Lua scripts are a bit different, but easier once you learn it:
good morning, someone could convert this script to tfs 1.3. thanks function onAdvance(cid, skill, oldLevel, newLevel) if skill == SKILL__LEVEL then local spells = {} for index = 0, getPlayerInstantSpellCount(cid) - 1 do local spell =...
otland.net
TFS 1.x uses metatables, etc
Lua:
player:sendTextMessage(MESSAGE_EVENT_ORANGE, "blablabla")
instead of
Lua:
doPlayerSendTextMessage(cid, MESSAGE_EVENT_ORANGE, "blablabla")
So instead of passing along "cid" everywhere, you have metadata objects like
player
,
target
etc.
Many old functions are supported with a compat.lua file:
A free and open-source MMORPG server emulator written in C++ - otland/forgottenserver
github.com
And TFS 1.x has much better documentation, although its still not complete, its pretty useful. I use it daily.
A free and open-source MMORPG server emulator written in C++ - otland/forgottenserver
github.com
Etc the creature metatable:
A free and open-source MMORPG server emulator written in C++ - otland/forgottenserver
github.com
And TFS 1.x has the revscriptsys system, which is like the old mods system, but entirely in Lua, and much better.
What is revscriptsys? Revscriptsys is a new way to register your scripts in an easy drag and drop way without the need to register it with xml. Basically you just place your .lua file into data/scripts/ or any subfolder according to your taste, except for monster files, they go into...
otland.net
We also support TFS 1.x actively here on otland, most of TFS 1.x questions are solved, with lots of best answers:
Encountered an issue related to OpenTibia? Ask for support here.
otland.net
So should you have any issue, help is not far away.
TFS 0.3 database is not compatible with TFS 1.3, you either need to write a migration routine, or start with a fresh database.