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How do you make creatures walk around certain fields?

jclay

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The creatures in my OT walk right through a wall/bomb/field that you put down. This is a big issue because how can you hunt as a paladin or mage without a blocker? It makes it extremely hard to face difficult creatures.

For example, the behemoth is supposed to walk around energy, but I threw down an energy wall and the behemoth just walked straight through it to attack me when I attacked it. Not only that, it didn't even take damage when it did walk on the field! wtf?!

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I know how to let a creature walk through a field, you just edit the immunities of the creature and it will walk through it, but I can't figure out how to get a creature to walk around the field.
 
you make one ask and after put the answer, kkk

Walk on fire? Immunitie to fire
Walk on energy? Immunitie to energy

Only this.
 
you make one ask and after put the answer, kkk

Walk on fire? Immunitie to fire
Walk on energy? Immunitie to energy

Only this.
I know how to get a creature to walk through a field, I can't get the creatures to walk AROUND the fields. By default, the creatures are walking through the field anyways. On Mystic Spirit they walk around fields, on this Crying Damson server they just go right through the fields. So I'm guessing its how the server was made. I'll have to go back to the Mystic Spirit server I guess
 
I tried that one, got an error, couldn't figure out what was wrong. Mystic Spirit seems to be the most error free I've experienced with, it just sucks that it doesn't have new spells and its 9.86
 
It's because of a monster flag.
Code:
<flag canpushitems="0"/>
If it's 0 the monster also can't walk through fields.
 
It's because of a monster flag.
Code:
<flag canpushitems="0"/>
If it's 0 the monster also can't walk through fields.

Yeah, but then you can trap a behemoth and kill it for free while its trapped. It's hard to play mage/paladin when you can't use fields to run around but I can just use Mystic Spirit server, the monsters seem to walk around fields like real tibia
 
I'm having the same issue as the thread creator... The monsters I'm trying to get to walk around (fire) fields are the grim reapers.
In real Tibia, monsters won't walk through fields unless attacked by a player but on my server, despite not being immune to the fields, they will rush through any fields to slay a player completely unprovoked.

It's because of a monster flag.
Code:
<flag canpushitems="0"/>
If it's 0 the monster also can't walk through fields.
^I tried this but once I did, the monsters wouldn't walk in the fields at all, leaving the possibility of just firebombing em and then killing em without them moving at all.

What I'd like to get done is:
- Creatures won't walk through a field without being attacked
- If there is a way around the fields, the monster will run around them but if there's not, the monster will run through the fields.

I'm using [8.60] The Forgotten Server 0.3.6 (Crying Damson) V8 and running my server on Win 8.1.

The code for the grim reapers is:
Code:
<?xml version="1.0" encoding="UTF-8"?>
<monster name="Grim Reaper" nameDescription="a grim reaper" race="undead" experience="5500" speed="400" manacost="0">
    <health now="4100" max="4100"/>
    <look type="300" corpse="8955"/>
    <targetchange interval="5000" chance="10"/>
    <strategy attack="100" defense="0"/>
    <flags>
        <flag summonable="0"/>
        <flag attackable="1"/>
        <flag hostile="1"/>
        <flag illusionable="0"/>
        <flag convinceable="0"/>
        <flag pushable="0"/>
        <flag canpushitems="0"/>
        <flag canpushcreatures="1"/>
        <flag targetdistance="1"/>
        <flag staticattack="90"/>
        <flag runonhealth="0"/>
    </flags>
    <attacks>
        <attack name="melee" interval="2000" skill="106" attack="140"/>
        <attack name="physical" interval="2000" chance="10" range="7" max="-65">
            <attribute key="shootEffect" value="suddendeath"/>
            <attribute key="areaEffect" value="mortarea"/>
        </attack>
        <attack name="death" interval="2000" chance="8" range="7" radius="4" target="1" min="-225" max="-275">
            <attribute key="shootEffect" value="fire"/>
            <attribute key="areaEffect" value="redspark"/>
        </attack>       
        <attack name="death" interval="2000" chance="7" length="8" spread="0" min="-490" max="-720">
            <attribute key="areaEffect" value="mortarea"/>
        </attack>
        <attack name="fire" interval="2000" chance="9" range="7" lenght="8" spread="3" max="-300">
            <attribute key="areaEffect" value="fireattack"/>
        </attack>
    </attacks>
    <defenses armor="50" defense="50">
        <defense name="healing" interval="2000" chance="15" min="350" max="430">
            <attribute key="areaEffect" value="blueshimmer"/>
        </defense>
        <defense name="speed" interval="2000" chance="10" speedchange="600" duration="5000">
            <attribute key="areaEffect" value="redshimmer"/>
        </defense>   
    </defenses>
    <elements>
        <element energyPercent="-10"/>
        <element earthPercent="40"/>
        <element icePercent="65"/>
        <element holyPercent="-10"/>
        <element deathPercent="80"/>
        <element firePercent="-10"/>
        <element physicalPercent="20"/>
    </elements>
    <immunities>
        <immunity paralyze="1"/>
        <immunity invisible="1"/>
        <immunity lifedrain="1"/>
    </immunities>
    <voices interval="5000" chance="10">
        <voice sentence="Death!" yell="1"/>
        <voice sentence="Come a little closer!" yell="1"/>
        <voice sentence="The end is near!" yell="1"/>
    </voices>
    <loot>
    <item id="10576" chance="5350" /><!-- mystical hourglass -->
    <item id="5022" countmax="4" chance="1400" /><!-- orichalcum pearl -->
    <item id="7418" chance="1225" /><!-- nightmare blade -->
    <item id="7590" chance="9975" /><!-- great mana potion -->
    <item id="9808" chance="3525" /><!-- rusty armor -->
    <item id="2162" chance="5550" /><!-- magic light wand -->
    <item id="2521" chance="3300" /><!-- dark shield -->
    <item id="6500" chance="11550" /><!-- demonic essence -->
    <item id="8473" chance="10175" /><!-- ultimate health potion -->
    <item id="1987" chance="100000"><!-- bag -->
        <inside>
            <item id="2550" chance="10775" /><!-- scythe -->
            <item id="2152" countmax="4" chance="3650" /><!-- platinum coin -->
            <item id="6558" chance="35425" /><!-- concentrated demonic blood -->
            <item id="2148" countmax="100" chance="39700" /><!-- gold coin -->
            <item id="2148" countmax="100" chance="39700" /><!-- gold coin -->
            <item id="2148" countmax="71" chance="39700" /><!-- gold coin -->
            <item id="8910" chance="1625" /><!-- underworld rod -->
            <item id="6300" chance="700" /><!-- death ring -->
            <item id="8889" chance="700" /><!-- skullcracker armor -->
            <item id="7896" chance="775" /><!-- glacier kilt -->
        </inside>
    </item>
</loot>
</monster>
 
i tray add <immunity fire="0" /> and change <flag canpushitems="1"/> to <flag canpushitems="0"/>
nothing helps...type monsters grim reaper can pass through the fire
 
Yeah, but then you can trap a behemoth and kill it for free while its trapped. It's hard to play mage/paladin when you can't use fields to run around but I can just use Mystic Spirit server, the monsters seem to walk around fields like real tibia

Trap a Behemoth and kill it for "free"? o_O

It's a Behemoth, not a Cyclops, a Blocker should be given unless you're skilled or high enough to solo it.
Or... Am I to oldschool and serious? Tibia might be working that way nowadays :p

Kind Regards,
Eldin.
 
Trap a Behemoth and kill it for "free"? o_O

It's a Behemoth, not a Cyclops, a Blocker should be given unless you're skilled or high enough to solo it.
Or... Am I to oldschool and serious? Tibia might be working that way nowadays :p

Kind Regards,
Eldin.

nowadays ppl use fields in real tibia to help them against mobs as behemoths
for example behemoths wont walk over energy fields, so ppl use energy bomb/walls to make them easier to kite
an example:
and if there's no other path than over the fields, the behemoth will run over them

also there's much more changes tibia has done to the monster ai, such as now u can take away aggro from players by running into the mob that is chasing the player, monsters now back to their spawn radius if they ran too far and lost track of the player and much moore

but since tfs devolpment is dead this hasn't been added yet or no new features of the newer clients
 
Last edited:
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