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Search results

  1. J

    Lua tfs 1.2 looking for the line which make ppl downgrade 1 level

    player:getExperience -> player:getExperience()
  2. J

    Solved website URL problem

    Is not magic and you didn't anything wrong, is called dns propagation
  3. J

    Lua Game.getSpectators question. TFS [1.2]

    function getLowestLevelSpectator(...) local specPlayers = {} for _, creature in pairs(Game.getSpectators(...)) do if creature:isPlayer() then table.insert(specPlayers, creature) end end if (#specPlayers > 2) then table.sort(specPlayers, function(a, b) return...
  4. J

    Solved Is it possible to whipe out all items on the character with an db.executequery?

    for slot = CONST_SLOT_FIRST, CONST_SLOT_LAST do local item = getPlayerSlotItem(cid, slot) if (item.uid > 0) then doRemoveItem(item.uid) end end
  5. J

    Solved Is it possible to whipe out all items on the character with an db.executequery?

    It is possible with a query but it won't do a thing if player is online, what do you want to do?
  6. J

    [TFS 1.2] Push everything to anywhere in screen

    Apparently "PlayerCustomFlag_CanThrowAnywhere" and every CustomFlag were removed on TFS 1.x (note: do not confuse "PlayerCustomFlags"with "PlayerFlags") It should not be hard to implement anyway
  7. J

    Solved remove default combat effects

    it should be game.cpp -> combatChangeHealth in older TFS or game.cpp -> combatGetTypeInfo in newer TFS
  8. J

    /Ghost be seen by party

    it sounds like you are using ghost twice, ghost -> invisible then ghost -> visible, I don't see another way to reproduce that behaviour using ghost only once, am I right? If that the case is easy fix, now if you are sure it happens only with using ghost once (to become invisible) then it needs a...
  9. J

    /Ghost be seen by party

    the copy left behind is just there once on cast time, or is there every time the caster walks? (a new copy every sqm caster steps)
  10. J

    /Ghost be seen by party

    ok getting a bit bored of this game, can you post full game.cpp, player.cpp, player.h and talkaction.cpp, upload it to your git if you want
  11. J

    /Ghost be seen by party

    I don't know what you mean?
  12. J

    Double spaced talkaction registration.

    if you using TFS 1.o+ you could try using "onSpeak" event
  13. J

    /Ghost be seen by party

    try Player* tmpPlayer = NULL; Player* playerCreature = creature->getPlayer(); for(it = list.begin(); it != list.end(); ++it) { if((tmpPlayer = (*it)->getPlayer())) { if((visible == VISIBLE_GHOST_DISAPPEAR) && playerCreature && playerCreature->isPartner(tmpPlayer))...
  14. J

    /Ghost be seen by party

    the problem is there g_game.internalCreatureChangeVisible(creature, VISIBLE_GHOST_DISAPPEAR); so game.cpp
  15. J

    How do I make an item "countable"?

    it depends on the .dat file from client and .otb on server side
  16. J

    Send damage upon players from item

    I am not familiar with latest TFS's but I am almost sure it is combat:execute(player, Variant(toPos)) also you should check if player still exist in the event
  17. J

    /Ghost be seen by party

    Don't be silly, you should never let the client decide important things. @topic bool Player::canSeeCreature(const Creature* creature) const { if(creature == this) return true; if(const Player* player = creature->getPlayer()) { if(player->isGhost()) {...
  18. J

    Tibia Specifications Initiative

    I posted a possible fix for this issue few weeks ago but apparently it went under the radar. https://otland.net/threads/7-4-10-9-otclient-0-6-3-2474.238797/page-2#post-2333186 @on topic From my own experience the biggest problem are the files structure changes, protocol changes are a lot...
  19. J

    [7.4 - 10.9] Otclient 0.6.3 (2474)

    If OP or anyone is interested, these are the basic edits in sources to get frame groups working for real http://www.padventures.org/jano/otc.rar
  20. J

    Programmer Bounty added to grant Object Builder 10.76 Support.

    Unistall previous installed versions of objectbuilder
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