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Lua I want to ask some questions about condition vs combat tfs 1.4.2

Mateus Robeerto

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Can anyone explain to me the difference between the two types: 'condition' and 'combat'? I created a modal system for imbuements in one of them. The creation system is working perfectly, as are the attributes added to the item. When equipping and unequipping, attributes appear and disappear correctly in statuses, everything working 100%. However, I'm a little confused about 'combat' and 'condition'. I don't know what I should add. Could anyone guide me about these two types?

found it at the source.
C++:
ConditionType_t Combat::DamageToConditionType(CombatType_t type)
{
    switch (type) {
        case COMBAT_FIREDAMAGE:
            return CONDITION_FIRE;

        case COMBAT_ENERGYDAMAGE:
            return CONDITION_ENERGY;

        case COMBAT_DROWNDAMAGE:
            return CONDITION_DROWN;

        case COMBAT_EARTHDAMAGE:
            return CONDITION_POISON;

        case COMBAT_ICEDAMAGE:
            return CONDITION_FREEZING;

        case COMBAT_HOLYDAMAGE:
            return CONDITION_DAZZLED;

        case COMBAT_DEATHDAMAGE:
            return CONDITION_CURSED;

        case COMBAT_PHYSICALDAMAGE:
            return CONDITION_BLEEDING;

        default:
            return CONDITION_NONE;
    }
}

what I adapted.
LUA:
[STAT_DEATHPROTECTION] = { type = CONDITION_ATTRIBUTES, flat = COMBAT_PARAM_STAT_DEATHPROTECTION, percent = COMBAT_PARAM_STAT_DEATHPROTECTIONPERCENT }
or
LUA:
[STAT_DEATHPROTECTION] = { type = CONDITION_ATTRIBUTES, flat = CONDITION_PARAM_STAT_DEATHPROTECTION, percent = CONDITION_PARAM_STAT_DEATHPROTECTIONPERCEN},

Which one is correct? Should I use 'CONDITION_CURSED' for both of them, or did I do it correctly in the two examples above?


Watch the video demonstrating how it works
Crafting System 100% ok
Skills System 100% ok
Element System. I still do not know. I tried several methods, but I didn't notice any changes or it just doesn't work.



HELP :)
 
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