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nyuchiha

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Gentee preciso de 2 coisas urgentes...

 

1 - Um tile que checa 2 tipos de Storage , e dependendo do Storage que o Player possui ele o teleporta pra 1 lugar .. se ele tiver o outro storage ele teleporta pra outro.

Depois de teleporta tem que remover o storage que o player possui.

 

 

 

 

2 - Uma ajuda pra editar os M do Poketibia.

 

Ex : O Leaf Storm

 

 

elseif pokemon.x.spell == "Leaf Storm" then

doCreatureSay(getCreatureSummons(cid)[1], ""..string.upper(c[getCreatureOutfit(getCreatureSummons(cid)[1]).lookType].x.spell).."!", TALKTYPE_MONSTER)

doCreatureSay(cid, ""..getCreatureName(getCreatureSummons(cid)[1])..", "..c[getCreatureOutfit(getCreatureSummons(cid)[1]).lookType].x.spell.."!", TALKTYPE_SAY)

exhaustion.set(cid, pokemon.x.ex, pokemon.x.cd)

addEvent(doAreaCombatHealth, 0, getCreatureSummons(cid)[1], element, getThingPos(getCreatureSummons(cid)[1]), grassarea, -((num1)+(getPlayerLevel(cid)*(num3))), -((num2)+(getPlayerLevel(cid)*(num3))), 255)

local function shoot(params)

lugar = getThingPos(getCreatureSummons(params.cid)[1])

for x= -7,7 do

for y= -6,6 do

topos = {x=lugar.x+x, y=lugar.y+y, z=lugar.z}

doSendDistanceShoot(getThingPos(getCreatureSummons(params.cid)[1]), topos, 8)

end

end

end

addEvent(shoot, 0, {cid = cid})

return 0

 

 

 

Ele usa DistanceShoot , eu estava tentando fazer HydroPump , usando distance Shot com effect , so que o distance n esta saindo =\

 

Gostaria que alguem me ajuda-se postando ow explicando como fazer .. Vou postar meu HydroPump

 

 

 

local acombat1 = createCombatObject()

local acombat2 = createCombatObject()

local acombat3 = createCombatObject()

 

local combat1 = createCombatObject()

setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 2)

 

local combat2 = createCombatObject()

setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 2)

 

local combat3 = createCombatObject()

setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 2)

 

local combat4 = createCombatObject()

setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PDAMAGE)

setCombatParam(combat4, COMBAT_PARAM_EFFECT, 53)

setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -6.0, 0, -5.3, 0)

 

local combat5 = createCombatObject()

setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PDAMAGE)

setCombatParam(combat5, COMBAT_PARAM_EFFECT, 53)

setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -6.0, 0, -4.3, 0)

 

local combat6 = createCombatObject()

setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PDAMAGE)

setCombatParam(combat6, COMBAT_PARAM_EFFECT, 53)

setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -6.0, 0, -4.3, 0)

 

local combat1d = createCombatObject()

setCombatParam(combat1d, COMBAT_PARAM_TYPE, WATERDAMAGE)

 

local combat2d = createCombatObject()

setCombatParam(combat2d, COMBAT_PARAM_TYPE, WATERDAMAGE)

 

local combat3d = createCombatObject()

setCombatParam(combat3d, COMBAT_PARAM_TYPE, WATERDAMAGE)

 

local combat4d = createCombatObject()

setCombatParam(combat4d, COMBAT_PARAM_TYPE, WATERDAMAGE)

 

local combat5d = createCombatObject()

setCombatParam(combat5d, COMBAT_PARAM_TYPE, WATERDAMAGE)

 

local combat6d = createCombatObject()

setCombatParam(combat6d, COMBAT_PARAM_TYPE, WATERDAMAGE)

 

arr1 = {

{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0},

{0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},

{0, 0, 1, 0, 1, 2, 0, 0, 0, 0, 0},

{0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0},

{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0}

}

 

arr2 = {

{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},

{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},

{0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 1, 0, 1, 0, 2, 1, 0, 1, 0, 0},

{0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0},

{0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0}

}

 

arr3 = {

{0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0},

{0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0},

{0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0}

}

 

arr4 = {

{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0},

{0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},

{0, 0, 1, 0, 1, 2, 0, 0, 0, 0, 0},

{0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0},

{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0}

}

 

arr5 = {

{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},

{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},

{0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 1, 0, 1, 0, 2, 1, 0, 1, 0, 0},

{0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0},

{0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0}

}

 

arr6 = {

{0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0},

{0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0},

{0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0}

}

 

arr1d = {

{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0},

{0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},

{0, 0, 1, 0, 1, 2, 0, 0, 0, 0, 0},

{0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0},

{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0}

}

 

arr2d = {

{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},

{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},

{0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 1, 0, 1, 0, 2, 1, 0, 1, 0, 0},

{0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0},

{0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0}

}

 

arr3d = {

{0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0},

{0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0},

{0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0}

}

 

arr4d = {

{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0},

{0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},

{0, 0, 1, 0, 1, 2, 0, 0, 0, 0, 0},

{0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0},

{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0}

}

 

arr5d = {

{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},

{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},

{0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 1, 0, 1, 0, 2, 1, 0, 1, 0, 0},

{0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0},

{0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0}

}

 

arr6d = {

{0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0},

{0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0},

{0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0}

}

 

local area1d = createCombatArea(arr1d)

local area2d = createCombatArea(arr2d)

local area3d = createCombatArea(arr3d)

local area4d = createCombatArea(arr4d)

local area5d = createCombatArea(arr5d)

local area6d = createCombatArea(arr6d)

local area1 = createCombatArea(arr1)

local area2 = createCombatArea(arr2)

local area3 = createCombatArea(arr3)

local area4 = createCombatArea(arr4)

local area5 = createCombatArea(arr5)

local area6 = createCombatArea(arr6)

setCombatArea(combat1d, area1d)

setCombatArea(combat2d, area2d)

setCombatArea(combat3d, area3d)

setCombatArea(combat4d, area4d)

setCombatArea(combat5d, area5d)

setCombatArea(combat6d, area6d)

setCombatArea(acombat1, area1)

setCombatArea(acombat2, area2)

setCombatArea(acombat3, area3)

setCombatArea(combat4, area4)

setCombatArea(combat5, area5)

setCombatArea(combat6, area6)

 

function onTargetTile(cid, pos)

doCombat(cid,combat1,positionToVariant(pos))

end

 

function onTargetTile2(cid, pos)

doCombat(cid,combat2,positionToVariant(pos))

end

 

function onTargetTile3(cid, pos)

doCombat(cid,combat3,positionToVariant(pos))

end

 

setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")

 

setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")

 

setCombatCallback(acombat3, CALLBACK_PARAM_TARGETTILE, "onTargetTile3")

 

 

local function onCastSpell1(parameters)

doCombat(parameters.cid, acombat1, parameters.var)

end

 

local function onCastSpell2(parameters)

doCombat(parameters.cid, acombat2, parameters.var)

end

 

local function onCastSpell3(parameters)

doCombat(parameters.cid, acombat3, parameters.var)

end

 

local function onCastSpell4(parameters)

if not isCreature(parameters.cid) then

return true

end

doCombat(parameters.cid, combat4, parameters.var)

end

 

local function onCastSpell5(parameters)

if not isCreature(parameters.cid) then

return true

end

doCombat(parameters.cid, combat5, parameters.var)

end

 

local function onCastSpell6(parameters)

if not isCreature(parameters.cid) then

return true

end

doCombat(parameters.cid, combat6, parameters.var)

end

 

local function onCastSpell1d(parameters)

if not isCreature(parameters.cid) then

return true

end

doCombat(parameters.cid, combat1d, parameters.var)

end

 

local function onCastSpell2d(parameters)

if not isCreature(parameters.cid) then

return true

end

doCombat(parameters.cid, combat2d, parameters.var)

end

 

local function onCastSpell3d(parameters)

if not isCreature(parameters.cid) then

return true

end

doCombat(parameters.cid, combat3d, parameters.var)

end

 

local function onCastSpell4d(parameters)

if not isCreature(parameters.cid) then

return true

end

doCombat(parameters.cid, combat4d, parameters.var)

end

 

local function onCastSpell5d(parameters)

if not isCreature(parameters.cid) then

return true

end

doCombat(parameters.cid, combat5d, parameters.var)

end

 

local function onCastSpell6d(parameters)

if not isCreature(parameters.cid) then

return true

end

doCombat(parameters.cid, combat6d, parameters.var)

end

 

function onCastSpell(cid, var)

doCreatureSay(cid, "HYDROPUMP!", TALKTYPE_MONSTER)

local msg = getCreatureMaster(cid)

if isPlayer(msg) == true then

local mon = getCreatureName(cid)

doCreatureSay(msg, ""..mon..", use HydroPump!", TALKTYPE_SAY)

end

local parameters = { cid = cid, var = var}

addEvent(onCastSpell1d, 000, parameters)

addEvent(onCastSpell2d, 600, parameters)

addEvent(onCastSpell3d, 1000, parameters)

addEvent(onCastSpell4d, 000, parameters)

addEvent(onCastSpell5d, 600, parameters)

addEvent(onCastSpell6d, 1000, parameters)

addEvent(onCastSpell1, 000, parameters)

addEvent(onCastSpell2, 600, parameters)

addEvent(onCastSpell3, 1000, parameters)

addEvent(onCastSpell4, 000, parameters)

addEvent(onCastSpell5, 600, parameters)

addEvent(onCastSpell6, 1000, parameters)

return TRUE

end

 

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  • 2 weeks later...

Tenta aew , data/mevements/scripts/xtile.lua :

function onStepIn(cid, item, position, fromPosition)

 

local config = {

msgDenied = "Voce Nao tem permissão para passar.",

msgWelcome = "Seja Bem Vindo a XXXXXXX."

}

 

if getPlayerStorageValue(cid, 13540) - os.time() <= 0 then

doTeleportThing(cid, fromPosition, true)

doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, config.msgDenied)

doSendMagicEffect(getThingPos(cid), CONST_ME_MAGIC_BLUE)

return TRUE

end

doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, config.msgWelcome)

return TRUE

end

-----------------------------

function onStepIn(cid, item, position, fromPosition)

 

local config = {

msgDenied = "Voce Nao tem permissão para passar.",

msgWelcome = "Seja Bem Vindo a XXXXXXX."

}

 

if getPlayerStorageValue(cid, 16250) - os.time() <= 0 then

doTeleportThing(cid, fromPosition, true)

doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, config.msgDenied)

doSendMagicEffect(getThingPos(cid), CONST_ME_MAGIC_BLUE)

return TRUE

end

doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, config.msgWelcome)

return TRUE

end

Vemelho:Storage a ser check para passar.

Azul::Mensagem de quando entra.

Verde:Mensagem para quando não tem tal storage.

mevements.xml adicione a TAG:

<movevent type="StepIn" uniqueid="13540;16250" event="script" value="xtile.lua"/>

 

Ajudei Rep +

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