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[8.0] - TFS 1.2

If someone throw field and 4 players will die on this field. Will player receive RS?
Yes, but the caster only receives the frag (or skull) before the field decays, if i'm not mistaken.
Post automatically merged:

demon isn't dealing damage to other monster at all, like when he uses gfb etc
This should work .
 
Last edited:
If player throw a field rune, then he got pz block for the time that the rune take for dissappearing = fix for the skull in pz?
 
If player throw a field rune, then he got pz block for the time that the rune take for dissappearing = fix for the skull in pz?
I personally don't like this solution, but it should be possible just changing this part:
combat.cpp
Code:
                } else if (itemId == ITEM_FIREFIELD_PVP_FULL || itemId == ITEM_POISONFIELD_PVP || itemId == ITEM_ENERGYFIELD_PVP) {
                    casterPlayer->addInFightTicks();
for this:
Code:
                } else if (itemId == ITEM_FIREFIELD_PVP_FULL || itemId == ITEM_POISONFIELD_PVP || itemId == ITEM_ENERGYFIELD_PVP) {
                    casterPlayer->addInFightTicks(true);
 
I personally don't like this solution, but it should be possible just changing this part:
combat.cpp
Code:
                } else if (itemId == ITEM_FIREFIELD_PVP_FULL || itemId == ITEM_POISONFIELD_PVP || itemId == ITEM_ENERGYFIELD_PVP) {
                    casterPlayer->addInFightTicks();
for this:
Code:
                } else if (itemId == ITEM_FIREFIELD_PVP_FULL || itemId == ITEM_POISONFIELD_PVP || itemId == ITEM_ENERGYFIELD_PVP) {
                    casterPlayer->addInFightTicks(true);
Why? It will cause future errors or changes another behavior inside the game? I'm on my.phone so I can't read the.lines well
 
I have problem wiyh this sctypt.

1.PNG

Lua:
local config = {
    firePositions = {
        Position(32100, 32084, 7),
        Position(32101, 32084, 7),
        Position(32102, 32084, 7),
        Position(32100, 32085, 7),
        Position(32100, 32086, 7),
        Position(32101, 32086, 7),
        Position(32102, 32086, 7),
        Position(32102, 32085, 7)
    },
    swordPosition = Position(32101, 32085, 7),

    -- [actionid] = value which the storage must have to proceed
    [5635] = -1,
    [5636] = 0
}

-- If players step on the 2 tiles in correct order Sword of Fury will disappear
function onStepIn(creature, item, position, fromPosition)
    local player = creature:getPlayer()
    if not player then
        return true
    end

    local setting = config[item.actionid]
    if not setting then
        return true
    end

    local storage = Game.getStorageValue(GlobalStorage.SwordOfFury)
    if storage ~= setting then
        return true
    end

    Game.setStorageValue(GlobalStorage.SwordOfFury, storage + 1)
    if storage == 0 then
        local tmpItem
        for i = 1, #config.firePositions do
            tmpItem = Tile(config.firePositions[i]):getItemById(1492)
            if tmpItem then
                tmpItem:transform(1494)
            end
        end

        tmpItem = Tile(config.swordPosition):getItemById(2383)
        if tmpItem then
            tmpItem:remove()
            config.swordPosition:sendMagicEffect(CONST_ME_MAGIC_RED)
        end
    end
    return true
end

some body help??
 
I have problem wiyh this sctypt.

View attachment 42205

Lua:
local config = {
    firePositions = {
        Position(32100, 32084, 7),
        Position(32101, 32084, 7),
        Position(32102, 32084, 7),
        Position(32100, 32085, 7),
        Position(32100, 32086, 7),
        Position(32101, 32086, 7),
        Position(32102, 32086, 7),
        Position(32102, 32085, 7)
    },
    swordPosition = Position(32101, 32085, 7),

    -- [actionid] = value which the storage must have to proceed
    [5635] = -1,
    [5636] = 0
}

-- If players step on the 2 tiles in correct order Sword of Fury will disappear
function onStepIn(creature, item, position, fromPosition)
    local player = creature:getPlayer()
    if not player then
        return true
    end

    local setting = config[item.actionid]
    if not setting then
        return true
    end

    local storage = Game.getStorageValue(GlobalStorage.SwordOfFury)
    if storage ~= setting then
        return true
    end

    Game.setStorageValue(GlobalStorage.SwordOfFury, storage + 1)
    if storage == 0 then
        local tmpItem
        for i = 1, #config.firePositions do
            tmpItem = Tile(config.firePositions[i]):getItemById(1492)
            if tmpItem then
                tmpItem:transform(1494)
            end
        end

        tmpItem = Tile(config.swordPosition):getItemById(2383)
        if tmpItem then
            tmpItem:remove()
            config.swordPosition:sendMagicEffect(CONST_ME_MAGIC_RED)
        end
    end
    return true
end

some body help??
That script is from another datapack. Bro it has no place in here open a thread on support ,
OBS: most of the scripts from the datapack that you're using are fucked, so my suggestions is replace them with the ones from the otbr global 12 I did that 0 effort
Post automatically merged:

Did you fixed this?
 
That script is from another datapack. Bro it has no place in here open a thread on support ,
OBS: most of the scripts from the datapack that you're using are fucked, so my suggestions is replace them with the ones from the otbr global 12 I did that 0 effort
Post automatically merged:


Did you fixed this?
No. Is missing
Do you have properly scrypt for tfs 1,2??
 
@celohere I found 2 more bugs in engine. If for example 2 players are on stack. You always push the first guy who enter the stack. Should push the last one. The second bug is that u cant sd invisible monster for example warlock, but im not sure if its engine problem or client.
 
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