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DPS Tracker

Xikini

I whore myself out for likes
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Premium User
Joined
Nov 17, 2010
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Main function here is the DPS Tracking.

I included a tester function to just print to console..
but maybe you can send the information to the client, and have it update there for the player..
or attach it to a specific monster, like a training dummy, and let players see their dps.

Use it however you like. lol

bandicam2024-02-1121-29-28-262-ezgif.com-video-to-gif-converter.gif

Lua:
local DPS_dropoff = 60 -- seconds (damage beyond 60 seconds, is removed)

local dpsChart = {
--    [playerId] = {
--        totalDPS = 0,
--        damageChart = {
--            {damage = 0, timestamp = os.mtime()},
--            {damage = 0, timestamp = os.mtime()},
--            {damage = 0, timestamp = os.mtime()}
--        }
--    }
}


local function updateDPSChart(playerId, newDamage)
    if not dpsChart[playerId] then
        dpsChart[playerId] = {totalDPS = 0, damageChart = {}}
    end
    local currentTime = os.mtime()
    while #dpsChart[playerId].damageChart > 0 and (dpsChart[playerId].damageChart[1].timestamp + (DPS_dropoff * 1000)) < currentTime do
        dpsChart[playerId].totalDPS = dpsChart[playerId].totalDPS - dpsChart[playerId].damageChart[1].damage
        table.remove(dpsChart[playerId].damageChart, 1)
    end
    if newDamage then
        dpsChart[playerId].damageChart[#dpsChart[playerId].damageChart + 1] = {damage = newDamage, timestamp = currentTime}
        dpsChart[playerId].totalDPS = dpsChart[playerId].totalDPS + newDamage
    end
end

local function getDPS(playerId)
    if not dpsChart[playerId] then
        return 0
    end
    updateDPSChart(playerId)
    if #dpsChart[playerId].damageChart == 0 then
        return 0
    end
    local currentTime = os.mtime()
    local oldestTimestamp = dpsChart[playerId].damageChart[1].timestamp
    local timeSpanSeconds = (currentTime - oldestTimestamp) / 1000
    timeSpanSeconds = math.min(timeSpanSeconds, DPS_dropoff)
    if timeSpanSeconds < 0 then
        return 0
    end
    timeSpanSeconds = math.max(timeSpanSeconds, 1)
    return math.floor(dpsChart[playerId].totalDPS / timeSpanSeconds)
end


local healthChange = CreatureEvent("onHealthChange_DPS_Tracker")

function healthChange.onHealthChange(creature, attacker, primaryDamage, primaryType, secondaryDamage, secondaryType, origin)
    if attacker:isPlayer() then
        updateDPSChart(attacker:getId(), (primaryDamage + secondaryDamage) * -1)
    end
    return primaryDamage, primaryType, secondaryDamage, secondaryType
end

healthChange:register()


local eventCallback = EventCallback

function eventCallback.onSpawn(creature, position, startup, artificial)
    creature:registerEvent("onHealthChange_DPS_Tracker")
    return true
end

eventCallback:register(-666)



-- example usage, where we ping to console every second
local function pingDPS(playerId)
    local player = Player(playerId)
    if not player then
        return
    end
    print("Current DPS: " .. getDPS(playerId))
    addEvent(pingDPS, 1000, playerId)
end


local creatureevent = CreatureEvent("onLogin_DPS_Ping")

function creatureevent.onLogin(player)
    addEvent(pingDPS, 1000, player:getId())
    return true
end

creatureevent:register()
 
Main function here is the DPS Tracking.

I included a tester function to just print to console..
but maybe you can send the information to the client, and have it update there for the player..
or attach it to a specific monster, like a training dummy, and let players see their dps.

Use it however you like. lol

View attachment 82033

Lua:
local DPS_dropoff = 60 -- seconds (damage beyond 60 seconds, is removed)

local dpsChart = {
--    [playerId] = {
--        totalDPS = 0,
--        damageChart = {
--            {damage = 0, timestamp = os.mtime()},
--            {damage = 0, timestamp = os.mtime()},
--            {damage = 0, timestamp = os.mtime()}
--        }
--    }
}


local function updateDPSChart(playerId, newDamage)
    if not dpsChart[playerId] then
        dpsChart[playerId] = {totalDPS = 0, damageChart = {}}
    end
    local currentTime = os.mtime()
    while #dpsChart[playerId].damageChart > 0 and (dpsChart[playerId].damageChart[1].timestamp + (DPS_dropoff * 1000)) < currentTime do
        dpsChart[playerId].totalDPS = dpsChart[playerId].totalDPS - dpsChart[playerId].damageChart[1].damage
        table.remove(dpsChart[playerId].damageChart, 1)
    end
    if newDamage then
        dpsChart[playerId].damageChart[#dpsChart[playerId].damageChart + 1] = {damage = newDamage, timestamp = currentTime}
        dpsChart[playerId].totalDPS = dpsChart[playerId].totalDPS + newDamage
    end
end

local function getDPS(playerId)
    if not dpsChart[playerId] then
        return 0
    end
    updateDPSChart(playerId)
    if #dpsChart[playerId].damageChart == 0 then
        return 0
    end
    local currentTime = os.mtime()
    local oldestTimestamp = dpsChart[playerId].damageChart[1].timestamp
    local timeSpanSeconds = (currentTime - oldestTimestamp) / 1000
    timeSpanSeconds = math.min(timeSpanSeconds, DPS_dropoff)
    if timeSpanSeconds < 0 then
        return 0
    end
    timeSpanSeconds = math.max(timeSpanSeconds, 1)
    return math.floor(dpsChart[playerId].totalDPS / timeSpanSeconds)
end


local healthChange = CreatureEvent("onHealthChange_DPS_Tracker")

function healthChange.onHealthChange(creature, attacker, primaryDamage, primaryType, secondaryDamage, secondaryType, origin)
    if attacker:isPlayer() then
        updateDPSChart(attacker:getId(), (primaryDamage + secondaryDamage) * -1)
    end
    return primaryDamage, primaryType, secondaryDamage, secondaryType
end

healthChange:register()


local eventCallback = EventCallback

function eventCallback.onSpawn(creature, position, startup, artificial)
    creature:registerEvent("onHealthChange_DPS_Tracker")
    return true
end

eventCallback:register(-666)



-- example usage, where we ping to console every second
local function pingDPS(playerId)
    local player = Player(playerId)
    if not player then
        return
    end
    print("Current DPS: " .. getDPS(playerId))
    addEvent(pingDPS, 1000, playerId)
end


local creatureevent = CreatureEvent("onLogin_DPS_Ping")

function creatureevent.onLogin(player)
    addEvent(pingDPS, 1000, player:getId())
    return true
end

creatureevent:register()
Working perfectly! Great Xikini! Great! :)
 
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