naod123456
Wazzaap
- Joined
- Mar 28, 2013
- Messages
- 242
- Reaction score
- 4
Howdo i compile itYou need to compile it first.
Howdo i compile itYou need to compile it first.
how to compile the server:How do you start the server? :/ (hehe kinda new to this)
we can always merge from tfs 1.0 to this project and then handle the conflicts, so it will only be outdated if we want it to be outdated.Wouldn't it be better to optimize the implementation of those system and try adding them in TFS 1.0?
I guess it would also be better to have a patch for each feature which is compatible with latest TFS 1.0 rather than a different distribution which will get outdated real quick and just cause splitups.
http://otland.net/threads/10-50-remeres-map-editor.211040/How do i make map for 10.41 version?
Well the problem is if the most stuff gets denied (which I fully understand) as Mark wants to make it stable and as clean as possible.Wouldn't it be better to optimize the implementation of those system and try adding them in TFS 1.0?
I guess it would also be better to have a patch for each feature which is compatible with latest TFS 1.0 rather than a different distribution which will get outdated real quick and just cause splitups.
don't need to say more then thiswe can always merge from tfs 1.0 to this project and then handle the conflicts, so it will only be outdated if we want it to be outdated.
Mark is very restrictive. If you want custom source you need to have a private fork. Having this open fork is a way to get freedom and let people use it and contribute.
For me its better contribute to a open fork than work only on my private fork( its forces you to get better and clean implementations ).
I would have to wait forever to have a custom quest mission description, because it would only implemented on tfs 1.1.
as mentioned at #1 quoteI agree with Summ why don't try merging that codes in TFS 1.0? I think it's time for all distribution become only one again and work together in TFS 1.0
Player:onGainExperience(target, exp, rawExp)
Player:onLoseExperience(exp)
Creature:onTarget(target, isAttacked)
Creature:onChangeOutfit(newOutfit, oldOutfit)
Creature:onAttack(target)
Creature:onHear(sayCreature, words, type, pos)
onAppear(cid) -- for monsters and npcs
onDisappear(cid) -- for monsters and npcs
New requirements for spells.
ex: fist="30"
tags which can be used are: fist/club/sword/axe/distance/shield/fish
added new tags for talkactions.xml
access / accType
so we don't have to make in each lua file a check for access of the player.
cleaned up talkactions, removed all the not neccessary checks.
/manager
to use the ingame manager.
added new attributes, so items can be manipulated through lua.
ex: :setAttribute("attack", 100), :setAttribute("name", "Evil Hero")
accepted attribute types:
name/article/attack/defense/extradefense/armor/hitchance/shootrange
getMaxSummons() -- shows how much summons the player can have.
setMaxSummons(maxSummons) -- changes the max ammount of summons a player can have.
getRate(skill) -- shows how much the current rate of the player is for the certain skill.
ex: getRate(SKILL_LEVEL) -- would print the exp rate of experience.
setRate(skill, rate) -- sets the player a certain rate for the skill, note: if you set the skill rate to 0 then the default rate is used from either config.lua or stages.xml
ex: setRate(SKILL_MAGLEVEL, 50) -- would set the rate of magic level to 50x
getOnlineNpcs() -- returns a table with all npcs which currently exist (name and uid)
getOnlineMonsters() -- returns a table of all monsters which currently exist (name and uid)
altered the "player" table, max_summons are now stored in there (database_version 19)
added "player_rates" table, to store the rates of the players in database (database_version 20)
warnUnsafeScripts = "no" -- referred to Dalkon's fix of the addEvent function.
convertUnsafeScripts = "no" -- referred to Dalkon's fix of the addEvent function.
rateStaminaAboveNormal = 1.5
rateStaminaUnderNormal = 1.0
staminaThresholdOnlyPremium = "yes"
config.lua is now supporting floating values.
added new tags to manipulate items from the monster xml files already.
ex: <item id="2379" name="Test" article="a" attack="1337" defense="13" extradefense="37" chance="80000"/><!-- dagger -->
supported tags are:
name/article/attack/defense/extradefense/armor/shootrange/hitchance
you however cannot set items which do not have that attribute before, the new attribute
ex:
backpack has no armor, so you cannot set it armor now.
In which system would you need that?Now we will try to build a better Player Storage system, which will enable us to use string keys string values and table values. Currently support for storages on 1.0 is horrible, if i want to storage complex values how i can do it without strings?
When i want to truly store complex data on players without relying on database, when i do not want use multiple storages ids to the same system, etc.In which system would you need that?
as a quick example I could name "Killing in the name of"In which system would you need that?
it does not support mods, you would have to break the mod down in it's pieces for the different event areas (onUse/onEquip/whatever)Does this support mods? i have a mod the cykotitan random attributes mod, how would i go about added that mod to this tfs?