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RevScripts Enviroment spell 1.3

denkan97

Active Member
Joined
Dec 27, 2011
Messages
326
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Hello, i would want to make this script work like this instead:
*Config to use only one or more effects, for example 3, 5, 10 and 20.
*Config to use specific different locations not only from pos topos, for example Position(116, 423, 7), and Position(126, 443, 7), and Position(135, 436, 7),
*Make so the different locations have different delays so all don't go at the same time.

Found script here on otland so credit to the creator don't remember who.

Lua:
local config = {
    minDamage = 10,
    maxDamage = 1000,
    magicEffectStart = 1,
    magicEffectEnd = 50
}

local effects = {
    {
        fromPosition = Position(116, 423, 7),
        toPosition   = Position(123, 428, 7),
        effect       = CONST_ME_HOLYDAMAGE
    },
}

local spawnDamage = GlobalEvent("spawn damage")
function spawnDamage.onThink(interval)
    local jolf
    for i = 1, #effects do
        local settings = effects[i]

        local spectators = Game.getSpectators(settings.fromPosition, false, true, 7, 7, 5, 5)
        if #spectators > 0 then
            for y = settings.fromPosition.y, settings.toPosition.y do
                for x = settings.fromPosition.x, settings.toPosition.x do
                    newPosition = Position(x, y, settings.fromPosition.z)
                    newPosition:sendMagicEffect(math.random(config.magicEffectStart, config.magicEffectEnd))
                    jolf = Tile(newPosition):getTopCreature()
                    if jolf and jolf:isPlayer() then
                        doTargetCombatHealth(0, jolf, COMBAT_PHYSICALDAMAGE, -config.minDamage, -config.maxDamage, settings.effect)
                    end
                end
            end
        end
    end
    return true
 
Solution
In this way you can configure several dangerous areas and with different execution times

data/scripts/spawndamageeffects.lua
Lua:
local config = {

    {
        interval = 10 * 1000,
        centerPosition = Position(3188, 1816, 7),
        effect = CONST_ME_ICEATTACK,
        damageType = COMBAT_ICEDAMAGE,
        damageValue = {500, 1000}
    },

    {
        interval = 5 * 1000,
        centerPosition = Position(3196, 1807, 7),
        effect = CONST_ME_FIREATTACK,
        damageType = COMBAT_FIREDAMAGE,
        damageValue = {250, 800}
    }

}

for index, info in pairs(config) do
    local globalEvent = GlobalEvent(string.format("spawnDamage%d", index))

    function globalEvent.onThink(interval)
        for _...

Sarah Wesker

ค∂vαηcε รүηтαx ❤
Support Team
Joined
Mar 16, 2017
Messages
997
Solutions
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Reaction score
1,033
Location
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GitHub
MillhioreBT
In this way you can configure several dangerous areas and with different execution times

data/scripts/spawndamageeffects.lua
Lua:
local config = {

    {
        interval = 10 * 1000,
        centerPosition = Position(3188, 1816, 7),
        effect = CONST_ME_ICEATTACK,
        damageType = COMBAT_ICEDAMAGE,
        damageValue = {500, 1000}
    },

    {
        interval = 5 * 1000,
        centerPosition = Position(3196, 1807, 7),
        effect = CONST_ME_FIREATTACK,
        damageType = COMBAT_FIREDAMAGE,
        damageValue = {250, 800}
    }

}

for index, info in pairs(config) do
    local globalEvent = GlobalEvent(string.format("spawnDamage%d", index))

    function globalEvent.onThink(interval)
        for _, spectator in pairs(Game.getSpectators(info.centerPosition, false, true, 7, 7, 5, 5)) do
            doTargetCombat(0, spectator, info.damageType, -info.damageValue[1], -info.damageValue[2], info.effect, ORIGIN_NONE)
        end

        for x = (info.centerPosition.x - 7), (info.centerPosition.x + 7) do
            for y = (info.centerPosition.y - 5), (info.centerPosition.y + 5) do
                Position(x, y, info.centerPosition.z):sendMagicEffect(info.effect)
            end
        end
        return true
    end

    globalEvent:interval(info.interval)
    globalEvent:register()
end

another version of the same script, without Game.getSpectators
Lua:
local config = {

    {
        interval = 10 * 1000,
        centerPosition = Position(3188, 1816, 7),
        rangeX = 7,
        rangeY = 5,
        effect = CONST_ME_ICEATTACK,
        damageType = COMBAT_ICEDAMAGE,
        damageValue = {500, 1000}
    },

    {
        interval = 5 * 1000,
        centerPosition = Position(3196, 1807, 7),
        rangeX = 7,
        rangeY = 5,
        effect = CONST_ME_FIREATTACK,
        damageType = COMBAT_FIREDAMAGE,
        damageValue = {250, 800}
    }

}

for index, info in pairs(config) do
    local globalEvent = GlobalEvent(string.format("spawnDamage%d", index))

    function globalEvent.onThink(interval)
        for x = (info.centerPosition.x - info.rangeX), (info.centerPosition.x + info.rangeX) do
            for y = (info.centerPosition.y - info.rangeY), (info.centerPosition.y + info.rangeY) do
                local tempPos = Position(x, y, info.centerPosition.z)
                local tile = Tile(tempPos)
                if tile then
                    tempPos:sendMagicEffect(info.effect)
                    for _, creature in pairs(tile:getCreatures() or {}) do
                        if creature:isPlayer() then
                            doTargetCombat(0, creature, info.damageType, -info.damageValue[1], -info.damageValue[2], info.effect, ORIGIN_NONE)
                        end
                    end
                end
            end
        end
        return true
    end

    globalEvent:interval(info.interval)
    globalEvent:register()
end
 
Last edited:
Solution
OP
OP
D

denkan97

Active Member
Joined
Dec 27, 2011
Messages
326
Solutions
2
Reaction score
48
thx
In this way you can configure several dangerous areas and with different execution times

data/scripts/spawndamageeffects.lua
Lua:
local config = {

    {
        interval = 10 * 1000,
        centerPosition = Position(3188, 1816, 7),
        effect = CONST_ME_ICEATTACK,
        damageType = COMBAT_ICEDAMAGE,
        damageValue = {500, 1000}
    },

    {
        interval = 5 * 1000,
        centerPosition = Position(3196, 1807, 7),
        effect = CONST_ME_FIREATTACK,
        damageType = COMBAT_FIREDAMAGE,
        damageValue = {250, 800}
    }

}

for index, info in pairs(config) do
    local globalEvent = GlobalEvent(string.format("spawnDamage%d", index))

    function globalEvent.onThink(interval)
        for _, spectator in pairs(Game.getSpectators(info.centerPosition, false, true, 7, 7, 5, 5)) do
            doTargetCombat(0, spectator, info.damageType, -info.damageValue[1], -info.damageValue[2], info.effect, ORIGIN_NONE)
        end

        for x = (info.centerPosition.x - 7), (info.centerPosition.x + 7) do
            for y = (info.centerPosition.y - 5), (info.centerPosition.y + 5) do
                Position(x, y, info.centerPosition.z):sendMagicEffect(info.effect)
            end
        end
        return true
    end

    globalEvent:interval(info.interval)
    globalEvent:register()
end

Thx for the help! :)

Got a problem, when i change it like this to make it only 1sqm it still hits all sqms like this
for x = (info.centerPosition.x - 7), (info.centerPosition.x + 7) do
for y = (info.centerPosition.y - 5), (info.centerPosition.y + 5) do


Lua:
local config = {
-------------500+ quest-----------------

    {
        interval = 3 * 1000,
        centerPosition = Position(1001, 995, 5),
        effect = CONST_ME_FIREATTACK,
        damageType = COMBAT_FIREDAMAGE,
        damageValue = {500, 1000}
    }

}

for index, info in pairs(config) do
    local globalEvent = GlobalEvent(string.format("spawnDamage%d", index))

    function globalEvent.onThink(interval)
        for _, spectator in pairs(Game.getSpectators(info.centerPosition, false, true, 0, 0, 0, 0)) do
            doTargetCombat(0, spectator, info.damageType, -info.damageValue[1], -info.damageValue[2], info.effect, ORIGIN_NONE)
        end

        for x = (info.centerPosition.x - 0), (info.centerPosition.x + 0) do
            for y = (info.centerPosition.y - 0), (info.centerPosition.y + 0) do
                Position(x, y, info.centerPosition.z):sendMagicEffect(info.effect)
            end
        end
        return true
    end

    globalEvent:interval(info.interval)
    globalEvent:register()
end

But if i change it to:
Then it only do dmg inside the effects
Lua:
for x = (info.centerPosition.x - 1), (info.centerPosition.x + 1) do

for y = (info.centerPosition.y - 1), (info.centerPosition.y + 1) do
 
Last edited:

Sarah Wesker

ค∂vαηcε รүηтαx ❤
Support Team
Joined
Mar 16, 2017
Messages
997
Solutions
100
Reaction score
1,033
Location
London
GitHub
MillhioreBT
thx


Thx for the help! :)

Got a problem, when i change it like this to make it only 1sqm it still hits all sqms like this
for x = (info.centerPosition.x - 7), (info.centerPosition.x + 7) do
for y = (info.centerPosition.y - 5), (info.centerPosition.y + 5) do


Lua:
local config = {
-------------500+ quest-----------------

    {
        interval = 3 * 1000,
        centerPosition = Position(1001, 995, 5),
        effect = CONST_ME_FIREATTACK,
        damageType = COMBAT_FIREDAMAGE,
        damageValue = {500, 1000}
    }

}

for index, info in pairs(config) do
    local globalEvent = GlobalEvent(string.format("spawnDamage%d", index))

    function globalEvent.onThink(interval)
        for _, spectator in pairs(Game.getSpectators(info.centerPosition, false, true, 0, 0, 0, 0)) do
            doTargetCombat(0, spectator, info.damageType, -info.damageValue[1], -info.damageValue[2], info.effect, ORIGIN_NONE)
        end

        for x = (info.centerPosition.x - 0), (info.centerPosition.x + 0) do
            for y = (info.centerPosition.y - 0), (info.centerPosition.y + 0) do
                Position(x, y, info.centerPosition.z):sendMagicEffect(info.effect)
            end
        end
        return true
    end

    globalEvent:interval(info.interval)
    globalEvent:register()
end

But if i change it to:
Then it only do dmg inside the effects
Lua:
for x = (info.centerPosition.x - 1), (info.centerPosition.x + 1) do

for y = (info.centerPosition.y - 1), (info.centerPosition.y + 1) do
Check my post again, I have updated it and added a new similar script, but without making use of the Game.getSpectators function, although it will be less efficient, but not enough to be considered bad
 
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