I'm setting up to do some OT LUA coding "real soon now". If there's any documentation available about OT components I'd like to find it.
BTW if this is the wrong place for this question, just let me know where it should be and I'll move it.
I have TFS 1.0 downloaded (but not running yet) and I've scanned through a lot of the LUA code, XML documents, and some of the C++ code. There's a lot of information there, but also a lot of gaps and/or things that are hard to track down. I'll probably be able to fill some of the gaps when I have a server running and a map editor (which I hope will display things like item types and attributes) ...
... but I'd still like to read the docs if there are any
Right now I'm looking for:
BTW if this is the wrong place for this question, just let me know where it should be and I'll move it.
I have TFS 1.0 downloaded (but not running yet) and I've scanned through a lot of the LUA code, XML documents, and some of the C++ code. There's a lot of information there, but also a lot of gaps and/or things that are hard to track down. I'll probably be able to fill some of the gaps when I have a server running and a map editor (which I hope will display things like item types and attributes) ...
... but I'd still like to read the docs if there are any
Right now I'm looking for:
- Object definitions
- Major Object types and attributes (like Item, Creature, etc) - I have the names, but few details
- Major Object subtypes (e.g. Item subtypes) and attributes by subtype - I have the names but no details
- Common minor objects (like Position, Combat, Condition) and their attributes
- Major Object types and attributes (like Item, Creature, etc) - I have the names, but few details
- OT's LUA functions
- Purpose (I have the names, but the names are all the docs I can find)
- Call signatures for LUA functions (I can find these in the C++, but I can't always see what the parameters mean)
- Standard parameters (like cid, itemEx, fromPosition, etc) and their object type and meaning
- Timer/delay support for features like healing over time and decaying
- C++ support for the XML documents
- I just started looking at the C++ code - it looks like e.g. items.cpp might use the corresponding XML document to override attribute values for some/all items on sartup, but I can't read C++ so well

- I just started looking at the C++ code - it looks like e.g. items.cpp might use the corresponding XML document to override attribute values for some/all items on sartup, but I can't read C++ so well
- Event architecture
- This looks very powerful, but it's also a bit hard to figure out just from reading other people's scripts

- This looks very powerful, but it's also a bit hard to figure out just from reading other people's scripts
- Relationships between items (where there is one) and how they are controlled
- I first bumped into this tracing a snow script: there seem to be a lot of different snow tiles, with some "decay chains" defined from e.g. "footprint snow" back to normal snow. This is a very nice feature of course, but it means there are relationships between the item numbers, their graphics, the XML document that defines the decay chains, and (perhaps) the way the C++ LUA functions that implement decay work.
- I haven't looked closely at teleports, doors and keys, etc, but there seem to be plenty more inter-connected items.
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