SkyLigh
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Tudo que SkyLigh postou
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Duvida sanada reportado
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Havia um erro em uma linha eu so dei uma alterada . nela que eu creio que podera funcionar se querer me passe eles por pm os outros que eu veja neles tbm .
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. local focus = 0 local talk_start = 0 local target = 0 local following = false local attacking = false function onThingMove(creature, thing, oldpos, oldstackpos) end function onCreatureAppear(creature) end function onCreatureDisappear(cid, pos) if focus == cid then selfSay('Good bye then.') focus = 0 talk_start = 0 end end function onCreatureTurn(creature) end function msgcontains(txt, str) return (string.find(txt, str) and not string.find(txt, '(%w+)' .. str) and not string.find(txt, str .. '(%w+)')) end function onCreatureSay(cid, type, msg) msg = string.lower(msg) if msgcontains(msg, 'hi') then selfSay('Hey Do you have 20 dino eye for me?') focus = cid talk_start = os.clock() elseif msgcontains(msg, 'hi') and (focus ~= cid) and getDistanceToCreature(cid) < 4 then selfSay('Sorry, ' .. getCreatureName(cid) .. '! I talk to you in a minute.') elseif focus == cid then talk_start = os.clock() if msgcontains(msg, 'yes') then if getPlayerStorageValue(cid,6021) == 1 then selfSay('Sorry You Cant Do this quest.') elseif msgcontains(msg, 'yes') then if doPlayerRemoveItem(cid,6543,20) == 0 then selfSay('Sorry Dont have that items.') else if doPlayerAddItem(cid,2395,1) then setPlayerStorageValue(cid,6021,1) selfSay('Thanks take this') focus = 0 talk_start = 0 end end end elseif msgcontains(msg, 'bye') and getDistanceToCreature(cid) < 4 then selfSay('Good bye, ' .. getCreatureName(cid) .. '!') focus = 0 talk_start = 0 end end end function onThink() if (os.clock() - talk_start) > 45 then if focus > 0 then selfSay('Next Please...') end focus = 0 end if focus ~= 0 then if getDistanceToCreature(focus) > 5 then selfSay('Good bye then.') focus = 0 end end end veja agr
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poste os scripts deles . ddemon.lua fighter.lua reb1.lua
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pedido Como Limitar A Passagem De Players Pelo Seu Lvl
pergunta respondeu ao testepaulinho de SkyLigh em Scripts
va em data / movements / scripts / e renome algum arquivo para pisolvl function onStepIn(cid, item, position, fromPosition) if getPlayerLevel(cid) < level then doTeleportThing(cid, fromPosition, true) doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,"So Lvl 200 ou mais pode passar") doSendMagicEffect(getThingPos(cid), CONST_ME_MAGIC_BLUE) end doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,"Seja bem vindo") doSendMagicEffect(getThingPos(cid), CONST_ME_MAGIC_RED) end dps em movements.xml <movevent type="StepIn" uniqueid="5722" event="script" value="pisolvl.lua"/> dps so por o id 5722 no piso nao vi o post do luck ! -
Como assim na spell ela attacka e tbm te da speed?
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http://www.xtibia.com/forum/topic/114531-talkaction-troca-de-vocacao-100/
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Reportado Por Flood e reviver tópico
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8.6 [Oficial] Enigma Baiak 8.60 Todos Updates
tópico respondeu ao AdmZenhow de SkyLigh em OTServ Comum
Vamos parando com o flood ? mais de 20 tópicos se posto isso mano . -
Título irregular reportado Para a alteração
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Da sim ! escreve isso /addskill,nome do player,level,a quantidade de lvl que vai da
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va em itens.xml e procure pelo id dela e embaixo dela troque por isso <attribute key="description" value="Special's." /> <attribute key="weight" value="3500" /> <attribute key="weaponType" value="wand" /> <attribute key="shootType" value="holy" /> <attribute key="range" value="8" /> em data / weapons / weapons.xml e adicione isso <wand id="7735" level="8" mana="10" min="5350" max="5350" type="cake" event="script" value="default"> ai e so edita quanto vai bater e se divertir.
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-- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_Fire_Wave = createCombatObject() setCombatParam(combat0_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat0_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat0_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat0_Cannon = createCombatObject() setCombatParam(combat0_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat0_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Cannon,createCombatArea({{0, 2, 0}, {1, 0, 1}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat0_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat0_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat0_Cannon, con___combat0_Cannon) -- Areas/Combat for 200ms local combat2_Fire_Wave = createCombatObject() setCombatParam(combat2_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat2_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat2_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat2_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat2_Cannon = createCombatObject() setCombatParam(combat2_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat2_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat2_Cannon,createCombatArea({{1, 0, 1}, {0, 2, 0}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat2_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat2_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat2_Cannon, con___combat2_Cannon) -- Areas/Combat for 100ms local combat1_Fire_Wave = createCombatObject() setCombatParam(combat1_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat1_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat1_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat1_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat1_Cannon = createCombatObject() setCombatParam(combat1_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat1_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat1_Cannon,createCombatArea({{1, 2, 1}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat1_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat1_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat1_Cannon, con___combat1_Cannon) -- Areas/Combat for 400ms local combat4_Fire_Wave = createCombatObject() setCombatParam(combat4_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat4_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat4_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat4_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat4_Cannon = createCombatObject() setCombatParam(combat4_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat4_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat4_Cannon,createCombatArea({{1, 0, 1}, {0, 0, 0}, {0, 0, 0}, {0, 2, 0}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat4_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat4_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat4_Cannon, con___combat4_Cannon) -- Areas/Combat for 300ms local combat3_Fire_Wave = createCombatObject() setCombatParam(combat3_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat3_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat3_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat3_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat3_Cannon = createCombatObject() setCombatParam(combat3_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat3_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat3_Cannon,createCombatArea({{1, 0, 1}, {0, 0, 0}, {0, 2, 0}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat3_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat3_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat3_Cannon, con___combat3_Cannon) -- Areas/Combat for 500ms local combat5_Cannon = createCombatObject() setCombatParam(combat5_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat5_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat5_Cannon,createCombatArea({{1, 0, 1}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 2, 0}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat5_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat5_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat5_Cannon, con___combat5_Cannon) -- =============== CORE FUNCTIONS =============== local function RunPart(c,cid,var,dirList,dirEmitPos,startDir) -- Part if (isCreature(cid)) then doCombat(cid, c, var) if (dirList ~= nil) then -- Emit distance effects local i = 2; while (i < #dirList) do if (startDir == 0) then -- N doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1]) elseif (startDir == 2) then -- S doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x+dirList[i],y=dirEmitPos.y+dirList[i+1],z=dirEmitPos.z},dirList[1]) elseif (startDir == 1) then -- E doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x+dirList[i+1],y=dirEmitPos.y+dirList[i],z=dirEmitPos.z},dirList[1]) else -- W / Something weird happened doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i+1],y=dirEmitPos.y-dirList[i],z=dirEmitPos.z},dirList[1]) end i = i + 2 end end end local startPos = getCreaturePosition(cid) local startDir = getCreatureLookDirection(cid) RunPart(combat0_Fire_Wave,cid,var) RunPart(combat0_Cannon,cid,var) addEvent(RunPart,200,combat2_Fire_Wave,cid,var) addEvent(RunPart,200,combat2_Cannon,cid,var) addEvent(RunPart,100,combat1_Fire_Wave,cid,var) addEvent(RunPart,100,combat1_Cannon,cid,var) addEvent(RunPart,400,combat4_Fire_Wave,cid,var) addEvent(RunPart,400,combat4_Cannon,cid,var) addEvent(RunPart,300,combat3_Fire_Wave,cid,var) addEvent(RunPart,300,combat3_Cannon,cid,var) addEvent(RunPart,500,combat5_Cannon,cid,var) doSendAnimatedText(getThingPos(cid), "Cannon", 192) return FALSE end local max_sqm = 3 -- maximo de sqm que vai empurrar o player local pos = getPosByDir(getCreaturePosition(cid), getCreatureLookDirection(cid), 1) pos.stackpos = 253 function onCastSpell(cid, var) if (isPlayer(getThingFromPos(pos).uid)) then doTeleportThing(getThingFromPos(pos).uid, getClosestFreeTile(getThingFromPos(pos).uid, (getPosByDir(getCreaturePosition(cid), getCreatureLookDirection(cid), max_sqm)))) doSendMagicEffect(pos,10) end return FALSE end
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Parabéns @20cm Reputado.
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qual erro acontece?
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@Lummos tente assim. function onUse(cid, item, fromPosition, itemEx, toPosition) local knightmin = 400 -- quanto o knight vai heala no min local knightmax = 1100 -- quanto o knight vai heala no max local druidmin = 500 -- quanto o druid vai heala no min local druidmax = 700 -- quanto o druid vai heala no max local sorcerermin = 900 -- quanto o sorcerer vai heala no min local sorcerermax = 1000 -- quanto o sorcerer vai heala no max local paladinmin = 100 -- quanto o paladin vai heala no min local paladinmax = 200 -- quanto o paladin vai heala no maxlocal local knight,druid,sorcerer,paladin = 4,2,1,3 -- nao mexa local storage = 11548 local exhau = 3 -- quantos segundos pra usar denovo a potion if getPlayerVocation(cid) <= knight and doCreatureAddHealth(itemEx.uid, math.random(knightmin, knightmax)) then return true elseif getPlayerLevel(cid) <= druid and doCreatureAddHealth(itemEx.uid, math.random(druidmin, druidmax)) then return true elseif getPlayerLevel(cid) <= sorcerer and doCreatureAddHealth(itemEx.uid, math.random(sorcerermin, sorcerermax)) then return true elseif getPlayerLevel(cid) <= paladin and doCreatureAddHealth(itemEx.uid, math.random(paladinmin, paladinmax)) then return true elseif (getPlayerStorageValue(cid, storage) <= os.time()) then setPlayerStorageValue(cid,config.s,os.time()+exhau) doSendMagicEffect(getThingPos(itemEx.uid), CONST_ME_MAGIC_BLUE) doCreatureSay(itemEx.uid, "..showHealthChange..", TALKTYPE_ORANGE_1) return true end end
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-- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_Fire_Wave = createCombatObject() setCombatParam(combat0_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat0_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat0_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat0_Cannon = createCombatObject() setCombatParam(combat0_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat0_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Cannon,createCombatArea({{0, 2, 0}, {1, 0, 1}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat0_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat0_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat0_Cannon, con___combat0_Cannon) -- Areas/Combat for 200ms local combat2_Fire_Wave = createCombatObject() setCombatParam(combat2_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat2_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat2_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat2_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat2_Cannon = createCombatObject() setCombatParam(combat2_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat2_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat2_Cannon,createCombatArea({{1, 0, 1}, {0, 2, 0}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat2_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat2_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat2_Cannon, con___combat2_Cannon) -- Areas/Combat for 100ms local combat1_Fire_Wave = createCombatObject() setCombatParam(combat1_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat1_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat1_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat1_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat1_Cannon = createCombatObject() setCombatParam(combat1_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat1_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat1_Cannon,createCombatArea({{1, 2, 1}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat1_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat1_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat1_Cannon, con___combat1_Cannon) -- Areas/Combat for 400ms local combat4_Fire_Wave = createCombatObject() setCombatParam(combat4_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat4_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat4_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat4_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat4_Cannon = createCombatObject() setCombatParam(combat4_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat4_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat4_Cannon,createCombatArea({{1, 0, 1}, {0, 0, 0}, {0, 0, 0}, {0, 2, 0}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat4_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat4_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat4_Cannon, con___combat4_Cannon) -- Areas/Combat for 300ms local combat3_Fire_Wave = createCombatObject() setCombatParam(combat3_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat3_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat3_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat3_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat3_Cannon = createCombatObject() setCombatParam(combat3_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat3_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat3_Cannon,createCombatArea({{1, 0, 1}, {0, 0, 0}, {0, 2, 0}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat3_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat3_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat3_Cannon, con___combat3_Cannon) -- Areas/Combat for 500ms local combat5_Cannon = createCombatObject() setCombatParam(combat5_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat5_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat5_Cannon,createCombatArea({{1, 0, 1}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 2, 0}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat5_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat5_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat5_Cannon, con___combat5_Cannon) -- =============== CORE FUNCTIONS =============== local function RunPart(c,cid,var,dirList,dirEmitPos,startDir) -- Part if (isCreature(cid)) then doCombat(cid, c, var) if (dirList ~= nil) then -- Emit distance effects local i = 2; while (i < #dirList) do if (startDir == 0) then -- N doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1]) elseif (startDir == 2) then -- S doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x+dirList[i],y=dirEmitPos.y+dirList[i+1],z=dirEmitPos.z},dirList[1]) elseif (startDir == 1) then -- E doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x+dirList[i+1],y=dirEmitPos.y+dirList[i],z=dirEmitPos.z},dirList[1]) else -- W / Something weird happened doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i+1],y=dirEmitPos.y-dirList[i],z=dirEmitPos.z},dirList[1]) end i = i + 2 end end end end function onCastSpell(cid, var) local startPos = getCreaturePosition(cid) local startDir = getCreatureLookDirection(cid) RunPart(combat0_Fire_Wave,cid,var) RunPart(combat0_Cannon,cid,var) addEvent(RunPart,200,combat2_Fire_Wave,cid,var) addEvent(RunPart,200,combat2_Cannon,cid,var) addEvent(RunPart,100,combat1_Fire_Wave,cid,var) addEvent(RunPart,100,combat1_Cannon,cid,var) addEvent(RunPart,400,combat4_Fire_Wave,cid,var) addEvent(RunPart,400,combat4_Cannon,cid,var) addEvent(RunPart,300,combat3_Fire_Wave,cid,var) addEvent(RunPart,300,combat3_Cannon,cid,var) addEvent(RunPart,500,combat5_Cannon,cid,var) doSendAnimatedText(getThingPos(cid), "Cannon", 192) return FALSE end local max_sqm = 3 -- maximo de sqm que vai empurrar o player local pos = getPosByDir(getCreaturePosition(cid), getCreatureLookDirection(cid), 1) pos.stackpos = 253 if (isPlayer(getThingFromPos(pos).uid)) then doTeleportThing(getThingFromPos(pos).uid, getClosestFreeTile(getThingFromPos(pos).uid, (getPosByDir(getCreaturePosition(cid), getCreatureLookDirection(cid), max_sqm)))) doSendMagicEffect(pos,10) return true end
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tente dnv . function onUse(cid, item, toPosition) rock1pos = {x=1352, y=1666, z=5, stackpos=1} -- Posição da Pedra getrock1 = getThingfromPos(rock1pos) UniID = 15231 -- UniqueID que vai ser adicionado na alavanca rockID = 9485 -- ID da pedra if item.uid == UniID and item.itemid == 1945 and getrock1.itemid == rockID then doRemoveItem(getrock1.uid, 1) doTransformItem(item.uid, item.itemid+1) doSendMagicEffect(rock1pos, 2) setPlayerStorageValue(cid, 4005, 2) setPlayerStorageValue(cid, 4006, 1) elseif item.uid == UniID and item.itemid == 1946 then doCreateItem(rockID, 1, rock1pos) doTransformItem(item.uid,item.itemid-1) doSendMagicEffect(rock1pos, 2) addEvent(doCreateItem, segundos*10*1000,cid,rockid,rock1pos,1) doPlayerSendTextMessage(cid,22,"O Portao fechara daki 10 segundos") end return true end
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tente assim . function onUse(cid, item, toPosition) rock1pos = {x=1352, y=1666, z=5, stackpos=1} -- Posição da Pedra getrock1 = getThingfromPos(rock1pos) UniID = 15231 -- UniqueID que vai ser adicionado na alavanca rockID = 9485 -- ID da pedra if item.uid == UniID and item.itemid == 1945 and getrock1.itemid == rockID then doRemoveItem(getrock1.uid, 1) doTransformItem(item.uid, item.itemid+1) doSendMagicEffect(rock1pos, 2) setPlayerStorageValue(cid, 4005, 2) setPlayerStorageValue(cid, 4006, 1) elseif item.uid == UniID and item.itemid == 1946 then doCreateItem(rockID, 1, rock1pos) doTransformItem(item.uid,item.itemid-1) doSendMagicEffect(rock1pos, 2) addEvent(doCreateItem, segundos*10*1000, 9485, 1, rock1pos) doPlayerSendTextMessage(cid,22,"O Portao fechara daki 10 segundos") end return true end
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E So você usar essa tag . <attribute key="skillSword" value="1" />
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@Lummos isso eu nao posso afirma . vo ver se consigo editar .
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duvida sanada reportado Para um superior
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Isso e so edita no config.lua Procure por isso, e troque para true. showHealthChange = false showManaChange = false
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