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Request i reb

actually, im looking for this too... to being able to dont die "at all", but being able to be res'ed by some mate or person around with some rune/item,

like you die, then replace the death script (i wish i knew where it was...) for some script that replaces ur looktype for your corpse, then block u to being able to move, so ur body remains in the floor, with 0 hp, and someone could res u or something, lol.. if i just could find the answer for this
 
actually, im looking for this too... to being able to dont die "at all", but being able to be res'ed by some mate or person around with some rune/item,

like you die, then replace the death script (i wish i knew where it was...) for some script that replaces ur looktype for your corpse, then block u to being able to move, so ur body remains in the floor, with 0 hp, and someone could res u or something, lol.. if i just could find the answer for this

onDeath, return false, setCreatureNoMove.
 
LUA:
function onDeath(cid)
   doCreatureSay(cid, "You are death, but hey, dont worry, perhaps someone could revive you!", 19)
   setCreatureNoMove(cid)
   return true
end

? would this work in players?

then we shall work in some rune/item (i would suggest a kind of "phoenix feather") to res ppl
 
it "worked" but not at all.... all what it does at the end is make your corpse disappear but u die anyway..
wont be out there some function RIGHT before the ondeath one?
like to prevent the death popup window to appear

did this

LUA:
function onDeath(cid)
   return false
end
and in login
LUA:
registerCreatureEvent(cid, "fainted")
and as event type "death"
 
Last edited:
LUA:
function onPrepareDeath(cid)
doCreatureSay(cid, "You are Fainted! PLEASE RELOG !", TALKTYPE_ORANGE_1, cid)
doTeleportThing(cid, {x=801, y=966, z=7})
   return false
end
ok so i gave a try on this and it worked.. it is just an idea of how could we do our main porpoise..
what i wanted to do was to send the player immediately to the temple,
added that the players has to relog, but the message spams non-stop due to the return false and it eventually crashes the game if u dont logout quickly,
if i change it to return true, the player dies right after he teleports..

now how could we stop the ondeath function without killing the player right after the player is teleported to the temple/whatever place we set ..?

and now uhm.. that we have managed to stop the player from being "alive" in a single spot, we could change its looktype (to a corpse) and prevent him to move,
then to "revive" the player we might need to create some scripted rune/item to bring his looktype back to normal, make him able to move and heal the player..


--EDIT--
i just made this and got it, now from this spot we could make up a res' item perhaps
LUA:
function relogPlayer(cid)
   if isPlayer(cid) then
          doRemoveCreature(cid)
   end
end

function onPrepareDeath(cid)
doCreatureSay(cid, "You are Fainted!", TALKTYPE_ORANGE_1, cid)
doTeleportThing(cid, getTownTemplePosition(getPlayerTown(cid)))
addEvent(relogPlayer, 1000, cid)
   return false
end
 
Last edited:
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