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Questions about TFS 1.0 - vocations, restarter and few more

Syryniss

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Hi. I'm moving my test server from TFS 0.3.6 to 1.0 and becasue I have never used 1.0 before and already ran into some problems, I have few questions:
  1. In vocations.xml there is only meleeDamage and distDamage, how can I raise others like magic, healing or defense based on vocations?
  2. Is "ctrl+r" report system completly gone in 1.0? - I guess it is.
  3. In 0.3.6 as admin I could move(push) anything from any distance, can it be somehow enabled in 1.0? - I decided, that's not really important.
  4. I had a program connected to talkaction, which could restart my server in one command, I changed the script a bit, to make it work on 1.0, but all what I get was:
    L76Z1Lq.png

    Link to script
    TFS 1.0 won't accept any external program, or it just need to be written diffrently? Of course I can provide download to .exe file if needed.
    Solved
  5. I don't know if this is normal, but the damage on mobs appears twice with 2 colors:
    ZVjG1DF.png
    I'm using OTClient and was attacking with hand, so no custom weapon script used.
    Update: It's caused by healing, but I want to know where can I disable healing text for monster and/or players.
  6. Also I tried to set-up new combat script as in 0.3.6, but even after changes it doesn't work:
    Link to script

Sorry for a lot of questions, I hope I can learn something from this :)
 
Last edited:
Thanks! Yeah, this might be possible, because the monster i was testing at is healing all the time to negate any damage. Is there a way to disable healing text for mobs, but keep it enabled for players? That's how it was in 0.3.6 in my case.
And waiting for other answers ;)

Update
Ok, fixed 6.
It was probably mistake in weapons.xml where i typed function="..." instead of script="...", a bit wierd tho, becasue it automaticly used default function and didn't throw any errors...
5. Is confrimed monster healing, but I want to know where can i disable healing text for monster and/or players.
 
Last edited:
1. Pretty sure you have to do a source edit to make this work, look at tfs 0.4 code to see how much work it is.
2. You can most likely use the ctrl+z, not sure if that it sent to cipsoft via the client or if its handled by tfs.
3. Not sure, most likely a source edit, but it's really not needed.
4. Use /closeserver shutdown and start the server with:
Code:
while true; do ./tfs; done
5. Most likely an error in tfs or in your lua scripts, try to start a blank server and see if the error is still there (with the source you are using atm).
 
1. Oh damn. Why it is cleaned in TFS 1.0? I mean, I thought most of OTS use it for scaling magic damage, healing, armor etc. for diffrent vocations...
2. I would like to know too, I have no idea where it sends these messages.
3. Ok then, I guess I will need to live without it ;p
4. Already solved, I used OTRestarter and simple talkaction for saving & shutting down, which combined gave restart effect.
5. I don't really think it is an error. It was like that on almost unedited TFS, I made only few lua talkactions, custom vocations, it shouldnt interact with this. It is 100% healing damage, becasue it only shows when player is near, mobs are not reacting to admin character.
 
Bump.
Looking for help with 5. and if possible with 1., if someone could make or link if that modification to TFS 1.0 exist it would be awesome.
This healing really annoys me and I have no idea where in sources server sends that data to client. I would like to disable it, the best solution would be to disable it for monsters, but keep for players.
 
For 1 i'm working on it also i've done added
DualWield weapon , AttackSpeed , ExtraAttack
But I will release it when I finish all attributes , also thinking to re-write all scripts
To make people use the old script system on tfs 1.0
For ex. If getPlayerLevel < old system ... player:getLevel() <new
I believe that tfs 1.0 is really easy but people don't need to accept that
 
Nice. Personally I don't see diffrence between getPlayerLevel and player:getLevel(). Actually I'm getting used to new system, it's seems... cleaner? lol
I'm missing these attributes tho, so looking forward to your release ;)

Topic
Still looking for someone, who knows where can I disable healing text for monsters/players.
 
Nice. Personally I don't see diffrence between getPlayerLevel and player:getLevel(). Actually I'm getting used to new system, it's seems... cleaner? lol
I'm missing these attributes tho, so looking forward to your release ;)

Topic
Still looking for someone, who knows where can I disable healing text for monsters/players.

for healing monsters/players disable
i think it's not that important and it will require many deletion from source
idk if i right or wrong
but i find something like this
effect when you heal someone
Code:
TextMessage message;
            message.position = targetPos;
            message.primary.value = realHealthChange;
            message.primary.color = TEXTCOLOR_MAYABLUE;
so u need to look through source for example make this search
healthChange
you need to delete all message <3 so it will be useless cuz u may delete wrong thing and get into bugs + errors
 
updated my answer and srry this maybe the solution :D
creature.h Line 346
Code:
virtual void changeHealth(int32_t healthChange, bool sendHealthChange = true);
monster.h Line 136
Code:
virtual void changeHealth(int32_t healthChange, bool sendHealthChange = true);
player.h Line 609
Code:
virtual void changeHealth(int32_t healthChange, bool sendHealthChange = true);
change true to false and re-compile :)
 
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