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OTClient Server ID for OTCLIENT

u can send this info with opcodes
client asks -> server response -> client receive
for what do you need this? pretty useless for client side
 
u can send this info with opcodes
client asks -> server response -> client receive
for what do you need this? pretty useless for client side
The thing is that the OTC vBot use CLIENT IDs for its items, and its a mess! Cause nobody can put the real IDs of the items in it!
Is there any way to fix that so the vBot use the right IDs the ones that the server use?
 
The thing is that the OTC vBot use CLIENT IDs for its items, and its a mess! Cause nobody can put the real IDs of the items in it!
Is there any way to fix that so the vBot use the right IDs the ones that the server use?

You can put your items.otb into otclient to find serverId
U just need to regist the items.otb somewhere can't remmember where
EDIT: ( modules/client/client.lua ) then add this in
g_things.loadOtb('items.otb')
in
function onGameStart
 
Last edited:
I will never understand why TFS continues to use serverID...



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I don't know what your goal is, but if you want to send information so that it is read correctly on the client side, use this:
LUA:
ItemType(item:getId()):getClientId()
ItemType(2160):getClientId()
 
I will never understand why TFS continues to use serverID...



--------------------

I don't know what your goal is, but if you want to send information so that it is read correctly on the client side, use this:
LUA:
ItemType(item:getId()):getClientId()
ItemType(2160):getClientId()

I think it was a way of allowing adding new items without removing the old ones.
Multiple server_ids can point to the same client_id.

For example, old worn soft and firewalker boots were the same as a worn leather boots.
Having a server id, allowed to add a second worn soft/firewalker boots with the correct sprite without enforcing a database/map migration.

ahhhhhhhhhhh.webp

It is not that bad. The bad thing is that the binary format made it akward to make sense of that.
 
I will never understand why TFS continues to use serverID...



--------------------

I don't know what your goal is, but if you want to send information so that it is read correctly on the client side, use this:
LUA:
ItemType(item:getId()):getClientId()
ItemType(2160):getClientId()
You can put your items.otb into otclient to find serverId
U just need to regist the items.otb somewhere can't remmember where
EDIT: ( modules/client/client.lua ) then add this in
g_things.loadOtb('items.otb')
in
function onGameStart
SORRY guys, im not that smart.. :P
Should i even do this? I just wanted to switch to server IDs cause of the vBot. But i realized when you type the "real ID = like tibia got" you can use the bot as inteneded.

vBot use 3031 for gold coins, my server 2148 - so the Bot will collect the gold coins anyway.
So if people type the CID it wont matter at all.
E993E4FC7FB8D729FFC78CEDC036C9683A10A040
 
so is there a way to see what is the client ID before having to go trial and error to find it?
It seems my moonlight rod is 2186 vs 3070
my module is hardcoded to 3070 to have that golden frame on it


1771909865368.webp
 
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