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SkyLigh

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  1. Título irregular reportado Para a alteração
  2. Da sim ! escreve isso /addskill,nome do player,level,a quantidade de lvl que vai da
  3. 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.
  4. -- =============== 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
  5. Parabéns @20cm Reputado.
  6. qual erro acontece?
  7. @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
  8. -- =============== 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
  9. 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
  10. 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
  11. E So você usar essa tag . <attribute key="skillSword" value="1" />
  12. @Lummos isso eu nao posso afirma . vo ver se consigo editar .
  13. SkyLigh

    Duvida Com Uh

    duvida sanada reportado Para um superior
  14. Isso e so edita no config.lua Procure por isso, e troque para true. showHealthChange = false showManaChange = false
  15. Nao testei . 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) return TRUE end segundos = 10 addEvent(doCreateItem(rockid,rock1pos) ,segundos*10*1000) doPlayerSendTextMessage(cid,22,"O Portao fechara daki 10 segundos") return true end
  16. obrigado . Duvidas ao tópico so falar
  17. Duvida sanada reportado Para um superior o certo seria em pedidos e duvidas de servidores derivados
  18. Iae galera do xtibia to aki hoje com um script que heala pela diferença da vocation então vamos la em data / action / scripts / e renome algum arquivo para vocrune.lua 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,storage,os.time()+exhau) doSendMagicEffect(getThingPos(itemEx.uid), CONST_ME_MAGIC_BLUE) doCreatureSay(itemEx.uid, "Curado..", TALKTYPE_ORANGE_1) return true end end em actions.xml <action itemid="ID DA RUNA" script="vocrune.lua"/> Então e so isso espero que goste gostou ? + rep
  19. local incorreto reportado Para um superior
  20. SkyLigh

    Duvida Com Uh

    corrigi agora vai heala health e na pasta actions o mesmo procedimento do antigo so que troca o script . function onUse(cid, item, fromPosition, itemEx, toPosition) local min100 = 200 -- quanto o lvl 100 vai curar no minimo local max100 = 400 -- quanto o lvl 100 vai curar no maximo local min300 = 500 -- quanto o lvl 300 vai curar no minimo local max300 = 700 -- quanto o lvl 300 vai curar no maximo local min400 = 900 -- quanto o lvl 400 vai curar no minimo local max400 = 1100 -- quanto o lvl 400 vai curar no maximo local lvl1,lvl2,lvl3 = 100,300,400 -- modificaçao do level ta de 100 , 300 , 400 dps so mudar local storage = 11548 local exhau = 3 -- quantos segundos pra usar denovo a potion local voc = 4 -- id da voc do kina if getPlayerLevel(cid) <= lvl1 and doCreatureAddHealth(itemEx.uid, math.random(min100, max100)) then return true elseif getPlayerLevel(cid) <= lvl2 and doCreatureAddHealth(itemEx.uid, math.random(min100, max100)) then return true elseif getPlayerLevel(cid) <= lvl3 and doCreatureAddHealth(itemEx.uid, math.random(min100, max100)) 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, "Curado..", TALKTYPE_ORANGE_1) return true end end if getPlayerVocation(cid,voc) then doPlayerSendTextMessage(cid,22,"Somente knight's utilizam essa runa") return true end
  21. SkyLigh

    Duvida Com Uh

    fiz de uma maneira mas fácil que se eu editasse akele pra heal por lvl iria ficar muito grande . editei um script meu de runa por lvl so que vai checkar vocation somente kina vai usar a uh ou outra runa de sua preferência script : function onUse(cid, item, fromPosition, itemEx, toPosition) local min100 = 200 -- quanto o lvl 100 vai curar no minimo local max100 = 400 -- quanto o lvl 100 vai curar no maximo local min300 = 500 -- quanto o lvl 300 vai curar no minimo local max300 = 700 -- quanto o lvl 300 vai curar no maximo local min400 = 900 -- quanto o lvl 400 vai curar no minimo local max400 = 1100 -- quanto o lvl 400 vai curar no maximo local lvl1,lvl2,lvl3 = 100,300,400 -- modificaçao do level ta de 100 , 300 , 400 dps so mudar local storage = 11548 local exhau = 3 -- quantos segundos pra usar denovo a potion local voc = 4 -- id da voc do kina if getPlayerLevel(cid) <= lvl1 and doPlayerAddMana(itemEx.uid, math.random(min100, max100)) then return true elseif getPlayerLevel(cid) <= lvl2 and doPlayerAddMana(itemEx.uid, math.random(min100, max100)) then return true elseif getPlayerLevel(cid) <= lvl3 and doPlayerAddMana(itemEx.uid, math.random(min100, max100)) 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, "Curado..", TALKTYPE_ORANGE_1) return true end end if getPlayerVocation(cid,voc) then doPlayerSendTextMessage(cid,22,"Somente knight's utilizam essa runa") return true end
  22. editei o do smix e botei os.time como vocês falaram . function onUse(cid, item) if getPlayerStorageValue(cid, config.storage) < 1 and os.time() == 12:00 then doPlayerAddItem(cid, config.item_que_vai_ganhar, config.quantidade) doSendMagicEffect(getThingPos(cid), math.random(28, 30)) setPlayerStorageValue(cid, config.storage, 1) doPlayerSendTextMessage(cid, 25, "Congrulations, you are is doned the mission") else doPlayerSendCancel(cid, "The chest is empyt") return true end end
  23. Nao claro que nao site so hospeda um website para contratar oq hospeda o ot procure por cloud computing
  24. Sim sao boas essas . . Mais pra mim e melhor o uolhost.com.br Preços baixos apartir de 60 reais . se consegue contrata um dedicado .
  25. SkyLigh

    Duvida Com Uh

    Qual erro aconteceu no console ?
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