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Some doubts on TFS 1.0

Buxiga

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Hello!

I'm new to the OT scene and came across many doubts after 1 week of readings...

I'm running a global map on TFS 1.0.

1)I'm currently trying to implement infinite charges on runes/ unlimited potions/ammo/equipment. Many tutorials point out that I should be modifying the config.lua, however, the original config.lua file I have does not have strings like those ones below.
removeWeaponAmmunition = false
removeRuneCharges = false
1.1) Can I add these lines in my config.lua? Where can I find a tutorial on what can I implement in my config.lua?
1.2)How do I manage to implement these infinite items? Or where can I find a tutorial on how to implement it? Many of the tutorials I find are from 2010, 2011...

2)The /appr command is very interesting, however I can't get it to work with my gamemaster account. I wanted to modify itens like adding a sword with 1000 atk value. How can I do this without altering the source for every sword in the game?

3)Can I run a tibia 10.9-eske map/monster/features in older TFSs? I would like to keep my server as close to the official server.

Thank you in advance!
 
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Hello!

I'm new to the OT scene and came across many doubts after 1 week of readings...

I'm running a global map on TFS 1.0.

1)I'm currently trying to implement infinite charges on runes/ unlimited potions/ammo/equipment. Many tutorials point out that I should be modifying the config.lua, however, the original config.lua file I have does not have strings like those ones below.
removeWeaponAmmunition = false
removeRuneCharges = false
1.1) Can I add these lines in my config.lua? Where can I find a tutorial on what can I implement in my config.lua?
1.2)How do I manage to implement these infinite items? Or where can I find a tutorial on how to implement it? Many of the tutorials I find are from 2010, 2011...

2)The /appr command is very interesting, however I can't get it to work with my gamemaster account. I wanted to modify itens like adding a sword with 1000 atk value. How can I do this without altering the source for every sword in the game?

3)Can I run a tibia 10.9-eske map/monster/features in older TFSs? I would like to keep my server as close to the official server.

Thank you in advance!

1. Try adding the lines in config.lua but if still not working you will have to make infinite in another way. I will explain you how:

First of all you will have to go through your items.xml and find I don't know like a "spear", we will see spear properties such as: weight, attack, weaponType, range, etc. But we actually just interested in ammoAction and breakChance. So you will have to delete these two lines in order to make them infinite

2. /attr command is available here I don't know if it supports TFS 1.0 but you can try it out: https://otland.net/threads/item-player-creature-attribute-talkaction.232291/
 
Well I don't remember what was and was not in the default TFS 1.x
However you can make such variables on your own just right there where you wanted. (although id make such config in appropriate sections)

So you want these variables to work.
removeWeaponAmmunition = false
removeRuneCharges = false

weapons are located in:
data > weapons
in the .xml file attack the ammo id with custom script what you have to make.
On that script write out the way you want ammo work.
In that same script file define a variable removeWeaponAmmunition. And make it so if thats true, it will remove ammo and if its false, don't remove ammo.

If you make script dynamical you only have to make it once and attach it to all the ammo ids in .xml file This way you can make even custom ammo like (throwing dolls or rubbish or bottles or watever)

Go trough all runes same way.
Runes are registrated in
data > spells
However I'd suggest to move all of them to:
data > actions
 
Thanks for the help, guys.
I managed to add the lines below in my config.lua and it worked for the weapons, ammo and runes. Now I have to figure out the potions.
removeAmmoWhenUsingDistanceWeapon = "yes"
removeChargesFromRunes = "yes"
removeChargesFromWeapons = "yes"

Unfortunately, I didn't manage to get /attr to work =/ I thought it could be a good function so I could gift someone a modified item for completing an event.
Do you guys think a new /attr is scriptable?
 
yes, but you would have to remake entire damage system. (remake formulas in onhealthchange script)

edit: or just, in weapon script make it so that it checks atk value from item text and make it deal extra damage.
 

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