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Does anyone know how to make the runes to target on tile instead of following the creature where it moves?This is the behavior i get normally, im using tfs 1.4.2
The desired non-aimbot behaviour can be achieved with OTC. However I don't use TFS either, so not sure about server side stuff.
Here is cip engine (Revol) + Tibiara otc:
You got that "sorry, not possible" message there once (without 'poof'). As I explained, it's because you clicked on that square when the npc was still there (client side), but it wasn't there (server side) when your packet reached the server. So it was deemed invalid, hence this message (different than the usual "you can only use this rune on creatures" which happens when you miss completely).
The "aim assistance" is definitely in the client, but I wouldn't doubt that something may also be messed up in the server (tfs).
yeah but im saying its better when you have to target it on creature because its more competitive if there is a lot of creatures on screen moving around .
Server has no aim assistance, except use on creature packet (which is 7.8+ RL Tibia packet) with creatureId instead of sending target position.
Someone posted above, that this packet use on creature should not work on players. IDK, I do not play on RL Tibia since 8.1, so I got no idea how it worked on 10.98 (TFS 1.4). That packet is similar to packet client sends, when you use hotkey with rune on target selected on Battle List, so it probably should work on players.
I wrote more about OTC client side aim assistance in my previous post:
It can be related to modules/game_interface/gameinterface.lua and some tile.cpp code which detect clicking on creatures that are draw on other tile - by checking+/- 1 SQM around - ex. player standing on 3 parcels is draw on left-upper tile from his real position.
There is a fix for magic wall rune in client Lua code:
LUA:
if selectedThing:isFluidContainer() or selectedThing:isMultiUse() then
if selectedThing:getId() == 3180 or...
Server has no aim assistance, except use on creature packet (which is 7.8+ RL Tibia packet) with creatureId instead of sending target position.
Someone posted above, that this packet use on creature should not work on players. IDK, I do not play on RL Tibia since 8.1, so I got no idea how it worked on 10.98 (TFS 1.4). That packet is similar to packet client sends, when you use hotkey with rune on target selected on Battle List, so it probably should work on players.
That "someone" was me. The 'UseOnCreature' packet is not 7.8+. It existed in the earlier versions too, but it didn't work for players (creature ids < 0x40000000). So, in any server with the oldschool aiming it should be disabled too (for both client and the server), which apparently isn't the case (referring to Nekiro's post). I know that the "aim assistance" itself is in the client, but there's more to it. If you don't disable direct shooting on players in the server, people can for example hack the battle list in the client and shoot there with 100% accuracy (or just make a bot that sends such packets). You could possibly also cheat in an uhtrap by healing yourself directly. In the oldschool pvp (pre-7.8 i.e. pre-hotkeys) shooting directly should only be allowed on monsters and NPCs, but on players it should be always based on coordinates.
That "someone" was also me, and the 'UseOnCreature' packet is not "7.8+". It existed before, but it didn't work for players (creature ids < 0x40000000).
So first step would be to disable this packet on server side when target is player? Then test how client works with that change and edit client, to make it send 'use on tile' packet with clicked tile position? @kay
Do you know since which update it was possible to shot monsters with 'useOnCreature' packet?
Do you know since which update it was possible to shot players with 'useOnCreature' packet?
So first step would be to disable this packet on server side when target is player? Then test how client works with that change and edit client, to make it send 'use on tile' packet with clicked tile position?
Yes, in old Tibia if someone sends that packet to shoot on a player, it should be ignored. So you have to check if the target is a player on the server's side.
The original client was behaving like this. It checked if the target was a player or a monster/npc by the creature's id. Ids < 0x40000000 were reserved for players, and >= 0x40000000 for monsters and npc. If you'd try to shoot on a creature with low id via battle list window, the client would just return "you cannot shoot directly on players" without sending a packet. If you did that in the game window, it would send the 'UseTwoObjects' packet with coordinates and object id 99 (creature container). But if you aimed on a monster or npc (both in the game window or via battle list), it would just send 'UseOnCreature' with the target's id (without coordinates). So, in short, the outgoing packet was different depending on the id of the creature that you clicked on.
Do you know since which update it was possible to shot monsters with 'useOnCreature' packet?
Do you know since which update it was possible to shot players with 'useOnCreature' packet?
1. I don't know, but it must be a very early version. Probably ever since the battle list was introduced.
2. Pretty sure it was in 7.8, cause that update introduced hotkeys and allowed shooting on players directly via battle list window, just like on monsters. In 7.7 it wasn't allowed and it worked as I explained above.