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  1. psychonaut

    Scarab Coin @ Ankrahmun Tombs

    local player = creature:getPlayer() The local is just cause i use it for readability, and the :getPlayer() will return userdata.
  2. psychonaut

    Support Teleport Item

    No need to check for that cause we set the position.
  3. psychonaut

    Scarab Coin @ Ankrahmun Tombs

    local tileActionID = 270 local tileActionIDBack = 271 local coin = 2159 local teleportTo = {x=391, y=384, z=13} local teleportBack = {x=442, y=232, z=11} local itemPosition = {x=441, y=233, z=11, stackpos=STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE} function onStepIn(creature, item, position...
  4. psychonaut

    Support Teleport Item

    Can shorten it to be like that too i guess if accepted_positions[i] == fromPosition then
  5. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    function onUse(player, item, fromPosition, target, toPosition, isHotkey) item:remove() player:setStorageValue(storage, value) return true end Go to events and change onMoveItem in the xml to enabled="1" lib.lua dofile('data/lib/sokobanGame.lua') [/SPOILER] Put...
  6. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    Yea with storage it sounds nice, just did it here, btw wrong button lol
  7. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    But every time that the player moves something it would check for the actionid
  8. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    Thanks, return false keeps the item on the ground, i'm using onAddItem.
  9. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    Yea, however that's the way i found to avoid grief: It removes anything that is not a crate, the spark or that + spot. I don't think that someone would throw a rare item to grief, but it's possible to move them to a room or give back to the player. Crates , + spot and spark are spawned from...
  10. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    Using something sparkling on crates, so can't move, put in backpack or anything else. Just walk in and trigger the movement. WIP
  11. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    You can use os.difftime to do it, but maybe subtract from os.time player:getStorageValue(rift.storages.playerTime) will return the os.time from when the player started it
  12. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    You can do a select first and then if it's a higher level with a better time you update, so each player would get one row. When life becomes 0/die and these changes i guess that everyone can do as they want, could just set the storages back too. You can try to stop the event and call another...
  13. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    Got pictures Exactly like the gif i guess, not with code yet. Missed one spot >
  14. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    [/SPOILER] You can change rewards using the storage to get the selected level, in this script i'm giving one crystal coin for each level, so you can change as you want, can do a table too to get a specific reward for each level. Only increasing HP, you can change the formula. I changed the...
  15. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    I use Peek, it's not a final one just a wip, and when the player log off it will need to check if he got the storage to be in that area and remove him if the time is over. You can set an area where the creatures will spawn and where the player will tp so you can bring him to a empty place first.
  16. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    Is hasAccess supposed to be inside for? It's getting the access from the player that used the talk action.
  17. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    I don't think that i need to do an onSpawn event as i need to summon the creatures so i can get the id and set the hp, so the only event would be the onKill, you can change how much hp it need to add, and what do you get when win, each level get a reward? I think that only with source edit it...
  18. psychonaut

    Psychonaut's Free Scripting Service [TFS 1.x]

    Cool idea, it would be a set level created right? Check what Aeronx said.
  19. psychonaut

    Spell Storage Target - Help [TFS 0.4]

    It was because i'm looking at the tfs-old-svn it was //setCombatCallBack(combat, key, function_name) and it register as setCombatCallback. That's weird, you can try setCombatCallback(combat, 4, "onTargetCombat") Check your enums.h or combat.cpp to see if you have the callback.
  20. psychonaut

    Spell Storage Target - Help [TFS 0.4]

    Try setCombatCallback(combat, CALLBACKPARAM_TARGETCREATURECALLBACK, "onTargetCombat")
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