• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!
  • 2026 staff recruitment is open! Check it out and consider applying!

Search results

  1. Demnish

    [Bug Report] CannotAttackPlayer flag is bugged

    Solved, by editing the sources. combat.cpp bool Combat::isProtected(const Player* attacker, const Player* target) { uint32_t protectionLevel = g_config.getNumber(ConfigManager::PROTECTION_LEVEL); if (target->getLevel() < protectionLevel || attacker->getLevel() < protectionLevel) {...
  2. Demnish

    [Bug Report] CannotAttackPlayer flag is bugged

    Then the real problem was that I was using Type 5 in account, not my flags. Thanks. Is there somewhere one can get information on account Types? Since we only have groups.xml and no .txt file about accounts and their access. Account Type 6 with all 3 flags as 0/false doesn't work either. So...
  3. Demnish

    vcpkg libmariadb

    Whats wrong with libmysql?
  4. Demnish

    [Bug Report] CannotAttackPlayer flag is bugged

    So why shouldn't all 3 of the options be 0 as I currently have? <flag cannotusecombat="0" /> -- 0 = You can use combat <flag cannotattackplayer="0" /> -- 0 = You can attack players <flag cannotattackmonster="0" /> -- 0 = You can attack monsters At least that is how I interpret them and I can't...
  5. Demnish

    [Brainstorm] Boss folder organization

    I always remove the monster folders and put them into the main one, then I take all trap monsters and give them their own and then put the bosses in their own as well. Alphabetic is king!
  6. Demnish

    [Bug Report] CannotAttackPlayer flag is bugged

    Changed some flags for my GM character and while I can attack monsters, I can not attack players. Character has Group 3 and account is Type 5. groups.xml <group id="3" name="god" access="1" maxdepotitems="0" maxvipentries="200" > <flags> <flag cannotusecombat="0" />...
  7. Demnish

    [Request] Smoke field gives invisibility

    I have no idea if it's even possible, let alone how to actually do it. But would it be possible to make it so when a creature stand on a smoke field, they get invisibility as long as the field exist or they stay on it? Could this be made in LUA with StepIn + StepOut?
  8. Demnish

    Port 80/8080 not working

    Check your firewall(both if you have an extra externally), check your router settings & alternatively if all else fails call your provider to get assistance on the matter. You pay them monthly for their support and service, take advantage of that fact. :cool: If none of the above seems to be...
  9. Demnish

    [Bug Report] Can't manually use runes on invisible creatures.

    This issue has been solved in another thread. Here is the code if anyone needs it: function onCastSpell(creature, variant, isHotkey) local position = variant:getPosition() local tile = Tile(position) if tile:getTopCreature() then return combat:execute(creature, variant)...
  10. Demnish

    [10.98] Requested Real Map Datapack

    Legend
  11. Demnish

    TFS 1.X+ [TFS Master] Getting walkStack to work/finding an alternative

    Removed all the code I added since I couldn't get it to work. If anyone has this fully implemented, don't be afraid to post! :cool: It would be very much appreciated, I really need this.
  12. Demnish

    Lua [TFS 1.3][HELP] - Frag Reward

    Here is my pvpreward.lua, I added some comments to make it easier to understand. Add it into creaturescripts or copy stuff from it to your own: -- Reward and amount local config = { itemDrop = ITEM_PLATINUM_COIN, itemAmount = 1 } function onDeath(player, corpse, killer, mostDamage...
  13. Demnish

    C++ [TFS 1.3] Using manually aimed runes on invisible monsters.

    Yeah I removed needTarget from the rune and changed return combat:execute(targetCreature, variant) -> creature. So now it works, with the added bonus that the runes damages all targets on the same square, also making UH trap work. Anyway, thanks Nekiro, while I did manage to fix this myself...
  14. Demnish

    C++ [TFS 1.3] Using manually aimed runes on invisible monsters.

    Found this in tile.cpp: Feels related, could it be? 1582280369 EDIT: Okay, so I'm using this script to try and find where the error is and it seems to be when its trying to find the Tile: function onCastSpell(creature, variant, isHotkey) local position = Variant.getPosition(variant)...
  15. Demnish

    C++ [TFS 1.3] Using manually aimed runes on invisible monsters.

    Have you made any changes to your libs or compat or anything? Cuz I get errors running your script and I'm on TFS Master from git hub. It should work though, since the code looks right, but it doesn't for some reason. 1582249192 function onCastSpell(creature, variant, isHotkey) local tile =...
  16. Demnish

    Can you please give back our signatures?

    Not if you don't suffer from concentration issues. I found them extremely satisfying at times, depending on what type of signature a user had.
  17. Demnish

    A trip down the OT memory lane.

    Remember the first 7.1 OT you ever played? Remember that 7.1 had an actual built in IP changer by Cipsoft? Remember that other website that shared distros etc that had ugly layout that was before OTLand existed? What do you guys remember? If you have pics or the like, you'll get bonus points...
  18. Demnish

    C++ [TFS 1.3] Using manually aimed runes on invisible monsters.

    Ah, I either didn't get a pop up you've answered on that thread or I simply missed it. I'll try it out! 1582238557 EDIT1: I'll have to edit it since it doesn't work for TFS 1.3, but I'll try to fix it tomorrow. Anyway I posted this in another thread and the code looks very similar to something...
  19. Demnish

    C++ [TFS 1.3] Using manually aimed runes on invisible monsters.

    So I've been looking at this for some time now but since I've just started working with C++ it's quite hard to actually find where to make this edit. What?: Basically; Making needTarget runes available for use on invisible monsters with manual aim. Like shooting an SD on an invisible Warlock...
  20. Demnish

    NPC [TFS 1.1] Monster Tasks

    Confirmed working on the latest TFS realease from git hub as of this date Edited the script so you can turn on/off repeat with true/false + magic effect when you gain experience, if you do get any: Also made some changes to the creaturescript, so it looks correct when you have several...
Back
Top