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Spell Freeze Rune

Collz

Pandas Go RAWR!!!
Joined
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I saw some people requesting this and I couldn't find a working one, so I put it together myself.

When you use the rune on someone it will freeze and mute them for a period of time, also removing their abilities to use spells and such.

I tested it and it works perfectly.
Lua:
local paralyze = 4600

local condition = createConditionObject(CONDITION_MUTED)
setConditionParam(condition, CONDITION_PARAM_TICKS, 4600)
				
function onCastSpell(cid, var)
			doAddCondition(cid, condition)
			an = getThingPos(cid) 
			doSendAnimatedText(an,"Frozen!",TEXTCOLOR_BLUE)
                addEvent(doCreatureSetNoMove, 0, cid, TRUE)
        addEvent(doCreatureSetNoMove, paralyze, cid, FALSE)
end
 
I saw some people requesting this and I couldn't find a working one, so I put it together myself.

When you use the rune on someone it will freeze and mute them for a period of time, also removing their abilities to use spells and such.

I tested it and it works perfectly.
Lua:
local paralyze = 4600

local condition = createConditionObject(CONDITION_MUTED)
setConditionParam(condition, CONDITION_PARAM_TICKS, 4600)
				
function onCastSpell(cid, var)
			doAddCondition(cid, condition)
			an = getThingPos(cid) 
			doSendAnimatedText(an,"Frozen!",TEXTCOLOR_BLUE)
                addEvent(doCreatureSetNoMove, 0, cid, TRUE)
        addEvent(doCreatureSetNoMove, paralyze, cid, FALSE)
end

This is actually bullshit and the script sux, thanks for sharing.
This will 'freeze' the spell caster, not a target, also it is completely wrong scripted.
 
And muted ppl can use spells I think. Unless all of your spells are talkactions.
Muted people cannot use spells.
This is actually bullshit and the script sux, thanks for sharing.
This will 'freeze' the spell caster, not a target, also it is completely wrong scripted.
Ah, didn't realize. I'll try to fix it now.
 
I saw some people requesting this and I couldn't find a working one, so I put it together myself.

When you use the rune on someone it will freeze and mute them for a period of time, also removing their abilities to use spells and such.

I tested it and it works perfectly.
Lua:
local paralyze = 4600

local condition = createConditionObject(CONDITION_MUTED)
setConditionParam(condition, CONDITION_PARAM_TICKS, 4600)
				
function onCastSpell(cid, var)
			doAddCondition(cid, condition)
			an = getThingPos(cid) 
			doSendAnimatedText(an,"Frozen!",TEXTCOLOR_BLUE)
                addEvent(doCreatureSetNoMove, 0, cid, TRUE)
        addEvent(doCreatureSetNoMove, paralyze, cid, FALSE)
end

You are weak
 
Taken this spell from Jaykwon in OTfans, and It works perfectly and works for 0.3.6:
Lua:
------------------------------------------------------------
 
	local condition1 = createConditionObject(CONDITION_INFIGHT)
	local condition2 = createConditionObject(CONDITION_EXHAUST)
	local condition3 = createConditionObject(CONDITION_MUTED)
	setConditionParam(condition1, CONDITION_PARAM_TICKS, 400)
	setConditionParam(condition2, CONDITION_PARAM_TICKS, 400)
	setConditionParam(condition3, CONDITION_PARAM_TICKS, 400)
 
 
 
 
function removestatus(parameters)
 
		doSendAnimatedText(parameters.targetpos, 'Released', 143)
		if isPlayer(parameters.target) then doCreatureSetNoMove(parameters.target, false) else doChangeSpeed(parameters.target, getCreatureBaseSpeed(parameters.target)) end
end	
 
function removespike(parameters)
		local removespike = getTileItemById(parameters.targetpos, 8396)
		doRemoveItem(removespike.uid,1)
		doSendMagicEffect(parameters.targetpos, 7)
end
 
------------------------------------------------------------
 
 
function onCastSpell(cid, var)
 
	local target = getCreatureTarget(cid)
	local targetpos = getCreaturePosition(target)
	local parameters = { cid = cid, var = var, target = getCreatureTarget(cid), targetpos = getCreaturePosition(target)}
	local spikepos = getCreaturePosition(target)
	spikepos.stackpos = 255
 
		doSendMagicEffect(targetpos, 4)
		doSendAnimatedText(targetpos, 'Impaled', 144)
		doAddCondition(target, condition1)
		doAddCondition(target, condition2)
		doAddCondition(target, condition3)
		if isPlayer(target) then doCreatureSetNoMove(target, true) else doChangeSpeed(parameters.target, -getCreatureSpeed(target)) end
		doCreateItem(8396, 1, spikepos)
		doCreateItem(2021, 2, spikepos)
		doTeleportThing(target, targetpos) -- "reload" character by teleporting him so his own position. It was an attempt to make him stop moving if already moving.
 
-- remove the effect after 4000 ticks.
addEvent(removestatus, 4000, parameters)
addEvent(removespike, 7000, parameters)
 
return true
end
 
[13/06/2011 13:50:40] mods/scripts/customspells/polymorph.lua:34: attempt to index local 'spikepos' (a boolean value)
 
Code:
[Error - Spell Interface]
data/spells/scripts/silence.lua:onCastSpell
Description:
data/spells/scripts/silence.lua:34: attempt to index local 'spikepos' <a boolean value>
stack traceback:
data/spells/scripts/silence.lua:34: in function <data/spells/scripts/silence.lua:28>

What's wrong with it? :x
 
im kinda busy now, but to use it you should 1 get caster target with the function getPlayerTarget(cid) -- for instant then pacify target (if you want it to be ivunerable while frozen), mute it and them add a nowalk, but it will still do melee if its not pacifyed also it would shoot runes...

a real option to this, learn c++ and do it on source code... check the player.cpp, and create tags like black skull ones.
 
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