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PobrePreto

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Posts postados por PobrePreto

  1. Boa Tarde Galera, Estou tendo problemas com o ShopGuild, em Poucas Palavras...

    [Error - GlobalEvent Interface]
    data/globalevents/scripts/shopguild.lua:onThink
    Description:
    data/globalevents/scripts/shopguild.lua:39: attempt to compare boolean with number
    stack traceback:
            data/globalevents/scripts/shopguild.lua:39: in function <data/globalevents/scripts/shopguild.lua:5>
    [Error - GlobalEvents::think] Couldn't execute event: shopguild

    e Estou utilizando esse Aqui

    Obrigado Desde Já!

  2. Boa Noite Galera,  Há Alguns dias venho sofrendo muito com o Retorno do PagSeguro, Achei que poderia ser problemas por falta de php5-curl... entre outros, mais tranquilo, depois de algumas pesquisas encontrei que o CSF bloqueia o API do Pagseguro, Alguem Sofre com isso ou alguem sabe resolver?

    Quando vou comprar Points donate no Gesior 2012...

    quando vou finalizar o Pedido me deparo com isso!

    http://prntscr.com/kfzipa

     

    Obrigado desde Já... VALENDO +REP!

  3. Boa Noite, Tenho um OTServer 8.60, Recentemente Compilei ele em uma VPS Ubuntu 14.04 Com uma Source OTXServer... Só que Depois que compilei venho me deparando com muitos e muitos Erros...

    Um Deles é... 

    [Error - NpcScript Interface]
    data/npc/scripts/Markwin.lua
    Description:
    data/npc/scripts/Markwin.lua:1: attempt to index global 'KeywordHandler' (a nil value)
    [Warning - NpcEvents::NpcEvents] Cannot load script: data/npc/scripts/Markwin.lua

    Script do NPC:

     

    local keywordHandler = KeywordHandler:new()
    local npcHandler = NpcHandler:new(keywordHandler)
    NpcSystem.parseParameters(npcHandler)
    
    function onCreatureAppear(cid)			npcHandler:onCreatureAppear(cid)			end
    function onCreatureDisappear(cid)		npcHandler:onCreatureDisappear(cid)			end
    function onCreatureSay(cid, type, msg)	npcHandler:onCreatureSay(cid, type, msg)	end
    function onThink()						npcHandler:onThink()						end
    
    npcHandler:addModule(FocusModule:new())


    Meu keywordhandler:

    -- Advanced NPC System (Created by Jiddo),
    -- Modified by TheForgottenServer Team.
    
    if(KeywordHandler == nil) then
    	BEHAVIOR_SIMPLE = 1 -- Does not support nested keywords. If you choose this setting you must use a variable such as 'talkState' to keep track of how to handle keywords.
    	BEHAVIOR_NORMAL = 2 -- Default behvaior. If a sub-keyword is not found, then the root is searched, not the parent hierarchy,
    	BEHAVIOR_NORMAL_EXTENDED = 3 -- Same as BEHAVIOR_NORMAL but it also searches through the last node's parent.
    	BEHAVIOR_COMPLEX = 4 -- Extended behavior. It a sub-keyword is not found, then the entire keyword hierarchy is searched upwards until root is reached.
    
    	-- BEHAVIOR_NORMAL_EXTENDED is recommended as it (probably) mimics the behavior of real Tibia's NPCs the most.
    	--		However, you are strongly recommended to test some (or all) other settings as well as it might suit you better.
    	--		Also note that not much difference can be seen with the different settings unless you have a npc with a quite heavy
    	--		nestled keyword hierarchy.
    	-- Note: BEHAVIOR_SIMPLE should not be used unless you have any special reason to do so as it forces you to keep track of talkStates etc.
    	--		This was pretty much the method used in the 2.0x versions of this system. It is here mainly for compability issues.
    	KEYWORD_BEHAVIOR = BEHAVIOR_NORMAL_EXTENDED
    
    	KeywordNode = {
    		keywords = nil,
    		callback = nil,
    		parameters = nil,
    		children = nil,
    		parent = nil
    	}
    
    	-- Created a new keywordnode with the given keywords, callback function and parameters and without any childNodes.
    	function KeywordNode:new(keys, func, param)
    		local obj = {}
    		obj.keywords = keys
    		obj.callback = func
    		obj.parameters = param
    		obj.children = {}
    		setmetatable(obj, self)
    		self.__index = self
    		return obj
    	end
    
    	-- Calls the underlying callback function if it is not nil.
    	function KeywordNode:processMessage(cid, message)
    		return (self.callback == nil or self.callback(cid, message, self.keywords, self.parameters, self))
    	end
    
    	-- Returns true if message contains all patterns/strings found in keywords.
    	function KeywordNode:checkMessage(message)
    		local ret = true
    		if(self.keywords.callback ~= nil) then
    			return self.keywords.callback(self.keywords, message)
    		end
    		for i,v in ipairs(self.keywords) do
    			if(type(v) == 'string') then
    				local a, b = string.find(message, v)
    				if(a == nil or b == nil) then
    					ret = false
    					break
    				end
    			end
    		end
    		return ret
    	end
    
    	-- Returns the parent of this node or nil if no such node exists.
    	function KeywordNode:getParent()
    		return self.parent
    	end
    
    	-- Returns an array of the callback function parameters assosiated with this node.
    	function KeywordNode:getParameters()
    		return self.parameters
    	end
    
    	-- Returns an array of the triggering keywords assosiated with this node.
    	function KeywordNode:getKeywords()
    		return self.keywords
    	end
    
    	-- Adds a childNode to this node. Creates the childNode based on the parameters (k = keywords, c = callback, p = parameters)
    	function KeywordNode:addChildKeyword(keywords, callback, parameters)
    		local new = KeywordNode:new(keywords, callback, parameters)
    		return self:addChildKeywordNode(new)
    	end
    
    	-- Adds a pre-created childNode to this node. Should be used for example if several nodes should have a common child.
    	function KeywordNode:addChildKeywordNode(childNode)
    		table.insert(self.children, childNode)
    		childNode.parent = self
    		return childNode
    	end
    
    	KeywordHandler = {
    		root = nil,
    		lastNode = nil
    	}
    
    	-- Creates a new keywordhandler with an empty rootnode.
    	function KeywordHandler:new()
    		local obj = {}
    		obj.root = KeywordNode:new(nil, nil, nil)
    		setmetatable(obj, self)
    		self.__index = self
    		return obj
    	end
    
    	-- Resets the lastNode field, and this resetting the current position in the node hierarchy to root.
    	function KeywordHandler:reset()
    		self.lastNode = nil
    	end
    
    	-- Makes sure the correct childNode of lastNode gets a chance to process the message.
    	--	The behavior of this function depends much on the KEYWORD_BEHAVIOR.
    	function KeywordHandler:processMessage(cid, message)
    		local node = self:getLastNode()
    		if(node == nil) then
    			error('No root node found.')
    			return false
    		end
    		if(KEYWORD_BEHAVIOR == BEHAVIOR_SIMPLE) then
    			local ret = self:processNodeMessage(node, cid, message)
    			if(ret) then
    				return true
    			end
    		elseif(KEYWORD_BEHAVIOR == BEHAVIOR_NORMAL or KEYWORD_BEHAVIOR == BEHAVIOR_NORMAL_EXTENDED) then
    			local ret = self:processNodeMessage(node, cid, message)
    			if(ret) then
    				return true
    			end
    			if(KEYWORD_BEHAVIOR == BEHAVIOR_NORMAL_EXTENDED and node:getParent()) then
    				node = node:getParent() -- Search through the parent.
    				local ret = self:processNodeMessage(node, cid, message)
    				if(ret) then
    					return true
    				end
    			end
    			if(node ~= self:getRoot()) then
    				node = self:getRoot() -- Search through the root.
    				local ret = self:processNodeMessage(node, cid, message)
    				if(ret) then
    					return true
    				end
    			end
    		elseif(KEYWORD_BEHAVIOR == BEHAVIOR_COMPLEX) then
    			while true do
    				local ret = self:processNodeMessage(node, cid, message)
    				if(ret) then
    					return true
    				end
    
    				if(node:getParent() ~= nil) then
    					node = node:getParent() -- Move one step upwards in the hierarchy.
    				else
    					break
    				end
    			end
    		else
    			error('Unknown keyword behavior.')
    		end
    		return false
    	end
    
    	-- Tries to process the given message using the node parameter's children and calls the node's callback function if found.
    	--	Returns the childNode which processed the message or nil if no such node was found.
    	function KeywordHandler:processNodeMessage(node, cid, message)
    		local messageLower = string.lower(message)
    		for i, childNode in pairs(node.children) do
    			if(childNode:checkMessage(messageLower)) then
    				local oldLast = self.lastNode
    				self.lastNode = childNode
    				childNode.parent = node -- Make sure node is the parent of childNode (as one node can be parent to several nodes).
    				if(childNode:processMessage(cid, message)) then
    					return true
    				else
    					self.lastNode = oldLast
    				end
    			end
    		end
    		return false
    	end
    
    	-- Returns the root keywordnode
    	function KeywordHandler:getRoot()
    		return self.root
    	end
    
    	-- Returns the last processed keywordnode or root if no last node is found.
    	function KeywordHandler:getLastNode()
    		if(KEYWORD_BEHAVIOR == BEHAVIOR_SIMPLE) then
    			return self:getRoot()
    		else
    			return self.lastNode or self:getRoot()
    		end
    	end
    
    	-- Adds a new keyword to the root keywordnode. Returns the new node.
    	function KeywordHandler:addKeyword(keys, callback, parameters)
    		return self:getRoot():addChildKeyword(keys, callback, parameters)
    	end
    
    	-- Moves the current position in the keyword hierarchy count steps upwards. Count defalut value = 1.
    	--	This function MIGHT not work properly yet. Use at your own risk.
    	function KeywordHandler:moveUp(count)
    		local steps = count
    		if(steps == nil) then
    			steps = 1
    		end
    		for i = 1, steps,1 do
    			if(self.lastNode == nil) then
    				break
    			else
    				self.lastNode = self.lastNode:getParent() or self:getRoot()
    			end
    		end
    		return self.lastNode
    	end
    end

     

    Obrigado Pela Compreensão de Todos.

    Desde Já Grato!

  4. Sempre usei minha Source...

    Só que Hoje fui compilar ela e me deparei com Esse ERRO!


    In file included from house.h:20:0,
                     from actions.cpp:36:
    otsystem.h:18:0: error: unterminated #ifndef
     #ifndef __OTSYSTEM__
     ^
    Makefile:540: recipe for target 'actions.o' failed
    make[1]: *** [actions.o] Error 1

     

    Estou Sem saber pra onde ir, Pesquiso e não encontro nada, Alguém pra Ajudar?

  5. [VAGAS ABERTAS]

    SITE: www.savageot.com
    IP: savageot.com
    VERSÃO: 8.60
    MAPA GLOBAL
    CAST SYSTEM
    WAR SYSTEM
    VIP SYSTEM HUNTS EXCLUSIVAS

    1 / 50 = 200x
    51 / 70 = 100 x
    71 / 100 = 70x
    101 / 120 = 50x
    121 / 150 = 25x
    151 / 200 = 9x
    201 = 5x

    Skill: 22x
    Magic: 10x

    Visitem nosso site, Crie sua Conta e veja mais informações.

  6. Boa Noite Galera, Há algum tempo atrás, Tive OTServer e Pelo Xtibia Aqui resolvi e aprendi muitas coisas...

    Por estar muito tempo fora da Área de OTServers, Vim pedir ajuda a vocês!

    Estou com um problema no Zombie Event

     

    Servidor inicia normalmente, sem nem um erro ou alerta!

    Mais quando vai iniciar o Evento Aparece esse Devido Erro!

     

    Error - GlobalEvents::timer] Couldn't execute event: zombie_event

     

     

    globalevents/scripts/event_zombie.lua

    local config = {
    	playerCount = 2001, -- Global storage for counting the players left/entered in the event
    	zombieCount = 2002, -- Global storage for counting the zombies in the event
    	teleportActionId = 2000, -- Action id of the teleport needed for the movement script
    	teleportPosition = {x = 32364, y = 32232, z = 7, stackpos = 1}, -- Where the teleport will be created
    	teleportToPosition = {x = 32324, y = 31941, z = 7}, -- Where the teleport will take you
    	teleportId = 1387, -- Id of the teleport
    	timeToStartEvent = 2, -- Minutes, after these minutes the teleport will be removed and the event will be declared started
    	timeBetweenSpawns = 20, -- Seconds between each spawn of zombie
    	zombieName = "zombie event", -- Name of the zombie that should be summoned
    	playersNeededToStartEvent = 1, -- Players needed before the zombies can spawn.
    	
    	-- Should be the same as in the creaturescript!
    	-- The zombies will spawn randomly inside this area
    	fromPosition = {x = 32298, y = 31915, z = 7}, -- top left cornor of the playground
    	toPosition = {x = 32357, y = 31970, z = 7}, -- bottom right cornor of the playground
    	}
    
    function onTime()
    	local tp = doCreateTeleport(config.teleportId, config.teleportToPosition, config.teleportPosition)
    	doItemSetAttribute(tp, "aid", config.teleportActionId)
    	doBroadcastMessage("Zombie Event iniciara em " .. config.timeToStartEvent .. " Minutos! O Teleporte sera fechado quando der inicio ao Evento!", MESSAGE_STATUS_WARNING)
    	setGlobalStorageValue(config.playerCount, 0)
    	setGlobalStorageValue(config.zombieCount, 0)
    	addEvent(startEvent, config.timeToStartEvent * 1000 * 60)
    	print(getGlobalStorageValue(2001))
    end
    
    function startEvent()
    	local get = getThingfromPos(config.teleportPosition)
    	if get.itemid == config.teleportId then
    		doRemoveItem(get.uid, 1)
    	end
    	
    	local fromp, top = config.fromPosition, config.toPosition
    
    	if getGlobalStorageValue(config.playerCount) >= config.playersNeededToStartEvent then
    		addEvent(spawnZombie, config.timeBetweenSpawns * 1000)
    		doBroadcastMessage("Boa Sorte Participantes! O Teleporte Foi Fechado", MESSAGE_STATUS_WARNING)
    		
    		for x = fromp.x, top.x do
    			for y = fromp.y, top.y do
    				for z = fromp.z, top.z do
    					areapos = {x = x, y = y, z = z, stackpos = 253}
    					getPlayers = getThingfromPos(areapos)
    					if isPlayer(getPlayers.uid) then
    						doPlayerSendTextMessage(getPlayers.uid, MESSAGE_EVENT_ADVANCE, "Os Primeiros Zombie Vao aparecer em " .. config.timeBetweenSpawns .. " Segundos! Boa Sorte!")
    					end
    				end
    			end
    		end
    	else
    		doBroadcastMessage("O Evento Zombie nao pode iniciar devido a alguns Participantes.\n Pelo Menos " .. config.playersNeededToStartEvent .. " Participantes Necessarios!", MESSAGE_STATUS_WARNING)
    		for x = fromp.x, top.x do
    			for y = fromp.y, top.y do
    				for z = fromp.z, top.z do
    					areapos = {x = x, y = y, z = z, stackpos = 253}
    					getPlayers = getThingfromPos(areapos)
    					if isPlayer(getPlayers.uid) then
    						doTeleportThing(getPlayers.uid, getTownTemplePosition(getPlayerTown(getPlayers.uid)), false)
    						doSendMagicEffect(getPlayerPosition(getPlayers.uid), CONST_ME_TELEPORT)
    					end
    				end
    			end
    		end
    	end
    end
    
    function spawnZombie()
    	if getGlobalStorageValue(config.playerCount) >= 2 then
    		pos = {x = math.random(config.fromPosition.x, config.toPosition.x), y = math.random(config.fromPosition.y, config.toPosition.y), z = math.random(config.fromPosition.z, config.toPosition.z)}
    		doSummonCreature(config.zombieName, pos)
    		doSendMagicEffect(pos, CONST_ME_MORTAREA)
    		setGlobalStorageValue(config.zombieCount, getGlobalStorageValue(config.zombieCount)+1)
    		doBroadcastMessage("Um Zombie Tem Gerado! Existe Atualmente " .. getGlobalStorageValue(config.zombieCount) .. " Zombie Soltos!", MESSAGE_STATUS_CONSOLE_RED)
    		addEvent(spawnZombie, config.timeBetweenSpawns * 1000)
    	end
    end

    Obrigado desde Já!

  7. ACABOU DE ABRIR

    Connect:
    Site/IP: extremeot-global.com
    Porta: 7171

    -> 24 Horas Online
    -> WAR SYSTEM
    -> CAST SYSTEM
    -> Eventos automáticos com ótimos prêmios!
    -> Mapa Global Full com algumas edições
    -> Raids Automáticas
    -> Equipe profissional
    -> System VIP
    -> System Guild Points
    -> Vocações balanceadas
    -> Quests 100% !
    -> Points ativação em imediato, PagSeguro
    -> Ping reduzido/tráfego otimizado para o Brasil

    **Rates detalhadas no site em serverinfo, visite!


    Então não perca mais tempo, crie sua conta e se prepare para a grande inauguração!

  8. ## SERVIDOR ACABOU DE ABRIR
    ## Crie sua conta em:
    Site/IP: global24hrs.servegame.com
    Ou Crie em 1/1 (Account Manager)
    *Dedicado 24H! (Uptime 99%)
    *Mapa Global
    *Exp Inicial: 500x (Stages)
    *Magic: 30x
    *Skill: 50x
    *Loot: 5x
    *Spawn: 1
    http:/global24hrs.servegame.com/

    Muita War e Muita diversão!

  9. ## SERVIDOR ACABOU DE RESETAR

    ## Crie sua conta em:

    Site/IP: lucera-global.servegame.com

    *Dedicado 24H! (Uptime 99%)

    *War System(De Escudos)

    *Cast System

    *Guild Points (10 POINTS POR JOGADOR)

    *Power Gamers

    *Mapa Global

    *Exp Inicial: 500x (Stages)

    *Magic: 30x

    *Skill: 50x

    *Loot: 5x

    *Spawn: 1


  10. Faz o Seguinte... vai na index.php e procure a linha...

    define('DEBUG_DATABASE', false);

    e Mude para

    define('DEBUG_DATABASE', true);

    Salve e Abra o shop e vai vendo os erros que está dando... as vezes falta alguma coluna ou tabela!

  11. Boa Tarde... Tenho uma dúvida e um problema que esta me deixando de cabelo branco...


    Eu tenho um Gesior 2012...


    Screen Dele: post-28791-0-99279700-1430067899_thumb.j


    Eu Queria que ele fica-se igual os outros...


    post-28791-0-43203100-1430068687_thumb.j



    Pelo Oquê vocês viram , ele não tem como adicionar o New Tickers, Latest news...


    Eu Tinha um Gesior Anteriormente Postado pelo Natanael Beckman De um fórum que não merece ser citado


    Que dava pra Adicionar os New Tickers e Latest news... Mas eu comecei usar esse aqui desde o inicio do Servidor... quando os players criaram as accounts, elas ficou com as acc em Letras MAISCULAS e quando coloco outro Gesior é impossivel Logar nele por ele usar Letras Minusculas nas accounts...


    Exemplo:


    post-28791-0-12307900-1430068447_thumb.j



    então oque eu queria era Implantar um New Tickers e Latest News nesse Gesior Atual que uso!


    Talvez pra alguns é Fácil ,Pra Outros Difícil !


    Acho que Foi bem Explicado meu Post, Peço Ajuda Urgente! sad.png



    Valendo +LIKE!


  12. 
    

    function onSay(cid, words, param, channel)

     

     

    local param = string.explode(param, ",")

     

     

    local bantypes = {

    ["ip"] = function() doAddIpBanishment(getIpByName(param[2]) ) return true end,--, mask[, length[, reason[, comment[, admin[, statement]]]]]]),

    ["name"] = function() doAddPlayerBanishment(param[2]) return true end,--}, type[, length[, reason[, action[, comment[, admin[, statement]]]]]]]),

    ["account"] = function() doAddAccountBanishment(getAccountIdByName(param[2]) ) return true end,--, playerId[, length[, reason[, action[, comment[, admin[, statement]]]]]]]),

    }

    --[[

    doRemoveIpBanishment(ip[, mask])

    doRemovePlayerBanishment(name/guid, type)

    doRemoveAccountBanishment(accountId[, playerId])

    ]]

     

     

     

     

    if words == "/ban" then

     

     

    for i, j in pairs(bantypes) do

    if (string.lower(param[1]) == i) then

    doRemoveCreature(getCreatureByName(param[2]), true)

    return j() and doBroadcastMessage(" [BAN ADVISE]--> O Staff: ["..getCreatureName(cid).."] Baniu o player ["..param[2].."] por "..i..".", MESSAGE_STATUS_WARNING)

    end

    end

    end

     

     

    return true

    end

    
    

    <talkaction log="yes" access="5" words="/ban" event="script" value="ban.lua"/>

  13. Substitua Por essa e Faça o Teste!

     

    local function checkStackpos(item, position)
    position.stackpos = STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE
    local thing = getThingfromPos(position)
    position.stackpos = STACKPOS_TOP_FIELD
    local field = getThingfromPos(position)
    if(item.uid ~= thing.uid and thing.itemid >= 100 or field.itemid ~= 0) then
    return FALSE
    end
    
    
    return TRUE
    end
    
    
    function onUse(cid, item, fromPosition, itemEx, toPosition)
    local nuevas = {
    {closed=10269, open=10270},
    {closed=10272, open=10273},
    {closed=10274, open=10275},
    {closed=10276, open=10277},
    {closed=10278, open=10279},
    {closed=10280, open=10281},
    {closed=10282, open=10283},
    {closed=10284, open=10285},
    {closed=10469, open=10470},
    {closed=10471, open=10472},
    {closed=10473, open=10474},
    {closed=10475, open=10476},
    {closed=10478, open=10479},
    {closed=10480, open=10481},
    {closed=10482, open=10483},
    {closed=10484, open=10485},
    {closed=10488, open=10490},
    {closed=10489, open=10491},
    }
    for ia = 1,#nuevas do
    if (item.itemid == nuevas[ia].closed) then
    doTransformItem(item.uid, nuevas[ia].open)
    elseif (item.itemid == nuevas[ia].open) then
    doTransformItem(item.uid, nuevas[ia].closed)
    end
    end
    
    
    if(getItemLevelDoor(item.itemid) > 0) then
    if(item.actionid > 0 and getPlayerLevel(cid) >= (item.actionid - getItemLevelDoor(item.itemid))) then
    doTransformItem(item.uid, item.itemid + 1)
    doTeleportThing(cid, toPosition, TRUE)
    else
    doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Only the worthy may pass.")
    end
    
    
    return TRUE
    end
    
    
    if(isInArray(specialDoors, item.itemid) == TRUE) then
    if(item.actionid ~= 0 and getPlayerStorageValue(cid, item.actionid) ~= -1) then
    doTransformItem(item.uid, item.itemid + 1)
    doTeleportThing(cid, toPosition, TRUE)
    else
    doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "The door seems to be sealed against unwanted intruders.")
    end
    
    
    return TRUE
    end
    
    
    if(isInArray(keys, item.itemid) == TRUE) then
    if(itemEx.actionid > 0) then
    if(item.actionid == itemEx.actionid) then
    if doors[itemEx.itemid] ~= nil then
    doTransformItem(itemEx.uid, doors[itemEx.itemid])
    return TRUE
    end
    end
    
    
    doPlayerSendCancel(cid, "The key does not match.")
    return TRUE
    end
    
    
    return FALSE
    end
    
    
    if(isInArray(horizontalOpenDoors, item.itemid) == TRUE and checkStackpos(item, fromPosition) == TRUE) then
    local newPosition = toPosition
    newPosition.y = newPosition.y + 1
    local doorPosition = fromPosition
    doorPosition.stackpos = STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE
    local doorCreature = getThingfromPos(doorPosition)
    if(doorCreature.itemid ~= 0) then
    if(getTilePzInfo(doorPosition) == TRUE and getTilePzInfo(newPosition) == FALSE and doorCreature.uid ~= cid) then
    doPlayerSendDefaultCancel(cid, RETURNVALUE_NOTPOSSIBLE)
    else
    doTeleportThing(doorCreature.uid, newPosition, TRUE)
    if(isInArray(closingDoors, item.itemid) ~= TRUE) then
    doTransformItem(item.uid, item.itemid - 1)
    end
    end
    
    
    return TRUE
    end
    
    
    doTransformItem(item.uid, item.itemid - 1)
    return TRUE
    end
    
    
    if(isInArray(verticalOpenDoors, item.itemid) == TRUE and checkStackpos(item, fromPosition) == TRUE) then
    local newPosition = toPosition
    newPosition.x = newPosition.x + 1
    local doorPosition = fromPosition
    doorPosition.stackpos = STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE
    local doorCreature = getThingfromPos(doorPosition)
    if(doorCreature.itemid ~= 0) then
    if(getTilePzInfo(doorPosition) == TRUE and getTilePzInfo(newPosition) == FALSE and doorCreature.uid ~= cid) then
    doPlayerSendDefaultCancel(cid, RETURNVALUE_NOTPOSSIBLE)
    else
    doTeleportThing(doorCreature.uid, newPosition, TRUE)
    if(isInArray(closingDoors, item.itemid) ~= TRUE) then
    doTransformItem(item.uid, item.itemid - 1)
    end
    end
    
    
    return TRUE
    end
    
    
    doTransformItem(item.uid, item.itemid - 1)
    return TRUE
    end
    
    
    if(doors[item.itemid] ~= nil and checkStackpos(item, fromPosition) == TRUE) then
    if(item.actionid == 0) then
    doTransformItem(item.uid, doors[item.itemid])
    else
    doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "It is locked.")
    end
    
    
    return TRUE
    end
    
    
    return FALSE
    end
  14. O Engraçado que Não tava dando esse erro, ai eu dei /reload monsters começou... e eu vejo aqui que é o Monstro que ta com problema, porque na quest fire walker boots (Global) o Npc fica do outro lado da quest >>> e o Monstro que Tenho que matar (Pythius the Rotten) Não ta aqui, e antes de eu dar o Reload Monsters ele estava, o Monster funcionava assim, Voce mata ele e é teleportado Pra dentro da quest, Mas Não ta aparecendo o monster pra matar pra ser teleportado! :(

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