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List of useful TFS 1.x scripts.

@Codinablack It's from December 2013. Does it work with newest 1.1?

Doubtful, but if it doesn't the only alteration that should make it compatible would be to all occurrences of cid in the events, to player, and remove all the occurrences local player = Player(cid) from each events. I could always update it when I get home, because it may or may not work, seeing as how the class player can be constructed from userdata it should work, only big issue would actually be if there was something that depended on the use of cid in the script, in which case we just need to add local cid = player:getId()

EDIT: Actually I think the npc system still uses cid, not sure... I can check when I get home...
 
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Bump

I'll post some stuff from mystera tomorrow.
Any more suggestions?
 
A few more I think could be added to the list.

Zombie event (yes I know it says beta but it works, and doesn't really need much more) ----- http://otland.net/threads/zombie-event-beta-tfs-1-0-vers-0-5.213758/ by printer
Blesser/healer/temple ------- NPC http://otland.net/threads/tfs-1-1-thais-temple-npc-quentin-blesser-healer-helper-works-100.228738/ by quentin --- not tested
Method: Position.iteratearea --- http://otland.net/threads/tfs-1-0-position-iteratearea.226401/ crypton3 -- very useful
Bounty System: ---- http://otland.net/threads/tfs-1-0-bounty-hunter-system.213135/ by imkingran
Event Tracker: --- http://otland.net/threads/tfs-1-0-simple-event-tracker-channel.213605/ by zbizu (yes I know it's not an old event or anything, but still very useful for this list.)
First Items: ---- http://otland.net/threads/tfs-1-0-firstitems.214343/ by javaKINGA
Kill Death Ratio: ----- http://otland.net/threads/tfs-1-1-kd-ratio.227521/ by ninja
Tool/talkaction: Spell ID generator: ---- http://otland.net/threads/tfs-1-0-spellid-generator.223138/ by codinablack (useful talkaction for finding spell id icon)
Pet System: ---- http://otland.net/threads/pet-system-tfs-1-x-version-0-1.225581/ by printer
 
@Codinablack
Can you confirm all of these work on 1.1?
zombie event: - I didn't add it to the list yet because it has lack of features
blesser/healer: - it needs to be tested
Method: Position.iteratearea: - I see. It can shorten one of my scripts a lot, added.
Bounty System: - if you manage to run it on 1.1, I'll add it
Event Tracker: - It's bugged and I don't recommend using it. Sometimes events aren't executed.
First Items: - due to metatable style, it should work on both 1.0 and 1.1, added
Kill Death Ratio: - added
Tool/talkaction: Spell ID generator: - added
Pet System: - it needs to be improved - everything can be done with 1.1 possibilities excluding custom name
 
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@Codinablack
Can you confirm all of these work on 1.1?
zombie event: - I didn't add it to the list yet because it has lack of features
blesser/healer: - it needs to be tested
Method: Position.iteratearea: - I see. It can shorten one of my scripts a lot, added.
Bounty System: - if you manage to run it on 1.1, I'll add it
Event Tracker: - It's bugged and I don't recommend using it. Sometimes events aren't executed.
First Items: - due to metatable style, it should work on both 1.0 and 1.1, added
Kill Death Ratio: - added
Tool/talkaction: Spell ID generator: - added
Pet System: - it needs to be improved - everything can be done with 1.1 possibilities excluding custom name


That method is useful shit right? As for the event tracker, understood. Zombie event, I thought had enough features, but maybe someone will make one based off that with more. As for bounty system, blesser/healer I will test them when I get home those should be easy to test. I guess for the pet system right now people are just SOL.
 
@Codinablack very useful for map generators and arena-based systems
I was about to write my own pet system, but doing talkaction params tires me.
 
@Codinablack very useful for map generators and arena-based systems
I was about to write my own pet system, but doing talkaction params tires me.


Lmao, yeah I know the feel the same way when working on the same system too long... As for that method, and map generating, glad I could help save you some time, and thanks for adding almost everything I requested to the list, this list is very awesome and very important to the movement I believe. .. by movement I mean everyone converting over to the dark side Muahahahhahaaha!
 
@zbizu - Request

Town Guard NPC:
-They act like normal NPCs but will attack a player upon White, Red or Blackskulled.
-Have X HP so they can be killed.
-Have a set Speed.
-Attack a player if he Attacks the guard from the start. (Set skulls as normal? ^^)
-Use Melee/Range Attacks.
-Use Spells from the Spell files or directly like monsters. (To Heal and attack)
-Runs back to original position upon target lost.

Bonus:
-Able to talk to them like normal NPCs upon "Hi" etc.
-Say/Yell "PLAYER KILLER!" Upon seeing and charging a Skulled Player.
-Random Words/Say Spell Words like a Player during the attack.
-Maybe say something Upon target lost or target killed?

Small note:
-Might be able to teleport after a player upon changing floors?
(Don't know if this should simply be a way to get away or if its to easy, will the run back function be tricky if floor changing? Would be more fun with running back then teleporting, you can aleays set guards on different floors around the Town)

A bonus for Quests and other Stuff, a function True/False to attack upon seeing a certain vocation. I guess this would more in use for my RaceWars then to other players. :)

Kind Regards,
Eldin.
 
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