• 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!

BURST arrow problem

sonny11

New Member
Joined
Dec 22, 2007
Messages
137
Reaction score
0
hi, im using tfs 0.2.10
and basicly the burst arrow doesnt take damage,
it shots the 9x9 fire but no damage is taken
also when i try to add custom weapons like bolt or something i use lua scripts but when i add them the bolt is a combat weapons :(

i know this sounds very stupid but im new to tfs
 
To test if burst arrows make dammige try this:

Sorcerer Level 100:
Magic level: 50
Shoot on human

this is an easy way to test burst arrows, if you dont make any hits on the human that means that your burst arrow script is bugged.
 
human vs human = not working still
it just shots the 9x9 fire
but no dmg is taken
maybe my burst arrow script is bugged well here is what i have in it

Code:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_BLOCKARMOR, 1)
setCombatParam(combat, COMBAT_PARAM_BLOCKSHIELD, 1)
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_BURSTARROW)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0, 0, 1.0, 0)

local area = createCombatArea( { {1, 1, 1}, {1, 3, 1}, {1, 1, 1} } )
setCombatArea(combat, area)

function onUseWeapon(cid, var)
	return doCombat(cid, combat, var)
end
in burst_arrow.lua

and in weapons.xml i have

Code:
	<distance id="2546" script="explosive arrow.lua"/>
 
add this:

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_BURSTARROW)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, 0, 0, 0, -150)

local area = createCombatArea( { {1, 1, 1}, {1, 3, 1}, {1, 1, 1} } )
setCombatArea(combat, area)

function onUseWeapon(cid, var)
return doCombat(cid, combat, var)
end
 
but that will mean it only hits under 150

but i want to make a script for my bolts that does damage depending on level how can i do that?
 
</item>
<item id="2543" article="a" name="bolt" plural="bolts">
<attribute key="weight" value="80"/>
<attribute key="attack" value="30"/>
<attribute key="weaponType" value="ammunition"/>
<attribute key="ammoType" value="bolt"/>
<attribute key="shootType" value="bolt"/>
 
this is a custom bolt on my server

Code:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 28)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1.1, -300, -1.2, -300)

function onUseWeapon(cid, var)
	return doCombat(cid, combat, var)
end

it is a key what should i add in items.xml and weapons.xml to make it work
 
<distance id="BOLT ID HERE" range="6" enabled="1" exhaustion="0" hitchance="80" ammo="removecount" script="deathstick.lua"></distance>



download this:
sent on msn
 
add this:

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_BURSTARROW)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, 0, 0, 0, -150)

local area = createCombatArea( { {1, 1, 1}, {1, 3, 1}, {1, 1, 1} } )
setCombatArea(combat, area)

function onUseWeapon(cid, var)
return doCombat(cid, combat, var)
end

:thumbup: THIS HELPED ME A LOT! now they work.

Can someone explain me why sometimes you have to use positive numbers and why sometimes negative numbers?

Thank you!

See you later!
 
Back
Top