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  1. X

    C++ Creatures don't re-appear when invisible condition ends [Nostalrius/Sabrehaven]

    Yes, that makes sense, thank you. I tested as well and it worked.
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    C++ Creatures don't re-appear when invisible condition ends [Nostalrius/Sabrehaven]

    As the title suggests. When a monster casts invisible, they stay invisible forever unless they take damage. I have compared bits of code to other distributions, and everything that I've looked at so far looks the same, so I must be missing something or looking in the wrong place. Her is what...
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    C++ [Nostalrius] Order of events in combat.cpp

    Wow it worked perfectly in nostalrius & sabrehaven, also working for both Cip client AND OTC. i didnt even think of range attcks, and i never would hve figured out the area spells either i was so lost. very good directions & explanation, tysm!!!
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    C++ [Nostalrius] Order of events in combat.cpp

    Hello, I have been trying to change combat.cpp so that spell effects are drawn in the correct order (see Ezzz's post here: The Violet Project - CipSoft Reverse Engineering Project (https://otland.net/threads/the-violet-project-cipsoft-reverse-engineering-project.279275/#post-2682275)) There is...
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    C++ [Nostalrius/Sabrehaven] Magic fields don't always do collision damage

    Expected behavior: anytime a player steps onto a magic field, they are supposed to take instant damage and there should be an effect, and the condition starts over. Actual behavior: If a player is logged out with a condition (kicked, xlog, /r), when they log back in, they will no longer take...
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    [Sabrehaven] No green skull in party

    Forgot to reply, I tested this and it is working, thank you!
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    [Sabrehaven] No green skull in party

    Using Sabrehaven master branch. As title says: when a player is in a party, no matter if you are a leader or member, you don't have a green skull. All other party members have one on your screen, but on each player's screen they don't have a skull: The screenshot is taken from the perspective...
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    C++ TFS 1.3 + accented characters (Quick question)

    Sorry to bring up an old thread, but I'm having the same problem. Do you have to save every single .cpp file this way and then recompile?
  9. X

    Linux Special Character Encoding

    I need to install the font to the OS itself? -----------------EDIT-------------------- Maybe this is useful for someone who is more skilled than me, I made a lua talkaction script to allow me to change my name in game. The script works, I changed the char name to "test". Then, when I tried to...
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    Linux Special Character Encoding

    Re-bumping this since I still can't figure it out. The database shows the special character correctly. The server terminal shows the player's name with the special character correctly when they log in. But in the actual client (CipSoft client or OTClient), it's all messed up: Where does the...
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    [Sabrehaven] NPC script - String to PlayerName

    That worked perfectly!! Thank you!!
  12. X

    [Sabrehaven] NPC script - String to PlayerName

    I may have made it confusing with my last response, forgot to properly edit the stuff I copy and pasted over. I edited my previous post, but I was trying to add a new "case BEHAVIOUR_TYPE_MESSAGE_PLAYERNAME", I didn't think I could use the existing "case...
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    [Sabrehaven] NPC script - String to PlayerName

    @Erikas Kontenis It's a great distribution to work from. I've had to do very little to get it working the way I need! I'm guessing this is the reason why in your GitHub commits, you left PoI at "99%" and did not add the Bureaucrats ;) since this function wasn't added I was looking at the bank...
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    [Sabrehaven] NPC script - String to PlayerName

    I'm working with the Sabrehaven distribution, and I'm trying to recreate the behavior from the Dead Bureaucrats in the PoI quest. For the quest to be accurate, you're supposed to talk with the NPCs and they ask you for your name and vocation. In Lua, that's super easy: if msgcontains(msg...
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    Solved C++ issue: Adding percent skill attribute to items (SOLVED)

    hey that worked! thank you!! i knew it had to be something simple
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    Solved C++ issue: Adding percent skill attribute to items (SOLVED)

    Thanks for replying, yes I have the DeEquip in movements.xml as well. If I didn’t have that, it wouldn’t change at all when I take the armor off. The problem is with the arithmetic in the source code. Like it’s not saving the base value, it keeps reducing it over and over.
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    Solved C++ issue: Adding percent skill attribute to items (SOLVED)

    Hello, I'm trying to add percent-based skill modifiers to items (TFS 1.2). For example, I want to be able to add <attribute key="skillDistSword" value="XX" /> as an attribute to an item in items.xml. Now, I understand that this is not included, and I have already done the source edits, but I...
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    Summon Bug, Players can avoid skull

    I discovered an interesting bug in my distro (OTX3, 7.7). If a player summons two monster that have AoE attacks (like a fire devil), then that player attacks their own summon, the fire devil will use the AoE attack. Now, if another player happens to get hit by that AoE, the player who summoned...
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    Lua Buy more than 100 items from an NPC

    Aaahh ok. I did notice one was AddItemEx and one was AddItem, did not know what the difference was. Is it better to try and re-work this player:addItemEx to include or loop or should I just change the npc.lua function to player:addItem instead? When I say better I mean which one is "best...
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    Lua Buy more than 100 items from an NPC

    Thanks for the reply @Xikini. Using a loop does make sense, I hadn't thought of that. I actually tried looking at the script behind the GM command for creating item (/i) and it didn't use any loops at all so I guess I had tunnel vision: if count ~= nil then if itemType:isStackable()...
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