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  1. krafttomten

    Python Script to make all vocation related movements into a LUA list (+ semi-automated daily reward system)

    First of all, this is a python code. I couldn't find a good place to post this, maybe there is no such place for a reason. But this code has been very useful to me. Second of all, this is made by a noob, so it is really wonky. But it works. I am hoping that it at least can serve as inspiration...
  2. krafttomten

    TFS 1.X+ Custom Monster Spell: Instant Damage + Condition

    Oh yea, it worked! Still no damage, but I found COMBAT_FORMULA_DAMAGE in the src files. Now everything works. Ty for the help Boy67 local combat = Combat() combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)...
  3. krafttomten

    TFS 1.X+ Custom Monster Spell: Instant Damage + Condition

    local combat = Combat() combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH) combat:setArea(createCombatArea(AREA_BEAM1)) local parameters = { {key =...
  4. krafttomten

    TFS 1.X+ Custom Monster Spell: Instant Damage + Condition

    Hello OTland! Does anyone know how to write a custom monster spell in lua that both adds a certain condition, let's say decrease shield skill, and also does instant damage? There are no such monster spells in the original distro that I could find by looking through all of them. And all of my...
  5. krafttomten

    Simple Auto Loot System [TFS 1.3]

    I'm getting this error when building solution: iologindata.cpp(540,2): error C2065: 'query': undeclared identifier iologindata.cpp(541,2): error C2065: 'query': undeclared identifier iologindata.cpp(543,30): error C2065: 'query': undeclared identifier Can somebody help me fix please? Using TFS...
  6. krafttomten

    C++ Loot Channel System

    Is there any advantage to using player:sendTextMessage instead of using doPlayerSendChannelMessage? Because I cannot get player:sendTextMessage to work, and I don't know why I should bother when doPlayerSendChannelMessage works just fine.. I thought I was clear about this before, but...
  7. krafttomten

    C++ Loot Channel System

    Oh. In that case there is something wrong with the public attribute on my TFS 1.4, because sendChannelMessage(your_channel_id_here, TALKTYPE_CHANNEL_O, text) always shows for all players. I need to use doPlayerSendChannelMessage(player, player, text, TALKTYPE_CHANNEL_O, your_channel_id_here)...
  8. krafttomten

    C++ Loot Channel System

    That sends the loot messages to all participants of the channel. Maybe it can be fixed in a lua code that is getting refered to in chatchannels.xml, I'm still noob. But this is my solution: doPlayerSendChannelMessage(player, player, text, TALKTYPE_CHANNEL_O...
  9. krafttomten

    [10.98] How to modify RME brushes?

    Why is it not possible to change some walls / brushes in the .xml files of RME? <brush name="lava (rock soil & cave ground)" type="ground" server_lookid="598" z-order="7700"> <item id="598" chance="100"/> <item id="600" chance="5"/> <item id="601" chance="5"/>...
  10. krafttomten

    TFS 1.X+ TFS 1.3 8.60 spell exeta res

    My exeta res spell looks exactly the same but it works, so the problem must be somewhere else then the challenge.lua I'm not sure where to begin debugging. Do all other spells work? And, have you recently modified your source code?
  11. krafttomten

    C++ [TFS 1.4] Increase monster movement/non-idle range but keep monster targeting range

    This was only partially the answer. Problems occured with monsters using spells while walking around at random. To fix this, implement the code that Pawcio6 suggested into the monster.cpp I adjusted the code slightly to fit to my preferences. The code in question looks like this when it is...
  12. krafttomten

    [Quick Showoff] Post your latest maps!

    Not the best mapping but I thought I'd share a few pictures from my hobby server. Hope you enjoy!
  13. krafttomten

    C++ [TFS 1.4] Increase monster movement/non-idle range but keep monster targeting range

    Nope, and didn't have to either! Or maybe later, because I found that the targeting distance is different for ranged and melee creatuers, because the monsters don't actually target the player, they target a square from where they can attack their target. This seems to be connected to the...
  14. krafttomten

    C++ [TFS 1.4] Increase monster movement/non-idle range but keep monster targeting range

    Okay I'll try to change the maxViewportX/Y, just to make sure. I am always rebuilding the whole project, didn't know only recompiling was an option haha. But the header for the canSee variable looks like this: monster.h, line 116 bool canSee(const Position& pos) const override; which refers to...
  15. krafttomten

    C++ [TFS 1.4] Increase monster movement/non-idle range but keep monster targeting range

    Thank you for your reply and for your tips. I will look into it and see if it is possible to achieve these results in 1.X. But I fear that this core mechanic has changed, because when I incease the viewing distance, the monsters do not move around at random. They move towards the player. To...
  16. krafttomten

    C++ [TFS 1.4] Increase monster movement/non-idle range but keep monster targeting range

    edit* No it does not work like that. All this change does is to move the range for how far the monsters will track the player. By the way, this is the 1.4 code (from the release on Sep 18, it has changed since then to the code Puncker refered to): bool Monster::canSee(const Position& pos)...
  17. krafttomten

    C++ [TFS 1.4] Increase monster movement/non-idle range but keep monster targeting range

    Thank you! But do you know if there is another value that determines whether the creature should move around? For instance, I have found this: in monster.h line 205 bool randomStepping = false; ... which I think is being used when a creature on a +- 1 level from a player. Can this be...
  18. krafttomten

    C++ [TFS 1.4] Increase monster movement/non-idle range but keep monster targeting range

    The way I remember, monsters in real Tibia had a different non-idle range from their targeting range. In TFS 1.X, this does not seem to be the case. Let me explain what I mean. If I stand still in any hunting location on my TFS server, as soon as I have killed all the visible monsters, I am...
  19. krafttomten

    Lua [BUG?] onStepOut coordinates: position is equal to fromPosition (TFS 1.3)

    Yes, but position.x = fromPosition.x and position.y = fromPosition.y should not both be true while moving player around. This is not true for onStepIn events. For onStepIn events the values change. Is it only for me that onStepOut events are wrong?
  20. krafttomten

    Lua [BUG?] onStepOut coordinates: position is equal to fromPosition (TFS 1.3)

    Hello otland! I'm pretty sure that position.y should NOT be the same as fromPosition.y in onStepOut movement scripts... right? fromPosition should be the tile I leave and position.y should be the tile I (creature) move onto... right?? Or am I missing something? function onStepOut(creature...
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