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  1. Doitforthegains

    Solved Vocation regen from vocations.xml

    It was a problem with my sources.
  2. Doitforthegains

    Solved Vocation regen from vocations.xml

    It servers its purpose I suppose, not very sure how to to add things to it. And it's all good, I trust you, just not everyone else haha. So I'm like 90% sure the problem with my regen and the problem with my monsters are connected. Making me think its something in my sources of maybe...
  3. Doitforthegains

    Solved Vocation regen from vocations.xml

    -- Combat settings -- NOTE: valid values for worldType are: "pvp", "no-pvp" and "pvp-enforced" worldType = "pvp-enforced" hotkeyAimbotEnabled = "yes" protectionLevel = 1 killsToRedSkull = 10 killsToBlackSkull = 15 pzLocked = 60000 removeAmmoWhenUsingDistanceWeapon = "yes" removeChargesFromRunes...
  4. Doitforthegains

    Solved Vocation regen from vocations.xml

    Alright! So that fixes the problem of the amount not changing! Now the mystery is the ticks, they seem to be multiplied by 4x. I changed it to 5/1s for each and I'm getting 5/4s instead. Realistically I can just change the ticks down to fit my needs, but I'd like to know what's causing it to...
  5. Doitforthegains

    Solved Vocation regen from vocations.xml

    I'm 100% I'm editing the right file. As for the character thing, I'm going to test that right now..sounds like it might do the trick.
  6. Doitforthegains

    Solved Vocation regen from vocations.xml

    Hi there, I'm using TFS 1.1 and I'm having an issue with my vocations regen not taking into account my changes on the ticks. Here's an example of my vocations.xml <vocation id="1" clientid="3" name="Magician" description="a Magician" gaincap="10" gainhp="5" gainmana="30" gainhpticks="2"...
  7. Doitforthegains

    Solved Monsters attack slow

    BUMP Monsters are still attacking slower than they should be...went ahead and changed the attack interval on one monster down from 2000 to 500 and it attacked at the correct interval of what it should be (every 2 secs) But I can't simply go and change every monsters attack interval down to 500...
  8. Doitforthegains

    Official NightShine Online Custom RPG Discussion

    @owned You're a smart man, I completely agree with what you did/are doing. This is also the only OT I'm interested in aswell so I'm excited for it to launch however long it takes..I'm sure my wife can find me some chores to keep me busy in the mean time xD
  9. Doitforthegains

    Solved Monsters attack slow

    No apologies needed here, no offense was taken. ^.^
  10. Doitforthegains

    Solved Monsters attack slow

    I think you have me confused with someone else, I just started developing my server a few months ago :D And I know latency by definition is the equivalent of lag but I wasn't sure if you were meaning in a difference sense, like a script that delayed all actions by X amount
  11. Doitforthegains

    Solved Monsters attack slow

    Oh, I guess I forgot to mention that part, sorry! I'm using TFS 1.1 10.41. @Breed I haven't tried that yet, I also noticed that my regen for vocations is about 4x slower than it should be as well so I was hoping to find the root of the problem instead of patching it. Latency as in lag or...
  12. Doitforthegains

    Solved Monsters attack slow

    Just as the title says monsters on my server are attacking slow. I would say between 2x-4x slower than what they should be. The interval for creature attacks is 2000 though so I'm not sure what the problem is.. Here's a monster script: <?xml version="1.0" encoding="UTF-8"?> <monster...
  13. Doitforthegains

    [Mod & Lua] Advanced First Items (useRunes, useSlot, slotType, useMessage, inContainer)

    I'm aware. I didn't realize he was asking for 0.4 before I posted the firstitems.lua I use, and yes, I use tfs 1.x
  14. Doitforthegains

    [Mod & Lua] Advanced First Items (useRunes, useSlot, slotType, useMessage, inContainer)

    I'm not familiar with 0.4 so I can't really help you with that, but I could suggest opening the firstitems.lua you already have and copy the format of the function (most likely to replace "function onLogin(player)" to something else) to the newer script
  15. Doitforthegains

    [Mod & Lua] Advanced First Items (useRunes, useSlot, slotType, useMessage, inContainer)

    local config = { [1] = { --equipment spellbook, wand of vortex, magician's robe, mage hat, studded legs, leather boots, scarf items = {{2175, 1}, {2190, 1}, {8819, 1}, {8820, 1}, {2649, 1}, {2643, 1}, {2661, 1}}, --container rope, shovel, mana potion container...
  16. Doitforthegains

    Official NightShine Online Custom RPG Discussion

    He's a big boy, I'm sure he's fine. It is worrisome for the servers future but I still have hope that he'll come back next week and all will be fine :)
  17. Doitforthegains

    Other players debug on custom event

    Thanks for your opinion! I haven't added any custom sprites, just changed the actions of some items. I'll have them dl a similar version and then try it out
  18. Doitforthegains

    Other players debug on custom event

    So as the title says, I'm having a problem with other players debugging on my server after using a custom feature. I'm using TFS 1.1 client 10.41, the custom features include %potions, custom runes, some spells, and a few other things. When I (the host) use them everything works fine, I get no...
  19. Doitforthegains

    [10.77][TFS 1.2] ORTS, a real map project

    You probabaly have a database error. Make sure all your server info is correct in config.lua and that mysql is running.
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