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Lua Something about vocations?

Elwthz

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Hello,

Code:
<vocation id="0" clientid="0" name="none" description="none" gaincap="10" gainhp="1" gainmana="1" gainhpticks="1" gainhpamount="1" gainmanaticks="1" gainmanaamount="1" manamultiplier="1" attackspeed="2000" basespeed="220" soulmax="100" gainsoulticks="120" fromvoc="1">
        <formula meleeDamage="1.0" distDamage="1.0" defense="1.0" armor="1.0" />
        <skill id="0" multiplier="1.0" />
        <skill id="1" multiplier="1.0" />
        <skill id="2" multiplier="1.0" />
        <skill id="3" multiplier="1.0" />
        <skill id="4" multiplier="1.0" />
        <skill id="5" multiplier="1.0" />
        <skill id="6" multiplier="1.0" />
    </vocation>

I have few questions, I'm looking to improve my vocations, but there's few things i want to totally understand, may someone with good knowledge please make a kind of guide for dummies like me?

For sample, "clientid" theres from 0 to 4 but what if i want to add an extra vocation? I simply continue with "5" ?
How this affects to the client?

About
Code:
        <formula meleeDamage="1.0" distDamage="1.0" defense="1.0" armor="1.0" />

I understand this right?... for meleeDamage it multiplies the attack of the weapon?... Same for distDamage?
And defense? the defense of the shield, same as the armor formula?

And last question, which skill id refeers each one from 0 to 6? the same order than the client skills?

Thanks a lot for reading, i'll appreciate if someone takes the time to reply...!

I also have questions about the spells but i will create other thread about it, to begin making my own spells instead of asking them and spam the board :p
 
I'm not 100% familiar with all the properties but I'll explain what I can to the best of my knowledge.
vocation id="0" -- This is the vocation ID. and yes if you want more vocations, or promotions for previous vocations, you simply add a new space and continue the number count. Typically, 0 = Rookgaardian, 1 = knight, 2 = paladin, 3 = druid, 4 = sorcerer, 5 = elite knight, 6 = royal paladin, 7 = elder druid, 8 = master sorcerer. (sometimes it's named epic sorcerer for w/e reason.)
clientid="0" -- no idea.
name="none" -- name of vocation
description="none" -- what shows to players when they look at the character
gaincap="10" -- how much capacity they gain per level
gainhp="1" -- how much health they gain per level
gainmana="1" -- how much mana they gain per level
gainhpticks="1" -- Pretty sure these count in seconds. every 1 second they gain hp while fed.
gainhpamount="1" -- how much hp they gain when the tick comes around.
gainmanaticks="1" -- same as health, but mana
gainmanaamount="1" -- ditto.
manamultiplier="1" -- Not entirely sure.. Could be mana cost, or magic damage.
attackspeed="2000" -- basic attacks, counts 1 second as 1000. 100 is the minimum it can go I think
basespeed="220" -- what the players base walking speed is
soulmax="100" -- maximum amount of soul a player can have.
gainsoulticks="120" -- Always regenerates 1 soul each time. counts in seconds. 120 = 2 minutes.
fromvoc="1" -- this is used for promotions. Too hard/long to explain. Look through otLand for promotion issue threads, someone will explain it in detail.
meleeDamage="1.0" -- again not too sure. Most likely a multiplier for melee damage for quick class-wide adjustment of damage.
distDamage="1.0" -- same as above.
defense="1.0" -- more assumptions.. just test. Most likely quick multiplier changes.
armor="1.0" -- same as above.
<skill id="0" multiplier="1.0" /> -- 0 = fist, 1 = club, 2 = sword, 3 = axe, 4 = distance, 5 = shielding, 6 = fishing. Magic level doesn't show here in vocations.xml, but it is 7.
<skill id="1" multiplier="1.0" /> -- all of these determine max skill level available to the class, and how fast they train in each area.
<skill id="2" multiplier="1.0" /> -- 1.0 is fastest, 2.0 is slowest.
<skill id="3" multiplier="1.0" /> -- 1.0 is 150 for max.. (ish)
<skill id="4" multiplier="1.0" /> -- 1.1 is 150? ish
<skill id="5" multiplier="1.0" /> -- 1.2 is like 90?
<skill id="6" multiplier="1.0" /> -- 1.3 roughly 60, 2.0 is like 35/40.. the numbers are kind of random. You can test on a god giving players the skills until they hit max, but training to the max level for a player.. they can usually reach about 4/5 of the max before it goes unbelievably slow, to the points that it's not even worth trying to get higher.

Hopefully that helps you some!
 
Last edited:
I'm not 100% familiar with all the properties but I'll explain what I can to the best of my knowledge.
vocation id="0" -- This is the vocation ID. and yes if you want more vocations, or promotions for previous vocations, you simply add a new space and continue the number count. Typically, 0 = Rookgaardian, 1 = knight, 2 = paladin, 3 = druid, 4 = sorcerer, 5 = elite knight, 6 = royal paladin, 7 = elder druid, 8 = master sorcerer. (sometimes it's named epic sorcerer for w/e reason.)
clientid="0" -- no idea.
name="none" -- name of vocation
description="none" -- what shows to players when they look at the character
gaincap="10" -- how much capacity they gain per level
gainhp="1" -- how much health they gain per level
gainmana="1" -- how much mana they gain per level
gainhpticks="1" -- Pretty sure these count in seconds. every 1 second they gain hp while fed.
gainhpamount="1" -- how much hp they gain when the tick comes around.
gainmanaticks="1" -- same as health, but mana
gainmanaamount="1" -- ditto.
manamultiplier="1" -- Not entirely sure.. Could be mana cost, or magic damage.
attackspeed="2000" -- basic attacks, counts 1 second as 1000. 100 is the minimum it can go I think
basespeed="220" -- what the players base walking speed is
soulmax="100" -- maximum amount of soul a player can have.
gainsoulticks="120" -- Always regenerates 1 soul each time. counts in seconds. 120 = 2 minutes.
fromvoc="1" -- this is used for promotions. Too hard/long to explain. Look through otLand for promotion issue threads, someone will explain it in detail.
meleeDamage="1.0" -- again not too sure. Most likely a multiplier for melee damage for quick class-wide adjustment of damage.
distDamage="1.0" -- same as above.
defense="1.0" -- more assumptions.. just test. Most likely quick multiplier changes.
armor="1.0" -- same as above.
<skill id="0" multiplier="1.0" /> -- 0 = fist, 1 = club, 2 = sword, 3 = axe, 4 = distance, 5 = shielding, 6 = fishing. Magic level doesn't show here in vocations.xml, but it is 7.
<skill id="1" multiplier="1.0" /> -- all of these determine max skill level available to the class, and how fast they train in each area.
<skill id="2" multiplier="1.0" /> -- 1.0 is fastest, 2.0 is slowest.
<skill id="3" multiplier="1.0" /> -- 1.0 is 150 for max.. (ish)
<skill id="4" multiplier="1.0" /> -- 1.1 is 150? ish
<skill id="5" multiplier="1.0" /> -- 1.2 is like 90?
<skill id="6" multiplier="1.0" /> -- 1.3 roughly 60, 2.0 is like 35/40.. the numbers are kind of random. You can test on a god giving players the skills until they hit max, but training to the max level for a player.. they can usually reach about 4/5 of the max before it goes unbelievably slow, to the points that it's not even worth trying to get higher.

Hopefully that helps you some!

Thank you so much for the time you took with this reply, i'll read this right now!
 
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