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    CreatureEvent [TFS 1.1] Crafting System - ModalWindows

    What is the best practice for a new charcter to start with only several receipes "learned" and all other possible receiples to be obtained via using items, gaining xp/skill level or being bought from NPC?
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    TFS 1.X+ Pick for mining system

    "unable to use spells, unable to attack, and finally, unable to leave the game" does not work in TFS 1.4 - OTCv8 Any solution on how to apply these effects to player? Using player:setMovementBlocked(false) in the meanwhile.
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    Skill advance text change 10.98

    Anyway of doing it clientside over OTC? the "Advanced" message.
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    TFS 1.X+ A little change on this mining script

    Solved. Appeared to be an issue with an object that wasn't saved correctly as "stackable" in itemeditor/dat. --------- It seems like >1 "amount" of ore mined will cause this error: Can anyone provide a solution? Current code: local cfg = { chance = 55, -- chance that the...
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    CreatureEvent [TFS 1.1] Crafting System - ModalWindows

    NVM, Solved. Thought I don't need this fix since data/lib already existed. -------- Hey, Got this error: Lua Script Error: [Action Interface] data/actions/scripts/crafting/smith.lua:onUse data/actions/scripts/crafting/smith.lua:6: attempt to call method 'sendEquipmentWindow' (a nil value)...
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    Chest reward ( random item )

    Is there a way to make sure you get only 1 reward out of the suggested reward items? 100% chance, no cd, only 1 out of x items. Thanks.
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    Distinctive reward chests TFS1.4

    Yeah, I've tried it. It seems like it still won't give you same item twice even from deferent reward chest + it has a bug that it will reward you a chest sometimes instead of the reward's UID. I think the default script is more stable, but yet if you found a solution for multiple unique rewards...
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    Distinctive reward chests TFS1.4

    Thank you for the prompt answer. And how to you register old action 2000 on the new actions.xml flow? Tried adding"<action actionid="2000" script="quests/system.lua" />" in actions.xml like in previous versions, but it didn't work/ It seems like actions are attached to an "itemid" instead of a...
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    Distinctive reward chests TFS1.4

    Hello, Wondering how to create multiple unique reward chests on TFS1.4 When inserting a chest(uid=1740) in RME with propeties: aid - 0 , uid - reward item. The first chest will give the item with the expected results. But if another identical chest with the same settings is inserted - it...
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    Working Object Builder 10.98

    nvm :)
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    End of object builder (Adobe no longer supported)?

    Release v0.5.4 won't start even after updating lastest adobe air. Any alternative to object builder for 10.98 or fix? thanks
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    MyAAC Global Layout

    Thanks, it helped solving the errors. About the password saved on the DB as plain text and not encrypted. Any solution to save it as SHA1 as expected when creating new account/changing password? both encryptionType, passwordType set to sha1 on config.lua meanwhile i've changed to encrypt...
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    MyAAC Global Layout

    Hey, Clear installed TFS 1.4, it's scheme. Which tables needed to be added in order to not get errors? Also, setting password to an account won't hash it on the db but will fill it as a string , rendering the password creation system buggy. Can you provide solution? thanks.
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    Cleanest method of making monster attack that damage both player and the executing monster

    It was an otb item update issue, Fixed without modifying anything :)
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    Cleanest method of making monster attack that damage both player and the executing monster

    Is there a way to implement creature delete upon "suicide" and creature kill upon kill? Not sure where to put the creature:addHealth(-creature:getHealth()), since killing the monster normally(0 health) deletes it as well without body.
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    Cleanest method of making monster attack that damage both player and the executing monster

    Hey Nekiro, Still here? :) Is there a way that "creature:remove()" won't be activated upon killing the monster before he gets to "kill itself"? Meaning that killing it before he executes will show the monster body etc instead of removing it? Thanks.
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    Cleanest method of making monster attack that damage both player and the executing monster

    Final function works like this! -- used in onThink registered to monster function onThink(creature, interval) local target = creature:getTarget() if not target then return false end function onCastSpell(creature, var) return combat:execute(creature, var) end local distance =...
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    Cleanest method of making monster attack that damage both player and the executing monster

    Hello and thanks again, got these errors when trying to load: data/spells/scripts/monster/suicide.lua:2: attempt to index global 'creature' (a nil value) stack traceback: [C]: in function '__index' data/spells/scripts/monster/suicide.lua:2: in main chunk [Warning - Event::checkScript]...
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    Cleanest method of making monster attack that damage both player and the executing monster

    Wow thanks pal, I'm trying to understand the target and targetlist thing. as for the part " for _, target in ipairs(targets) do doTargetCombatHealth(creature:getId(), target, type etc...) end " Sorry for the noob question but what does the _, after the start of for loop stands for also...
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    Cleanest method of making monster attack that damage both player and the executing monster

    Can you translate it into a lua? I'm not sure how to both inflict the damage to the players/s and delete the monster itself. thanks!
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