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iDELTI's MAPPING

Back to the game!


I will be present here:

  • Maps
  • Scripts
  • Design for it
Assassin's Guildhouse...


49594908458162647727.png



Actually I'm working on Assassin's Guild System.
This system will be awesome, when I finished it!
Lua code got 192 lines!

Your,
Ethan!

 
The assassins' guild entrance looks nice, but it's a little extravagant to me for murderers. Imo they probably wouldn't want to be seen.

Mapping looks very good as always :] I especially like your stone building ruins with the gargoyle on the stone.




Love this shot ^^
 
Last edited:
Back to the game!


I will be present here:

  • Maps
  • Scripts
  • Design for it
Assassin's Guildhouse...


49594908458162647727.png



Actually I'm working on Assassin's Guild System.
This system will be awesome, when I finished it!
Lua code got 192 lines!

Your,
Ethan!



Looks cool, maybe misses some stones :p
 
Back to the game!


I will be present here:

  • Maps
  • Scripts
  • Design for it
Assassin's Guildhouse...


49594908458162647727.png



Actually I'm working on Assassin's Guild System.
This system will be awesome, when I finished it!
Lua code got 192 lines!

Your,
Ethan!

Narcissus ? daaamn -,-
 
Gon9.png


Lua:
--[[
Author: Ethan
Script: Magic Elemental Stones Quest
MOD: Missions Ethan's Mod
Created: 25.08.2011 r.
Syntax created by Ethan
]]--

--[[ LOG:

Beta v1 - done.

FIXES:
- STORAGE

ADDED:
-Horkruks system
-Thanatos's Temple
-Fergus Sword
]]--

--[[
CONFIG - TABLE
]]--

local stones = {
				
				[6500] = {
				
					[1] = {
						  
						storage = 40000
						teleport = {x= pos.x, y= pos.y, z= pos.z}
						monsters =
						items = {
								id1=
								id2=
								id3=
								}
							}
						}
				[6501] ={
				
					[2] =   {
						storage = 40001
						teleport = {x= pos.x, y= pos.y, z= pos.z}
						monsters =
						items = {
								id1=
								id2=
								id3=
								}
							}
						}
				[6502] ={
				
					[3] = {
						
						storage = 40002
						teleport = {x= pos.x, y= pos.y, z= pos.z}
						monsters =
						items = {
								id1=
								id2=
								id3=
								}
						   }
						}
				}
				
local horkruks = {
				
				[12327] = {
						
						name = "Horkruks"
						exp = 20000
						rate = 1.0 --Config
						
						  }
				
				[12326] = {
						
						name = "Horkruks"
						exp = 25000
						rate = 1.0 --Config
						
						  }
				
				[12325] = {
						
						name = "Horkruks"
						exp = 15000
						rate = 1.0 --Config
						
						  }
				
--[[
Quest OPIS:
-Klikajac na kamien zostajesz przeteleportowany na miejsce 'zrzutu' - tj. do potworow.
-Po rozmowie z NPC Deathly Hallow zostajesz poblogoslawiony DeathMakerem - Twoje hity z SD sa zwiekszone na 5 minut.
-Walczysz z Death Ghorotami - podatnymi na smierc, ale majacymi duzo HP
-Przechodzisz expowisko i otrzymujesz nagrode w postaci 1 z 3 itemow!
-Zostajesz przeteleportowany przed kamien na ktory kliknales!
-Gdy wykonasz wszystkie zadania musisz otrzymane ze skrzynek horkruksy zaniesc do oltarzu Thanatosa.
-Za wszystkie 3 horkrusky otrzymasz miecz Fergusa(49 ATK, 49 DEF + 2) - Fergus Sword
]]--

function onUse(cid, item, fromPosition, itemEx, toPosition)		
	if item.actionid == stones[6500] then
		if getPlayerStorageValue(cid, stones[1].storage) > 1 then
			setPlayerStorageValue(cid, stones[1].storage) == 1
				doSendMagicEffect(toPosition, CONST_ME_STONES)
			doSendMagicEffect(getCreaturePosition(cid), CONST_ME_TELEPORT)
			doTeleportThing(cid, stones[1].teleport, FALSE)
			doSendMagicEffect(getCreaturePosition(cid), CONST_ME_TELEPORT)
			doSendMagicEffect(fromPosition, CONST_ME_MAGIC_RED)
			else
			doSendMagicEffect{getCreaturePosition(cid), CONST_ME_POOF)
			doCreatureSay(cid, "Mission completed!", TALKTYPE_ORANGE_1)
			return TRUE
		end
	elseif item.actionid == stones[6501] then
		if getPlayerStorageValue(cid, stones[2].storage) > 1 then
			setPlayerStorageValue(cid, stones[2].storage) == 1
				doSendMagicEffect(toPosition, CONST_ME_STONES)
			doSendMagicEffect(getCreaturePosition(cid), CONST_ME_TELEPORT)
			doTeleportThing(cid, stones[2].teleport, FALSE)
			doSendMagicEffect(getCreaturePosition(cid), CONST_ME_TELEPORT)
			doSendMagicEffect(fromPosition, CONST_ME_MAGIC_RED)
			else
			doSendMagicEffect{getCreaturePosition(cid), CONST_ME_POOF)
			doCreatureSay(cid, "Mission completed!", TALKTYPE_ORANGE_1)
			return TRUE	
	elseif item.actionid == stones[6502] then
		if getPlayerStorageValue(cid, stones[3].storage) > 1 then
			setPlayerStorageValue(cid, stones[3].storage) == 1
				doSendMagicEffect(toPosition, CONST_ME_STONES)
			doSendMagicEffect(getCreaturePosition(cid), CONST_ME_TELEPORT)
			doTeleportThing(cid, stones[3].teleport, FALSE)
			doSendMagicEffect(getCreaturePosition(cid), CONST_ME_TELEPORT)
			doSendMagicEffect(fromPosition, CONST_ME_MAGIC_RED)
			else
			doSendMagicEffect{getCreaturePosition(cid), CONST_ME_POOF)
			doCreatureSay(cid, "Mission completed!", TALKTYPE_ORANGE_1)
			return TRUE
		end
	end
end
return true
end

--[[
HORKRUKSY:
-Modern Hork
-
]]--
	

--[[
Koniec skryptu:
CREDITS:
- 9.1 
- Enemy Spotted Guild for testing.
]]--

Not finished...
: D
 
I hate those poison fields on top of there, it just looks ugly
but the rest is awzum!
 
I don't know, already I'm not creating maps.
Php / Lua / C++ - 6 - 7 h / per day.​

And you said that I'm no life, LOL'd.

Lua:
local stones = {
	[6500] = {
		storage = 40000
		teleport = {x=pos.x, y=pos.y, z=pos.z}
		monsters =
		items = {
			[1] = 
			[2] = 
			[3] = 
		}
	}
	[6501] = {
		storage = 40001
		teleport = {x=pos.x, y=pos.y, z=pos.z}
		monsters =
		items = {
			[1] =
			[2] =
			[3] =
		}
	}
	[6502] = {
		storage = 40002
		teleport = {x=pos.x, y=pos.y, z=pos.z}
		monsters =
		items = {
			[1] =
			[2] =
			[3] =
		}
	}
}


function onUse(cid, item, fromPosition, itemEx, toPosition)		


	local wtf = stones[item.actionid]
	local pPos = getCreaturePosition(cid)
	
	if (getPlayerStorageValue(cid, wtf.storage) > 1) then
		setPlayerStorageValue(cid, wtf.storage, 1)
		doSendMagicEffect(toPosition, CONST_ME_STONES)
		doSendMagicEffect(pPos, CONST_ME_TELEPORT)
		doTeleportThing(cid, wtf.teleport, FALSE)
		doSendMagicEffect(pPos, CONST_ME_TELEPORT)
		doSendMagicEffect(fromPosition, CONST_ME_MAGIC_RED)
	else
		doSendMagicEffect(pPos, CONST_ME_POOF)
		doCreatureSay(cid, "Mission completed!", TALKTYPE_ORANGE_1)
	end
	
	return true
end
 
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