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[Dúvida] Como retirar status do perfil do char


Elias Palermo

Pergunta

Booa tarde galera do xTibia.

 

Minha dúvida é a seguinte, em qual script posso remover esses status de tíbia do perfil dos chars?

Meu servidor é de pokémon, portanto, isso ai me incomoda. Minha base é PDA.

 

-Pontos de alma

-Nível Mágico

-Combate com porrete

-etc

post-382083-0-68391300-1431444486_thumb.png

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  • 0

Funcionou, só continuou esses dois agora aushaushauah

 

Fácil de resolver, esses dois ai são do próprio servidor

Vá em data/talkaction/scripts copie qualquer arquivo que seja .lua, mude o nome para talkClan e cole isso dentro

function onSay(cid, words, param)
if not tonumber(param) then return true end
doPlayerSendCancel(cid, "#getSto# ".. getPlayerStorageValue(cid, tonumber(param)))
return true

end

agora no talkaction.xml adicione essa tag:

<talkaction words="#getSto#" event="script" value="talkClan.lua"/>

vá na pasta data/talkaction/scripts copie um arquivo arquivo.lua e renomei para fightMode e cole isso dentro:

function onSay(cid, words, param, channel)

if useOTClient then
if tonumber(param) ~= nil and isInArray({1, 2, 3}, tonumber(param)) then
setPlayerStorageValue(cid, 248759, tonumber(param))
end
end

return true


end

no talkaction.xml adicione essa tag

<talkaction words="#f#ightmode" event="script" value="fightMode.lua"/>

resolvido? se sim clique em melhor resposta ^^

Editado por AnnaFeeh
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Está usando OTClient? se sim vá na pasta modules/gameskills do seu OTC e mim passe o arquivo skills.otui

e mim diga oque quer tirar da barra de habilidades :\

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Aqui

 

SkillFirstWidget < UIWidget

SkillButton < UIButton
height: 21
margin-bottom: 2
&onClick: onSkillButtonClick

SkillNameLabel < GameLabel
font: verdana-11px-monochrome
anchors.left: parent.left
anchors.top: parent.top
anchors.bottom: parent.bottom

SkillValueLabel < GameLabel
id: value
font: verdana-11px-monochrome
text-align: topright
anchors.right: parent.right
anchors.top: parent.top
anchors.bottom: parent.bottom
anchors.left: prev.left

SkillPercentPanel < ProgressBar
id: percent
background-color: green
height: 5
margin-top: 15
anchors.left: parent.left
anchors.right: parent.right
anchors.top: parent.top
phantom: false

MiniWindow
id: skillWindow
!text: tr('Skills')
height: 150
icon: /images/topbuttons/skills
@onClose: modules.game_skills.onMiniWindowClose()
&save: true

MiniWindowContents
padding-left: 5
padding-right: 5
layout: verticalBox

SkillButton
margin-top: 5
id: experience
height: 15
SkillNameLabel
!text: tr('Experience')
SkillValueLabel

SkillButton
id: level
SkillNameLabel
!text: tr('Level')
SkillValueLabel
SkillPercentPanel
background-color: red

SkillButton
id: health
height: 15
SkillNameLabel
!text: tr('Hit Points')
SkillValueLabel

SkillButton
id: mana
height: 15
SkillNameLabel
!text: tr('Mana')
SkillValueLabel

SkillButton
id: soul
height: 15
SkillNameLabel
!text: tr('Soul Points')
SkillValueLabel

SkillButton
id: capacity
height: 15
SkillNameLabel
!text: tr('Capacity')
SkillValueLabel

SkillButton
id: speed
height: 15
SkillNameLabel
!text: tr('Speed')
SkillValueLabel

SkillButton
id: regenerationTime
SkillNameLabel
!text: tr('Regeneration Time')
SkillValueLabel

SkillButton
id: stamina
SkillNameLabel
!text: tr('Stamina')
SkillValueLabel
SkillPercentPanel

SkillButton
id: offlineTraining
SkillNameLabel
!text: tr('Offline Training')
SkillValueLabel
SkillPercentPanel

SkillButton
id: magiclevel
SkillNameLabel
!text: tr('Magic Level')
SkillValueLabel
SkillPercentPanel
background-color: red

SkillButton
id: skillId0
SkillNameLabel
!text: tr('Fist Fighting')
SkillValueLabel
SkillPercentPanel

SkillButton
id: skillId1
SkillNameLabel
!text: tr('Club Fighting')
SkillValueLabel
SkillPercentPanel

SkillButton
id: skillId2
SkillNameLabel
!text: tr('Sword Fighting')
SkillValueLabel
SkillPercentPanel

SkillButton
id: skillId3
SkillNameLabel
!text: tr('Axe Fighting')
SkillValueLabel
SkillPercentPanel

SkillButton
id: skillId4
SkillNameLabel
!text: tr('Distance Fighting')
SkillValueLabel
SkillPercentPanel

SkillButton
id: skillId5
SkillNameLabel
!text: tr('Shielding')
SkillValueLabel
SkillPercentPanel

SkillButton
id: skillId6
SkillNameLabel
!text: tr('Fishing')
SkillValueLabel
SkillPercentPanel

 

 

 

Quero retirar os seguintes status.

 

-Pontos de Alma

-Nível Mágico

-Porrada

-Combate com Porrete

-Combate com Espada

-Combate com Maxado

-Combate a Distância

-Defesa

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Substitua por esse:

 

SkillFirstWidget < UIWidget
 
SkillButton < UIButton
height: 21
margin-bottom: 2
&onClick: onSkillButtonClick
 
SkillNameLabel < GameLabel
font: verdana-11px-monochrome
anchors.left: parent.left
anchors.top: parent.top
anchors.bottom: parent.bottom
 
SkillValueLabel < GameLabel
id: value
font: verdana-11px-monochrome
text-align: topright
anchors.right: parent.right
anchors.top: parent.top
anchors.bottom: parent.bottom
anchors.left: prev.left
 
SkillPercentPanel < ProgressBar
id: percent
background-color: green
height: 5
margin-top: 15
anchors.left: parent.left
anchors.right: parent.right
anchors.top: parent.top
phantom: false
 
MiniWindow
id: skillWindow
!text: tr('Skills')
height: 150
icon: /images/topbuttons/skills
@onClose: modules.game_skills.onMiniWindowClose()
&save: true
 
MiniWindowContents
padding-left: 5
padding-right: 5
layout: verticalBox
 
SkillButton
margin-top: 5
id: experience
height: 15
SkillNameLabel
!text: tr('Experience')
SkillValueLabel
 
SkillButton
id: level
SkillNameLabel
!text: tr('Level')
SkillValueLabel
SkillPercentPanel
background-color: red
 
SkillButton
id: health
height: 15
SkillNameLabel
!text: tr('Hit Points')
SkillValueLabel
 
SkillButton
id: mana
height: 15
SkillNameLabel
!text: tr('Mana')
SkillValueLabel
 
SkillButton
id: soul
height: 15
SkillNameLabel
!text: tr('Soul Points')
SkillValueLabel
visible: false
 
SkillButton
id: capacity
height: 15
SkillNameLabel
!text: tr('Capacity')
SkillValueLabel
 
SkillButton
id: speed
height: 15
SkillNameLabel
!text: tr('Speed')
SkillValueLabel
 
SkillButton
id: regenerationTime
SkillNameLabel
!text: tr('Regeneration Time')
SkillValueLabel
 
SkillButton
id: stamina
SkillNameLabel
!text: tr('Stamina')
SkillValueLabel
SkillPercentPanel
visible: false
 
SkillButton
id: offlineTraining
SkillNameLabel
!text: tr('Offline Training')
SkillValueLabel
SkillPercentPanel
visible: false
 
SkillButton
id: magiclevel
SkillNameLabel
!text: tr('Magic Level')
SkillValueLabel
SkillPercentPanel
background-color: red
visible: false
 
SkillButton
id: skillId0
SkillNameLabel
!text: tr('Fist Fighting')
SkillValueLabel
SkillPercentPanel
visible: false
 
SkillButton
id: skillId1
SkillNameLabel
!text: tr('Club Fighting')
SkillValueLabel
SkillPercentPanel
visible: false
 
SkillButton
id: skillId2
SkillNameLabel
!text: tr('Sword Fighting')
SkillValueLabel
SkillPercentPanel
visible: false
 
SkillButton
id: skillId3
SkillNameLabel
!text: tr('Axe Fighting')
SkillValueLabel
SkillPercentPanel
visible: false
 
SkillButton
id: skillId4
SkillNameLabel
!text: tr('Distance Fighting')
SkillValueLabel
SkillPercentPanel
visible: false
 
SkillButton
id: skillId5
SkillNameLabel
!text: tr('Shielding')
SkillValueLabel
SkillPercentPanel
 
SkillButton
id: skillId6
SkillNameLabel
!text: tr('Fishing')
SkillValueLabel
SkillPercentPanel
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Erro meu, tente assim:

 

 

SkillFirstWidget < UIWidget
 
SkillButton < UIButton
height: 21
margin-bottom: 2
&onClick: onSkillButtonClick
 
SkillNameLabel < GameLabel
font: verdana-11px-monochrome
anchors.left: parent.left
anchors.top: parent.top
anchors.bottom: parent.bottom
 
SkillValueLabel < GameLabel
id: value
font: verdana-11px-monochrome
text-align: topright
anchors.right: parent.right
anchors.top: parent.top
anchors.bottom: parent.bottom
anchors.left: prev.left
 
SkillPercentPanel < ProgressBar
id: percent
background-color: green
height: 5
margin-top: 15
anchors.left: parent.left
anchors.right: parent.right
anchors.top: parent.top
phantom: false
 
MiniWindow
id: skillWindow
!text: tr('Skills')
height: 150
icon: /images/topbuttons/skills
@onClose: modules.game_skills.onMiniWindowClose()
&save: true
 
MiniWindowContents
padding-left: 5
padding-right: 5
layout: verticalBox
 
SkillButton
margin-top: 5
id: experience
height: 15
SkillNameLabel
!text: tr('Experience')
SkillValueLabel
 
SkillButton
id: level
SkillNameLabel
!text: tr('Level')
SkillValueLabel
SkillPercentPanel
background-color: red
 
SkillButton
id: health
height: 15
SkillNameLabel
!text: tr('Hit Points')
SkillValueLabel
 
SkillButton
id: mana
height: 15
SkillNameLabel
!text: tr('Mana')
SkillValueLabel
 
SkillButton
id: capacity
height: 15
SkillNameLabel
!text: tr('Capacity')
SkillValueLabel
 
SkillButton
id: speed
height: 15
SkillNameLabel
!text: tr('Speed')
SkillValueLabel
 
SkillButton
id: regenerationTime
SkillNameLabel
!text: tr('Regeneration Time')
SkillValueLabel
 
SkillButton
id: stamina
SkillNameLabel
!text: tr('Stamina')
SkillValueLabel
SkillPercentPanel
 
SkillButton
id: offlineTraining
SkillNameLabel
!text: tr('Offline Training')
SkillValueLabel
SkillPercentPanel
 
SkillButton
id: skillId5
SkillNameLabel
!text: tr('Shielding')
SkillValueLabel
SkillPercentPanel
 
SkillButton
id: skillId6
SkillNameLabel
!text: tr('Fishing')
SkillValueLabel
SkillPercentPanel

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Ficou show, porém quando eu logo agora aparece isto o.O

 

 

troque o seu skills.lua por esse:

 

 

skillsWindow = nil
skillsButton = nil
 
local gyms = {
   ["Brock0"] = "/images/game/pokemon/clan/8", ---- terminados em 0 apagado, terminados em 1 aceso
   ["Brock1"] = "/images/game/pokemon/clan/16",
   ["Misty0"] = "/images/game/pokemon/clan/7",
   ["Misty1"] = "/images/game/pokemon/clan/15",
   ["Surge0"] = "/images/game/pokemon/clan/6",
   ["Surge1"] = "/images/game/pokemon/clan/14",
   ["Erika0"] = "/images/game/pokemon/clan/5",
   ["Erika1"] = "/images/game/pokemon/clan/13",
   ["Sabrina0"] = "/images/game/pokemon/clan/4",
   ["Sabrina1"] = "/images/game/pokemon/clan/12",
   ["Koga0"] = "/images/game/pokemon/clan/3",
   ["Koga1"] = "/images/game/pokemon/clan/11",
   ["Blaine0"] = "/images/game/pokemon/clan/2",
   ["Blaine1"] = "/images/game/pokemon/clan/10",
   ["Kira0"] = "/images/game/pokemon/clan/1",
   ["Kira1"] = "/images/game/pokemon/clan/9",
}
 
local imgs = {
   [-1] = "/modules/game_skills/img/trainer", -- -1 quer dizer esta sem clan...
   [1] = "/modules/game_skills/img/volcanic",
   [2] = "/modules/game_skills/img/seavell",
   [3] = "/modules/game_skills/img/orebound",
   [4] = "/modules/game_skills/img/wingeon",
   [5] = "/modules/game_skills/img/malefic",
   [6] = "/modules/game_skills/img/gardestrike",
   [7] = "/modules/game_skills/img/psycraft",
   [8] = "/modules/game_skills/img/naturia",
   [9] = "/modules/game_skills/img/raibolt",
}
 
function init()
  connect(LocalPlayer, {
    onExperienceChange = onExperienceChange,
    onLevelChange = onLevelChange,
    onHealthChange = onHealthChange,
    onManaChange = onManaChange,
    onSoulChange = onSoulChange,
    onFreeCapacityChange = onFreeCapacityChange,
    onTotalCapacityChange = onTotalCapacityChange,
    onStaminaChange = onStaminaChange,
    onOfflineTrainingChange = onOfflineTrainingChange,
    onRegenerationChange = onRegenerationChange,
    onSpeedChange = onSpeedChange,
    onBaseSpeedChange = onBaseSpeedChange,
    onMagicLevelChange = onMagicLevelChange,
    onBaseMagicLevelChange = onBaseMagicLevelChange,
    onSkillChange = onSkillChange,
    onBaseSkillChange = onBaseSkillChange
  })
  connect(g_game, {
    onGameStart = refresh,
    onGameEnd = offline
  })
  connect(g_game, 'onTextMessage', getParams)
  connect(g_game, {onGameStart = changeImg})
 
  skillsButton = modules.client_topmenu.addCustomRightButton('skillsButton', tr('skills') .. ' (Ctrl+S)', '/modules/game_skills/img/perfil_icon', toggle, true)
  skillsButton:setOn(true)
  skillsWindow = g_ui.loadUI('skills', modules.game_interface.getRightPanel()) -- skills
 
  g_keyboard.bindKeyDown('Ctrl+S', toggle)
 
  refresh()
  skillsWindow:setup()
end
 
function terminate()
  disconnect(LocalPlayer, {
    onExperienceChange = onExperienceChange,
    onLevelChange = onLevelChange,
    onHealthChange = onHealthChange,
    onManaChange = onManaChange,
    onSoulChange = onSoulChange,
    onFreeCapacityChange = onFreeCapacityChange,
    onTotalCapacityChange = onTotalCapacityChange,
    onStaminaChange = onStaminaChange,
    onOfflineTrainingChange = onOfflineTrainingChange,
    onRegenerationChange = onRegenerationChange,
    onSpeedChange = onSpeedChange,
    onBaseSpeedChange = onBaseSpeedChange,
    onMagicLevelChange = onMagicLevelChange,
    onBaseMagicLevelChange = onBaseMagicLevelChange,
    onSkillChange = onSkillChange,
    onBaseSkillChange = onBaseSkillChange
  })
  disconnect(g_game, {
    onGameStart = refresh,
    onGameEnd = offline
  })
  disconnect(g_game, 'onTextMessage', getParams)
  disconnect(g_game, {onGameStart = changeImg})
  
  g_keyboard.unbindKeyDown('Ctrl+S')
  skillsWindow:destroy()
  skillsButton:destroy()
end
 
function changeImg()
  local player = g_game.getLocalPlayer()
  if not player then return end
  g_game.talk("#getSto# 86228")
end
 
function getParams(mode, text)
if not g_game.isOnline() then return end
   if mode == MessageModes.Failure then 
      if text:find("#getSto#") then
         local icon = skillsWindow:recursiveGetChildById("clanicon")
         if icon then
            local t = string.explode(text, " ")
            icon:setImageSource(imgs[tonumber(t[2])])
         end
      end
   end
end
 
function expForLevel(level)
  return math.floor((50*level*level*level)/3 - 100*level*level + (850*level)/3 - 200)
end
 
function expToAdvance(currentLevel, currentExp)
  return expForLevel(currentLevel+1) - currentExp
end
 
function resetSkillColor(id)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setColor('#bbbbbb')
end
 
function setSkillBase(id, value, baseValue)
  if baseValue <= 0 or value < 0 then
    return
  end
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
 
  if value > baseValue then
    widget:setColor('#008b00') -- green
    skill:setTooltip(baseValue .. ' +' .. (value - baseValue))
  elseif value < baseValue then
    widget:setColor('#b22222') -- red
    skill:setTooltip(baseValue .. ' ' .. (value - baseValue))
  else
    widget:setColor('#bbbbbb') -- default
    skill:removeTooltip()
  end
end
 
function setSkillValue(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setText(value)
end
 
function setSkillColor(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setColor(value)
end
 
function setSkillTooltip(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setTooltip(value)
end
 
function setSkillPercent(id, percent, tooltip)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('percent')
  widget:setPercent(math.floor(percent))
 
  if tooltip then
    widget:setTooltip(tooltip)
  end
end
 
function checkAlert(id, value, maxValue, threshold, greaterThan)
  if greaterThan == nil then greaterThan = false end
  local alert = false
 
  -- maxValue can be set to false to check value and threshold
  -- used for regeneration checking
  if type(maxValue) == 'boolean' then
    if maxValue then
      return
    end
 
    if greaterThan then
      if value > threshold then
        alert = true
      end
    else
      if value < threshold then
        alert = true
      end
    end
  elseif type(maxValue) == 'number' then
    if maxValue < 0 then
      return
    end
 
    local percent = math.floor((value / maxValue) * 100)
    if greaterThan then
      if percent > threshold then
        alert = true
      end
    else
      if percent < threshold then
        alert = true
      end
    end
  end
 
  if alert then
    setSkillColor(id, '#b22222') -- red
  else
    resetSkillColor(id)
  end
end
 
function update()
  local offlineTraining = skillsWindow:recursiveGetChildById('offlineTraining')
  if not g_game.getFeature(GameOfflineTrainingTime) then
    offlineTraining:hide()
  else
    offlineTraining:show()
  end
 
  local regenerationTime = skillsWindow:recursiveGetChildById('regenerationTime')
  if not g_game.getFeature(GamePlayerRegenerationTime) then
    regenerationTime:hide()
  else
    regenerationTime:show()
  end
end
 
function refresh()
  local player = g_game.getLocalPlayer()
  if not player then return end
  
  autoUpdateTalks()
  
  if expSpeedEvent then expSpeedEvent:cancel() end
  expSpeedEvent = cycleEvent(checkExpSpeed, 30*1000)
 
  onExperienceChange(player, player:getExperience())
  onLevelChange(player, player:getLevel(), player:getLevelPercent())
  onHealthChange(player, player:getHealth(), player:getMaxHealth())
  onManaChange(player, player:getMana(), player:getMaxMana())
  onSoulChange(player, player:getSoul())
  onFreeCapacityChange(player, player:getFreeCapacity())
  onStaminaChange(player, player:getStamina())
  onMagicLevelChange(player, player:getMagicLevel(), player:getMagicLevelPercent())
  onOfflineTrainingChange(player, player:getOfflineTrainingTime())
  onRegenerationChange(player, player:getRegenerationTime())
  onSpeedChange(player, player:getSpeed())
 
  for i=0,6 do
    onSkillChange(player, i, player:getSkillLevel(i), player:getSkillLevelPercent(i))
    onBaseSkillChange(player, i, player:getSkillBaseLevel(i))
  end
 
  update()
 
  local contentsPanel = skillsWindow:getChildById('contentsPanel')
  skillsWindow:setContentMinimumHeight(110)
  skillsWindow:setContentMaximumHeight(310)
end
 
function offline()
  if expSpeedEvent then expSpeedEvent:cancel() expSpeedEvent = nil end
end
 
function toggle()
  if skillsButton:isOn() then
    skillsWindow:close()
    skillsButton:setOn(false)
  else
    skillsWindow:open()
    skillsButton:setOn(true)
    skillsButton:setOpacity(1.0)
  end
end
 
function checkExpSpeed()
  local player = g_game.getLocalPlayer()
  if not player then return end
  
  local currentExp = player:getExperience()
  local currentTime = g_clock.seconds()
  if player.lastExps ~= nil then
    player.expSpeed = (currentExp - player.lastExps[1][1])/(currentTime - player.lastExps[1][2])
    onLevelChange(player, player:getLevel(), player:getLevelPercent())
  else
    player.lastExps = {}
  end
  table.insert(player.lastExps, {currentExp, currentTime})
  if #player.lastExps > 30 then
    table.remove(player.lastExps, 1)
  end
end
 
function onMiniWindowClose()
  skillsButton:setOn(false)
  skillsButton:setOpacity(0.5)
end
 
function onSkillButtonClick(button)
  local percentBar = button:getChildById('percent')
  if percentBar then
    percentBar:setVisible(not percentBar:isVisible())
    if percentBar:isVisible() then
      button:setHeight(21)
    else
      button:setHeight(21 - 6)
    end
  end
end
 
function onExperienceChange(localPlayer, value)
  setSkillValue('level', value)
end
 
function onLevelChange(localPlayer, value, percent)
  setSkillValue('experience', localPlayer:getName())
  setSkillValue('experiencee', value)
  local text = tr('You have %s percent to go', 100 - percent) .. '\n' ..
               tr('%s of experience left', expToAdvance(localPlayer:getLevel(), localPlayer:getExperience()))
 
  if localPlayer.expSpeed ~= nil then
     local expPerHour = math.floor(localPlayer.expSpeed * 3600)
     if expPerHour > 0 then
        local nextLevelExp = expForLevel(localPlayer:getLevel()+1)
        local hoursLeft = (nextLevelExp - localPlayer:getExperience()) / expPerHour
        local minutesLeft = math.floor((hoursLeft - math.floor(hoursLeft))*60)
        hoursLeft = math.floor(hoursLeft)
        text = text .. '\n' .. tr('%d of experience per hour', expPerHour)
        text = text .. '\n' .. tr('Next level in %d hours and %d minutes', hoursLeft, minutesLeft)
     end
  end
 
  setSkillPercent('level', percent, text)
end
 
function onHealthChange(localPlayer, health, maxHealth)
  setSkillValue('health', health)
  checkAlert('health', health, maxHealth, 30)
end
 
function onManaChange(localPlayer, mana, maxMana)
  setSkillValue('mana', mana)
  checkAlert('mana', mana, maxMana, 30)
end
 
function onSoulChange(localPlayer, soul)
  setSkillValue('soul', soul)
end
 
function onFreeCapacityChange(localPlayer, freeCapacity)
  setSkillValue('capacity', freeCapacity)
  checkAlert('capacity', freeCapacity, localPlayer:getTotalCapacity(), 20)
end
 
function onTotalCapacityChange(localPlayer, totalCapacity)
  checkAlert('capacity', localPlayer:getFreeCapacity(), totalCapacity, 20)
end
 
function onStaminaChange(localPlayer, stamina)
  local hours = math.floor(stamina / 60)
  local minutes = stamina % 60
  if minutes < 10 then
    minutes = '0' .. minutes
  end
  setSkillValue('stamina', hours .. ":" .. minutes)
end
 
function onOfflineTrainingChange(localPlayer, offlineTrainingTime)
  if not g_game.getFeature(GameOfflineTrainingTime) then
    return
  end
  local hours = math.floor(offlineTrainingTime / 60)
  local minutes = offlineTrainingTime % 60
  if minutes < 10 then
    minutes = '0' .. minutes
  end
  local percent = 100 * offlineTrainingTime / (12 * 60) -- max is 12 hours
 
  setSkillValue('offlineTraining', hours .. ":" .. minutes)
  setSkillPercent('offlineTraining', percent, tr('You have %s percent', percent))
end
 
function onRegenerationChange(localPlayer, regenerationTime)
  if not g_game.getFeature(GamePlayerRegenerationTime) or regenerationTime < 0 then
    return
  end
  local minutes = math.floor(regenerationTime / 60)
  local seconds = regenerationTime % 60
  if seconds < 10 then
    seconds = '0' .. seconds
  end
 
  setSkillValue('regenerationTime', minutes .. ":" .. seconds)
  checkAlert('regenerationTime', regenerationTime, false, 300)
end
 
function onSpeedChange(localPlayer, speed)
  setSkillValue('speed', speed)
 
  onBaseSpeedChange(localPlayer, localPlayer:getBaseSpeed())
end
 
function onBaseSpeedChange(localPlayer, baseSpeed)
  setSkillBase('speed', localPlayer:getSpeed(), baseSpeed)
end
 
function onMagicLevelChange(localPlayer, magiclevel, percent)
  setSkillValue('magiclevel', magiclevel)
  setSkillPercent('magiclevel', percent, tr('You have %s percent to go', 100 - percent))
 
  onBaseMagicLevelChange(localPlayer, localPlayer:getBaseMagicLevel())
end
 
function onBaseMagicLevelChange(localPlayer, baseMagicLevel)
  setSkillBase('magiclevel', localPlayer:getMagicLevel(), baseMagicLevel)
end
 
function onSkillChange(localPlayer, id, level, percent)
  setSkillValue('skillId' .. id, level)
  setSkillPercent('skillId2', percent, tr('You have %s percent to go', 100 - percent))
  setSkillPercent('skillId3', percent, tr('You have %s percent to go', 100 - percent))
  setSkillPercent('skillId4', percent, tr('You have %s percent to go', 100 - percent))
  setSkillPercent('skillId5', percent, tr('You have %s percent to go', 100 - percent))
  setSkillPercent('skillId6', percent, tr('You have %s percent to go', 100 - percent))
 
  onBaseSkillChange(localPlayer, id, localPlayer:getSkillBaseLevel(id))
end
 
function onBaseSkillChange(localPlayer, id, baseLevel)
  setSkillBase('skillId'..id, localPlayer:getSkillLevel(id), baseLevel)
end

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Perfeito, muito obrigado, Rep++

 

Poderia me explicar pra que serve essa tag dos líderes?

 

Pode retirar se quiser, elas estavam servindo pra mostrar as imagens das insignias na barra de habilidade :D

resolvido? se sim clique em melhor resposta ^^

 

se quiser sabe mais sobre as insignias olhe nesse tópico aqui: http://www.xtibia.com/forum/topic/233758-ajuda-com-badges-em-otclient/

Editado por AnnaFeeh
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