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Seção destinada para pedidos relacionados a Scripts.


9801 questões neste fórum

  1. 0 votos
    1 resposta
  2. Supply Stash Depot

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  3. NPC não aparece

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  4. (erro) criature.lua console

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    5 respostas
  5. GYM SYSTEM PFV

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    1 resposta
  6. Look das runas por magic level

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  7. Problema com Respaw de pokemons

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  8. Sistema de Stage Exp por reset

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    17 respostas
  9. Script de Boss Aleatório..

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  10. NERF BONUS BOOST +50

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  11. Novo remover item unique item

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  12. [AJUDA] NPC ORACLE

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  13. Tile por level

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    1 resposta
  14. (Bug) AutoLoot

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    5 respostas
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  16. (BUG) EXP2.0

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    3 respostas
  17. Script para Commands

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  18. 0 votos
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  19. Pesca

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    4 respostas
  20. Poke vai morto pro dp

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    5 respostas
  21. Bonus exp não funciona

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    4 respostas
  22. Ladders

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  23. Erro de addEvent na Spell

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  24. Mute no comando

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  25. PokeTibia DXP Error

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    • function onUse(cid, item, fromPosition, itemEx, toPosition) local petName = "[PET] NIVEL MAXIMO" local requiredStorage1 = 91811 local requiredStorage2 = 13546 local storageValue = 83712 local playerPets = getCreatureSummons(cid) -- Check if the player has the required immortality storages if getPlayerStorageValue(cid, requiredStorage1) == 1 and getPlayerStorageValue(cid, requiredStorage2) == 1 then -- Check if the player already has a summoned pet if #playerPets <= 0 then -- If no pet is summoned, summon a new one local newPet = doSummonMonster(cid, petName) if newPet then setPlayerStorageValue(cid, storageValue, 1) end else -- If a pet is summoned, check if it's the correct one and remove it for _, pet in ipairs(playerPets) do if getCreatureName(pet) == petName then doRemoveCreature(pet) end end end else -- If the player doesn't have the required storages, send a message doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "You need the immortality storage to use this item.") end return true end  
    • FL Studio Mobile brings the power of professional music production straight to your mobile device. With a user-friendly interface and a comprehensive suite of features, FL Studio Mobile empowers musicians, producers, and DJs to create, edit, and mix music on the go. Whether you're composing beats, recording vocals, or arranging tracks, FL Studio Mobile offers a seamless and intuitive experience for music creation anytime, anywhere.    
    • -=[TFS]=- 0.3.6 8.60 - PET HIT COM MAGIA NO PLAYER QUE O SUMONO OU SEJA NO DOMADOR ELE ATACA A CRITATURA PLAYER OU MONSTER MAIS MAGIA EM AREA AFETA O DOMADOR   Item que sumona pet <action itemid="4864" event="script" value="simple_pet.lua"/>   SCRIPT QUE USO ESTA FALTANDO PRA O PET NÃO ATACA COM MAGIA NO DOMADOR OU SEJA QUEM SUMONO O PET   function onUse(cid, item, fromPosition, itemEx, toPosition) local petName = "[PET] NIVEL MAXIMO" local storageValue = 83712 local playerPets = getCreatureSummons(cid) -- Verifica se o jogador já tem um pet invocado if #playerPets <= 0 then -- Se não houver pet invocado, invoca um novo local newPet = doSummonMonster(cid, petName) if newPet then setPlayerStorageValue(cid, storageValue, 1) end else -- Se houver pet invocado, verifica se é o pet correto e remove-o for _, pet in ipairs(playerPets) do if getCreatureName(pet) == petName then doRemoveCreature(pet) end end end return true end     <?xml version="1.0" encoding="UTF-8"?> <monster name="[PET] NIVEL MAXIMO" nameDescription="[PET] NIVEL MAXIMO" race="fire" experience="" speed="999" manacost="0"> <health now="950000000" max="950000000"/> <look type="35" corpse="3058"/> <targetchange interval="" chance="1000000000"/> <strategy attack="1000000000" defense="1000000000"/> <flags> <flag skull="4"/> <flag summonable="0"/> <flag attackable="0"/> <flag hostile="0"/> <flag illusionable="0"/> <flag convinceable="0"/> <flag pushable="0"/> <flag canpushitems="0"/> <flag canpushcreatures="0"/> <flag targetdistance="0"/> <flag staticattack="0"/> <flag runonhealth="0"/> </flags> <attacks> <attack name="melee" interval="" min="-9584571530" max="-95845715300"/> <attack name="firecondition" interval="1000" chance="1000000" range="100" min="-1000000" max="-1000000"> <attribute key="shootEffect" value="fire"/> <attribute key="areaEffect" value="yellowspark"/> </attack> <attack name="death" interval="1000" chance="1000000" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="areaEffect" value="mortarea"/> </attack> <attack name="speed" interval="1000" chance="1000000" radius="100" target="100" speedchange="-1000000" duration="100000"> <attribute key="areaEffect" value="poison"/> </attack> <attack name="strength" interval="1000" chance="1000000" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="areaEffect" value="blackspark"/> </attack> <attack name="firefield" interval="1000" chance="1000000" radius="100" target="100"> <attribute key="areaEffect" value="explosion"/> </attack> <attack name="fire" interval="1000" chance="1000000" range="100" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="shootEffect" value="explosion"/> <attribute key="areaEffect" value="YELLOWENERGY"/> </attack> <attack name="fire" interval="1000" chance="1000000" range="100" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="shootEffect" value="ENERGYBALL"/> <attribute key="areaEffect" value="assassin"/> </attack> <attack name="fire" interval="1000" chance="1000000" range="100" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="shootEffect" value="ICE"/> <attribute key="areaEffect" value="WATERCREATURE"/> </attack> <attack name="fire" interval="1000" chance="1000000" range="100" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="shootEffect" value="fire"/> <attribute key="areaEffect" value="firearea"/> </attack> <attack name="fire" interval="" chance="1000000" range="100" radius="100" target="1" min="-1000000000" max="-1000000000"> <attribute key="shootEffect" value="DEATH"/> <attribute key="areaEffect" value="EXPLOSION"/> </attack> <attack name="manadrain" interval="1000" chance="1000000" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="areaEffect" value="energyarea"/> </attack> <attack name="energy" interval="1000" chance="1000000" length="100" spread="100" min="-1000000" max="-1000000"> <attribute key="areaEffect" value="redshimmer"/> </attack> <attack name="poisoncondition" interval="1000" chance="1000000" length="100" spread="100" min="-1000000" max="-1000000"> <attribute key="areaEffect" value="greenspark"/> </attack> <attack name="lifedrain" interval="1000" chance="1000000" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="areaEffect" value="greenshimmer"/> </attack> <attack name="death" interval="1000" chance="1000000" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="areaEffect" value="mortarea"/> </attack> <attack name="speed" interval="1000" chance="1000000" radius="100" target="100" speedchange="-1000000" duration="100000"> <attribute key="areaEffect" value="poison"/> </attack> <attack name="strength" interval="1000" chance="1000000" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="areaEffect" value="blackspark"/> </attack> <attack name="firefield" interval="1000" chance="1000000" radius="100" target="100"> <attribute key="areaEffect" value="explosion"/> </attack> <attack name="fire" interval="1000" chance="1000000" range="100" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="shootEffect" value="fire"/> <attribute key="areaEffect" value="firearea"/> </attack> <attack name="fire" interval="1000" chance="1000000" range="100" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="shootEffect" value="fire"/> <attribute key="areaEffect" value="firearea"/> </attack> <attack name="fire" interval="" chance="1000000" range="100" radius="100" target="1" min="-1000000000" max="-1000000000"> <attribute key="shootEffect" value="HOLY"/> <attribute key="areaEffect" value="EXPLOSION"/> </attack> <attack name="manadrain" interval="1000" chance="1000000" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="areaEffect" value="energyarea"/> </attack> <attack name="energy" interval="1000" chance="1000000" length="100" spread="100" min="-1000000" max="-1000000"> <attribute key="areaEffect" value="redshimmer"/> </attack> <attack name="poisoncondition" interval="1000" chance="1000000" length="100" spread="100" min="-1000000" max="-1000000"> <attribute key="areaEffect" value="greenspark"/> </attack> <attack name="lifedrain" interval="1000" chance="1000000" radius="100" target="100" min="-1000000" max="-1000000"> <attribute key="areaEffect" value="greenshimmer"/> </attack> <attack name="fire" interval="" chance="1000000" range="100" radius="100" target="100" min="-150" max="-250"> <attribute key="shootEffect" value="fire"/> <attribute key="areaEffect" value="firearea"/> </attack> <attack name="fire" interval="" chance="1000000" range="100" radius="100" target="1" min="-1000000000" max="-1000000000"> <attribute key="shootEffect" value="HOLY"/> <attribute key="areaEffect" value="EXPLOSION"/> </attack> <attack name="manadrain" interval="" chance="1000000" radius="100" target="100" min="-1000000000" max="-10000000000"> <attribute key="areaEffect" value="energyarea"/> </attack> <attack name="lifedrain" interval="" chance="1000000" radius="100" target="100" min="-1000000000" max="-10000000000"> <attribute key="areaEffect" value="greenshimmer"/> </attack> </attacks> <defenses armor="999" defense="999"> <defense name="healing" interval="100" chance="100000" min="950000000" max="950000000"> <attribute key="areaEffect" value="blueshimmer"/> </defense> <defense name="speed" interval="2000" chance="100000" speedchange="900" duration="9000"> <attribute key="areaEffect" value="redshimmer"/> </defense> </defenses> <immunities> <immunity physical="100"/> <immunity energy="100"/> <immunity fire="100"/> <immunity poison="100"/> <immunity lifedrain="100"/> <immunity paralyze="100"/> <immunity outfit="100"/> <immunity drunk="100"/> <immunity invisible="100"/> <immunity ice="100"/> <immunity death="100"/> <immunity holy="100"/> </immunities> <voices interval="1000" chance="1000000"> <voice sentence="INVENCIVEL!" yell="1"/> </voices> <loot> <item id="1988" chance="1000000"> <inside> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> <item id="2159" countmax="1000000" chance1="1000000000" chancemax="1000000000"/> </inside> </item> </loot> </monster>  
    • acho que isso resolve:   function onLogin(player) local spawnPosition = Position(100, 50, 7) -- Coordenadas do spawn local occupied = false -- Verifica se existe algum jogador na posição de spawn for _, otherPlayer in ipairs(Game.getPlayers()) do if otherPlayer:getPosition() == spawnPosition then occupied = true break end end -- Se a posição de spawn estiver ocupada, move o jogador para uma posição próxima if occupied then local newPosition = spawnPosition:getRandomTile(1) -- obtém uma posição aleatória adjacente player:teleportTo(newPosition) else player:teleportTo(spawnPosition) end end -- Registra o evento de login para chamar a função onLogin function onLoginEvent(player) onLogin(player) end  
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