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  1. NvSo

    [8.60] [TFS 1.2] -[Real Map full] with mount & market system

    create the directory "stats" inside the folder data/logs/
  2. NvSo

    OTCV8 Slow animations

    Maybe you can try g_game.enableFeature(GameFasterAnimations)
  3. NvSo

    [12.86] Dat/Spr

    https://mega.nz/file/YUIDiKjB#7cSqKOm72_gH1M2VBbxJW2H3VwDkxi9KpWs9CttACns
  4. NvSo

    AYUDAAAAA ME AN BANEADO 3 IP DEL VPS EN LA LISTA DE OTSERVER. PORQUE SI EL MAX DE MC SON 4

    just update your code to this https://otland.net/threads/help-protocolstatus-cpp.286524/post-2735042
  5. NvSo

    The Inquisition Quest (Tested on Canary 13.21)

    Take it, it was done as best as possible. edit: It must be said that I feel a little disappointed that it was not made in the same coordinates as Tibia :(
  6. NvSo

    C++ classicAttackSpeed

    TFS compile without problems here, make sure you are adding the changes correctly to your Code, do not copy all, just replace this part: if (!classicSpeed) { setNextActionTask(task, false); } else { g_scheduler.addEvent(task); } for this new one: int32_t value...
  7. NvSo

    where to get libs from android_libs.7z

    https://github.com/OTCv8/otcv8-dev/raw/master/android_libs.7z
  8. NvSo

    C++ classicAttackSpeed

    Try this: void Player::doAttacking(uint32_t) { if (lastAttack == 0) { lastAttack = OTSYS_TIME() - getAttackSpeed() - 1; } if (hasCondition(CONDITION_PACIFIED)) { return; } if ((OTSYS_TIME() - lastAttack) >= getAttackSpeed()) { bool result =...
  9. NvSo

    [8.60] [TFS 1.2] -[Real Map full] with mount & market system

    The OBVIOUS solution, as you just said, is to use another distro.
  10. NvSo

    [8.60] [TFS 1.2] -[Real Map full] with mount & market system

    This is not a suitable base for everyone, it has custom configurations for a specific server, as well as code that could cause problems for many. There were days of work on it so that everything worked as requested. The original owner uploaded it to github and forgot to make it private, so they...
  11. NvSo

    Bot Otcv8

    X2, just buy rifbot, it's cheap.
  12. NvSo

    Bot Otcv8

    just send the link of the game on inbox and let see what we can do
  13. NvSo

    color+itens

    Ok, I will put it to the test tomorrow and tell you the solution.
  14. NvSo

    [8.60] [TFS 1.2] -[Real Map full] with mount & market system

    Grettings to the community, Only because strangely my name was already in the Definitions, so I have an idea where they got the sources from. i've submitted the initial pull request, introducing extra features (latest from otcv8) and adding the support for Wings, Auras, and Shaders, ensuring...
  15. NvSo

    color+itens

    Hi, I'm back. I have a question about your code: does the item have the name directly, or is it added via an attribute? Does the console show you the entire name of the item, including the 'legendary' part?
  16. NvSo

    OTClient Condition bar request

    That would not be a condition bar, it would be a Condition Slot, which you show in the image. Do you need the Conditions Slot or do you need the Conditions Bar? Because the bar already exists in otcv8 and can be modified in a thousand ways. On the other hand, the slot with the conditions...
  17. NvSo

    Doesn't recognize mana type or stack tfs 1.2

    This is the correct solution, need remove the option on fluid content from the item.
  18. NvSo

    Snowball tfs 1.5 Problem

    Try replacing: killed:teleportTo(CACHE_GAMEAREAPOSITIONS[math.random(1, #CACHE_GAMEAREAPOSITIONS)]) for: if killed and killed:isPlayer() then killed:teleportTo(CACHE_GAMEAREAPOSITIONS[math.random(1, #CACHE_GAMEAREAPOSITIONS)]) end
  19. NvSo

    OTClient Prevent Player Movement

    u only need add a lock and unlock when your window appear or close/hide. To do this you just have to add the lock right after the window is displayed like: CraftWindow:show() you need add hust after something like CraftWindow:lock() and you should do the same but now to unlock it right...
  20. NvSo

    I have this stack problem at an 8.0

    Ok i miss the game.cpp part check line 1017 and change_ ReturnValue ret = internalMoveItem(fromCylinder, toCylinder, toIndex, item, item->isRune() ? item->getItemCount() : count, nullptr, 0, player); for: ReturnValue ret = internalMoveItem(fromCylinder, toCylinder, toIndex, item, count...
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