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local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}
local quest = 47775
local reward = 71006
local qest = getPlayerStorageValue(cid,76000)
function onCreatureAppear(cid)...
try:
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}
local quest = 47775
local reward = 71006
local qest = getPlayerStorageValue(cid,76000)
function onCreatureAppear(cid)...
So, ofcourse I'd like something that I could apply to several instances. If I am able to do this for this one boss that I specificly need it for, there's nothing stoping me from making another with similar features. It would be a great addition to monster variety overall in any case.
In...
What aac are you using? You need to edit the .php that contains the vocations. In my it's config and looks like this:
$config['vocations'] = array(
0 => 'No vocation',
1 => 'Sorcerer',
2 => 'Druid',
3 => 'Paladin',
4 => 'Knight',
5 => 'Master...
Hello! I found this .php page and I wonder how to use it properly with znote aac:
<table id="questTable">
<?php
$completed = '<font color="green">[Completed]</font>';
$notstarted = '';
function Progress($min, $max, $design = '<font color="orange">[x%]</font>') {
$design...
Hehe, I stil lcan't get the menu to be aligned with the footer:/ It's far to the left compared to the rest of the page. Made some chnages to it and it went faaar to the right instead, whatever value I put >.<
Hello!
I have a lottery system that you can play on my ot. I got the idea that if a player get something that is good, and rare to get through lottery, it should be broadcasted like so:
"playername just won gold nugget in lottery!"
I would like some kind of table to configure what items are...
Thanks for tip Limo, walkable swamp huh, need to find dem id's.
Anyways, I eneded up making 7 teleport tiles that you will walk on if you try to mapclick through the labyrinth(you will most likely walk on them anyways atleast once :D ), each leads to certain death.
I've got another labyrinth...
It is a good idea. I built a huge flat area alredy though, and it took some time since well. I can't see the walls myself so I had to make a prototype first.
I'm going to solve it by puting teleport tiles inside, that you'll have to sidestep or not sidestep to avoid. I'm just figuring where the...