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[TFS 1.5] [7.4] RookieOTs

Itemeditor / RME for it? all tries says unsupported item version 3
garbage garbage, sorry to be real.
Sarcastic Mixed Martial Arts GIF by UFC
 
a

and yet you use it


here is rl map that will work with that server straight away. this repo is tfs 0.4 (the map has poi and custom spawns and what not)
im finishing it and will repost it here

I don't see why people keep posting buggy or endless things. Many people complain here that countless people ask the same question millions of times and this only contributes to this. It's not difficult to create a base like this once you have everything on the internet. I'm finishing this version without any errors and reposting it here. Why? Because I want it, nothing more.
 
im finishing it and will repost it here

I don't see why people keep posting buggy or endless things. Many people complain here that countless people ask the same question millions of times and this only contributes to this. It's not difficult to create a base like this once you have everything on the internet. I'm finishing this version without any errors and reposting it here. Why? Because I want it, nothing more.
so you are using this base then complaining that it exists? remember that writeables dont work so no working parcels in that version of nekiro goodluck.
 
I dont use it, i will just fix. btw, writables is a easy fix for nekiro, i will fix that too.
Post automatically merged:

so you are using this base then complaining that it exists? remember that writeables dont work so no working parcels in that version of nekiro goodluck.
What's discouraging is that this OEN rarity system is very outdated... because the guy didn't include the Leo system, a thousand light years more updated and practical... anyway
 
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maybe becaus ethe folder is called client_options copy? since i was testing stuff just delete it so it doenst auto load also remove darken startslink shader?
Post automatically merged:


also just use classic otcv8 settings folder.
1721286885547.png
I can't add modules or configurations from another otc v8 because then I can't log in to the server, can you try to fix this for us? I copied the entire modules folder from a virgin otc v8 but without a solution, there is something to do with modules that have a bug in this client that comes with the server
 
View attachment 86097
I can't add modules or configurations from another otc v8 because then I can't log in to the server, can you try to fix this for us? I copied the entire modules folder from a virgin otc v8 but without a solution, there is something to do with modules that have a bug in this client that comes with the server
rsa. you probably replaced const file and it doenst match key.pem anymore
 
Have you fixed the writables items on it? and the raruty system?
yes writeables is fixed already its easy just add empty byte to addItem but there is also chameleon rune bug aswell

C++:
void NetworkMessage::addItem(const Item* item)
{
    const ItemType& it = Item::items[item->getID()];

    add<uint16_t>(it.clientId);
    //addByte(0xFF); // MARK_UNMARKED

    /*if (it.stackable) {
        addByte(std::min<uint16_t>(0xFF, item->getItemCount()));
    } else if (it.isSplash() || it.isFluidContainer()) {
        addByte(fluidMap[item->getFluidType() & 7]);
    }

    if (it.isAnimation) {
        addByte(0xFE); // random phase (0xFF for async)
    }*/

    if (it.stackable) {
        addByte(std::min<uint16_t>(0xFF, item->getItemCount()));
    } else if (it.isSplash() || it.isFluidContainer()) {
        addByte(item->getSubType());
    }

    addByte(const_cast<Item*>(item)->getRarityId());
}

void NetworkMessage::addItemId(uint16_t itemId)
{
    add<uint16_t>(Item::items[itemId].clientId);
    addByte(0);
}

//chameleon rune causes debug from itemframe byte and overloads OTC drawmap making a packet.log of few kilobytes there is the optimal fix
void NetworkMessage::addItemIdOutfit(uint16_t itemId)
{
    add<uint16_t>(Item::items[itemId].clientId);

}

C++:
void ProtocolGame::AddOutfit(NetworkMessage& msg, const Outfit_t& outfit)
{
    msg.add<uint16_t>(outfit.lookType);

    if (outfit.lookType != 0) {
        msg.addByte(outfit.lookHead);
        msg.addByte(outfit.lookBody);
        msg.addByte(outfit.lookLegs);
        msg.addByte(outfit.lookFeet);
        msg.addByte(outfit.lookAddons);
    }
    else {
        msg.addItemIdOutfit(outfit.lookTypeEx);
    }

    msg.add<uint16_t>(outfit.lookMount);
    if (otclientV8) {
        msg.add<uint16_t>(outfit.lookWings);
        msg.add<uint16_t>(outfit.lookAura);
        Shader* shader = g_game.shaders.getShaderByID(outfit.lookShader);
        msg.addString(shader ? shader->name : "");
    }
}

C++:
void addItemIdOutfit(uint16_t itemId);
Post automatically merged:

Have you fixed the writables items on it? and the raruty system?
working?
 
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yes writeables is fixed already its easy just add empty byte to addItem but there is also chameleon rune bug aswell

C++:
void NetworkMessage::addItem(const Item* item)
{
    const ItemType& it = Item::items[item->getID()];

    add<uint16_t>(it.clientId);
    //addByte(0xFF); // MARK_UNMARKED

    /*if (it.stackable) {
        addByte(std::min<uint16_t>(0xFF, item->getItemCount()));
    } else if (it.isSplash() || it.isFluidContainer()) {
        addByte(fluidMap[item->getFluidType() & 7]);
    }

    if (it.isAnimation) {
        addByte(0xFE); // random phase (0xFF for async)
    }*/

    if (it.stackable) {
        addByte(std::min<uint16_t>(0xFF, item->getItemCount()));
    } else if (it.isSplash() || it.isFluidContainer()) {
        addByte(item->getSubType());
    }

    addByte(const_cast<Item*>(item)->getRarityId());
}

void NetworkMessage::addItemId(uint16_t itemId)
{
    add<uint16_t>(Item::items[itemId].clientId);
    addByte(0);
}

//chameleon rune causes debug from itemframe byte and overloads OTC drawmap making a packet.log of few kilobytes there is the optimal fix
void NetworkMessage::addItemIdOutfit(uint16_t itemId)
{
    add<uint16_t>(Item::items[itemId].clientId);

}

C++:
void ProtocolGame::AddOutfit(NetworkMessage& msg, const Outfit_t& outfit)
{
    msg.add<uint16_t>(outfit.lookType);

    if (outfit.lookType != 0) {
        msg.addByte(outfit.lookHead);
        msg.addByte(outfit.lookBody);
        msg.addByte(outfit.lookLegs);
        msg.addByte(outfit.lookFeet);
        msg.addByte(outfit.lookAddons);
    }
    else {
        msg.addItemIdOutfit(outfit.lookTypeEx);
    }

    msg.add<uint16_t>(outfit.lookMount);
    if (otclientV8) {
        msg.add<uint16_t>(outfit.lookWings);
        msg.add<uint16_t>(outfit.lookAura);
        Shader* shader = g_game.shaders.getShaderByID(outfit.lookShader);
        msg.addString(shader ? shader->name : "");
    }
}

C++:
void addItemIdOutfit(uint16_t itemId);
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working?
Wow nice, i'm gonna check it tomorow, and i reply you
 
Btw having issues with bows receiving melee bonus and vice-versa. I did the changes on the script to only accept melee/distance etc but nothing seens to work @skeetzoo
in upgradesystem config.lua
US_ITEM_TYPES.WEAPON_ANY
change to US_ITEM_TYPES.WEAPON_MELEE :)


LUA:
[14] = {
    name = "Physical Damage",
    combatType = US_TYPES.OFFENSIVE,
    combatDamage = COMBAT_PHYSICALDAMAGE,
    VALUES_PER_LEVEL = 0.3,
    format = function(value)
      return "Physical Damage +" .. value .. "%%"
    end,
    itemType = US_ITEM_TYPES.WEAPON_MELEE + US_ITEM_TYPES.HELMET + US_ITEM_TYPES.LEGS
  },
 
in upgradesystem config.lua
US_ITEM_TYPES.WEAPON_ANY
change to US_ITEM_TYPES.WEAPON_MELEE :)


LUA:
[14] = {
    name = "Physical Damage",
    combatType = US_TYPES.OFFENSIVE,
    combatDamage = COMBAT_PHYSICALDAMAGE,
    VALUES_PER_LEVEL = 0.3,
    format = function(value)
      return "Physical Damage +" .. value .. "%%"
    end,
    itemType = US_ITEM_TYPES.WEAPON_MELEE + US_ITEM_TYPES.HELMET + US_ITEM_TYPES.LEGS
  },
Yea, but it not seens to work, try yourself. Your bow will still get melee skill and your melee will still get distance bonus =-\ , for somehow its not identyfing the weapon type or something like that
 
Yea, but it not seens to work, try yourself. Your bow will still get melee skill and your melee will still get distance bonus =-\ , for somehow its not identyfing the weapon type or something like that
so change melee skill code this is for physical damage I only done it as example if you can't do it yourself then I am sorry maybe programming isnt for you. funnily enough bows use physical damage so you shouldn't change it but rather the other function but hey something to think about. If I recall correctly you were very rude about this source here in this thread and now asking for people to do everything for you.
 
so change melee skill code this is for physical damage I only done it as example if you can't do it yourself then I am sorry maybe programming isnt for you. funnily enough bows use physical damage so you shouldn't change it but rather the other function but hey something to think about. If I recall correctly you were very rude about this source here in this thread and now asking for people to do everything for you.
I still very rude about this crap. But im still trying to find a solution, just to learn. I dont use it. Its a LOT easier asking people like you "how to fix" or something like that.
 
yeah just edit the config.lua of upgrade system find melee skill and change weapontype all to meelee only 🤔
It's difficult for me to make you understand that even changing the weapons to melee, leaving only melee, and changing the distance weapons and leaving only distance, the attributes will ALWAYS be changed. You could take the test instead of repeating the same thing dear friend. I am TELLING you that there is no point in changing there. <3
 
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