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  1. tibia 854 ou 86

    Perguntado por itachibrr,

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  2. Dream Naruto Online v4 ou v5?

    Perguntado por itachibrr,

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  4. Desenvolvimento de otclientv8

    Perguntado por downli,

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175 questões neste fórum

  1. Tibia cliente 12.30

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  2. TIBIA SPR e DATA 10.58

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  3. 0 votos
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  4. Pedido de base Poke Evolution antigo

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  5. Icone do auto Loot

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  6. Como Compilar uma sorce poketibia 2019

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  7. NPC COM NOME AMARELO

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  8. Descompilar

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  9. Effects ShootEffects Update

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  10. OTcliente sem proteção contra bot

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    18 respostas
  11. 2 votos
    3 respostas
  12. [Pedido] Spr e Dat atual do OtPokemon

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  13. 0 votos
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  14. Pedido de base disponibilizada no YTB

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  15. Pedido de Base

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  16. 0 votos
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  17. Global 8.6 atualizado 12.xx

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  18. 0 votos
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  19. Compro servidor narutibia 8.60 completo

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  20. [PEDIDO] Extender Cliente

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  21. [PEDIDO] Spr e Dat Narutibia

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  22. Som no servidor

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  23. DIGITIBIA

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  24. COMO CRIAR NDBO

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  25. [AJUDA]PokeBar

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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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