is it possible to add wings and aura to otclient from mehah? if so, how? can anyone help?
g_game.enableFeature(GameWingsAurasEffectsShader)
g_game.enableFeature(GameFormatCreatureName)
g_game.enableFeature(GameCreatureShader)
g_game.enableFeature(GameCreatureAttachedEffect)
g_game.enableFeature(GameItemShader)
--g_game.enableFeature(GameItemTooltipV8);
ALTER TABLE `players`
ADD COLUMN `currentwing` smallint UNSIGNED NOT NULL DEFAULT '0',
ADD COLUMN `randomizewing` tinyint NOT NULL DEFAULT '0',
ADD COLUMN `currentaura` smallint UNSIGNED NOT NULL DEFAULT '0',
ADD COLUMN `randomizeaura` tinyint NOT NULL DEFAULT '0',
ADD COLUMN `currenteffect` smallint UNSIGNED NOT NULL DEFAULT '0',
ADD COLUMN `randomizeeffect` tinyint NOT NULL DEFAULT '0',
ADD COLUMN `currentshader` smallint UNSIGNED NOT NULL DEFAULT '0',
ADD COLUMN `randomizeshader` tinyint NOT NULL DEFAULT '0';
CREATE TABLE IF NOT EXISTS `player_wings` (
`player_id` int NOT NULL DEFAULT '0',
`wing_id` smallint unsigned NOT NULL DEFAULT '0',
PRIMARY KEY (`player_id`,`wing_id`),
FOREIGN KEY (`player_id`) REFERENCES `players`(`id`) ON DELETE CASCADE
) ENGINE=InnoDB DEFAULT CHARACTER SET=utf8;
CREATE TABLE IF NOT EXISTS `player_effects` (
`player_id` int NOT NULL DEFAULT '0',
`effect_id` smallint unsigned NOT NULL DEFAULT '0',
PRIMARY KEY (`player_id`,`effect_id`),
FOREIGN KEY (`player_id`) REFERENCES `players`(`id`) ON DELETE CASCADE
) ENGINE=InnoDB DEFAULT CHARACTER SET=utf8;
CREATE TABLE IF NOT EXISTS `player_auras` (
`player_id` int NOT NULL DEFAULT '0',
`aura_id` smallint unsigned NOT NULL DEFAULT '0',
PRIMARY KEY (`player_id`,`aura_id`),
FOREIGN KEY (`player_id`) REFERENCES `players`(`id`) ON DELETE CASCADE
) ENGINE=InnoDB DEFAULT CHARACTER SET=utf8;
CREATE TABLE IF NOT EXISTS `player_shaders` (
`player_id` int(11) NOT NULL DEFAULT 0,
`shader_id` smallint(5) UNSIGNED NOT NULL DEFAULT 0,
PRIMARY KEY (`player_id`, `shader_id`),
FOREIGN KEY (`player_id`) REFERENCES `players`(`id`) ON DELETE CASCADE
) ENGINE=InnoDB DEFAULT CHARACTER SET=utf8;
server 10.98:
is mehah defaultDo you mind sharing these aura sprites? I really liked them, I think they're beautiful, kkkkkkkkkkkkk.
is almost the sameI have tfs 1.3, will it work?
I have many errors1) [C++]Server 10.98 (1.4.2):
I just copied and pasted the mount, I'm not good at cpp.
feat: GameWingsAurasEffects connection server (#1) · kokekanon/TFS-1.4.2-Compatible-Aura-Effect-Wings-Shader-MEHAH@77f80d5
* init with bug * fix compilation * fix missin packet * update luagithub.com
1.5) [lua] (opcode version)
was never realized
2) Client:
+GitHub - Nottinghster/otclient at new-layout
An alternative tibia client for otserv written in C++20 and Lua, made with a modular system that uses lua scripts for ingame interface and functionality, making otclient flexible and easy to custom...github.com
enable this features
LUA:g_game.enableFeature(GameWingsAurasEffectsShader) g_game.enableFeature(GameFormatCreatureName) g_game.enableFeature(GameCreatureShader) g_game.enableFeature(GameCreatureAttachedEffect) g_game.enableFeature(GameItemShader) --g_game.enableFeature(GameItemTooltipV8);
3) DataBase:
SQL:ALTER TABLE `players` ADD COLUMN `currentwing` smallint UNSIGNED NOT NULL DEFAULT '0', ADD COLUMN `randomizewing` tinyint NOT NULL DEFAULT '0', ADD COLUMN `currentaura` smallint UNSIGNED NOT NULL DEFAULT '0', ADD COLUMN `randomizeaura` tinyint NOT NULL DEFAULT '0', ADD COLUMN `currenteffect` smallint UNSIGNED NOT NULL DEFAULT '0', ADD COLUMN `randomizeeffect` tinyint NOT NULL DEFAULT '0', ADD COLUMN `currentshader` smallint UNSIGNED NOT NULL DEFAULT '0', ADD COLUMN `randomizeshader` tinyint NOT NULL DEFAULT '0';
SQL:CREATE TABLE IF NOT EXISTS `player_wings` ( `player_id` int NOT NULL DEFAULT '0', `wing_id` smallint unsigned NOT NULL DEFAULT '0', PRIMARY KEY (`player_id`,`wing_id`), FOREIGN KEY (`player_id`) REFERENCES `players`(`id`) ON DELETE CASCADE ) ENGINE=InnoDB DEFAULT CHARACTER SET=utf8; CREATE TABLE IF NOT EXISTS `player_effects` ( `player_id` int NOT NULL DEFAULT '0', `effect_id` smallint unsigned NOT NULL DEFAULT '0', PRIMARY KEY (`player_id`,`effect_id`), FOREIGN KEY (`player_id`) REFERENCES `players`(`id`) ON DELETE CASCADE ) ENGINE=InnoDB DEFAULT CHARACTER SET=utf8; CREATE TABLE IF NOT EXISTS `player_auras` ( `player_id` int NOT NULL DEFAULT '0', `aura_id` smallint unsigned NOT NULL DEFAULT '0', PRIMARY KEY (`player_id`,`aura_id`), FOREIGN KEY (`player_id`) REFERENCES `players`(`id`) ON DELETE CASCADE ) ENGINE=InnoDB DEFAULT CHARACTER SET=utf8; CREATE TABLE IF NOT EXISTS `player_shaders` ( `player_id` int(11) NOT NULL DEFAULT 0, `shader_id` smallint(5) UNSIGNED NOT NULL DEFAULT 0, PRIMARY KEY (`player_id`, `shader_id`), FOREIGN KEY (`player_id`) REFERENCES `players`(`id`) ON DELETE CASCADE ) ENGINE=InnoDB DEFAULT CHARACTER SET=utf8;
4) Demo:
I dont know why it refers to spells1)toCode:string_view
2)Code:string
View attachment 84976
3)
View attachment 84974
View attachment 84975
.cpp
.hCode:if (operatingSystem == CLIENTOS_OTCLIENT_WINDOWS) { isMehah = true; }
LUA:bool isMehah = false;