Bom, eu tenho esse script que é de um last man standing, porem ele é por interval... modifiquei para onTime para acontecer tal hora...
porém acho que era preciso o onthink pro script ficar verificando quem é a ultima pessoa da sala determinada por {x,y,z} {x,y,z}, mas eu queria por onTime... porque onthink é muito bbagunçado, depende muito da hora que abre o servidor, acredito eu.
resumindo o problema: como fazer para que o script verifique a quantidade de players da sala a todo momento e mesmo assim poder realizer o onTime para eu determinar o horario do evento?... vale lembrar que existe outro script onde cria teleport e manda para a sala... mas nao tem nada de necessario nele.
local t = {
tmp = {
{x = 1165, y = 1336, z = 7}, -- esquerda nort sala de espera
{x = 1177, y = 1348, z = 7} -- sul direita sala de espera
},
arena = {
{x = 1145, y = 1278, z = 7}, -- North west Corner of Arena
{x = 1197, y = 1330, z = 7}, -- South East corner of Arena
{x = 1171, y = 1304, z = 7} -- Center of Arena
},
from = {x = 1145, y = 1278, z = 7}, -- Top left cornor of the playground (random players teleportation)
to = {x = 1197, y = 1330, z = 7}, -- Bottom right cornor of the playground (random players teleportation)
minPlayers = 2, -- min players required to start the battle
noPlayers = 1, -- Leave it as it is
prize = {6527} -- Reward that player recives
}
local kick = 0
function onTime()
local arenaPlayers = {}
for x = t.arena[1].x, t.arena[2].x do
for y = t.arena[1].y, t.arena[2].y do
for z = t.arena[1].z, t.arena[2].z do
local pos = {x = x, y = y, z = z}
local n = getTileInfo(pos).creatures
if n ~= 0 then
pos.stackpos = 1
local c = getThingfromPos(pos)
while c.uid ~= 0 do
if c.itemid == 1 and c.type == 1 then
table.insert(arenaPlayers, c.uid)
if #arenaPlayers == n then
break
end
end
pos.stackpos = pos.stackpos + 1
c = getThingfromPos(pos)
end
end
end
end
end
if #arenaPlayers == 1 then
local p = getPlayerMasterPos(arenaPlayers[1])
doTeleportThing(arenaPlayers[1], p)
doSendMagicEffect(p, CONST_ME_TELEPORT)
doPlayerSendTextMessage(arenaPlayers[1], MESSAGE_STATUS_CONSOLE_BLUE, "You have won the event and received your reward.")
doBroadcastMessage(getCreatureName(arenaPlayers[1]) .." won a Last Man Standing Event.")
doPlayerAddItem(arenaPlayers[1], t.prize[math.random(#t.prize)], 10)
kick = 0
elseif #arenaPlayers > 1 then
if kick == 0 then
kick = os.time()
else
if os.time() - kick >= 840 then
kick = 0
for i = 1, #arenaPlayers do
doTeleportThing(arenaPlayers, {x=160, y=54, z=7})
doPlayerSendTextMessage(arenaPlayers, MESSAGE_STATUS_WARNING, "Too even, try harder next time.")
end
end
end
elseif #arenaPlayers == 0 then
kick = 0
local players = {}
for x = t.tmp[1].x, t.tmp[2].x do
for y = t.tmp[1].y, t.tmp[2].y do
for z = t.tmp[1].z, t.tmp[2].z do
local c = getTopCreature({x = x, y = y, z = z})
if c.type == 1 then
table.insert(players, c.uid)
end
end
end
end
if #players >= t.minPlayers then
for i = 1, #players do
local p = {x = math.random(t.from.x, t.to.x), y = math.random(t.from.y, t.to.y), z = math.random(t.from.z, t.to.z)}
doTeleportThing(players, p)
doSendMagicEffect(p, CONST_ME_TELEPORT)
doPlayerSendTextMessage(players, MESSAGE_STATUS_WARNING, "The battle begins. Survive for glory!")
end
else
for i = 1, #players do
doTeleportThing(players, {x=160, y=54, z=7})
doPlayerSendTextMessage(players, MESSAGE_STATUS_WARNING, "The event didn't start because there isn't enough players in area!")
end
end
end
return true
end