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TFS 1.1 Help With Paralyze Not working correctly

Xarly

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Hello guys well, i have added the supposed source fix for paralyze, and tried some things well, if the paralyze works with the player won't work correctly with the monsters and if the paralyze works with the monster won't work correctly with the players... so its a break of head so if someone can help me please im not sure if its a source problem or a script problem but it won't work correctly im using tfs 1.1 and this script:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)

local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 20000)
setConditionFormula(condition, -0.9, 0, -0.7, 0)
setCombatCondition(combat, condition)

function onCastSpell(cid, var)
return doCombat(cid, combat, var)
end

thanks in advance guys i hope someone there can help me for make working correctly the paralyze
EDIT: Im needing something like this https://otland.net/threads/paralyze-rune-just-like-in-rl-delay-added.31363/ but for tfs 1.1 T_T

Bump!
 
Last edited by a moderator:
Use default's paralyze rune.lua and set it as you want it to be, incase you are still experiencing that, try out with this:

Modify your sendChangeSpeed function in protocolgame.cpp
Code:
void ProtocolGame::sendChangeSpeed(const Creature* creature, uint32_t speed)
{
    NetworkMessage msg;
    msg.addByte(0x8F);
    msg.add<uint32_t>(creature->getID());
    msg.add<uint16_t>(creature->getBaseSpeed() / 2);
    msg.add<uint16_t>(speed / 2);
    writeToOutputBuffer(msg);
}
 
Use default's paralyze rune.lua and set it as you want it to be, incase you are still experiencing that, try out with this:

Modify your sendChangeSpeed function in protocolgame.cpp
Code:
void ProtocolGame::sendChangeSpeed(const Creature* creature, uint32_t speed)
{
    NetworkMessage msg;
    msg.addByte(0x8F);
    msg.add<uint32_t>(creature->getID());
    msg.add<uint16_t>(creature->getBaseSpeed() / 2);
    msg.add<uint16_t>(speed / 2);
    writeToOutputBuffer(msg);
}
Already modified it and still not working correctly

Use default's paralyze rune.lua and set it as you want it to be, incase you are still experiencing that, try out with this:

Modify your sendChangeSpeed function in protocolgame.cpp
Code:
void ProtocolGame::sendChangeSpeed(const Creature* creature, uint32_t speed)
{
    NetworkMessage msg;
    msg.addByte(0x8F);
    msg.add<uint32_t>(creature->getID());
    msg.add<uint16_t>(creature->getBaseSpeed() / 2);
    msg.add<uint16_t>(speed / 2);
    writeToOutputBuffer(msg);
}
when you mean default pàralyze.lua what paralyze.lua i can use? because its the paralyze.lua coming with the printer datapack xd
 
Last edited by a moderator:
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