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  1. Apollos

    Set x amount of items to craft.

    The if statement is based off: local craft_items = config[msg] if craft_items then So if it's not doing anything then you are not writing an item name that's included in the config, or you deleted something you shouldn't have.
  2. Apollos

    Set x amount of items to craft.

    What is your need for the original config structure, this method is faster to use since you don't have to loop through the config every time, instead you just call it from the index. For the abuse question, the same can be said about any npc. If you spam job, hi then bye, or whatever it's still...
  3. Apollos

    Set x amount of items to craft.

    Try this one out, hope it works well: local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid)...
  4. Apollos

    Movements...

    For the sake of learning. This script is messed up in many ways. Even though it will still return true since 1 == true it is not syntactically correct to do so in lua. This gives the impression that 0 is treated as a false boolean which is not the case. Using outdated legacy functions are bad...
  5. Apollos

    Movements...

    I'm sure it'll ignore the code that follows after you return false. I'm just saying it will still allow the monster to walk on the portal without teleporting it. Yours is good tho, I'm just pointing it out. I would do like this: local destination = Position(1101, 996, 6) function...
  6. Apollos

    Movements...

    Returning false won't negate the onStepIn. You'll need to teleport them back to fromPosition with walk movement and you have an unnecessary end that will cause error.
  7. Apollos

    Set x amount of items to craft.

    local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid)...
  8. Apollos

    TFS 1.X+ Container:addItem[Ex] - Does not add items recursively

    Yeah I just followed where inbox was and made it. Why, do you see issues?
  9. Apollos

    Wierd quest bugg

    Yeah that is strange. Btw if you plan on using this system where you use something that is not a container then you may get a lua error in console.
  10. Apollos

    Wierd quest bugg

    Maybe there's a problem with isContainer func. Try changing to this line: local size = getContainerSize(item.uid) or 0
  11. Apollos

    Wierd quest bugg

    The problem seems to be here: reward = doCopyItem(item, false) The chest is empty so it copies the actual chest itself, idk why. Are you attempting to give the item id is equal to the chests uid, like how later tfs systems are done?
  12. Apollos

    TFS 1.X+ Container:addItem[Ex] - Does not add items recursively

    Here's the commit, let me know if you like it and it works out well enough. If so I'll probably release it on resources. Reward Chest System NOTES: Run the query I added in schema inside your database to add the player_rewarditems table. In object builder and item editor you need to add flag...
  13. Apollos

    TFS 1.X+ Container:addItem[Ex] - Does not add items recursively

    At least in my server I added the reward chest inside my locker (along with depot and inbox) and set it to have multiple pages like the inbox does. That way you don't have issues with it squeezing. If you like this option I can make a pdf of my commit but I'm not entirely sure it'll work with...
  14. Apollos

    TFS 1.X+ Container:addItem[Ex] - Does not add items recursively

    Yeah it is pretty ghetto but it's a good safety measure. I'm curious tho, do you have an inbox with multiple pages in your server version? If so that could work better since there's no slot limit. If not I can try to help make the recursive depot add item but it still will have its limits, if...
  15. Apollos

    TFS 1.X+ Container:addItem[Ex] - Does not add items recursively

    You want it to find any container that is inside the depot chest and if it has empty slots to add it in there? Why not just add it directly inside the depot chest.
  16. Apollos

    How do people pack .spr .dat into .exe

    Any attempts I've seen to unpack a compressed executable seems to be a lot of work. As Sarah said, I don't see many going out of their way to do so, even less with ot server. Although I am curious as to how easy this really would be for you, considering the original executable is compressed...
  17. Apollos

    How do people pack .spr .dat into .exe

    They would have to be pretty damn smart to decompile an executable. I mean real tibia client has never been decompiled in all these years. Although I'm not sure if these exe are easier to do so. As far as I know it's secure. All to do is pack all your directory contents and set your current exe...
  18. Apollos

    How do people pack .spr .dat into .exe

    Try Enigma Virtual Box, it's pretty self explanatory how to use it.
  19. Apollos

    1 way Tile?

    For 0.4 it looks like that is correct. For 1.2 you do like this: <movevent event="StepIn" actionid="1337" script="onewaytile.lua" />
  20. Apollos

    1 way Tile?

    I'm not too good at earlier version but you can try this: has_walked = has_walked or {} function onStepIn(cid, item, position, lastPosition, fromPosition, toPosition, actor) if not isPlayer(cid) then return true end if has_walked[cid] then doTeleportThing(cid, lastPosition...
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