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TFS 1.X+ Effect Energy in Spell tfs 1.5 nekiro 7.72

bpm91

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I recently started to work on the nekiro 7.72 tfs 1.5 server and I realized that there are many new version tibia things, one of them is the purple energya that comes out in the damage numbering, the other thing would be this energy in the form of a shock under the damage, does anyone know how to fix this?

1649793507435.png
 
retrocors didn't make a mistake, there was no such energy effect, only the teleport
the effect of exevo vis lux and exevo gran vis lux was energy and fire combat, and energy damage, but I don't know how to do it so I left everything energy
Ward for tomorrow. Wanna do this too
 
this is serverside bug. It is funny it hasnt be fixed yet in theforgottenserver. This is very known bug and it is not easy to fix.
This is because in combat.cpp "combatType" in
C++:
CombatDamage Combat::getCombatDamage(Creature* creature, Creature* target) const
comes first and then area spell effect in
C++:
void Combat::doCombat(Creature* creature, const Position& position) const
so if you had shortened the code it would have been looking like that:
CombatDamage Combat::getCombatDamage(Creature* creature, Creature* target) const
{
//delete everything and put in the script below:
}

void Combat::doCombat(Creature* creature, const Position& position) const
{
Creature* target = nullptr;

CombatDamage damage;
damage.origin = params.origin;
damage.primary.type = params.combatType;

if (formulaType == COMBAT_FORMULA_DAMAGE) {
damage.primary.value = 1;
}
else if (creature)
{
if (Player* player = creature->getPlayer())
{
params.valueCallback->getMinMaxValues(player, damage);
}
}

doAreaCombat(creature, position, area.get(), damage,);
}
So what is happening here "damage.primary.type = params.combatType" which is responsible for example for electric shock effect of exori vis comes first and that's why it is below of the teleport effect of exori vis, because teleport effects runs in "
doAreaCombat(creature, position, area.get(), damage,);" which comes after that
 
this is serverside bug. It is funny it hasnt be fixed yet in theforgottenserver. This is very known bug and it is not easy to fix.
This is because in combat.cpp "combatType" in
C++:
CombatDamage Combat::getCombatDamage(Creature* creature, Creature* target) const
comes first and then area spell effect in
C++:
void Combat::doCombat(Creature* creature, const Position& position) const
so if you had shortened the code it would have been looking like that:



So what is happening here "damage.primary.type = params.combatType" which is responsible for example for electric shock effect of exori vis comes first and that's why it is below of the teleport effect of exori vis, because teleport effects runs in "
doAreaCombat(creature, position, area.get(), damage,);" which comes after that
Going to test thanks
 
this is serverside bug. It is funny it hasnt be fixed yet in theforgottenserver. This is very known bug and it is not easy to fix.
This is because in combat.cpp "combatType" in
C++:
CombatDamage Combat::getCombatDamage(Creature* creature, Creature* target) const
comes first and then area spell effect in
C++:
void Combat::doCombat(Creature* creature, const Position& position) const
so if you had shortened the code it would have been looking like that:



So what is happening here "damage.primary.type = params.combatType" which is responsible for example for electric shock effect of exori vis comes first and that's why it is below of the teleport effect of exori vis, because teleport effects runs in "
doAreaCombat(creature, position, area.get(), damage,);" which comes after that
if i do this i would lost a lot of info that contain the p´revious code is there a way to solve this issue?

Does anybody knows how to? for tfs 1.5
 
found out that exori mort in fact dealth the race damage of the mosnter if monster is fire like demon the combat damage color ill be orange if its a hero it will be red if its carnipihila for example it will be green, how to do this? in ots the combat damage for mort is always red
 
Last edited:
found out that exori mort in fact dealth the race damage of the mosnter if monster is fire like demon the combat damage color ill be orange if its a hero it will be red if its carnipihila for example it will be green, how to do this? in ots the combat damage for mort is always red
Mort do physical damage in old days like explosion, sd and ultimate explosion, physical damage shows color according to race(blood, venom...), u only need to set monster race and mort as physical damage
 
Last edited:
remove "mort" and change to physical, version 7.72 there was no such thing as the mort race. just physical and chnge color mort to red = phyisical.
 
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