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Recent content by _M4G0_

  1. M

    Lua Total noob needs help with reward quest action script

    you can use, Insert Action 2000 into the trunk or corpse, save it on data/scripts local STORAGE = 1234 local DURATION = 24 * 60 * 60 local Actscript = Action() function Actscript.onUse(player, item) if player:getStorageValue(STORAGE) > os.time() then...
  2. M

    Elemental Damage Not Working on onManaChange

    I think that's it, if there's something wrong, please help me fix it. thanks for helping :) if (targetPlayer && target->hasCondition(CONDITION_MANASHIELD) && damage.primary.type != COMBAT_UNDEFINEDDAMAGE) { int32_t manaDamage = std::min<int32_t>(targetPlayer->getMana()...
  3. M

    Elemental Damage Not Working on onManaChange

    Exactly, it's just the visual aspect. I made a similar change to what you suggested let's say it worked😅😅😅 , but I don't think that's the correct modification targetPlayer->drainMana(attacker, manaDamage); map.getSpectators(spectators, targetPos, true, true)...
  4. M

    Elemental Damage Not Working on onManaChange

    Game::combatChangeHealth Game::combatChangeMana https://hastebin.com/share/ayuwagagek.rust
  5. M

    Elemental Damage Not Working on onManaChange

    I noticed that the damage seems to be applied, but it is not the same as the health change that displays the element and physical damage, the damage is watery in the mana change, could someone help with this, how to display the owner the same as the health change
  6. M

    Elemental Damage Not Working on onManaChange

    Hello everyone! I'm trying to apply elemental damage to mana using onManaChange on my TFS 1.4 server, but it's not working. onHealthChange works fine, but with onManaChange, the elemental damage is never applied. local onManaChangeDamage = CreatureEvent("onManaDamage") function...
  7. M

    AAC Myaac wrong vocation assignment when creating characters

    1754170256 the solution is to add voc None, thanks for the answers:):)
  8. M

    AAC Myaac wrong vocation assignment when creating characters

    yes, defaut 1 > Sorcerer Sample 2 > Druid Sample 3 > Paladin Sample 4 > Knight Sample
  9. M

    AAC Myaac wrong vocation assignment when creating characters

    Hello everyone, I'm facing a critical issue with character creation on myaac is assigning wrong vocations to newly created characters, even though everything appears correctly configured. Current Behavior When creating: Sorcerer → Gets Knight Druid → Gets Sorcerer Paladin → Gets Druid Knight →...
  10. M

    OTClient OTClient button tooltip

    I'm trying to make the button change when the mouse hovers over it — that part works, but the tooltip doesn't show up. Does anyone have any tips? function createShop() if shop then return end shop = g_ui.displayUI('shop') shop:hide() shopButton =...
  11. M

    Lua [Question] Revscript - onEquip/onDeEquip calling external function

    Hello, I'm working with Revscript and I have a question about using onEquip/onDeEquip. Is it possible to have the onEquip just call an external function instead of writing the full logic inside it? Example: local moveevent = MoveEvent() function moveevent.onEquip(player, item, slotPosition...
  12. M

    C++ Help: Implementing Global Multipliers for Monster Attack Speed and Damage

    after some tests, without success
  13. M

    C++ Help: Implementing Global Multipliers for Monster Attack Speed and Damage

    Thanks for your response! I’ll test this out and share the results soon.
  14. M

    C++ Help: Implementing Global Multipliers for Monster Attack Speed and Damage

    Maybe we don’t know the correct place for this change, but I believe it’s possible. It might be a lot of changes, which would make it unfeasible, or maybe it’s something very simple.
  15. M

    C++ Help: Implementing Global Multipliers for Monster Attack Speed and Damage

    Hi everyone, I found this snippet in a post and I was wondering if it actually works as intended: if ((attr = node.attribute("speed")) || (attr = node.attribute("interval"))) { sb.speed = std::max<int32_t>(1, pugi::cast<int32_t>(attr.value() * NUMBER_MULTIPLIER)); } I’m trying to globally...
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