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bilaux alterou sua foto pessoal
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bom dia galera, no meu gesior, todas abas ficam fechadas, só a events aberta até ai tudo bem, mais se eu clico em qualquer evento da aba events, ele fecha a própria e abre as outras todas, como faz pra corrigir isso ?? obrigado
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tem como fazer de hora em hora, todos os dias ??
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não da erro mais tbm não funciona, obrigado config = { days = { "Monday-09:00", "Monday-10:00", "Monday-11:00", "Monday-12:00", "Monday-13:00", "Monday-14:00", "Monday-15:00", "Monday-16:00", "Monday-17:00", "Monday-18:00", "Monday-19:00", "Monday-20:00", "Monday-21:00", "Monday-22:00", "Tuesday-09:00", "Tuesday-10:00", "Tuesday-11:00", "Tuesday-12:00", "Tuesday-13:00", "Tuesday-14:00", "Tuesday-15:00", "Tuesday-16:00", "Tuesday-17:00", "Tuesday-18:00", "Tuesday-19:00", "Tuesday-20:00", "Tuesday-21:00", "Tuesday-22:00", "Wednesday-09:00", "Wednesday-10:00", "Wednesday-11:00", "Wednesday-12:00", "Wednesday-13:00", "Wednesday-14:00", "Wednesday-15:00", "Wednesday-16:00", "Wednesday-17:00", "Wednesday-18:00", "Wednesday-19:00", "Wednesday-20:00", "Wednesday-21:00", "Wednesday-22:00", "Thursday-09:00", "Thursday-10:00", "Thursday-11:00", "Thursday-12:00", "Thursday-13:00", "Thursday-14:00", "Thursday-15:00", "Thursday-16:00", "Thursday-17:00", "Thursday-18:00", "Thursday-19:00", "Thursday-20:00", "Thursday-21:00", "Thursday-22:00", "Friday-09:00", "Friday-10:00", "Friday-11:00", "Friday-12:00", "Friday-13:00", "Friday-16:39", "Friday-15:00", "Friday-16:00", "Friday-17:00", "Friday-18:00", "Friday-19:00", "Friday-20:00", "Friday-21:00", "Friday-22:00", "Saturday-09:00", "Saturday-10:00", "Saturday-11:00", "Saturday-12:00", "Saturday-13:00", "Saturday-14:00", "Saturday-15:00", "Saturday-16:00", "Saturday-17:00", "Saturday-18:00", "Saturday-19:00", "Saturday-20:00", "Saturday-21:00", "Saturday-22:00", "Sunday-09:00", "Sunday-10:00", "Sunday-11:00", "Sunday-12:00", "Sunday-13:00", "Sunday-14:00", "Sunday-15:00", "Sunday-16:00", "Sunday-17:00", "Sunday-18:00", "Sunday-19:00", "Sunday-20:00", "Sunday-21:00", "Sunday-22:00" }, Tp = {{x=1003, y=1500, z=13},{x = 155, y = 50, z = 7}} , TpTime = 2 -- em minutos } function onThink(interval, lastExecution) for i = 1, #config.days do if isInArray(config.days[1], os.date("%A")) and isInArray(config.days[2], tostring(os.date("%X")):sub(1, 5)) then function removeTp(config) local t = getTileItemById(config.Tp[1], 1387) if t then doRemoveItem(t.uid, 1) doSendMagicEffect(config.Tp[1], CONST_ME_POFF) broadcastMessage("O teleporte se fechou.",22) end end doCreateTeleport(1387, config.Tp[2], config.Tp[1]) broadcastMessage("O evento foi aberto, você tem "..config.TpTime.." minutos para entrar no teleport.",22) addEvent(removeTp, config.TpTime100060, config) end break end return true end
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[Encerrado] AJUDA SCRIPTS ACTION - TFS 0.4
tópico respondeu ao bilaux de bilaux em Tópicos Sem Resposta
@Yan Liima -
@Yan Liima
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bilaux reagiu a uma resposta a uma pergunta: [Resolvido] DÚVIDA FRAGS - TFS 0.4
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redSkullLength = 2 * 24 * 60 * 60 blackSkullLength = 2 * 24 * 60 * 60 dailyFragsToRedSkull = 20 weeklyFragsToRedSkull = 40 monthlyFragsToRedSkull = 60 dailyFragsToBlackSkull = 20 weeklyFragsToBlackSkull = 40 monthlyFragsToBlackSkull = 70 blackSkulledDeathHealth = 40 blackSkulledDeathMana = 0 useBlackSkull = true advancedFragList = false ficaria assim pra ele pegar red e depois black ???? se eu desativar o black skull ele vai pegar red e não black ??
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boa tarde, tem um cara no meu ot, falou q pegou black direto com 8 frags, meu config.lua está assim.. useFragHandler = true redSkullLength = 2 * 24 * 60 * 60 blackSkullLength = 2 * 24 * 60 * 60 dailyFragsToRedSkull = 20 weeklyFragsToRedSkull = 40 monthlyFragsToRedSkull = 60 dailyFragsToBlackSkull = dailyFragsToRedSkull weeklyFragsToBlackSkull = weeklyFragsToRedSkull monthlyFragsToBlackSkull = monthlyFragsToRedSkull dailyFragsToBanishment = dailyFragsToRedSkull weeklyFragsToBanishment = weeklyFragsToRedSkull monthlyFragsToBanishment = monthlyFragsToRedSkull blackSkulledDeathHealth = 40 blackSkulledDeathMana = 0 useBlackSkull = true advancedFragList = true
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meu bomberman quando se suicida tu ganha o premio de vez ir pro jogador, os seus tbm são assim ??
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bilaux reagiu a uma resposta no tópico: Teleport Automatico
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agora funciono abre o tp, tu passa em cima acontece nada...
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tfs 0.3 [0.3.6] Player Spoof System
tópico respondeu ao JairKevick de bilaux em Linguagens de Programação
como faz pro !online, reconhecer o spoof... -
event ontime not found error - tfs 0.4
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bilaux reagiu a uma resposta no tópico: Fazendo Com Que O Seu Ot Aceite Qualquer Item.otb!
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Fazendo Com Que O Seu Ot Aceite Qualquer Item.otb!
tópico respondeu ao dreigon67 de bilaux em Tutoriais de Programação
como sempre salvando agora, falta arrumar o cast pra mim colocar, e eu vou testar aquele script do tile do lv e reset lá, agora to com msm distro q tu... -
Fazendo Com Que O Seu Ot Aceite Qualquer Item.otb!
tópico respondeu ao dreigon67 de bilaux em Tutoriais de Programação
oxi tfs 0.4 3884, não acho nenhuma das linhas.. -
@Vodkart [9:45:47.378] [Error - TalkAction Interface] [9:45:47.378] In a timer event called from: [9:45:47.378] data/talkactions/scripts/bomb.lua:onSay [9:45:47.378] Description: [9:45:47.378] (luaGetCreatureName) Creature not found [9:45:47.378] [Error - TalkAction Interface] [9:45:47.378] In a timer event called from: [9:45:47.378] data/talkactions/scripts/bomb.lua:onSay [9:45:47.378] Description: [9:45:47.378] data/talkactions/scripts/bomb.lua:133: attempt to concatenate a boolean value [9:45:47.378] stack traceback: [9:45:47.378] data/talkactions/scripts/bomb.lua:133: in function 'loopDir' [9:45:47.378] data/talkactions/scripts/bomb.lua:178: in function <data/talkactions/scripts/bomb.lua:87>
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bom dia galera, teria como tirar do script pra ele refinar só itens de de defesa e nenhuma armas.. --[[ PERFECT UPGRADE SYSTEM 2.0 Criado por Oneshot É proibido a venda ou a cópia sem os devidos créditos desse script. ]]-- UpgradeHandler = { levels = { [1] = {100, false, false}, [2] = {90, false, false}, [3] = {75, false, false}, [4] = {60, true, false}, [5] = {45, true, false}, [6] = {30, true, false}, [7] = {25, true, false}, [8] = {20, true, true}, [9] = {15, true, true}, [10] = {10, true, true}, [11] = {10, true, true}, [12] = {10, true, true}, [13] = {10, true, true}, [14] = {10, true, true}, [15] = {5, true, true} }, broadcast = 7, attributes = { ["defense"] = 200, ["armor"] = 200 }, message = { console = "Trying to refine %s to level +%s with %s%% success rate.", success = "You have upgraded %s to level +%s", fail = "You have failed in upgrade of %s to level +%s", downgrade = "The upgrade level of %s has downgraded to +%s", erase = "The upgrade level of %s has been erased.", maxlevel = "The targeted %s is already on max upgrade level.", notupgradeable = "This item is not upgradeable.", broadcast = "The player %s was successful in upgrading %s to level +%s.\nCongratulations!!", invalidtool = "This is not a valid upgrade tool.", toolrange = "This upgrade tool can only be used in items with level between +%s and +%s" }, tools = { [8306] = {range = {0, 10}, info = {chance = 0, removeable = false}}, }, isEquipment = function(self) local weaponType = self:getItemWeaponType() return ((weaponType > 0 and weaponType < 7) or self.item.armor ~= 0) end, setItemName = function(self, name) return doItemSetAttribute(self.item.uid, "name", name) end, chance = function(self) local chances = {} chances.upgrade = (self.levels[self.item.level + 1][1] or 100) chances.downgrade = (self.item.level * 5) chances.erase = (self.item.level * 3) return chances end } function UpgradeHandler:new(item) local obj, ret = {} obj.item = {} obj.item.level = 0 obj.item.uid = item.uid for key, value in pairs(getItemInfo(item.itemid)) do obj.item[key] = value end ret = setmetatable(obj, {__index = function(self, index) if _G[index] then return (setmetatable({callback = _G[index]}, {__call = function(self, ...) return self.callback(item.uid, ...) end})) else return UpgradeHandler[index] end end}) if ret:isEquipment() then ret:update() return ret end return false end function UpgradeHandler:update() self.item.level = (tonumber(self:getItemName():match("%+(%d+)")) or 0) end function UpgradeHandler:refine(uid, item) if not self.item then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.notupgradeable) return "miss" end local tool = self.tools[item.itemid] if(tool == nil) then doPlayerSendTextMessage(uid, MESSAGE_EVENT_DEFAULT, self.message.invalidtool) return "miss" end if(self.item.level > #self.levels) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.maxlevel:format(self.item.name)) return "miss" end if(self.item.level < tool.range[1] or self.item.level >= tool.range[2]) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.toolrange:format(unpack(tool.range))) return "miss" end local chance = (self:chance().upgrade + tool.info.chance) doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.console:format(self.item.name, (self.item.level + 1), math.min(100, chance))) if(tool.info.removeable == false) then doRemoveItem(item.uid, 1) end if chance * 100 > math.random(1, 10000) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_ORANGE, self.message.success:format(self.item.name, (self.item.level + 1))) if (self.item.level + 1) >= self.broadcast then doBroadcastMessage(self.message.broadcast:format(getCreatureName(uid), self.item.name, (self.item.level + 1))) end self:setItemName((self.item.level > 0 and self:getItemName():gsub("%+(%d+)", "+".. (self.item.level + 1)) or (self:getItemName() .." +1"))) for key, value in pairs(self.attributes) do if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then doItemSetAttribute(self.item.uid, key, (self.item.level > 0 and getItemAttribute(self.item.uid, key) or self.item[key]) + value) end end return "success" else if(self.levels[self.item.level][3] == true and (self:chance().erase * 100) > math.random(1, 10000)) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.erase:format(self.item.name)) self:setItemName(self.item.name) for key, value in pairs(self.attributes) do if self.item[key] > 0 then doItemSetAttribute(self.item.uid, key, self.item[key]) end end elseif(self.levels[self.item.level][2] == true and (self:chance().downgrade * 100) > math.random(1, 10000)) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.downgrade:format(self.item.name, (self.item.level - 1))) self:setItemName((self.item.level == 1 and self.item.name or self:getItemName():gsub("%+(%d+)", "+".. (self.item.level - 1)))) for key, value in pairs(self.attributes) do if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then doItemSetAttribute(self.item.uid, key, (self.item[key] + value * (self.item.level - 1))) end end else doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.fail:format(self.item.name, (self.item.level + 1))) end return "fail" end end
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