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    Lua GuildMaster for TFS 0.3.6

    TFS 0.3.6 V8.2 includes these methods static int32_t luaDoPlayerSetGuildId(lua_State* L); static int32_t luaDoPlayerSetGuildLevel(lua_State* L); static int32_t luaDoPlayerSetGuildNick(lua_State* L); static int32_t luaGetPlayerGuildId(lua_State* L); static...
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    Help With House price

    To edit the methods for house rent and pricing, you need to edit the source. Step one would be to compile a source, then you can start playing around. This forum is crawling of information concerning source editing. I wish all the luck Ignazio
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    [SQL] get value and use in other query

    I don't see your point, can't you just use the ID like the first statement? "UPDATE `accounts` SET `premium_points` = `premium_points`+ 10 WHERE `accounts`.`id` = '".mysql_real_escape_string($accountId)."' "
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    Lua Utori [Damage Over Time] Spells

    It actually worked? When I programmed OT's they restricted defining combat objects inside the function, I see. Well, it's a standard. Defining them inside the onCastSpell function might not be noticed, but it should be avoided because it is unnecessary. Logically, the onCastSpell function is...
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    Lua Utori [Damage Over Time] Spells

    Even if this would work, which on the older TFS it shouldn't, redefining combat objects every time the spell is cast is a bad standard. The combat definitions are as a standard written outside the function for this sole purpose.
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    Lua Utori [Damage Over Time] Spells

    Unfortunately there is no implemented support in the source for that task. All damage over time conditions have static damage in real tibia. However, there is a method in LUA to solve this, you can put the combat in an array with keys identified with a magic level through a loop, example...
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    Cypher Online [Custom Server] Details & Why It Needs You..

    Wow, truly astounding ideas. I'm very excited about the character classes, and your ideas concerning them. It would be awesome to work on a project like this, but time is such a fragile essence. Keep it coming. :)
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