Get all Monsters by name: Would it be possible to create a lua function grabbing all monsters and optionally filtering them autmaticly by name, like this?
Something like this?Lua:-- somewhere in a function local monsters = getMonsters() --returns a table of every living monsters local demons = getMonsters("Demon") --returns a table of every living demon local dragons = getMonsters("Dragon, Dragon Lord") --returns a table of every living dragon/dragon lord
Oooh and maybe something like additional combat stats as:
Damage percent: both magic (can be divided in all magic types (fire,ice etc..)) and physical damage
Dodge chance: a chance to dodge an attack
Block chance: a chance to block an attack
Block value: the amount you block for
Crit chance: (already exists somewhat but I'd like to see additional functions with it)
Crit damage: the damage you crit for
Damage reduction percent: Reduces damage by a %.
Damage reduction: Reduces damage by a flat amount.
These stats should then be addable to items like any other stat in items.xml and maybe monsters should also be able to have these, and ofcourse changable by lua functions.
I disbanded all my current projects to work on this new version of TFS (I probably won't work on them again)
With this new TFS I will be able to do WAY better things with my servers, so i've been designing plans for a new server.
Current Projects I am working on:
New Species RPG (This is going to be incredible)
Raisa's Server (I love how her mind thinks up new ideas)
I play all my own servers, because if I don't have fun on them, I know you guys won't.
I am actually excited about BOTH of these servers.
What is the IP for the new Species RPG?! Also, whats the story on the old species war server? That server had so much potential... it still resides in my top 3...
getMonsters(NAME) would be very easy to make. Truthfully I could make it in LUA but I'll make it in the sources.
as for the additional combat stats...
I will add in Dodge. This will be configurable in vocations.xml, items.xml, and you can set values per player under getPlayerStorage(cid, "dodge")
I have added a new section in the Thread Topic for "Combat Modes" that will be configurable in the config.lua
I also will add all damage reductions to player storage values. Ex: getPlayerStorage(cid, "firepercent") getPlayerStorage(cid, "firevalue")
Crit Chance//Value/Percent will also be added to storage values and configurable in vocations.xml, items.xml, and config.lua Ex: getPlayerStorage(cid, "critchance") getPlayerStorage(cid, "critpercent") getPlayerStorage(cid, "critvalue")
Both of the above changes are so you can easily customize items, players, vocations, or the entire server in which ever way you want with any value you want.
I have edited the main topic with these features.
Would it also be possible to create a creatureevent of when you dodge, crit or block?getMonsters(NAME) would be very easy to make. Truthfully I could make it in LUA but I'll make it in the sources.
as for the additional combat stats...
I will add in Dodge. This will be configurable in vocations.xml, items.xml, and you can set values per player under getPlayerStorage(cid, "dodge")
I have added a new section in the Thread Topic for "Combat Modes" that will be configurable in the config.lua
I also will add all damage reductions to player storage values. Ex: getPlayerStorage(cid, "firepercent") getPlayerStorage(cid, "firevalue")
Crit Chance//Value/Percent will also be added to storage values and configurable in vocations.xml, items.xml, and config.lua Ex: getPlayerStorage(cid, "critchance") getPlayerStorage(cid, "critpercent") getPlayerStorage(cid, "critvalue")
Both of the above changes are so you can easily customize items, players, vocations, or the entire server in which ever way you want with any value you want.
I have edited the main topic with these features.
Would it also be possible to create a creatureevent of when you dodge, crit or block?
To me, Instances is very Anti-Tibia and Anti-MMO personally I would never add this system into my version of TFS.
Who cares if it's "Anti-Tibia"? I thought the point of this thread was to come up with new and fresh things for tibia which instances would be. Btw, isn't the new fury gates in tibia pretty much instances?
Also some cool things you could add is:
cooldown reduction on items, for example exori mort is 2 seconds cooldown normally, but if you wear a 25% cd reduction item it would be 1.75 sec.
items that improve how much mana/health you get from items+potions with a percentage.
items that give you mana/health after each mob you killed.
I know all of this is already possible with some easy lua scripts but it would be nice if all of these could be implemented as lua functions and item attributes.
Nice features, but easy to implement it. How about really "hard", professional tasks?
I am have a idea for that distro.
Tibia have a some large ship sprites, not boats. So, how about conversion Ultima Online: High Seas feature - Galleons?
Features TODO (server code mods req. for that):
Player can control ship by comands.
Player can walk, when ship moving
Ship can moving, player can store items on that. Player can set acess for ship (as House control system).
I am wanna travelling on that ship in seas! Combat vs another ships by using my ship-weapons. Are you?
Original idea from UO:
OH! I really like this idea.
The whole ship thing on Ultima is really fun.
We've actually tried this before (not thinking of Ultima though).. to make a boat move/sail... only problem was the massive amount of server lag.. weirdly enough, the people on the boat didn't notice(since they were moving, I guess), but other players in the game were basically frozen while the boat was moving.
That doesn't mean it is impossible, it just means the system needs scripted better.
It was done in lua
I think Ultima Online has a few other good ideas we could port as well
There is no other way to make boats work on tibia.
We have explored this and it is impossible on tibia, sorry.
So, i know the way how to reliase it, on server - client side. There really lots amount of work (but that possible without laggs).
One of Way.
No need make a over9000 tiles. and replace them. We should declare of new type of objects. (Object, not a Tile!). So primary params for object:
From Tile - walkable, and etc. Support a cluster-tiles. So, here need function, for lua_table (tileset base) and for server it should have association as ONE tile. And server move a one object (not a over9000 tile-object), and tiles - only for client-side draw them, as 3D Matrix... Yeah, that is no-simple way, but technically - that is great feature.
How about - That system to 50% released on Ellestia Kingdoms server?
10 years of expirience (commercial software), Lead programmer in some gamedev company. =) But very lazzy...Pretty sure this isn't capable on the normal tibia client. And if it is, and you know how to do it, you must know WAY more than I do about coding.