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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...
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!!
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 = {...
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...
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...
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...
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...
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 =...
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.
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 =...
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?
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...
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...
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