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Spell [TFS 1.2/1.3] Unnamed spell (looks cool tho)

make more spells like this?

  • yes

    Votes: 74 94.9%
  • no

    Votes: 4 5.1%

  • Total voters
    78
Just came here to post both bugs >.<!
Great spells but it hits through walls and doesnt work on players.
 
i have fixed the script it was sending effects on players in protection zones and wasn't attacking players and i have added formula with magic level and level
Lua:
--[[#######################################################################################]]--
function doAreaCombatDamage(cid, attacker, combatType, position, min, max, effect)
   --// Incase the creature disappears within 120-250ms time window
   local creature = Creature(cid)
   if not creature then
       return
   end
   doAreaCombatHealth(attacker, combatType, position, 0, min, max, effect)
end
local running = {}
local function runSpell(cid, i, j, delay, radius, damage, damageType, areaEffect, distanceEffect)
   local player = Player(cid)
   --// Player doesn't exist anymore
   if not player or Tile(player:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE) and bit.band(player:getGroup():getFlags(), PlayerFlag_IgnoreProtectionZone) == 0 then
       stopEvent(running[cid])
       running[cid] = nil
       return
   end
   --// Maximum rounds complete
   if i > j then
       stopEvent(running[cid])
       running[cid] = nil
       return
   end
   local center = player:getPosition()
   local specs = Game.getSpectators(center, false, false, radius.x, radius.x, radius.y, radius.y)
   --// Send effects and damage creatures within radius
   local args = {nil, cid, damageType, nil, damage.min, damage.max, areaEffect}
   for i = 1, #specs do
       if specs[i]:isMonster(cid) or specs[i]:isPlayer(cid) then
       local tile = Tile(specs[i]:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE)
       if tile then
       stopEvent(running[cid])
       running[cid] = nil
       return true
       end
           local specPos = specs[i]:getPosition()
           args[1] = specs[i]:getId()
           args[4] = specPos
           center:sendDistanceEffect(specPos, distanceEffect)
           addEvent(doAreaCombatDamage, 120 + (center:getDistance(specPos) * 7), unpack(args))
           end
       end
   addEvent(runSpell, delay, cid, i+1, j, delay, radius, damage, damageType, areaEffect, distanceEffect)
end
local offsets = {DIRECTION_WEST, DIRECTION_NORTH, DIRECTION_EAST, DIRECTION_SOUTH}
local function sendEffects(cid, delay, areaEffect, distanceEffect)
   local player = Player(cid)
   if not player or Tile(player:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE) and bit.band(player:getGroup():getFlags(), PlayerFlag_IgnoreProtectionZone) == 0 then
       stopEvent(running[cid])
       running[cid] = nil
       return
   end
   local pos = player:getPosition()
   --// Send distance effects (N/E/S/W) & area effect on player
   for i = 1, #offsets do
       local fromPos = pos:setDirectionOffset(offsets[i])
       local toPos = pos:setDirectionOffset(offsets[i+1] or offsets[1])
       fromPos:sendDistanceEffect(toPos, distanceEffect)
   end
   pos:sendMagicEffect(areaEffect)
   running[cid] = addEvent(sendEffects, delay, cid, delay, areaEffect, distanceEffect)
end
--[[#######################################################################################]]--
local config = {
   rounds = 80, -- number of times the spell loops (effects & damage)
   delay = 160, -- ms
   radius = {x = 3, y = 3}, -- sqm radius
   damageType = COMBAT_DEATHDAMAGE,
   areaEffect = CONST_ME_MORTAREA,
   distanceEffect = CONST_ANI_SUDDENDEATH,
}
function onCastSpell(cid, creature, variant)
    local player = Player(cid)
    if not player then
        return false
    end
    local level = player:getLevel()
    local maglevel = player:getMagicLevel()
    local a = (level / 5) + (maglevel * 4) + 225
    local b = (level / 5) + (maglevel * 10) + 300
    local damage = {min = -a, max = -b}
    sendEffects(player:getId(), config.delay, config.areaEffect, config.distanceEffect)
    runSpell(player:getId(), 0, config.rounds, config.delay, config.radius, damage, config.damageType, config.areaEffect, config.distanceEffect)
    return true
end
 
Hello.
Anyone could update this to 1.0?
Because i have two problems with this spell:
- Random effects appear when hit the target (i dont know why)
- The "SD" shooting animation is not going around the character (CONST_ANI_SUDDENDEATH)(like on preview), only the effect (CONST_ME_MORTAREA) is going :/
 
got bored and wanted to try to make my first non-utility spell
only works on monsters, fully configurable (config is at the bottom)
demonstration: http://xera.s-ul.eu/C95HkX4x
Lua:
--[[#######################################################################################]]--
function doAreaCombatDamage(cid, attacker, combatType, position, min, max, effect)
   --// Incase the creature disappears within 120-250ms time window
   local creature = Creature(cid)
   if not creature then
       return
   end
   doAreaCombatHealth(attacker, combatType, position, 0, min, max, effect)
end

local running = {}

local function runSpell(cid, i, j, delay, radius, damage, damageType, areaEffect, distanceEffect)
   local player = Player(cid)
   --// Player doesn't exist anymore
   if not player or Tile(player:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE) and bit.band(player:getGroup():getFlags(), PlayerFlag_IgnoreProtectionZone) == 0 then
       stopEvent(running[cid])
       running[cid] = nil
       return
   end
   --// Maximum rounds complete
   if i > j then
       stopEvent(running[cid])
       running[cid] = nil
       return
   end
   local center = player:getPosition()
   local specs = Game.getSpectators(center, false, false, radius.x, radius.x, radius.y, radius.y)
   --// Send effects and damage creatures within radius
   local args = {nil, cid, damageType, nil, damage.min, damage.max, areaEffect}
   for i = 1, #specs do
       if specs[i]:isMonster() then
           local specPos = specs[i]:getPosition()
           args[1] = specs[i]:getId()
           args[4] = specPos
           center:sendDistanceEffect(specPos, distanceEffect)
           addEvent(doAreaCombatDamage, 120 + (center:getDistance(specPos) * 7), unpack(args))
       end
   end
   addEvent(runSpell, delay, cid, i+1, j, delay, radius, damage, damageType, areaEffect, distanceEffect)
end

local offsets = {DIRECTION_WEST, DIRECTION_NORTH, DIRECTION_EAST, DIRECTION_SOUTH}

local function sendEffects(cid, delay, areaEffect, distanceEffect)
   local player = Player(cid)
   if not player or Tile(player:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE) and bit.band(player:getGroup():getFlags(), PlayerFlag_IgnoreProtectionZone) == 0 then
       stopEvent(running[cid])
       running[cid] = nil
       return
   end
   local pos = player:getPosition()
   --// Send distance effects (N/E/S/W) & area effect on player
   for i = 1, #offsets do
       local fromPos = pos:setDirectionOffset(offsets[i])
       local toPos = pos:setDirectionOffset(offsets[i+1] or offsets[1])
       fromPos:sendDistanceEffect(toPos, distanceEffect)
   end
   pos:sendMagicEffect(areaEffect)
   running[cid] = addEvent(sendEffects, delay, cid, delay, areaEffect, distanceEffect)
end
--[[#######################################################################################]]--
local config = {
   damage = {min = -10, max = -15},
   rounds = 80, -- number of times the spell loops (effects & damage)
   delay = 160, -- ms
   radius = {x = 3, y = 3}, -- sqm radius
   damageType = COMBAT_DEATHDAMAGE,
   areaEffect = CONST_ME_MORTAREA,
   distanceEffect = CONST_ANI_SUDDENDEATH,
}

function onCastSpell(creature, variant)
   local player = creature:getPlayer()
   if not player then
       return false
   end
   sendEffects(player:getId(), config.delay, config.areaEffect, config.distanceEffect)
   runSpell(player:getId(), 0, config.rounds, config.delay, config.radius, config.damage, config.damageType, config.areaEffect, config.distanceEffect)
   return true
end
ths spell for monster please
 
You can adapt it pretty easily to work on monsters without much work
 
hello! is it possible to make monsters use this spell? i tried adding it to monsters but doesnt work, also, how can i remove the magiceffect it reproduces on top of myself?
 
Greetings,

I am getting this error, I know this is an old thread, but does anyone understand it? My scripter is at work and I want to get it working :)

Code in spoiler.
Code:
--[[#######################################################################################]]--
function doAreaCombatDamage(cid, attacker, combatType, position, min, max, effect)
   --// Incase the creature disappears within 120-250ms time window
   local creature = Creature(cid)
   if not creature then
       return
   end
   doAreaCombatHealth(attacker, combatType, position, 0, min, max, effect)
end
local running = {}
local function runSpell(cid, i, j, delay, radius, damage, damageType, areaEffect, distanceEffect)
   local player = Player(cid)
   --// Player doesn't exist anymore
   if not player or Tile(player:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE) and bit.band(player:getGroup():getFlags(), PlayerFlag_IgnoreProtectionZone) == 0 then
       stopEvent(running[cid])
       running[cid] = nil
       return
   end
   --// Maximum rounds complete
   if i > j then
       stopEvent(running[cid])
       running[cid] = nil
       return
   end
   local center = player:getPosition()
   local specs = Game.getSpectators(center, false, false, radius.x, radius.x, radius.y, radius.y)
   --// Send effects and damage creatures within radius
   local args = {nil, cid, damageType, nil, damage.min, damage.max, areaEffect}
   for i = 1, #specs do
       if specs[i]:isMonster(cid) or specs[i]:isPlayer(cid) then
       local tile = Tile(specs[i]:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE)
       if tile then
       stopEvent(running[cid])
       running[cid] = nil
       return true
       end
           local specPos = specs[i]:getPosition()
           args[1] = specs[i]:getId()
           args[4] = specPos
           center:sendDistanceEffect(specPos, distanceEffect)
           addEvent(doAreaCombatDamage, 120 + (center:getDistance(specPos) * 7), unpack(args))
           end
       end
   addEvent(runSpell, delay, cid, i+1, j, delay, radius, damage, damageType, areaEffect, distanceEffect)
end
local offsets = {DIRECTION_WEST, DIRECTION_NORTH, DIRECTION_EAST, DIRECTION_SOUTH}
local function sendEffects(cid, delay, areaEffect, distanceEffect)
   local player = Player(cid)
   if not player or Tile(player:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE) and bit.band(player:getGroup():getFlags(), PlayerFlag_IgnoreProtectionZone) == 0 then
       stopEvent(running[cid])
       running[cid] = nil
       return
   end
   local pos = player:getPosition()
   --// Send distance effects (N/E/S/W) & area effect on player
   for i = 1, #offsets do
       local fromPos = pos:setDirectionOffset(offsets[i])
       local toPos = pos:setDirectionOffset(offsets[i+1] or offsets[1])
       fromPos:sendDistanceEffect(toPos, distanceEffect)
   end
   pos:sendMagicEffect(areaEffect)
   running[cid] = addEvent(sendEffects, delay, cid, delay, areaEffect, distanceEffect)
end
--[[#######################################################################################]]--
local config = {
   rounds = 80, -- number of times the spell loops (effects & damage)
   delay = 160, -- ms
   radius = {x = 3, y = 3}, -- sqm radius
   damageType = COMBAT_DEATHDAMAGE,
   areaEffect = CONST_ME_MORTAREA,
   distanceEffect = CONST_ANI_SUDDENDEATH,
}
function onCastSpell(cid, creature, variant)
    local player = Player(cid)
    if not player then
        return false
    end
    local level = player:getLevel()
    local maglevel = player:getMagicLevel()
    local a = (level / 5) + (maglevel * 4) + 225
    local b = (level / 5) + (maglevel * 10) + 300
    local damage = {min = -a, max = -b}
    sendEffects(player:getId(), config.delay, config.areaEffect, config.distanceEffect)
    runSpell(player:getId(), 0, config.rounds, config.delay, config.radius, damage, config.damageType, config.areaEffect, config.distanceEffect)
    return true
end
 
Greetings,

I am getting this error, I know this is an old thread, but does anyone understand it? My scripter is at work and I want to get it working :)

Code in spoiler.
Code:
--[[#######################################################################################]]--
function doAreaCombatDamage(cid, attacker, combatType, position, min, max, effect)
   --// Incase the creature disappears within 120-250ms time window
   local creature = Creature(cid)
   if not creature then
       return
   end
   doAreaCombatHealth(attacker, combatType, position, 0, min, max, effect)
end
local running = {}
local function runSpell(cid, i, j, delay, radius, damage, damageType, areaEffect, distanceEffect)
   local player = Player(cid)
   --// Player doesn't exist anymore
   if not player or Tile(player:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE) and bit.band(player:getGroup():getFlags(), PlayerFlag_IgnoreProtectionZone) == 0 then
       stopEvent(running[cid])
       running[cid] = nil
       return
   end
   --// Maximum rounds complete
   if i > j then
       stopEvent(running[cid])
       running[cid] = nil
       return
   end
   local center = player:getPosition()
   local specs = Game.getSpectators(center, false, false, radius.x, radius.x, radius.y, radius.y)
   --// Send effects and damage creatures within radius
   local args = {nil, cid, damageType, nil, damage.min, damage.max, areaEffect}
   for i = 1, #specs do
       if specs[i]:isMonster(cid) or specs[i]:isPlayer(cid) then
       local tile = Tile(specs[i]:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE)
       if tile then
       stopEvent(running[cid])
       running[cid] = nil
       return true
       end
           local specPos = specs[i]:getPosition()
           args[1] = specs[i]:getId()
           args[4] = specPos
           center:sendDistanceEffect(specPos, distanceEffect)
           addEvent(doAreaCombatDamage, 120 + (center:getDistance(specPos) * 7), unpack(args))
           end
       end
   addEvent(runSpell, delay, cid, i+1, j, delay, radius, damage, damageType, areaEffect, distanceEffect)
end
local offsets = {DIRECTION_WEST, DIRECTION_NORTH, DIRECTION_EAST, DIRECTION_SOUTH}
local function sendEffects(cid, delay, areaEffect, distanceEffect)
   local player = Player(cid)
   if not player or Tile(player:getPosition()):hasFlag(TILESTATE_PROTECTIONZONE) and bit.band(player:getGroup():getFlags(), PlayerFlag_IgnoreProtectionZone) == 0 then
       stopEvent(running[cid])
       running[cid] = nil
       return
   end
   local pos = player:getPosition()
   --// Send distance effects (N/E/S/W) & area effect on player
   for i = 1, #offsets do
       local fromPos = pos:setDirectionOffset(offsets[i])
       local toPos = pos:setDirectionOffset(offsets[i+1] or offsets[1])
       fromPos:sendDistanceEffect(toPos, distanceEffect)
   end
   pos:sendMagicEffect(areaEffect)
   running[cid] = addEvent(sendEffects, delay, cid, delay, areaEffect, distanceEffect)
end
--[[#######################################################################################]]--
local config = {
   rounds = 80, -- number of times the spell loops (effects & damage)
   delay = 160, -- ms
   radius = {x = 3, y = 3}, -- sqm radius
   damageType = COMBAT_DEATHDAMAGE,
   areaEffect = CONST_ME_MORTAREA,
   distanceEffect = CONST_ANI_SUDDENDEATH,
}
function onCastSpell(cid, creature, variant)
    local player = Player(cid)
    if not player then
        return false
    end
    local level = player:getLevel()
    local maglevel = player:getMagicLevel()
    local a = (level / 5) + (maglevel * 4) + 225
    local b = (level / 5) + (maglevel * 10) + 300
    local damage = {min = -a, max = -b}
    sendEffects(player:getId(), config.delay, config.areaEffect, config.distanceEffect)
    runSpell(player:getId(), 0, config.rounds, config.delay, config.radius, damage, config.damageType, config.areaEffect, config.distanceEffect)
    return true
end
Solution on the first page of this thread..
Spell - [TFS 1.2/1.3] Unnamed spell (looks cool tho) (https://otland.net/threads/tfs-1-2-1-3-unnamed-spell-looks-cool-tho.250299/#post-2434929)
 
Thank you, I found this, had posted that code into another position.lib file. :)

Edit: It works now, but crashes the client casting it, however, it does not crash my other client (MC on beta) and the spell does cast.
 
excuse
But here is not the error in TFS but the magic does not work, nothing happens
 
Could someone help me, i have a problem

Problem:
When used if there is a wall in between the player and a monster, and the player target a monster not behind a wall, it will attack the monster on the other side of the wall.
 
What! You mean that if every player uses this spell on the same time with same spam it will cause lagg??? :D big ass long freeze haha
Before modifying it like changing 60% of the core functions, it raised ping till 200 from 60 if 1 player is hunting with it
 
you won't love the lag it produces
I didn't notice anything significant through some small tests, however with stuff like this its use would be limited if i were to implement it for players :)
 
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