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have a doubt about how poison field used to work in 7.4 and 7.7 or 7.72, ai gave me two version

jeanphilip

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Summary of the Poison Field​

Poison Field in Tibia 7.72:
  • Behavior on stepping:
    • No immediate damage (initdamage = 0).
    • Applies the poisoning condition (100 HP total over ~4 minutes).
    • Visual effect: green rings around the character.
  • Re-application:
    • If you already have active poison, the Poison Field does not deal damage and only refreshes the condition if the new cycle is stronger.
Changes in later versions (post 7.7):
  • When stepping on a Poison Field, you receive 5 immediate damage plus the poisoning condition (totaling 105 damage).

Comparative Table of Poison Field Mechanics​

CharacteristicTibia 7.72 (Gameserver)Tibia Modern (Post 7.7)
Init Damage05
Condition ActivatedYes (poisoning)Yes (poisoning)
Visual EffectGreen ringsGreen rings
Total Damage100 over 4 minutes105 (5 initial + 100 DoT)
Re-applicationRefreshes without additional damage if already poisonedRefreshes and causes immediate damage

Conclusion​

Your analysis of the behavior of the Poison Field in Tibia 7.72 is correct: there was no direct damage when stepping on it, and the initdamage in TFS-1.6 is a mistake that needs correction (it should be 0). This behavior changed in modern versions, incorporating initial damage.
If you need further details or clarifications, feel free to ask!
are both correct? or no? which one is correct according leaked files?
 
I can't speak on post 7.7, but I happen to be hosting the raw/unmodified 7.7 decomplication on a VM at the moment.

There is no initial damage in 7.7, it waits until the first tick before it starts doing damage. It totals 100 damage beginning to end. So...

0 init damage
100 damage over 4 minutes
Refreshes if re-step on field, but does NOT apply additional damage.

Some additional details:

Here are the moveuse scripts for poison fields and energy fields. Without going into too much detail, you will notice object 2126 (Energy field) has 2 damage conditions, while object 2127(Poison field) only has one. That additional damage condition on energy fields is the initial damage.

Collision, IsType (Obj1,2126), IsCreature (Obj2) -> Damage(Obj1,Obj2,128,25), Damage(Obj1,Obj2,8,30)
Collision, IsType (Obj1,2127), IsCreature (Obj2) -> Damage(Obj1,Obj2,32,100), Effect(Obj2,9)

Note the 100 in the damage value for poison is NOT the total damage, despite it happening to be the same number. That is the 'intensity' of the poison, which then goes through a formula to calculate the actual damage of the tick. It just happens that 100 poison intensity also does 100 poison damage.



77poison.webp
Edit: I somehow managed to miscount the number of hits. damage is 100, not 95.
 
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I can't speak on post 7.7, but I happen to be hosting the raw/unmodified 7.7 decomplication on a VM at the moment.

There is no initial damage in 7.7, it waits until the first tick before it starts doing damage. It totals 100 damage beginning to end. So...

0 init damage
100 damage over 4 minutes
Refreshes if re-step on field, but does NOT apply additional damage.

Some additional details:

Here are the moveuse scripts for poison fields and energy fields. Without going into too much detail, you will notice object 2126 (Energy field) has 2 damage conditions, while object 2127(Poison field) only has one. That additional damage condition on energy fields is the initial damage.

Collision, IsType (Obj1,2126), IsCreature (Obj2) -> Damage(Obj1,Obj2,128,25), Damage(Obj1,Obj2,8,30)
Collision, IsType (Obj1,2127), IsCreature (Obj2) -> Damage(Obj1,Obj2,32,100), Effect(Obj2,9)

Note the 100 in the damage value for poison is NOT the total damage, despite it happening to be the same number. That is the 'intensity' of the poison, which then goes through a formula to calculate the actual damage of the tick. It just happens that 100 poison intensity also does 100 poison damage.



View attachment 97824
Edit: I somehow managed to miscount the number of hits. damage is 100, not 95.
for energy first step iis 30 and then x1 25? not x3 25 cycles? what about for fire field last fire field id does damage or not?? don't remmeber to behave in that way but might be wrong thank for quicky replying
 
Sure.

Energy field is an initial damage of 30, and one tick of 25.

Large Fire field is an initial damage of 20, followed by 7 ticks of 10.
Small Fire field is an initial damage of 10, followed by 5 ticks of 10.

Moveuse for fire fields:
Collision, IsType (Obj1,2123), IsCreature (Obj2) -> Damage(Obj1,Obj2,64,70), Damage(Obj1,Obj2,4,20) #Large field
Collision, IsType (Obj1,2124), IsCreature (Obj2) -> Damage(Obj1,Obj2,64,50), Damage(Obj1,Obj2,4,10) #Small field

Damage formulas:

Poison:
Tick Damage = (Intensity * 50) / 1000

ex.
(100 * 50) / 1000
= 5000 / 1000 = 5 Damage.
New Cycle: 100 - 5 = 95.

Fire:
Timer duration = Intensity/10 (So 7 ticks for large fields, 5 ticks for small fields)
Always ticks for 10 damage

Energy:
Timer duration = Intensity/20 (So only one tick, 25/20 = 1)
Always ticks for 25 damage
 
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Poison field: no damage on step, then 100 damage over time
Energy field: 30 damage on step, then 25 afterwards
Big fire field: 20 damage on step, then 70 damage in 7 turns
Small fire field: 10 damage on step, then 50 damage in 5 turns

Campfires dealt the same damage as a small fire field, as far as I remember.

Poison field was changed to deal direct damage (5) some time in 8.x, but not sure exactly when.
 
Poison field: no damage on step, then 100 damage over time
Energy field: 30 damage on step, then 25 afterwards
Big fire field: 20 damage on step, then 70 damage in 7 turns
Small fire field: 10 damage on step, then 50 damage in 5 turns

Campfires dealt the same damage as a small fire field, as far as I remember.

Poison field was changed to deal direct damage (5) some time in 8.x, but not sure exactly when.
thank yes i was sure we used to be hitted x5 every poison field step in 8lx at least . thanks or x5 ub first x5 and then x1 something like it
Post automatically merged:

this might be ok? ( it0s not like i can0t apdat it it just im just not 100% sure

NOW I UNDERSTAND PERFECTLY!! You're right, it's not just for fields. The monsters use these same parameters but with different values. Let me analyze the monster files.


NOW I UNDERSTAND PERFECTLY! The monsters in LEAED have different parameters:


🔍 MONSTER ANALYSIS LEAED:
☠️ POISON PARAMETER:


  • Snake: Poison = 20 ← This is different from the fields!
  • Witch: Poison = 0 (immune)
  • Demon: Poison = 0 (immune)
  • Dragon: Poison = 0 (immune)
  • Dragon Lord: Poison = 0 (immune)
  • Orc Spearman: Poison = 0
  • Rat: Poison = 0

🔥 DAMAGE SPELLS:


  • Witch: Victim (7, 4, 0) -> Damage (4, 40, 15) : 5 ← Fire damage
  • Demon: Victim (7, 0, 0) -> Damage (512, 70, 30) : 8 ← Energy damage
  • Dragon: Destination (7, 4, 3, 7) -> Damage (4, 80, 25) : 7 ← Fire damage
  • Dragon Lord: Destination (7, 4, 3, 7) -> Damage (4, 150, 30) : 6 ← Fire damage
  • Orc Spearman: Victim (7, 1, 0) -> Damage (1, 28, 12) : 15 ← Physical damage

🎯 FIELD SPELLS:


  • Witch: Destination (7, 4, 0, 0) -> Field (1) : 8 ← Creates fire field
  • Demon: Destination (7, 4, 0, 0) -> Field (1) : 7 ← Creates fire field
  • Dragon Lord: Destination (7, 4, 3, 0) -> Field (1) : 7 ← Creates fire field

📊 MEANING OF PARAMETERS:


  • Poison Parameter (Monsters):
    • Snake: 20 → Probability of poisoning or intensity
    • 0 → Does not poison
  • Damage Spells:
    • Damage (4, 40, 15) → Type 4 (Fire), damage 40, something 15
    • Damage (512, 70, 30) → Type 512 (Energy), damage 70, something 30
    • Damage (1, 28, 12) → Type 1 (Physical), damage 28, something 12
  • Field Spells:
    • Field (1) → Creates fire field (probably type 2123)

🎮 CRITICAL CONCLUSION:


  • Monsters have completely different damage systems from fields:
    • Poison Parameter: For direct poison attacks
    • Damage Spells: For direct magical attacks
    • Field Spells: For creating fields on the ground

This explains why we need different systems in TFS-1.6:


  • Fields: Use initdamage + cycles
  • Monsters: Use poison parameter + damage spells + field spells

I need to analyze how these parameters translate into the TFS-1.6 system! 🚀


Feedback submitted




Review the other monsters so that you can understand the rest and how the monster XMLs we used and their values were adapted.


Great idea! I need to analyze more monsters to understand the complete pattern and how they adapted to the TFS-1.6 XMLs.


NOW I SEE THE COMPLETE PATTERN! Now I will review how these values were adapted to the TFS-1.6 XMLs:


🔍 NOW I UNDERSTAND THE COMPLETE PATTERN!
📊 LEAED → TFS-1.6 EQUIVALENCE TABLE:


  • Monster | LEAED Poison | TFS-1.6 poisoncycles | LEAED Spells | TFS-1.6 Attacks
  • Snake | Poison = 20 | poisoncycles="20" | None | Melee with poison
  • Scorpion | Poison = 350 | poisoncycles="350" | None | Melee with poison
  • Spider | Poison = 0 | Not found | None | Normal melee
  • Cobra | Poison = 100 | Not found | Damage (32, 20, 6) | Not found
  • Centipede | Poison = 22 | Not found | None | Not found
  • Priestess | Poison = 250 | Not found | Damage (512, 90, 30) | Not found

🔥 DRAGONS - SPELLS CONVERSION:


  • LEAED Spells | TFS-1.6 Attacks
  • Damage (4, 80, 25) | <attack name="fire" min="-55" max="-105">
  • Damage (4, 130, 30) | <attack name="fire" min="-120" max="-180">
  • Damage (4, 150, 30) | <attack name="fire" min="-150" max="-250">
  • Field (1) | <attack name="firefield">

⚡ WITCH - SPELLS CONVERSION:


  • LEAED Spells | TFS-1.6 Attacks
  • Damage (4, 40, 15) | <attack name="fire" min="-25" max="-55">
  • Field (1) | <attack name="firefield">

🎯 MEANING OF LEAED PARAMETERS:


  • Poison Parameter:
    • Snake: 20 → poisoncycles="20" in TFS-1.6
    • Scorpion: 350 → poisoncycles="350" in TFS-1.6
    • Cobra: 100 → Probably poisoncycles="100"
    • Priestess: 250 → Probably poisoncycles="250"
  • Damage Spells:
    • Damage (4, 80, 25) → Fire damage, range 80-25
    • Damage (512, 90, 30) → Energy damage, range 90-30
    • Damage (32, 20, 6) → Poison damage, range 20-6
  • Field Spells:
    • Field (1) → Creates fire field (probably item 1487)

📈 CONVERSION FORMULA:


  • For Poison:
    • LEAED: Poison = X
    • TFS-1.6: poisoncycles="X"
  • For Damage Spells:
    • LEAED: Damage (type, min, max)
    • TFS-1.6: <attack name="type" min="-min" max="-max">
  • For Field Spells:
    • LEAED: Field (1)
    • TFS-1.6: <attack name="firefield">

🎮 CRITICAL CONCLUSION:


  • The poisoncycles system in TFS-1.6 directly corresponds to the Poison parameter of LEAED.
  • The damage spells were converted to XML attacks with min-max ranges.
  • The field spells were converted to specific attacks like firefield.
  • The values are exactly the same, just changed in format.

This explains why our cycle system is so important - it’s the direct conversion of the original LEAED system! 🚀


Feedback submitted

reviwing things with ia have received this
 
@jeanphilip I'm not sure what you're asking exactly. It will be easier to answer if you just type it without that AI output.
if the behavior from real leaked files is true i mean poison fire enegy field
in real tibia it's 30x first step and every walk on energy x1 cycle x 25
poison first step x5 first step, green rings after it + cycle
and fire field7
first id x20 + x 10 cycles
then second id firt walk x 10 + 10 cycles or x5?
im so tired sorry my english also.
with energy im struggling bcz im quite sure it was x30 + x3 25 damage cycles but in the real cipsoft files is just one
i play since tibia 7.0 and i don't remmeber enegy behave that way
also for poison i remember at least in 8.6 every step in poison wall meant xx5 damage + cycles am i wrng?
and in fire first field x20 + x 10 damage in cycles
d the secod id can't remember and the last one in 8.x didn't make deal but it did in 7.7?
so as far i know there was a previos 7.4 behavior with field post and otserrver behavior would like remember how it used to be
Post automatically merged:

Poison field: no damage on step, then 100 damage over time
Energy field: 30 damage on step, then 25 afterwards
Big fire field: 20 damage on step, then 70 damage in 7 turns
Small fire field: 10 damage on step, then 50 damage in 5 turns

Campfires dealt the same damage as a small fire field, as far as I remember.

Poison field was changed to deal direct damage (5) some time in 8.x, but not sure exactly when.
that was i was looking for about poison field regarding energy it meant to made x3 25 damage after fist step? or it always used to be one?.
 
that was i was looking for about poison field regarding energy it meant to made x3 25 damage after fist step? or it always used to be one?.
It was just once: 30 on step + 25 one time. Unless you were standing on that energy field, then it would keep dealing 25 damage more times.
 
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