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Through this post, I want to share a project that I have been working on for some time.
Being a lover of version 8.10, we know that this version has a huge lack of sources, especially older servers that use XML database (Acc manager 111111/tibia).
I made an attempt in the past to create an...
Incomplete script. It indeed work, but you need to do a function to verify every tile for free slots after every teleportation, otherwise when someone is teleported to a tile, it never clear itself, even before the player leaves. So the way that is, only one player can use all slots if he leaves...
I'm using OTServBR12
opentibiabr/otservbr-global (https://github.com/opentibiabr/OTServBR-Global)
I been trying to create two new amulets, that works like an amuleto of loss, but don't dissapear when dying.
But after three days straight I give up, I asking for someone to give me any ideias how...
Like I said before, changing basespeed does not work.
A little comparison I made:
My old SVN server (I do not posses the sources files): (Speed value is set to 23962)
This is like i want to be.
My actual TFS (much more slower, even with Speed set to 50000)
Currently base speed formula in player.h:
void updateBaseSpeed()
{
if(!hasFlag(PlayerFlag_SetMaxSpeed))
baseSpeed = vocation->getBaseSpeed() + (2 * (level - 1));
else
baseSpeed = SPEED_MAX;
}
I tried to modify to...
It raised the speed limit, but it result in a small difference.
It raised the speed cap on database ("speed value"). but i can't get the player to move faster.
In fact after 5000 there's no difference at all ingame, somehow there's another speed cap limiting this value.
Of course I had...
I'm been trying to remove the speed cap (at least with mouse clicking) without success.
I want that when someone click on minimap, he will be almost instantly there. On old SVN (XML) servers works that way, but in TFS there's a speed cap.
I'm using TFS 0.4
I tried to increase max_speed on...
I am currently creating a High XP server where it is common to teleport, unleash spells, and exit quickly, even before there is time to take monster attacks.
But when I migrated my base to OTX2 (which is based on TFS 0.4) The monsters attack very quickly, this delay being almost zero, so when...
Almost fixed, loot drop is working correctly now, but bless still not working.
I had change the function onDeath from player.cpp (I had replaced mine with the old tfs 0.3.6pl1)
bool Player::onDeath()
{
Item* preventLoss = NULL;
Item* preventDrop = NULL;
if (getZone() ==...