As much as I remember, I've helped you with this once. Anyway, try the following in your combat.cpp@M0ustafa Please help me find a solution for what I want
ReturnValue Combat::canDoCombat(Creature* caster, Tile* tile, bool aggressive)
if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE)) {
return RETURNVALUE_NOTENOUGHROOM;
}
if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE) && !tile->getFieldItem()){
return RETURNVALUE_NOTENOUGHROOM;
}
void AreaCombat::getList(const Position& centerPos, const Position& targetPos, std::forward_list<Tile*>& list) const
Tile* tile =...
I want her to hit like that in the picturebro use updated server files you wont have to face those errors and that way everything will be easier for you, because you will have more support and won't need to fix things that are already fixed in newer source files
GitHub - nekiro/TFS-1.5-Downgrades at 8.60
Alternative forgottenserver versions for older protocols support - GitHub - nekiro/TFS-1.5-Downgrades at 8.60github.comGitHub - otland/forgottenserver: A free and open-source MMORPG server emulator written in C++ (https://github.com/otland/forgottenserver) 10.98 +GitHub - nekiro/TFS-1.5-Downgrades at 7.72
Alternative forgottenserver versions for older protocols support - GitHub - nekiro/TFS-1.5-Downgrades at 7.72github.com
the same tutorial for every protocol
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A free and open-source MMORPG server emulator written in C++ - otland/forgottenservergithub.com
It seems you don't understand what I want to do with itRemove this.from sources
Fix getDirectionTo method (#3645) · otland/forgottenserver@11a4a5e
A free and open-source MMORPG server emulator written in C++ - Fix getDirectionTo method (#3645) · otland/forgottenserver@11a4a5egithub.com
upHelp i want add in source
Tera wave hit from behind Magic wall
A wave hit pierces the magic wall
like the photo
View attachment 67170
upHelp i want add in source
Tera wave hit from behind Magic wall
A wave hit pierces the magic wall
like the photo
View attachment 67170
As much as I remember, I've helped you with this once. Anyway, try the following in your combat.cpp@M0ustafa Please help me find a solution for what I want
ReturnValue Combat::canDoCombat(Creature* caster, Tile* tile, bool aggressive)
if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE)) {
return RETURNVALUE_NOTENOUGHROOM;
}
if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE) && !tile->getFieldItem()){
return RETURNVALUE_NOTENOUGHROOM;
}
void AreaCombat::getList(const Position& centerPos, const Position& targetPos, std::forward_list<Tile*>& list) const
Tile* tile = g_game.map.getTile(targetPos);
if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE)) {
return;
}
Tile* tile = g_game.map.getTile(targetPos);
if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE) && !tile->getFieldItem()) {
return;
}
i will testAs much as I remember, I've helped you with this once. Anyway, try the following in your combat.cpp
Find
and below it replace thisC++:ReturnValue Combat::canDoCombat(Creature* caster, Tile* tile, bool aggressive)
by thisC++:if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE)) { return RETURNVALUE_NOTENOUGHROOM; }
Then findC++:if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE) && !tile->getFieldItem()){ return RETURNVALUE_NOTENOUGHROOM; }
and below it replace thisC++:void AreaCombat::getList(const Position& centerPos, const Position& targetPos, std::forward_list<Tile*>& list) const
by thisC++:Tile* tile = g_game.map.getTile(targetPos); if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE)) { return; }
Those are the only changes I can recall, Last time I had to check the old XML source and compare it with TFS 1.2, Maybe only one change of the above is needed.C++:Tile* tile = g_game.map.getTile(targetPos); if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE) && !tile->getFieldItem()) { return; }
You can also check the spells.cpp changes here
[8.6] Shoot through Magic Wall! [PICS]
Aight here's the deal: I will pay you, rep you, whatever you wish for, if you manage to fix so people may wave through a magic wall, or use runes similiar to GFB (people should NOT be able to shoot sd through a magic wall) (The pictures are taken from a 8.1 XML server) The pictures shows...otland.net
You are the best my friendAs much as I remember, I've helped you with this once. Anyway, try the following in your combat.cpp
Find
and below it replace thisC++:ReturnValue Combat::canDoCombat(Creature* caster, Tile* tile, bool aggressive)
by thisC++:if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE)) { return RETURNVALUE_NOTENOUGHROOM; }
Then findC++:if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE) && !tile->getFieldItem()){ return RETURNVALUE_NOTENOUGHROOM; }
and below it replace thisC++:void AreaCombat::getList(const Position& centerPos, const Position& targetPos, std::forward_list<Tile*>& list) const
by thisC++:Tile* tile = g_game.map.getTile(targetPos); if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE)) { return; }
Those are the only changes I can recall, Last time I had to check the old XML source and compare it with TFS 1.2, Maybe only one change of the above is needed.C++:Tile* tile = g_game.map.getTile(targetPos); if (tile->hasProperty(CONST_PROP_BLOCKPROJECTILE) && !tile->getFieldItem()) { return; }
You can also check the spells.cpp changes here
[8.6] Shoot through Magic Wall! [PICS]
Aight here's the deal: I will pay you, rep you, whatever you wish for, if you manage to fix so people may wave through a magic wall, or use runes similiar to GFB (people should NOT be able to shoot sd through a magic wall) (The pictures are taken from a 8.1 XML server) The pictures shows...otland.net