• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

Defence/Immunity as a Skill - TFS 1.3

PuszekLDZ

https://tibia74.eu
Premium User
Joined
Jan 2, 2020
Messages
329
Solutions
1
Reaction score
85
Location
Lodz
Hello.

I wonder is there a chance, to do a new skill like a immunity to e.g energy.
Also every energy attack thick will rise Your skill.
Like a shielding for e.g Energy

How should it work:
Energy fiels takes from you 20 HP points. (1 lvl skill)

You got skill "Resist Energy" on 1 lvl = enegry attack takes form You 20 HP
When you get 10 skill lvl - energy field will take just 18 HP (10 lvl = 10%)
etc..

I have done so far, just a new skill and get it into client - but I dont have it "linked/writed" to train that resist and decreasing energy attacks.
What to look for in the code, what to change to make it work?
Is it in C++ of server or it could be done just with LUA? Maybe both... ?
 
Solution
Hi again - i found that lines that goes to game.cpp

Maybe someone could check it and make it works on TFS 1.3?

C++:
bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange,
    MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, TextColor_t hitColor/* = TEXTCOLOR_UNKNOWN*/, bool force/* = false*/)
{   
    const Position& targetPos = target->getPosition();
    if(healthChange > 0)
    {
        if(!force && target->getHealth() <= 0)
            return false;

        bool deny = false;
        CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
        for(CreatureEventList::iterator it = statsChangeEvents.begin(); it !=...
is that code (0.4) good for base for TFS 1.3
I mean could someone teke that to TFS 1.3 version?

FIREDAMAGE - to Energy
SKILL_FISH - to SKILL_RESISTENERGY

C++:
if(params.combatType == COMBAT_FIREDAMAGE && target && target->getPlayer())
            {
                double damageChange = 0;
                int32_t skillFish = target->getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL);
 
                if(skillFish >= 10)
                    damageChange = std::ceil(skillFish * 0.1 * damage / 100);
 
                if((int32_t)damageChange != 0)
                {
                    damage -= (int32_t)damageChange;
                    char buffer[150];
                    sprintf(buffer, "%d hitpoint%s has been absorbed by your resistance.", (int32_t)damageChange, ((int32_t)damageChange == 1 ? "" : "s"));
 
                    target->getPlayer()->addSkillAdvance(SKILL_FISH, 1, true);
                    target->getPlayer()->sendTextMessage(MSG_EVENT_DEFAULT, buffer);
                }
            }
 
Hi again - i found that lines that goes to game.cpp

Maybe someone could check it and make it works on TFS 1.3?

C++:
bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange,
    MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, TextColor_t hitColor/* = TEXTCOLOR_UNKNOWN*/, bool force/* = false*/)
{   
    const Position& targetPos = target->getPosition();
    if(healthChange > 0)
    {
        if(!force && target->getHealth() <= 0)
            return false;

        bool deny = false;
        CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
        for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
        {
            if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHGAIN, combatType, healthChange))
                deny = true;
        }

        if(deny)
            return false;

        target->gainHealth(attacker, healthChange);
        if(g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE) && !target->isGhost() &&
            (g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE_MONSTER) || !target->getMonster()))
        {
            char buffer[20];
            sprintf(buffer, "+%d", healthChange);

            const SpectatorVec& list = getSpectators(targetPos);
            if(combatType != COMBAT_HEALING)
                addMagicEffect(list, targetPos, MAGIC_EFFECT_WRAPS_BLUE);

            addAnimatedText(list, targetPos, g_config.getNumber(ConfigManager::HEALTH_HEALING_COLOR), buffer);
        }
    }
    else
    {
        const SpectatorVec& list = getSpectators(targetPos);
        if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR)
        {
            addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF);
            return true;
        }

        int32_t damage = -healthChange;
        if(damage != 0)
        {


if(!combatType == COMBAT_PHYSICALDAMAGE && target && target->getPlayer())
            {
                double damageChange = 0;
                int32_t skillFish = target->getPlayer()->getSkill(SKILL_FISH, SKILL_LEVEL);
                
                if(skillFish >= 10)
                    damageChange = std::ceil(skillFish * 0.1 * damage / 100);

                if((int32_t)damageChange != 0)
                {
                    damage -= (int32_t)damageChange;
                    char buffer[150];
                    sprintf(buffer, "%d hitpoint%s has been absorbed by your resistance.", (int32_t)damageChange, ((int32_t)damageChange == 1 ? "" : "s"));

                    target->getPlayer()->addSkillAdvance(SKILL_FISH, 1, true);
                    target->getPlayer()->sendTextMessage(MSG_EVENT_DEFAULT, buffer);
                }
            }



            if(target->hasCondition(CONDITION_MANASHIELD) && combatType != COMBAT_UNDEFINEDDAMAGE)
            {
                int32_t manaDamage = std::min(target->getMana(), damage);
                damage = std::max((int32_t)0, damage - manaDamage);
                if(manaDamage != 0)
                {
                    bool deny = false;
                    CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
                    for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
                    {
                        if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_MANALOSS, combatType, manaDamage))
                            deny = true;
                    }

                    if(deny)
                        return false;

                    target->drainMana(attacker, combatType, manaDamage);
                    char buffer[20];
                    sprintf(buffer, "%d", manaDamage);

                    addMagicEffect(list, targetPos, MAGIC_EFFECT_LOSE_ENERGY);
                    addAnimatedText(list, targetPos, TEXTCOLOR_BLUE, buffer);
                }
            }

            damage = std::min(target->getHealth(), damage);
            if(damage > 0)
            {
                bool deny = false;
                CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
                for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
                {
                    if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHLOSS, combatType, damage))
                        deny = true;
                }

                if(deny)
                    return false;

                target->drainHealth(attacker, combatType, damage);
                addCreatureHealth(list, target);

                TextColor_t textColor = TEXTCOLOR_NONE;
                MagicEffect_t magicEffect = MAGIC_EFFECT_NONE;
                switch(combatType)
                {
                    case COMBAT_PHYSICALDAMAGE:
                    {
                        Item* splash = NULL;
                        switch(target->getRace())
                        {
                            case RACE_VENOM:
                                textColor = TEXTCOLOR_LIGHTGREEN;
                                magicEffect = MAGIC_EFFECT_POISON;
                                splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN);
                                break;

                            case RACE_BLOOD:
                                textColor = TEXTCOLOR_RED;
                                magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
                                break;

                            case RACE_UNDEAD:
                                textColor = TEXTCOLOR_GREY;
                                magicEffect = MAGIC_EFFECT_HIT_AREA;
                                break;

                            case RACE_FIRE:
                                textColor = TEXTCOLOR_ORANGE;
                                magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                break;

                            case RACE_ENERGY:
                                textColor = TEXTCOLOR_PURPLE;
                                magicEffect = MAGIC_EFFECT_PURPLEENERGY;
                                break;

                            default:
                                break;
                        }

                        if(splash)
                        {
                            internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT);
                            startDecay(splash);
                        }
                        break;
                    }

                    case COMBAT_ENERGYDAMAGE:
                    {
                        textColor = TEXTCOLOR_PURPLE;
                        magicEffect = MAGIC_EFFECT_ENERGY_DAMAGE;
                        break;
                    }

                    case COMBAT_EARTHDAMAGE:
                    {
                        textColor = TEXTCOLOR_LIGHTGREEN;
                        magicEffect = MAGIC_EFFECT_POISON_RINGS;
                        break;
                    }

                    case COMBAT_DROWNDAMAGE:
                    {
                        textColor = TEXTCOLOR_LIGHTBLUE;
                        magicEffect = MAGIC_EFFECT_LOSE_ENERGY;
                        break;
                    }

                    case COMBAT_FIREDAMAGE:
                    {
                        textColor = TEXTCOLOR_ORANGE;
                        magicEffect = MAGIC_EFFECT_HITBY_FIRE;
                        break;
                    }

                    case COMBAT_ICEDAMAGE:
                    {
                        textColor = TEXTCOLOR_TEAL;
                        magicEffect = MAGIC_EFFECT_ICEATTACK;
                        break;
                    }

                    case COMBAT_HOLYDAMAGE:
                    {
                        textColor = TEXTCOLOR_YELLOW;
                        magicEffect = MAGIC_EFFECT_HOLYDAMAGE;
                        break;
                    }

                    case COMBAT_DEATHDAMAGE:
                    {
                        textColor = TEXTCOLOR_DARKRED;
                        magicEffect = MAGIC_EFFECT_SMALLCLOUDS;
                        break;
                    }

                    case COMBAT_LIFEDRAIN:
                    {
                        textColor = TEXTCOLOR_RED;
                        magicEffect = MAGIC_EFFECT_WRAPS_RED;
                        break;
                    }

                    default:
                        break;
                }
                

                if(hitEffect != MAGIC_EFFECT_UNKNOWN)
                    magicEffect = hitEffect;

                if(hitColor != TEXTCOLOR_UNKNOWN)
                    textColor = hitColor;

                if(textColor < TEXTCOLOR_NONE && magicEffect < MAGIC_EFFECT_NONE)
                {
                    char buffer[20];
                    sprintf(buffer, "%d", damage);

                    addMagicEffect(list, targetPos, magicEffect);
                    addAnimatedText(list, targetPos, textColor, buffer);
                }
            }
        }
    }
    
    return true;
}
 
Solution
Back
Top