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Diego767

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  1. <movevent event="Equip" itemid="36759" slot="feet" level="500" function="onEquipItem"> <vocation id="1" /> <vocation id="5" showInDescription="0" /> <vocation id="2" /> <vocation id="6" showInDescription="0" /> </movevent> <movevent type="DeEquip" itemid="36759" slot="feet" level="500" function="onDeEquipItem" />
  2. Diego767 postou uma resposta no tópico em Suporte Tibia OTServer
    .Qual servidor ou website você utiliza como base? tfs 1,3 Qual o motivo deste tópico? Editei alguns itens em meu OT, sendo que algum desses foram duplicados, apenas alterei nome e atributo. Os itens duplicados esão ok, com atributos e nome como eu coloquei, porem ao editar um npc para vender os mesmos, o NPC vende apenas os itens que ja estava no game, como no exemplo da foto abaixo, ele vende Blessed Shield, Golden Helmet, porem a Archer's Boots ele nao entrega, os duplicados ( com ID diferente) ele não vende, apesar de aparecer para vender. Alguem sabe o por que? Está surgindo algum erro? Se sim coloque-o aqui. Você tem o código disponível? Se tiver publique-o aqui: frodo.xml <?xml version="1.0" encoding="UTF-8"?> <npc name="Frodo" script="Frodo.lua" walkinterval="2000" floorchange="0"> <health now="100" max="100" /> <look type="128" head="58" body="68" legs="109" feet="115" addons="0" /> <parameters> <parameter key="module_shop" value="1" /> <parameter key="shop_buyable" value=" falcon coif,32415,10000000; falcon circlet,32414,10000000; falcon plate,32419,10000000; falcon greaves,32420,10000000; gnome legs,30884,10000000; pair of dreamwalkers,34062,2000000; falcon escutcheon,32422,10000000; depth calcei,15410,2000000; spirit guide,34069,3000000; frozen boots,36759,20000000; treader of torment,25412,20000000; supreme boots,36767,20000000; archer's boots,36768,20000000; tempest legs,36760,30000000; powerfull legs,36765,30000000; divine legs,36766,30000000; frozen mantle,36761,30000000; wizard's cape,36762,30000000; golden plate,36763,30000000; firesoul chestplate,36764,30000000; horned helmet,2496,30000000; shroud of despair,25413,30000000; golden helmet,2471,30000000; winged helmet,2474,30000000; spellbook of lies,25411,25000000; blessed shield,2523,25000000; falcon wand,32416,150000000; falcon rod,32417,150000000; collar of blue plasma,26182,2000000; collar of red plasma,26200,2000000; ring of blue plasma,26185,2000000; ring of green plasma,26187,2000000; ring of red plasma,26189,2000000; collar of green plasma,26199,2000000; falcon battleaxe,32424,15000000; solar axe,8925,15000000; hammer of prophecy,7450,15000000; thunder hammer,2421,15000000; the epiphany,8931,15000000; magic longsword,2390,15000000;" /> <parameter key="shop_sellable" value=" falcon coif,32415,4000000; falcon circlet,32414,4000000; falcon plate,32419,4000000; falcon greaves,32420,4000000; gnome legs,30884,4000000; pair of dreamwalkers,34062,500000; falcon escutcheon,32422,4000000; depth calcei,15410,500000; spirit guide,34069,1000000;" /> </parameters> </npc> Você tem alguma imagem que possa auxiliar no problema? Se sim, coloque-a aqui.
  3. Resolvido, pode fechar o topico, valeu @ikaroangelo21
  4. @ikaroangelo21nesse ultimo que vc mandou, agora veste a bota, porem nao da o atributo.
  5. @ikaroangelo21, os chars são sorc e druid nao tem mais o erro no Log, porem agora nao consigo vestir a bota no char, da a seguinte mensagem. "you cannot dress this object here".
  6. @ikaroangelo21 deu erro. Foi assim que eu adicionei no movements.
  7. .Qual servidor ou website você utiliza como base? TFS 1.3 Global Qual o motivo deste tópico? Boa tarde galera, dupliquei um item com o intuito de editar o mesmo, com atributos melhores. O item esta ok, criei id, editei items.xml e adicionei o mesmo em movements. Consigo criar o item com o GOD e ao dar look eu enxergo exatamente o que eu editei, porem ao equipar o char com o item, o char nao ganha os atributos. Alguem sabe o que pode ser? Está surgindo algum erro? Se sim coloque-o aqui. Você tem o código disponível? Se tiver publique-o aqui: items.xml <item id="36759" name="frozen boots"> <attribute key="description" value="It can only be wielded properly by druids of level 500 or higher." /> <attribute key="weight" value="1500" /> <attribute key="armor" value="10" /> <attribute key="slotType" value="feet" /> <attribute key="magiclevelpoints" value="3" /> <attribute key="absorbPercentIce" value="7" /> <attribute key="imbuingSlots" value="1" /> movements.xml <movevent event="Equip" itemid="36759" level="500" slot="feet" event="function" value="onEquipItem"> <!-- Frozen Boots --> <vocation id="1" /> <vocation id="5" showInDescription="0" /> <vocation id="2" /> <vocation id="6" showInDescription="0" /> </movevent> <movevent type="DeEquip" itemid="36759" level="500" slot="feet" event="function" value="onEquipItem"> Você tem alguma imagem que possa auxiliar no problema? Se sim, coloque-a aqui.
  8. Diego767 postou uma resposta no tópico em Sistemas, Mods & Funções .lua
    Boa tarde, nao sei se estou no lugar certo para fazer a pergunta, mas vamos tentar... Meu ot esta rodando bem, porem os itens e monstros mais novos nao tem (cobra sword, terra helmet, e nem os monstros que dropam isso) O que eu poderia fazer para add eles, os itens e os monstros?
  9. Boa tarde, estou com o problema no meu Prey System, onde todos os chares sempre ficam com a mesma Prey independente do monstro. Alguem sabe o que pode ter de errado? Prey = { Credits = "System remake: Westwol ~ Packet logic: Cjaker ~ Formulas: slavidodo", Version = "4.0", LastUpdate = "07/07/19", } CONST_PREY_SLOT_FIRST = 0 CONST_PREY_SLOT_SECOND = 1 CONST_PREY_SLOT_THIRD = 2 CONST_MONSTER_TIER_BRONZE = 0 CONST_MONSTER_TIER_SILVER = 1 CONST_MONSTER_TIER_GOLD = 2 CONST_MONSTER_TIER_GOLD = 3 CONST_MONSTER_TIER_PLATINUM = 4 CONST_BONUS_DAMAGE_BOOST = 0 CONST_BONUS_DAMAGE_REDUCTION = 1 CONST_BONUS_XP_BONUS = 2 CONST_BONUS_IMPROVED_LOOT = 3 Prey.Config = { ListRerollPrice = 2000 } Prey.S_Packets = { ShowDialog = 0xED, PreyRerollPrice = 0xE9, PreyData = 0xE8, PreyTimeLeft = 0xE7 } Prey.StateTypes = { LOCKED = 0, INACTIVE = 1, ACTIVE = 2, SELECTION = 3, SELECTION_CHANGE_MONSTER = 4 } Prey.UnlockTypes = { PREMIUM_OR_STORE = 0, STORE = 1, NONE = 2 } Prey.Actions = { NEW_LIST = 0, NEW_BONUS = 1, SELECT = 2, } Prey.C_Packets = { RequestData = 0xED, PreyAction = 0xEB } Prey.Bonuses = { [CONST_BONUS_DAMAGE_BOOST] = {step = 2, min = 7, max = 25}, [CONST_BONUS_DAMAGE_REDUCTION] = {step = 2, min = 12, max = 30}, [CONST_BONUS_XP_BONUS] = {step = 3, min = 13, max = 40}, [CONST_BONUS_IMPROVED_LOOT] = {step = 3, min = 13, max = 40} } Prey.MonsterList = { [CONST_MONSTER_TIER_BRONZE] = { "Rotworm", "Carrion Worm", "Skeleton", "Ghoul", "Cyclops", "Cyclops Drone", "Cyclops Smith", "Dark Magician", "Beholder", "Dragon", "Dragon Hatchling", "Dwarf", "Dwarf Guard", "Dwarf Geomancer", "Dwarf Soldier", "Earth Elemental", "Fire Elemental", "Gargoyle", "Merlkin", "Minotaur", "Minotaur Guard", "Minotaur Mage", "Minotaur Archer", "Nomad", "Amazon", "Hunter", "Orc", "Orc Berserker", "Orc Leader", "Orc Shaman", "Orc Spearman", "Orc Warlord", "Panda", "Rotworm Queen", "Tarantula", "Scarab", "Skeleton Warrior", "Smuggler" }, [CONST_MONSTER_TIER_SILVER] = { "Pirate Buccaneer", "Pirate Ghost", "Pirate Marauder", "Pirate Skeleton", "Dragon Lord Hatchling", "Frost Dragon Hatchling", "Behemoth", "Faun", "Dark Faun", "Dragon Lord", "Frost Dragon", "Hydra", "Hero", "Bullwark", "Giant Spider", "Crystal Spider", "Deepling Brawler", "Deepling Elite", "Deepling Guard", "Deepling Master Librarian", "Deepling Tyrant", "Deepling Warrior", "Wyrm", "Elder Wyrm", "Fleshslicer", "Frost Giant", "Ghastly Dragon", "Ice Golem", "Infernalist", "Warlock", "Lich", "Lizard Chosen", "Lizard Dragon Priest", "Lizard High Guard", "Lizard Legionnaire", "Lizard Zaogun", "Massive Energy Elemental", "Massive Fire Elemental", "Massive Water Elemental", "Minotaur Amazon", "Execowtioner", "Minotaur Hunter", "Mooh'Tah Warrior", "Mutated Bat", "Mutated Human", "Necromancer", "Nightmare", "Nightmare Scion", "Ogre Brute", "Ogre Savage", "Ogre Shaman", "Orclops Doomhauler", "Orclops Ravager", "Quara Constrictor", "Quara Constrictor Scout", "Quara Hydromancer", "Quara Mantassin", "Quara Pincher", "Quara Predator", "Sea Serpent", "Shaper Matriarch", "Silencer", "Spitter", "Worker Golem", "Werewolf", "Hellspawn", "Shadow Tentacle", "Vampire Bride", "Dragonling", "Shock Head", "Frazzlemaw", }, [CONST_MONSTER_TIER_GOLD] = { "Plaguesmith", "Demon", "Crystal Spider", "Defiler", "Destroyer", "Diamond Servant", "Draken Elite", "Draken Spellweaver", "Draken Warmaster", "Draken Abomination", "Feversleep", "Terrorsleep", "Draptor", "Grim Reaper", "Guzzlemaw", "Hellfire Fighter", "Hand of Cursed Fate", "Hellhound", "Juggernaut", "Sparkion", "Dark Torturer", "Undead Dragon", "Retching Horror", "Choking Fear", "Choking Fear", "Shiversleep", "Sight Of Surrender", "Demon Outcast", "Blightwalker", "Grimeleech", "Vexclaw", "Grimeleech", "Dawnfire Asura", "Midnight Asura", "Frost Flower Asura", "True Dawnfire Asura", "True Frost Flower Asura", "True Midnight Asura" } } -- Communication functions function Player.sendResource(self, resourceType, value) local typeByte = 0 if resourceType == "bank" then typeByte = 0x00 elseif resourceType == "inventory" then typeByte = 0x01 elseif resourceType == "prey" then typeByte = 0x0A end local msg = NetworkMessage() msg:addByte(0xEE) msg:addByte(typeByte) msg:addU64(value) msg:sendToPlayer(self) end function Player.sendErrorDialog(self, error) local msg = NetworkMessage() msg:addByte(Prey.S_Packets.ShowDialog) msg:addByte(0x15) msg:addString(error) msg:sendToPlayer(self) end -- Core functions function Player.setRandomBonusValue(self, slot, bonus, typeChange) local type = self:getPreyBonusType(slot) local min = Prey.Bonuses[type].min local max = Prey.Bonuses[type].max local step = Prey.Bonuses[type].step if bonus then if typeChange then self:setPreyBonusValue(slot, math.random(min, max)) else local oldValue = self:getPreyBonusValue(slot) if (oldValue + step >= max) then self:setPreyBonusValue(slot, max) else while (self:getPreyBonusValue(slot) - oldValue < step) do self:setPreyBonusValue(slot, math.random(min, max)) end end end else self:setPreyBonusValue(slot, math.random(min, max)) end self:setPreyBonusGrade(slot, math.floor((self:getPreyBonusValue(slot) - min) / (max - min) * 10)) if (self:getPreyBonusGrade(slot) == 10 and self:getPreyBonusValue(slot) < max) then self:setPreyBonusGrade(slot, self:getPreyBonusGrade(slot) - 1) end end function Player.getMonsterTier(self) if self:getLevel() > 0 and self:getLevel() < 60 then return CONST_MONSTER_TIER_BRONZE elseif self:getLevel() >= 60 and self:getLevel() < 160 then return CONST_MONSTER_TIER_SILVER elseif self:getLevel() >= 160 then return CONST_MONSTER_TIER_GOLD end end function Player.createMonsterList(self) -- Do not allow repeated monsters local repeatedList = {} for slot = CONST_PREY_SLOT_FIRST, CONST_PREY_SLOT_THIRD do if (self:getPreyCurrentMonster(slot) ~= '') then repeatedList[#repeatedList + 1] = self:getPreyCurrentMonster(slot) end if (self:getPreyMonsterList(slot) ~= '') then local currentList = self:getPreyMonsterList(slot):split(";") for i = 1, #currentList do repeatedList[#repeatedList + 1] = currentList end end end -- Generating monsterList local monsters = {} while (#monsters ~= 9) do local randomMonster = Prey.MonsterList[self:getMonsterTier()][math.random(#Prey.MonsterList[self:getMonsterTier()])] -- Verify that monster actually exists if MonsterType(randomMonster) and not table.contains(monsters, randomMonster) and not table.contains(repeatedList, randomMonster) then monsters[#monsters + 1] = randomMonster end end return table.concat(monsters, ";") end function Player.resetPreySlot(self, slot, from) self:setPreyMonsterList(slot, self:createMonsterList()) self:setPreyState(slot, from) return self:sendPreyData(slot) end function Player.getMinutesUntilFreeReroll(self, slot) local currentTime = os.time() if (self:getPreyNextUse(slot) <= currentTime) then return 0 end return math.floor((self:getPreyNextUse(slot) - currentTime) / 60) end function Player.getRerollPrice(self) return (self:getLevel() / 2) * 100 end function onRecvbyte(player, msg, byte) if (byte == Prey.C_Packets.RequestData) then player:sendPreyData(CONST_PREY_SLOT_FIRST) player:sendPreyData(CONST_PREY_SLOT_SECOND) player:sendPreyData(CONST_PREY_SLOT_THIRD) elseif (byte == Prey.C_Packets.PreyAction) then player:preyAction(msg) end end function Player.preyAction(self, msg) local slot = msg:getByte() local action = msg:getByte() if not slot then return self:sendErrorDialog("Sorry, there was an issue, please relog-in.") end -- Verify whether the slot is unlocked if (self:getPreyUnlocked(slot) ~= 1) then return self:sendErrorDialog("Sorry, you don't have this slot unlocked yet.") end -- Listreroll if (action == Prey.Actions.NEW_LIST) then -- Verifying state if (self:getPreyState(slot) ~= Prey.StateTypes.ACTIVE and self:getPreyState(slot) ~= Prey.StateTypes.SELECTION and self:getPreyState(slot) ~= Prey.StateTypes.SELECTION_CHANGE_MONSTER) then return self:sendErrorDialog("This is slot is not even active.") end -- If free reroll is available if (self:getMinutesUntilFreeReroll(slot) == 0) then self:setPreyNextUse(slot, os.time() + 20 * 60 * 60) elseif (not self:removeMoneyNpc(self:getRerollPrice())) then return self:sendErrorDialog("You do not have enough money to perform this action.") end self:setPreyCurrentMonster(slot, "") self:setPreyMonsterList(slot, self:createMonsterList()) self:setPreyState(slot, Prey.StateTypes.SELECTION_CHANGE_MONSTER) -- Bonus reroll elseif (action == Prey.Actions.NEW_BONUS) then -- Verifying state if (self:getPreyState(slot) ~= Prey.StateTypes.ACTIVE) then return self:sendErrorDialog("This is slot is not even active.") end if (self:getPreyBonusRerolls() < 1) then return self:sendErrorDialog("You don't have any bonus rerolls.") end -- Removing bonus rerolls self:setPreyBonusRerolls(self:getPreyBonusRerolls() - 1) -- Calculating new bonus local oldType = self:getPreyBonusType(slot) self:setPreyBonusType(slot, math.random(CONST_BONUS_DAMAGE_BOOST, CONST_BONUS_IMPROVED_LOOT)) self:setRandomBonusValue(slot, true, (oldType ~= self:getPreyBonusType(slot) and true or false)) -- Select monster from list elseif (action == Prey.Actions.SELECT) then local selectedMonster = msg:getByte() local monsterList = self:getPreyMonsterList(slot):split(";") -- Verify if the monster exists. local monster = MonsterType(monsterList[selectedMonster + 1]) if not monster then return self:sendPreyData(slot) end -- Verifying slot state if (self:getPreyState(slot) ~= Prey.StateTypes.SELECTION and self:getPreyState(slot) ~= Prey.StateTypes.SELECTION_CHANGE_MONSTER) then return self:sendErrorDialog("This slot can't select monsters.") end -- Proceeding to prey monster selection self:selectPreyMonster(slot, monsterList[selectedMonster + 1]) end -- Perfom slot update return self:sendPreyData(slot) end function Player.selectPreyMonster(self, slot, monster) -- Verify if the monster exists. local monster = MonsterType(monster) if not monster then return self:sendPreyData(slot) end local msg = NetworkMessage() -- Only first/expired selection list gets new prey bonus if (self:getPreyState(slot) == Prey.StateTypes.SELECTION) then -- Generating random prey type self:setPreyBonusType(slot, math.random(CONST_BONUS_DAMAGE_BOOST, CONST_BONUS_IMPROVED_LOOT)) -- Generating random bonus stats self:setRandomBonusValue(slot, false, false) end -- Setting current monster self:setPreyCurrentMonster(slot, monster:getName()) -- Setting preySlot state self:setPreyState(slot, Prey.StateTypes.ACTIVE) -- Cleaning up monsterList self:setPreyMonsterList(slot, "") -- Time left self:setPreyTimeLeft(slot, 7200) -- 2 hours end function Player.sendPreyData(self, slot) if not slot then return true end local slotState = self:getPreyState(slot) local msg = NetworkMessage() msg:addByte(Prey.S_Packets.PreyData) -- packet header msg:addByte(slot) -- slot number msg:addByte(slotState) -- slot state -- This slot will preserve the same bonus and % but the monster might be changed if slotState == Prey.StateTypes.SELECTION_CHANGE_MONSTER then -- This values have to be stored on each slot msg:addByte(self:getPreyBonusType(slot)) msg:addU16(self:getPreyBonusValue(slot)) msg:addByte(self:getPreyBonusGrade(slot)) -- MonsterList already exists in the slot local monsterList = self:getPreyMonsterList(slot):split(";") msg:addByte(#monsterList) for i = 1, #monsterList do local monster = MonsterType(monsterList) if monster then msg:addString(monster:getName()) msg:addU16(monster:getOutfit().lookType or 21) msg:addByte(monster:getOutfit().lookHead or 0x00) msg:addByte(monster:getOutfit().lookBody or 0x00) msg:addByte(monster:getOutfit().lookLegs or 0x00) msg:addByte(monster:getOutfit().lookFeet or 0x00) msg:addByte(monster:getOutfit().lookAddons or 0x00) else -- Reset slot as it got bugged return self:resetPreySlot(slot, Prey.StateTypes.SELECTION_CHANGE_MONSTER) end end -- This slot will have a new monsterList and a random bonus elseif slotState == Prey.StateTypes.SELECTION then -- If list is empty, then we will create a new one and assign it to the monsterList or timeleft = 0 local preyMonsterList = self:getPreyMonsterList(slot) if preyMonsterList == '' then self:setPreyMonsterList(slot, self:createMonsterList()) -- Resending this preySlot as there was a change. return self:sendPreyData(slot) end local monsterList = preyMonsterList:split(";") msg:addByte(#monsterList) for i = 1, #monsterList do local monster = MonsterType(monsterList) if monster then msg:addString(monster:getName()) msg:addU16(monster:getOutfit().lookType or 21) msg:addByte(monster:getOutfit().lookHead or 0x00) msg:addByte(monster:getOutfit().lookBody or 0x00) msg:addByte(monster:getOutfit().lookLegs or 0x00) msg:addByte(monster:getOutfit().lookFeet or 0x00) msg:addByte(monster:getOutfit().lookAddons or 0x00) else -- Reset slot as it got bugged return self:resetPreySlot(slot, Prey.StateTypes.SELECTION) end end -- This slot is active and will show current monster and bonus elseif slotState == Prey.StateTypes.ACTIVE then -- Getting current monster local monster = MonsterType(self:getPreyCurrentMonster(slot)) if monster then msg:addString(monster:getName()) msg:addU16(monster:getOutfit().lookType or 21) msg:addByte(monster:getOutfit().lookHead or 0x00) msg:addByte(monster:getOutfit().lookBody or 0x00) msg:addByte(monster:getOutfit().lookLegs or 0x00) msg:addByte(monster:getOutfit().lookFeet or 0x00) msg:addByte(monster:getOutfit().lookAddons or 0x00) msg:addByte(self:getPreyBonusType(slot)) msg:addU16(self:getPreyBonusValue(slot)) msg:addByte(self:getPreyBonusGrade(slot)) msg:addU16(self:getPreyTimeLeft(slot)) else -- Reset slot as it got expired or bugged. return self:resetPreySlot(slot, Prey.StateTypes.SELECTION) end -- This slot is inactive and will not take any extra bytes elseif slotState == Prey.StateTypes.INACTIVE then elseif slotState == Prey.StateTypes.LOCKED then msg.addByte(Prey.UnlockTypes.PREMIUM_OR_STORE) -- Store unlock method end -- Resources and times are always sent msg:addU16(self:getMinutesUntilFreeReroll(slot)) -- next prey reroll here -- Client 11.9+ compat, feature unavailable. if self:getClient().version >= 1190 then msg:addByte(0x00) -- preyWildCards end msg:addByte(0xEC) self:sendResource("prey", self:getPreyBonusRerolls()) self:sendResource("bank", self:getBankBalance()) self:sendResource("inventory", self:getMoney()) -- List reroll price msg:addByte(Prey.S_Packets.PreyRerollPrice) msg:addU32(self:getRerollPrice()) -- Client 11.9+ compat, feature unavailable. if self:getClient().version >= 1190 then msg:addByte(0x00) msg:addByte(0x00) end -- Sending message to client msg:sendToPlayer(self) end
  10. @ikaroangelo21qual vc precisa? pq são todos os npcs de viagem que estao assim.
  11. .Qual servidor ou website você utiliza como base? TFS 1.3 Qual o motivo deste tópico? Boa noite, 2 chares da mesma conta, e preocupado com que isso aconteça com mais contas, estao com problemas ao viajar de navio, o npc pega o dinheiro porem cancela a viagem e diz: Sorry, but you need to wait three seconds before travel again Porem um dia antes, ambos os chares estavam viajando normal. Alguem sabe o que pode ser? Está surgindo algum erro? Se sim coloque-o aqui. Você tem o código disponível? Se tiver publique-o aqui: Você tem alguma imagem que possa auxiliar no problema? Se sim, coloque-a aqui.
  12. O meu tem o cliente 10 e 12, como eu edito pra ter mais exp no 12? queria 10% a mais.
  13. como eu adiciono os novos addons? onde eu vou para achar o id Deles?
  14. Diego767 respondeu ao post em um tópico de Diego767 em Suporte Tibia OTServer
    @NightWol creaturescripts/scripts/autoloot.lua local function scanContainer(cid, position) local player = Player(cid) if not player then return end local corpse = Tile(position):getTopDownItem() if not corpse then return end if corpse:getType():isCorpse() and corpse:getAttribute(ITEM_ATTRIBUTE_CORPSEOWNER) == cid then for a = corpse:getSize() - 1, 0, -1 do local containerItem = corpse:getItem(a) if containerItem then for b = AUTOLOOT_STORAGE_START, AUTOLOOT_STORAGE_END do if player:getStorageValue(b) == containerItem:getId() then containerItem:moveTo(player) end end end end end end function onKill(player, target) if not target:isMonster() then return true end addEvent(scanContainer, 100, player:getId(), target:getPosition()) return true end globalevents/autoloot.lua function onStartup() lootBlockListm = {} lootBlockListn = {} lastitem = {} autolootBP = 1 -- 0 = disable, 1 = enable (only works with autolootmode = 2 in config.lua) return true end
  15. Diego767 postou uma resposta no tópico em Suporte Tibia OTServer
    .Qual servidor ou website você utiliza como base? TFS 1.3 Qual o motivo deste tópico? Aumentar Autoloot Está surgindo algum erro? Se sim coloque-o aqui. Nao vou por o script aqui, pq o autoloot tem mais de 1 local de script, se precisar de algum em especifico, eu coloco embaixo O meu sistema de autoloot esta otimo, peg ao loot de longe, sem abrir o corpo, porem ele é limitado a 35 itens. É possivel aumentar esse limite? Você tem o código disponível? Se tiver publique-o aqui: Você tem alguma imagem que possa auxiliar no problema? Se sim, coloque-a aqui.

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