• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

Help me with suggestions to my Quest OTS.

you shall :p look for mappers cuz the project looks cool but i dont really like the map :S
 
With help of Big Vamp from vapus and Evil Hero from otland I made a monster script. Had a lot of trouble with focus cid on my function which is why the function name is fuckmylife. Haha :p

It kills the monster after X seconds (configure urself) after it has been spawned.

data/creaturescripts/creaturescripts.xml:
XML:
<event type="think" name="monsterdeath" event="script" value="monsterdeath.lua"/>

Add this code to any data/monsters/scripts file you want to launch this script:
XML:
	<script>
	<event name="monsterdeath"/>
	</script>

data/creaturescripts/scripts
monsterdeath.lua
Lua:
-- How many seconds shall monster stay alive?
seconds = 8

-- Do you want people to be able to loot monster
-- after its dead? 0 = NO, 1 = YES.
loot = 1


function onThink(cid)
	addEvent(fuckmylife,1000*seconds, {cid=cid})
	return true
end
function fuckmylife(cid)
local cid = cid.cid
	if loot > 0 then
		doCreatureAddHealth(cid, -getCreatureHealth(cid))
	else
		doRemoveCreature(cid)
	end
	return true
end

Useful if you got scripts to spawn bosses. Useful in etc typical arena like quests.

I am using this script for quest based monster spawns, and I want to make sure the monsters are being removed after 5 min in case the player did not succeed in killing the monster. To prevent over-spawned quests.

actually i might use this and add to my own svar script i have the same problem as the public noe here the monster not being removed when you die b/c i built and edited it off of tomcrushers version. its a really good idea. nice work.

The map is fine but you need to add more useable area. the size is good but you need some cave networks and more mountain paths. you have a large mountain but hardly any of it is used. Right now it looks like your mapping to your quests which is a good start but before you release anything you need to go back and add more spawn areas.
 
actually i might use this and add to my own svar script i have the same problem as the public noe here the monster not being removed when you die b/c i built and edited it off of tomcrushers version. its a really good idea. nice work.

The map is fine but you need to add more useable area. the size is good but you need some cave networks and more mountain paths. you have a large mountain but hardly any of it is used. Right now it looks like your mapping to your quests which is a good start but before you release anything you need to go back and add more spawn areas.

Yeah, the map is far from done. :) Enjoy my script. And yes, especially svargrond arena like systems this is very useful. Just make the boss monsters connect to this script and it will work like a charm. :)

Edit: Fixed a minor bug in the script: (Now it checks if monster is already killed before it attempts to kill it).
If anyone is using it update it to latest version if you want to get rid of the annoying console errors when script attempts to kill an already dead monster. :p


you shall :p look for mappers cuz the project looks cool but i dont really like the map :S

I am going to focus on quests. And im mapping just so I can make the quests im working at. I might get a better mapper to tune it a bit later. But for now its a one man project. :)

Edit:
I got a bit bored lol. Well was just testing new stuff.
14:58 The server clock is: [14:58]. Which is the same as: [02:58 PM]. Tibia clock: [3:39]. Server uptime: 0 Hours 7 Minutes.

edit2:
Aight, I just made the best played time counter system:
Znote Has logged out. He has been playing for 1221 seconds.
You have been online for 3 seconds since you logged in. You played for 2708 seconds before. Your total played time is 2711 seconds.
(Still alot to tweak but the engine works!)

This is much better than the alternative scripts out there, since its so lightweight, no sql tables, no globalevents thats causing load to server.
 
Last edited:
Newbish server...

kidding, awesome, so far soooooo good, keep going pal xD

FUCKMYLIFE, what an awesome function :D
 
Newbish server...

kidding, awesome, so far soooooo good, keep going pal xD

FUCKMYLIFE, what an awesome function :D

Hehe. Yeah lost tons of braincells trying to know how to import the cid function into my own function. Spent so much time on it and got so pissd off I called the function fuckmylife. xD Then thought about the script, its a script about monsters dying within X seconds. So I actually felt the function name was quite amusing and relevant with the rest of the script, so I kept it there. :D

Wow great idea of an OT, best of luck.
Thanks. :)
 
hahaahaha xD if i was you, i was gonna do the same thing "fuckmylife"
HAHHAHAAHHAAHA XD
 
It just flashed suddenly in my head. I just learned to make monsters communicate with each other. Omg. D: Now im going to make monsters who can chat with each other, assist in kills, heal their monster friends who are low health and so on! Also adding few monster spells, and give monsters mana.
 
edit2:
Aight, I just made the best played time counter system:
Znote Has logged out. He has been playing for 1221 seconds.
You have been online for 3 seconds since you logged in. You played for 2708 seconds before. Your total played time is 2711 seconds.
(Still alot to tweak but the engine works!)

This is much better than the alternative scripts out there, since its so lightweight, no sql tables, no globalevents thats causing load to server.

there is a better way to do this then counting every second. the only problem is it wouldnt be able to tell you your exact amount of time for your current log in. It would however easily be able to tell you the length of time you where online for your previous log in and your total online time over the life of the character

you would need to give each player 3 storage values for now lets call the storage values "TOTALONLINETIME", "LASTVISITLENGTH", "LOGINTIME". Every time you log in it checks the time of your last log out and adds the difference.

  • you log in at 1200 put that value in "LOGINTIME"
  • you log out at 1800 take that time and subtract "LOGINTIME" from it It would be 6hours -> add 6hrs to "TOTALONLINETIME" and in "LASTVISITLENGTH" put 6hours
  • you log in at 2400 put that value in "LOGINTIME"
  • you log out the next day at 1000 -> add 10hrs a total of 16hrs now is stored in "TOTALONLINETIME", "LASTVISITLENGTH" would be changed to 10 hours.
  • etc...
 
there is a better way to do this then counting every second. the only problem is it wouldnt be able to tell you your exact amount of time for your current log in. It would however easily be able to tell you the length of time you where online for your previous log in and your total online time over the life of the character

you would need to give each player 3 storage values for now lets call the storage values "TOTALONLINETIME", "LASTVISITLENGTH", "LOGINTIME". Every time you log in it checks the time of your last log out and adds the difference.

  • you log in at 1200 put that value in "LOGINTIME"
  • you log out at 1800 take that time and subtract "LOGINTIME" from it It would be 6hours -> add 6hrs to "TOTALONLINETIME" and in "LASTVISITLENGTH" put 6hours
  • you log in at 2400 put that value in "LOGINTIME"
  • you log out the next day at 1000 -> add 10hrs a total of 16hrs now is stored in "TOTALONLINETIME", "LASTVISITLENGTH" would be changed to 10 hours.
  • etc...

I have already made it 3 days ago.
As I mentioned in my sample:
You have been online for 3 seconds since you logged in. You played for 2708 seconds before. Your total played time is 2711 seconds.
It is telling me the total "live" played time. I do not count my time. I dont understand what you said but I think I have something similar:

In login I just write:
Lua:
doCreatureSetStorage(cid, 1236, os.time())
in logout I just write:
Lua:
doCreatureSetStorage(cid, 1237, (getCreatureStorage(cid, 1237) + (os.time()-getCreatureStorage(cid, 1236))))

And talkaction which allows you to check your played time:
Lua:
doCreatureSay(cid, "You have been online for "..(os.time()-getCreatureStorage(cid, 1236)).." seconds since you logged in. You played for "..getCreatureStorage(cid, 1237).." seconds before. Your total played time is "..getCreatureStorage(cid, 1237)+(os.time()-getCreatureStorage(cid, 1236)).." seconds.")

Its simple math. So you are wrong. It is easy to find out exact amount of time for your current log in. I did it without any hazzle at all.

And by the way, im only using 2 storagevalues. ;) Start recording and total.
login script will replace everything in "start recording" with current os.time.

When doing talkaction, /played etc. It compare start recording value with current os.time, and fetch the seconds of your currently online played time.
On logout, it does the same, but instead of telling you it, it saves it to the "total" storage.

If you want live total played time, you first fetch currently online played time, and + it with total storage. Result is total before you logged in + while you are logged in.

I am soon going to modify my save script to take backups of played time in-case server crash and it dosnt get to save characters played time which it does in the logout script. This will require 1 additional storage and slight modification to the logout script.
 
Last edited:
ya what you said is exactly what i was saying i just didnt think about finding the login time for the current log in. for some reason i was thinking you used a modified version of the script that made the tortoise talk and counted every second the player was online. i dont know what made me think that... :\

well being you did it that way nice job i like the idea of being able to see how long your character has been online.
 
When do you Expect the Server Coming online ?!?
Good Job ;) keep it up
 
Still much to do before I even consider getting it online. Closed Beta stage is soon ready thought.

By the way, I just created a monster system which gives monsters more tactical brains. Adding mana system, and spells system to monsters. :) They communicate with each other and help each other out.

So far only fixed 1 spell for them to test stuff out.
[video=youtube;yf25Y5NYRSo]http://www.youtube.com/watch?v=yf25Y5NYRSo[/video]
 
Still much to do before I even consider getting it online. Closed Beta stage is soon ready thought.

By the way, I just created a monster system which gives monsters more tactical brains. Adding mana system, and spells system to monsters. :) They communicate with each other and help each other out.

So far only fixed 1 spell for them to test stuff out.
[video=youtube;yf25Y5NYRSo]http://www.youtube.com/watch?v=yf25Y5NYRSo[/video]

LOL funny xD
nice testing rabiit ^^
 
Good idea with the monsters healing each other but it would really annoying if it took that long to kill a wild warrior but great idea none the less
 
Yea, monsters become annoying with this. It should balanced and made more 'random' imo
 
Kinda lame how he heals 4x and then his friend heald him 4x but like Cykotitan said just make it more random
 
I wont even have Wild Warriors on my server. I just happen to assign the creatureevent scripts to them for testing purposes. :p And its working! :D

It was just to check if the script was working. Its no prob to change these values. I have a very nice config. :)

Soon going to start on a "flame strike" like attack. When a character reaches below xx% HP monster will call all his friends to cast an attack spell on the character to kill him. Finishing blow.

Going to use these scripts on "Evil Humans" like evil guilds who have trained to defeat us.
 
Interesting. Will sure put another dimension into hunting.

But since this makes them harder to kill, the reward for the kill should also increase.
 
Back
Top