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English Tibia travelling

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old Tibia travelling

En-Kay
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Guys,wouldn't be cool if we could travel from map to map without losing any items or level?This way we can make huge world,lots of monsters,npcs,towns maybe even dungeons.It would be tons of fun.An open world.

old Re: Tibia travelling

Yates
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Gut idea.

I might. Too busy at the moment though (As creating new worlds takes ages).

old Re: Tibia travelling

Alistaire
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You must be the first one who thought of this. Ever.

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Dude you know it's hard to get that to work, right.

old Re: Tibia travelling

En-Kay
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Yes i know it's hard and altough im bad modder,I'll do my best to help make this work.

old Re: Tibia travelling

SD
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You can have two or more servers running which synchronize your data (money, experience, etc.) - that way player can switch between servers (with different worlds, of course) and have his stats saved.

old Re: Tibia travelling

Alistaire
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Headhunterz a.k.a Myth made a working mod out of the idea, I made the maps for it. You'll need more than just some dumb idea to succeed dude.

old Re: Tibia travelling

mafia_man
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No, this idea sucks. Because the house system would fail here. Why? Because all houses would require duplicates in second world.

There's my idea: few servers connected. All data stored in one folder. Every server different map, but your account is the same on all servers. It would require rewriting whole weiwen's script, so it's better to create everything from scratch.

I could easily do this, with web administrating panel, but I am working on my upcoming server script.

old Re: Tibia travelling

SD
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user mafia_man has written
No, this idea sucks. Because the house system would fail here. Why? Because all houses would require duplicates in second world.

Since these would be two different worlds, players will have to purchase houses in new world again.
edited 1×, last 12.11.12 12:14:10 am

old Re: Tibia travelling

Yates
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user mafia_man has written
It would require rewriting whole weiwen's script, so it's better to create everything from scratch.

It would not. All you would need to do is to make sure they use reroute instead of connecting manually to server. This way you can monitor the difference in levels between servers plus you should remove last saved x y in Weiwen's code.

It would be easy, actually. Just a little thinking here and there.

old Re: Tibia travelling

mafia_man
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user Yates has written
user mafia_man has written
It would require rewriting whole weiwen's script, so it's better to create everything from scratch.

It would not. All you would need to do is to make sure they use reroute instead of connecting manually to server. This way you can monitor the difference in levels between servers plus you should remove last saved x y in Weiwen's code.

It would be easy, actually. Just a little thinking here and there.

A little bit thinking? What about temporary tables stored in memory? Weiwen doesn't load anything from save file when player joins, because it's already stored in memory. And all functions are using these temporary tables, that's why it would require changing script a lot.

@user SD:
What about current player items in houses. Transfer to inventory? Lol. Dropping them again will take him a lot time.

old Re: Tibia travelling

Yates
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If you only share the player save file and just add a few things on reroute to check if the person came from the main server then you can change the persons spawn to make sure they spawn where you want them to.

PLAYERS[].tmp is gone after player leaves and is created when player joins. I don't get why you think it would be hard, seems pretty obvious what to do for me.

Edit: Oh I guess you are thinking of sharing the same script? If you share just the player save file to keep the saves then it would be easy to create multiple servers.
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