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  1. gunz

    [FRANCE] Gunzodus 10.00!and11.92 Warzone 4,5,6/Falcon Castle/New Asuras/Gnome Items

    bump :) we have updated addon bonuses page: https://www.gunzodus.net/custom/addon_bonuses
  2. gunz

    Monsters walking around fields behaviour.

    in monster class or creature class no you cant use isAttackable, you need to implement function that tells if monster is currently chased by player so then it should ignore fields to follow the attacker.
  3. gunz

    Solved Weird monster behaviour in TFS 1.1?

    I see TFS uses map cache for creatures. What about sending this map cache to separate thread and count the path without requirement of accesing memory in main thread ? The cache could be also improved (make ot bigger etc.)
  4. gunz

    Monsters walking around fields behaviour.

    No this is not included in the diff, can be easily implemented using Monster::blockHit function. Actually tile.cpp could be way more simpler than regular TFS. field->isHarmful() - if magic field causes some damage (third level of fire field does not) monster->canIgnoreFields() - if monster...
  5. gunz

    TFS 1.0 max tile items limit

    @Seliro thanks
  6. gunz

    TFS 1.0 max tile items limit

    Do you guys know what are tile limits on RL Tibia ?
  7. gunz

    Monsters walking around fields behaviour.

    I've added this feature to TFS 1.0. This is a diff patch from my engine: http://pastebin.com/cxP23Gu3 You need to ignore field->isHarmful() and monter->canIgnoreFields() because these are my functions only. EDIT: Also ignore monster->isAttacked() in monsters file you can use...
  8. gunz

    Monsters walking around fields behaviour.

    Thats cool, thanks :)
  9. gunz

    UPDATE TO 10.97 TFS

    My code is very customized so diff won't help you. You can decompile flash client to get the proper bytes.
  10. gunz

    UPDATE TO 10.97 TFS

    I posted changes only from 10.96 to 10.97/98.I dont know what changed from 10.92
  11. gunz

    UPDATE TO 10.97 TFS

    are you updating from 10.96 ?
  12. gunz

    UPDATE TO 10.97 TFS

    remove those 3 lines and it should work msg.AddByte(0x01); msg.AddByte(time(nullptr) + 3600); // time where offer expires msg.add<uint32_t>(offer.getPrice() + 10) // base price for offer
  13. gunz

    UPDATE TO 10.97 TFS

    I dont see you implemented new changes. Im on phone now so I cant help you
  14. gunz

    UPDATE TO 10.97 TFS

    Send your function here.
  15. gunz

    UPDATE TO 10.97 TFS

    Yes there is new message type for that I will post later cuz I am not on my working PC now. @silveralol Actually you can use the bytes I described upper. msg.add<uint32_t>(offer.getPrice()); to msg.add<uint32_t>(offer.getPrice()); msg.AddByte(0x01); msg.AddByte(time(nullptr) + 3600); // time...
  16. gunz

    UPDATE TO 10.97 TFS

    There are more bytes in the store. In store history you need to change. I use store in c++ but I hope you can edit in lua too. msg.add<uint16_t>(page); msg.AddByte((storeHistory.size() > entriesPerPage) ? 0x01 : 0x00); to msg.add<uint32_t>(page); msg.add<uint32_t>((storeHistory.size() >...
  17. gunz

    Solved Weird monster behaviour in TFS 1.1?

    You mean mainly problem with null pointers ? I would use similiar principe that database tasks.
  18. gunz

    Solved Weird monster behaviour in TFS 1.1?

    @Mark Sorry for opening thread again. I was thinking about running separate thread in TFS for pathfinding which could be used only in some occasions like this. The monster path would be always updated async. Do you think there may be some problems implementing this ?
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