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  1. Cornwallis

    [USA] [Custom] ⭐ Cyntara Highrate ⭐ | March 6, 2026

    having fun, you've done great things to the ot
  2. Cornwallis

    Making second weapon slot

    I can handle the coding server side, idk what to do otc side, is there an error log somewhere? Game_inventory just won't launch and won't tell me why
  3. Cornwallis

    Making second weapon slot

    i've never worked with ui, those coordinates for the slots look weird, like they're predefined, any idea where they might be defined at?
  4. Cornwallis

    Making second weapon slot

    Hello, i want to make a second slot for weapons, like 2 sets of left and right hands, is this possible? i was looking at the coordinates and they seem predisposed. here's what i did in the game_inventory module: inventory.lua: InventorySlotStyles = { [InventorySlotHead] = "HeadSlot"...
  5. Cornwallis

    [Germany] [10.98] - Evolunia

    What
  6. Cornwallis

    [Germany] [10.98] - Evolunia

    Thank you for keeping in touch, best it I've played in years!
  7. Cornwallis

    TFS 1.X+ [C++] Crash when i unequip weapon with custom item attackspeed system

    bump EDIT: It appears to not have anything to do with attackspeed actually. It appears to be when either the attacker or the target moves, and when they're at a range > 1.
  8. Cornwallis

    TFS 1.X+ [C++] Crash when i unequip weapon with custom item attackspeed system

    Hello, so I tried to make a workaround because at first it would crash everytime I used my fist, but now it only happens whenever I attack with a weapon and then unequip the weapon to hit with fist. Oddly though, if I switch between weapons with different attack speeds it acts accordingly...
  9. Cornwallis

    TFS 1.X+ [C++] item attack speed (attr key not recognized)

    oh shit, so I used what both of you said, and made the line in items.cpp: } else if (tmpStrValue == "attackspeed") { it.attackSpeed = pugi::cast<int32_t>(valueAttribute.value()); and did attackspeed = 500 in items.xml, and it works. Thank you guys!
  10. Cornwallis

    TFS 1.X+ [C++] item attack speed (attr key not recognized)

    Hello, so I'm trying to have attack speed on each weapon. No errors on compiling, only this error in console: [Warning - Items::parseItemNode] Unknown key value: attackspeed It also doesn't work if it's attackSpeed. Here's what I've done: items.cpp } else if (tmpStrValue == "attack")...
  11. Cornwallis

    [USA] Xilux-OTS EVO (8.6)

    Thank you for the input. The soul system isn't designed that way, you're supposed to gain soul from eating food, are you experiencing a bug? On higher level servers the health/mana regen system becomes useless, therefore making food useless, and I intend to put that system back to use by doing...
  12. Cornwallis

    [USA] Xilux-OTS EVO (8.6)

    bump
  13. Cornwallis

    [USA] Xilux-OTS EVO (8.6)

    For the time being as I'm working on making sure it's stable up until then. It will probably take a few days to reach that level and by then I should be satisfied to move forward as I am actively testing. Also in-game I have a lot of places blocked off, these barriers will be removed, I just...
  14. Cornwallis

    [USA] Xilux-OTS EVO (8.6)

    Thank you! Fixed.
  15. Cornwallis

    [USA] Xilux-OTS EVO (8.6)

    bump
  16. Cornwallis

    [USA] Xilux-OTS EVO (8.6)

    Welcome! Xilux-OTS is open to new players. Many monsters have kept their original name but not their original damage so tread carefully! The progression from one zone to another is a core part of Xilux and if done out of line may be lethal! There are many features here and some of which include...
  17. Cornwallis

    Lua [1.2] Adding skull to monster

    bump
  18. Cornwallis

    Lua [1.2] Adding skull to monster

    none of the skulls are working for me in the monsters.xml, perhaps it's because I'm using TFS 1.2 on 8.6? Here's the first line of my monster: <monster name="Strong Rat" nameDescription="a strong rat" race="blood" experience="1500" speed="135" manacost="200" skull="red"> bump
  19. Cornwallis

    Lua [1.2] Adding skull to monster

    I don't think "Monster:onSpawn" exists on my distro, I searched but can't find it. And I'm not sure how to use it, and why is it self:setSkull(skullType)? Here's the code I'm trying to get working: local t = { [{{x = 998, y = 1006, z = 7}, 95000}] = "rat" } function onThink(interval...
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