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Lua Spell that send a arrow to multiple targets TFS 1.3

Icaraii

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Hello, I would like a spells that the player send arrow shottype to up to 5 monsters in the screen.
The player don't need to have arrow equiped.
The damage can be a normal function onGetFormulaValues.
 
Solution
Lua:
local distanceEffect = 31
local effect = CONST_ME_HOLYAREA
local damageType = COMBAT_HOLYDAMAGE

local function combatExecute(cid, variant)

local player = Player(cid)
local pos = player:getPosition()
local screen = Game.getSpectators(pos, false, false)

local lvl = player:getLevel()
local mlvl = player:getMagicLevel()
local minDmg = -1000 + (lvl * -2424) + (mlvl * -2424)
local maxDmg = -1200 + (lvl * -2424) + (mlvl * -2424)
  
for i = 1, #screen do
    local tile = Tile(screen[i]:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE)
    if tile then
        return true
    end
    if screen[i]:isMonster() then
        local posAll = screen[i]:getPosition()
        pos:sendDistanceEffect(posAll, distanceEffect)...

Levi999x

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Lua:
local distanceEffect = 31
local effect = CONST_ME_HOLYAREA
local damageType = COMBAT_HOLYDAMAGE

local function combatExecute(cid, variant)

local player = Player(cid)
local pos = player:getPosition()
local screen = Game.getSpectators(pos, false, false)

local lvl = player:getLevel()
local mlvl = player:getMagicLevel()
local minDmg = -1000 + (lvl * -2424) + (mlvl * -2424)
local maxDmg = -1200 + (lvl * -2424) + (mlvl * -2424)
  
for i = 1, #screen do
    local tile = Tile(screen[i]:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE)
    if tile then
        return true
    end
    if screen[i]:isMonster() then
        local posAll = screen[i]:getPosition()
        pos:sendDistanceEffect(posAll, distanceEffect)
        doAreaCombatHealth(cid, damageType, posAll, nil, minDmg, maxDmg, effect)
        end
    end
end

local spell = Spell(SPELL_INSTANT)

function spell.onCastSpell(creature, variant)
    combatExecute(creature:getId(), variant)
    return true
end

spell:name("test")
spell:words("exura test")
spell:group("attack")
spell:vocation("sorcerer", "master sorecerer")
spell:id(1)
spell:cooldown(1000)
spell:level(200)
spell:manaPercent(1)
spell:blockWalls(true)
spell:register()
 
Last edited:
Solution
OP
I

Icaraii

Active Member
Joined
Jan 5, 2020
Messages
260
Reaction score
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Lua:
local distanceEffect = 31
local effect = CONST_ME_HOLYAREA
local damageType = COMBAT_HOLYDAMAGE

local function combatExecute(cid, variant)

local player = Player(cid)
local pos = player:getPosition()
local screen = Game.getSpectators(pos, false, false)

local lvl = player:getLevel()
local mlvl = player:getMagicLevel()
local minDmg = -1000 + (lvl * -2424) + (mlvl * -2424)
local maxDmg = -1200 + (lvl * -2424) + (mlvl * -2424)
 
for i = 1, #screen do
    local tile = Tile(screen[i]:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE)
    if tile then
        return true
    end
    if screen[i]:isMonster() then
        local posAll = screen[i]:getPosition()
        pos:sendDistanceEffect(posAll, distanceEffect)
        doAreaCombatHealth(cid, damageType, posAll, nil, minDmg, maxDmg, effect)
        end
    end
end

local spell = Spell(SPELL_INSTANT)

function spell.onCastSpell(creature, variant)
    combatExecute(creature:getId(), variant)
    return true
end

spell:name("test")
spell:words("exura test")
spell:group("attack")
spell:vocation("sorcerer", "master sorecerer")
spell:id(1)
spell:cooldown(1000)
spell:level(200)
spell:manaPercent(1)
spell:blockWalls(true)
spell:register()
I tried out your spell, but it didn't work. I found a similar script in one of my old servers and it works like I need. Thank you for trying and I will leave the script here for someone else who may need.

Lua:
local combats = {}
local spellConfig = {
    combat = COMBAT_DEATHDAMAGE,
    distanceEffect = CONST_ANI_DEATH,
    effect = CONST_ME_MORTAREA,
    bounces = {
        max = 4,
        chance = 40,
        baseMult = 0.1,
        levelMult = 0.1,
        magicMult = 0.1
    }
}
for i = 1, spellConfig.bounces.max do
    combats[i] = Combat()
    combats[i]:setParameter(COMBAT_PARAM_TYPE, spellConfig.combat)
    combats[i]:setParameter(COMBAT_PARAM_EFFECT, spellConfig.effect)
    function onGetFormulaValues(player, level, magicLevel)
        local min = ((level * (1.0 + (spellConfig.bounces.levelMult * i))) + (magicLevel * (1.0 + (spellConfig.bounces.magicMult * i)))) * (1.0 + (spellConfig.bounces.baseMult * i))
        local max = ((level * (1.2 + (spellConfig.bounces.levelMult * i))) + (magicLevel * (1.2 + (spellConfig.bounces.magicMult * i)))) * (1.2 + (spellConfig.bounces.baseMult * i))
        return -min, -max
    end
    combats[i]:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
end
local function getClosedTarget(player, cid, targets)
    local targets = targets or {}
    if #targets >= spellConfig.bounces.max then
        return targets
    end
    local c = Creature(cid)
    if c then
        targets[#targets +1] = cid
        local spectators = Game.getSpectators(c:getPosition(), false, false, 4, 4, 4, 4)
        table.sort(spectators, function(a, b) return a:getPosition():getDistance(c:getPosition()) < b:getPosition():getDistance(c:getPosition()) end)
        for _, spectator in pairs(spectators) do
            local sid = spectator:getId()
            if (spectator:isMonster() or (spectator:isPlayer() and not player:hasSecureMode())) and not table.contains(targets, sid) then
                return getClosedTarget(player, sid, targets)
            end
        end
    end
    return targets
end
local spell = Spell(SPELL_INSTANT)
function spell.onCastSpell(creature, variant)
    local targets = getClosedTarget(creature, variant:getNumber())
    for i, tid in pairs(targets) do
        if i ~= 1 and math.random(100) > spellConfig.bounces.chance then
            break
        end
        addEvent(function(cid, tid, atid)
            local player = Player(cid)
            if player then
                local target = Creature(tid)
                if target then
                    if not atid then
                        player:getPosition():sendDistanceEffect(target:getPosition(), spellConfig.distanceEffect)
                    else
                        local atarget = Creature(atid)
                        if atarget then
                            atarget:getPosition():sendDistanceEffect(target:getPosition(), spellConfig.distanceEffect)
                        end
                    end
                    combats[i]:execute(creature, Variant(tid))
                end
            end
        end, 200 * i-1, creature:getId(), tid, targets[i-1])
    end
    return #targets > 0
end
spell:name("Bounce Spell")
spell:words("exuna test")
spell:group("attack")
spell:vocation("sorcerer", "master sorecerer")
spell:id(1)
spell:cooldown(1000)
spell:level(200)
spell:range(6)
spell:manaPercent(13)
spell:needTarget(true)
spell:blockWalls(true)
spell:isPremium(true)
spell:register()

script made by @Sarah Wesker
 
Last edited:

Xikini

I whore myself out for likes
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Now it's working perfectly, thank you very much, didn't know that there was such thing as Game.getSpectators.
Yep. it's a great function and you should generally use it anytime you are searching an area for player/creature/npc
Lua:
Game.getSpectators(position[, multifloor = false[, onlyPlayer = false[, minRangeX = 0[, maxRangeX = 0[, minRangeY = 0[, maxRangeY = 0]]]]]])

position is the 'centre position'

multifloor -> only 1 floor, or all floors?

minRange / maxRange x/y -> minimum range is 1, maximum is like.. 20?
Basically think of it like an exori.

x = 1, y = 1 -> exori shape (3 by 3 tile)
x = 2, y = 2 -> (5 by 5 tile)

Uhh, here's a better example

Untitled.png
 
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