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  1. Apollos

    TFS 1.X+ Container:addItem[Ex] - Does not add items recursively

    Here's the commit, let me know if you like it and it works out well enough. If so I'll probably release it on resources. Reward Chest System NOTES: Run the query I added in schema inside your database to add the player_rewarditems table. In object builder and item editor you need to add flag...
  2. Apollos

    TFS 1.X+ Container:addItem[Ex] - Does not add items recursively

    At least in my server I added the reward chest inside my locker (along with depot and inbox) and set it to have multiple pages like the inbox does. That way you don't have issues with it squeezing. If you like this option I can make a pdf of my commit but I'm not entirely sure it'll work with...
  3. Apollos

    TFS 1.X+ Container:addItem[Ex] - Does not add items recursively

    Yeah it is pretty ghetto but it's a good safety measure. I'm curious tho, do you have an inbox with multiple pages in your server version? If so that could work better since there's no slot limit. If not I can try to help make the recursive depot add item but it still will have its limits, if...
  4. Apollos

    TFS 1.X+ Container:addItem[Ex] - Does not add items recursively

    You want it to find any container that is inside the depot chest and if it has empty slots to add it in there? Why not just add it directly inside the depot chest.
  5. Apollos

    How do people pack .spr .dat into .exe

    Any attempts I've seen to unpack a compressed executable seems to be a lot of work. As Sarah said, I don't see many going out of their way to do so, even less with ot server. Although I am curious as to how easy this really would be for you, considering the original executable is compressed...
  6. Apollos

    How do people pack .spr .dat into .exe

    They would have to be pretty damn smart to decompile an executable. I mean real tibia client has never been decompiled in all these years. Although I'm not sure if these exe are easier to do so. As far as I know it's secure. All to do is pack all your directory contents and set your current exe...
  7. Apollos

    How do people pack .spr .dat into .exe

    Try Enigma Virtual Box, it's pretty self explanatory how to use it.
  8. Apollos

    1 way Tile?

    For 0.4 it looks like that is correct. For 1.2 you do like this: <movevent event="StepIn" actionid="1337" script="onewaytile.lua" />
  9. Apollos

    1 way Tile?

    I'm not too good at earlier version but you can try this: has_walked = has_walked or {} function onStepIn(cid, item, position, lastPosition, fromPosition, toPosition, actor) if not isPlayer(cid) then return true end if has_walked[cid] then doTeleportThing(cid, lastPosition...
  10. Apollos

    1 way Tile?

    This will only work once per day. If you want it to be for forever let me know and I'll change it up. has_walked = has_walked or {} function onStepIn(creature, item, toPosition, fromPosition) local player = creature:getPlayer() if not player then return true end if...
  11. Apollos

    1 way Tile?

    Is it like, you always an walk north over tile but you can never walk south over it? Or first time you walk on it it'll flag for it not to be crossed again?
  12. Apollos

    Globalevent - Create and remove Wall from the map every two hours.

    Try this one out: local previous_key = previous_key or nil local walls_array = { [1] = {positions = {Position(1000, 1000, 7), Position(1000, 1000, 7)}, itemid = 25574}, [2] = {positions = {Position(1000, 1000, 7)}, itemid = 25574}, [3] = {positions = {Position(1000, 1000, 7)}, itemid...
  13. Apollos

    TFS 1.2 Damage

    The creaturescript event onHealthChange is an option. For your example you could do this: function onHealthChange(creature, attacker, primaryDamage, primaryType, secondaryDamage, secondaryType, origin) local player = creature:getPlayer() if player and primaryType ~= COMBAT_HEALING and...
  14. Apollos

    What are you using to protect your custom client?

    I completely agree. I have been adding pull requests and doing my best to contribute what I can and I know a few others have recently as well, but not enough people. I think since Don created the new repo I have hope people will begin to work on it again, especially since their pull...
  15. Apollos

    TFS 1.2 Kill monster, remove stone

    Sarah you clearly have an issue with me for some unseen reason. I did my best to make what OP needed and it worked. As regards to you script as I said before you included a name declaration inside a loop(which you attempted to edit but still did it in a way that it is unnecessarily called...
  16. Apollos

    TFS 1.2 Kill monster, remove stone

    Well I wrote it with multiple uses and it worked for OP. You can grasp at straws all you want, the fact is you're wrong on many accounts in your reply and your code included more bad practices than mine. I don't know what the purpose of your condisendence and attempts to prove me wrong is. I'm...
  17. Apollos

    TFS 1.2 Kill monster, remove stone

    Neither of you are understanding that config.name is an array for a reason and this script is checking all monster names in that array and checking if they are either the target or they are already dead. If all the boss monster are dead then it is allowed to remove the stone. (Example: You need...
  18. Apollos

    What are you using to protect your custom client?

    Really fair points bro. Although for the game play advantage my only frame of reference was from a fix I attempted to make for problems with old versions and targeting with runes. As you can see here someone could easily go back into this and change the scripts a bit in order to be able to send...
  19. Apollos

    TFS 1.2 Kill monster, remove stone

    I don't think it's a question of efficiency since our scripts have a different feature. Mine includes requirement to kill more than one creature to remove stone. {"Rat Boss Second", "Rat Boss Third"} Although yours includes the option to remove more than one stone, so it's a matter of what...
  20. Apollos

    TFS 1.X+ Function to get all players who have the higer value of storage 16200

    Imo best way to do this is to store all five players in global array for use during session instead of changing another storage to identify who is in top 5. -- global.lua top_five = {} -- startup.lua local resultId = db.storeQuery("SELECT `player_id` FROM `player_storage` WHERE `key` = 16200...
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