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[7.7] RealOTS 7.7 Cipsoft files (virgin)

Was anything revealed concerning the Serpentine Tower when this was released? What the other switches do etc?
you can get to a point where you pass the mwalls on last floor but there it basically ends. unless i'm missing a wider context
 
Is there an open-source parser for the map sector files? I’ve read multiple posts about the map being converted to OTBM format, but no actual code for it. I ask because I was going to make a parser, but didn’t want to waste my time if it’s already out there. If not, I’ll make one and open-source it.
 
Is there an open-source parser for the map sector files? I’ve read multiple posts about the map being converted to OTBM format, but no actual code for it. I ask because I was going to make a parser, but didn’t want to waste my time if it’s already out there. If not, I’ll make one and open-source it.
I have one if you need it, let me know
 
I have one if you need it, let me know
Thanks, but I threw one together before I saw your reply.

For anyone interested: GitHub - jo3bingham/map-sector-parser (https://github.com/jo3bingham/map-sector-parser)

It’s written in Rust. I threw it together real quick, so ignore the bad code, but I tested it against the /map/ and /origmap/ directories and it parsed every sector file in each one without error. I wrote it to parse the file then dump it in JSON format to the same directory as the file. You can either pass the path to a single sector file or a directory and it’ll convert each sector file in that directory.
 
@Yamaken maybe he will help, I didn't know Rust lang
edit:
btw @Ezzz got cipsoft script file parser (I'm not sure but it could be somewhere in Nostalrius repo) which is based on leaked binary, it should be capable to parse sector files.
 
Thanks, but I threw one together before I saw your reply.

For anyone interested: GitHub - jo3bingham/map-sector-parser (https://github.com/jo3bingham/map-sector-parser)

It’s written in Rust. I threw it together real quick, so ignore the bad code, but I tested it against the /map/ and /origmap/ directories and it parsed every sector file in each one without error. I wrote it to parse the file then dump it in JSON format to the same directory as the file. You can either pass the path to a single sector file or a directory and it’ll convert each sector file in that directory.
cool ty
 
I had 0 planning, just a "what if" thought and trying it out. It was right between the 7.7 and 7.71 release. I was "unlucky" that a Cipsoft engineer logged onto the same server while I was on there. I followed the discovery with my own eyes from their support tickets, until they finally figured out their account was compromised and changed the password. It took them about a month to trace it back to my character, so I assume they did a reset of the world just in case. I had, in fact, on day 2 modified an NPC to gain an in-game advantage. The NPC Hardek bought my daggers for insane amounts of gold and provided me with rare items (such as the magic longsword). Cipsoft re-set the game on the day I obtained the items so they were lost forever. I did get to know a true friend, though. An in-game friend went completely nuts seeing the legendary sword and asked me if he could please plx plx plxxxxx try it out. I gave him the sword and he went out and hunted cyclopses with his tiny sorcerer. Half an hour later he came back and returned the sword to me. He proved to be the most trustworthy guy ever.
Do you have any screen shot about all this legendary feat? Like you getting or using any rare, selling to Hardek or anything else?

I would love to see and imagine how was the felling at this time.
 
Back in my Tibia playing days I was the only person that knew you could exchange life crystals for life rings. I told two other players, whom I considered friends. Within a week the 'secret' was sold by the highest levels on the server for 750K. I then decided to post the solution of the life crystal 'quest' on the Wiki (Erig's site I believe) and within a week or two it was known throughout the entire Tibia universe. Moral of the story: Two can keep a secret if one of them is dead.
COPIUM, holy molly dude, the Gianni Russo of the OT Community
 
Hello there!

I'm not on Tibia or OTS stuff anymore for a long long time. However, there's still one minor thing that makes me curious.
Back in the ~7.4 days, I really wanted to make an OTS that is as much close to original Tibia as it could be. I've spend a lot of time for thinking about damage formulas, testing, doing the math and trying to figure out how certain game mechanics worked.

As now I've seen that some people have good knowledge how original stuff worked, and that some people actually decompiled binary and examined it, I'd love to ask some questions. I'm asking this from pure curiousity as I just simply want to know how much off I was with my predictions and calculations. So here are the list:

Weapon damage formula
Back in the days I was trying to figure out how weapon damage was really calculated. I've figured out this formula for weapon based attacks:

AttackModeMod = 7 for Full Attack, 5 for balanced, 3 for full defense
MaxDamage = (AttackModeMod * WeaponAttack * Skill) / 100
Damage = [0..MaxDamage]

Shielding formula
Everyone knows that shielding simply reduces damage output (there is no "chance to block all damage" stuff). My formula was:
AttackModeMod = 7 for full defense, 5 for balanced, 3 for full attack
MaxBlock = (AttackModeMod * Defense * Shielding Skill) / 100
Block = [0..MaxBlock]

(with Defense being Max(weapon defense, shield defense))

Rules of blocking
Eg. when a character or enemy can use its shield to block incoming attack. Could be bullshit, but what I've tested several stuff that nobody believed and back in the days I was pretty sure it worked this way. This one I am really curious about. So:

  • all melee attacks could be blocked with shield
  • no magic attacks could be blocked with shield obviously
  • distance (bow, throwing) attacks made by players ignored defense
  • distance attacks made by monsters did NOT ignore defense (like mino archer bolt, black knight spear, but there were also some weird ones, as far as I remember warlock also used distance attack that looked like a spell)
  • distance attacks made by monsters that were summoned by players ignored defense (this one is weird I know but I never saw a "poof" on any pk movie with mino archer summons etc) ; i'm not sure if this is correct, I believed it is but this makes little sense from programming standpoint

Armor formula
OTS and various resources state that its flat damage reduction of [0.45...0.9] per armor point. I've used to believe that formula was:
DmgReduction = [Armor*0.5 ... Armor]

Spell Damage formula
I've looked through spells damage as well. There were resources about "magic power %" back in the days and I found them to be real. So I believed it was:

MagPower = (Level * 2 + MagLevel * 3)
if (MagPower < 100) then MagPower = 100

MagPower (or thats what I've though back in the days) was simply a % mod of spell damage, for example 200% magpower means spell will do twice its base damage. For spells damage, I've figured out:

LMM - MinDamage=10, MaxDamage=20
HMM - MinDamage=20, MaxDamage=40
GFB - MinDamage=30, MaxDamage=60
UH - MinDamage=250, MaxDamage=250
Exori vis (and variants) - MinDamage=30, MaxDamage=50
Exori mort same as Exori vis but reduced by armor
SD - MinDamage=120, MaxDamage=160

Also I believe that minimum MagPower of 100% was changed somewhere around 7.6 and wasn't true for damage spells anymore. But I clearly remember that even 8lvl knight could do 20-40 with HMM, though somewhere after 7.6 I remember that without lvl and mlvl you could even hit for a single digit with HMM rune.

Attack from 1.5 SQM
Or thats how it was called back in the days by people who tried to make as much real server as possible. In early OTS, attacking was quite clucky when approaching enemies marked for attack earlier. There was some sort of uncomfortable delay and some people believe that creatures attacked from 1.5 SQM range and some really wanted this feature on their OTS.

I believed from the beginning though that there was nothing like 1.5 SQM stuff and its just simple additional attack check every move.

Monsters - moving obstacles around
People believed that ability for stronger monsters to move around obstacles (like parcels, boxes, etc) and to destroy them was different stuff. I've believed from the beginning that its the same mechanics but item is destroyed if new "rolled" place for them was claimed with something else (like a wall, creature, etc.).

Monsters - skills
Also I believed that monsters in original Tibia did not work like in OTS. In OTS they are entirely different constructs with some similarities to players, but I always felt like original Tibia monsters were much closer to an AI controlled players. I've believed that they had their own equipment and skills and their damage (at least melee) was dependent on their "skills" not hardcoded values like OTS use.

Monsters - equipment
Also I believed that, unlike in OT, on original Tibia monsters have their loot decided upon spawning, not dying. Also I always thought their equipment augmented some of their stats. For example, minotaur on rookgard was always decent challenge but once every a while there was super hard to kill minotaur that required a lot of bashing from noobs to kill, and it always dropped chain armor then; like he was indeed wearing it during combat. Not sure if it was the same for weapons and I'm pretty sure monster distance attacks used totally different approach and were more closer to spells than attacks paladins were making.

Monsters - casting spells
Everyone back then known that monsters can "combo" spells, i.e. cast multiple spells at once. Today its probably common knowledge that monsters that walk around or are fleeing are more likely to cast spells. People back in the days knew it too and weaker vocations were always more focused when dragons started to flee away.

I always though there was something off with this theory however, first because it didnt really made much sense for CIP to make something like "if monster is fleeing, let their chances to be twice as high". Second, on my many playthrough and watching tibicam movies, I know monsters often fired their spells more rapidly, more often than every 2 seconds. Fleeing dragon lords could either happily walk away slightly and then die, or they could turn into wreaking havoc killing machines. And of course hunters that when engaged in melee were calm and nice, but from distance they sometimes used their bow like a minigun.

Back in the days I believed it was strictly related to movement and monster simply get their spellcheck for every step it made, but I'm almost sure I was wrong then. I sometimes watch some old tibicams on youtube and today I'd rather bet that its more related to monsters acquiring targets or something like that. Few days ago I watched some old Tibia video where 7 knights were hunting demons with only melee and I was that demon was totally crazy with its attack when surrounded with 7 knights. It was clearly much much more aggressive with its spells than on standard hunt with 1 EK + 1-2 ranged shooters. I think that monster gets its spellcheck when it acquires a new target (which probably could be exactly the same target it already has?), not sure about that but I could relate it to some sort of anti-stairhopping measures? This makes sense in my head, as in Tibia whenever you stairhop monster, it always tried to cast spell as soon as you arrived on its floor, so perhaps this is somewhat related. Not sure, hard topic.

Final words
Im not into Tibia nor community anymore. Its just my curiosity from times where I was a kid researching stuff with my own testing, watching tibicams and trying to figure out ingame math and mechanics. I'm just really really curious how close I was then :)

If anybody have knowledge about things above, or have possiblity to check it in the original binary, I'd be thankful :)

@LarvaExotech
Crazy. I remember back in the day you were one of those guys that was REALLY into the mechanics of the game like myself. I remember that you, infact, made the fix in melee attacks for official ot server distro, you were the first one to implement it. Heck! Together, we opened a rather popular war ots, so you could test your distro!

I remember first logging in Realots and knowing right off the bat that this is the real cipsoft distro, noone believed me, even though this was recognizable by pure 'walking' differences between ots and tibia.

Good times. Dennis, Remere, SimOne and all oldshool creators, best wishes
 
Anyone know what defines if a creature will attack another creature to get to you? Can't see anything in the .mon file flags that makes any logic.
 
Anyone know what defines if a creature will attack another creature to get to you? Can't see anything in the .mon file flags that makes any logic.
Flags KickCreatures and Unpushable. The first one allows a creature pushing other creatures and the latter prevents it being pushed. A creature may kill another creature when there is no space to push it aside.
 
I can't work out why a Demon Skeleton won't kill a Ghoul to get to the character but a Giant Spider will kill a Cyclops. Based on the flags.
 
I can't work out why a Demon Skeleton won't kill a Ghoul to get to the character but a Giant Spider will kill a Cyclops. Based on the flags.
Giant spider won't kill a cyclops (neither a ghoul), because it is unpushable. I just told you how it works exactly.
 
Fair enough. I could have sworn I tested a GS with a Cyclops on Tibiantis and it killed it. Must have been a different OT.
 
Fair enough. I could have sworn I tested a GS with a Cyclops on Tibiantis and it killed it. Must have been a different OT.
Definitely. A giant spider won't kill a cyclops in Tibiantis. In fact, no monster would (unless with an AOE spell).
 
Does anyone know how vocations are represented numerically inside of objects.srv?

Back in 7.7 the only vocation-restricted items were wands/rods, but I don't understand what the numbers mean:
Code:
TypeID      = 3070
Name        = "a moonlight rod"
Description = "Shimmering rays of moonlight radiate from its tip"
Flags       = {RestrictLevel,RestrictProfession,Take,Light,Wand}
Attributes  = {MinimumLevel=13,Professions=16,Weight=1950,Brightness=3,LightColor=143,WandRange=2,WandManaConsumption=3,WandAttackStrength=19,WandAttackVariation=6,WandDamageType=8,WandMissile=5}

TypeID      = 3071
Name        = "a wand of inferno"
Description = "It unleashes the very fires of hell"
Flags       = {RestrictLevel,RestrictProfession,Take,Light,Wand}
Attributes  = {MinimumLevel=33,Professions=8,Weight=3050,Brightness=3,LightColor=205,WandRange=2,WandManaConsumption=13,WandAttackStrength=65,WandAttackVariation=9,WandDamageType=4,WandMissile=4}

For rods, it says professions=16 but that's not the ID of druid or elder druid. Same with wands...it says professions=8 but that doesn't correlate to sorcerer or master sorcerer.
 
Does anyone know how vocations are represented numerically inside of objects.srv?

For rods, it says professions=16 but that's not the ID of druid or elder druid. Same with wands...it says professions=8 but that doesn't correlate to sorcerer or master sorcerer.

It's a bit flag. You can use them to restrict an item to any number of professions.
& 1 - no vocation
& 2 - knight
& 4 - paladin
& 8 - sorcerer
& 16 - druid
 
Last edited:
It's a bit flag. You can use them to restrict an item to any number of professions.
& 1 - no vocation
& 2 - knight
& 4 - paladin
& 8 - sorcerer
& 16 - druid
I see, thank you. How would you restrict something to say, sorcerers AND druids? professions=8,16?
 
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