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Wolffy

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Hi i am running a 8.6 tfs 0.4 and for some reason the chars magic lvl doesnt go above 32 or 26 depends on the vocation and if i raise it higher than this with a god character i atttempt to cast a spell and the server freezes and does not doing anything unless a restart is applied. I have magic rate at 500x in config.lua for testing and still wont get over 32 im not sure what is going on.
 
I have been looking through some files and i checked the database and some reason it shows manaspent at 0
 
Last edited:
check vocations.xml..
Set the vocations rates to 1.0 for magic. Can go ml 156 max
 
Maybe that is the problem im not seeing any magic rate in vocations here is a knights


<vocation id="4" name="Knight" description="a knight" gaincap="25" gainhp="33" gainmana="5" gainhpticks="3" gainhpamount="100" gainmanaticks="1" gainmanaamount="10" gainsoulticks="120" gainsoulamount="1" maxsoul="100" manamultiplier="3.2" attackspeed="450" fromvoc="4" basespeed="220" lessloss="90">
<formula meleeDamage="1.2" distDamage="1.2" wandDamage="1.2" magDamage="1.2" magHealingDamage="1.2" defense="1.1" armor="1.1"/>
<skill fist="1.1" club="1.1" sword="1.1" axe="1.1" distance="1.4" shielding="1.1" fishing="1.1" experience="1.0"/>
</vocation>
 
manamultiplier="3.2" -- I believe this determines the magic level rate.
 
I put the magic rate in config at 500x and then 1x and still the same thing magic player caps at 26 or 32 and if i increase with god character server will freeze on next spell cast.
 
You are getting freezes/crashes becouse mana spent needed to advance to next magic level is higher then 2^32 (32bit).

2^32 = 4 294 967 296

Reduce your mana multipiler in vocations.xml if you want knight with 100 mlvl
 
im still having problem determining the correct magic rate i was spending 1000 mana and going up 30-40 magic level at 1.0 manamultiplyer.
 
manamultipiler in vocations.xml cannot be equal or lower then 1.0

Multipiler 2.0 means that every next level requires x2.0 mana from last level:
0 -> 1 requires 1600 (always start 1600, doesnt matter what vocation)
1 -> 2 requires 1600 x 2.0 = 3200
2 -> 3 requires 3200 x 2.0 = 6400
3 -> 4 requires 6400 x 2.0 = 12800
etc

If you put multipiler 1.0 then advancing to next magic level will require always 1600 mana only. Max magic level possible is 255, so after casting 255 x 1600 mana you will get bugs.
Also if you put multipiler too high, like 4.0 (default for knights) and you set char's magic level in database to something very high like 50 mlvl, you will get bugs too becouse mana needed to advance to next magic will be over 2^32

2^32 = 4 294 967 296

For example:
Multipiler 1.1
mana needed to advance from 59 to 60 is 1600 x 1.1 ^ 59
mana needed to advance from 150 to 151 is 160 x 1.1 ^ 150
if that final value exceeds 2^32 you will get bugs

knight with 50 mlvl and multipiler 4.0
1600 x 4.0 ^ 49 = 1600 x 316912650057057350374175801344
 
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