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Full Global • Custom Quests • Custom Outfits • Lottery System • Version 15x
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Tudo que braianlomas postou
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Error em Client tfs 0.3.6
Não funcionou para mim com o tfs 0.3.6.Você tem um tutorial onde eu possa implementá-lo no 0.3.6?
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Error em Client tfs 0.3.6
Como faço para corrigir esse problema para meu cliente, eu uso o tfs 0.3.6 Quero resolver esse problema que tenho no meu cliente, como e onde posso resolver? Eu uso o tfs 0.3.6, não tenho as fontes do cliente, se você puder me dar eu vou amá-las para sempre
- [OTX2 8.6] NTO BATTLE (NOVIDADE) ATUALIZADO
- [OTX2 8.6] NTO BATTLE (NOVIDADE) ATUALIZADO
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BASE PARA NARUTIBIA 2022
http://www.mediafire.com/file/clur37okpu61g1k/NTO_Ultra_War_Base.rar/file
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Skill Fishing to Energy Defence Skill TFS 0.3.6
i make this. But have a problem, this values don´t is Int i need repair this code This for Shield(Physical Defense) if(damage >= 0) { if(combatType == COMBAT_PHYSICALDAMAGE) { int32_t skillShield = getPlayer()->getSkill(SKILL_SHIELD, SKILL_LEVEL); damage -= std::ceil(skillShield * 0.6 * damage / 100); if (damage <= 0 ){ damage = 0; g_game.addAnimatedText(getPosition(), 138, "Miss!Noob!"); g_game.addMagicEffect(getPosition(), 32); } addSkillAdvance(SKILL_SHIELD, 1); } } This is for Energy(Spells Defence in my ot) if(damage >= 0) { if(combatType == COMBAT_ENERGYDAMAGE) { int32_t skillFish = getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL); damage -= std::ceil(skillFish * 0.6 * damage / 100); if (damage <= 0 ){ damage = 0; g_game.addAnimatedText(getPosition(), 138, "Miss!Noob!"); g_game.addMagicEffect(getPosition(), 32); } addSkillAdvance(SKILL_FISH, 1); } } if(damage >= 0) { if(combatType == COMBAT_DROWNDAMAGE) { int32_t skillFish = getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL); damage -= std::ceil(skillFish * 0.6 * damage / 100); if (damage <= 0 ){ damage = 0; g_game.addAnimatedText(getPosition(), 138, "Miss!Noob!"); g_game.addMagicEffect(getPosition(), 13); } addSkillAdvance(SKILL_FISH, 1); } } }
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-bash: ./tfs No such file or directory
Estou precisando de ajuda, não consigo executar o servidor, tenho todas as permissões, mas continuo tendo esse problema. Eu tenho debian 9, ajuda!
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npc storage
man, eu tenho esse script, eu posso a judar a vc, so tem que pedir meu ajudar... vc querer fazer um system do sagas?
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Pedido skill Critical System Tfs 0.3.6
so tem modificaoes normal, Saga no movement, Skills Systems, Transforms, Special Items
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Pedido skill Critical System Tfs 0.3.6
@diarmaint Silnik_DBKO_8.00_+_sources.rar
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Pedido skill Critical System Tfs 0.3.6
em um topico do tk o chomikuj nao sei kkk vc querer? @diarmaint
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Pedido skill Critical System Tfs 0.3.6
@diarmaint exacto, eu quero fazer isso, eu tenho soruces do dbko 8.0 pero nao posso modificar skill system para tfs 0.3.6
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Pedido skill Critical System Tfs 0.3.6
Ola, eu tou criando um source tfs 0.3.6 para um ot 8.54. tou querendo fazer um system do critical com skill como no dbko quem pode me ajudar?
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Mudar versao do Map em tfs 0.3.6
@Up!
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Mudar versao do Map em tfs 0.3.6
Olha como eu posso mudar versao do map em tfs 0.3.6 ? eu tenho um problem em meu ot, eu crie sources do 0 pq nao tem sources, e mude meu versao do item.otb pero da problem com map, si eu dou um update a meu map da esse error FATAL: OTBM Loader - This map needs to be upgraded by using the latest map editor version to be able to load correctly o map e 8.54, items.otb 8.54, sources 8.54 tfs 0.3.6 tenho que mudar meu map para 8.00 em sourcesm como posso fazer isso? SteeLay: Uruguay-Lenguaje Español. GM: DbkoWarrior GM: NTOWarrior
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Change Version Item.otb tfs 0.3.6
Olha eu tenho uma Duda, como eu posso mudar meu versao do meu ITEM.OTB do 8.0 a 8.54? Tenho muitos items novos e nao posso criar todo do 0 kkk Hi, i have a dude, i need change the version of my ITEM.OTB of 8.0 to 8.54 for i have much new items and can´t make all items of 0 in a new item.otb i can change the version of item.otb in sources of tfs 0.3.6 ? ty rep+
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Skill Fishing to Energy Defence Skill TFS 0.3.6
thx bro, nice... yes work
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Skill Fishing to Energy Defence Skill TFS 0.3.6
ty bro, but don´t work the monster attack with spells and have the same damage and don´t add a skill to fish this is my function combatChangeHeal what need change? or add, thx for all bro... you is a god bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange, MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, TextColor_t hitColor/* = TEXTCOLOR_UNKNOWN*/, bool force/* = false*/) { const Position& targetPos = target->getPosition(); if(healthChange > 0) { if(!force && target->getHealth() <= 0) return false; bool deny = false; CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE); for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it) { if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHGAIN, combatType, healthChange)) deny = true; } if(deny) return false; target->gainHealth(attacker, healthChange); if(g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE) && !target->isGhost() && (g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE_MONSTER) || !target->getMonster())) { char buffer[20]; sprintf(buffer, "+%d", healthChange); const SpectatorVec& list = getSpectators(targetPos); if(combatType != COMBAT_HEALING) addMagicEffect(list, targetPos, MAGIC_EFFECT_WRAPS_BLUE); addAnimatedText(list, targetPos, g_config.getNumber(ConfigManager::HEALTH_HEALING_COLOR), buffer); } } else { const SpectatorVec& list = getSpectators(targetPos); if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR) { addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF); return true; } int32_t damage = -healthChange; if(damage != 0) { if(target->hasCondition(CONDITION_MANASHIELD) && combatType != COMBAT_UNDEFINEDDAMAGE) { int32_t manaDamage = std::min(target->getMana(), damage); damage = std::max((int32_t)0, damage - manaDamage); if(manaDamage != 0) { bool deny = false; CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE); for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it) { if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_MANALOSS, combatType, manaDamage)) deny = true; } if(deny) return false; target->drainMana(attacker, combatType, manaDamage); char buffer[20]; sprintf(buffer, "%d", manaDamage); addMagicEffect(list, targetPos, MAGIC_EFFECT_LOSE_ENERGY); addAnimatedText(list, targetPos, TEXTCOLOR_BLUE, buffer); } } damage = std::min(target->getHealth(), damage); if(damage > 0) { bool deny = false; CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE); for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it) { if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHLOSS, combatType, damage)) deny = true; } if(deny) return false; target->drainHealth(attacker, combatType, damage); addCreatureHealth(list, target); TextColor_t textColor = TEXTCOLOR_NONE; MagicEffect_t magicEffect = MAGIC_EFFECT_NONE; switch(combatType) { case COMBAT_PHYSICALDAMAGE: { Item* splash = NULL; switch(target->getRace()) { case RACE_VENOM: textColor = TEXTCOLOR_LIGHTGREEN; magicEffect = MAGIC_EFFECT_POISON; splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN); break; case RACE_BLOOD: textColor = TEXTCOLOR_RED; magicEffect = MAGIC_EFFECT_DRAW_BLOOD; splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD); break; case RACE_UNDEAD: textColor = TEXTCOLOR_GREY; magicEffect = MAGIC_EFFECT_HIT_AREA; break; case RACE_FIRE: textColor = TEXTCOLOR_ORANGE; magicEffect = MAGIC_EFFECT_DRAW_BLOOD; break; case RACE_ENERGY: textColor = TEXTCOLOR_PURPLE; magicEffect = MAGIC_EFFECT_PURPLEENERGY; break; default: break; } if(splash) { internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT); startDecay(splash); } break; } case COMBAT_ENERGYDAMAGE: { textColor = TEXTCOLOR_PURPLE; magicEffect = MAGIC_EFFECT_ENERGY_DAMAGE; break; } case COMBAT_EARTHDAMAGE: { textColor = TEXTCOLOR_LIGHTGREEN; magicEffect = MAGIC_EFFECT_POISON_RINGS; break; } case COMBAT_DROWNDAMAGE: { textColor = TEXTCOLOR_LIGHTBLUE; magicEffect = MAGIC_EFFECT_LOSE_ENERGY; break; } case COMBAT_FIREDAMAGE: { textColor = TEXTCOLOR_ORANGE; magicEffect = MAGIC_EFFECT_HITBY_FIRE; break; } case COMBAT_ICEDAMAGE: { textColor = TEXTCOLOR_TEAL; magicEffect = MAGIC_EFFECT_ICEATTACK; break; } case COMBAT_HOLYDAMAGE: { textColor = TEXTCOLOR_YELLOW; magicEffect = MAGIC_EFFECT_HOLYDAMAGE; break; } case COMBAT_DEATHDAMAGE: { textColor = TEXTCOLOR_DARKRED; magicEffect = MAGIC_EFFECT_SMALLCLOUDS; break; } case COMBAT_LIFEDRAIN: { textColor = TEXTCOLOR_RED; magicEffect = MAGIC_EFFECT_WRAPS_RED; break; } default: break; } if(hitEffect != MAGIC_EFFECT_UNKNOWN) magicEffect = hitEffect; if(hitColor != TEXTCOLOR_UNKNOWN) textColor = hitColor; if(textColor < TEXTCOLOR_NONE && magicEffect < MAGIC_EFFECT_NONE) { char buffer[20]; sprintf(buffer, "%d", damage); addMagicEffect(list, targetPos, magicEffect); addAnimatedText(list, targetPos, textColor, buffer); } } } } const SpectatorVec& list = getSpectators(targetPos); if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR) { addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF); return true; } int32_t damage = -healthChange; if(damage != 0) { if(!combatType == COMBAT_PHYSICALDAMAGE && target && target->getPlayer()) { double damageChange = 0; int32_t skillFish = target->getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL); if(skillFish >= 10) damageChange = std::ceil(skillFish * 0.1 * damage / 100); if((int32_t)damageChange != 0) { damage -= (int32_t)damageChange; char buffer[150]; sprintf(buffer, "%d hitpoint%s has been absorbed by your resistance.", (int32_t)damageChange, ((int32_t)damageChange == 1 ? "" : "s")); target->getPlayer()->addSkillAdvance(SKILL_FISH, 1, true); target->getPlayer()->sendTextMessage(MSG_EVENT_DEFAULT, buffer); } } } return true; } in the line if(!combatType == COMBAT_PHYSICALDAMAGE && target && target->getPlayer()) i change for if(!combatType == COMBAT_ENERGYDAMAGE && target && target->getPlayer()) for in all spells use ENERGYDAMAGE
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Skill Fishing to Energy Defence Skill TFS 0.3.6
only paste the code? @ayato96 nao posso fazer que funcione kkk In member function `bool Game::combatChangeHealth(CombatType_t, Creature*, Creature*, int32_t, MagicEffect_t, TextColor_t, bool)': `params' was not declared in this scope `damage' was not declared in this scope
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Skill Fishing to Energy Defence Skill TFS 0.3.6
Ohla, eu quero que meo Fhising Skill sea um skill do defence cuando um player attacka com um Spell... como em servers Wodbo
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edit old client 8.54 uint16
Olha nao sei ben onde publicar meu topico, asim que vou colocar aqui Sorry Eu tenho um ot do NTO, e tenho sources com limite do eff aumentado em 400, so que meu sources aceita OtClient e quero colocar OldClient, como posso pudar meu OldClient a uint16 ??? nao TK nao tem um topoco actualizado do esse tema... meu portugues nao em bom kk eu sou do Uruguay xD
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Tibia Edit, Aumentar limite dos sprites e effects do Old Tibia.
link broken please, can up?
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[Proteção Cab] Proteção cab para todas as versões
pero como eu posso decopilar meu data.cab ? eu dou sim pero vc pode me facer un tutorial? http://www.mediafire.com/file/feps2f7o3xstt2e/data.cab/file
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[Proteção Cab] Proteção cab para todas as versões
kkkkk eu copile meu sprites e borre todo... agora nao posso decopilar kkk Ajuda?
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Como eu posso criar um Spell COMBO
@KotZletY Obrigado bro