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Action [TFS 1.3] Advanced Annihilator System

I swear to god i reloaded everything multiple times checked everything multiple times either. No errors in console
Before -
15:51 You see a lever.
Item ID: 1945, Action ID: 1573
Position: 543, 722, 7

(After) And this is when someone is in ani
15:52 You see a lever.
Item ID: 1946, Action ID: 1573
Position: 543, 722, 7

duration is 1min, waited for 5mins didnt reseted. Maybe it doesnt reset for tfs 1.2it has some kind of bug or something

If u are alive, i think, change this:

Lua:
function doResetAnnihilator(position, cid_array)
    local tile = Tile(position)
    local item = tile and tile:getItemById(config.pulled_id)
    if not item then
        return
    end

    local monster_names = {}
    for key, value in pairs(monsters) do
        if not isInArray(monster_names, value.name) then
            monster_names[#monster_names + 1] = value.name
        end
    end

    for i = 1, #monsters do
        local creatures = Tile(monsters[i].pos):getCreatures()
        for key, creature in pairs(creatures) do
            if isInArray(monster_names, creature:getName()) then
                creature:remove()
            end
        end
    end

    for i = 1, #player_positions do
        local creatures = Tile(player_positions[i].toPos):getCreatures()
        for key, creature in pairs(creatures) do
            if isInArray(monster_names, creature:getName()) then
                creature:remove()
            end
        end
    end

TO THIS:

Lua:
function doResetAnnihilator(position, cid_array)
    local tile = Tile(position)
    local item = tile and tile:getItemById(config.pulled_id)
    if not item then
        return
    end

    local monster_names = {}
    for key, value in pairs(monsters) do
        if not isInArray(monster_names, value.name) then
            monster_names[#monster_names + 1] = value.name
        end
    end

    for i = 1, #monsters do
        local creatures = Tile(monsters[i].pos):getCreatures()
        for key, creature in pairs(creatures) do
            if isInArray(monster_names, creature:getName()) then
                creature:remove()
            end
        end
    end

    for key, cid in pairs(cid_array) do
        local participant = Player(cid)
        if participant and isInRange(participant:getPosition(), quest_range.fromPos, quest_range.toPos) then
            participant:teleportTo(exit_position)
            exit_position:sendMagicEffect(CONST_ME_TELEPORT)
        end
    end

    item:transform(config.lever_id)
end
 
Last edited:
If u are alive, i think, change this:

Lua:
function doResetAnnihilator(position, cid_array)
    local tile = Tile(position)
    local item = tile and tile:getItemById(config.pulled_id)
    if not item then
        return
    end

    local monster_names = {}
    for key, value in pairs(monsters) do
        if not isInArray(monster_names, value.name) then
            monster_names[#monster_names + 1] = value.name
        end
    end

    for i = 1, #monsters do
        local creatures = Tile(monsters[i].pos):getCreatures()
        for key, creature in pairs(creatures) do
            if isInArray(monster_names, creature:getName()) then
                creature:remove()
            end
        end
    end

    for i = 1, #player_positions do
        local creatures = Tile(player_positions[i].toPos):getCreatures()
        for key, creature in pairs(creatures) do
            if isInArray(monster_names, creature:getName()) then
                creature:remove()
            end
        end
    end

TO THIS:

Lua:
function doResetAnnihilator(position, cid_array)
    local tile = Tile(position)
    local item = tile and tile:getItemById(config.pulled_id)
    if not item then
        return
    end

    local monster_names = {}
    for key, value in pairs(monsters) do
        if not isInArray(monster_names, value.name) then
            monster_names[#monster_names + 1] = value.name
        end
    end

    for i = 1, #monsters do
        local creatures = Tile(monsters[i].pos):getCreatures()
        for key, creature in pairs(creatures) do
            if isInArray(monster_names, creature:getName()) then
                creature:remove()
            end
        end
    end

    for key, cid in pairs(cid_array) do
        local participant = Player(cid)
        if participant and isInRange(participant:getPosition(), quest_range.fromPos, quest_range.toPos) then
            participant:teleportTo(exit_position)
            exit_position:sendMagicEffect(CONST_ME_TELEPORT)
        end
    end

    item:transform(config.lever_id)
end
Thanks will try it out :)
 
Thanks for posting this, Apollos! It has worked perfectly.

But (and I say this with a fear of looking dumb) I am having a huge problem with the sealed quest door!

First, I have removed item id 5114 form the questDoors list. Second, this is my code:

Lua:
local storage = 5000

function onUse(cid, item, fromPosition, itemEx, toPosition)
    if (getPlayerStorageValue(cid, storage) == -1) then
          if item.itemid == 5115 then return false end
                doTransformItem(item.uid, item.itemid + 1)
        doTeleportThing(cid, toPosition, TRUE)
    else
            doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "This door seems to be sealed against unwanted intruders.")
            end
    return true
end
I have also made sure the character has no storage 5000.

For some reason I just can't make it work! Sometimes the door kicks me 2 squares back, sometimes it lets me through and then sends me back (in one really fast motion).

Can anyone help?
 
Last edited:
It worked! I only had to comment out the following line from data/movements/movements.xml
(no need to remove 5114 from questDoors, btw)

Lua:
<movevent event="StepIn" itemid="5115" script="quest_door.lua" />
 
it have a coldoown for enter on room, how to put a coldoown for player? like u can make quest every 20hrs or 24hrs etc.
 
Try this one out.
Lua:
local config = {
    duration = 30, -- time till reset, in minutes
    level_req = 100, -- minimum level to do quest
    min_players = 4, -- minimum players to join quest
    lever_id = 1945, -- id of lever before pulled
    pulled_id = 1946 -- id of lever after pulled
}

local player_positions = {
    [1] = {fromPos = Position(1000, 1000, 7), toPos = Position(1000, 1000, 7)},
    [2] = {fromPos = Position(1000, 1000, 7), toPos = Position(1000, 1000, 7)},
    [3] = {fromPos = Position(1000, 1000, 7), toPos = Position(1000, 1000, 7)},
    [4] = {fromPos = Position(1000, 1000, 7), toPos = Position(1000, 1000, 7)}
}

local monsters = {
    [1] = {pos = Position(1000, 1000, 7), name = "Demon"},
    [2] = {pos = Position(1000, 1000, 7), name = "Demon"},
    [3] = {pos = Position(1000, 1000, 7), name = "Demon"},
    [4] = {pos = Position(1000, 1000, 7), name = "Demon"},
    [5] = {pos = Position(1000, 1000, 7), name = "Demon"},
    [6] = {pos = Position(1000, 1000, 7), name = "Demon"}
}

local quest_range = {fromPos = Position(1000, 1000, 7), toPos = Position(1000, 1000, 7)} -- see image in thread for explanation

local exit_position = Position(1000, 1000, 7) -- Position completely outside the quest area

function doResetAnnihilator(position, cid_array)
    local tile = Tile(position)
    local item = tile and tile:getItemById(config.pulled_id)
    if not item then
        return
    end

    local monster_names = {}
    for key, value in pairs(monsters) do
        if not isInArray(monster_names, value.name) then
            monster_names[#monster_names + 1] = value.name
        end
    end

    for i = 1, #monsters do
        local creatures = Tile(monsters[i].pos):getCreatures()
        for key, creature in pairs(creatures) do
            if isInArray(monster_names, creature:getName()) then
                creature:remove()
            end
        end
    end

    for i = 1, #player_positions do
        local creatures = Tile(player_positions[i].toPos):getCreatures()
        for key, creature in pairs(creatures) do
            if isInArray(monster_names, creature:getName()) then
                creature:remove()
            end
        end
    end

    for key, cid in pairs(cid_array) do
        local participant = Player(cid)
        if participant and isInRange(participant:getPosition(), quest_range.fromPos, quest_range.toPos) then
            participant:teleportTo(exit_position)
            exit_position:sendMagicEffect(CONST_ME_TELEPORT)
        end
    end

    item:transform(config.lever_id)
end

function onUse(player, item, fromPosition, target, toPosition, isHotkey)
    if item.itemid ~= config.lever_id then
        return player:sendCancelMessage("The quest is currently in use. Cooldown is " .. config.duration .. " minutes.")
    end

    local participants, pull_player = {}, false
    for i = 1, #player_positions do
        local fromPos = player_positions[i].fromPos
        local tile = Tile(fromPos)
        if not tile then
            print(">> ERROR: Annihilator tile does not exist for Position(" .. fromPos.x .. ", " .. fromPos.y .. ", " .. fromPos.z .. ").")
            return player:sendCancelMessage("There is an issue with this quest. Please contact an administrator.")
        end

        local creature = tile:getBottomCreature()
        if creature then
            local participant = creature:getPlayer()
            if not participant then
                return player:sendCancelMessage(participant:getName() .. " is not a valid participant.")
            end

            if participant:getLevel() < config.level_req then
                return player:sendCancelMessage(participant:getName() .. " is not the required level.")
            end

            if participant.uid == player.uid then
                pull_player = true
            end

            participants[#participants + 1] = {participant = participant, toPos = player_positions[i].toPos}
        end
    end

    if #participants < config.min_players then
        return player:sendCancelMessage("You do not have the required amount of participants.")
    end

    if not pull_player then
        return player:sendCancelMessage("You are in the wrong position.")
    end

    for i = 1, #monsters do
        local toPos = monsters[i].pos
        if not Tile(toPos) then
            print(">> ERROR: Annihilator tile does not exist for Position(" .. toPos.x .. ", " .. toPos.y .. ", " .. toPos.z .. ").")
            return player:sendCancelMessage("There is an issue with this quest. Please contact an administrator.")
        end
        Game.createMonster(monsters[i].name, monsters[i].pos, false, true)
    end

    local cid_array = {}
    for i = 1, #participants do
        participants[i].participant:teleportTo(participants[i].toPos)
        participants[i].toPos:sendMagicEffect(CONST_ME_TELEPORT)
        cid_array[#cid_array + 1] = participants[i].participant.uid
    end

    item:transform(config.pulled_id)
    addEvent(doResetAnnihilator, config.duration * 60 * 1000, toPosition, cid_array)
    return true
end
can convert to revscript?
 
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