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C++ [LUA] [C++] [XML] item attributes 1.x

andu

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1.
Code:
[Warning - Items::parseItemNode] Unknown key value: elementDeath
[Warning - Items::parseItemNode] Unknown key value: elementLifedrain
[Warning - Items::parseItemNode] Unknown key value: elementHoly

Worked in 0.3 and 0.4. Doesn't exist in 1.2? Why such downgrade?
Based on otland/forgottenserver (https://github.com/otland/forgottenserver/blob/master/src/items.cpp) we have fire, ice, earth and energy. What happened to rest? How to add them?

2.
What is difference betwee these two?
Code:
    {"magicpoints", ITEM_PARSE_MAGICPOINTS},
and
    {"magiclevelpoints", ITEM_PARSE_MAGICPOINTS},

and these:
Code:
    {"absorbpercentallelements", ITEM_PARSE_ABSORBPERCENTALL},
and
    {"absorbpercentelements", ITEM_PARSE_ABSORBPERCENTELEMENTS},

3.
And another one thing:
Code:
[Warning - Items::parseItemNode] Unknown weaponType: fist
[Warning - Items::parseItemNode] Unknown key value: attackSpeed
I'm sure this gonna be a little bit more time consuming, but how to add them?
 
They all still exist.

The difference between absorbpercentallelements and absorbpercentelements is this:
Elements is strictly only fire, ice, earth, and energy, and absorbpersentallelements is every single absorb type (the 1st link i gave you)

The magic points you provided have no difference, it's just an alternate attribute key you can use to do the same thing.
 
Thank you for respond.
About elementDeath, this is atribute what enchantes weapon with death damage. So you deal death dmg with it. Based on master tfs 1.2 items.cpp there is no such attribute.

Only these:

So I'm looking for way to add them back to distro. Also weapon type fist and weapon attackSpeed attributes are missing after 1.0, and still there is no such attribites in 1.2
 
You shouldn't even need to use those in all honesty, just script the weapon that way you have more control over what it's doing.
If you really insist on adding them back though, literally all you have to do is go through where it's parsed, what's done with the value inside of case ITEM_PARSE_ELEMENTICE and do the exact same thing with whatever damage type you want.
 
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