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guild members online in look.

seleo

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Joined
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Messages
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Location
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Hello
im using TFS 0.3.6 tibia 8.60 so the source dont have the function to check the guild members online when you look a player.
can anyone please send me a creature script that show how many guild members online in look.
just like real tibia.
 
I look inside my source in creatureevent.cpp
And have onlook
Code:
std::string CreatureEvent::getScriptEventName() const
{
   switch(m_type)
   {
     case CREATURE_EVENT_LOGIN:
       return "onLogin";
     case CREATURE_EVENT_LOGOUT:
       return "onLogout";
     case CREATURE_EVENT_CHANNEL_JOIN:
       return "onJoinChannel";
     case CREATURE_EVENT_CHANNEL_LEAVE:
       return "onLeaveChannel";
     case CREATURE_EVENT_THINK:
       return "onThink";
     case CREATURE_EVENT_ADVANCE:
       return "onAdvance";
     case CREATURE_EVENT_LOOK:
       return "onLook";
     case CREATURE_EVENT_DIRECTION:
       return "onDirection";
     case CREATURE_EVENT_OUTFIT:
       return "onOutfit";
     case CREATURE_EVENT_MAIL_SEND:
       return "onSendMail";
     case CREATURE_EVENT_MAIL_RECEIVE:
       return "onReceiveMail";
     case CREATURE_EVENT_TRADE_REQUEST:
       return "onTradeRequest";
     case CREATURE_EVENT_TRADE_ACCEPT:
       return "onTradeAccept";
     case CREATURE_EVENT_TEXTEDIT:
       return "onTextEdit";
     case CREATURE_EVENT_REPORTBUG:
       return "onReportBug";
     case CREATURE_EVENT_STATSCHANGE:
       return "onStatsChange";
     case CREATURE_EVENT_COMBAT_AREA:
       return "onAreaCombat";
     case CREATURE_EVENT_PUSH:
       return "onPush";
     case CREATURE_EVENT_TARGET:
       return "onTarget";
     case CREATURE_EVENT_FOLLOW:
       return "onFollow";
     case CREATURE_EVENT_COMBAT:
       return "onCombat";
     case CREATURE_EVENT_ATTACK:
       return "onAttack";
     case CREATURE_EVENT_CAST:
       return "onCast";
     case CREATURE_EVENT_KILL:
       return "onKill";
     case CREATURE_EVENT_DEATH:
       return "onDeath";
     case CREATURE_EVENT_PREPAREDEATH:
       return "onPrepareDeath";
     case CREATURE_EVENT_MOVEITEM:
       return "onMoveItem";
     case CREATURE_EVENT_NONE:
     default:
       break;
   }

   return "";
}

Code:
uint32_t CreatureEvent::executeLook(Player* player, Thing* thing, const Position& position, int16_t stackpos, int32_t lookDistance)
{
   //onLook(cid, thing, position, lookDistance)
i forgot to mention, the onLook event only exists in 1.x, so if you have 0.x you can unfortunately not use it without source edits
 
i forgot to mention, the onLook event only exists in 1.x, so if you have 0.x you can unfortunately not use it without source edits

It was on my sources (0.4)

I look inside my source in creatureevent.cpp
And have onlook
Code:
std::string CreatureEvent::getScriptEventName() const
{
   switch(m_type)
   {
     case CREATURE_EVENT_LOGIN:
       return "onLogin";
     case CREATURE_EVENT_LOGOUT:
       return "onLogout";
     case CREATURE_EVENT_CHANNEL_JOIN:
       return "onJoinChannel";
     case CREATURE_EVENT_CHANNEL_LEAVE:
       return "onLeaveChannel";
     case CREATURE_EVENT_THINK:
       return "onThink";
     case CREATURE_EVENT_ADVANCE:
       return "onAdvance";
     case CREATURE_EVENT_LOOK:
       return "onLook";
     case CREATURE_EVENT_DIRECTION:
       return "onDirection";
     case CREATURE_EVENT_OUTFIT:
       return "onOutfit";
     case CREATURE_EVENT_MAIL_SEND:
       return "onSendMail";
     case CREATURE_EVENT_MAIL_RECEIVE:
       return "onReceiveMail";
     case CREATURE_EVENT_TRADE_REQUEST:
       return "onTradeRequest";
     case CREATURE_EVENT_TRADE_ACCEPT:
       return "onTradeAccept";
     case CREATURE_EVENT_TEXTEDIT:
       return "onTextEdit";
     case CREATURE_EVENT_REPORTBUG:
       return "onReportBug";
     case CREATURE_EVENT_STATSCHANGE:
       return "onStatsChange";
     case CREATURE_EVENT_COMBAT_AREA:
       return "onAreaCombat";
     case CREATURE_EVENT_PUSH:
       return "onPush";
     case CREATURE_EVENT_TARGET:
       return "onTarget";
     case CREATURE_EVENT_FOLLOW:
       return "onFollow";
     case CREATURE_EVENT_COMBAT:
       return "onCombat";
     case CREATURE_EVENT_ATTACK:
       return "onAttack";
     case CREATURE_EVENT_CAST:
       return "onCast";
     case CREATURE_EVENT_KILL:
       return "onKill";
     case CREATURE_EVENT_DEATH:
       return "onDeath";
     case CREATURE_EVENT_PREPAREDEATH:
       return "onPrepareDeath";
     case CREATURE_EVENT_MOVEITEM:
       return "onMoveItem";
     case CREATURE_EVENT_NONE:
     default:
       break;
   }

   return "";
}

Code:
uint32_t CreatureEvent::executeLook(Player* player, Thing* thing, const Position& position, int16_t stackpos, int32_t lookDistance)
{
   //onLook(cid, thing, position, lookDistance)
 
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