] == lastChar) { repeatedCharacter++; if(repeatedCharacter > 2) return false; } else repeatedCharacter = 0; lastChar = text[size]; } else { if(lenBeforeSpace <= 1 || size == textLength - 1 || text[size + 1] == 32) return false; lenBeforeSpace = lenBeforeQuote = lenBeforeDash = 0; } if(!(isLowercaseLetter(text[size]) || text[size] == 32 || text[size] == 39 || text[size] == 45 || (isUppercaseLetter(text[size]) && text[size - 1] == 32))) return false; } return true; } // -- tools.h find this #include "enums.h" and place this under it // account manager enum DistributionType_t { DISTRO_UNIFORM, DISTRO_SQUARE, DISTRO_NORMAL }; enum FileType_t { FILE_TYPE_XML, FILE_TYPE_LOG, FILE_TYPE_OTHER, FILE_TYPE_CONFIG, FILE_TYPE_MOD }; // -- find this std::string ucfirst(std::string str); std::string ucwords(std::string str); bool booleanString(const std::string& str); place this under it // account manager bool isValidAccountName(std::string text); bool isValidPassword(std::string text); bool isValidName(std::string text, bool forceUppercaseOnFirstLetter = true); bool isNumber(char character); bool isNumbers(std::string text); bool isPasswordCharacter(char character); bool checkText(std::string text, std::string str); std::string generateRecoveryKey(int32_t fieldCount, int32_t fieldLength); int32_t random_range(int32_t lowest_number, int32_t highest_number, DistributionType_t type = DISTRO_UNIFORM); int32_t round(float v); uint32_t rand24b(); float box_muller(float m, float s); // -- vocation.cpp // account manager void Vocations::getVocationMap(bool &firstPart, std::stringstream &msg) { for(auto it = vocationsMap.begin(); it != vocationsMap.end(); ++it) { bool isXml = g_config.getBoolean(ConfigManager::USE_XML); if(it->first == ((isXml) ? it->second.getFromVocation() : it->second.getId()) && it->first != 0) { if(firstPart) { msg << "What do you want to be... " << ((isXml) ? it->second.getVocDescription() : it->second.getVocName()); firstPart = false; } else if(it->first - 1 != 0){ msg << ", " << ((isXml) ? it->second.getVocDescription() : it->second.getVocName()); } else{ msg << " or " << ((isXml) ? it->second.getVocDescription() : it->second.getVocName()) << "."; } } } } // needs to set the proper vocation id void Vocations::getVocationConfirmation(std::string text, bool &talkState1, bool &talkState2, uint32_t &number /* int32_t &number */, std::stringstream &msg) { for(auto it = vocationsMap.begin(); it != vocationsMap.end(); ++it) { bool isXml = g_config.getBoolean(ConfigManager::USE_XML); std::string tmp = asLowerCaseString(it->second.getVocName()); if(checkText(text, tmp) && it != vocationsMap.end() && it->first == ((isXml) ? it->second.getFromVocation() : it->second.getId()) && it->first != 0) { msg << "So you would like to be " << ((isXml) ? it->second.getVocDescription() : it->second.getVocName()) << "... are you sure?"; number = it->first; talkState1 = false; talkState2 = true; } } } vocation.h find uint16_t getPromotedVocation(uint16_t vocationId) const; and place this underneath // account manager void getVocationMap(bool &firstPart, std::stringstream &msg); void getVocationConfirmation(std::string, bool&, bool&, uint32_t& /* int32_t& */, std::stringstream&); // -- modify your login.lua function onLogin(player) local accountManager = player:getAccountManager() if(accountManager == MANAGER_NONE) then local loginStr = "Welcome to " .. configManager.getString(configKeys.SERVER_NAME) .. "!" if player:getLastLoginSaved() <= 0 then loginStr = loginStr .. " Please choose your outfit." player:sendOutfitWindow() else if loginStr ~= "" then player:sendTextMessage(MESSAGE_STATUS_DEFAULT, loginStr) end loginStr = string.format("Your last visit was on %s.", os.date("%a %b %d %X %Y", player:getLastLoginSaved())) end player:sendTextMessage(MESSAGE_STATUS_DEFAULT, loginStr) elseif(accountManager == MANAGER_NAMELOCK) then player:sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Hello, it appears that your character has been namelocked, what would you like as your new name?") elseif(accountManager == MANAGER_ACCOUNT) then player:sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Hello, type 'account' to manage your account and if you want to start over then type 'cancel'.") elseif(accountManager == MANAGER_NEW) then player:sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Hello, type 'account' to create an account or type 'recover' to recover an account.") end and finally add this to your config.lua -- Account Manager accountManager = true -- how many points do you want to give each account -- this applies only when they create the account vipPoints = 0 -- the default stats to start with experience = 0 -- uint64_t level = 1 soul = 100 -- uint8_t magic = 0 fist = 10 club = 10 sword = 10 axe = 10 shield = 10 distance = 10 fish = 10 -- incase you want to give the player a little starter money in their bank :) balance = 0 -- uint64_t offlineTrainingTime = 43200 -- int32_t stamina = 2520 -- uint16_t startTownId = 1 -- uint32_t temple_x = 0 temple_y = 0 temple_z = 0 baseHP = 150 baseMP = 0 baseCAP = 400 maleOutfit = 128 femaleOutfit = 136 -- give the player addons for their corresponding outfit if any lookAddons = 0 -- start the player off with a mount mountId = 0 chooseVocation = true generateAccountNumber = false useXML = true Here is a video demonstration of it working in OTX3 8.6, I have not made a video for it in TFS 1.3 because I added somethings to after making this video
  3. Vamos melhorar o TK!

    Cat e um outro reagiu a DdJs por uma resposta no tópico

    2 pontos
    Gostei bastante da ideia e da diligência sobre. Aspiro para que dê certo e passemos todos a tentar tornar ela um hábito no fórum. Gostaria também de aproveitar esse comentário e deixar um agradecimento especial para você, @KotZletY que quase sempre é quem aprova um post meu, e sempre que pode deixar um elogio e um obrigado. Muito obrigado pelo apoio. E também um obrigado ao @Daniel pelos incentivos e dicas não só direcionados a mim, mas a todos que fazem parte da comunidade e em especial o circulo ainda pequeno da parte de mapping.
  4. Nolis Show Off

    Africano e um outro reagiu a Cat por uma resposta no tópico

    2 pontos
    ROSHAMUUL - Prision Revamp - auraot.com Salas de teleport auraot.com @vankk
  5. [Projeto] Mapping Art - Nature

    edumasterrrr e um outro reagiu a NetoKain por uma resposta no tópico

    2 pontos
    Salve galera do TK, estarei revivendo um projeto antigo de tutorial sobre mapping e espero ter ajuda para dar continuidade. Esse post inicialmente será feito como introdução MAS NETO QUE PORR@ É ESSA? Basicamente jovem estarei trazendo um pouco de experiência na área de mapping, de várias pessoas, estilos diferentes, afinal cada mapper tem um estilo e isso muda muita coisa, entre um e outro, então a ideia é trazer uma variedade de conteúdo para que vocês possam observar como trabalhamos e criar seu próprio estilo fazendo mapas bonitos. Regras: 1 - Eu vou criar um tutorial, ao final irei indicar um mapper, ele irá fazer outro tutorial sobre outro estilo e no final ele vai indicar outro mapper, e assim sucessivamente. 2 - Usar meu tutorial como referência, ou seja, sendo bem detalhado nos quesitos que vão abordar e trazer imagens. 3 - Se não quiser participar, por qualquer motivo, comenta que não pode e será escolhido outro. 4 - Titular o tópico com "[Projeto] Mapping Art - (Nome do tema)" (ex: [Projeto] Mapping Art - Cidades)". No caso convido o @Daniel para dar continuidade (o tipo do mapa fica a escolha do mapper, só peço para que não seja repetido). Vou falar um pouco sobre nature, que é o básico! Tutorial 1: NetoKain - Nature Nature - Complemento. Vou passar uma breve explicação de como eu geralmente faço para montar a nature com arvores e arbustos, acho que ficou meio vago na explicação anterior, nesse caso vamos iniciar com o ground já feito. Após seguir os passos e caso tenha entendido o tutorial deixe sua imaginação andar junto com um bom planejamento e coerência. Bom mapping a todos, espero o tutorial do @Daniel!
  6. [NTO NS] Source 0.3.6 8.54 OTX Windows/Linux

    bankaidai2 reagiu a LeoTK por uma resposta no tópico

    1 ponto
    Fala galera, bom eu vi que é difícil achar uma source 0.3.6 sem bugs, então resolvi disponibilizar a source do meu servidor 0.3.6 8.54 1- Magic Effects e ShotyEffect Extendido 2- Magic Effect até 700+ / Shoty Effect até 150 se não me engano 3- Sistema de Dupla Empunhadura 4- Tem a função doplayeropenchannel para abrir os chats ao logar 5- Todos os danos de elementos estão configurado para o magiceffect 131 que no meu client é vazio 6- Auto Stacking ao jogar item que se junta por quantidade ele junta automaticamente 7- No Blocking Respawn o monstro da respawn mesmo tendo jogadores perto e com magic effect (não lembro o número do magic effect) 8- Novo Elemento Wind Adicionado 9- Algumas modificações que não lembro Linux Compile Tem um arquivo.txt que tem os códigos para compilar no linux lá tem o nome da biblioteca e o código. Windows Compile Software necessário : Stian's_Repack_Dev-Cpp_0.2,_64bit.rar Scan Use a pasta Dev-Cpp/test esqueça do conteúdo da pasta dev-cpp e use o projeto criado na pasta test a diferença é o parâmetro usado para compilar a source. OBS: Caso tiver erros ou problemas abra um tópico na área de Suporte. DOWNLOADS: [NTO_NS]_Source_0.3.6_8.54.rar SCAN
  7. Consegui resolver. Caso alguém tenha o mesmo problema, basta acessar o banco de dados, ir na tabela accounts, escolher seu usuário, clicar para editar e setar o campo page_access que estará vazio, em 5.
  8. Vamos melhorar o TK!

    KotZletY reagiu a Lhaisfar por uma resposta no tópico

    1 ponto
    Eu estava usando essa imagem até ontem de assinatura. kkkkkkk Tenho minha conta aqui no tk a uns 5 anos já e desde então venho periodicamente dar uma atenção, pois realmente a vida pessoal de todos acaba fazendo com que esquecemos daqui e que também temos que valorizar as pessoas independente de onde estejam, ainda mais aqui onde muitos se disponibilizam a ajudar sem nada em troca... Adorei a iniciativa ai, parabéns irmão. Rep+
  9. Vamos melhorar o TK!

    jojoabs reagiu a Cat por uma resposta no tópico

    1 ponto
    Acho essa discussão muito importante. Mas pra não falar a mesma coisa, vou deixar uma virgula sobre esse assunto para alimentar o debate: Temos aqui uma staff cheia de membros que acessam o fórum diariamente (alguns nem isso) mas não tiram tempo para comentar em 1 tópico. Entendo que todos tem vida fora daqui, mas se cada um de nós comentar em 3 tópicos por dia, a comunidade já vai melhorar pra caramba! O que custa incentivar os membros que estão participando? Ali na seção de debates por exemplo, todos os dias tem membros publicando ideias de projetos, imagens para show off do que estão produzindo, fora outros conteúdos. Eu já vi tópicos ali com conteúdo bacana que nenhum membro respondeu, o pior é que muitos da própria staff visualizam o tópico e nem comentam. Tem membros que desistem de criar tópicos na seção e me procuram por PM pra pedir minha opinião sobre o projeto, mesmo eu respondendo no tópico deles, podem checar minha imbox. Não quero tornar pessoal essa crítica à equipe do Tk mas acredito que quem faz isso deveria se tocar, por que estar na equipe, ao meu ver, é ter como obrigação comentar nos tópicos e incentivar os membros. Também acredito que não adianta nada reclamar que os membros estão sendo leechers sendo que esse exemplo não está sendo mostrado, afinal se ninguém comenta em um tópico que tem como objetivo debater, mostrar algum conteúdo ou até mesmo disponibilizá-lo, é claro que a galera vai sair do fórum e entrar apenas pra pegar conteúdo, repito, esse exemplo tem que partir de quem está mais próximo do fórum, a staff. Sei que to repetindo staff staff staff staff e é até chato, mas eu lembro quando entrei como Suporter no Tk anos atrás, tinha uma seção da equipe com vários guias de como agir em cada cargo, e eu lembro de ler um conteúdo que dizia que os membros da equipe devem comentar, reputar e participar dos tópicos diários ativamente. Não tem o que comentar? Elogie, reflita sobre o conteúdo e de alguma sugestão construtiva, sempre tem algo que pode ser comentado em todo lugar. Quero parabenizar o @KotZletY por tomar a iniciativa e fazer essa chamada à comunidade e ás suas demais ações como coord, continue assim bro! Também ao @Matk por atender ao meu pedido para ajudar na pág. do tibiaking E também ao apoio da equipe em geral e dos mappers com o evento Mapper King, ta sendo divertido fazer os mapas haha
  10. Problemas para compilar TFS 1.3

    Snowsz reagiu a rodolfoaugusto por uma resposta no tópico

    1 ponto
    Então: - Visual Studio 2015. - Abra o projeto do TFS 1.3 -> Selecione lá em cima (Release) (Win32). Depois clique no projeto >> Propriedades(Alt+Enter). Faça igual eu fiz: Boa sorte ai. ps: não precisa selecionar x64, faz na Win32. Até porque vc deve usar isso ai pra testar(creio eu), e dps compilar no Linux. Outra coisa: você deve fazer exatamente igual o TFS diz na parte de executar os .bats nas pastas corretas!! Preste atenção nisso, se vc executar na incorreta não vai inserir as variáveis do windows relacionadas.
  11. 1 ponto
    Ficou bem diferente com essas sprites, em algumas imagens tem bordas faltando. Aliás, tem umas sprites de cenário e criaturas bem sinistras e com uma essência de Global. Quanto ao sistemas, gostei do fly system e do teleport crystal. Esse sistema de teleports na verdade me fez lembrar de quando joguei Tibia Me, quando cheguei numa cidade tinha uns teleports parecidos que levavam até outras cidades. Muito bom!
  12. (Resolvido)Item Ganha Skill Permante

    tataboy67 reagiu a FlavioHulk por uma resposta no tópico

    1 ponto
    Então, justamente nessa linha... Ele tá vendo como erro utilizar not em uma função que puxa número... Ao certo deveria ser assimilado junto com operadores aritméticos, saca? Nesse caso só remover o not e ajustar o operador "<"
  13. (Resolvido)Item Ganha Skill Permante

    r0bert0lol reagiu a FlavioHulk por uma resposta no tópico

    1 ponto
    local cfg = { level = 400, effect = 30, addLevel = { [1] = {id = SKILL_AXE, quant = 1}, [2] = {id = SKILL_SWORD, quant = 1}, [3] = {id = SKILL_LEVEL, quant = 1}, [4] = {id = SKILL_CLUB, quant = 1} }, storage = 344240, } function onUse(cid, item, fromPosition, itemEx, toPosition) if getPlayerStorageValue(cid, cfg.storage) >= 1 then doPlayerSendTextMessage(cid, 23, "Voce ja usou o item.") doSendMagicEffect(getPlayerPosition(cid), cfg.effect) return true end if getPlayerLevel(cid) < cfg.level then doPlayerSendTextMessage(cid, 23, "Voce nao possui nivel.") doSendMagicEffect(getPlayerPosition(cid), cfg.effect) return true end for i = 1, #cfg.addLevel do local skill = cfg.addLevel[i] doPlayerAddSkill(cid, skill.id, skill.quant) end setPlayerStorageValue(cid, cfg.storage, 1) return true end Primeira observação: A função getPlayerLevel puxa um número, o que funciona com operadores.. Por isso está retornando tal erro... Segunda observação: Quanto ao for, é mais otimizado utilizar um loop numérico ao invés de utilizar o pairs e o ipairs...
  14. (Resolvido)Item Ganha Skill Permante

    tataboy67 reagiu a KotZletY por uma resposta no tópico

    1 ponto
    @r0bert0lol local lvl_min = 400 -- Leve mínimo para usar o script. local storage = 344240 -- Para não usar o script novamente. local skills_t = { {skill = SKILL_CLUB, count_lvl = 10}, {skill = SKILL_SWORD, count_lvl = 10}, {skill = SKILL_AXE, count_lvl = 10} } function onUse(cid, item, fromPosition, itemEx, toPosition) if getPlayerStorageValue(cid, storage) < 1 then if getPlayerLevel(cid) >= lvl_min then doPlayerPopupFYI(cid, "Parabens, voce acaba de maximizar o seu personagem!") doSendMagicEffect(getPlayerPosition(cid), 5) setPlayerStorageValue(cid, storage, 1) for _, t in pairs(skills_t) do doPlayerAddSkill(cid, t.skill, t.count_lvl) end else selfSay('Voce nao tem Level Suficiente !', cid) doSendMagicEffect(getPlayerPosition(cid), 3) end else selfSay('Voce ja utilizou esse Max Scroll Antes !', cid) doSendMagicEffect(getPlayerPosition(cid), 3) end return true end
  15. Nolis Show Off

    Africano reagiu a Cat por uma resposta no tópico

    1 ponto
    Mapa para o evento Mapper King
  16. Mapper King 2018

    Africano reagiu a Cat por uma resposta no tópico

    1 ponto
    Votações Encerradas Mapa 01 - @NetoKain 2 votos VS Mapa 02 - @Daniel 7 votos O rei pode ser desafiado novamente.
  17. Mapper King 2018

    Pedro. reagiu a Cat por uma resposta no tópico

    1 ponto
    Tema: Natureza Desértica @Daniel vs @NetoKain Que o duelo comece! Mapa 01 VS Mapa 02
  18. Nolis Show Off

    Africano reagiu a Cat por uma resposta no tópico

    1 ponto
    Mapas para o Auraot.com Sala de Treinamento Especial Prisão para jogadores mal feitores @vankk
  19. 1 ponto
    Auhsuauhsa blz, mudei pra div aí só executa um comando mas de boa se funfou n sei oq tinha esquecido, to sem testar e tava usando a highlight errada
  20. Erro ao instalar Site servidor 10.41

    Lhaisfar reagiu a luanluciano93 por uma resposta no tópico

    1 ponto
    Você precisa arrumar o caminho ao config.lua do seu servidor: $config['site']['serverPath'] = "ENDEREÇO DO SEU OT ex: D:/my ots/ot 10.37/";
Líderes está configurado para São Paulo/GMT-03:00

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