• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!
  • 2026 staff recruitment is open! Check it out and consider applying!

Search results

  1. boiga

    Lua TFS 1.5 Nekiro 772 sell empty vial in npc

    I had trouble with this and ended up making a new "used vial" item that is stackable and sellable to NPCs. You either need to modify addSellableItem enough to make it work with empty vials (I did not get this working), or do something like I did.
  2. boiga

    RevScripts BOOS Check - monster check - TFS 1.5 DOWNGRADE NEKIRO 8.0

    Strange, it is working fine for me. Still, Mateus's solution is better, I didn't know that getMonsters() is an option. His code is simpler and faster so I would go with his if you can.
  3. boiga

    RevScripts BOOS Check - monster check - TFS 1.5 DOWNGRADE NEKIRO 8.0

    I'm not sure what mistake I'm making with onSpawn, maybe someone can point out the error 1742667285 I got some help and the problem is that onSpawn is disabled by default. We can enable it by going to events/events.xml and changing onSpawn under "Monster methods" from 0 to 1. I had a couple...
  4. boiga

    RevScripts BOOS Check - monster check - TFS 1.5 DOWNGRADE NEKIRO 8.0

    I think what I would do is make a revscript using onSpawn to flip a table value to true, while also registering an onDeath event to handle changing the table value to false when the boss dies. You should be able to reference that table in any other LUA functions, or just create a talk action...
  5. boiga

    Lua NPC responds one word

    This is similar to how An Old Dragonlord NPC works. In my files, it uses greetCallback: local function greetCallback(cid) local player = Player(cid) if not player:removeItem(2787, 1) then npcHandler:say('AHHHH THE PAIN OF AGESSS! I NEED MUSSSSHRROOOMSSS TO EASSSE MY PAIN...
  6. boiga

    TFS 1.X+ [TFS 1.5] buy without having to say "buy" to an npc

    Yes thanks, your code works! I modified addBuyableItem slightly because we are using TFS 1.4: function ShopModule:addBuyableItem(names, itemid, cost, itemSubType, realName) if SHOPMODULE_MODE ~= SHOPMODULE_MODE_TALK then if itemSubType == nil then itemSubType = 1...
  7. boiga

    TFS 1.X+ [TFS 1.5] buy without having to say "buy" to an npc

    I see where to modify addBuyableItem to remove the "buy" keyword, but I don't see what changes to make to tradeItem. I assumed I would just have to change the order so it checks sell before buy, but it already does that. Do you remember how you got this working? Thanks!
  8. boiga

    Tibia 3D Multiplayer Project - what do you think?

    It's looking great! It would be amazing to have limited vision in dungeons. Keep up the good work.
  9. boiga

    Mercadia - 7.1 Project Discussion Thread

    Great question. Justified and unjustified will work the same, you just won't see the white and yellow skulls. Players will see the usual message that a frag was unjustified. There will definitely be some confusion caused by this, but we do want to pay tribute to the 7.1 system and the chaos...
  10. boiga

    Mercadia - 7.1 Project Discussion Thread

    Thank you! This project exists because you all created the 7.1 map. Your additions look incredible, thanks for the inspiration indeed! xD
  11. boiga

    Mercadia - 7.1 Project Discussion Thread

    We will launch by the Summer this year! Thanks, we are still deciding based on feedback. Your opinion matters, thanks for your response! We will open up the discord and website in a few weeks when we launch our test server. Thanks for your interest! <3
  12. boiga

    Mercadia - 7.1 Project Discussion Thread

    Thanks for your feedback! It's good to get opinions on this. Thanks for your reply! We definitely will be active in running the server and cracking down on cheaters and bots. We have seen letting these things go kill many servers. We are planning to host the server in France. Retro servers are...
  13. boiga

    Mercadia - 7.1 Project Discussion Thread

    We are developing a server inspired by 7.1 Tibia. Our focus is on capturing the look and feel of this era of Tibia, limiting the map and the graphics, and implementing as many old mechanics as still make sense in the modern era. We aren't after a perfect re-creation of retro Tibia, but we are...
  14. boiga

    Ingame map issue

    Thank you to everyone who replied, all very helpful. The issue was indeed mis-matched item attributes between the items.otb and spr and dat files. We got those cleared up in Item Editor and the issue went away. Thanks again!
  15. boiga

    How can we discourage botting?

    I've had the idea for a server where exp gain and skilling is a completely offline activity. You would select a monster to hunt much like selecting an offline trainer, and come back to exp and loot gains when you log back in. Online players can then be offered lots of dungeons and bosses and...
  16. boiga

    Mercadia - Development Diary

    Update #1: Test Phase One Hello OTLand, we are back with our first update! We have been busy working with our first testers to work out where we still have bugs in the basic functionality of the server. More on that later. Part One: THANK YOU! For this first update, we just want to give a huge...
  17. boiga

    Remains of Divinity - Development Thread

    Looks like a great project! I like the NPC dialog menu in your latest update.
  18. boiga

    Mercadia - Development Diary

    We're happy to introduce Mercadia, a 7.7-inspired server with an 8.0 map. We are working to capture the classic play-style mechanics with more modern graphics and an improved late-game experience. We're building custom mechanics such as item upgrades and enchantments that will primarily be...
  19. boiga

    Sprite/Map Glitch: Mountains under borders

    Thank you, that took care of it!
  20. boiga

    Sprite/Map Glitch: Mountains under borders

    We're encountering a weird sprite/map glitch. Our mountains (919) and sandstone filler in Ankrahmun (1071) appear under the wall borders instead of on top. Everything looks normal in RME. Here are some screenshots: Has anyone had this issue before? We can't find any history of this...
Back
Top