Yes, Ellestia Kingdoms. You may find my dev. thread here.Yeah, is this available in any server of yours Fenrisus?
Really awesome! Fenrisus what is that?
Do i have bad eng or why? :O@Himii dude I can't even read your post or the ones above or below yours... haha.
@Flatlander has anyone requested a "wait(milliseconds)" command of you?
I think it would be a great addition if one could call wait(milliseconds) in a lua script that leads back to the C++ source code (C++ offers robust wait functions, lua does not). This would allow direct waiting, instead of resorting to calling addEvent("EventName", milliseconds, <optional inputs>) which splices the running code up and complicates matters.
Actually I've thought about this I bit more am not entirely sure if I could make a damage type with custom range of damage. Like bell curved damage (by rolling few times a damage roll) or flat range of 1 -x. Maybe I could get away with 0 weapon attack and script to add damage, but it would be interesting to have 1-x damage for each attack point. Also would custom damage reduction/defense formulas be possible? Spell/armor which reduces damage taken by flat 10 for example. I didn't see implementation but after health changes it is could lead to death before reduction applies.If it is a feature that will add something to TFS that was not before possible, or wasn't easy to do, I will add it.
But, I feel it is already easy to edit damages.
Example being:
Code:
If there is anything you think you could not do with onStatsChange let me know, and I will find a way to make it possible.
You know what would be great? A define or something(like -D__LUA__DEBUG) that will enable some sort of command to execute a given script. Like "/execute data/actions/scripts/myscript.lua" to be able to test scripts.
What version of TFS are you going to base this of? And for what protocol will it be?
Actually I've thought about this I bit more am not entirely sure if I could make a damage type with custom range of damage. Like bell curved damage (by rolling few times a damage roll) or flat range of 1 -x. Maybe I could get away with 0 weapon attack and script to add damage, but it would be interesting to have 1-x damage for each attack point. Also would custom damage reduction/defense formulas be possible? Spell/armor which reduces damage taken by flat 10 for example. I didn't see implementation but after health changes it is could lead to death before reduction applies.
Lovely. I want to have way to easily modify every aspect of combat, every single formula outside of C++. Chance to hit by range, armor reduction values, spell damage, monster damage formulas etc. I dislike limitations imposed by original tibia combat systems, and want to try out many different things, but I lack the spirit to learn enough about C++ and structure of OT/TFS codes to do this that way. But doing everything outside sources would bring server efficiency down quite a bit I guess, and you can't just throw in new system working in xml without changing xml interpretation piece of software. Thanks to yours work I(We?) will be able to do much more with already quite flexible(especially compared to more standard mmo private engines with premade maps in client) OT format.Most of this can be easily done in weapons.xml (I already customize my weapon's attacks on many of my servers), the "flat damage reduction" on equipment isn't a bad idea though.
I will look into adding that functionality into items.xml.
Lovely. I want to have way to easily modify every aspect of combat, every single formula outside of C++. Chance to hit by range, armor reduction values, spell damage, monster damage formulas etc. I dislike limitations imposed by original tibia combat systems, and want to try out many different things, but I lack the spirit to learn enough about C++ and structure of OT/TFS codes to do this that way. But doing everything outside sources would bring server efficiency down quite a bit I guess, and you can't just throw in new system working in xml without changing xml interpretation piece of software. Thanks to yours work I(We?) will be able to do much more with already quite flexible(especially compared to more standard mmo private engines with premade maps in client) OT format.