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Boss Reward Problem

royal kaito

New Member
Joined
Aug 15, 2011
Messages
17
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Hi, im having problems with the Script that Gives the Reward Loot from bosses
like the "White Pale" or "The Pale count" , every boss give's me every item from his Loot list
i change the "Chance value" to 100 in some items and its still dropping it in the Reward container.
Im Using TFS 1.2
Ot vercion 10.96

here's some pics from my ot
Mr0de9i.png

pD0g4xj.png


here is the scripts

creaturescripts/scripts/others/Boss.lua
Lua:
function onCreatureAppear(self, creature)
    if self == creature then
        if self:getType():isRewardBoss() then
            self:setReward(true)
        end
    end
end
local function pushSeparated(buffer, sep, ...)
    local argv = {...}
    local argc = #argv
    for k, v in ipairs(argv) do
        table.insert(buffer, v)
        if k < argc and sep then
            table.insert(buffer, sep)
        end
    end
end

local function insertItems(buffer, info, parent, items)
    local start = info.running
    for _, item in ipairs(items) do
        if _ ~= 1 or parent > 100 then
            table.insert(buffer, ",")
        end

        info.running = info.running + 1
        table.insert(buffer, "(")    
        pushSeparated(buffer, ",", info.playerGuid, parent, info.running, item:getId(), item:getSubType(), db.escapeBlob(item:serializeAttributes()))
        table.insert(buffer, ")")

        if item:isContainer() then
            local size = item:getSize()
            if size > 0 then          
                local subItems = {}
                for i = 1, size do
                    table.insert(subItems, item:getItem(i - 1))
                end

                insertItems(buffer, info, info.running, subItems)
            end
        end
    end
    return info.running - start
end

local function insertRewardItems(playerGuid, timestamp, itemList)
    db.asyncStoreQuery('SELECT `pid`, `sid` FROM `player_rewards` WHERE player_id = ' .. playerGuid .. ' ORDER BY `sid` ASC;',
        function(query)
            local lastReward = 0
            local lastStoreId
            if query then         
                repeat
                    local sid = result.getDataInt(query, 'sid')
                    local pid = result.getDataInt(query, 'pid')

                    if pid < 100 then
                        lastReward = pid
                    end
                    lastStoreId = sid
                until not result.next(query)
            end

            local buffer = {'INSERT INTO `player_rewards` (`player_id`, `pid`, `sid`, `itemtype`, `count`, `attributes`) VALUES'}

            --reward bag
            local info = {
                playerGuid = playerGuid,
                running = lastStoreId or 100
            }

            local bag = Game.createItem(ITEM_REWARD_CONTAINER)
            bag:setAttribute(ITEM_ATTRIBUTE_DATE, timestamp)

            if itemList then
                for _, item in ipairs(itemList) do
                    bag:addItem(item[1], item[2])
                end
            end

            local total = insertItems(buffer, info, lastReward + 1, {bag})
            table.insert(buffer, ";")

            if total ~= 0 then
                db.query(table.concat(buffer))
            end
        end
    )
end

local function getPlayerStats(bossId, playerGuid, autocreate)
    local ret = globalBosses[bossId][playerGuid]
    if not ret and autocreate then
        ret = {
            bossId = bossId,
            damageIn = 0, -- damage taken from the boss
            healing = 0, -- healing (other players) done
        }
        globalBosses[bossId][playerGuid] = ret
        return ret
    end
    return ret
end

function onDeath(creature, corpse, killer, mostDamageKiller, lastHitUnjustified, mostDamageUnjustified)
    local monsterType = creature:getType()
    if monsterType:isRewardBoss() then -- Make sure it is a boss
        local bossId = creature:getId()
        local timestamp = os.time()

        local totalDamageOut, totalDamageIn, totalHealing = 0.1, 0.1, 0.1 -- avoid dividing by zero

        local scores = {}
        local info = globalBosses[bossId]
        local damageMap = creature:getDamageMap()

        for guid, stats in pairs(info) do
            local player = Player(stats.playerId)
            local part = damageMap[stats.playerId]
            local damageOut, damageIn, healing = (stats.damageOut or 0) + (part and part.total or 0), stats.damageIn or 0, stats.healing or 0

            totalDamageOut = totalDamageOut + damageOut
            totalDamageIn = totalDamageIn + damageIn
            totalHealing = totalHealing + healing

            table.insert(scores, {
                player = player,
                guid = guid,
                damageOut = damageOut,
                damageIn = damageIn,
                healing = healing,
            })        
        end

        local participants = 0
        for _, con in ipairs(scores) do
            local score = (con.damageOut / totalDamageOut) + (con.damageIn / totalDamageIn) + (con.healing / totalHealing)
            con.score = score / 3 -- normalize to 0-1
            if score ~= 0 then
                participants = participants + 1
            end
        end
        table.sort(scores, function(a, b) return a.score > b.score end)

        local expectedScore = 1 / participants

        for _, con in ipairs(scores) do
            local reward, stamina -- ignoring stamina for now because I heard you receive rewards even when it's depleted
            if con.player then
                reward = con.player:getReward(timestamp, true)
                stamina = con.player:getStamina()
            else
                stamina = con.stamina or 0
            end

            local playerLoot
            if --[[stamina > 840 and]] con.score ~= 0 then
                local lootFactor = 1
                lootFactor = lootFactor / participants ^ (1 / 3) -- tone down the loot a notch if there are many participants
                lootFactor = lootFactor * (1 + lootFactor) ^ (con.score / expectedScore) -- increase the loot multiplicatively by how many times the player surpassed the expected score
                playerLoot = monsterType:getBossReward(lootFactor, _ == 1)

                if con.player then
                    for _, p in ipairs(playerLoot) do
                        reward:addItem(p[1], p[2])
                    end
                end
            end

            if con.player then
                local lootMessage = {"The following items are available in your reward chest: "}

                if --[[stamina > 840]]true then
                    reward:getContentDescription(lootMessage)
                else
                    table.insert(lootMessage, 'nothing (due to low stamina)')
                end
                table.insert(lootMessage, ".")
                con.player:sendTextMessage(MESSAGE_EVENT_ADVANCE, table.concat(lootMessage))
            else
                insertRewardItems(con.guid, timestamp, playerLoot)
            end
        end

        globalBosses[bossId] = nil
    end
    return true
end

function onThink(creature, interval)
    local bossId = creature:getId()
    local info = globalBosses[bossId]
    -- Reset all players' status
    for _, player in pairs(info) do
        player.active = false
    end
 
    -- Set all players in boss' target list as active in the fight
    local targets = creature:getTargetList()
    for _, target in ipairs(targets) do
        if target:isPlayer() then
            local stats = getPlayerStats(bossId, target:getGuid(), true)
            stats.playerId = target:getId() -- Update player id
            stats.active = true        
        end
    end
end

function onHealthChange(creature, attacker, primaryDamage, primaryType, secondaryDamage, secondaryType, origin)
    if not next(globalBosses) then
        return primaryDamage, primaryType, secondaryDamage, secondaryType
    end

    if not creature or not attacker then
        return primaryDamage, primaryType, secondaryDamage, secondaryType
    end

    local stats = creature:inBossFight()
    if not stats then
        return primaryDamage, primaryType, secondaryDamage, secondaryType
    end

    local creatureId, attackerId = creature:getId(), attacker:getId()
    stats.playerId = creatureId -- Update player id

    -- Account for healing of others active in the boss fight
    if primaryType == COMBAT_HEALING and attacker:isPlayer() and attackerId ~= creatureId then
        local healerStats = getPlayerStats(stats.bossId, attacker:getGuid(), true)
        healerStats.active = true
        healerStats.playerId = attackerId -- Update player id
        healerStats.healing = healerStats.healing + primaryDamage
    elseif stats.bossId == attackerId then
        -- Account for damage taken from the boss
        stats.damageIn = stats.damageIn + primaryDamage
    end
    return primaryDamage, primaryType, secondaryDamage, secondaryType
end

creaturescripts/scripts/others/Rewardloot
Lua:
function sort_descending(t)
    local tmp = {}
    for k, v in pairs(t) do
        table.insert(tmp, {k, v})
    end
    table.sort(tmp, function(a, b) return a[2] > b[2] end)
    return tmp
end

function table.find(t, v)
    for i,x in pairs(t) do
        if x == v then
            return true
        end
    end
end

function Player:addItemRewardBag(itemid, count)
    local rewardbag = self:getDepotChest(99)
    return rewardbag:addItem(itemid, count)
end

function MonsterType:getBossReward(chance, unique)
    local ret = {}
    local function randomItem(lootBlock, chance)
        local randvalue = math.random(0, 100000) / (getConfigInfo("rateLoot") * chance)
        if randvalue < lootBlock.chance then
            if (ItemType(lootBlock.itemId):isStackable()) then
                return (randvalue%lootBlock.maxCount) + 1
            else
                return 1
            end
        end
    end
    local lootBlockList = self:getLoot()
    for _, loot in pairs(lootBlockList) do
        local rd = randomItem(loot, chance)
        if rd then
            if loot.uniquedrop then
                if unique then
                    table.insert(ret, {loot, rd})
                end
            else
                table.insert(ret, {loot, rd})
            end
        end
    end
    return ret
end

BossLoot = {}
BossUids = {}

function BossLoot:new(boss)
    if not table.find(BossUids, boss:getId()) then
        table.insert(BossUids, boss:getId())
        return setmetatable({creature=boss}, {__index = BossLoot})
    end
end

function BossLoot:updateDamage()
    if self.creature then
        local tmp = {}
        local totaldmg = 0
        for killer, damage in pairs(self.creature:getDamageMap()) do
            totaldmg = totaldmg+damage.total
            tmp[killer] = damage.total
        end
        self.players = sort_descending(tmp)
        self.totaldmg = totaldmg
    else
        error("Creature not found.")
    end
end

function BossLoot:setRewards()
    if self.totaldmg and self.creature then
        if getConfigInfo("rateLoot") > 0 then
            local mt = MonsterType(self.creature:getName())
            for i, playertab in ipairs(self.players) do
                local loot
                if i == 1 then
                    loot = mt:getBossReward(playertab[2] / self.totaldmg, true)
                else
                    loot = mt:getBossReward(playertab[2] / self.totaldmg, false)
                end
                table.insert(self.players[i], loot)
            end
        end
    else
        error("Error")
    end
end

function BossLoot:addRewards()
    if self.players and self.players[1] and self.players[1][3] then
        for i, playertab in ipairs(self.players) do
            local player = Player(playertab[1])
            if player then
                local str = "The following items are available in your reward chest: "
                for i, lootTable in ipairs(playertab[3]) do
                    local item = player:addItemRewardBag(lootTable[1].itemId, math.ceil(lootTable[2]))
                    if item then
                        str = str .. item:getNameDescription() .. ", "
                    end
                end
                str = str:sub(1, #str-2)
                player:sendTextMessage(MESSAGE_EVENT_ADVANCE, str)
            end
        end
    else
        error("Error")
    end
end

function onKill(creature, target)
    if (Monster(target) ~= nil) then
        local mt = MonsterType(target:getName())
        if mt:useRewardChest() then
            local loot = BossLoot:new(target)
            if loot then
                local corpse = Item(doCreateItem(MonsterType(target:getName()):getCorpseId(), 1, target:getPosition()))
                corpse:decay()
                target:setDropLoot(false)
                loot:updateDamage()
                loot:setRewards()
                loot:addRewards()
                corpse:setAttribute('aid', 21584)
            end
        end
    end
end



If I'm missing something just tell me, I'm not sure if the problem comes from that 2 scripts
Thanks in advance for any help you are able to provide.

bump
 
Last edited:
Sorry for the 2ble posting

The Rewardboss.lua from the Lib Folder say's

(by cbrm with some modifications)
i download the whole data pack

grilo13 i was trying compiling that one, but for some reason the source's are not the same of mines
the part of
Code:
maxDepotItems = 1500;
was not the same as mine, and others too
so i give up ): but thanks

Knight, i never see that post, i will try it

thanks
 
Sorry for the 2ble posting

The Rewardboss.lua from the Lib Folder say's

(by cbrm with some modifications)
i download the whole data pack

grilo13 i was trying compiling that one, but for some reason the source's are not the same of mines
the part of
Code:
maxDepotItems = 1500;
was not the same as mine, and others too
so i give up ): but thanks

Knight, i never see that post, i will try it

thanks

Feature - Reward Chest & Boss Reward [TFS 1.2]

TFS Updated some stuffs. If you follow this, probably will work fine (and I guess it's better then this one [also, based]).
 
Solved!

Omg thank you all!
grilo13 and Knight!
the problem is solved
reading the links, there was another guy with the same problem

i just needed to change :

Code:
local lootFactor = 1
to
Code:
local lootFactor = 0.01
in Creaturescripts/Scripts/Boss.lua

i hope this doesn't give me another bug, at the moment its running good!

oz8Sk6A.png
 
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