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  1. celohere

    [8.0] - TFS 1.2

    Ok, the first one I don’t know if it’s a bug, you should provide more information. I haven’t played Tibia for many years so I don’t really know. The second is not a bug, it is the default option. If you do a quick search, you will find the solution ,which is to change that part at spells.xml...
  2. celohere

    [8.0] - TFS 1.2

  3. celohere

    [8.0] - TFS 1.2

    ...
  4. celohere

    [8.0] - TFS 1.2

    Nothing special, i just don't like it .
  5. celohere

    [8.0] - TFS 1.2

    I personally don't like this solution, but it should be possible just changing this part: combat.cpp } else if (itemId == ITEM_FIREFIELD_PVP_FULL || itemId == ITEM_POISONFIELD_PVP || itemId == ITEM_ENERGYFIELD_PVP) { casterPlayer->addInFightTicks(); for this...
  6. celohere

    [8.0] - TFS 1.2

    Yes, but the caster only receives the frag (or skull) before the field decays, if i'm not mistaken. 1580251088 This should work . https://otland.net/threads/enable-monster-friendly-fire-otx3.250743/post-2434069
  7. celohere

    [8.0] - TFS 1.2

    What you mean?
  8. celohere

    [8.0] - TFS 1.2

    It's not that easy as it looks to fix this.
  9. celohere

    [8.0] - TFS 1.2

    Its not a bug , if theres enought space the strong monster will push the weak monster instead kill him . And about monsters that dont kill weaker monsters , you just need to change this on your monster.xml file : <flag canpushcreatures="0" />
  10. celohere

    [8.0] - TFS 1.2

    https://github.com/celohere/forgottenserver/pull/6/files https://github.com/celohere/forgottenserver/pull/7/files https://github.com/celohere/forgottenserver/pull/8/files I think thats all :p Edit forgot that one ...
  11. celohere

    [8.0] - TFS 1.2

    Hey @Felipe93 can you check if it is correct now? If it's correct let me know, so i can merge into the master branch. https://github.com/celohere/forgottenserver/tree/fix-strong-monster-kills-weak
  12. celohere

    [8.0] - TFS 1.2

    Yes you are right. For some reason I fixed it on my personal server and forgot to update in the repository.:rolleyes:
  13. celohere

    [8.0] - TFS 1.2

    Steps and kills the weak monster, isn't that the correct behavior?
  14. celohere

    [8.0] - TFS 1.2

    This has nothing to do with the engine, but with the npcsystem. Are you using the default data ?
  15. celohere

    [8.0] - TFS 1.2

    I checked right now and its working as intended . If you have 2 magic plate armor ,one equipped and one in the bag, and sells one, the npc will buy the armor in the bag first.
  16. celohere

    [8.0] - TFS 1.2

    Well, the runes didn't dissapeared , the npc only sell if you have enought space and capacity . When you tried to buy more than your capacity , the npc answered that you do not have enought capacity, and didn’t sell all the items, just what you could carry, exactly to prevent it from falling on...
  17. celohere

    [8.0] - TFS 1.2

    Hmm, could you send some pictures to better illustrate the problem with the runes? I couldn't reproduce here.
  18. celohere

    [8.0] - TFS 1.2

    Feel free to report any bugs, or to contribute with solutions related to any bugs or incorrect behavior =) 1579735488 I just tested here and seem to be working as intended.
  19. celohere

    [8.0] - TFS 1.2

    Thanks for reporting ,already fixed. But you can fix by yourself doing this: Inside the weapons folder create a new folder called lib and inside that folder create a lua file called weapons.lua (just an empty lua file) 1579734026 I changed the id of lifefluid ,now the correct id is 2006,2 (you...
  20. celohere

    [8.0] - TFS 1.2

    I tried this version of otclient and logged in without problems OTCv8/otclientv8 (https://github.com/OTCv8/otclientv8) , i also tried this one OpenTibia - OTClient 8.0 with Real Tibia features (https://otland.net/threads/otclient-8-0-with-real-tibia-features.256424/) works fine too.
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