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condition accumulating

RigBy

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tfs 1.3

I have 2 spells, one that applies a fire DOT and another that increases damage if Player has the DOT.
the DOT is for 5 turns, but when you use the spell more than once on the target the spell reaches more than 15/20dots depending on when I use it.
there is some usual form of 5 shifts
I want to know why this is happening.

dot
Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)
combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)

local condition = Condition(CONDITION_FIRE)
condition:setParameter(CONDITION_PARAM_DELAYED, 1)


function onGetFormulaValues(player, level, maglevel)
    local min = 50
    local max = 50
    return -min, -max
end

combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")

function onCastSpell(creature, var)
    condition:addDamage(5,1000, -20)
    combat:addCondition(condition)
    combat:execute(creature, var)
    return true
end

dano
Code:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_ICEAREA)
combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)

local combat2 = Combat()
combat2:setParameter(COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
combat2:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_ICEAREA)
combat2:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)


local ticks = 3 -- Enter the amount of seconds between each damage tick
local repeats = 3 -- Enter the amount of times you want this damage to repeat


function onGetFormulaValues(player, level, maglevel)
    local min = 10
    local max = 10
    return -min, -max
end

function onGetFormulaValuess(player, level, maglevel)
    local min = 50
    local max = 50
    return -min, -max
end

combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
combat2:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValuess")

function onCastSpell(creature, var)
    local target = creature:getTarget()
    if target:getCondition(CONDITION_FIRE) then
    combat2:setParameter(COMBAT_PARAM_DISPEL, CONDITION_FIRE)
    combat2:execute(creature, var)
    else
    combat:execute(creature, var)
    end
    return true
end
Post automatically merged:

I tested using this
Lua:
condition:setParameter(CONDITION_PARAM_PERIODICDAMAGE, -20)

but I don't know how to make the other script check this and remove
 

Evil Puncker

I know nothing
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use CONDITION_PARAM_SUBID to set a subId and then you can use creature:removeCondition(conditionType, CONDITIONID_DEFAULT, subId) and it will remove the one with that subId only
 
OP
OP
R

RigBy

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use CONDITION_PARAM_SUBID to set a subId and then you can use creature:removeCondition(conditionType, CONDITIONID_DEFAULT, subId) and it will remove the one with that subId only
can fix it for me, because the way I tried it didn't work, pls.

Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)
combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)

local condition = Condition(CONDITION_FIRE)
condition:setParameter(CONDITION_PARAM_SUBID, 100)
condition:setParameter(CONDITION_PARAM_TICKS, 6 * 1000)
condition:setParameter(CONDITION_PARAM_PERIODICDAMAGE, -30)


function onGetFormulaValues(player, level, maglevel)
    local min = 50
    local max = 50
    return -min, -max
end

combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")

function onCastSpell(creature, var)
    combat:addCondition(condition)
    combat:execute(creature, var)
    return true
end

Code:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_ICEAREA)
combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)

local combat2 = Combat()
combat2:setParameter(COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
combat2:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_ICEAREA)
combat2:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)



function onGetFormulaValues(player, level, maglevel)
    local min = 10
    local max = 10
    return -min, -max
end

function onGetFormulaValuess(player, level, maglevel)
    local min = 50
    local max = 50
    return -min, -max
end

combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
combat2:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValuess")

function onCastSpell(creature, var)
    local target = creature:getTarget()
    if target:getCondition(CONDITION_FIRE, CONDITIONID_DEFAULT, 100) then
    target:removeCondition(CONDITION_FIRE, CONDITIONID_DEFAULT, 100)
    combat2:execute(creature, var)
    else
    combat:execute(creature, var)
    end
    return true
end
 
OP
OP
R

RigBy

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I was tested in several ways, but none of them worked, or I applied the dot and didn't remove or didn't apply the dot, but I've been testing it in several different ways and I ended up getting it, I just hope I don't have any bugs hehehe :3

if it's someone who wants to do the same thing, I'll leave the script there.



Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)
combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)

local condition = createConditionObject(CONDITION_FIRE)
setConditionParam(condition, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition, 10, 1000, -20)


function onGetFormulaValues(player, level, maglevel)
    local min = 50
    local max = 50
    return -min, -max
end

combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")

function onCastSpell(creature, var)
    combat:addCondition(condition)
    combat:execute(creature, var)
    return true
end


it increases damage and removes the dot if you don't have the dot, the spell of slow:

Code:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_ICEAREA)
combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)

local combat2 = Combat()
combat2:setParameter(COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
combat2:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_ICEAREA)
combat2:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)

function onGetFormulaValues(player, level, maglevel)
    local min = 10
    local max = 10
    return -min, -max
end

function onGetFormulaValuess(player, level, maglevel)
    local min = 50
    local max = 50
    return -min, -max
end

combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
combat2:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValuess")

function onCastSpell(creature, var)
    local target = creature:getTarget()
    print(target:getSpeed())
    if target:hasCondition(CONDITION_FIRE) then
    target:removeCondition(CONDITION_FIRE)
    combat2:execute(creature, var)
    else
    local condition = Condition(CONDITION_PARALYZE)
    condition:setParameter(CONDITION_PARAM_TICKS, 2000)
    condition:setFormula(0, -80, 0, -80)
    combat:addCondition(condition)
    combat:execute(creature, var)
    print(target:getSpeed())
    end
    return true
end
Post automatically merged:

have you tried copying the code from cure poison file?
my server doesn't have the spell ignite in the base, I tried to use the ignite who comes in tfs from other servers but it doesn't work, I don't know why :/
 
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