local pos = creature:getPosition()
pos.x = pos.x + 1
pox.y = pos.y + 1
What if that effect is casted trough source? or w/e multiple luas. So you have to add everytime creature:getPosition? Sounds like a hard way. About outfits i have no idea thats why i created this threadFor effects u just wanna change the pos it will be casted on like
LUA:local pos = creature:getPosition() pos.x = pos.x + 1 pox.y = pos.y + 1
depends on how big is ur effect just play around with it
if u use otcv8 impretty sure its implemented but if u use different u have to add it to src for outfits
So what should i do if its impossible to edit src?You would need to change the object builder and otcv8 source to accept negative offset. I don't know if there is another way to change it.
As it's just for your ots, not official implementation, you can edit protocolgame.cpp code that send effects to client. Put there list of effect IDs that should get tile offset -1x, -1y, so all effects send by source and LUA will get 1 tile offset.What if that effect is casted trough source? or w/e multiple luas. So you have to add everytime creature:getPosition?
Is there a code example?As it's just for your ots, not official implementation, you can edit protocolgame.cpp code that send effects to client. Put there list of effect IDs that should get tile offset -1x, -1y, so all effects send by source and LUA will get 1 tile offset.
Stop bumping, don't you get it already? Without client source edits you can't achieve that. You would need to tweak rendering part of tiles too, otherwise tiles that are rendered first (so the one to the right and down from effect/outfit position) will cover these effects and outfits. It's already done in OTCv8, you can change that rendering just by enabling game feature but negative offsets are not supported.
