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  1. Z

    [TFS 1.3] Script to sacrifice 3 of the same item and get a new one

    Hi, Sorry for the delay, i was without time to do and test it. Now it is working well, i tested here. Just be sure to set the positions correct. --table structure: --[ItemToUpgradeId] = {result = NewItemId, chance = chance to sucess} local itensUpgrade = { [25919] = {result = 25920, chance...
  2. Z

    Lua [TFS 1.X] Quest Container Reward with Multiple Items

    local rewardConfig = { [1300] = {{2511, 1}, {2227, 1}, {2148, 55}}, [1301] = {{2511, 1}, {2227, 1}, {2148, 55}}, [1302] = {{2511, 1}, {2227, 1}, {2148, 55}}, [1303] = {{2511, 1}, {2227, 1}, {2148, 55}} }
  3. Z

    [Suggestion] Lua-Generated Item Descriptions

    I checked now, and don't found a PR to this and for sure its not merged, what has the problem? It will be not added to TFS? 🤔 😭
  4. Z

    Call to community at TFS GitHub

    I blame the fucking digital inclusion for read this shit, you also know a command to we don't see your posts here in otland? @Evil Puncker really thanks for your contribution, what you are doing is harder than improvements in any code! Keep going!!
  5. Z

    [TFS 1.3] Script to sacrifice 3 of the same item and get a new one

    Sorry for the delay, as you don't quoted me, i don't recived the notification. Try: --table structure: --[ItemToUpgradeId] = {result = NewItemId, chance = chance to sucess} local itensUpgrade = { [25919] = {result = 25920, chance = 60}, [25920] = {result = 25921, chance = 40}...
  6. Z

    CreatureEvent [TFS 1.x] Anti MC

    Change local AccPorIp = 2 to local AccPorIp = 4
  7. Z

    [TFS 1.3] Script to sacrifice 3 of the same item and get a new one

    Hi, Can you send a photo of your setup? Like you did in first post. The shrines position, the itens above and etc? Change the code for this one, and send me what appears in console. --table structure: --[ItemToUpgradeId] = {result = NewItemId, chance = chance to sucess} local itensUpgrade = {...
  8. Z

    [TFS 1.3] Script to sacrifice 3 of the same item and get a new one

    Hi, This is a action, so should be your LEVER action. Set a actionId to it and properly register in actions.xml and your map. I think this should work. Just setup with your own positions and itens ID. I tryed to comment the code to be more easy to understand. --table structure...
  9. Z

    Lua [TFS 1.x] Help with getDamageMap and table

    Hi, I think you can't pass a table as index. Try a Monsters name to each index of table config, also this line should be: if not config[targetName] then after you split the names in index. When i get home i can fix It to you Check for typos, written on phone and auto-complete is for another...
  10. Z

    Lua [TFS 1.x] Help with getDamageMap and table

    if targetName ~= creatureName then where you declare creatureName variable? if config.amount > 1 then player:addAchievementProgress(config.achievement, config.amount) else player:addAchievement(config.achievement) end player variable isn't declared too...
  11. Z

    Count "killed monsters" from character created

    Yes. The best way is add to the table monstersToCount the stages and rewards for individual monsters. To work well with groups rewards we first have to unificate the groups, should work better. Glad it helped you. Don't worry about credit, this is a free script just to help you out, you can use...
  12. Z

    Count "killed monsters" from character created

    Always post your server version. I did this script quickly, it's for TFS 1.x data/creaturescripts/scripts/monstersToCount.lua: --use monsters name in low-case local monstersToCount = { ["dragon"] = {storage = 1000, groupStorage = 5000}, ["dragon lord"] = {storage = 1001, groupStorage =...
  13. Z

    Count "killed monsters" from character created

    Hi, Make a table holding: storage number, monster name and rewards to recive. Use a onKill creaturescript to check if killed monster are in the table, if yes, increment the storage and check if new storage value is valid for a reward.
  14. Z

    C++ decay

    Sorry, try now: local transformTo = { [36309] = 36310, [36310] = 36311, [36311] = 36312, [36312] = 36309 } local timeToSpin = 2000 function onUse(player, item, fromPosition, target, toPosition, isHotkey) local nextTransform = transformTo[item.itemid] if nextTransform...
  15. Z

    C++ decay

    Remove the decay propertys from items.xml, and use this script: local transformTo = { [36309] = 36310, [36310] = 36311, [36311] = 36312, [36312] = 36309 } local timeToSpin = 2000 function onUse(player, item, fromPosition, target, toPosition, isHotkey) local nextTransform =...
  16. Z

    C++ decay

    The pillar will decay to what itemId? Post the item config from your items.xml of the four pillars
  17. Z

    C++ decay

    Too hard understand what you are asking for... "Pillar changes more"? "check the room" for what? You asked for: "decay time is low", i told you how to change, what are you meaning now?
  18. Z

    C++ decay

    If the decay time is low, increase it to a higher value. 1000 = 1 second <attribute key="duration" value="900" /> change to 2 seconds <attribute key="duration" value="2000" /> Why are you using decay and transform? If the item need to be transformed only when used, just use transform. The decay...
  19. Z

    TFS 1.X+ script lua accept only email, is possible?

    Try: function onTextEdit(player, item, text) if item:getId() == 2599 then if validemail(text) then player:sendCancel("OK, its a valid e-mail.") else player:sendCancel("Its not a valid e-mail.") end end return true end function...
  20. Z

    Lua [TFS 1.3] Help with script logic

    Shouldn't use Cylinders to check this? I can't test atm. function Player:onMoveItem(item, count, fromPosition, toPosition, fromCylinder, toCylinder) if fromCylinder:getTopParent():getId() == self:getId() then --moved from player inventory? --check if is not a house tile end end
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