totolol123
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- Joined
- Oct 19, 2010
- Messages
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Great work flat, this features you written in lua or c++?
10 years of expirience (commercial software), Lead programmer in some gamedev company. =) But very lazzy...
So, agree - that is not possible for default Tibia client. That req. client sided modifications too. Hmmm... great feature, but... non for default clients.
Hmm, how about another feature for you server? Build you own house like in Ultima Online. As i remember, Mock do that once here, but system uncomplete. But wait tell about - "man, that is lua code!" That idea should be like in UO. With place houses not in special zones... Place it on map, where we have a free place. And with chests (for player items) acess and etc. Maybe it nice addon for future modification you house system? (It should be saved on server down, and store items, etc etc etc. as Classic Tibia house, but custom, and placed by player in any free map place, where player whants to see him house)
Great work flat, this features you written in lua or c++?
Because the truth is, I don't trust other people to do things the right way.Flat, why do not you release to everyone work together?
Not just me, most other people would like to help.
Think about it.
Btw Flatlander
i can help you with monsters levels and more c++ codes if you really want help
<?xml version="1.0" encoding="UTF-8"?>
<monster name="Test Monster" nameDescription="a test monster" race="blood" experience="100" speed="200" manacost="0">
<health now="500" max="500"/>
<mana now="100" max="100"/>
<level max="4" health="10" mana="10" damage="1.1" heal="1.1" speed="10">
Min level, so players can now ooh i can hunt that around level x
So I have a dragon: min level 30 max level 50
Players then know I can kill that around the level the dragon currently is.
Also the health and mana etc.. stats in the level config, that's the level increase?
Could it also be possible to set the stats per level so:
<level max="1" health="10" mana="10" damage="1.0" heal="1.0" speed="250">
<level max="2" health="14" mana="12" damage="1.1" heal="1.0" speed="250">
<level max="3" health="19" mana="15" damage="1.15" heal="1.05" speed="260">
Something like the above?
<level health="10" mana="10" speed="10" armor="1" defense="1" attack="1" magic="1">
Instead of what ^^^ said, how about alignments for the creatures? For the players as well, but I'd rather not divulge the latter-- I do plan to introduce it later onto my possibly coming server, however.
Anyway, alignments how, you may ask?
As in D&D:
Certain races may hold grudges against others depending on predefined settings (orcs vs elves, for instance), and certain alignments will definitely collide all the time (evil vs good).
- (Lawful/Neutral/Chaotic) Good
- (Lawful/True/Chaotic) Neutral
- (Lawful/Neutral/Chaotic) Evil
The way it'd work without adding alignments to players? Basic: having a level range as the post above described, which is further formulated with player difficulty (which you already integrated?). Chaotic evil creatures would be pretty much the current PvE in traditional Tibia, ruthless, bloodthirsty and angry monsters. Those which are lawful will only attack with a purpose, such as confrontation with an unallied race, or engaging in fight with brethren of the race, depending on which set of rules they might be put on-- lawful evil would probably be quite rare to find and hard to defeat. Neutral evil, however, will just attack if they can engage and know they stand a chance.
Don't understand yet? Here.
Knights could be: town guards.
Judges could be: strong npcs you can ally/help.
Overlords could be: evil bosses.
Heroes could be: players/mercenaries.
Outsiders could be: environmental critters.
Villains could be: average monsters.
Rebels could be: small, short-ended quests.
Nomads could be: do I really need to elaborate any more?
Psychopaths: I think not.
Good luck laying out 'dem Orshabaals and Morgaroths.
-- Hostile groups will attack all other groups
GROUPS_HOSTILE = {"orcs", "demons", "undead", "dragons", "wyrms"}
GROUPS_ALLIES = { -- Allies are for hostile groups that will not attack each other
["orcs"] = {"minotaurs", "elves"} -- You do not need to list "minotaurs" and "elves" in this list because they are not hostile groups
GROUPS_ENEMIES = { -- Enemies are for friendly groups that will attack certain other groups
["dwarvs"] = {"orcs"} -- Dwarves will only attack orcs, but they are friendly to all other groups
All the features are awesome, but this will be released for the public? And which protocol it will support? ;O
<?xml version="1.0" encoding="UTF-8"?>
<!--here only 40% of total functions amount-->
<monster name="Paladin" nameDescription="a paladin" minlevel="20" maxlevel="40" chanceparagon="0" chancelegendary="0" automation="1" race="outsider" experience="0" speed="250" manacost="0">
<health now="2500" max="2500"/>
<look type="402" corpse="6080"/>
<flags>
<flag summonable="0"/>
<flag attackable="1"/>
<flag guardian="1" />
<flag hostile="1"/>
<flag illusionable="0"/>
<flag convinceable="0"/>
<flag pushable="1"/>
<flag canpushitems="1"/>
<flag canpushcreatures="0"/>
<flag targetdistance="1"/>
<flag staticattack="90"/>
</flags>
<automation>
<option actor="345"/>
<option spectators="1"/>
<option tactic="1" attack="80" defence="20"/>
<option nodeDelay="1200" />
<option rememberTarget="1" />
<option callhelp="1"/>
<option followrange="120"/>
<option returnTopoint="1"/>
<option comepointAthp="30" />
<basepoint>
<value cordX="8763"/>
<value cordY="4870"/>
<value cordZ="6"/>
</basepoint>
</automation>
<enemies>
<enemy name="Elite Drider"/>
<enemy name="Elite Drow"/>
<enemy name="Drow Warrior"/>
</enemies>
<stats>
<stat name="Eval" value="32" />
<stat name="Willpower" value="30" />
<stat name="Magery" value="15" />
<stat name="Intelligence" value="23" />
<stat name="Strenght" value="46" />
<stat name="Agility" value="30" />
<stat name="Fencing" value="35" />
<stat name="Heavy armor" value="30" />
<stat name="Focus" value="28" />
<stat name="Mental level" value="15" />
<stat name="Astral level" value="20" />
<stat name="Outsider bonus" value="1" />
<stats>
<attacks>
<attack name="melee" interval="2000" skill="32" attack="30"/>
<attack name="holy" interval="2000" chance="25" target="1" range="3" min="-5" max="-25">
<attribute key="shootEffect" value="holy"/>
</attack>
<attack name="holy" interval="2000" chance="20" level="35" target="1" range="2" radius="3" min="-30" max="-55">
<attribute key="areaEffect" value="holyarea"/>
<attribute key="shootEffect" value="holy"/>
</attack>
</attacks>
<defenses armor="35" defense="35">
<defense name="healing" interval="1000" level="22" chance="17" min="40" max="50">
<attribute key="areaEffect" value="blueshimmer"/>
</defense>
</defenses>
<elements>
<element earthPercent="5"/>
<element energyPercent="-5"/>
<element icePercent="-5"/>
<element deathPercent="-15"/>
<element physicalPercent="15"/>
<element firePercent="5"/>
<element holyPercent="100"/>
</elements>
<voices interval="3000" chance="35">
<voice sentence="FOR THE EMPIRE!" yell="1"/>
<voice sentence="FOR THE SIGMAR!" yell="1"/>
<voice sentence="ATTACK!" yell="1"/>
<voice sentence="Repel the invaders!" yell="1"/>
<voice sentence="To glory!" yell="1"/>
<voice sentence="Desceti satit feras!" yell="1"/>
</voices>
<sounds>
<combat sound="pal_hit1" chance="22"/>
<combat sound="pal_hit2" chance="22"/>
<combat sound="pal_hit3" chance="22"/>
<idle sound="pal_idle1" chance="14" />
<idle sound="pal_idle2" chance="12" />
<death sound="pal_death" chance="100" />
</sounds>
<immunities>
<immunity invisible="1"/>
</immunities>
</monster>
chanceparagon="0"
chancelegendary="0"
automation="1"
<automation>
<option actor="345"/>
<option spectators="1"/>
<option tactic="1" attack="80" defence="20"/>
<option nodeDelay="1200" />
<option rememberTarget="1" />
<option callhelp="1"/>
<option followrange="120"/>
<option returnTopoint="1"/>
<option comepointAthp="30" />
<basepoint>
<value cordX="8763"/>
<value cordY="4870"/>
<value cordZ="6"/>
</basepoint>
</automation>
<enemies>
<enemy name="Elite Drider"/>
<enemy name="Elite Drow"/>
<enemy name="Drow Warrior"/>
</enemies>
<stats>
<stat name="Eval" value="32" />
<stat name="Willpower" value="30" />
<stat name="Magery" value="15" />
<stat name="Intelligence" value="23" />
<stat name="Strenght" value="46" />
<stat name="Agility" value="30" />
<stat name="Fencing" value="35" />
<stat name="Heavy armor" value="30" />
<stat name="Focus" value="28" />
<stat name="Mental level" value="15" />
<stat name="Astral level" value="20" />
<stat name="Outsider bonus" value="1" />
<stats>