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Action [TFS 1.X] Cursed Chests

wow man awesome release! thanks for it! im trying to apply it, but im getting a problem, is this configuration ok?

Code:
{
    [1] = {
        pos = Position(961, 1060, 7),
        size = 6,
        chests = {1740,32151,27531,1746}
    }

those chests are my 4 different chests

also, if its not that hard, is it possible for you to make a force event talkaction? :O
 
wow man awesome release! thanks for it! im trying to apply it, but im getting a problem, is this configuration ok?

Code:
{
    [1] = {
        pos = Position(961, 1060, 7),
        size = 6,
        chests = {1740,32151,27531,1746}
    }

those chests are my 4 different chests
No, these are not item ids, these are CURSED_CHESTS_CONFIG table numbers.
Code:
CURSED_CHESTS_CONFIG = {
    [1] = { ... },
    [2] = { ... },
    [3] = { ... },
    ...
    [49] = { ... },
    [50] = { ... }
}
...
...
chests = {1, 2, 50 }
 
Can u, check if spawn all the Tiers, because for me only Spawn a Legendary tier
 
My Config
Lua:
CURSED_CHESTS_TIER_COMMON = 1
CURSED_CHESTS_TIER_UNCOMMON = 2
CURSED_CHESTS_TIER_RARE = 3
CURSED_CHESTS_TIER_LEGENDARY = 4

CURSED_CHESTS_TIERS = {
    {
        tier = CURSED_CHESTS_TIER_COMMON,
        chance = 50,
        text = "Common Cursed Chest",
        item = 29564
    },
    {
        tier = CURSED_CHESTS_TIER_UNCOMMON,
        chance = 30,
        text = "UnCommon Cursed Chest",
        item = 30852
    },
    {
        tier = CURSED_CHESTS_TIER_RARE,
        chance = 20,
        text = "Rare Cursed Chest",
        item = 30850
    },
    {
        tier = CURSED_CHESTS_TIER_LEGENDARY,
        chance = 10,
        text = "Legendary Cursed Chest",
        item = 30851
    }
}
 
Oh crap, what a typo...
Open cursed_chest_spawner.lua in globalevents
Find if rarity.chance <= math.random(1, 100) then and change to if math.random(1, 100) <= rarity.chance then
 
I've been testing a bit this system and I have some recommendations.
Recommendation:
· Only the player who activated the chest can get the reward.
· If party, leader, or party members can activate and get loot.
Note: Otherwise if you are killing a boss for example and are a bit far doing some boss mechanics, you kill it and someone is closer to they chest, they may steal your reward after all the hard work.

Additions:
· Random monsters for waves from a list. (Like there's a list 5-6 monsters, randomly spawn 15 of them per wave)
Note: Repetitive waves may get boring. With this addition sometimes chest will be easier sometimes harder, more fun.

Question:
· What happens if you dont get the chest reward?
· It will eventually despawn?
· If it doesnt despawn, will a new chest spawn?
 
Last edited:
Only the player who activated the chest can get the reward.
Can do.

If party, leader, or party members can activate and get loot.
Can do.

Random monsters for waves from a list. (Like there's a list 5-6 monsters, randomly spawn 15 of them per wave)
Note: Repetitive waves may get boring. With this addition sometimes chest will be easier sometimes harder, more fun.
True, will change.

What happens if you dont get the chest reward?
Just looked in the code, I'm sure I made it disappear after 5 minutes but now when I look at it, there is no such thing, only when chest is empty. Darn it, had to delete that part when I was rewriting some code and forgot about it. Oh well, added back. So this answers your next questions pretty much.

Update on the way.

@Edit
Done.
[1.1.0] - 2019-03-27
  • Rewritten basic functionality
  • Chest and monsters won't spawn in PZ anymore
  • Removed level requirements to open chest
  • Added chest tiers
  • Changed monster spawning, amount of monsters depends on a wave number and tier of the chest
  • Monsters are spawned randomly from a list
  • If player is not in a party and activates the chest, only he is able to open that chest
  • If player is in a party and activates the chest, only he and party members are able to open that chest
  • If chest is not emptied and 5 minutes passes, it is removed from the map
  • Added poff effect when chest is removed
  • New configuration fields
First post will be updated later.
 

Attachments

  • cursed_chests-1_1_0.rar
    4.4 KB · Views: 12 · VirusTotal
Last edited:
The cursed chests works perfect now!

Can you help me to change so everyone can open the chest when the monsters are dead?
 
Thank you mate!


What do you think to add something like this

Code:
positions =
    {
        topLeft = Position(x, y, z),
        bottomRight = Position(x, y, z)
    }

instead of

Code:
        pos = Position(1286, 987, 7),
        size = 6,
        chests = {1}
    }
 
Thank you mate!


What do you think to add something like this

Code:
positions =
    {
        topLeft = Position(x, y, z),
        bottomRight = Position(x, y, z)
    }

instead of

Code:
        pos = Position(1286, 987, 7),
        size = 6,
        chests = {1}
    }
No need, even worse. Why not just set 1 position and make size as big as you want?
 
How about develop a new feature?

- It will be necessary to use a key [id: 2087] (which will disappear when it is used).

- There will be a small chance (5%) of opening the chest the reward is direct delivery (without the waves).

- The reward of the chest will necessarily be the one who used the key.
 
It will be necessary to use a key [id: 2087] (which will disappear when it is used).
One use item + random mobs that you don't expect and because of that can die? No, thanks.

There will be a small chance (5%) of opening the chest the reward is direct delivery (without the waves).
I can do that for you if you want, not gonna make it official tho.
 
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