I use TFS 1.2 and i do have white, red and black working fine, but i want it like rl tibia with the orange skulltfs version?
you want the orange/revenge skull support ?
or you mean the current system (white hand, yellow hand, etc)
its working like rl tibias? when you kill someone you'll get white, then when you lose it you have orange skull in 2 days or lessI saw an "OTX" team TFS based version which included Orange Skull system as you want: Github OTXserver - Orange Skull
Look at the codes and you can easily implement them yourself.
I can't find thisIt is working correctly as I tested. You can change the configuration in your config.lua for how long the Orange Skull is supposed to stay.
When you kill a player without this attacking you first, you'll get Orange Skull on kill, so now this player who died will see the killer Orange Skull for 7 days (depending on your configuration), so this can revenge anytime he wants within 7 days.
Doesn't your The Forgotten Server engine already comes with the skull system buit-in? I'm not sure about answering to your question.@Dyabl0 can you send to us the whole link for rl skull system? (if you have) red,black, orange, yellow and white? tfs 1.2
thanks
I thought you mainly wanted the Orange Skull. I've only recommended the Orange Skull system from the link above. If you have the latest The Forgotten Server engine then you might have different configuration.I can't find this
BLACK_SKULL_DURATION,
integer[BLACK_SKULL_DURATION] = getGlobalNumber(L, "blackSkullDuration", 45);
etc.
can you give me an copy that i can rebuild?
integer[KILLS_TO_RED] = getGlobalNumber(L, "killsToRedSkull", 3);
integer[KILLS_TO_BLACK] = getGlobalNumber(L, "killsToBlackSkull", 6);
integer[WHITE_SKULL_TIME] = getGlobalNumber(L, "whiteSkullTime", 15 * 60 * 1000);