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Recent content by X X X

  1. X

    Lua How to make trap damage blocked by armor?

    Heyy that worked perfectly, thank you! Now just need to add 0, 0, true to any other doTargetCombatHealth and it will be blocked by armor, nice!
  2. X

    Lua How to make trap damage blocked by armor?

    Tried this on various distros, TFS1.2 as well as Nostalrius/Sabrehaven, same behavior: The trap always does 30 damage to monsters no matter what, it seems that "blockarmor" is not applied. Not sure how it can be applied, Pretty straightforward, here is my code for "damage.lua" in movements...
  3. X

    C++ Creatures don't re-appear when invisible condition ends [Nostalrius/Sabrehaven]

    Yes, that makes sense, thank you. I tested as well and it worked.
  4. X

    C++ Creatures don't re-appear when invisible condition ends [Nostalrius/Sabrehaven]

    As the title suggests. When a monster casts invisible, they stay invisible forever unless they take damage. I have compared bits of code to other distributions, and everything that I've looked at so far looks the same, so I must be missing something or looking in the wrong place. Her is what...
  5. X

    C++ [Nostalrius] Order of events in combat.cpp

    Wow it worked perfectly in nostalrius & sabrehaven, also working for both Cip client AND OTC. i didnt even think of range attcks, and i never would hve figured out the area spells either i was so lost. very good directions & explanation, tysm!!!
  6. X

    C++ [Nostalrius] Order of events in combat.cpp

    Hello, I have been trying to change combat.cpp so that spell effects are drawn in the correct order (see Ezzz's post here: The Violet Project - CipSoft Reverse Engineering Project (https://otland.net/threads/the-violet-project-cipsoft-reverse-engineering-project.279275/#post-2682275)) There is...
  7. X

    C++ [Nostalrius/Sabrehaven] Magic fields don't always do collision damage

    Expected behavior: anytime a player steps onto a magic field, they are supposed to take instant damage and there should be an effect, and the condition starts over. Actual behavior: If a player is logged out with a condition (kicked, xlog, /r), when they log back in, they will no longer take...
  8. X

    [Sabrehaven] No green skull in party

    Forgot to reply, I tested this and it is working, thank you!
  9. X

    [Sabrehaven] No green skull in party

    Using Sabrehaven master branch. As title says: when a player is in a party, no matter if you are a leader or member, you don't have a green skull. All other party members have one on your screen, but on each player's screen they don't have a skull: The screenshot is taken from the perspective...
  10. X

    C++ TFS 1.3 + accented characters (Quick question)

    Sorry to bring up an old thread, but I'm having the same problem. Do you have to save every single .cpp file this way and then recompile?
  11. X

    Linux Special Character Encoding

    I need to install the font to the OS itself? -----------------EDIT-------------------- Maybe this is useful for someone who is more skilled than me, I made a lua talkaction script to allow me to change my name in game. The script works, I changed the char name to "test". Then, when I tried to...
  12. X

    Linux Special Character Encoding

    Re-bumping this since I still can't figure it out. The database shows the special character correctly. The server terminal shows the player's name with the special character correctly when they log in. But in the actual client (CipSoft client or OTClient), it's all messed up: Where does the...
  13. X

    [Sabrehaven] NPC script - String to PlayerName

    That worked perfectly!! Thank you!!
  14. X

    [Sabrehaven] NPC script - String to PlayerName

    I may have made it confusing with my last response, forgot to properly edit the stuff I copy and pasted over. I edited my previous post, but I was trying to add a new "case BEHAVIOUR_TYPE_MESSAGE_PLAYERNAME", I didn't think I could use the existing "case...
  15. X

    [Sabrehaven] NPC script - String to PlayerName

    @Erikas Kontenis It's a great distribution to work from. I've had to do very little to get it working the way I need! I'm guessing this is the reason why in your GitHub commits, you left PoI at "99%" and did not add the Bureaucrats ;) since this function wasn't added I was looking at the bank...
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