Call Me saul
New Member
for example
saying hunts/quests, etc
saying hunts/quests, etc
local effects = {
{position = Position(1000, 1000, 7), text = 'WELCOME', effect = CONST_ME_ENERGYAREA, oneEffect = false},
{position = Position(1002, 1000, 7), text = 'TEST', effect = CONST_ME_ENERGYAREA, oneEffect = true},
}
local tileeffect = GlobalEvent("Tile Effect")
function tileeffect.onThink(interval)
for _, tileeffects in pairs(effects) do
local spectators = Game.getSpectators(tileeffects.position, false, true, 7, 7, 5, 5)
if #spectators > 0 then
for i = 1, #spectators do
spectators[i]:say(tileeffects.text, TALKTYPE_MONSTER_SAY, false, spectators[i], tileeffects.position)
end
end
if...
local effects = {
{position = Position(1000, 1000, 7), text = 'WELCOME', effect = CONST_ME_ENERGYAREA, oneEffect = false},
{position = Position(1002, 1000, 7), text = 'TEST', effect = CONST_ME_ENERGYAREA, oneEffect = true},
}
local tileeffect = GlobalEvent("Tile Effect")
function tileeffect.onThink(interval)
for _, tileeffects in pairs(effects) do
local spectators = Game.getSpectators(tileeffects.position, false, true, 7, 7, 5, 5)
if #spectators > 0 then
for i = 1, #spectators do
spectators[i]:say(tileeffects.text, TALKTYPE_MONSTER_SAY, false, spectators[i], tileeffects.position)
end
end
if tileeffects.oneEffect then
tileeffects.position:sendMagicEffect(tileeffects.effect)
else
tileeffects.position:sendMagicEffect(math.random(1, 70))
end
end
return true
end
tileeffect:interval(1000)
tileeffect:register()
local effects = {
{position = Position(1000, 1000, 7), text = 'WELCOME', effect = CONST_ME_ENERGYAREA, color = TEXTCOLOR_BLUE, oneEffect = false, oneColor = false},
{position = Position(1002, 1000, 7), text = 'TEST', effect = CONST_ME_ENERGYAREA, color = TEXTCOLOR_BLUE, oneEffect = true, oneColor = true},
}
local tileeffect = GlobalEvent("Tile Effect")
function tileeffect.onThink(interval)
for _, tileeffects in pairs(effects) do
if tileeffects.oneColor then
Game.sendAnimatedText(tileeffects.text, tileeffects.position, tileeffects.color)
else
Game.sendAnimatedText(tileeffects.text, tileeffects.position, math.random(1, 256))
end
if tileeffects.oneEffect then
tileeffects.position:sendMagicEffect(tileeffects.effect)
else
tileeffects.position:sendMagicEffect(math.random(1, 70))
end
end
return true
end
tileeffect:interval(1000)
tileeffect:register()
local colors = {TEXTCOLOR_GREEN, TEXTCOLOR_BLUE}
Game.sendAnimatedText(tileeffects.text, tileeffects.position, colors[math.random(#colors)])
local textcolors = {5, 30, 35, 95, 108, 129, 143, 155, 180, 198, 210, 215}
local effects = {
{position = Position(721, 599, 7), text = 'Welcome!', effect = CONST_ME_BATS},
{position = Position(723, 594, 8), text = 'Addon!', effect = CONST_ME_GIANTICE},
}
local globalevent = GlobalEvent("Animated Text")
function globalevent.onThink(interval)
for i = 1, #effects do
local settings = effects[i]
local spectators = Game.getSpectators(settings.position, false, true, 7, 7, 5, 5)
if #spectators > 0 then
if settings.text then
local textcolor = textcolors[math.random(#textcolors)]
Game.sendAnimatedText(settings.text, settings.position, textcolor)
end
if settings.effect then
settings.position:sendMagicEffect(settings.effect)
end
if settings.effect2 then
settings.position:sendMagicEffect(settings.effect2)
end
end
end
return true
end
globalevent:interval(1000)
globalevent:register()
I have a script that displays random colored text and visual effects... Try it here!
If your font doesn't have 'animated text' installed, simply make changes to your font. If you don't want to, you can use Levi's script...Lua:local textcolors = {5, 30, 35, 95, 108, 129, 143, 155, 180, 198, 210, 215} local effects = { {position = Position(721, 599, 7), text = 'Welcome!', effect = CONST_ME_BATS}, {position = Position(723, 594, 8), text = 'Addon!', effect = CONST_ME_GIANTICE}, } local globalevent = GlobalEvent("Animated Text") function globalevent.onThink(interval) for i = 1, #effects do local settings = effects[i] local spectators = Game.getSpectators(settings.position, false, true, 7, 7, 5, 5) if #spectators > 0 then if settings.text then local textcolor = textcolors[math.random(#textcolors)] Game.sendAnimatedText(settings.text, settings.position, textcolor) end if settings.effect then settings.position:sendMagicEffect(settings.effect) end if settings.effect2 then settings.position:sendMagicEffect(settings.effect2) end end end return true end globalevent:interval(1000) globalevent:register()
Animated Text Support for OT Client 10.98/99 - TFS 1.3
I discovered that OT Client can support animated text in higher client versions of tibia. To do this its very simple. Open up compat.lua and find function doSendAnimatedText() debugPrint("Deprecated function.") return true end and replace it with this function doSendAnimatedText(message...otland.net
worked thanks dudeView attachment 79484
data/scripts/creaturescripts/tileeffect.lua
Lua:local effects = { {position = Position(1000, 1000, 7), text = 'WELCOME', effect = CONST_ME_ENERGYAREA, oneEffect = false}, {position = Position(1002, 1000, 7), text = 'TEST', effect = CONST_ME_ENERGYAREA, oneEffect = true}, } local tileeffect = GlobalEvent("Tile Effect") function tileeffect.onThink(interval) for _, tileeffects in pairs(effects) do local spectators = Game.getSpectators(tileeffects.position, false, true, 7, 7, 5, 5) if #spectators > 0 then for i = 1, #spectators do spectators[i]:say(tileeffects.text, TALKTYPE_MONSTER_SAY, false, spectators[i], tileeffects.position) end end if tileeffects.oneEffect then tileeffects.position:sendMagicEffect(tileeffects.effect) else tileeffects.position:sendMagicEffect(math.random(1, 70)) end end return true end tileeffect:interval(1000) tileeffect:register()
if OneEffect is false it will send random effect from 1 to 70
if OneEffect is true it will send only the effect which is registed here:
View attachment 79485
i'll try it tyI have a script that displays random colored text and visual effects... Try it here!
If your font doesn't have 'animated text' installed, simply make changes to your font. If you don't want to, you can use Levi's script...Lua:local textcolors = {5, 30, 35, 95, 108, 129, 143, 155, 180, 198, 210, 215} local effects = { {position = Position(721, 599, 7), text = 'Welcome!', effect = CONST_ME_BATS}, {position = Position(723, 594, 8), text = 'Addon!', effect = CONST_ME_GIANTICE}, } local globalevent = GlobalEvent("Animated Text") function globalevent.onThink(interval) for i = 1, #effects do local settings = effects[i] local spectators = Game.getSpectators(settings.position, false, true, 7, 7, 5, 5) if #spectators > 0 then if settings.text then local textcolor = textcolors[math.random(#textcolors)] Game.sendAnimatedText(settings.text, settings.position, textcolor) end if settings.effect then settings.position:sendMagicEffect(settings.effect) end if settings.effect2 then settings.position:sendMagicEffect(settings.effect2) end end end return true end globalevent:interval(1000) globalevent:register()
Animated Text Support for OT Client 10.98/99 - TFS 1.3
I discovered that OT Client can support animated text in higher client versions of tibia. To do this its very simple. Open up compat.lua and find function doSendAnimatedText() debugPrint("Deprecated function.") return true end and replace it with this function doSendAnimatedText(message...otland.net
i
Post automatically merged:
worked thanks dude
Post automatically merged:
i'll try it ty
o.o, I didn't know that the cip client crashed with animated text.. thanks.. good to know heheheTenha em mente que Game.sendAnimatedText funciona apenas se você usar OTC, caso contrário, não funcionará e travará seu cliente
Também atualizei meu script com animadoTextSupport
They removed it in later versions, idk which one is the latest but 8.6 client has working animated text.o.o, I didn't know that the cip client crashed with animated text.. thanks.. good to know hehehe
Around 9.1They removed it in later versions, idk which one is the latest but 8.6 client has working animated text.