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Feature [TFS 1.3] Monster Levels

Good afternoon, I use tfs 1.4.2 and when trying to compile this error, I did the same as the tutorial, can anyone help me?

Severity Code Description Project File Line Suppression State
Error LNK2001 unresolved external symbol "public: float __cdecl ConfigManager::getExperienceStage(unsigned int)const " (?getExperienceStage@ConfigManager@@QEBAMI@Z) theforgottenserver C:\Users\luand\OneDrive\Área de Trabalho\serv\vc17\luascript.obj 1

Severity Code Description Project File Line Suppression State
Error LNK1120 1 unresolved externals theforgottenserver C:\Users\luand\OneDrive\Área de Trabalho\serv\vc17\x64\Release\theforgottenserver-x64.exe 1



1704814771755.png
 
hello everyone!
are u good?

let me ask u something,

did u guys noticed something about the summons? i implemented as well you guys talking about and further i noticed the mages when summon a monster get a big kid with levels, maybe it can be cool considering different mechanics but not for a older protocol. any idea about how to solve it?

thanks in advance!

cheers.
 
hello everyone!
are u good?

let me ask u something,

did u guys noticed something about the summons? i implemented as well you guys talking about and further i noticed the mages when summon a monster get a big kid with levels, maybe it can be cool considering different mechanics but not for a older protocol. any idea about how to solve it?

thanks in advance!

cheers.
Simply, add Monster Levels to the monsters that cannot be summoned by a mage, in case, copy paste rat, and the rat that can be summoned will be different, change name or something else, there is a large possibility.
 
Simply, add Monster Levels to the monsters that cannot be summoned by a mage, in case, copy paste rat, and the rat that can be summoned will be different, change name or something else, there is a large possibility.
uoww, awesome idea i was thinking in something more complex about src code, but thats a easy way to deal with... thanks dude!
 
hello everyone!

i got another doubt about this system, i was trying in c++ some implementations for it, but until now without success, the thing is i was trying to implement a way to use the variable level of monster.xml for the attack and loot node inside the file, for example, for a troll.xml a way for the trolls of different levels has different behaviors, attacks and loots and for it just input in .xml of the monster something like this:
XML:
<?xml version="1.0" encoding="UTF-8"?>
<monster name="Troll" nameDescription="a troll" race="blood" experience="20" speed="23" manacost="290">
    <health now="50" max="50" />
    <level min="0" max="4" />
    <look type="15" head="0" body="0" legs="0" feet="0" corpse="3987" />
    <targetchange interval="1000" chance="0" />
    <targetstrategy nearest="100" weakest="0" mostdamage="0" random="0" />
    <flags>
        <flag summonable="1" />
        <flag attackable="1" />
        <flag hostile="1" />
        <flag illusionable="1" />
        <flag convinceable="1" />
        <flag pushable="1" />
        <flag canpushitems="0" />
        <flag canpushcreatures="0" />
        <flag targetdistance="1" />
        <flag runonhealth="15" />
    </flags>
    <attacks attack="10" skill="15">
        <attack level="4" name="fire" min="-90" max="-170" range="7" radius="3" target="1" chance="3">
            <attribute key="shootEffect" value="fire" />
            <attribute key="areaEffect" value="firearea" />
        </attack>
    </attacks>
    <defenses armor="6" defense="8">
    </defenses>
    <voices>
        <voice sentence="Grrrr" />
        <voice sentence="Groar" />
        <voice sentence="Gruntz!" />
        <voice sentence="Hmmm, bugs." />
        <voice sentence="Hmmm, dogs." />
    </voices>
    <loot>
        <item id="3031" countmax="10" chance="600" /> <!-- a gold coin -->
        <item id="3268" countmax="1" chance="180" /> <!-- a hand axe -->
        <item id="3552" countmax="1" chance="100" /> <!-- leather boots -->
        <item id="3355" countmax="1" chance="100" /> <!-- a leather helmet -->
        <item id="3577" countmax="1" chance="150" /> <!-- meat -->
        <item id="3003" countmax="1" chance="80" /> <!-- a rope -->
        <item id="3054" countmax="1" chance="1" /> <!-- a silver amulet -->
        <item id="3277" countmax="1" chance="200" /> <!-- a spear -->
        <item id="3336" countmax="1" chance="50" /> <!-- a studded club -->
        <item id="3412" countmax="1" chance="150" /> <!-- a wooden shield -->
    </loot>
</monster>

if you take a look in the attacks section in the code above, i tried to declare a level that will give for the troll of that level differents types of attacks, any idea about how to implement it?
with my tests and changes inside monsters.cpp and monster.cpp in the respective funcions "Monsters::loadMonster" and "Monster::Monster(MonsterType* mtype)" was with no success...

thanks in advance!

cheers.
 
hello everyone!

i got another doubt about this system, i was trying in c++ some implementations for it, but until now without success, the thing is i was trying to implement a way to use the variable level of monster.xml for the attack and loot node inside the file, for example, for a troll.xml a way for the trolls of different levels has different behaviors, attacks and loots and for it just input in .xml of the monster something like this:
XML:
<?xml version="1.0" encoding="UTF-8"?>
<monster name="Troll" nameDescription="a troll" race="blood" experience="20" speed="23" manacost="290">
    <health now="50" max="50" />
    <level min="0" max="4" />
    <look type="15" head="0" body="0" legs="0" feet="0" corpse="3987" />
    <targetchange interval="1000" chance="0" />
    <targetstrategy nearest="100" weakest="0" mostdamage="0" random="0" />
    <flags>
        <flag summonable="1" />
        <flag attackable="1" />
        <flag hostile="1" />
        <flag illusionable="1" />
        <flag convinceable="1" />
        <flag pushable="1" />
        <flag canpushitems="0" />
        <flag canpushcreatures="0" />
        <flag targetdistance="1" />
        <flag runonhealth="15" />
    </flags>
    <attacks attack="10" skill="15">
        <attack level="4" name="fire" min="-90" max="-170" range="7" radius="3" target="1" chance="3">
            <attribute key="shootEffect" value="fire" />
            <attribute key="areaEffect" value="firearea" />
        </attack>
    </attacks>
    <defenses armor="6" defense="8">
    </defenses>
    <voices>
        <voice sentence="Grrrr" />
        <voice sentence="Groar" />
        <voice sentence="Gruntz!" />
        <voice sentence="Hmmm, bugs." />
        <voice sentence="Hmmm, dogs." />
    </voices>
    <loot>
        <item id="3031" countmax="10" chance="600" /> <!-- a gold coin -->
        <item id="3268" countmax="1" chance="180" /> <!-- a hand axe -->
        <item id="3552" countmax="1" chance="100" /> <!-- leather boots -->
        <item id="3355" countmax="1" chance="100" /> <!-- a leather helmet -->
        <item id="3577" countmax="1" chance="150" /> <!-- meat -->
        <item id="3003" countmax="1" chance="80" /> <!-- a rope -->
        <item id="3054" countmax="1" chance="1" /> <!-- a silver amulet -->
        <item id="3277" countmax="1" chance="200" /> <!-- a spear -->
        <item id="3336" countmax="1" chance="50" /> <!-- a studded club -->
        <item id="3412" countmax="1" chance="150" /> <!-- a wooden shield -->
    </loot>
</monster>

if you take a look in the attacks section in the code above, i tried to declare a level that will give for the troll of that level differents types of attacks, any idea about how to implement it?
with my tests and changes inside monsters.cpp and monster.cpp in the respective funcions "Monsters::loadMonster" and "Monster::Monster(MonsterType* mtype)" was with no success...

thanks in advance!

cheers.


If monster is 10-20 loot 20 gold coins, if is 20-30, 30, etc..
I Dont know really how to do that.

But you could do it in another way, creating a function to get the level of monster, with this you can do everything, if monster is level 100 - 300 then loot x5 for example, more loot. Requires source changes to add the function.
The same way to do it more stronger, more hp, etc.
 
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