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CreatureEvent [TFS 1.3 / 1.4] Upgrade System

I've found another bug. Items like spears and assassin stars, stackable items basically can get unindentified.
That's a problem, since they cannot be stacked and even if they could, stacking different stackable item with different attributes would get messy.
 
I've found another bug. Items like spears and assassin stars, stackable items basically can get unindentified.
That's a problem, since they cannot be stacked and even if they could, stacking different stackable item with different attributes would get messy.
You are right :/ Didn't expect that to be an issue. Oh well, time to prevent spears and ammunition to be upgradable.

[1.1.4] - 2019-05-26
  • Stackable items are no longer upgradable
  • Items like Boots of Haste or different necklaces and rings are now upgradable
 

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More updates!
[1.2.0] - 2019-05-27
  • Added new property to attributes and uniques - itemType. You can now specify which items can roll this attribute or become unique. Added because of probability that someone makes every item use On Attack trigger which would be overpowered. Examples and comments added inside configuration file.
  • Probably couple of fixes.
 

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What about having different unidentified types?
uncommon - x +1 bonus
rare - x + 2 bonus
legendary x + 3 bonus
for example.. that would give you loot more importance.

The way i see it, having an Unique item now is not special, you can get any item with 4 bonuses, when you get an unique is just 4 predefined ones. Uniques should have the option to have 1 more bonus than normal items, or even a special effect that others cant have, that would make them really unique.
 
What about having different unidentified types?
uncommon - x +1 bonus
rare - x + 2 bonus
legendary x + 3 bonus
for example.. that would give you loot more importance.
Even more attributes? That would be way too hard to balance. I was forced to restrain rolling attributes for different items, like On Attack to weapons only.

The way i see it, having an Unique item now is not special, you can get any item with 4 bonuses, when you get an unique is just 4 predefined ones. Uniques should have the option to have 1 more bonus than normal items, or even a special effect that others cant have, that would make them really unique.
That is true, right know Uniques are made so you don't have to spam Enchantment Crystals to get that perfect bonuses but as in other RPG games, Unique bonus is neccessary. I will have to think about new attributes to make, can't think of anything new right now tho.

Thank you for all that support, I'm glad that there are people really interested in upgrading my stuff to even higher levels.
 
Even more attributes? That would be way too hard to balance. I was forced to restrain rolling attributes for different items, like On Attack to weapons only.
No more attributes, just a way to limit items. If you get a uncommon item, it will only have 1 attribute, no matter what. Maybe an item can turn them into a rare item (horadric cube idea).
Rare will be limited to 2 attributes.
Epic will be limited to 3 attributes.
and Unique or legendary or whatever would have 4 attributes or 3 attributes and unique bonus.
This is a way to make unique items more unique.

That is true, right know Uniques are made so you don't have to spam Enchantment Crystals to get that perfect bonuses but as in other RPG games, Unique bonus is neccessary. I will have to think about new attributes to make, can't think of anything new right now tho.

Thank you for all that support, I'm glad that there are people really interested in upgrading my stuff to even higher levels.
I love your systems, so i will support as much as i can! Good Job

Also some ideas:
instead of doing all attributes fixed, make them on change.
-Chance of summoning a monster.
-Chance of getting extra gold.
-Chance to cast an UE
-Chance of giving you full mana or full hp.
Dunno, there are like gazillion things that are quite easy and would make items way more unique.
 
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No more attributes, just a way to limit items. If you get a uncommon item, it will only have 1 attribute, no matter what. Maybe an item can turn them into a rare item (horadric cube idea).
Rare will be limited to 2 attributes.
Epic will be limited to 3 attributes.
and Unique or legendary or whatever would have 4 attributes or 3 attributes and unique bonus.
This is a way to make unique items more unique.
Oh, that makes sense, it'll make powerful attributes even harder to stack, not bad. I'll do that right away.

Also some ideas:
instead of doing all attributes fixed, make them on change.
-Chance of summoning a monster.
-Chance of getting extra gold.
-Chance to cast an UE
-Chance of giving you full mana or full hp.
Dunno, there are like gazillion things that are quite easy and would make items way more unique.
So like Cast [X] on [Y] dealing 1-[Z] damage where X = Effect, Y = Attack/Hit and Z is random value, only Z can be changed using crystals?
  • X% chance to gain full HP or MP on Kill
  • X% more gold from monsters
  • X% chance to summon killed monster, max 2
  • X% chance to deal critical damage (custom, not build-in, so it'll support older Tibia versions)
  • X% increased critical damage

If someone has any more ideas what bonuses to add, feel free to post them, I'll really appreciate every one!
 
Maybe be able to change chance if chance is from 3 - 10 % a way to max it or something like that.
X% chance to double the gold drop from monster.
X% chance to summon a monster (this monster should be a fixed one, like a DS, Dragon, or whatever) otherwise, summoning a jugger or a demon would be way too op.
X% chance to deal double damage.
X% chance to drop extra crystals.
X% chance to cast and AoE heal. (for a more supportive role)

X% chance to insta kill a monster below 30% (unless it has skull, normally on most server rare or boss monsters have skull)
X% chance to get full hp instead of dying.
X% chance to increase your damage 20% for 30 seconds.
X% chance to increase you max hp by 20% for 30 seconds.

etc etc..
 
Maybe be able to change chance if chance is from 3 - 10 % a way to max it or something like that.
Ofc. chances are going to be changeable, just when there is more than 1 random value, making them change with each crystal usage would be lame in my opinion.
X% chance to double the gold drop from monster.
X% chance to summon a monster (this monster should be a fixed one, like a DS, Dragon, or whatever) otherwise, summoning a jugger or a demon would be way too op.
X% chance to deal double damage.
X% chance to drop extra crystals.
X% chance to cast and AoE heal. (for a more supportive role)

X% chance to insta kill a monster below 30% (unless it has skull, normally on most server rare or boss monsters have skull)
X% chance to get full hp instead of dying.
Sure can do!
 
The ultimate attribute system we had here on otland re-loaded every config every 1 or 2 seconds.
Yours reload every config each time an item with attributes is moved.

Both are really bad in terms of performance, with yours potentially being way less safer since you thrown away any chance of controlling how this will be exploited by players.

Your system is very good, but I think you should focus on only updating the conditions of the item that was moved, and adding a minimum threshold where you update this in case the players keeps moving in and out in a slot very fast (packet editors, for instance). This increases the difficulty, but also makes your system more safe and performative.

Hope you don't take this feedback personal, I'm only still around otland because people like you.
 
The ultimate attribute system we had here on otland re-loaded every config every 1 or 2 seconds.
Yours reload every config each time an item with attributes is moved.

Both are really bad in terms of performance, with yours potentially being way less safer since you thrown away any chance of controlling how this will be exploited by players.

Your system is very good, but I think you should focus on only updating the conditions of the item that was moved, and adding a minimum threshold where you update this in case the players keeps moving in and out in a slot very fast (packet editors, for instance). This increases the difficulty, but also makes your system more safe and performative.

Hope you don't take this feedback personal, I'm only still around otland because people like you.
I see that you are looking for moving forward with better contributions but he made alot the past months you shouldn't attack him you should advice he is doing this for free
 
The ultimate attribute system we had here on otland re-loaded every config every 1 or 2 seconds.
Yours reload every config each time an item with attributes is moved.

Both are really bad in terms of performance, with yours potentially being way less safer since you thrown away any chance of controlling how this will be exploited by players.

Your system is very good, but I think you should focus on only updating the conditions of the item that was moved, and adding a minimum threshold where you update this in case the players keeps moving in and out in a slot very fast (packet editors, for instance). This increases the difficulty, but also makes your system more safe and performative.

Hope you don't take this feedback personal, I'm only still around otland because people like you.
Not gonna lie, this is what I did with my Item Sets. But because each item is unique here I had to go differently with this one. Ended up using event that I didn't use previously - onMoveItem - which did what you are pointing, refreshing only when necessary. Unfortunately I had to get rid of that event and go back to onItemMoved. Here I can't check if item that was equipped previously has any attributes (conditions mostly) to remove from a player. This is why I have to remove all conditions possible and then reapply these that are only assigned to items equipped by the player.

I see that you are looking for moving forward with better contributions but he made alot the past months you shouldn't attack him you should advice he is doing this for free
I don't see any attack here. He is right, this one isn't as good as my others. I'm really a guy that chooses performance over functionality, habbit from my old work (comes in handy actually). But when I'm limited by resources then this is what I end up with.
 
small typo:
"Item successfully unidentified!" --> should say identified.

EDIT: New bug.
Since when you move an item ALL attributes from ALL items equiped are checked, in the case of MP and HP, the player gets healed just by equiping items while having any MP or HP bonus.
 
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small typo:
"Item successfully unidentified!" --> should say identified.
I'll include fix in next update

EDIT: New bug.
Since when you move an item ALL attributes from ALL items equiped are checked, in the case of MP and HP, the player gets healed just by equiping items while having any MP or HP bonus.
Not a bug. Player is healed if his current HP is equal to Max HP without bonuses. It does reheal you when you change items. I'm working on a new way to refresh bonuses and conditions. Next update will be pretty big.
Someone in Item Sets pointed that when switching items with bonus HP / MP our current HP / MP isn't changed and they have to use regeneration spells or items to get back to full.
TL;DR You won't be healed if your HP/MP is lower than Max HP/MP without bonuses.
 
I see! Good to know!

Idea: Normally, when you see an item on any game (even diablo, wow or any other) the item level indicates it will have more stats of everything that item is giving.
So instead of adding Atk, def, extra def, hit, etc, everytime you upgrade an item, make them scale with item level, meaning that every 10 (say 10 or whatever feels right) item level, it will get +1 attack for example or def or whatever the item has. What will happen when you use upgrade stone on item? it will increase the item level of the object by 10 maybe or 20. The same way, item level should be set to an item based on the stats of the item, its not the same a sword with 15 atk than a giant sword with 45, so why would they have the same item level? (see where im going?)
This way, since bonus stats are based on item level, everything will be based on item level. Adding an extra onlook on players that checks their whole item level to know that players "quality" its something to have in mind aswell. I think this way is easier to balance and way more accurate if you want to expand your system.

Edit: I think it needs a bit of further explanation:
Every item has a base stats, lets use the sword and giant sword again.
When the item drops (without any bonus), the sword have 16 atk which means (for example) that the item level of that item will be 32.
In the case of the giant sword, if it has 43 atk the item level on drop should be 86.
What happens when you add an upgrade stone? Both items item level will be increased by 4, sword being 18 atk and 36 item level and giant sword being 45 atk and 90 item level.

All this will affect at how good the bonuses are aswell. Feel free to ask me anything if its not clear enough.
 
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I see! Good to know!

Idea: Normally, when you see an item on any game (even diablo, wow or any other) the item level indicates it will have more stats of everything that item is giving.
So instead of adding Atk, def, extra def, hit, etc, everytime you upgrade an item, make them scale with item level, meaning that every 10 (say 10 or whatever feels right) item level, it will get +1 attack for example or def or whatever the item has. What will happen when you use upgrade stone on item? it will increase the item level of the object by 10 maybe or 20.
This way, since bonus stats are based on item level, everything will be based on item level. Adding an extra onlook on players that checks their whole item level to know that players "quality" its something to have in mind aswell. I think this way is easier to balance and way more accurate if you want to expand your system.
Not gonna lie, throwing away upgrade level is not something I'd like to do. Having +9 items is a nice touch and accomplishment. Item level in games is not upgradable at all cost. It's mostly based on monster level that player just killed (yeah, not even player level like here, Tibia has no monsters levels tho).
Right now iLvl (Item Level) is used for bigger values on attributes as well as determining which attribute or unique can be rolled on given item. I feel like that's enough. Making iLvl affect base values (Atk, Def, Armor) it would be actually harder to balance.
 
You can still give +1 /+ 2 / +3 to items if you want and still increase item level. (reexplained on post before, read if necessary! thx)
 
So you want to base item level on base stats? What about Defense in weapons? What about Wands and Rods? What about Bows, Crossbows? Boots without base stats? Rings, necklaces too.

I could make Item Level higher by upgrading items to +X. +4 iLvl per 1 upgrade level or something.

@Edit
What do you guys think about new item - Memory Crystal? It can be used on any non-unique item and extract its attributes and save to that crystal which then can be used to apply these attributes to a new item.
 
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Item level already affects the strength of bonuses, for me that strengh should come from the "quality" of the item (maybe even mixing it with player level, so a player level 300 giant sword is way different from the giant of a player level 50), having (again) a sword with 100 item level strength bonuses shouldnt be the same for giant sword, it just feels odd.

for the other stats, they would work the same way.
Its just some maths. X item levels for Y defense or armor.
About wands and rods, i personally dont like how they work on tibia (they dont scale at all, which sux), so in my server wands deal more damage based on item level. So on rods or wands you assign an item level based on the damage they deal.
Same for Bows/Xbows, formulas for spells using bows and other ranged weapons sux hard, they dont care if the bow have extra damage or not, in my case thats not how they work, so bows have the most dmg, and ammo its just standard (variances are for different effects debuff).
Boots without armor, rings or necklaces is more tricky but for those items you can always use a level formula mixed with other values.

Its just my opinion, but when you set an ilvl (a visible one) is to set a value to the item, having 2 different items having the same item value seems wierd to me.

Once you have a value of ilvl for every stat, they balance is already done. (at least from my perspective).
At the moment i have a system like this (its not as good as yours shamely) but the feeling of it its pretty nice.

About the memory crystal, i would not use it even if implemented, because once you get the perfect bonuses, they would keep them forever and just reapply them to new equipment, instead of searching again for those attributes when you get an equipment piece with way better base stats.
Its not a bad feature tho, making it really valuable and extra super rare would be a way to use it, i would need to think more about it, but it doesnt seem bad.

Sorry for all that divagation! As always the system and the work is great and awesome and im not implying anything bad with this opinion, just thinking ways of making your system even better!
 
It would be the best if Tibia had build-in monsters level. If you kill monster lvl 10 and get Sword with iLvl 5-10 then it'll be weaker than Sword from monster lvl 100.
Oh man, that would be the best way to do it...

About the memory crystal, i would not use it even if implemented, because once you get the perfect bonuses, they would keep them forever and just reapply them to new equipment, instead of searching again for those attributes when you get an equipment piece with way better base stats.
Its not a bad feature tho, making it really valuable and extra super rare would be a way to use it, i would need to think more about it, but it doesnt seem bad.
Yeah, I wouldn't make that crystal obtainable from Crystal Fossil. That item would be used in Quests, Tasks or even Item Shop. Something very rare like you said. All these crystals can be used as a currency for players when they trade items, so rare crystals would be worth more.
 
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