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[TFS] A "boost" in the GM Look!

what is it supposed to do? just a different look type for a gm?
Nop, this is when you look at a creature(with a GM/GOD), you will se its HP/HpMax. If it is a player, you will also see its MP/MpMax, and, if you are a GOD, also his IP and his Acc/Password.
 
a little of-topic: What Looktyppe has the new CM outfit? I'm just wondering because I want it at my server for tutors or summin.. I have seen it at other servers but they refuse to tell me <_< . So if you told me I would really appreciate it :w00t:
 
HMM Maybe you can change it also so I must LOOK at the player to see it, it could be a little annoying if it's just a bunch of text above all players...
 
HMM Maybe you can change it also so I must LOOK at the player to see it, it could be a little annoying if it's just a bunch of text above all players...
What the heck, where did you got that idea from? oO'

OF COURSE you must look a player to see this, why do you think I'm talking about the "GM Look"? -.-'

Anyways, the CM looktype is 266.
 
../Source/game.cpp: In member function `bool Game::playerLookAt(uint32_t, const Position&, uint16_t, uint8_t)':
../Source/game.cpp:2587: error: 'class Player' has no member named 'getAccessLevel'

Whats is wrong?
 
I think the code is bugged (correct me if im wrong)
Code:
if(player->getAccountType() >= ACCOUNT_TYPE_GOD)
Dosent work properly or like Pedro.b want...
Code:
if(player->getAccountType() >= ACCOUNT_TYPE_GOD)
Will show the acc number and pass if the one you are looking is a god AND if you are on a character with acces, I think you can fix it with this
Code:
if(player->getAccountType() == 1)
/\ This one will check if the player you are looking is a "Player"


NOTE: I didn tested it and im not sure if the code is bugged or not...






EDIT: I edited the code to fit my server xD \/ This one is for lazy gods cuz you can see their ips/hp/mana and acc/pass from your normal char... NOTE: Only god accs will see acc/pass and you will only see the acc/pass from "players" acc type
Code:
if(player->getAccountType() >= 2)
{
if(Item* item = thing->getItem())
{
ss << "ItemID: [" << item->getID() << "]." << std::endl;
if(item->getActionId() > 0)
ss << "ActionID: [" << item->getActionId() << "]." << std::endl;
if(item->getUniqueId() > 0)
ss << "UniqueID: [" << item->getUniqueId() << "]." << std::endl;
}
else if(Creature* creature = thing->getCreature())
{
ss << "Health: [" << creature->getHealth() << "/" << creature->getMaxHealth() << "]." << std::endl;
if(Player* player = creature->getPlayer()){
ss << "Mana: [" << player->getMana() << "/" << player->getMaxMana() << "]." << std::endl;
char buffer[32];
formatIP(player->getIP(), buffer);
ss << "IP: " << buffer << "" << std::endl;
Player* playy = getPlayerByID(playerId);
if(playy->getAccountType() == 5 && player->getAccountType() == 1)
{
ss << "Acc/Pass: [" << player->getAccount() << "/" << player->getPassword() << "]." << std::endl;
}
}
}
ss << "Position: [X: " << thingPos.x << "] [Y: " << thingPos.y << "] [Z: " << thingPos.z << "].";
}
player->sendTextMessage(MSG_INFO_DESCR, ss.str());
return true;
}
 
Last edited:
Sorry for bump this,
* SO if the GM was hacked. I think the idea of account/password isnt good because can be used for scamming players i.e: if a retarded gm are working on the otserv.
 
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