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  1. BloodGauntlet

    [c++][TFS 1.1]Where to remove monster resistances?

    I've updated the original post with a more refined question, seeking assistance!
  2. BloodGauntlet

    Solved Change gold tfs 10.96

    Explain in more detail, post server version not client version. [TFS 1.2] What do you want the script to do, on use 100 cc -> 1 gold ingot? Be detailed.
  3. BloodGauntlet

    Mapper [TFS 1.2] [10.90]The Lost Kingdom hires mapper and good scripter!

    I can write scripts for payment if I can pick and chose out of what needs done. Well documented, bug-free, installation support. I would need detailed information for the scripts, e.g, I wont come up with text, names, etc. There's some things I don't quite understand yet but I can write most...
  4. BloodGauntlet

    [c++][TFS 1.1]Where to remove monster resistances?

    EDIT: This title is somewhat misleading and you can skip the paragraph below by knowing this is just an inquiry into changing calculations of armor, resistances, and def. I've dug through players.cpp and combat.cpp, I'm searching for where the formulas that dictate how damage is mitigated by...
  5. BloodGauntlet

    Lua How to combine this array with a function?

    The table (associative array) you are passing to the unlearnSpells() function is nil. Add the script with the spell data to the script with this function:dofile('e.g.,data/script/lua1.lua')
  6. BloodGauntlet

    Graphic Designer Dark Fantsy Pixel Artist [PAID]

    Very dark and gritty graphic style. For many pieces I will send you a pdf of a sketch and you can design based off that, others I will just give a description. I'm looking for a strong balance between quality and production rate. You can get paid as much as you produce, this is a per piece...
  7. BloodGauntlet

    Lua [creaturescript] healthchange

    @Leo32 Great to have if I want to implement that function, thanks a ton for the detailed reply.
  8. BloodGauntlet

    Lua Making sense of onHealthChange

    Could anyone explain (what and how) to manipulate this data? I'm reworking how damage is dealt and I need to get the type of damage and amount of the incoming damage. function onHealthChange(creature, attacker, primaryDamage, primaryType, secondaryDamage, secondaryType, origin) function...
  9. BloodGauntlet

    Lua [creaturescript] healthchange

    Great, registering it in login.lua makes sense, thank you. For monsters where do I register the event in the xml file? I checked specific creatures e.g, "demon.xml" and "monsters.xml" I looked for an event field but did not find any. TFS 1.1
  10. BloodGauntlet

    Lua [creaturescript] healthchange

    Ok, this has got me pretty confused. I want to run this every time damage occurs because I want to specify how damage is calculated. Where exactly do I use Creature:registerEvent()? e.g, there is no condition other than healthchange I want to run the script so how do I register it? I'm hoping...
  11. BloodGauntlet

    Lua [creaturescript] healthchange

    The way I understand it this should run every time damage occurs? The script isn't running when damage is dealt and no errors are being thrown. I know it's just because of my general lack of understanding but if someone could explain, much thanks. print_r is a custom function, valid code...
  12. BloodGauntlet

    Lua attempt to call method 'getElementList' (a nil value)

    Awesome, I figured it had something to do with me calling those MonsterType methods from the Monster object. Monster:getType() method is noted! Keeping my code rolling along, thanks a ton!
  13. BloodGauntlet

    Lua attempt to call method 'getElementList' (a nil value)

    function foo (player) local creature = Creature(player):getTarget() local monster = Monster(creature) local resist = monster:getElementList() return resist end Some MonsterType methods work e.g, monsterType:getBaseSpeed() . And other ones like :getElementList and :getArmor...
  14. BloodGauntlet

    Lua [1.1] Item:getAttribute(ITEM_ATTRIBUTE_ATTACK) returns 0

    Yep, makes a lot more sense.
  15. BloodGauntlet

    Lua [1.1] Item:getAttribute(ITEM_ATTRIBUTE_ATTACK) returns 0

    Edit: I replied a little hastily and am going through your script atm. Edit: OK, so I'm starting to understand thank you for that example. I see, thank you, currently I used the ItemType:getId() e.g, local leftSlot = player:getSlotItem(CONST_SLOT_LEFT) local uid =...
  16. BloodGauntlet

    Lua [1.1] Item:getAttribute(ITEM_ATTRIBUTE_ATTACK) returns 0

    This always returns zero no matter the weapon equipped. Am I doing something wrong or is this a bug? function foo (player) local weapon = player:getSlotItem(CONST_SLOT_LEFT) local damage = weapon:getAttribute(ITEM_ATTRIBUTE_ATTACK) return damage end Here is the getAttribute function from...
  17. BloodGauntlet

    [any TFS] print_r, improved print

    I'll be using this.
  18. BloodGauntlet

    [LIB] Storing Information (Items and Players) TFS 1.2

    Could you explain the benefits of storing this data in database rather than storing tables in storage values? I've been contemplating which method to use. Great script.
  19. BloodGauntlet

    Lua [1.1] I need an example of retrieving equipment data!

    I have those saved on my drive! I've just been looking through them and I can't find which method to use to get the current player equipment. Figured it would be But I don't see anything there that makes sense. EDIT: player:getSlotItem(slot) I must've overlooked that ten times until I wrote this.
  20. BloodGauntlet

    Lua [1.1] I need an example of retrieving equipment data!

    Just a brief example of how to e.g, retrieve the weapon damage value of the currently equipped weapon. More specifically retrieve the weapon the player is wearing so I can plug it into Item methods. Looked through the meta methods but I didn't see anything that fits. Thanks!
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