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Recent content by lordlazarus

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    C++ Loot

    No errors on the console. default_onDropLoot.lua local ec = EventCallback ec.onDropLoot = function(self, corpse) if configManager.getNumber(configKeys.RATE_LOOT) == 0 then return end local player = Player(corpse:getCorpseOwner()) local mType = self:getType() if not...
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    C++ Loot

    I believe I modified something in the system and I can't figure out what it could be
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    Lua TFS 1.4 OnStepIn

    Hi all, @MorganaSacani this way works, however I need the function outside the function as described by @Sarah Wesker . i got this error Sarah, Lua Script Error: [Test Interface] data/movements/scripts/riftdemoniolv10.lua LuaScriptInterface::luaCreateMoveEvent(). MoveEvents can only be...
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    C++ Loot

    Both. Tried with normal player now and nothing. For exemple: xml of rat. <item id="2696" chance="100000" /><!-- cheese --> lua.xml rateLoot = 1 I think it has something to do with the script eventcallbacks
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    C++ Loot

    I'm using the tfs 1.4 version, and I noticed here that it's not dropping anything from the monsters, even if I increase the rate and stamina full, what could it be?
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    Lua TFS 1.4 OnStepIn

    I have an item that when I step over it activates this example code you mentioned. But when I replaced this error appeared. Lua Script Error: [MoveEvents Interface] data/movements/scripts/riftdemoniolv10.lua:onStepIn LuaScriptInterface::luaAddEvent(). Argument #3 is unsafe stack traceback...
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    Lua TFS 1.4 OnStepIn

    1669328985 I don't know where my head was. Did this example work for you? Here nothing happens when I step on the item. If i remove that part if not receivedItemObject then return false end and if not item then return false end this error appears, so for some reason it is not recognizing...
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    Extended View TFS 1.4 OTCV8

    I made the font changes like this and it worked when I press (ctrl -), but when I do (ctrl +) it doesn't go back to the previous one. How do you know which view the client is in? and it is possible to work on a view without enabling this setting for players. Another thing I noticed is that when...
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    Lua TFS 1.4 OnStepIn

    Hi guys, I need help on how I would make a function out of "onstepIn" to call the position of the effect. I know that inside the function would be easier, but would you be able to do it outside? I think it would be something along those lines local function itempos(item) local pos =...
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    [TFS 1.x] Automatic/Manual Lua Raids (raids.xml replacement)

    I tested on tfs 1.4 latest version and got error. Has anyone managed or can make the adjustments?
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    C++ TFS 1.3 Monster Lv's

    I understand the reasoning. it's a little more work but ok, I'll do that too thank you!
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    C++ TFS 1.3 Monster Lv's

    Hi Guys, Does anyone know how i can configure this code to decrease the chance of coming monster level. For example, the player killed 10 monsters, in the current condition the % of the scripit increasing the level is large, practically making the 10 monsters upgrade. I would like it to be 20%...
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    C++ Dual Wielding TFS 1.4

    I solved the top part because I already had a function created with the same name so I made an adaptation. Now I have these two different observation from the original code. What to do? This file vocation.cpp the original file is, if ((attr = vocationNode.attribute("dualwield"))) {...
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    C++ Dual Wielding TFS 1.4

    Hello Guys, I'm having trouble installing wielding from this link, Feature - True dual wielding for TFS 1.x (https://otland.net/threads/true-dual-wielding-for-tfs-1-x.234349/) in the TFS 1.4. In the file player.cpp I followed all the steps in the link, did anything change in this version?
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    NPC Advance Guard [Attacking Pk's and Monsters with options] [TFS 1.x]

    how would i make this npc appear if any player killed another player with a difference of lv greater than 50?
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