Tem esse Ae Cara pois usei uma vez
http://www.xtibia.com/forum/topic/224682-shiny-stone-mais-simples/?p=1587075
By MaxxSilva, 25 de jan. de 2014 in Tópicos Sem Resposta
info
Group: Banidos
Joined: 13/06/13
Posts: 156
Reputation: +30
Tibia Character: Nunca Tive

Tem esse Ae Cara pois usei uma vez
http://www.xtibia.com/forum/topic/224682-shiny-stone-mais-simples/?p=1587075
Eu ja vi mas esse ai usa 1 shiny stone para cada poke leia o topico dnv
Aonde tem os números do lado direito dos Pokémons, se coloca com quantas stones vai evoluir:
function onUse(cid, item, topos, item2, frompos)
local myball = getPlayerSlotItem(cid, 8)
local boost = getItemAttribute(myball.uid, "boost") or 0
local boosts = 5
if boost == 70 then
doPlayerSendCancel(cid, "Your pokemon is already at maximum boost.")
return true
end
if not isSummon(item2.uid) then
doPlayerSendCancel(cid, "Use only in your pokemons.")
return true
end
boosts = boosts
local pokemon = getItemAttribute(myball.uid, "poke")
local off = pokes[pokemon].offense * boost_rate * boosts
local def = pokes[pokemon].defense * boost_rate * boosts
local agi = pokes[pokemon].agility * boosts
local spatk = pokes[pokemon].specialattack * boost_rate * boosts
local vit = pokes[pokemon].vitality * boost_rate * boosts
newBoost = boost + boosts
if newBoost > 70 then
newBoost = 70
end
doSetItemAttribute(myball.uid, "boost", newBoost)
doItemSetAttribute(myball.uid, "offense", getItemAttribute(myball.uid, "offense") + off)
doItemSetAttribute(myball.uid, "defense", getItemAttribute(myball.uid, "defense") + def)
doItemSetAttribute(myball.uid, "speed", getItemAttribute(myball.uid, "speed") + agi)
doItemSetAttribute(myball.uid, "specialattack", getItemAttribute(myball.uid, "specialattack") + spatk)
doItemSetAttribute(myball.uid, "vitality", getItemAttribute(myball.uid, "vitality") + vit)
doRemoveItem(item.uid)
doSendMagicEffect(getThingPos(item2.uid), 103)
doPlayerSendTextMessage(cid, 27, "Congrulations, your "..pokemon..", as beem boosted +"..boosts..".")
doPlayerSendTextMessage(cid, 27, "Now your "..pokemon.." have a boost +"..newBoost..".")
doSendAnimatedText(getThingPos(item2.uid), "+"..boosts.." Boost", 215)
return true
end
Shiny stone:
local evo = {
--nome do shiny, qnts stones precisa
["Snorlax"] = {"Shiny Snorlax", 1},
["Gengar"] = {"Shiny Gengar", 1},
["Ninetales"] = {"Shiny Ninetales", 1},
["Raichu"] = {"Shiny Raichu", 1},
["Alakazam"] = {"Shiny Alakazam", 1},
["Venusaur"] = {"Shiny Venusaur", 1},
["Charizard"] = {"Shiny Charizard", 1},
["Blastoise"] = {"Shiny Blastoise", 1}, --alterado v2.4
["Butterfree"] = {"Shiny Butterfree", 1},
["Beedrill"] = {"Shiny Beedrill", 1},
["Pidgeot"] = {"Shiny Pidgeot", 1},
["Rattata"] = {"Shiny Rattata", 1},
["Raticate"] = {"Shiny Raticate", 1},
["Fearow"] = {"Shiny Fearow", 1},
["Nidoking"] = {"Shiny Nidoking", 1},
["Zubat"] = {"Shiny Zubat", 1},
["Golbat"] = {"Shiny Golbat", 1},
["Onix"] = {"Shiny Onix", 1},
-- ["Salamence"] = {"Shiny Salamence", 1},
["Oddish"] = {"Shiny Oddish", 1},
["Vileplume"] = {"Shiny Vileplume", 1},
["Paras"] = {"Shiny Paras", 1},
["Parasect"] = {"Shiny Parasect", 1},
["Venonat"] = {"Shiny Venonat", 1},
["Venomoth"] = {"Shiny Venomoth", 1},
["Growlithe"] = {"Shiny Growlithe", 1},
["Arcanine"] = {"Shiny Arcanine", 1},
["Abra"] = {"Shiny Abra", 1},
["Tentacool"] = {"Shiny Tentacool", 1},
["Tentacruel"] = {"Shiny Tentacruel", 1},
["Golem"] = {"Shiny Golem", 1},
["Farfetch'd"] = {"Shiny Farfetch'd", 1},
["Grimer"] = {"Shiny Grimer", 1},
["Muk"] = {"Shiny Muk", 1},
["Hypno"] = {"Shiny Hypno", 1},
["Krabby"] = {"Shiny Krabby", 1},
["Kingler"] = {"Shiny Kingler", 1},
["Voltorb"] = {"Shiny Voltorb", 1},
["Electrode"] = {"Shiny Electrode", 1},
["Cubone"] = {"Shiny Cubone", 1},
["Marowak"] = {"Shiny Marowak", 1},
["Hitmonlee"] = {"Shiny Hitmonlee", 1},
["Hitmonchan"] = {"Shiny Hitmonchan", 1},
["Tangela"] = {"Shiny Tangela", 1},
["Horsea"] = {"Shiny Horsea", 1},
["Seadra"] = {"Shiny Seadra", 1},
["Scyther"] = {"Shiny Scyther", 1},
["Jynx"] = {"Shiny Jynx", 1},
["Electabuzz"] = {"Shiny Electabuzz", 1},
["Pinsir"] = {"Shiny Pinsir", 1},
["Magikarp"] = {"Shiny Magikarp", 1},
["Gyarados"] = {"Shiny Gyarados", 1},
["Vaporeon"] = {"Shiny Vaporeon", 1},
["Jolteon"] = {"Shiny Jolteon", 1},
["Flareon"] = {"Shiny Flareon", 1},
["Dratini"] = {"Shiny Dratini", 1},
["Dragonair"] = {"Shiny Dragonair", 1},
["Dragonite"] = {"Shiny Dragonite", 1},
["Wigglytuff"] = {"Shiny Wigglytuff", 1},
["Hitmontop"] = {"Shiny Hitmontop", 1},
}
local balls = {
[11826] = {newBall = 11826},
[11832] = {newBall = 11832},
[11835] = {newBall = 11835},
[11829] = {newBall = 11829},
}
function onUse(cid, item, fromPosition, itemEx, toPosition)
if isMonster(itemEx.uid) and getCreatureMaster(itemEx.uid) == cid then
local monster = getCreatureName(itemEx.uid)
if evo[monster] then
if getPlayerItemCount(cid, item.itemid) >= evo[monster][2] then
doPlayerSendTextMessage(cid, 27, "Parabens! Seu "..getPokeName(itemEx.uid).." evoluiu para "..evo[monster][1].."!")
local health, maxHealth = getCreatureHealth(itemEx.uid), getCreatureMaxHealth(itemEx.uid)
doSendMagicEffect(getThingPos(itemEx.uid), 18)
doRemoveCreature(itemEx.uid)
doPlayerRemoveItem(cid, item.itemid, evo[monster][2]-1)
doRemoveItem(item.uid, 1)
doSummonMonster(cid,evo[monster][1])
local pokeball = getPlayerSlotItem(cid, 8)
doItemSetAttribute(pokeball.uid, "poke", evo[monster][1])
doItemSetAttribute(pokeball.uid, "level", pokes[evo[monster][1]].level)
doItemSetAttribute(ball, "hp", 1)
doItemSetAttribute(ball, "happy", 110)
local pk = getCreatureSummons(cid)[1]
local getShinyPokeballs = balls[getPlayerSlotItem(cid, 8).itemid]
doTransformItem(getPlayerSlotItem(cid, 8).uid, getShinyPokeballs.newBall)
adjustStatus(pk, pokeball.uid, true, false, true)
return TRUE
else
return doPlayerSendTextMessage(cid, 27, "You need atleast ".. evo[monster][2] .." stones to do it!")
end
end
end
return FALSE
end
Obgg deu certo pode mover zipter!
Tópico movido para a seção de dúvidas e pedidos resolvidos.
info
Group: Campones
Joined: 14/07/13
Posts: 8
Reputation: 0
Tibia Character: Affzesquecioresto e PoKoYo

Amigo, Aqui funcionou perfeitamente, porém, meu pokemon que evolui com 9 stones, acaba usando só 8 e sóbra uma, pq?
info
Group: Herói
Joined: 28/11/10
Posts: 3.4k
Reputation: +585
Gender: Masculino

info
Group: Visconde
Joined: 08/06/13
Posts: 274
Reputation: +13
Eai galerinha blz? Eu tava pensando aki uma ideia de shiny stone o seguinte tipo cada pokemon necessita de um tanto x de shiny stone para deixa o poke shiny mas tipo que no script eu possa por uma lista com os pokes exemplo
["Magmar"] = 6, - pra virar shiny magmar necessita de 6 shiny stone
["Pikachu] = 3, --3 shinys
Bom seria uma ideia nao so para mim usar mas para todos players iria ajudar mt. Se alguem que nao for scripter mas saber algum tutorial me passe dou rep+ Ps: não quero exatamente do jeito que expliquei e sim no mesmo esquema
Edited Janeiro 25 by MaxxSilva