pergunta 1 Postado Agosto 12, 2010 Share Postado Agosto 12, 2010 eu baixei o rollercoaster do colex mas nao sei fase ele funsiona em OT 8.54,ajuda ae auquem!! abrigado des de já!! Link para o comentário Compartilhar em outros sites More sharing options...
Vodkart 1515 Postado Agosto 13, 2010 Share Postado Agosto 13, 2010 Data/actions/script Roller.lua --[[ Roller Coaster System by Colex ]]-- --[[ Updated by Kydrai ]]-- -- Lib RollerCoaster = {} RollerCids = {} function RollerCoaster:onchangeLevel(cid, fromZ, toZ) return TRUE end function RollerCoaster:onmove(cid, rail, railInfo, pos) return TRUE end function RollerCoaster:onchangeSpeed(cid, power) if power == 2 then doSendAnimatedText(getCreaturePosition(cid),"TROC TROC",210) else doSendAnimatedText(getCreaturePosition(cid),"TSSSIIIIII",210) end return TRUE end function RollerCoaster:onTypeChange(cid, fromType, toType) return TRUE end function RollerCoaster:onExitQuery(cid) RollerCids[cid] = nil return TRUE end function RollerCoaster:onExit(cid) return TRUE end function RollerCoaster:onEnterQuery(cid, cart) return TRUE end function RollerCoaster:onEnter(cid, cartID) return TRUE end -- End Lib local TRAINS = {7131, 7132} local all = {7121, 7122, 7123, 7124, 7125, 7126, 7133, 7134, 7135, 7136} local ACTION_TRAIN = {1001, 1002} local RAILS = { {id = all[1], dirs = {{dir = SOUTH, out = 2},{dir = NORTH, out = 2}}}, {id = all[2], dirs = {{dir = EAST, out = 1},{dir = WEST, out = 1}}}, {id = all[3], dirs = {{dir = EAST, out = 1},{dir = SOUTH, out = 2}}}, {id = all[4], dirs = {{dir = WEST, out = 1},{dir = SOUTH, out = 2}}}, {id = all[5], dirs = {{dir = EAST, out = 1},{dir = NORTH, out = 2}}}, {id = all[6], dirs = {{dir = WEST, out = 1},{dir = NORTH, out = 2}}}, {id = all[7], stop = 1}, {id = all[8], stop = 1}, {id = all[9], stop = 1}, {id = all[10], stop = 1}, } local SLOW = 125 local FAST = 50 local INCREASE = 50 local DECREASE = 50 local DOWN_INCREASE = 450 local UP_DECREASE = 155 local INFOS = {} TRUE = 1 FALSE = 0 function getRail(pos) local stack = 1 local found = 0 local rail repeat pos.stackpos = stack rail = getThingfromPos(pos) if rail.itemid == 0 then break end for i, r in ipairs(RAILS) do if (rail.itemid == r.id) then found = 1 break end end stack = stack + 1 until (found == 1) return rail end function moveTrain(cid) local params, pos, rail, newid local dir = -1 if isCreature(cid) then params = INFOS[cid] pos = getCreaturePosition(cid) rail = getRail(pos) for i,r in ipairs(RAILS) do if rail.itemid == r.id then if RollerCoaster:onmove(cid, rail, r, pos) == FALSE then table.remove(INFOS, cid) return 1 end if r.stop ~= nil then if r.stop == 1 then RollerCoaster:onExitQuery(cid) addEvent(exitTrain, 200, cid) return 1 end end local change = rail.actionid - 1000 local power = 0 local power = change doChangeType(cid, r.id, INFOS[cid].beforeid) info = r.dirs[iNFOS[cid].type] dir = info.dir if power == 1 or power == 2 then if RollerCoaster:onchangeSpeed(cid, power) then if power == 2 then INFOS[cid].speed = INFOS[cid].speed - INCREASE elseif power == 1 then INFOS[cid].speed = INFOS[cid].speed + DECREASE end end end if INFOS[cid].currZ ~= pos.z then if RollerCoaster:onchangeLevel(cid, INFOS[cid].currZ, pos.z) then if INFOS[cid].currZ > pos.z then INFOS[cid].speed = INFOS[cid].speed + UP_DECREASE elseif params.currZ < pos.z then params.speed = params.speed - DOWN_INCREASE end end end if params.speed < 1 then params.speed = 1 end params.currZ = pos.z newid = TRAINS[info.out] INFOS[cid].beforeid = r.id break end end end if dir ~= -1 then doSetItemOutfit(cid, newid, -1) doMoveCreature(cid, dir) addEvent(moveTrain, params.speed, cid) else RollerCoaster:onExitQuery(cid) addEvent(exitTrain, 2000, cid) end end function exitTrain(cid) table.remove(INFOS, cid) RollerCoaster:onExit(cid) doSetItemOutfit(cid, TRAINS[1], 0) local pos = getCreaturePosition(cid) pos.y = pos.y - 1 doTeleportThing(cid, pos, 1) doCreatureSetNoMove(cid, 0) end function enterTrain(cid, item, type) if RollerCoaster:onEnter(cid, item) then doSetItemOutfit(cid, item, -1) local pos = getCreaturePosition(cid) table.insert(INFOS, cid, {type = type, speed = SLOW, currZ = pos.z}) addEvent(moveTrain, 1000, cid) end end function getSpeed(cid) if INFOS[cid].speed ~= nil then return INFOS[cid].speed end return FALSE end function setSpeed(cid, speed) if INFOS[cid].speed ~= nil then INFOS[cid].speed = speed return TRUE end return FALSE end function onUse(cid, item, fromPosition, itemEx, toPosition) if isInArray(ACTION_TRAIN, item.actionid) then if RollerCoaster:onEnterQuery(cid, item) and RollerCids[cid] == nil then doTeleportThing(cid, toPosition, 1) doCreatureSetNoMove(cid, 1) RollerCids[cid] = addEvent(enterTrain, 500, cid, item.itemid, item.actionid-1000) end end return TRUE end ----"No Scripting Needed" System----- local change = {} change[all[1]] = {all[3], all[4]} change[all[2]] = {all[4], all[6]} change[all[3]] = {all[1], all[4], all[6]} change[all[4]] = {all[1], all[2], all[3], all[5], all[6]} change[all[5]] = {all[4]} change[all[6]] = {all[2], all[3], all[4]} change[all[7]] = {} change[all[8]] = {} change[all[9]] = {} change[all[10]] = {} function doChangeType(cid, id, beforeID) if table.getn(change[id]) > 0 then if isInArray(change[id],beforeID) then if INFOS[cid].type == 1 then INFOS[cid].type = 2 else INFOS[cid].type = 1 end end end end em Actions.xml adicione a tag: <action fromid="7131" toid="7132" script="Roller.lua"/> ai se não me engano na propriedade do carrinho quando o carrinho vai pra direita é ActionID = 1001 e quando o carrinho vai pra esquerda é ActionID = 1002 Link para o comentário Compartilhar em outros sites More sharing options...
monroll 0 Postado Agosto 13, 2010 Share Postado Agosto 13, 2010 eita preula que bagui do capeta Oo Link para o comentário Compartilhar em outros sites More sharing options...
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