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GlobalEvent TM - Boss Raid System v1.3.0 (Release/Updated)

but, you are asking for rep, u make all the things for rep, and some ppl here makes it for helping the new ppl in otland.

lol why else would I release this? not for rep actually its to help people out. Reputation is just a way of showing you appreciate the work that person has done for you -.- it has 0 value what-so-ever otherwise.

nub plax x2
 
nice script!
but do you know if the monsters can, for example, spawn in houses/pz if they are within the selected area?
anyways rep++
 
SO YOURE SAYING.

This checks if the monsters are still there? it wont like, spawn a pile of orshabaal until it cant fit anymore?

THATS AWESOME i looked all over for something like this man.
 
nice script!
but do you know if the monsters can, for example, spawn in houses/pz if they are within the selected area?
anyways rep++

Ah this is a good question, I at the moment I think they will spawn in houses (maybe not eh), I will patch it today anyway to make sure. Thanks!

SO YOURE SAYING.

This checks if the monsters are still there? it wont like, spawn a pile of orshabaal until it cant fit anymore?

THATS AWESOME i looked all over for something like this man.

Yes. It won't summon an ass-ton off orshabaals etc xD It will activate but it removes the previous creature and replaces it with the new one (forgot I changed it to this part-way through)

(I am going to patch the main code today to fix the house/pz issue and also adding a few other minor edits. I'll add it to the changelog)
 
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Updated to v1.2! Changes:
Code:
Date: 03/07/2010

	>>Previous Code: 1.0

	>>Version 1.2 Change Log

	>>Scripted by: Teh Maverick

	>>Edited by: Teh Maverick


		[ data \ globalevents \ scripts \ raids \ raidsConfig.lua Changes:

			[Added-

				*-

			]
		
			[Modified-

				*-

			]

			[Deleted-

				*-

			]

			[TODO-

				*-

			]
		]

		[ data \ globalevents \ scripts \ raids \ exampleRaid.lua Changes:

			[Added-

				*-

			]
			
			[Modified-

				*-

			]

			[Deleted-

				*-

			]

			[TODO-

				*-

			]
		]

		[ data \ globalevents \ scripts \ raids \ lib \ eventraids.lua Changes:

			[Added-

				*-

			]
			
			[Modified-

				*[executeBossRaid] Protection Zone control to avoid creatures summoning in protection zones or houses.
				*[executeBossRaid] Fixed a minor bug with trash spawns (if the trashspawn was listed in the array but amount set to 0/disabled
				 the creatures were still being removed if in the threshold).

			]

			[Deleted-

				*removed function listAllRaids until further notice.

			]

			[TODO-

				*-

			]
		]

		[ data \ talkactions \ scripts \ raids \ bossraid_control.lua Changes:

			[Added-

				*-

			]
			
			[Modified-

				*Fixed a minor error in the name recognition control.

			]

			[Deleted-

				*-

			]

			[TODO-

				*Add raid listing with info as a command.
				*Make executeBossRaid a dynamic function.

			]
		]
 
Man, awesome, now one thing is i have actually had trouble with these
Lua:
		topLeft={x=1021, y=790, z=7, stackpos=253},
		bottomRight={x=1033, y=800, z=7, stackpos=253},

I havent tested yet, but what does this depend on? i probably wont have the problem, now that i ask the question lol.
 
Man, awesome, now one thing is i have actually had trouble with these
Lua:
		topLeft={x=1021, y=790, z=7, stackpos=253},
		bottomRight={x=1033, y=800, z=7, stackpos=253},

I havent tested yet, but what does this depend on? i probably wont have the problem, now that i ask the question lol.

topLeft = the top left area of the map that you want set for the boss to spawn within.
bottomRight = the bottom right area of the map you want set for the boss to spawn within.

for example if you want the boss/trash to summon within a certain area thats what you need to set:

2qjdkkk.jpg


Understand? xD
 
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nahh, lol, i understand it well enough, its just that yours is the first one that worked for me, nice job man.

I am totally in your debt.
Thanks from Lance in Texas.

edit:
LOL!
Even tho i explained, you still went a photoshopped a picture, you are nuts!

I already told you, before you added in that pic,

I understand how it works, and how to set it up.

What I didn't know is why 2/3 scripts with this type of setup in them did not work I was congratulating you on your perfectly made script. You tried to make me feel dumb or what?


Anyway, thanks, I'm gonna test 1.2 I'll let you know how it goes. pfft
 
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nahh, lol, i understand it well enough, its just that yours is the first one that worked for me, nice job man.

I am totally in your debt.
Thanks from Lance in Texas.

edit:
LOL!
Even tho i explained, you still went a photoshopped a picture, you are nuts!

I already told you, before you added in that pic,

I understand how it works, and how to set it up.

What I didn't know is why 2/3 scripts with this type of setup in them did not work I was congratulating you on your perfectly made script. You tried to make me feel dumb or what?


Anyway, thanks, I'm gonna test 1.2 I'll let you know how it goes. pfft

rofl take it easy man, I wasn't saying your dumb I was adding the pic for other people that might not know what its for, I figured you already knew that.
 
Ha ha, I just get flamed alot on Otland, it just surprised me.

I see where you're at, no prob.

Nice system! and now it looks like theyre not spawning in houses?

(does that mean we can set like, a whole town as the area and make a mass raid this way?)

Thanks man. When I get everything set up there will be a credits page with your name on it.

eidt: also, last i checked it was spawning a ton of "trash monsters" if no one kills them. Is there any easy way to make it remove them as well? or to make where we can put multiple bosses?

-thanks
 
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That is correct they won't spawn in houses or PZ, and you mean to set a certain time and if no one kills the "trash spawn" in that time limit they are removed?

And to add multiple bosses spawning you just need to set the bosses amount.

Eg: boss = {name = "TaurusRage", amount = 3} three will apear in that area :D
 
Check it out

Lua:
local config = 
	{
		id = 1,
		boss = {name = "The Horned Fox", amount = 1},
		spawnBossChance = 100, --(%)
		enabled = true,
		topLeft={x=1021, y=790, z=7, stackpos=253},
		bottomRight={x=1033, y=800, z=7, stackpos=253},
		broadcast = true,
		trashspawn = {
			{name = "Minotaur", amount = 2, chance = 100}, 
			{name = "Minotaur Mage", amount = 2, chance = 100},
		        {name = "Minotaur Guard", amount = 2, chance = 100}
		},
		checkThreshold = 20
	}
	local text = 
	{
		broadcast = ""..config.boss.name.." has been summoned. Hunt him down and destroy him!"
	}

When it's set up this way if the horned fox is not killed he will be removed, but the trashspawn, lol, (the other 6 monsters) will remain, and it will summon 6 more to accompany them.

Is there a way to prevent overspawn?

like maybe this?

Lua:
local config = 
	{
		id = 1,
		boss = {
			{name = "cyclops", amount = 2, chance = 100},
			{name = "cyclops smith", amount = 2, chance = 100},
			{name = "cyclops drone", amount = 2, chance = 100}
		},
		spawnBossChance = 100, --(%)
		enabled = true,
		topLeft={x=1021, y=790, z=7, stackpos=253},
		bottomRight={x=1033, y=800, z=7, stackpos=253},
		broadcast = true,
		trashspawn = {
			{name = "Minotaur", amount = 0, chance = 0},
			{name = "Minotaur Mage", amount = 0, chance = 0},
			{name = "Minotaur Guard", amount = 0, chance = 0}
		},
		checkThreshold = 20
	}
	local text = 
	{
		broadcast = ""..config.boss.name.." has been summoned. Hunt him down and destroy him!"
	}
I'm gonna test it I guess, I'll let you know how it goes.
 
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