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Feature Attributes MOD

i tried

<!-- Sword -->
<movevent type="Equip" itemid="2376" slot="hand" event="function" value="onEquipItem"/>
<movevent type="DeEquip" itemid="2376" slot="hand" event="function" value="onDeEquipItem"/>

<movevent type="Equip" itemid="2494" slot="armor" event="function" value="onEquipItem"/>
<movevent type="DeEquip" itemid="2494" slot="armor" event="function" value="onDeEquipItem"/>

the both failed
 
Can I see the Lua code which adds the attributes to those two items?
 
here is it

Code:
local ho = 1
function onUse(cid, item, fromPosition, itemEx, toPosition)
	if isInArray({2433,2494,2376}, itemEx.itemid) then
			doItemSetAttribute(itemEx.uid, "description", " +50 Skills. It Belongs To ".. getCreatureName(cid) .. ".")
		doItemSetAttribute(item.uid, "skillsword", 50)
			doSendMagicEffect(toPosition,30)
			doRemoveItem(item.uid)
	else
		doPlayerSendCancel(cid, "Sorry, not possible.")
	end
return true
end
 
here is it

Code:
local ho = 1
function onUse(cid, item, fromPosition, itemEx, toPosition)
	if isInArray({2433,2494,2376}, itemEx.itemid) then
			doItemSetAttribute(itemEx.uid, "description", " +50 Skills. It Belongs To ".. getCreatureName(cid) .. ".")
		doItemSetAttribute(item.uid, "skillsword", 50)
			doSendMagicEffect(toPosition,30)
			doRemoveItem(item.uid)
	else
		doPlayerSendCancel(cid, "Sorry, not possible.")
	end
return true
end

There is one problem with this function and that is this line of code:
Code:
doItemSetAttribute(item.uid, "skillsword", 50)
This sets the attribute to "Item" not the the targeted item or "itemEx" so change it to:
Code:
doItemSetAttribute(itemEx.uid, "skillsword", 50)
 
There is one problem with this function and that is this line of code:
Code:
doItemSetAttribute(item.uid, "skillsword", 50)
This sets the attribute to "Item" not the the targeted item or "itemEx" so change it to:
Code:
doItemSetAttribute(itemEx.uid, "skillsword", 50)

Ooh MY GOD
You are the master :)
THanks too much :*
 
I'll use it :D!!

Thanks :)

Edit: NVM, i copied same code as onEquip :D
 
Last edited:
I'm pretty sure that I found way to execute equip and deEquip events without registering them but cannot test it
EDIT: ok, I created code that even compiles itself ^^
so
1)MAKE BACKUP OF YOUR MOVEMENTS.CPP
2)replace
Code:
bool MoveEvents::onPlayerEquip(Player* player, Item* item, slots_t slot, bool isCheck)
{
	if(MoveEvent* moveEvent = getEvent(item, MOVE_EVENT_EQUIP, slot))
		return moveEvent->fireEquip(player, item, slot, isCheck);

	return true;
}

bool MoveEvents::onPlayerDeEquip(Player* player, Item* item, slots_t slot, bool isRemoval)
{
	if(MoveEvent* moveEvent = getEvent(item, MOVE_EVENT_DE_EQUIP, slot))
		return moveEvent->fireEquip(player, item, slot, isRemoval);

	return true;
}
with
Code:
bool MoveEvents::onPlayerEquip(Player* player, Item* item, slots_t slot, bool isCheck)
{
	if(MoveEvent* moveEvent = getEvent(item, MOVE_EVENT_EQUIP, slot))
		return moveEvent->fireEquip(player, item, slot, isCheck);
	else
	{
		if(item->getWieldPosition()==slot)
		{
			MoveEvent* moveEvent = new MoveEvent(&m_interface);
			return moveEvent->fireEquip(player, item, slot, isCheck);	
		}
	}

	return true;
}

bool MoveEvents::onPlayerDeEquip(Player* player, Item* item, slots_t slot, bool isRemoval)
{
	if(MoveEvent* moveEvent = getEvent(item, MOVE_EVENT_DE_EQUIP, slot))
		return moveEvent->fireEquip(player, item, slot, isRemoval);
	else
	{
		if(item->getWieldPosition()==slot)
		{
			MoveEvent* moveEvent = new MoveEvent(&m_interface);
			return moveEvent->fireEquip(player, item, slot, isRemoval);	
		}
	}

	return true;
}
3)compile
4)[optional]pray


guys, let me know if it works
my current pc is so powerful... I cannot even start tibia client to test this code ^^
 
Last edited:
Would it be possible for you to do a tutorial of this for 8.0 version? I'm using Evolutions XML 8.0, and a lot of things in the source are missing and/or programmed differently... like for example, the codes you told us to search for in xxx.cpp, they weren't there, but I found some that looked very similar... yet when I tried to replace (and at some point, I actually just tried to add your codes into the files) it wouldn't compile correctly. I know this is because you intend it to be used for a higher version (and different server base) of tibia, but could you try and make one for 8.0 Evolutions? :3

Thanks!
 
If I use this, how would I get monsters to drop altered items?
 
nice joob :D tested

- - - Updated - - -

Find the following code in item.cpp:
PHP Code:
if(it.abilities.regeneration)
{

no have this habiliti o.o

Code:
////////////////////////////////////////////////////////////////////////
// OpenTibia - an opensource roleplaying game
////////////////////////////////////////////////////////////////////////
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program.  If not, see <http://www.gnu.org/licenses/>.
////////////////////////////////////////////////////////////////////////
#include "otpch.h"
#include <iostream>
#include <iomanip>

#include "item.h"
#include "container.h"
#include "depot.h"

#include "teleport.h"
#include "trashholder.h"
#include "mailbox.h"

#include "luascript.h"
#include "combat.h"

#include "house.h"
#include "beds.h"

#include "actions.h"
#include "configmanager.h"
#include "game.h"
#include "movement.h"

// BEGIN ATTRIBUTES MOD
#include "attributesmod.h"
// END ATTRIBUTES MOd  

extern Game g_game;
extern ConfigManager g_config;
extern MoveEvents* g_moveEvents;

Items Item::items;
Item* Item::CreateItem(const uint16_t type, uint16_t amount/* = 1*/)
{
	const ItemType& it = Item::items[type];
	if(it.group == ITEM_GROUP_DEPRECATED)
	{
		#ifdef __DEBUG__
		std::cout << "[Error - Item::CreateItem] Item " << it.id << " has been declared as deprecated" << std::endl;
		#endif
		return NULL;
	}

	if(!it.id)
		return NULL;

	Item* newItem = NULL;
	if(it.isDepot())
		newItem = new Depot(type);
	else if(it.isContainer())
		newItem = new Container(type);
	else if(it.isTeleport())
		newItem = new Teleport(type);
	else if(it.isMagicField())
		newItem = new MagicField(type);
	else if(it.isDoor())
		newItem = new Door(type);
	else if(it.isTrashHolder())
		newItem = new TrashHolder(type, it.magicEffect);
	else if(it.isMailbox())
		newItem = new Mailbox(type);
	else if(it.isBed())
		newItem = new BedItem(type);
	else if(it.id >= 2210 && it.id <= 2212)
		newItem = new Item(type - 3, amount);
	else if(it.id == 2215 || it.id == 2216)
		newItem = new Item(type - 2, amount);
	else if(it.id >= 2202 && it.id <= 2206)
		newItem = new Item(type - 37, amount);
	else if(it.id == 2640)
		newItem = new Item(6132, amount);
	else if(it.id == 6301)
		newItem = new Item(6300, amount);
	else
		newItem = new Item(type, amount);

	newItem->addRef();
	return newItem;
}

Item* Item::CreateItem(PropStream& propStream)
{
	uint16_t type;
	if(!propStream.GET_USHORT(type))
		return NULL;

	return Item::CreateItem(items.getRandomizedItem(type), 0);
}

bool Item::loadItem(xmlNodePtr node, Container* parent)
{
	if(xmlStrcmp(node->name, (const xmlChar*)"item"))
		return false;

	int32_t intValue;
	std::string strValue;

	Item* item = NULL;
	if(readXMLInteger(node, "id", intValue))
		item = Item::CreateItem(intValue);

	if(!item)
		return false;

	if(readXMLString(node, "attributes", strValue))
	{
		StringVec v, attr = explodeString(";", strValue);
		for(StringVec::iterator it = attr.begin(); it != attr.end(); ++it)
		{
			v = explodeString(",", (*it));
			if(v.size() < 2)
				continue;

			if(atoi(v[1].c_str()) || v[1] == "0")
				item->setAttribute(v[0], atoi(v[1].c_str()));
			else
				item->setAttribute(v[0], v[1]);
		}
	}

	//compatibility
	if(readXMLInteger(node, "subtype", intValue) || readXMLInteger(node, "subType", intValue))
		item->setSubType(intValue);

	if(readXMLInteger(node, "actionId", intValue) || readXMLInteger(node, "actionid", intValue)
		|| readXMLInteger(node, "aid", intValue))
		item->setActionId(intValue);

	if(readXMLInteger(node, "uniqueId", intValue) || readXMLInteger(node, "uniqueid", intValue)
		|| readXMLInteger(node, "uid", intValue))
		item->setUniqueId(intValue);

	if(readXMLString(node, "text", strValue))
		item->setText(strValue);

	if(item->getContainer())
		loadContainer(node, item->getContainer());

	if(parent)
		parent->addItem(item);

	return true;
}

bool Item::loadContainer(xmlNodePtr parentNode, Container* parent)
{
	xmlNodePtr node = parentNode->children;
	while(node)
	{
		if(node->type != XML_ELEMENT_NODE)
		{
			node = node->next;
			continue;
		}

		if(!xmlStrcmp(node->name, (const xmlChar*)"item") && !loadItem(node, parent))
			return false;

		node = node->next;
	}

	return true;
}

Item::Item(const uint16_t type, uint16_t amount/* = 0*/):
	ItemAttributes(), id(type)
{
	count = 1;
	raid = NULL;
	loadedFromMap = false;

	const ItemType& it = items[id];
	if(it.charges)
		setCharges(it.charges);

	setDefaultDuration();
	if(it.isFluidContainer() || it.isSplash())
		setFluidType(amount);
	else if(it.stackable && amount)
		count = amount;
	else if(it.charges && amount)
		setCharges(amount);
}

Item* Item::clone() const
{
	Item* tmp = Item::CreateItem(id, count);
	if(!tmp)
		return NULL;

	if(!attributes || attributes->empty())
		return tmp;

	tmp->createAttributes();
	*tmp->attributes = *attributes;
	return tmp;
}

void Item::copyAttributes(Item* item)
{
	if(item && item->attributes && !item->attributes->empty())
	{
		createAttributes();
		*attributes = *item->attributes;
	}

	eraseAttribute("decaying");
	eraseAttribute("duration");
}

void Item::onRemoved()
{
	if(raid)
	{
		raid->unRef();
		raid = NULL;
	}

	ScriptEnviroment::removeTempItem(this);
	if(getUniqueId())
		ScriptEnviroment::removeUniqueThing(this);
}

void Item::setDefaultSubtype()
{
	count = 1;
	const ItemType& it = items[id];
	if(it.charges)
		setCharges(it.charges);
}

void Item::setID(uint16_t newId)
{
	const ItemType& it = Item::items[newId];
	const ItemType& pit = Item::items[id];
	id = newId;

	uint32_t newDuration = it.decayTime * 1000;
	if(!newDuration && !it.stopTime && it.decayTo == -1)
	{
		eraseAttribute("decaying");
		eraseAttribute("duration");
	}

	eraseAttribute("corpseowner");
	if(newDuration > 0 && (!pit.stopTime || !hasIntegerAttribute("duration")))
	{
		setDecaying(DECAYING_FALSE);
		setDuration(newDuration);
	}
}

bool Item::floorChange(FloorChange_t change/* = CHANGE_NONE*/) const
{
	if(change < CHANGE_NONE)
		return Item::items[id].floorChange[change];

	for(int32_t i = CHANGE_PRE_FIRST; i < CHANGE_LAST; ++i)
	{
		if(Item::items[id].floorChange[i])
			return true;
	}

	return false;
}

Player* Item::getHoldingPlayer()
{
	Cylinder* p = getParent();
	while(p)
	{
		if(p->getCreature())
			return p->getCreature()->getPlayer();

		p = p->getParent();
	}

	return NULL;
}

const Player* Item::getHoldingPlayer() const
{
	return const_cast<Item*>(this)->getHoldingPlayer();
}

uint16_t Item::getSubType() const
{
	const ItemType& it = items[id];
	if(it.isFluidContainer() || it.isSplash())
		return getFluidType();

	if(it.charges)
		return getCharges();

	return count;
}

void Item::setSubType(uint16_t n)
{
	const ItemType& it = items[id];
	if(it.isFluidContainer() || it.isSplash())
		setFluidType(n);
	else if(it.charges)
		setCharges(n);
	else
		count = n;
}

Attr_ReadValue Item::readAttr(AttrTypes_t attr, PropStream& propStream)
{
	switch(attr)
	{
		case ATTR_COUNT:
		{
			uint8_t _count;
			if(!propStream.GET_UCHAR(_count))
				return ATTR_READ_ERROR;

			setSubType((uint16_t)_count);
			break;
		}

		case ATTR_ACTION_ID:
		{
			uint16_t aid;
			if(!propStream.GET_USHORT(aid))
				return ATTR_READ_ERROR;

			setAttribute("aid", aid);
			break;
		}

		case ATTR_UNIQUE_ID:
		{
			uint16_t uid;
			if(!propStream.GET_USHORT(uid))
				return ATTR_READ_ERROR;

			setUniqueId(uid);
			break;
		}

		case ATTR_NAME:
		{
			std::string name;
			if(!propStream.GET_STRING(name))
				return ATTR_READ_ERROR;

			setAttribute("name", name);
			break;
		}

		case ATTR_PLURALNAME:
		{
			std::string name;
			if(!propStream.GET_STRING(name))
				return ATTR_READ_ERROR;

			setAttribute("pluralname", name);
			break;
		}

		case ATTR_ARTICLE:
		{
			std::string article;
			if(!propStream.GET_STRING(article))
				return ATTR_READ_ERROR;

			setAttribute("article", article);
			break;
		}

		case ATTR_ATTACK:
		{
			int32_t attack;
			if(!propStream.GET_ULONG((uint32_t&)attack))
				return ATTR_READ_ERROR;

			setAttribute("attack", attack);
			break;
		}

		case ATTR_EXTRAATTACK:
		{
			int32_t attack;
			if(!propStream.GET_ULONG((uint32_t&)attack))
				return ATTR_READ_ERROR;

			setAttribute("extraattack", attack);
			break;
		}

		case ATTR_DEFENSE:
		{
			int32_t defense;
			if(!propStream.GET_ULONG((uint32_t&)defense))
				return ATTR_READ_ERROR;

			setAttribute("defense", defense);
			break;
		}

		case ATTR_EXTRADEFENSE:
		{
			int32_t defense;
			if(!propStream.GET_ULONG((uint32_t&)defense))
				return ATTR_READ_ERROR;

			setAttribute("extradefense", defense);
			break;
		}

		case ATTR_ARMOR:
		{
			int32_t armor;
			if(!propStream.GET_ULONG((uint32_t&)armor))
				return ATTR_READ_ERROR;

			setAttribute("armor", armor);
			break;
		}

		case ATTR_ATTACKSPEED:
		{
			int32_t attackSpeed;
			if(!propStream.GET_ULONG((uint32_t&)attackSpeed))
				return ATTR_READ_ERROR;

			setAttribute("attackspeed", attackSpeed);
			break;
		}

		case ATTR_HITCHANCE:
		{
			int32_t hitChance;
			if(!propStream.GET_ULONG((uint32_t&)hitChance))
				return ATTR_READ_ERROR;

			setAttribute("hitchance", hitChance);
			break;
		}

		case ATTR_SCRIPTPROTECTED:
		{
			uint8_t protection;
			if(!propStream.GET_UCHAR(protection))
				return ATTR_READ_ERROR;

			setAttribute("scriptprotected", protection != 0);
			break;
		}

		case ATTR_TEXT:
		{
			std::string text;
			if(!propStream.GET_STRING(text))
				return ATTR_READ_ERROR;

			setAttribute("text", text);
			break;
		}

		case ATTR_WRITTENDATE:
		{
			int32_t date;
			if(!propStream.GET_ULONG((uint32_t&)date))
				return ATTR_READ_ERROR;

			setAttribute("date", date);
			break;
		}

		case ATTR_WRITTENBY:
		{
			std::string writer;
			if(!propStream.GET_STRING(writer))
				return ATTR_READ_ERROR;

			setAttribute("writer", writer);
			break;
		}

		case ATTR_DESC:
		{
			std::string text;
			if(!propStream.GET_STRING(text))
				return ATTR_READ_ERROR;

			setAttribute("description", text);
			break;
		}

		case ATTR_RUNE_CHARGES:
		{
			uint8_t charges;
			if(!propStream.GET_UCHAR(charges))
				return ATTR_READ_ERROR;

			setSubType((uint16_t)charges);
			break;
		}

		case ATTR_CHARGES:
		{
			uint16_t charges;
			if(!propStream.GET_USHORT(charges))
				return ATTR_READ_ERROR;

			setSubType(charges);
			break;
		}

		case ATTR_DURATION:
		{
			int32_t duration;
			if(!propStream.GET_ULONG((uint32_t&)duration))
				return ATTR_READ_ERROR;

			setAttribute("duration", duration);
			break;
		}

		case ATTR_DECAYING_STATE:
		{
			uint8_t state;
			if(!propStream.GET_UCHAR(state))
				return ATTR_READ_ERROR;

			if((ItemDecayState_t)state != DECAYING_FALSE)
				setAttribute("decaying", (int32_t)DECAYING_PENDING);

			break;
		}

		//these should be handled through derived classes
		//if these are called then something has changed in the items.otb since the map was saved
		//just read the values

		//Depot class
		case ATTR_DEPOT_ID:
		{
			uint16_t depot;
			if(!propStream.GET_USHORT(depot))
				return ATTR_READ_ERROR;

			break;
		}

		//Door class
		case ATTR_HOUSEDOORID:
		{
			uint8_t door;
			if(!propStream.GET_UCHAR(door))
				return ATTR_READ_ERROR;

			break;
		}

		//Teleport class
		case ATTR_TELE_DEST:
		{
			TeleportDest* dest;
			if(!propStream.GET_STRUCT(dest))
				return ATTR_READ_ERROR;

			break;
		}

		//Bed class
		case ATTR_SLEEPERGUID:
		{
			uint32_t sleeper;
			if(!propStream.GET_ULONG(sleeper))
				return ATTR_READ_ERROR;

			break;
		}

		case ATTR_SLEEPSTART:
		{
			uint32_t sleepStart;
			if(!propStream.GET_ULONG(sleepStart))
				return ATTR_READ_ERROR;

			break;
		}

		//Container class
		case ATTR_CONTAINER_ITEMS:
		{
			uint32_t _count;
			propStream.GET_ULONG(_count);
			return ATTR_READ_ERROR;
		}

		//ItemAttributes class
		case ATTR_ATTRIBUTE_MAP:
		{
			bool unique = hasIntegerAttribute("uid"), ret = unserializeMap(propStream);
			if(!unique && hasIntegerAttribute("uid")) // unfortunately we have to do this
				ScriptEnviroment::addUniqueThing(this);

			// this attribute has a custom behavior as well
			if(getDecaying() != DECAYING_FALSE)
				setDecaying(DECAYING_PENDING);

			if(ret)
				break;
		}

		default:
			return ATTR_READ_ERROR;
	}

	return ATTR_READ_CONTINUE;
}

bool Item::unserializeAttr(PropStream& propStream)
{
	uint8_t attrType = ATTR_END;
	while(propStream.GET_UCHAR(attrType) && attrType != ATTR_END)
	{
		switch(readAttr((AttrTypes_t)attrType, propStream))
		{
			case ATTR_READ_ERROR:
				return false;

			case ATTR_READ_END:
				return true;

			default:
				break;
		}
	}

	return true;
}

bool Item::serializeAttr(PropWriteStream& propWriteStream) const
{
	if(isStackable() || isFluidContainer() || isSplash())
	{
		propWriteStream.ADD_UCHAR(ATTR_COUNT);
		propWriteStream.ADD_UCHAR((uint8_t)getSubType());
	}

	if(attributes && !attributes->empty())
	{
		propWriteStream.ADD_UCHAR(ATTR_ATTRIBUTE_MAP);
		serializeMap(propWriteStream);
	}

	return true;
}

bool Item::hasProperty(enum ITEMPROPERTY prop) const
{
	const ItemType& it = items[id];
	switch(prop)
	{
		case BLOCKSOLID:
			if(it.blockSolid)
				return true;

			break;

		case MOVEABLE:
			if(it.moveable && (!isLoadedFromMap() || (!getUniqueId()
				&& (!getActionId() || getContainer()))))
				return true;

			break;

		case HASHEIGHT:
			if(it.hasHeight)
				return true;

			break;

		case BLOCKPROJECTILE:
			if(it.blockProjectile)
				return true;

			break;

		case BLOCKPATH:
			if(it.blockPathFind)
				return true;

			break;

		case ISVERTICAL:
			if(it.isVertical)
				return true;

			break;

		case ISHORIZONTAL:
			if(it.isHorizontal)
				return true;

			break;

		case IMMOVABLEBLOCKSOLID:
			if(it.blockSolid && (!it.moveable || (isLoadedFromMap() &&
				(getUniqueId() || (getActionId() && getContainer())))))
				return true;

			break;

		case IMMOVABLEBLOCKPATH:
			if(it.blockPathFind && (!it.moveable || (isLoadedFromMap() &&
				(getUniqueId() || (getActionId() && getContainer())))))
				return true;

			break;

		case SUPPORTHANGABLE:
			if(it.isHorizontal || it.isVertical)
				return true;

			break;

		case IMMOVABLENOFIELDBLOCKPATH:
			if(!it.isMagicField() && it.blockPathFind && (!it.moveable || (isLoadedFromMap() &&
				(getUniqueId() || (getActionId() && getContainer())))))
				return true;

			break;

		case NOFIELDBLOCKPATH:
			if(!it.isMagicField() && it.blockPathFind)
				return true;

			break;
			
		case FLOORCHANGEDOWN:
			if(it.floorChange[CHANGE_DOWN])
				return true;
		 
		break;
		 
		case FLOORCHANGEUP:
			for(uint16_t i = CHANGE_FIRST; i <= CHANGE_PRE_LAST; i++)
			{
				if(it.floorChange[i])
					return true;
			}
			 
		break;

		default:
			break;
	}

	return false;
}

double Item::getWeight() const
{
	if(isStackable())
		return items[id].weight * std::max((int32_t)1, (int32_t)count);

	return items[id].weight;
}

std::string Item::getDescription(const ItemType& it, int32_t lookDistance, const Item* item/* = NULL*/,
	int32_t subType/* = -1*/, bool addArticle/* = true*/)
{
	std::stringstream s;
	s << getNameDescription(it, item, subType, addArticle);
	if(item)
		subType = item->getSubType();

	bool dot = true;
	if(it.isRune())
	{
		s << "(";
		if(!it.runeSpellName.empty())
			s << "\"" << it.runeSpellName << "\", ";

		s << "Charges:" << subType << ")";
		if(it.runeLevel > 0 || it.runeMagLevel > 0 || (it.vocationString != "" && it.wieldInfo == 0))
		{
			s << "." << std::endl << "It can only be used";
			if(it.vocationString != "" && it.wieldInfo == 0)
				s << " by " << it.vocationString;

			bool begin = true;
			if(it.runeLevel > 0)
			{
				begin = false;
				s << " with level " << it.runeLevel;
			}

			if(it.runeMagLevel > 0)
			{
				begin = false;
				s << " " << (begin ? "with" : "and") << " magic level " << it.runeMagLevel;
			}

			if(!begin)
				s << " or higher";
		}
	}
	else if(it.weaponType != WEAPON_NONE)
	{
		bool begin = true;
		if(it.weaponType == WEAPON_DIST && it.ammoType != AMMO_NONE)
		{
			begin = false;
			s << " (Range:" << int32_t(item ? item->getShootRange() : it.shootRange);
			if(it.attack || it.extraAttack || (item && (item->getAttack() || item->getExtraAttack())))
			{
				s << ", Atk " << std::showpos << int32_t(item ? item->getAttack() : it.attack);
				if(it.extraAttack || (item && item->getExtraAttack()))
					s << " " << std::showpos << int32_t(item ? item->getExtraAttack() : it.extraAttack) << std::noshowpos;
			}

			if(it.hitChance != -1 || (item && item->getHitChance() != -1))
				s << ", Hit% " << std::showpos << (item ? item->getHitChance() : it.hitChance) << std::noshowpos;
		}
		else if(it.weaponType != WEAPON_AMMO && it.weaponType != WEAPON_WAND)
        {
            if(it.attack || it.extraAttack || (item && (item->getAttack() || item->getExtraAttack())))
            {
                begin = false;
                s << " (Atk:";
                if(it.abilities.elementType != COMBAT_NONE)
                {
                    s << std::max((int32_t)0, int32_t((item ? item->getAttack() : it.attack) - it.abilities.elementDamage));
                    if(it.extraAttack || (item && item->getExtraAttack()))
                        s << " " << std::showpos << int32_t(item ? item->getExtraAttack() : it.extraAttack) << std::noshowpos;

                    s << " physical + " << it.abilities.elementDamage << " " << getCombatName(it.abilities.elementType);
                }
                else
                {
                    s << int32_t(item ? item->getAttack() : it.attack);
                    if(it.extraAttack || (item && item->getExtraAttack()))
                        s << " " << std::showpos << int32_t(item ? item->getExtraAttack() : it.extraAttack) << std::noshowpos;
                }
            }

            if(it.defense || it.extraDefense || (item && (item->getDefense() || item->getExtraDefense())))
            {
                if(begin)
                {
                    begin = false;
                    s << " (";
                }
                else
                    s << ", ";

                s << "Def:" << int32_t(item ? item->getDefense() : it.defense);
                if(it.extraDefense || (item && item->getExtraDefense()))
                    s << " " << std::showpos << int32_t(item ? item->getExtraDefense() : it.extraDefense) << std::noshowpos;
            }
        }

        for(uint16_t i = SKILL_FIRST; i <= SKILL_LAST; ++i)
        {
            // BEGIN ATTRIBUTES MOD
            // Get the value if any from items attribute list
            boost::any attr = item->getAttribute(CONVERSION::SKILL[i]);

            // Make sure we either have abilities or an attribute
            if(!it.abilities.skills[i] && attr.empty())
                continue;

            if(begin)
            {
                begin = false;
                s << " (";
            }
            else
                s << ", ";

            // Holds the total increased value
            int32_t val = 0;

            // If we have an ability then include that into the answer
            if (it.abilities.skills[i])
                val = (int32_t)it.abilities.skills[i];
            
            // Make sure the value exist and that it is either float or integer.
            if (!attr.empty() && ((attr.type() == typeid(float)) || (attr.type() == typeid(int32_t)))) 
            {
                // Add attribute value to val
                val += boost::any_cast<int32_t>(attr);
            }

            s << getSkillName(i) << " " << std::showpos << val << std::noshowpos;
            // END ATTRIBUTES MOD
        }

        // BEGIN ATTRIBUTES MOD
        boost::any attr = item->getAttribute(CONVERSION::STATS[STAT_MAGICLEVEL]);

        if(it.abilities.stats[STAT_MAGICLEVEL] || !attr.empty())
        {
            if(begin)
            {
                begin = false;
                s << " (";
            }
            else
                s << ", ";

            // Holds the total increased value
            int32_t val = 0;

            // If we have an ability then include that into the value
            if (it.abilities.stats[STAT_MAGICLEVEL])
                val = (int32_t)it.abilities.stats[STAT_MAGICLEVEL];

            // Make sure the value exist and that it is either float or integer.
            if (!attr.empty() && ((attr.type() == typeid(float)) || (attr.type() == typeid(int32_t))))
            {
                // Add attribute value to val
                val += boost::any_cast<int32_t>(attr);
            }

            s << "magic level " << std::showpos << val << std::noshowpos;
        }
        // END ATTRIBUTES MOD  

		int32_t show = it.abilities.absorb[COMBAT_FIRST];
		for(uint32_t i = (COMBAT_FIRST + 1); i <= COMBAT_LAST; i++)
		{
			if(it.abilities.absorb[i] == show)
				continue;

			show = 0;
			break;
		}

		if(!show)
		{
			bool tmp = true;
			for(uint32_t i = COMBAT_FIRST; i <= COMBAT_LAST; i++)
			{
				if(!it.abilities.absorb[i])
					continue;

				if(tmp)
				{
					if(begin)
					{
						begin = false;
						s << " (";
					}
					else
						s << ", ";

					tmp = false;
					s << "protection ";
				}
				else
					s << ", ";

				s << getCombatName((CombatType_t)i) << " " << std::showpos << it.abilities.absorb[i] << std::noshowpos << "%";
			}
		}
		else
		{
			if(begin)
			{
				begin = false;
				s << " (";
			}
			else
				s << ", ";

			s << "protection all " << std::showpos << show << std::noshowpos << "%";
		}

		if(it.abilities.speed)
		{
			if(begin)
			{
				begin = false;
				s << " (";
			}
			else
				s << ", ";

			s << "speed " << std::showpos << (int32_t)(it.abilities.speed / 2) << std::noshowpos;
		}

		if(!begin)
			s << ")";
	}
	else if(it.armor || (item && item->getArmor()) || it.showAttributes)
    {
        int32_t tmp = it.armor;
        if(item)
            tmp = item->getArmor();

        bool begin = true;
        if(tmp)
        {
            s << " (Arm:" << tmp;
            begin = false;
        }

        for(uint16_t i = SKILL_FIRST; i <= SKILL_LAST; ++i)
        {
            // BEGIN ATTRIBUTES MOD
            // Get the value if any from items attribute list
            boost::any attr = item->getAttribute(CONVERSION::SKILL[i]);

            // Make sure we either have abilities or an attribute
            if(!it.abilities.skills[i] && attr.empty())
                continue;

            if(begin)
            {
                begin = false;
                s << " (";
            }
            else
                s << ", ";

            // Holds the total increased value
            int32_t val = 0;

            // If we have an ability then include that into the value
            if (it.abilities.skills[i])
                val = (int32_t)it.abilities.skills[i];

            // Make sure the value exist and that it is either float or integer.
            if (!attr.empty() && ((attr.type() == typeid(float)) || (attr.type() == typeid(int32_t))))
            {
                // Add attribute value to val
                val += boost::any_cast<int32_t>(attr);
            }

            s << getSkillName(i) << " " << std::showpos << val << std::noshowpos;
            // END ATTRIBUTES MOD
        }

        // BEGIN ATTRIBUTES MOD
        boost::any attr = item->getAttribute(CONVERSION::STATS[STAT_MAGICLEVEL]);

        if(it.abilities.stats[STAT_MAGICLEVEL] || !attr.empty())
        {
            if(begin)
            {
                begin = false;
                s << " (";
            }
            else
                s << ", ";

            // Holds the total increased value
            int32_t val = 0;

            // If we have an ability then include that into the value
            if (it.abilities.stats[STAT_MAGICLEVEL])
                val = (int32_t)it.abilities.stats[STAT_MAGICLEVEL];

            // Make sure the value exist and that it is either float or integer.
            if (!attr.empty() && ((attr.type() == typeid(float)) || (attr.type() == typeid(int32_t))))
            {
                // Add attribute value to val
                val += boost::any_cast<int32_t>(attr);
            }

            s << "magic level " << std::showpos << val << std::noshowpos;
        }
        // END ATTRIBUTES MOD  

		int32_t show = it.abilities.absorb[COMBAT_FIRST];
		for(int32_t i = (COMBAT_FIRST + 1); i <= COMBAT_LAST; i++)
		{
			if(it.abilities.absorb[i] == show)
				continue;

			show = 0;
			break;
		}

		if(!show)
		{
			bool tmp = true;
			for(int32_t i = COMBAT_FIRST; i <= COMBAT_LAST; i++)
			{
				if(!it.abilities.absorb[i])
					continue;

				if(tmp)
				{
					tmp = false;
					if(begin)
					{
						begin = false;
						s << " (";
					}
					else
						s << ", ";

					s << "protection ";
				}
				else
					s << ", ";

				s << getCombatName((CombatType_t)i) << " " << std::showpos << it.abilities.absorb[i] << std::noshowpos << "%";
			}
		}
		else
		{
			if(begin)
			{
				begin = false;
				s << " (";
			}
			else
				s << ", ";

			s << "protection all " << std::showpos << show << std::noshowpos << "%";
		}

		show = it.abilities.reflect[REFLECT_CHANCE][COMBAT_FIRST];
		for(int32_t i = (COMBAT_FIRST + 1); i <= COMBAT_LAST; i++)
		{
			if(it.abilities.reflect[REFLECT_CHANCE][i] == show)
				continue;

			show = 0;
			break;
		}

		if(!show)
		{
			bool tmp = true;
			for(int32_t i = COMBAT_FIRST; i <= COMBAT_LAST; i++)
			{
				if(!it.abilities.reflect[REFLECT_CHANCE][i])
					continue;

				if(tmp)
				{
					tmp = false;
					if(begin)
					{
						begin = false;
						s << " (";
					}
					else
						s << ", ";

					s << "reflect ";
				}
				else
					s << ", ";

				std::string ss = "no";
				if(it.abilities.reflect[REFLECT_PERCENT][i] > 99)
					ss = "whole";
				else if(it.abilities.reflect[REFLECT_PERCENT][i] >= 75)
					ss = "huge";
				else if(it.abilities.reflect[REFLECT_PERCENT][i] >= 50)
					ss = "medium";
				else if(it.abilities.reflect[REFLECT_PERCENT][i] >= 25)
					ss = "small";
				else if(it.abilities.reflect[REFLECT_PERCENT][i] > 0)
					ss = "tiny";

				s << getCombatName((CombatType_t)i) << " " << std::showpos << it.abilities.reflect[REFLECT_PERCENT][i] << std::noshowpos << "% for " << ss;
			}

			if(!tmp)
				s << " damage";
		}
		else
		{
			if(begin)
			{
				begin = false;
				s << " (";
			}
			else
				s << ", ";

			s << "reflect all " << std::showpos << show << std::noshowpos << "% for mixed damage";
		}

		if(it.abilities.speed)
		{
			if(begin)
			{
				begin = false;
				s << " (";
			}
			else
				s << ", ";

			s << "speed " << std::showpos << (int32_t)(it.abilities.speed / 2) << std::noshowpos;
		}

		if(!begin)
			s << ")";
	}
	else if(it.isContainer())
		s << " (Vol:" << (int32_t)it.maxItems << ")";
	else if(it.isKey())
		s << " (Key:" << (item ? (int32_t)item->getActionId() : 0) << ")";
	else if(it.isFluidContainer())
	{
		if(subType > 0)
			s << " of " << (items[subType].name.length() ? items[subType].name : "unknown");
		else
			s << ". It is empty";
	}
	else if(it.isSplash())
	{
		s << " of ";
		if(subType > 0 && items[subType].name.length())
			s << items[subType].name;
		else
			s << "unknown";
	}
	else if(it.allowDistRead)
	{
		s << std::endl;
		if(item && !item->getText().empty())
		{
			if(lookDistance <= 4)
			{
				if(!item->getWriter().empty())
				{
					s << item->getWriter() << " wrote";
					time_t date = item->getDate();
					if(date > 0)
						s << " on " << formatDate(date);

					s << ": ";
				}
				else
					s << "You read: ";

				std::string text = item->getText();
				s << text;
				if(!text.empty())
				{
					char end = *text.rbegin();
					if(end == '?' || end == '!' || end == '.')
						dot = false;
				}
			}
			else
				s << "You are too far away to read it";
		}
		else
			s << "Nothing is written on it";
	}
	else if(it.levelDoor && item && item->getActionId() >= (int32_t)it.levelDoor && item->getActionId()
		<= ((int32_t)it.levelDoor + g_config.getNumber(ConfigManager::MAXIMUM_DOOR_LEVEL)))
		s << " for level " << item->getActionId() - it.levelDoor;

	if(it.showCharges)
		s << " that has " << subType << " charge" << (subType != 1 ? "s" : "") << " left";

	if(it.showDuration)
	{
		if(item && item->hasIntegerAttribute("duration"))
		{
			int32_t duration = item->getDuration() / 1000;
			s << " that has energy for ";

			if(duration >= 120)
				s << duration / 60 << " minutes left";
			else if(duration > 60)
				s << "1 minute left";
			else
				s << " less than a minute left";
		}
		else
			s << " that is brand-new";
	}

	if(dot)
		s << ".";

	if(it.wieldInfo)
	{
		s << std::endl << "It can only be wielded properly by ";
		if(it.wieldInfo & WIELDINFO_PREMIUM)
			s << "premium ";

		if(it.wieldInfo & WIELDINFO_VOCREQ)
			s << it.vocationString;
		else
			s << "players";

		if(it.wieldInfo & WIELDINFO_LEVEL)
			s << " of level " << (int32_t)it.minReqLevel << " or higher";

		if(it.wieldInfo & WIELDINFO_MAGLV)
		{
			if(it.wieldInfo & WIELDINFO_LEVEL)
				s << " and";
			else
				s << " of";

			s << " magic level " << (int32_t)it.minReqMagicLevel << " or higher";
		}

		s << ".";
	}

	if(lookDistance <= 1 && it.pickupable)
	{
		std::string tmp;
		if(!item)
			tmp = getWeightDescription(it.weight, it.stackable, subType);
		else
			tmp = item->getWeightDescription();

		if(!tmp.empty())
			s << std::endl << tmp;
	}

	if(it.abilities.elementType != COMBAT_NONE && it.decayTo > 0)
	{
		s << std::endl << "It is temporarily enchanted with " << getCombatName(it.abilities.elementType) << " (";
		s << std::max((int32_t)0, int32_t((item ? item->getAttack() : it.attack) - it.abilities.elementDamage));
		if(it.extraAttack || (item && item->getExtraAttack()))
			s << " " << std::showpos << int32_t(item ? item->getExtraAttack() : it.extraAttack) << std::noshowpos;

		s << " physical + " << it.abilities.elementDamage << " " << getCombatName(it.abilities.elementType) << " damage).";
	}

	std::string str;
	if(item && !item->getSpecialDescription().empty())
		str = item->getSpecialDescription();
	else if(!it.description.empty() && lookDistance <= 1)
		str = it.description;

	if(str.empty())
		return s.str();

	if(str.find("|PLAYERNAME|") != std::string::npos)
	{
		std::string tmp = "You";
		if(item)
		{
			if(const Player* player = item->getHoldingPlayer())
				tmp = player->getName();
		}

		replaceString(str, "|PLAYERNAME|", tmp);
	}

	if(str.find("|TIME|") != std::string::npos || str.find("|DATE|") != std::string::npos || str.find(
		"|DAY|") != std::string::npos || str.find("|MONTH|") != std::string::npos || str.find(
		"|YEAR|") != std::string::npos || str.find("|HOUR|") != std::string::npos || str.find(
		"|MINUTES|") != std::string::npos || str.find("|SECONDS|") != std::string::npos ||
		str.find("|WEEKDAY|") != std::string::npos || str.find("|YEARDAY|") != std::string::npos)
	{
		time_t now = time(NULL);
		tm* ts = localtime(&now);

		std::stringstream ss;
		ss << ts->tm_sec;
		replaceString(str, "|SECONDS|", ss.str());

		ss.str("");
		ss << ts->tm_min;
		replaceString(str, "|MINUTES|", ss.str());

		ss.str("");
		ss << ts->tm_hour;
		replaceString(str, "|HOUR|", ss.str());

		ss.str("");
		ss << ts->tm_mday;
		replaceString(str, "|DAY|", ss.str());

		ss.str("");
		ss << (ts->tm_mon + 1);
		replaceString(str, "|MONTH|", ss.str());

		ss.str("");
		ss << (ts->tm_year + 1900);
		replaceString(str, "|YEAR|", ss.str());

		ss.str("");
		ss << ts->tm_wday;
		replaceString(str, "|WEEKDAY|", ss.str());

		ss.str("");
		ss << ts->tm_yday;
		replaceString(str, "|YEARDAY|", ss.str());

		ss.str("");
		ss << ts->tm_hour << ":" << ts->tm_min << ":" << ts->tm_sec;
		replaceString(str, "|TIME|", ss.str());

		ss.str("");
		replaceString(str, "|DATE|", formatDateShort(now, true));
	}

	s << std::endl << str;
	return s.str();
}

std::string Item::getNameDescription(const ItemType& it, const Item* item/* = NULL*/, int32_t subType/* = -1*/, bool addArticle/* = true*/)
{
	if(item)
		subType = item->getSubType();

	std::stringstream s;
	if(it.name.length() || (item && item->getName().length()))
	{
		if(subType > 1 && it.stackable && it.showCount)
			s << subType << " " << (item ? item->getPluralName() : it.pluralName);
		else
		{
			if(addArticle)
			{
				if(item && !item->getArticle().empty())
					s << item->getArticle() << " ";
				else if(!it.article.empty())
					s << it.article << " ";
			}

			s << (item ? item->getName() : it.name);
		}
	}
	else
		s << "an item of type " << it.id << ", please report it to gamemaster";

	return s.str();
}

std::string Item::getWeightDescription(double weight, bool stackable, uint32_t count/* = 1*/)
{
	if(weight <= 0)
		return "";

	std::stringstream s;
	if(stackable && count > 1)
		s << "They weigh " << std::fixed << std::setprecision(2) << weight << " oz.";
	else
		s << "It weighs " << std::fixed << std::setprecision(2) << weight << " oz.";

	return s.str();
}

void Item::setActionId(int32_t aid)
{
	if(getActionId())
		g_moveEvents->onRemoveTileItem(getTile(), this);

	setAttribute("aid", aid);
	g_moveEvents->onAddTileItem(getTile(), this);
}

void Item::resetActionId()
{
	if(!getActionId())
		return;

	eraseAttribute("aid");
	g_moveEvents->onAddTileItem(getTile(), this);
}

void Item::setUniqueId(int32_t uid)
{
	if(getUniqueId())
		return;

	setAttribute("uid", uid);
	ScriptEnviroment::addUniqueThing(this);
}

bool Item::canDecay()
{
	if(isRemoved())
		return false;

	if(isLoadedFromMap() && (getUniqueId() || (getActionId() && getContainer())))
		return false;

	const ItemType& it = Item::items[id];
	return it.decayTo >= 0 && it.decayTime;
}

void Item::getLight(LightInfo& lightInfo)
{
	const ItemType& it = items[id];
	lightInfo.color = it.lightColor;
	lightInfo.level = it.lightLevel;
}

void Item::__startDecaying()
{
	g_game.startDecay(this);
}

- - - Updated - - -

I'm pretty sure that I found way to execute equip and deEquip events without registering them but cannot test it
EDIT: ok, I created code that even compiles itself ^^
so
1)MAKE BACKUP OF YOUR MOVEMENTS.CPP
2)replace
Code:
bool MoveEvents::onPlayerEquip(Player* player, Item* item, slots_t slot, bool isCheck)
{
	if(MoveEvent* moveEvent = getEvent(item, MOVE_EVENT_EQUIP, slot))
		return moveEvent->fireEquip(player, item, slot, isCheck);

	return true;
}

bool MoveEvents::onPlayerDeEquip(Player* player, Item* item, slots_t slot, bool isRemoval)
{
	if(MoveEvent* moveEvent = getEvent(item, MOVE_EVENT_DE_EQUIP, slot))
		return moveEvent->fireEquip(player, item, slot, isRemoval);

	return true;
}
with
Code:
bool MoveEvents::onPlayerEquip(Player* player, Item* item, slots_t slot, bool isCheck)
{
	if(MoveEvent* moveEvent = getEvent(item, MOVE_EVENT_EQUIP, slot))
		return moveEvent->fireEquip(player, item, slot, isCheck);
	else
	{
		if(item->getWieldPosition()==slot)
		{
			MoveEvent* moveEvent = new MoveEvent(&m_interface);
			return moveEvent->fireEquip(player, item, slot, isCheck);	
		}
	}

	return true;
}

bool MoveEvents::onPlayerDeEquip(Player* player, Item* item, slots_t slot, bool isRemoval)
{
	if(MoveEvent* moveEvent = getEvent(item, MOVE_EVENT_DE_EQUIP, slot))
		return moveEvent->fireEquip(player, item, slot, isRemoval);
	else
	{
		if(item->getWieldPosition()==slot)
		{
			MoveEvent* moveEvent = new MoveEvent(&m_interface);
			return moveEvent->fireEquip(player, item, slot, isRemoval);	
		}
	}

	return true;
}
3)compile
4)[optional]pray


guys, let me know if it works
my current pc is so powerful... I cannot even start tibia client to test this code ^^


CRASH SERVER AT LOGIN ONE PLAYER

- - - Updated - - -

HELP ME PLEASE
 
Last edited:
bump i want help to add speed atributes and working regeneration
 
movement.cpp:1036: error: 'i' was not declared in this scope
movement.cpp:1043: error: 'needUpdateSkills' was not declared in this scope
movement.cpp:1048: error: 'needUpdateSkills' was not declared in this scope
movement.cpp:1051: error: 's' was not declared in this scope
movement.cpp:1060: error: 'needUpdateStats' was not declared in this scope
movement.cpp:1066: error: 'needUpdateStats' was not declared in this scope
movement.cpp: In static member function 'static bool MoveEvent::DeEquipItem(MoveEvent*, Player*, Item*, slots_t, bool)':
movement.cpp:1103: error: 'i' was not declared in this scope
movement.cpp:1110: error: 'needUpdateSkills' was not declared in this scope
movement.cpp:1115: error: 'needUpdateSkills' was not declared in this scope
movement.cpp:1118: error: 's' was not declared in this scope
movement.cpp:1127: error: 'needUpdateStats' was not declared in this scope
movement.cpp:1133: error: 'needUpdateStats' was not declared in this scope
make[1]: *** [movement.o] Error 1
make[1]: Leaving directory `/home/servidor/sources'
make: *** [all] Error 2

Movement.CPP <- Pastebin.com

Help-me Please :S
 
Last edited:
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