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  1. ond

    Loading map by sectors

    You mean they changed seasons (snow instead of grass etc.) while the server was online and live? There is this, but not what OP is looking for. https://otland.net/threads/game-loadmapchunk-path-position-remove.266137/
  2. ond

    Loading map by sectors

    Ezzz made a server to login and view the Cipsoft map. Might be experimental and not work for you, might work flawlessly, no idea: https://github.com/Emilianenko/RealOTS-Reverse-Engineering-Server/blob/master/src/map.cpp
  3. ond

    Stop Event Help

    Maybe you can use some sort of global table to keep track, I used to have this problem before and I solved it using global storage value: function onUse(cid, item, frompos, item2, topos) timeBoss() end function timeBoss() setGlobalStorageValue(5000, addEvent(teleportPlayersToSaida...
  4. ond

    Nekiro racist??

    lol
  5. ond

    Problem with stack runes tfs 1.2 v8.0

    I think it's just visible charges, you can change this in the dat file though if you'd like
  6. ond

    OTClientV8 is from now open-source project

    Nice one
  7. ond

    Infinite AOL (Amulet Of Loss) 7.6 client

    I managed to compile it using Visual Studio 2010, but had to comment out some Lua related stuff due to the fact that the code is soon 20 years old and some of the methods from that time seem to have become deprecated, so it probably needs to be rewritten - a lot - to be able to compile...
  8. ond

    Infinite AOL (Amulet Of Loss) 7.6 client

    Well, yeah you have to compile the sources
  9. ond

    Infinite AOL (Amulet Of Loss) 7.6 client

    Did you have that piece of code in your sources, and removed the line and still the amulet of loss removes?
  10. ond

    Infinite AOL (Amulet Of Loss) 7.6 client

    Have a look in void Player::dropLoot(Container *corpse) Maybe you are not using the exact same sources but maybe there's this: if (items[SLOT_NECKLACE] && items[SLOT_NECKLACE]->getID() == ITEM_AOL) { removeItemInventory(SLOT_NECKLACE); return; } Simply remove...
  11. ond

    Lua [TFS 1.4] Variable Pricing

    You could set a value of max stock as a parameter in the shopModule-whatchamacallit next to each item id or w/e but then you need some function(s) to control that value you want to communicate to the NPCs. This is probably possible through Lua alone
  12. ond

    Lua [TFS 1.4] Variable Pricing

    There is a way for sure, but what exactly will define the amount of items/runes an NPC has? Will it account for every item NPCs might be selling or what's up
  13. ond

    How to set NPC walkInterval to 1000?

    It works differently in ots than how it "should" work. Anyway, try this lol int64_t Creature::getEventStepTicks(bool onlyDelay) const { if (const Npc* npc = getNpc()) { return 2000; } if (const Monster* monster = getMonster()) { if (!hasFollowPath) {...
  14. ond

    How to set NPC walkInterval to 1000?

    onThink calls addEventWalk every second or so, so maybe just change if (!walkingToSpawn && (!followCreature || !hasFollowPath) && (!isSummon() || !isMasterInRange)) { if (getTimeSinceLastMove() >= 1000) { randomStepping = true; //choose a random direction result =...
  15. ond

    How to set NPC walkInterval to 1000?

    without editions. What do u mean monsterinos, while they are ”idle-walking”?
  16. ond

    How to set NPC walkInterval to 1000?

    What happens if you do this: int64_t Creature::getEventStepTicks(bool onlyDelay) const { if (const Npc* npc = getNpc()) { return 2000; } int64_t ret = getWalkDelay(); if (ret <= 0) { int64_t stepDuration = getStepDuration(); if (onlyDelay && stepDuration...
  17. ond

    C++ How to make monsters stay still if no players in the same POSZ - TFS 1.5 Downgrade

    Try this why don't you: bool Creature::canSee(const Position& myPos, const Position& pos, int32_t viewRangeX, int32_t viewRangeY) { if (myPos.z != pos.z) { return false; } return (pos.getX() >= myPos.getX() - viewRangeX) && (pos.getX() <= myPos.getX() + viewRangeX)...
  18. ond

    Lua Script repeat every second

    local function loop(cid) if getPlayerStorageValue(cid, storage) == value then return end addEvent(loop, 1000, cid) end You need to call the function at some point
  19. ond

    TFS 1.X+ npc responds "hi" by keyword tfs 1.5 772 nekiro

    Have not tested: local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid)...
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