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[your ideas] COME ON. MAKE SCRIPTING MORE EXCITING :D

tarjei

Necronian Engineer
Joined
May 25, 2008
Messages
504
Reaction score
126
Location
Poland
HELLO !

I got an idea today =] You can write your ideas for scripts and if any scripter would take on then idea and make. But I warn you that I for example would try to make only most interesting scripts =].

Scripts like "push the lever and spawn monster" don't interesting me, beacouse for this you can get help in Request & Support. :P

Don't forget to make your description clear and readable.
// Tarjei
 
Make this :)
If you have a "special item" you can pass for a door and set a storage value, when you pass the door you need to kill "special monster" and then you can make a "special quest" :)
Is easy :D
 
Make this :)
If you have a "special item" you can pass for a door and set a storage value, when you pass the door you need to kill "special monster" and then you can make a "special quest" :)
Is easy :D

"You are special"

520750304_d34d81d505.jpg


@Topic
I would like a system update item, with gems, etc., to say
Is very similar to enchanted system of version 8.1


Normal

14:36 You see a spike sword (Atk:24 Def:21 +2).
It weighs 50.00 oz.

Spike Sword +1

14:36 You see a spike sword +1 (Atk:25 Def:22 +2).
It weighs 55.00 oz.

Spike Sword +2

14:36 You see a spike sword +2 (Atk:26 Def:23 +2).
It weighs 60.00 oz.

Or armors:

Normal

14:39 You see a scale armor (Arm:9).
It weighs 105.00 oz.

14:39 You see a scale armor +1 (Arm:10).
It weighs 110.00 oz.

14:39 You see a scale armor +2 (Arm:11).
It weighs 115.00 oz.

In the new armors (8.22)

Normal

14:41 You see an oceanborn leviathan armor (Arm:15, protection energy -5%, ice +5%).
It weighs 100.00 oz.
It has 5% ice protection, but also increases damage taken from energy by 5%.

Oceanborn leviathan armor +1

14:41 You see an oceanborn leviathan armor +1 (Arm:16, protection energy -6%, ice +6%).
It weighs 120.00 oz.
It has 6% ice protection, but also increases damage taken from energy by 6%.

Oceaborn leviathan armor +2

14:41 You see an oceanborn leviathan armor +2 (Arm:17, protection energy -7%, ice +7%).
It weighs 140.00 oz.
It has 7% ice protection, but also increases damage taken from energy by 7%.

And in enchant weapons

Normal

14:44 You see a dragon slayer (Atk:44 Def:28) that has 1 charge left.
It weighs 82.00 oz. It is temporarily enchanted with ice (35 physical + 9 ice damage).

Dragon Slayer +1

14:44 You see a dragon slayer +1 (Atk:48 Def:30) that has 1000 charge left.
It weighs 102.00 oz. It is temporarily enchanted with ice (37 physical + 11 ice damage).

Dragon Slayer +1

14:44 You see a dragon slayer +2 (Atk:52 Def:32) that has 1000 charge left.
It weighs 124.00 oz. It is temporarily enchanted with ice (39 physical + 13 ice damage).

You need a pearl, use click right in this gem and use on the item.

And rarely, monsters dropp "Blessed Items", example

You see a spike sword (Atk:28 Def:25 +2 Status:blessed).
+ 5% Health Points
+ 3 sword skill
It weighs 100.00 oz.

or

14:50 You see boots of haste (Status:blessed).
+ 80% Speed
+ 10% Speed Health
+ 10% Speed Mana
It weighs 15.00 oz.

Or other example to item

14:44 You see a dragon slayer (Atk:52 Def:32 Status:+2) that has 1000 charge left.
It weighs 124.00 oz. It is temporarily enchanted with ice (39 physical + 13 ice damage).

Chances:
100% +1
90% +2 (if your faults, is returned to normal state)
80% +3
70% +4
60% +5

50% +6
45% +7
40% +8
35% +9
30% +10
25% +11
20% +12
15% +13
10% +14
5% +15

Comments please

PD:
Based in Mu Update Item System
 
"You are special"

520750304_d34d81d505.jpg


@Topic
I would like a system update item, with gems, etc., to say
Is very similar to enchanted system of version 8.1


Normal

14:36 You see a spike sword (Atk:24 Def:21 +2).
It weighs 50.00 oz.

Spike Sword +1

14:36 You see a spike sword +1 (Atk:25 Def:22 +2).
It weighs 55.00 oz.

Spike Sword +2

14:36 You see a spike sword +2 (Atk:26 Def:23 +2).
It weighs 60.00 oz.

Or armors:

Normal

14:39 You see a scale armor (Arm:9).
It weighs 105.00 oz.

14:39 You see a scale armor +1 (Arm:10).
It weighs 110.00 oz.

14:39 You see a scale armor +2 (Arm:11).
It weighs 115.00 oz.

In the new armors (8.22)

Normal

14:41 You see an oceanborn leviathan armor (Arm:15, protection energy -5%, ice +5%).
It weighs 100.00 oz.
It has 5% ice protection, but also increases damage taken from energy by 5%.

Oceanborn leviathan armor +1

14:41 You see an oceanborn leviathan armor +1 (Arm:16, protection energy -6%, ice +6%).
It weighs 120.00 oz.
It has 6% ice protection, but also increases damage taken from energy by 6%.

Oceaborn leviathan armor +2

14:41 You see an oceanborn leviathan armor +2 (Arm:17, protection energy -7%, ice +7%).
It weighs 140.00 oz.
It has 7% ice protection, but also increases damage taken from energy by 7%.

And in enchant weapons

Normal

14:44 You see a dragon slayer (Atk:44 Def:28) that has 1 charge left.
It weighs 82.00 oz. It is temporarily enchanted with ice (35 physical + 9 ice damage).

Dragon Slayer +1

14:44 You see a dragon slayer +1 (Atk:48 Def:30) that has 1000 charge left.
It weighs 102.00 oz. It is temporarily enchanted with ice (37 physical + 11 ice damage).

Dragon Slayer +1

14:44 You see a dragon slayer +2 (Atk:52 Def:32) that has 1000 charge left.
It weighs 124.00 oz. It is temporarily enchanted with ice (39 physical + 13 ice damage).

You need a pearl, use click right in this gem and use on the item.

And rarely, monsters dropp "Blessed Items", example

You see a spike sword (Atk:28 Def:25 +2 Status:blessed).
+ 5% Health Points
+ 3 sword skill
It weighs 100.00 oz.

or

14:50 You see boots of haste (Status:blessed).
+ 80% Speed
+ 10% Speed Health
+ 10% Speed Mana
It weighs 15.00 oz.

Or other example to item

14:44 You see a dragon slayer (Atk:52 Def:32 Status:+2) that has 1000 charge left.
It weighs 124.00 oz. It is temporarily enchanted with ice (39 physical + 13 ice damage).

Chances:
100% +1
90% +2 (if your faults, is returned to normal state)
80% +3
70% +4
60% +5

50% +6
45% +7
40% +8
35% +9
30% +10
25% +11
20% +12
15% +13
10% +14
5% +15

Comments please

PD:
Based in Mu Update Item System
I got items on my ots:
19:33 You see a magic sword [Atk: +9999, eAtk: +9999, Def: +9999, eDef: +9999, AtkT: -99.9%] (Atk:10047 +9999 Def:10034 +10002).
:) (made by gm, player can upgrade 3-9 times +1)
PHP:
function onUse(cid, item, fromPosition, itemEx, toPosition)
	if item.itemid == 1945 then
		doTransformItem(item.uid, 1946)
	else
		doTransformItem(item.uid, 1945)
	end
	local item1pos = getThingPos(56601 + ((item.actionid - 56600) * 2))
	local item2pos = getThingPos(56602 + ((item.actionid - 56600) * 2))
	local item1 = getThingfromPos({x=item1pos.x,y=item1pos.y,z=item1pos.z,stackpos=STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE})
	local item2 = getThingfromPos({x=item2pos.x,y=item2pos.y,z=item2pos.z,stackpos=STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE})
	local cash = {}
	local itemUp = {}
	if item1.uid == (56601 + ((item.actionid - 56600) * 2)) or item2.uid == (56602 + ((item.actionid - 56600) * 2)) then
		doSendMagicEffect(fromPosition, CONST_ME_POFF)
		doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Poloz przedmiot do ulepszenia i crystal coin na stolach obok ciebie, a potem pociagnij za wajche.")
		return TRUE
	end
	if item1.itemid ~= 2160 and item2.itemid ~= 2160 then
		doSendMagicEffect(fromPosition, CONST_ME_POFF)
		doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Poloz crystal coin na jednym z stolow obok ciebie, a potem pociagnij za wajche.")
		return TRUE
	elseif item1.itemid == 2160 then
		cash = item1
		itemUp = item2
	elseif item2.itemid == 2160 then
		cash = item2
		itemUp = item1
	end
	local upgradable = 0
	if getItemAttack(itemUp.uid) > 0 or getItemDefense(itemUp.uid) > 0 or getItemArmor(itemUp.uid) > 0 then
		if getItemDefense(itemUp.uid) > 0 and item.actionid == 56600 then
			upgradable = 1
		elseif getItemDefense(itemUp.uid) > 0 and getItemAttack(itemUp.uid) > 0 and item.actionid == 56601 then
			upgradable = 1
		elseif getItemAttack(itemUp.uid) > 0 and (item.actionid == 56602 or item.actionid == 56603 or item.actionid == 56608) then
			upgradable = 1
		elseif getItemArmor(itemUp.uid) > 0 and (item.actionid == 56605 or item.actionid == 56606 or item.actionid == 56607) then
			upgradable = 1
		end
	end
	if upgradable ~= 1 then
		doSendMagicEffect(fromPosition, CONST_ME_POFF)
		doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Tego przedmiotu nie mozesz tu ulepszyc.")
		return TRUE
	end
	doRemoveItem(cash.uid, 1)
	local success = 0
	local itemNormal = getThing(doCreateItemEx(itemUp.itemid))
	if item.actionid == 56600 then
		if math.random(0, 99) < 50 then
			setItemDefense(itemUp.uid, getItemDefense(itemUp.uid)+1)
			success = 1
		else
			setItemDefense(itemUp.uid, getItemDefense(itemNormal.uid))
		end
	elseif item.actionid == 56601 then
		if math.random(0, 99) < 60 then
			setItemExtraDefense(itemUp.uid, getItemExtraDefense(itemUp.uid)+1)
			success = 1
		else
			setItemExtraDefense(itemUp.uid, getItemExtraDefense(itemNormal.uid))
		end
	elseif item.actionid == 56602 then
		if math.random(0, 99) < 40 then
			setItemAttack(itemUp.uid, getItemAttack(itemUp.uid)+1)
			success = 1
		else
			setItemAttack(itemUp.uid, getItemAttack(itemNormal.uid))
		end
	elseif item.actionid == 56603 then
		if math.random(0, 99) < 40 then
			setItemExtraAttack(itemUp.uid, getItemExtraAttack(itemUp.uid)+1)
			success = 1
		else
			setItemExtraAttack(itemUp.uid, getItemExtraAttack(itemNormal.uid))
		end
	elseif item.actionid == 56605 then
		if math.random(0, 99) < 30 then
			setItemArmor(itemUp.uid, getItemArmor(itemUp.uid)+1)
			success = 1
		else
			setItemArmor(itemUp.uid, getItemArmor(itemNormal.uid))
		end
	elseif item.actionid == 56606 then
		if math.random(0, 99) < 15 then
			setItemHealthMaxPercent(itemUp.uid, getItemHealthMaxPercent(itemUp.uid)+1)
			print(getItemHealthMaxPercent(itemUp.uid))
			success = 1
		else
			setItemHealthMaxPercent(itemUp.uid, getItemHealthMaxPercent(itemNormal.uid))
		end
	elseif item.actionid == 56607 then
		if math.random(0, 99) < 15 then
			setItemManaMaxPercent(itemUp.uid, getItemManaMaxPercent(itemUp.uid)+1)
			success = 1
		else
			setItemManaMaxPercent(itemUp.uid, getItemManaMaxPercent(itemNormal.uid))
		end
	elseif item.actionid == 56608 then
		if (getItemAttackSpeed(itemUp.uid) == 0 and getItemAttack(itemUp.uid) > 0) then
			setItemAttackSpeed(itemUp.uid, 1000-math.random(1,2)*10)
			success = 1
		elseif (getItemAttackSpeed(itemUp.uid) > 200 and getItemAttack(itemUp.uid) > 0 and math.random(0, 99) < 70) then
			setItemAttackSpeed(itemUp.uid, getItemAttackSpeed(itemUp.uid)-math.random(1,3)*10)
			success = 1
		else
			setItemAttackSpeed(itemUp.uid, 0)
		end
	end
	actualizeItemName(itemUp.uid)
	if success == 1 then
		doSendAnimatedText(fromPosition, ":]", TEXTCOLOR_LIGHTGREEN)
		doSendMagicEffect(fromPosition, CONST_ME_YELLOW_RINGS)
	else
		doSendAnimatedText(fromPosition, ":[", TEXTCOLOR_DARKRED)
		doSendMagicEffect(fromPosition, CONST_ME_POFF)
	end
	doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Twoj przedmiot: " .. actualizeItemName(itemUp.uid))
	actualizeItemName(itemUp.uid)
	return TRUE
end
 
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