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  1. X

    [Sabrehaven] NPC script - String to PlayerName

    I'm working with the Sabrehaven distribution, and I'm trying to recreate the behavior from the Dead Bureaucrats in the PoI quest. For the quest to be accurate, you're supposed to talk with the NPCs and they ask you for your name and vocation. In Lua, that's super easy: if msgcontains(msg...
  2. X

    Solved C++ issue: Adding percent skill attribute to items (SOLVED)

    hey that worked! thank you!! i knew it had to be something simple
  3. X

    Solved C++ issue: Adding percent skill attribute to items (SOLVED)

    Thanks for replying, yes I have the DeEquip in movements.xml as well. If I didn’t have that, it wouldn’t change at all when I take the armor off. The problem is with the arithmetic in the source code. Like it’s not saving the base value, it keeps reducing it over and over.
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    Solved C++ issue: Adding percent skill attribute to items (SOLVED)

    Hello, I'm trying to add percent-based skill modifiers to items (TFS 1.2). For example, I want to be able to add <attribute key="skillDistSword" value="XX" /> as an attribute to an item in items.xml. Now, I understand that this is not included, and I have already done the source edits, but I...
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    Summon Bug, Players can avoid skull

    I discovered an interesting bug in my distro (OTX3, 7.7). If a player summons two monster that have AoE attacks (like a fire devil), then that player attacks their own summon, the fire devil will use the AoE attack. Now, if another player happens to get hit by that AoE, the player who summoned...
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    Lua Buy more than 100 items from an NPC

    Aaahh ok. I did notice one was AddItemEx and one was AddItem, did not know what the difference was. Is it better to try and re-work this player:addItemEx to include or loop or should I just change the npc.lua function to player:addItem instead? When I say better I mean which one is "best...
  7. X

    Lua Buy more than 100 items from an NPC

    Thanks for the reply @Xikini. Using a loop does make sense, I hadn't thought of that. I actually tried looking at the script behind the GM command for creating item (/i) and it didn't use any loops at all so I guess I had tunnel vision: if count ~= nil then if itemType:isStackable()...
  8. X

    Lua Buy more than 100 items from an NPC

    Some more info, maybe this can help provide additional context: I realized that the function for giving the player the item had math.min at (100, armount) which means that even if I try and buy more than 100, math.min will return 100 since it is lower. So, I changed the math.min function here...
  9. X

    Lua Buy more than 100 items from an NPC

    Been a little while, bumping. Still have not managed to make any progress on this myself, nor have I found the answer here on the forums.
  10. X

    Lua Buy more than 100 items from an NPC

    Using TFS 1.2 Cannot figure out how to make it so an NPC can sell more than 100 of an item. Here is the "doNpcSellItem" function from my npc.lua: function doNpcSellItem(cid, itemid, amount, subType, ignoreCap, inBackpacks, backpack) local amount = amount or 1 local subType = subType or...
  11. X

    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    Just gave it read, I get it, thank you!
  12. X

    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    I see, thank you. How would you restrict something to say, sorcerers AND druids? professions=8,16?
  13. X

    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    Does anyone know how vocations are represented numerically inside of objects.srv? Back in 7.7 the only vocation-restricted items were wands/rods, but I don't understand what the numbers mean: TypeID = 3070 Name = "a moonlight rod" Description = "Shimmering rays of moonlight radiate...
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    C++ Monsters killed by other monsters don't drop loot

    It's literally in my very first post on the thread...
  15. X

    Windows New Sprites in the RealOTS Map Editor

    As the title suggests, I'm trying to add custom sprites to the RealOTS Map Editor (the one Yamaken posted here: [7.7] RealOTS 7.7 Cipsoft files (virgin) (https://otland.net/threads/7-7-realots-7-7-cipsoft-files-virgin.244562/page-8)). I've added custom items many many times to other versions of...
  16. X

    C++ Monsters killed by other monsters don't drop loot

    This code has been running for almost a year now, lots of fire elementals and slimes have been killed and no crash lol
  17. X

    C++ Convert RSA System from old to new

    Thanks for answering Iryont! Ok that's good to hear because that's what I understood from reading about RSA. Any ideas what I'm doing wrong then? Here are my steps exactly: 1. I generate a new p and q and add it to otserv.cpp 2. I recompile the source code. 3. I add the new n to the OTClient...
  18. X

    C++ Convert RSA System from old to new

    I will test with the standard OTLand RSA and see if that works. For sure, I would generate my keys locally for release. Grabbed them from the generator for making testing easier. I have a question; some super old versions of TFS had an option in otserv.cpp to manually set p, q and d. Later...
  19. X

    C++ Convert RSA System from old to new

    Hello, I have tried to convert the RSA system on my server (TFS 1.2) from the "old" style of having the prime1 and prime2 hard-coded in the sources to the "new" style, with a key.pem file, but I can't get it to work. Here is what I have done so far: I replaced these lines in my otserv.cpp...
  20. X

    Lua House info, data to string [TFS1.2]

    omg that worked!! thank you!!
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