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[8.0] - TFS 1.2

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@celohere I feel like that the speed formula is incorrect. Players are moving too fast according to their lvl. I got repo from may 2019.
 
@celohere I found 2 more bugs in engine. If for example 2 players are on stack. You always push the first guy who enter the stack. Should push the last one. The second bug is that u cant sd invisible monster for example warlock, but im not sure if its engine problem or client.
Ok, the first one I don’t know if it’s a bug, you should provide more information. I haven’t played Tibia for many years so I don’t really know. The second is not a bug, it is the default option. If you do a quick search, you will find the solution ,which is to change that part at spells.xml
XML:
needtarget="1"
You are using

Man can u share u spr day with me? They looks cool
If no I will understand, thanks in advance @celohere
This sprites can be found on many forums, even here.
@celohere I feel like that the speed formula is incorrect. Players are moving too fast according to their lvl. I got repo from may 2019.
I feel the same
I don't want to be rude, but you must provide more information. I have very little free time so you would be helping me a lot by providing as much information or comparisons as possible. Unfortunately I don't have enough time to do everything myself.
 
@celohere But if i set needtarget to 0 in spells then i can throw sd in empty sqm it look strange :(

Take my SD script:
Code:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
function onGetFormulaValues(cid, level, maglevel)
    min = -(level * 3.88 + maglevel * 4.60)
    max = -(level * 4.24 + maglevel * 5.34)
    return min, max
end

setCombatCallback(combat, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")

function onCastSpell(cid, var, isHotkey)
    if Tile(var:getPosition()):getTopCreature() then
        return doCombat(cid, combat, var)
    end

    doPlayerSendTextMessage("You can only use this rune on creatures.")
    player:getPosition():sendMagicEffect(CONST_ME_POFF)
    return false
end

It is not perfect (gives some errors in console) but works as intended.
 
When you make a summon and it dies, you can't summon a new one it says "You have already the maximum amount of summons"
 
After use any rune client crash :(
You have to change rune spell effects corresponding to Tibia 8.0 effects. I had same issue with hmm/lmm. I can give you my rune spells if you want.
 
Should work now , try to change this
the same mug still not working.
Post automatically merged:

Should work now , try to change this
yours engine working much better like mine. i use yours datapack to my project.
i be reporting about all erorrs :)
Post automatically merged:

Lua:
local config = {
    bridgePositions = {
        {position = Position(32099, 32205, 8), groundId = 351, itemId = 4645},
        {position = Position(32100, 32205, 8), groundId = 4616},
        {position = Position(32101, 32205, 8), groundId = 351, itemId = 4647}
    },
    leverPositions = {
        Position(32098, 32204, 8),
        Position(32104, 32204, 8)
    },
    relocatePosition = Position(32102, 32205, 8),
    relocateMonsterPosition = Position(32103, 32205, 8),
    bridgeId = 5770
}

function onUse(player, item, fromPosition, target, toPosition, isHotkey)
    local leverLeft, lever = item.itemid == 1945
    for i = 1, #config.leverPositions do
        lever = Tile(config.leverPositions[i]):getItemById(leverLeft and 1945 or 1946)
        if lever then
            lever:transform(leverLeft and 1946 or 1945)
        end
    end

    local tile, tmpItem, bridge
    if leverLeft then
        for i = 1, #config.bridgePositions do
            bridge = config.bridgePositions[i]
            tile = Tile(bridge.position)

            tmpItem = tile:getGround()
            if tmpItem then
                tmpItem:transform(config.bridgeId)
            end

            if bridge.itemId then
                tmpItem = tile:getItemById(bridge.itemId)
                if tmpItem then
                    tmpItem:remove()
                end
            end
        end
    else
        for i = 1, #config.bridgePositions do
            bridge = config.bridgePositions[i]
            tile = Tile(bridge.position)

            tile:relocateTo(config.relocatePosition, true, config.relocateMonsterPosition)
            tile:getGround():transform(bridge.groundId)
            Game.createItem(bridge.itemId, 1, bridge.position)
        end

    end
    return true
end

relase good working on this server rats bridge Rookgaard
 
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relase good working on this server rats bridge
i'm not supporting stuff non related to the datapack that i released here ,if you have a request or need support ask here:
 
@celohere Shielding is bugged. There is no diffrence if u have shield or u dont have shield. Same with weapons defence. Hits to character are the same. Did u test it before?
 
celo you was testing sd rune on warlock or creature?? i have problem with this script

only message "You can only use this rune on creatures." and no shot to target
sd.PNG
 
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