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script crashing server if player logs out.

RigBy

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I was redoing an old script for version 1.3, but if I log off the char, it crashes the server.

Lua:
function getPosDirs(p, dir)
return dir == 1 and {x=p.x-1, y=p.y, z=p.z} or dir == 2 and {x=p.x-1, y=p.y+1, z=p.z} or dir == 3 and {x=p.x, y=p.y+1, z=p.z} or dir == 4 and {x=p.x+1, y=p.y+1, z=p.z} or dir == 5 and {x=p.x+1, y=p.y, z=p.z} or dir == 6 and {x=p.x+1, y=p.y-1, z=p.z} or dir == 7 and {x=p.x, y=p.y-1, z=p.z} or dir == 8 and {x=p.x-1, y=p.y-1, z=p.z}
end

function posIgual(pos1, pos2)
return pos1.x == pos2.x and pos1.y == pos2.y and pos1.z == pos2.z and true or false
end

effect = 10
distance = CONST_ANI_SUDDENDEATH
damage = COMBAT_DEATHDAMAGE

function evilspiritwalk(creature, danomin, danomax, pos, rounds, ultimapos)
    if rounds == 0 then
        return true
    end
    if not isCreature(creature) then
    return true
    end
    posdisp = {}
    for _, dir in pairs({1, 5, 7, 3}) do
        local tile
        tile = Tile(Position(getPosDirs(pos, dir)))
        if tile:isWalkable() and not posIgual(getPosDirs(pos, dir), getThingPos(creature)) and not posIgual(getPosDirs(pos, dir), ultimapos) then
            table.insert(posdisp, getPosDirs(pos, dir))
        end
    end
    
    if #posdisp < 1 then
        return true
    end
        posesc = posdisp[math.random(1, #posdisp)]
        ultimapos = pos
        doSendDistanceShoot(pos, posesc, distance)
        doAreaCombatHealth(creature, damage, posesc, 0, -1000, -2000, effect)
        addEvent(function()
            evilspiritwalk(creature, danomin, danomax, posesc, rounds - 1, ultimapos)
        end, 140)
    end

function onCastSpell(creature, var)
    evilspiritwalk(creature, 10, 20, getThingPos(creature), 20, {x=1, y=1, z=1})
    return true
end
 

Sarah Wesker

ค∂vαηcε รүηтαx ❤
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obviously this script is wrong, because you are handling user data through addEvent here I have fixed the syntax, but I have not improved or modified anything in the script, I have not tried it either

Lua:
function getPosDirs(p, dir)
return dir == 1 and {x=p.x-1, y=p.y, z=p.z} or dir == 2 and {x=p.x-1, y=p.y+1, z=p.z} or dir == 3 and {x=p.x, y=p.y+1, z=p.z} or dir == 4 and {x=p.x+1, y=p.y+1, z=p.z} or dir == 5 and {x=p.x+1, y=p.y, z=p.z} or dir == 6 and {x=p.x+1, y=p.y-1, z=p.z} or dir == 7 and {x=p.x, y=p.y-1, z=p.z} or dir == 8 and {x=p.x-1, y=p.y-1, z=p.z}
end

local effect = 10
local distance = CONST_ANI_SUDDENDEATH
local damage = COMBAT_DEATHDAMAGE

function evilspiritwalk(cid, danomin, danomax, pos, rounds, ultimapos)
    if rounds == 0 then return end
    local creature = Creature(cid)
    if not creature then return end

    local posdisp = {}
    for _, dir in pairs({1, 5, 7, 3}) do
        local tile = Tile(Position(getPosDirs(pos, dir)))
        if tile and tile:isWalkable() and Position(getPosDirs(pos, dir)) ~= creature:getPosition()) and Position(getPosDirs(pos, dir)) ~= ultimapos then
            table.insert(posdisp, Posiiton(getPosDirs(pos, dir)))
        end
    end
    
    if #posdisp > 0 then
        local posesc = posdisp[math.random(1, #posdisp)]
        ultimapos = pos
        doSendDistanceShoot(pos, posesc, distance)
        doAreaCombatHealth(creature, damage, posesc, 0, -1000, -2000, effect)
        addEvent(evilspiritwalk, 140, cid, danomin, danomax, posesc, rounds - 1, ultimapos)
    end
end

function onCastSpell(creature, var)
    evilspiritwalk(creature:getId(), 10, 20, creature:getPosition(), 20, Position(1, 1, 1))
    return true
end
 
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