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Scripter Free TFS (1.X) scripts - post your ideas

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How about something similar to removing Boss from room (more or less like dungeon system), and spawning another one at X time? :)
I'm spawning that monster so I can save its data like ID and then remove it from the map. If monster is spawned normally by the server then I can't do much.
a mission type GW2 in which a npc or caravan leaves from one city to another and on the way would appear monsters to destroy / plunder the caravan. If she comes to the end she would have a cash reward for the player.
You want me to make them move from one city to another tile by tile?
 
I'm spawning that monster so I can save its data like ID and then remove it from the map. If monster is spawned normally by the server then I can't do much.
Then the only option is to spawn creatures in the mentioned area right after server starts, instead of doing it in map editor.
Still sounds good to me, however has some limitations, its nice RPG touch. Well, you decide :)
 
I'm spawning that monster so I can save its data like ID and then remove it from the map. If monster is spawned normally by the server then I can't do much.

You want me to make them move from one city to another tile by tile?


It would be like this,
You would get the mission with npc 'xx' in city 1 he would ask you to protect escort to some place in the city 2. On the way would appear monsters for the player to defeat. At the end reward in gold coins.
 
It would be like this,
You would get the mission with npc 'xx' in city 1 he would ask you to protect escort to some place in the city 2. On the way would appear monsters for the player to defeat. At the end reward in gold coins.
So I just had a talk with few guys on discord about how that would work and it's looking good.
Event every X minutes (or hours or something).
"XXX from YYY City wants to reach ZZZ City, help him on the way"
Then there are checkpoints on the road that this NPC will follow, on each checkpoint there is a chance for monsters to spawn.
NPC will start when X amount of players talks to that NPC or after X minutes and at least 1 player. Every player that is participating and doesn't move too far from that NPC will be rewarded for help.
Do you agree?

Then the only option is to spawn creatures in the mentioned area right after server starts, instead of doing it in map editor.
Still sounds good to me, however has some limitations, its nice RPG touch. Well, you decide :)
Lets leave that for when I'll be doing source editing.
 
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So I just had a talk with few guys on discord about how that would work and it's looking good.
Event every X minutes (or hours or something).
"XXX from YYY City wants to reach ZZZ City, help him on the way"
Then there are checkpoints on the road that this NPC will follow, on each checkpoint there is a chance for monsters to spawn.
NPC will start when X amount of players talks to that NPC or after X minutes and at least 1 player. Every player that is participating and doesn't move too far from that NPC will be rewarded for help.
Do you agree?

Yes is fine.
 
Large gems randomly spawn in the map every 30 min and when you step on them you will get a monster oufit and some bonuses like hp/mana, protection, more attack, more exp in some seconds.
 
Large gems randomly spawn in the map every 30 min and when you step on them you will get a monster oufit and some bonuses like hp/mana, protection, more attack, more exp in some seconds.
 
Another idea

Better monster "AI" (I mean boss monsters) with features as for example:
  • "killing" few pillars (unmovable monsters) before damage to main boss can be done
  • monster is dealing his strongest attack (lets say a spell) only when its hp is below X% (can be done for example by changing current xml monster on X% hp into another xml monster - same name but different stats - or whatever anyone would want)
  • during combat boss can split into few different monsters (for example on low hp), after killing the monsters, main boss comes back but stronger (lets say another xml monster, but customized - better stats, maybe different spells - whatever - everyone would do it by themself)
  • on dealt hit to the boss there is a chance that the creature will teleport few sqm away (or even same feature but not on hit, just randomly teleporting)
  • killing a specified monster will spawn another monster
  • possibly more
 
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Another idea

Better monster "AI" (I mean boss monsters) with features as for example:
  • "killing" few pillars (unmovable monsters) before damage to main boss can be done
  • monster is dealing his strongest attack (lets say a spell) only when its hp is below X% (can be done for example by changing current xml monster on X% hp into another xml monster - same name but different stats - or whatever anyone would want)
  • during combat boss can split into few different monsters (for example on low hp), after killing the monsters, main boss comes back but stronger (lets say another xml monster, but customized - better stats, maybe different spells - whatever - everyone would do it by himself)
  • on dealt hit to the boss there is a chance that the creature will teleport few sqm away (or even same feature but not on hit, just randomly teleporting)
  • killing a specified monster will spawn another monster
  • possibly more
Monster "Artificial Inteligence" (Behavior) (https://otland.net/threads/monster-artificial-inteligence-behavior.241452/)
 
I saw your town portal system and had some ideas.
Ideas:
1.- Random item stats on items for monster drop. Some rare items you need "identify" them to show the stats.
2.- Hire companion. So far like diablo3 ones, different companion tipes that goes along you, can have their own eq (like click on them and open a backpack, so they carry items and can get increased stats or something), they have the same level as you, etc.
 
Random item stats on items for monster drop. Some rare items you need "identify" them to show the stats.
I like that. But without source editing it's not worth doing. All these "random stats" scripts are using item description to save data, which seems dumb to me.

Hire companion. So far like diablo3 ones, different companion tipes that goes along you, can have their own eq (like click on them and open a backpack, so they carry items and can get increased stats or something), they have the same level as you, etc.
Again I would like to edit source for that. Not just because of better performance but configuration possibilities.

I really like these ideas and I will make them come true. I have in plans creating one big thread with a lot of TFS and OTC changes, source and lua related. Not like my showcase, I mean tutorials and stuff. You can expect that next month.
 
Hello i love your work and contribution to the community thanks for the scripts im already using to my server

Simple bestiary system modal window.
Well a bestiary system which consists of killing x quantity of monsters to get charmpoints you can exchange X amount charmpoints your character have (not tradeable) for special features tradeable once (or can be upgradable) like:
  • +5% crit chance +5% crit damage
  • +5% +exp
  • + 60 speed
  • + lucky improved loot
  • + % chance of healing status (paralyze,poison,fire,etc)
  • + improved regeneration
  • 5% dodge chance
  • Improve cap 500+
  • 5% manadrain
  • 5% healthdrain
and more hehe

Now monsters would work like
Tier 1 Monsters / Kill 2000 minotaurs,elfs,dwarvs,dragons, giant spider, 0- 2000exp monster / 1 charm point
Tier 2 Monsters / kill 1500 behemoths, hydras, nightmares, plaguesmith, drakens 2000exp-5000 exp monsters / 2 charm points
Tier 3 Monsters / kill 1000 elite skeleton,falcons, demons, juggernauts 5000+ exp monsters / 3 charm points
Special Tier monsters / kill "x amount" special monsters like raids bosses / ferumbras,poi bosses / prison bosses / task bosses / etc / 4 charm points

Now for the killcount it can be a special channel that counts the kills for your bestiary
All this in a modal window
 
Im gonna take @Aeronx idea and twist it a little, wut about hire mercenaries that will follow you everywhere. U will be able to hire 3 diferent types of mercenaries ( similar to d3), example: tank, assassin and mage.

U will be able to hire them for 30min after the 30 minutes timer ends a window will pop asking if you want to renew the contract.

1.-mercenaries gold loot option
2.-each mercenary will have 1 special ability
3.-you can assign 1 item to your mercenary, so they can do more dmg or shield more.
4. An npc will sell the contracts
5.mercenaries will say random quotes to u while lvling.

😢Caravan system

In order to sell items in a higher price u will have the option yo use the caravan system.
Ull have to rent a donkey that will carry a lot of things inside, the farest the distance the best price ull recive.

Ull have to scort the donkey on his way to yje next mercant. So this allows open world pvp.

Ull be anle to kill other parties donkey to stole the items .

Donkeys shud be slow as hell, but worth the money.

Dammn was hard for me to post this one
 
I like that. But without source editing it's not worth doing. All these "random stats" scripts are using item description to save data, which seems dumb to me.


Again I would like to edit source for that. Not just because of better performance but configuration possibilities.

I really like these ideas and I will make them come true. I have in plans creating one big thread with a lot of TFS and OTC changes, source and lua related. Not like my showcase, I mean tutorials and stuff. You can expect that next month.
Yep, i used to use one of those systems, but they were way too restrictive.
So i started working on my own. Basically what i do is check loot from monster killed, if there's any weapon or equipment, modify its ATTRIBUTES, and add new ones, like physical resist, or whatever ATTRIBUTE exist on tfs already. That way, you dont need to save any data on text or description. You can add health mana buffs based on item armor, or extra damage based on weapon attack.
There are many workaround for this kind of system which doesnt require save data like that.
Also, this is just random info i discovered lately but:
getItemAttribute(item.uid, ITEM_ATTRIBUTE_ARMOR) --> actual armor from the item.
ItemType(item.itemid):getArmor() --> basic armor saved on items.xml (even if the item had its armor modified)
 
That way, you dont need to save any data on text or description. You can add health mana buffs based on item armor, or extra damage based on weapon attack.
There are many workaround for this kind of system which doesnt require save data like that.
Well what if item is unidentified and you just restart the server? What if item is +X? What if I want to add custom attributes? The best option is just to edit TFS source. I really don't like to be restricted that much. Lets save that for next month when I start working with sources.

Im gonna take @Aeronx idea and twist it a little, wut about hire mercenaries that will follow you everywhere. U will be able to hire 3 diferent types of mercenaries ( similar to d3), example: tank, assassin and mage.

U will be able to hire them for 30min after the 30 minutes timer ends a window will pop asking if you want to renew the contract.

1.-mercenaries gold loot option
2.-each mercenary will have 1 special ability
3.-you can assign 1 item to your mercenary, so they can do more dmg or shield more.
4. An npc will sell the contracts
5.mercenaries will say random quotes to u while lvling.
Source editing.

😢Caravan system

In order to sell items in a higher price u will have the option yo use the caravan system.
Ull have to rent a donkey that will carry a lot of things inside, the farest the distance the best price ull recive.

Ull have to scort the donkey on his way to yje next mercant. So this allows open world pvp.

Ull be anle to kill other parties donkey to stole the items .

Donkeys shud be slow as hell, but worth the money.

Dammn was hard for me to post this one
Almost the same as NPC Travel Event.
 
a store in modal window and database, where you have option of mount, addon and items.
the idea would be to use a kind of tokens, not tibia coins.
 
A script that created global debuffs/buffs that could be interacted with through a shrine.

Example:

Famine Debuff (X)
(50% Health and Mana Regen) Lasts for (Y) hours.
Players can then go to the global shrine and sacrifice specific items to remove the debuff.
Required item amount scale with player count average over the past 7 days.

Example 2:

Prosperity Buff (X)
(10% Bonus Experience/Gold) Lasts for (Y) hours.
Players can then go to the global shrine and sacrifice specific items to improve the buff. (+Z Bonus Experience/Gold)
Required item amount scale with player count average over the past 7 days OR flat amount.
 
Dungeon:

Code:
You need charges to enter the dungeon.

There are currently 4 different dungeons, each with a unique system in which you will have to open access to the boss and kill him to continue

The dungeon is available in two modes, solo and team up to 4 players.

The level of difficulty of each dungeon (monster level) is according to the level of the players, if the dungeon is solo, it will be balanced according to its level, and if it is in team, it will be balanced according to the level of the dungeon. level of the team, the more players the stronger the dungeon is, thus more damage, eloot experience the monsters will give, and the time will be higher

At the end you will have a chest giving you a random reward
 
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