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TFS Programming Tools

Release the tools


  • Total voters
    26
  • Poll closed .
It is very rare for one of these types of "Tools" to give you more power, it usually just limits you.
I never claimed they would give you more power but I did say they would be very helpful, I really don't know what to refer to them as actually.
So I just call them "tools" but what they really are is parsers, they extract the data from all the xml files in the data folder while exporting this information into a nice lua table structure.

For anyone who has tried to build a custom server knows getting information about items, creatures, spells or existing scripts it is very tedious work.
I could even extends it functionality to accessing the database if need be for the non-programmer which I'd say is a good majority of this community
This is why I requested someone help me build an interface in ajax so that everyone could benefit from it where it could also be imported into an aac extending its functionality.

I've already reviewed @Znote items parser but it doesn't do the same thing although I wouldn't put it past him if he could build one himself.

So right now I am working on an interface which will serve as a control panel and allow for more customization and integration.
Why don't I just release the code?
Because as of now its not a finished at least not in my eyes and although I got a whole lot of views in the jobs section I only got 1 response which tells me I need to release this as a finished product or not release it at all.
Also because I don't want this project to be lost in the void before its full potential has been realized.
 
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Uhm...
I've seen Spell Makers, Monster Makers, and stuff like that. But I can't really imagine a tool for scripting in TFS.

What would it even do?
I guess it could fill out headers. Like you select:
New->Creaturescript->onLogin

And it could make a new file with:
Code:
function onLogin(cid)
end

But that wouldnt' really help too much...
You could also have a little pre-defined things, like Base Lever Switch Scripts in actions.xml and Base Damage Tiles Scripts in Movements.xml.

But HONESTLY, if you are going to be making your own stuff, just learn?
It is very rare for one of these types of "Tools" to give you more power, it usually just limits you.

Like flatlander said, it will limit your learning, unless you created something of a project out of it for the community. Example, say you created a new editor for lua scripts, having all events in there (with parameters) like flatlander said, include functions for the server used, maybe even make libraries for each different server version (most popular), and get the community involved in building libraries for functions that would be needed for common types of scripts. Otherwise, just a tool that speed things up would "dumb" down the users, however I would still be interested in you releasing these tools. I'm eager actually to see what you have, and to play with it :D
 
I never claimed they would give you more power but I did say they would be very helpful, I really don't know what to refer to them as actually.
So I just call them "tools" but what they really are is parsers, they extract the data from all the xml files in the data folder while exporting this information into a nice lua table structure.

For anyone who has tried to build a custom server knows getting information about items, creatures or existing scripts it is very tedious work.
I could even extends it functionality to accessing the database if need be for the non-programmer which I'd say is a good majority of this community
This is why I requested someone help me build an interface in ajax so that everyone could benefit from it where it could also be imported into an aac extending its functionality.

I've already reviewed @Znote items parser but it doesn't do the same thing although I wouldn't put it past him if he could build one himself.

So right now I am working on an interface which will serve as a control panel and allow for more customization and integration.

That sounds extremely useful!!!!!!!!!!!!
 
That sounds extremely useful!!!!!!!!!!!!
Indeed it is, so right now just to give you a small preview.

This is spells, although I didn't build an interface for it yet.

33utt3n.jpg


This is the items parser although with a basic interface, yes I know the "i" in id is missing :p

10ee8o5.jpg


This is monsters with its basic interface

vs2mgy.jpg



I'll be adding other features and text selections boxes in the future.
There are some minor issues to work out but still an invaluable resource to add to your toolset.

I'll also create additional tools which will allow for the user to write to the file while making a backup copy when they commit the change.
 
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Tools will help the people who don't want to put effort out. That being said, tools will also help the community grow and develop. You must pick your poison, and choose what you think is best in the end.

The way I see it, competition with Tibia servers will never grow in size - unless there is a major game update that pretty much makes a brand new game.
 
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Items should probably be indexed by itemid instead of name.
Keys like attribute_0 seem useless, you have tables for that.
 
Indeed it is, so right now just to give you a small preview.

This is spells, although I didn't build an interface for it yet.

33utt3n.jpg


This is the items parser although with a basic interface, yes I know the "i" in id is missing :p

10ee8o5.jpg


This is monsters with its basic interface

vs2mgy.jpg



I'll be adding other features and text selections boxes in the future.
There are some minor issues to work out but still an invaluable resource to add to your toolset.

I'll also create additional tools which will allow for the user to write to the file while making a backup copy when they commit the change.


You were definitely correct on this being useful for custom server makers. I find this to be EXTREMELY useful, I have so much custom content that must be changed like items and stuff, that having a program like this could save me hours on finding and double checking....

EDIT: Would also be amazing if you had something that could convert that same lua file back to xml, or update an xml file from the lua file...
 
Items should probably be indexed by itemid instead of name.
Keys like attribute_0 seem useless, you have tables for that.
I know, this is just the early stages, all of this can be changed, there are settings for everything when I wrote out the code
 
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Oh, great, a parser! Maybe we should also patch the custom content production with SPR/DAT files too. All in one, there's no need to overcomplicate... Why don't you link this thread to the job section?
 
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