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  1. OperatorMopa

    Check target in spell

    Thanks ! :) var.number is what i need
  2. OperatorMopa

    Check target in spell

    Do you know how to check if target it player or monster in spells ? For example i wanna sudden death rune print what creature does it shot (player/monster)
  3. OperatorMopa

    OTS na vps

    VPS na ovh.pl wystarczy (około 14.75 że wszystkimi opłatami). Co do kompilacji to masz wszystko fajnie opisane na githubie tfs-a
  4. OperatorMopa

    Lua doPlayerAddDepotITems

    There is no TFS 8.6
  5. OperatorMopa

    Solved Compile error TFS 1.2 (Lua.hpp)

    Follow this tutorial to compile - it works, just do "2. Install the required software" properly. And remember to update MPIR to 2.7 link
  6. OperatorMopa

    TFS 1.2 return tile id

    I've done it the way that printer told, but thanks :)
  7. OperatorMopa

    TFS 1.2 return tile id

    Ok :/ Can You explain to me how does this loop work ? I haven't seen "for" like this before for (CreatureEvent* moveEvent : creature->getCreatureEvents(CREATURE_EVENT_MOVE)) Anyway thanks for your help and sorry for wasting your time
  8. OperatorMopa

    TFS 1.2 return tile id

    I'm using TFS 1.2 downgraded to Tibia 8.6 - maybe that's a reason. https://otland.net/threads/8-60-the-forgotten-server-1-2.236489/
  9. OperatorMopa

    TFS 1.2 return tile id

    <event type="move" name="CheckTile" script="test.lua" /> I've changed everything like you said and this function doesn't even execute. Tried clog on the top of CreatureEvent::executeOnMove - no result clog on the top of Game::internalMoveCreature - works, but its normall clog in for...
  10. OperatorMopa

    TFS 1.2 return tile id

    sorry, i'll try it
  11. OperatorMopa

    TFS 1.2 return tile id

    where should i implement that ?
  12. OperatorMopa

    TFS 1.2 return tile id

    I've tried it , and it doesn't work for me or i have incorrectly added the creaturescript Code: <event type="move" name="CreatureMove" script="test.lua" /> test.lua Code: function onMove(creature, newPos, oldPos) creature:sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "TEST") end Nothing happens...
  13. OperatorMopa

    TFS 1.2 return tile id

    That's not good then xD Do you have any other solution for my problem ? I need event tracking every step i make returning tile id that i step in.
  14. OperatorMopa

    TFS 1.2 return tile id

    I've tried it before. Function execute always 2 times so direction returns 2 numbers. First: current direction (when i walk east its 1) Second: previous direction So when I keep moving east its 1,1. And now the problematic situation. Walk south ( 2,2 ) First step east ( 1,2 ) Next east...
  15. OperatorMopa

    TFS 1.2 return tile id

    function Player:onMove(direction) local nextPosition = self:getPosition() nextPosition:getNextPosition(self:getDirection()) local tile = Tile(nextPosition) if tile then local ground = tile:getGround() if ground then...
  16. OperatorMopa

    TFS 1.2 return tile id

    Dude, you're a lua GOD ;D EDIT. It still doesn't work properly The thing is that it doesnt always return tile that i step in, sometimes its a tile that i step out. It's something wrong with direction. When i walk only east on a different tiles it works good, but when i walk few sqm east...
  17. OperatorMopa

    TFS 1.2 return tile id

    attempt to index local 'direction' (a number value)
  18. OperatorMopa

    TFS 1.2 return tile id

    @Printer another question Now it returns me ID of the tile i step out, is there any chance to change it to tile ID that i step in ?
  19. OperatorMopa

    TFS 1.2 return tile id

    I'm such a noob ...
  20. OperatorMopa

    TFS 1.2 return tile id

    I've added few modifications and it works like a charm local tile = Tile(Position(self:getPosition())) if tile then local ground = tile:getGround() if ground then self:sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, ground:getId())...
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