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Recent content by waqmaz

  1. waqmaz

    Visual Studio 2015 Problem

    have stupid question can i compile new otx with visual studio 2019? i dont know how to download the 2015 version
  2. waqmaz

    Programmer Monster walkeable Fields AI - Only Pro's

    there is a function onAttacking etc, use it
  3. waqmaz

    Fix/Patch [0.3.6pl1] !disband fix

    and what does it do? clears invitations? 036 already does it
  4. waqmaz

    Programmer Monster walkeable Fields AI - Only Pro's

    I did it and it returns nothing
  5. waqmaz

    C++ Class has no member named

    The code is fine, I wrote similar one, but it doesn't work. I think the problem lies here: In tile.cpp under: MagicField* field = getFieldItem(); Add: std::cout << getFieldItem()->getDamage(); // field->getDamage(); In condition.h search for "class Condition" and under: public: Add: int32_t...
  6. waqmaz

    C++ Class has no member named

    items.h: class ItemType { private: ItemType(const ItemType& it) {} public: ItemType(); virtual ~ItemType(); bool isGroundTile() const {return (group == ITEM_GROUP_GROUND);} bool isContainer() const {return (group == ITEM_GROUP_CONTAINER);}...
  7. waqmaz

    C++ Class has no member named

    I need a function for tfs 0.3.6 to check if there a damage has been done. The function that I can use same way like: "if ( field->getDamage() == 0 ) then"
  8. waqmaz

    C++ Class has no member named

    combat: //////////////////////////////////////////////////////////////////////// // OpenTibia - an opensource roleplaying game //////////////////////////////////////////////////////////////////////// // This program is free software: you can redistribute it and/or modify // it under the terms of...
  9. waqmaz

    C++ Class has no member named

    I still get the same errors: tile.cpp: MagicField* field = getFieldItem(); if (!field || field->isBlocking(monster) || field->getDamage() == 0) { return RET_NOERROR; } CombatType_t combatType = getFieldItem()->getCombatType()...
  10. waqmaz

    C++ Class has no member named

    Hello. So I am trying t include the code from: Fix monsters walking over fields. by Mkalo · Pull Request #2207 · otland/forgottenserver to into the tfs 0.3.6 crying damson version and everything works well, except this. If I add to the combat.h int32_t getDamage() const {...
  11. waqmaz

    Programmer Monster walkeable Fields AI - Only Pro's

    no, i tried and i have problem with: combat.h: int32_t getDamage() const { const ItemType& it = items[item->getID()]; if (it.ConditionDamage) { return it.ConditionDamage->getTotalDamage(); } return 0...
  12. waqmaz

    Programmer Monster walkeable Fields AI - Only Pro's

    any ideas how to make it
  13. waqmaz

    Solved Not correct count when use items

    i love this version of engine, the best!
  14. waqmaz

    Solved Not correct count when use items

    It doesn't work with autostacking script.
  15. waqmaz

    Solved Can't move corpses

    TFS 0.X - 0.3.6 - doTransformItem on tile makes item non-moveable. I've done your script for my tfs 0.3.6 and it works fine (i haven't included stamina thing). All players can open corpse straight after dead but they still can not move the second corpse. Only the firt one.
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