Jump to content
Close

Search the Community

Showing results for tags 'Client'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community
    • Rules
    • Portal
    • Resources
    • Commerce
    • Clubs
  • OTServers
    • Discussion
    • Support
    • Tutorial
    • Download
    • Code Development
    • Contests and Events
    • Form Team
    • Advertise your Server
  • Tibia and Bots
    • Discussion
  • Others
    • Playground (Off-topic)
    • Other Games
    • Advertising
    • Graphics and Design
    • Development and Programming
  • League of Legends's Geral
  • League of Legends's Suporte
  • Nto New Season's Tópicos
  • Fakes's Fakes
  • Tibia's Geral
  • Tibia's Notícias
  • Tibia's Media
  • Tibia's Life Thread
  • Computação's Geral
  • Computação's Dicas e Tutoriais
  • Computação's Suporte
  • Roleplaying's Roleplaying
  • Academia de Mapping's Quadro da Clopin
  • Academia de Mapping's Dev Area
  • Academia de Mapping's Quadro do Nolis
  • Academia de Mapping's Quadro do Namikaze
  • Styller's Tópicos

Calendars

  • Official Calendar
  • OTServs Calendar
  • Several Calendars

Product Groups

  • Advertisements in Top
  • Advertisements In Signatures
  • Advertisements in Topics
  • Others Advertisements

Categories

  • Sales Section
    • Scripting Sales
    • Codes Sales
    • Mapping Sales
    • Websites Sales
    • Design/Sprites Sales
    • Bots Sales
  • Look Jobs
  • Looking for Freelancers
  • Team Formation

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Localization


My character


Favorite OTServ


Bot preferred


Interests

Found 512 results

  1. Alguém poderia passar um OTcliente sem proteção contra bot? option(BOT_PROTECTION "Enable bot protection" ON)tooption(BOT_PROTECTION "Enable bot protection" OFF)in src/client/CMakeLists.txt. Ou alguém tenha um MinGW que esteja funcionando
  2. ola galera poderiam me ajudar ao tentar adicionar ah transparencia no meu OTC deu os seguintes erros (prints abaixo) OBS ja adicionei ah linha de código no things.lua mais mesmo assim o erro persiste poderiam me ajudar prints do erro https://imgur.com/a/fOlGYTP
  3. Estava adicionando novos itens em meu servidor, fiz tudo certinho como os tutorias, e quando eu vou ligar a distro aparece esses ngç de Item Duplicado, sendo que eu olhei em todos os arquivos e só existe um item registrado em cada arquivo. Eu uso o Old Client 8.60 Imagem 1 Imagem 2 E assim que o servidor liga, fica online, eu tento entrar no personagem e a distro fecha do nada Alguém sabe o que pode ser, como resolver?
  4. Alguém pode ajudar a aumento o limite de sprite no meu Client 8.6 v2?
  5. Oferecimento: Academia de Mapping Eai Pessoal! Resolvi criar este tópico para dar continuidade à tag Free For Use de sprites aqui no Tk, projeto iniciado por @Nechros em 2012. Sem mais delongas vamos ao que interessa, ------•------ Sprites Antigas PISOS (grounds)
  6. Qual está sendo o melhor método de compilar um old client? rep+ E alguém poderia mudar um IP de um old client para mim?!
  7. Como resolver isso?? ObjectBuilder 0.4.4 version
  8. Galera não sei se estou postando na area correta, segui esse tutorial: e vi a video aula : mais na hora da Compilação com CodeBlocks, acaba retornando esse erro aqui imagem abaixo :
  9. Bom Dia, Boa Tarde e Boa Noite! Estou trazendo um novo servidor baseado no famoso "RadBR". Esse meu servidor esta na versão atual do tibia global usando o client 1000. Mapa Full do RadBR em constante atualização do mapa venho aqui em busca de gente para me ajudar a resolver bug de scripts e do site. o meu site é igual ao do RadBR. Quem tiver em interesse de ajudar mandar mensagem aqui ou no privado. Obrigado a todos! Pago em $$
  10. Salve galera achei esse spr e dat e estou com dificuldade de abrir ele só retorna esse erro Error: Unknown flag. flag=0x3e, previous=0x13, category=Item, id=100. at nail.otlib.things::ThingSerializer$/readProperties4() at nail.otlib.things::ThingTypeStorage/loadThingTypeList() at nail.otlib.things::ThingTypeStorage/readBytes() at nail.otlib.things::ThingTypeStorage/load() at nail.objectbuilder.core::ObjectBuilderWorker/onLoadFiles() at nail.signals::Signal/dispatch() at nail.workers::ApplicationWorker/mainToWorkerMessageHandler() Alguem ai consegue abrir eles ou me falar o que pode estar retornando esse erro Download Scan
  11. Estou com um bug chato creio eu que seja no cliente. Ele acontece quando fico perto de escada seja subi ou nao ai no lado fica um quadrado preto. Print Queria saber se alguem sabe como resolver ??
  12. Estou com um bug "visual" quando entro em algum teleporte. Tudo normal enquanto não entro em nenhum teleporte , consigo subir e descer escada normalmente: Mas assim que tento entrar em algum TP já começa a bugar tudo, a tela fica "travada" com o personagem em cima do teleporte porém eu já fui teleportado e estou no lugar configurado pelo TP: Quando começo a me mexer a imagem começa a se distorcer e o personagem fica invisível, para desbugar tenho que usar o comando /t , subir ou descer alguma escada, mas se eu entrar no TP novamente volta a bugar do mesmo jeito. Se puder e quiser me dar uma ajudinha já fico agradecido. OBS: Sprites tudo certinho , arquivos estendidos e com transparência.
  13. .Qual servidor ou website você utiliza como base? Qual o motivo deste tópico? 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.
  14. Olá galerinha do TK Hoje eu vou ensinar vcs a como criar um client próprio e customizado pro seu ot Neste tutorial eu vou usar o OTC ou OT Client Primeiramente baixe o OTC. Após isso vá ate '\otclient-master\modules\client' e abra o arquivo 'client.otmod' Remova essas linhas: Dentro do diretório \otclient-master modules\client_entergame Você irá abrir o arquivo "entergame.lua" Dentro da função "Init", você vai procurar por: E embaixo dessa função você adiciona essa linha : EnterGame.setUniqueServer('127.0.0.1', 7171, 854, 270, 210) Como configurar essa função: EnterGame.setUniqueServer(Ip do server, Porta (7171), Versão do server, Largura da janela, Altura da Janela) Depois para alterar as imagens navegue ate a pasta \data\images e edite o background.png Depois na pasta \data\things crie uma nova pasta com a versão do seu OT sem ponto. Exemplo: 1041 Coloque o .spr e .dat lá dentro. Já está pronto!
  15. Alguém sabe me informar se existe alguma maneira de abrir o cliente de um servidor 12.00 na versão 10.00, mesmo ela não estando disponível para download no site?
  16. QUERIA SABER QUAL A DIFERENÇA DO OT 8.54 E O 8.60 ?? OQUE LITERALMENTE MUDA ? SPRITES ? SPELLS ? PORQUE O 8.60 É MELHOR QUE O 8.54 ?
  17. As the title, player do dmg to other players by ue without pk turned on, but only with ue, to use normal spells/atk players he need to turn on pk so whats the reason that ue makes the dmg? Is it fault of spell? Here's example of one ue spell: local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -125.0, 0, -150.0, 0) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 5) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 5) arr1 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 2, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr2 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr3 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) local area3 = createCombatArea(arr3) setCombatArea(combat1, area1) setCombatArea(combat2, area2) setCombatArea(combat3, area3) local function onCastSpell1(parameters) doCombat(parameters.cid, parameters.combat1, parameters.var) end local function onCastSpell2(parameters) doCombat(parameters.cid, parameters.combat2, parameters.var) end local function onCastSpell3(parameters) doCombat(parameters.cid, parameters.combat3, parameters.var) end function onCastSpell(cid, var) local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3 } addEvent(onCastSpell1, 0, parameters) addEvent(onCastSpell2, 0, parameters) addEvent(onCastSpell3, 150, parameters) return true end[/CODE] But i dont see here nothing wrong? Do i need to add any script that gonna want PK on to do dmg on players? Or maybe something at source? oh i forgot : tibia 8,6 tfs 0.4 rev 3777 Looks like its fault of that combat area cuz even whis staff makes dmg to player so whats wrong here ;x Same, kame/flash blabla also do dmg to player w/o pk turned on ;x dunno what is going on, and yea ofc it generate skull after that but why it does dmg w/o pk turned on thats the prob Maybe is it fault that worldtype = "open" ? so like pvp enforced? I found this at source:[code] if(worldType == "open" || worldType == "2" || worldType == "openpvp") { g_game.setWorldType(WORLDTYPE_OPEN); std::clog << "Open PvP" << std::endl; } else if(worldType == "optional" || worldType == "1" || worldType == "optionalpvp") { g_game.setWorldType(WORLDTYPE_OPTIONAL); std::clog << "Optional PvP" << std::endl; But then if i set to optional then even if i turn PK on on char, cant attack 2nd char Or maybe its possible with one of those errors? Those are warnings while i compile source: Well problem is i got pretty much of those warnings cuz i been trying to change skills etc and thats why im asking cuz my skills grows so fast even with config script for them+they have no limit ;/ one guy have 300+ fishing (energy def at my ots/ while i had it on windows it been fine, but now while using vps and compiled for linux thats happend ;x) Okay so i post all i have of them for now: luascript.h: In file included from baseevents.h:22:0, from actions.h:20, from actions.cpp:20: luascript.h: In member function ‘virtual bool Action::executeUse(Player*, Item*, const PositionEx&, const PositionEx&, bool, uint32_t)’: luascript.h:277:106: warning: ‘<anonymous>.PositionEx::stackpos’ may be used uninitialized in this function [-Wmaybe-uninitialized] L, const PositionEx& position) {pushPosition(L, position, position.stackpos);} [/CODE] As i guess its about push, works but dunno can it cause any bug? game.cpp: [CODE]game.cpp: In member function ‘bool Game::combatChangeHealth(CombatType_t, Creature*, Creature*, int64_t, MagicEffect_t, Color_t, bool)’: game.cpp:4431:39: warning: format ‘%d’ expects argument of type ‘int’, but argument 3 has type ‘int64_t {aka long int}’ [-Wformat=] sprintf(buffer, "+%d", healthChange); ^ game.cpp:4456:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] if (random_range(1, 500) <= critx) //use that random function if it works for you, but I used to always use the uniform_random(int,int) func on tfs ~~~~~~~~~~~~~~~~~~~~~^~~~~~~~ game.cpp:4483:38: warning: format ‘%d’ expects argument of type ‘int’, but argument 3 has type ‘int64_t {aka long int}’ [-Wformat=] sprintf(buffer, "%d", manaDamage); ^ game.cpp:4664:34: warning: format ‘%d’ expects argument of type ‘int’, but argument 3 has type ‘int64_t {aka long int}’ [-Wformat=] sprintf(buffer, "%d", damage); ^ game.cpp: In member function ‘bool Game::combatChangeMana(Creature*, Creature*, int64_t)’: game.cpp:4697:37: warning: format ‘%d’ expects argument of type ‘int’, but argument 3 has type ‘int64_t {aka long int}’ [-Wformat=] sprintf(buffer, "+%d", manaChange); ^ game.cpp:4735:34: warning: format ‘%d’ expects argument of type ‘int’, but argument 3 has type ‘int64_t {aka long int}’ [-Wformat=] sprintf(buffer, "%d", manaLoss); ^ game.cpp: In constructor ‘Game::Game()’: game.cpp:80:24: warning: iteration 2 invokes undefined behavior [-Waggressive-loop-optimizations] globalSaveMessage[i] = false; ~~~~~~~~~~~~~~~~~~~~~^~~~~~~ game.cpp:79:23: note: within this loop for(int32_t i = 0; i < 3; i++) ~~^~~ In file included from game.cpp:18:0: game.h: In member function ‘void Game::globalSave()’: game.h:615:78: warning: iteration 2 invokes undefined behavior [-Waggressive-loop-optimizations] setGlobalSaveMessage(int16_t key, bool value) {globalSaveMessage[key] = value;} ~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~ game.cpp:6384:23: note: within this loop for(int16_t i = 0; i < 3; i++) ~~^~~ [/CODE] Most of them are int64 not 32, cuz of hp/mp% but the other? Ah and critical skill there too item.cpp: [CODE]item.cpp: In member function ‘virtual Attr_ReadValue Item::readAttr(AttrTypes_t, PropStream&)’: item.cpp:649:10: warning: this statement may fall through [-Wimplicit-fallthrough=] break; ^ item.cpp:652:3: note: here default: ^~~~~~~[/CODE] No idea manager.cpp: [CODE] manager.cpp: In member function ‘virtual void ProtocolManager::parsePacket(NetworkMessage&)’: manager.cpp:254:4: warning: this statement may fall through [-Wimplicit-fallthrough=] } ^ manager.cpp:257:3: note: here case MP_MSG_CHAT_REQUEST: ^~~~ [/CODE] Same here... monster.cpp: [CODE] monster.cpp: In member function ‘bool Monster::isFriend(const Creature*)’: monster.cpp:315:5: warning: this ‘if’ clause does not guard... [-Wmisleading-indentation] if(creature->getPlayer() && !targetPlayers) ^~ monster.cpp:318:2: note: ...this statement, but the latter is misleadingly indented as if it were guarded by the ‘if’ if(!isSummon() || !master->getPlayer()) ^~ [/CODE] delete if? player.cpp: [CODE] player.cpp: In member function ‘int32_t Player::getWeaponSkill(const Item*) const’: player.cpp:400:60: warning: left operand of comma operator has no effect [-Wunused-value] return getSkill(SKILL_SWORD, SKILL_LEVEL) && (SKILL_AXE,SKILL_LEVEL); ^~~~~~~~~~~ player.cpp:406:60: warning: left operand of comma operator has no effect [-Wunused-value] return getSkill(SKILL_AXE, SKILL_LEVEL) && (SKILL_SWORD,SKILL_LEVEL); ^~~~~~~~~~~ player.cpp:409:60: warning: left operand of comma operator has no effect [-Wunused-value] return getSkill(SKILL_AXE, SKILL_LEVEL) && (SKILL_SWORD,SKILL_LEVEL); ^~~~~~~~~~~ player.cpp: In member function ‘virtual void Player::drainHealth(Creature*, CombatType_t, int64_t)’: player.cpp:1870:143: warning: format ‘%lld’ expects argument of type ‘long long int’, but argument 3 has type ‘int64_t {aka long int}’ [-Wformat=] s.", damage, (damage != 1 ? "s" : ""), attacker->getNameDescription().c_str()); ^ player.cpp:1872:80: warning: format ‘%lld’ expects argument of type ‘long long int’, but argument 3 has type ‘int64_t {aka long int}’ [-Wformat=] sprintf(buffer, "You lose %lld hitpoint%s.", damage, (damage != 1 ? "s" : "")); ^ player.cpp: In member function ‘virtual void Player::drainMana(Creature*, CombatType_t, int64_t)’: player.cpp:1883:111: warning: format ‘%d’ expects argument of type ‘int’, but argument 3 has type ‘int64_t {aka long int}’ [-Wformat=] na blocking an attack by %s.", damage, attacker->getNameDescription().c_str()); ^ player.cpp:1885:46: warning: format ‘%d’ expects argument of type ‘int’, but argument 3 has type ‘int64_t {aka long int}’ [-Wformat=] sprintf(buffer, "You lose %d mana.", damage); ^ player.cpp: In member function ‘virtual void Player::onAttackedCreatureDrain(Creature*, int64_t)’: player.cpp:3858:93: warning: format ‘%lld’ expects argument of type ‘long long int’, but argument 3 has type ‘int64_t {aka long int}’ [-Wformat=] , "You deal %lld damage to %s.", points, target->getNameDescription().c_str()); ^ player.cpp: In member function ‘virtual void Player::onSummonAttackedCreatureDrain(Creature*, Creature*, int64_t)’: player.cpp:3867:124: warning: format ‘%lld’ expects argument of type ‘long long int’, but argument 4 has type ‘int64_t {aka long int}’ [-Wformat=] %s.", summon->getName().c_str(), points, target->getNameDescription().c_str()); ^ player.cpp: In member function ‘ItemVector Player::getWeapons() const’: player.cpp:345:5: warning: this statement may fall through [-Wimplicit-fallthrough=] if(item->getAmmoType() != AMMO_NONE) ^~ player.cpp:348:4: note: here case WEAPON_SWORD: ^~~~ player.cpp: In member function ‘void Player::manageAccount(const string&)’: player.cpp:4870:20: warning: iteration 11 invokes undefined behavior [-Waggressive-loop-optimizations] talkState[i] = false; ~~~~~~~~~~~~~^~~~~~~ player.cpp:4869:26: note: within this loop for(int8_t i = 2; i <= 14; i++) ~~^~~~~ [/CODE] As i said few of them are here cuz i changed skills from fist etc to crit blabla, and made to advance 2 skills from 1 weap protocolgame.cpp: [CODE] protocolgame.cpp: In member function ‘void ProtocolGame::sendMagicEffect(const Position&, uint8_t)’: protocolgame.cpp:2260:10: warning: comparison is always false due to limited range of data type [-Wtype-limits] if(type > MAGIC_EFFECT_LAST || !canSee(pos)) ~~~~~^~~~~~~~~~~~~~~~~~~ protocolgame.cpp: In member function ‘void ProtocolGame::AddCreatureSpeak(NetworkMessage_ptr, const Creature*, SpeakClasses, std::__cxx11::string, uint16_t, uint32_t, Position*, ProtocolGame*)’: protocolgame.cpp:2978:158: warning: suggest parentheses around ‘&&’ within ‘||’ [-Wparentheses] CustomFlag(PlayerCustomFlag_HideLevel) && (pg == NULL || pg != NULL && !pg->getIsCast())) ~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~ [/CODE] weapons.cpp: [CODE] weapons.cpp: In member function ‘bool Weapons::loadDefaults()’: weapons.cpp:85:6: warning: this statement may fall through [-Wimplicit-fallthrough=] if(it->ammoType != AMMO_NONE) ^~ weapons.cpp:88:5: note: here case WEAPON_AMMO: ^~~~[/CODE]
  18. EU CONSIGO POR ON MAS O PROBLEMA E O CLIENT E A DATABASE O CLIENT EU QUERO MUDAR EXEMPLO IGUAL DA (PXG) A DATABASE EU NAO SEI OQ ACONTECE DA UM PROBLEMA COM AS CONTAS EU JA TENTEI MUDAR AS VEZES NAO LIGA O SERVIDOR SE ALGUEM PODER ME AJUDA PASSO A PASSO PELO DISCORD EU AGRADECERIA PELA BOA VONTADE Você tem o código disponível? Se tiver publique-o aqui: Você tem alguma imagem que possa auxiliar no problema? Se sim, coloque-a aqui.
  19. To com um problema de na hora q eu uso o comando /z pra verificar os efeitos no client, o efeito n sai. Ele vai até o 255, e, quando uso o comando até o 270, os efeitos se repetem. Sendo q no objectivo builder mostra efeitos até o 288. Quando ultrapasso o 500, por exemplo /z 511. Diz q só vai até o 500, porem se eu usar o comando /z alem do 271 n da aviso nenhum. Alguem pode me ajudar? N sei se é erro das sources ou se o erro é do client de n aceitar a extensão q eu fiz. Minha source é a 0.3.6 Narutibia 8.54
  20. Alguém consegue pegar as sprites desse NTO Falcon? http://51.79.106.120/
  21. Da pra usar de boa mas da esse erro, alguém sabe como resolveR?
  22. Visualizar Anúncio Procuro programador experiente Preço a combinar dependendo do seu trabalho. Se tiver interesse mande mensagem para: email: marcelomcolchete@gmail.com wpp: 21983242505 Não precisa ter formalidade nenhuma, pode ser direto Anunciante Goren Date 26/11/2019 Preço Categoria Procura-se Freelancers  
  23. Time Left: 3 months and 26 days

    • Looking for Freelancers
    • 25% before delivery

    Preço a combinar dependendo do seu trabalho. Se tiver interesse mande mensagem para: email: marcelomcolchete@gmail.com wpp: 21983242505 Não precisa ter formalidade nenhuma, pode ser direto

    NO VALUE SPECIFIED

  24. Porque quando coloco meu old cliente no new!, ele fica todo bugado! Segue uma foto de como estar! \/
  25. As i cant find solution of a problem i have that monsters / npc stands always face to north so i had idea to do the tile that switch their lookdir but i need some help how to do it / edit im fresh in making ots so any help will be awesome; P But all my tries ends in errors at console; x No idea shall it be aid or uid? Maybe thats what im doing wrong; / Found that getPlayerLookDir = getCreatureLookDirection getPlayerLookDirection = getCreatureLookDirection doCreatureSetLookDir = doCreatureSetLookDirection getPlayerLookPos = getCreatureLookPosition getPosByDir = getPositionByDirection And thats my trying to make it work: local dirs = {"south", "east", "north", "west"} local tile.actionid = {2501, 2502, 2503, 2504} local nextDir = dirs[i + 1] function onStepIn (cid, creature, direction, aid) if tile.actionid == 2501 and if(creature:isNPC)|| if(creature:isMonster) then getPosByDir == "north" then doCreatureSetLookDirection == "south" return true end and other try: function getPositionByDirection(cid, position, direction, size) local actionid = {2501, 2502, 2503, 2504} local n = size or 1 local table_dirs = { ["south"] == position.y = position.y + n}, ["north"] == position.y = position.y - n}, ["east"] == position.x = position.x + n}, ["west"] == position.x = position.x - n} function onStepIn (cid, creature, direction, aid) if actionid == 2501 then doCreatureSetLookDir == south end return true else getPosByDir == north then doCreatureSetLookDir == south end return true end I know for sure i do something wrong but i just need some tip / help cuz as i said im fresh and need to learn some things; P Even if u know / make any script ready (what will be great) will be nice to explain working of it etc. I forgot to mention it, TFS 0.4 rev 3777, source Code: https://tibiaking.com/forums/topic/76241-dbo-rox-v2-860-open-source99-sem-bugs/ BTW i tried many scripts etc and this one work w / o console error Code: local dirs = {"south", "east", "north", "west"} local aid = {2501, 2502, 2503, 2504} function onStepIn (cid, creature, direction, aid) local tile = Tile(creature:getDirection()):getGround() if ground.aid == 2501 then doCreatureSetLookDirection = SOUTH return true else doCreatureSetLookDirection = SOUTH return true end end But still its not this one, cuz nothing happens tried to make 0 than south cuz thats what i have at lib's, still nothing, also tried to make position.y + 1], Any tips / ideas? As i said im fresh and trying to learn so even small tip might be helpfull and once again sry i broke the rules

Open Tibia Server

Quer aprender a criar seu próprio servidor de Tibia? Então está no lugar certo, aqui você encontrará milhares de tutorias, scripts, códigos, mapas e utilitários para que você possa fazer o seu próprio servidor de Tibia começando do zero.

Redes Sociais

Anuncie no Tibia King

Precisa de mais visibilidade em seus projetos? Quer fazer um plano publicitário para o seu servidor? Anuncie no Tibia King e faça sua divulgação, possuímos centenas de acessos simultâneos e milhares diários, com certeza será a sua solução!

×
×
  • Create New...