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[OTBR]Bomberman Event

walltimer

Member
Joined
Aug 5, 2020
Messages
153
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Hi, iv got problem with script post on this forum (Thx for uplaoding, ur doing greate jiob man) but it doesnt works after serverstart, frst some1 has to die,than barrel respawn. second desprcitions doesnt appear, like 'you were killed' 'xxx win'
--[[
Snavy (https://otland.net/members/snavy.155163/)
####################################################################
# __ __ __ __ __ ____ _____ __ __ _ _ #
# | _ \ / __ \| \/ | _ \| ____| __ \| \/ | /\ | \ | | #
# | |) | | | | \ / | |) | |__ | |__) | \ / | / \ | \| | #
# | _ <| | | | |\/| | _ <| __| | _ /| |\/| | / /\ \ | . ` | #
# | |) | |_| | | | | |) | |___| | \ \| | | |/ ____ \| |\ | #
# |/ \/|| ||/|__|| \\| |// \\| \| #
####################################################################
]]

BOMBERMAN_PLAYERS = {}
local config = {
--| Where players will stand before starting the game.
enterTiles = {
from = Position(52, 424, 7),
to = Position(55, 424, 7)
},
----------------------------------
startPositions = {
[1] = Position(47, 412, 7), -- top left | 1 | | | | 3 |
[2] = Position(61, 422, 7), -- bottom right | | | | | |
[3] = Position(61, 412, 7), -- top right | | | | | |
[4] = Position(47, 422, 7) -- bottom left | 4 | | | | 2 |
},
----------------------------------
minPlayerLimit = 1,
maxPlayerLimit = 4,
----------------------------------
leverEnterAid = 13442,
barrelId = 9468,
----------------------------------
exhaustionDelay = 1, -- seconds
playerMaxBombs = 3,
bombsAtStart = 1,
bombMaxRadius = 5,
bombRadius = 1,
bombDelay = 3, -- seconds
bombAid = 13443,
----------------------------------
bonusBombChance = 25, -- %
bonusRadiusChance = 25,
bonusBombAid = 13444,
bonusRadiusAid = 13445,
bonusPointAid = 13447,
----------------------------------
storagePoints = 13448,
storageInGame = 13449,
storageBombRadius = 13450,
storagePlayerBombs = 13451,
storageTrackBombs = 13452,
storageExhaustion = 13453,
----------------------------------
countDownEffect = CONST_ME_ENERGYAREA,
explodeEffect = CONST_ME_FIREAREA,
}

-----------------------[ LOCAL FUNCTIONS ]----------------------
local function positionToReadable(p)
return "( ".. p.x .." / ".. p.y .." / ".. p.z .." )"
end

local function validateEnterTiles()
-- if both x & y are inequal, FROM & TO does not make a straight line.
if config.enterTiles.from.x ~= config.enterTiles.to.X
and config.enterTiles.from.y ~= config.enterTiles.to.y then
return false
end
return true
end

local function getPlayersWaiting()
local players = {}
local z = config.enterTiles.from.z
for x = config.enterTiles.from.x, config.enterTiles.to.x do
for y = config.enterTiles.from.y, config.enterTiles.to.y do
local tile = Tile(x, y, z)
if not tile then
print('[Error - Bomberman::countPlayersToEnter] Tile not found ('.. positionToReadable(Position(x, y, z)) ..')')
return false
end
local creature = tile:getTopCreature()
if creature and creature:isPlayer() then
table.insert(players, creature)
end
end
end
return players
end
-------------------------[ Action ]-----------------------------
local bombEnter = Action('bombermanEnter')
function bombEnter.onUse(player, item, position, fromPosition)
if not validateEnterTiles() then
player:say('! ERROR !', TALKTYPE_MONSTER_SAY)
print('[Error - Bomberman::Action::eek:nUse] Tile positions are incorrect.')
return true
end

local playersWaiting = getPlayersWaiting()
if not playersWaiting then
player:say('! ERROR !', TALKTYPE_MONSTER_SAY, false, nil, item:getPosition())
return true
end

if #playersWaiting < config.minPlayerLimit then
player:sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, 'Atleast ' .. config.minPlayerLimit .. ' players need to join.')
return true
end

BOMBERMAN_PLAYERS = {}
-- Telepot players to the game
for i, position in ipairs(config.startPositions) do
local p = playersWaiting
if p then
p:teleportTo(position)
p:setStorageValue(config.storageInGame, 1)
p:setStorageValue(config.storageBombRadius, config.bombRadius)
p:setStorageValue(config.storagePlayerBombs, config.bombsAtStart)
p:setStorageValue(config.storageTrackBombs, config.bombsAtStart)
BOMBERMAN_PLAYERS[p:getId()] = p
end
end
return true
end
bombEnter:aid(config.leverEnterAid)
bombEnter:register()

-------------------------[ TalkAction ]-----------------------------
local function resetArena()
BOMBERMAN_PLAYERS = {}
local ignorePositions = {
config.startPositions[1],
Position(config.startPositions[1].x + 1, config.startPositions[1].y, config.startPositions[1].z),
Position(config.startPositions[1].x, config.startPositions[1].y + 1, config.startPositions[1].z),
config.startPositions[2],
Position(config.startPositions[2].x - 1, config.startPositions[2].y, config.startPositions[2].z),
Position(config.startPositions[2].x, config.startPositions[2].y - 1, config.startPositions[2].z),
config.startPositions[3],
Position(config.startPositions[3].x - 1, config.startPositions[3].y, config.startPositions[3].z),
Position(config.startPositions[3].x, config.startPositions[3].y + 1, config.startPositions[3].z),
config.startPositions[4],
Position(config.startPositions[4].x + 1, config.startPositions[4].y, config.startPositions[4].z),
Position(config.startPositions[4].x, config.startPositions[4].y - 1, config.startPositions[4].z),
}

local z = config.startPositions[1].z
for x = config.startPositions[1].x, config.startPositions[2].x do
for y = config.startPositions[1].y, config.startPositions[2].y do
local position = Position(x, y, z)
local tile = Tile(position)
if tile then
tile:getGround():setActionId(0)
if tile:isWalkable() and not table.contains(ignorePositions, position) then
if not Game.createItem(config.barrelId, 1, position) then
print('could not create at ' .. positionToReadable(position))
end
end
end
end
end
end

local function checkWinner()
local count = 0
local lastPlayer = nil
for cid, player in pairs(BOMBERMAN_PLAYERS) do
if player then
count = count + 1
lastPlayer = player
end
end

if not lastPlayer then
addEvent(resetArena, 200)
return
end

if lastPlayer and count == 1 then
lastPlayer:sendTextMessage(MESSAGE_STATUS_CONSOLE_ORANGE, 'You have won!')
lastPlayer:teleportTo(lastPlayer:getTown():getTemplePosition())
addEvent(resetArena, 200)
end
end

local function showBonusBomb(position)
local tile = Tile(position)
if not tile then return end
local ground = tile:getGround()
if ground:getActionId() ~= config.bonusBombAid then return end
position:sendMagicEffect(CONST_ME_FIREWORK_YELLOW)
addEvent(showBonusBomb, 500, position)
end

local function showBonusRadius(position)
local tile = Tile(position)
if not tile then return end
local ground = tile:getGround()
if ground:getActionId() ~= config.bonusRadiusAid then return end
position:sendMagicEffect(CONST_ME_FIREWORK_BLUE)
addEvent(showBonusRadius, 500, position)
end

local function checkTiles(bombRadius, killer, position)
local directions = {'WEST','EAST','NORTH','SOUTH'}
for _, direction in pairs(directions) do
for i = 0, bombRadius do
local f = (function()
--------------------------------------------------------
local tile
if direction == 'WEST' then tile = Tile(position.x - i, position.y, position.z) end
if direction == 'EAST' then tile = Tile(position.x + i, position.y, position.z) end
if direction == 'NORTH' then tile = Tile(position.x, position.y - i, position.z) end
if direction == 'SOUTH' then tile = Tile(position.x, position.y + i, position.z) end
if not tile then
return false
end

local barrel = tile:getItemById(config.barrelId)
if tile:getItemById(config.barrelId) then
local tilePos = tile:getPosition()
tilePos:sendMagicEffect(CONST_ME_GROUNDSHAKER)
if math.random(1, 100) <= config.bonusBombChance then
tile:getGround():setActionId(config.bonusBombAid)
showBonusBomb(tilePos)
elseif math.random(1, 100) <= config.bonusRadiusChance then
tile:getGround():setActionId(config.bonusRadiusAid)
showBonusRadius(tilePos)
end
barrel:remove()
return false
end

if not tile:isWalkable() then
return false
end

local topCreature = tile:getTopCreature()
if topCreature and topCreature:isPlayer() then
killer = Player(killer)
local cname = topCreature:getName()
local deadMsg = cname .. ' was killed by '
-- killer might have died earlier & logged out.
if not killer then
deadMsg = deadMsg .. 'a bomb.'
else
if cname == killer:getName() then
deadMsg = deadMsg .. (topCreature:getSex() == PLAYERSEX_FEMALE and 'her' or 'him') .. 'self'
else
deadMsg = deadMsg .. killer:getName()
end
deadMsg = deadMsg .. ' in bomberman.'
end

topCreature:teleportTo(topCreature:getTown():getTemplePosition())
topCreature:setStorageValue(config.storageInGame, -1)
for _, player in pairs(BOMBERMAN_PLAYERS) do
if player then
player:sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, deadMsg)
end
end

BOMBERMAN_PLAYERS[topCreature:getId()] = nil
checkWinner()
end

tile:getPosition():sendMagicEffect(config.explodeEffect)
return true
--------------------------------------------------------
end)()
if not f then
break
end
end
end
end

local function detonateBomb(position, n)
if n <= 0 then
position:sendMagicEffect(config.explodeEffect)
local bombTile = Tile(position)
local ground = bombTile:getGround()
local bombRadius = ground:getCustomAttribute('bombRadius')
local killer = ground:getCustomAttribute('killerId')
local p = Player(killer)
if p then
p:setStorageValue(config.storagePlayerBombs, p:getStorageValue(config.storagePlayerBombs) + 1)
end
checkTiles(bombRadius, killer, position)
ground:setActionId(0)
return
end
position:sendMagicEffect(config.countDownEffect)
addEvent(detonateBomb, 1000, position, n-1)
end

local ta = TalkAction('!bomb')
function ta.onSay(player, words, param)
local taExhaustion = player:getStorageValue(config.storageExhaustion)
if taExhaustion > os.time() then
player:sendTextMessage(MESSAGE_STATUS_SMALL, 'Slow down.')
return false
end

if player:getStorageValue(config.storageInGame) <= 0 then
player:sendTextMessage(MESSAGE_STATUS_SMALL, 'You may not place bombs outside of bomberman game.')
return false
end

local position = player:getPosition()
local tile = Tile(position)
if not tile then -- probably not necessary but JUSTINCASE
print('[Error - bomberman::TalkAction] Tile not found ' .. positionToReadable(position))
player:sendTextMessage(MESSAGE_STATUS_SMALL, '!Error!')
player:teleportTo(player:getTown():getTemplePosition())
return false
end

local ground = tile:getGround()
if ground:getActionId() == config.bombAid then
player:sendTextMessage(MESSAGE_STATUS_SMALL, 'You cannot place two bombs on the same tile.')
return false
end

local playerBombsLeft = player:getStorageValue(config.storagePlayerBombs)
if playerBombsLeft <= 0 then
player:sendTextMessage(MESSAGE_STATUS_SMALL, 'You have no bombs left!')
return false
end

local bombRadius = config.bombRadius
local playerBombRadius = player:getStorageValue(config.storageBombRadius)
if playerBombRadius > 0 then
bombRadius = playerBombRadius
end

player:setStorageValue(config.storageExhaustion, os.time() + config.exhaustionDelay)
player:setStorageValue(config.storagePlayerBombs, playerBombsLeft - 1)
ground:setActionId(config.bombAid)
ground:setCustomAttribute('bombRadius', bombRadius)
ground:setCustomAttribute('killerId', player:getId())
detonateBomb(position, config.bombDelay)
return false
end
ta:separator(' ')
ta:register()
------------------------[ MoveEvent ]------------------------
local me = MoveEvent('bombermanBonusRadius')
function me.onStepIn(player, item, position, fromPosition)
if item:getActionId() == config.bonusRadiusAid then
local playerBombRadius = player:getStorageValue(config.storageBombRadius)
if playerBombRadius < config.bombMaxRadius then
player:setStorageValue(config.storageBombRadius, playerBombRadius + 1)
end
position:sendMagicEffect(CONST_ME_YELLOWENERGY)
else
local playerBombs = player:getStorageValue(config.storageTrackBombs)
if playerBombs < config.playerMaxBombs then
player:setStorageValue(config.storagePlayerBombs, playerBombs + 1)
player:setStorageValue(config.storageTrackBombs, playerBombs + 1)
end
position:sendMagicEffect(CONST_ME_PURPLEENERGY)
end
item:setActionId(0)
return true
end

me:aid(config.bonusRadiusAid, config.bonusBombAid)
me:register()
 
OP
OP
W

walltimer

Member
Joined
Aug 5, 2020
Messages
153
Reaction score
18
I have read you type this over several places but have a hard time understanding the problem.

There seems to be bugs in bomberman code 🤔

1.It doesn't work right away when you get in, you just have to die, for example by !bomb, then there will be barrels at the next entrance.
2.no words are displayed, such as you killed / were killed 'won
you just walk in type !bomb, you die from a bomb for example, and it teleports you to the temple

Ty, btw for scripting 1.3!!!!
 

Snavy

Bakasta
Senator
Joined
Apr 1, 2012
Messages
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Solutions
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Location
Hell
also crashed 1 time a server
Avoid spamming.
I know that there are some bugs in the code and I've added it to my todo list.

not working for otbr
Try to reproduce the crash on official TFS. If it doesn't crash, then I will probably not assist you with that part.
 
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