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    Help with c++ change in MonsterType:getAttackList() TFS 1.2

    Hello friends! I am working in a system that needs to get the name of the attacks from monster xml. I found out in luascript.cpp the correspondent function but it does not have the option to return the name: int LuaScriptInterface::luaMonsterTypeGetAttackList(lua_State* L) { //...
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    Make monsters cast spells when player talk to it (TFS 1.2)

    I am working on a script that when a player talk something close to a monster it casts a spell to damage that player. I've checked the spells.xml and in monster spells I've found for example: <instant name="djinn electrify" words="###2" aggressive="1" blockwalls="1" needtarget="1" needlearn="1"...
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    Fly System TFS 1.2 question

    Thanks man, what he does is create the following creature event: bool CreatureEvent::executeOnMove(Player* player, const Position& fromPosition, const Position& toPosition) { //onMove(player, frompos, topos) if (!scriptInterface->reserveScriptEnv()) { std::cout << "[Error -...
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    AddHealth() with no animation

    I found the problem. I had another function that I was playing before with the same name xD. Thanks, it is working perfectly!
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    AddHealth() with no animation

    Is my script working for you?
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    AddHealth() with no animation

    I've implemented your pr on TFS 1.2 but it is not working as I expected. I created the following lua script that is activated saying !createspider: function onSay(player, words, param) if not player:getGroup():getAccess() then return true end local monster =...
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    Fly System TFS 1.2 question

    I am trying to make my own fly system for TFS 1.2 and I am not sure about how to create a new tile in destPos while moving (onStepOut movement) With onSay I can create a tile upstairs: function onSay(player, words, param) if player:getStorageValue(storageFly) ~= 1 then return false end...
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    Lua Help: Don't allow to carry more than certain amount of an item

    Thank you very much! I was working on your first answer to add container check and found out a solution without for loops: if toPosition.x == 65535 then if item:isContainer() then count = item:getItemCountById(itemid) end
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    Lua Help: Don't allow to carry more than certain amount of an item

    Hi @Znote, thanks for answering. Actually, I was trying to use the functions you mentioned but I am a little bit confused about how they work. Thanks for the script, I will try it out.
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    Lua Help: Don't allow to carry more than certain amount of an item

    Hi! I want to create a script that does not allow a player carry more than, let's say 3 items of id 100. I did this on player events: function Player:onMoveItem(item, count, fromPosition, toPosition, fromCylinder, toCylinder) print("onMoveItem") if not item.getId() == 100 then return...
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    put delay on player:teleportTo(toPosition)

    Thanks, it worked!
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    put delay on player:teleportTo(toPosition)

    how would it be to execute functions that are created like: function Player.myFunction(self) in events?
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    put delay on player:teleportTo(toPosition)

    Thank you! I will check it out.
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    put delay on player:teleportTo(toPosition)

    Hi Is it possible to define delay for functions? For instance if I want to teleport a player after 3 seconds how would I do it? I appreciate any kind of help!
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    AddHealth() with no animation

    You are right. The animation that I was seeing came from other command. So both solutions work fine. first: second:
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    Change animation on combat according to weapon

    Hey there! As the title says I want to change the animation displayed on combat according to weapon and also does not show any animation when on fist. Do you guys know the best way of doing that? Thanks!
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    AddHealth() with no animation

    Actually the second answer still have an animation but at least it is not of the amount of health lost
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    AddHealth() with no animation

    Good idea! It works fine.. Thanks! So we end out with 2 solutions. The first is cleaner and the second is easier to implement.
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    AddHealth() with no animation

    Thanks, let's wait.
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