Postado Agosto 15, 2022 2 anos .Qual servidor ou website você utiliza como base? revscript canary Qual o motivo deste tópico? Está surgindo algum erro? Se sim coloque-o aqui. Citar 248: attempt to index global 'player' (a nil value) Você tem o código disponível? Se tiver publique-o aqui: local charms = { -- Wound charm [1] = { name = "Wound", description = "Triggers on a creature with a certain chance and deals 5% \z of its initial hit points as physical damage once.", type = CHARM_OFFENSIVE, damageType = COMBAT_PHYSICALDAMAGE, percent = 10, chance = 20, messageCancel = "You wounded the monster.", messageServerLog = "[Wound charm]", effect = CONST_ME_HITAREA, points = 600 }, -- Enflame charm [2] = { name = "Enflame", description = "Triggers on a creature with a certain chance and deals 5% \z of its initial hit points as fire damage once.", type = CHARM_OFFENSIVE, damageType = COMBAT_FIREDAMAGE, percent = 10, chance = 20, messageCancel = "You enflamed the monster.", messageServerLog = "[Enflame charm]", effect = CONST_ME_HITBYFIRE, points = 1000 }, -- Poison charm [3] = { name = "Poison", description = "Triggers on a creature with a certain chance and deals 5% \z of its initial hit points as earth damage once.", type = CHARM_OFFENSIVE, damageType = COMBAT_EARTHDAMAGE, percent = 10, chance = 20, messageCancel = "You poisoned the monster.", messageServerLog = "[Poison charm]", effect = CONST_ME_GREEN_RINGS, points = 600 }, -- Freeze charm [4] = { name = "Freeze", description = "Triggers on a creature with a certain chance and deals 5% \z of its initial hit points as ice damage once.", type = CHARM_OFFENSIVE, damageType = COMBAT_ICEDAMAGE, percent = 10, chance = 20, messageCancel = "You frozen the monster.", messageServerLog = "[Freeze charm]", effect = CONST_ME_ICEATTACK, points = 800 }, --Zap charm [5] = { name = "Zap", description = "Triggers on a creature with a certain chance and deals 5% \z of its initial hit points as energy damage once.", type = CHARM_OFFENSIVE, damageType = COMBAT_ENERGYDAMAGE, percent = 10, chance = 20, messageCancel = "You eletrocuted the monster.", messageServerLog = "[Zap charm]", effect = CONST_ME_ENERGYHIT, points = 800 }, --Curse charm [6] = { name = "Curse", description = "Triggers on a creature with a certain chance and deals 5% \z of its initial hit points as death damage once.", type = CHARM_OFFENSIVE, damageType = COMBAT_DEATHDAMAGE, percent = 10, chance = 20, messageCancel = "You curse the monster.", messageServerLog = "[Curse charm]", effect = CONST_ME_SMALLCLOUDS, points = 900 }, -- Cripple charm [7] = { name = "Cripple", description = "Cripples the creature with a certain chance and paralyzes it for 10 seconds.", type = CHARM_OFFENSIVE, chance = 20, messageCancel = "You cripple the monster.", points = 500 }, -- Parry charm [8] = { name = "Parry", description = "Any damage taken is reflected to the aggressor with a certain chance.", type = CHARM_DEFENSIVE, damageType = COMBAT_PHYSICALDAMAGE, chance = 10, messageCancel = "You parry the attack.", messageServerLog = "[Parry charm]", effect = CONST_ME_EXPLOSIONAREA, points = 1000 }, -- Dodge charm [9] = { name = "Dodge", description = "Dodges an attack with a certain chance without taking any damage at all.", type = CHARM_DEFENSIVE, chance = 20, messageCancel = "You dodge the attack.", effect = CONST_ME_POFF, points = 600 }, -- Adrenaline burst charm [10] = { name = "Adrenaline Burst", description = "Bursts of adrenaline enhance your reflexes with a certain chance \z after you get hit and let you move faster for 10 seconds.", type = CHARM_DEFENSIVE, chance = 20, messageCancel = "Your movements where bursted.", points = 500 }, -- Numb charm [11] = { name = "Numb", description = "Numbs the creature with a certain chance after its attack and paralyzes the creature for 10 seconds.", type = CHARM_DEFENSIVE, chance = 20, messageCancel = "You numb the monster.", points = 500 }, -- Cleanse charm [12] = { name = "Cleanse", description = "Cleanses you from within with a certain chance after you get hit and \z removes one random active negative status effect and temporarily makes you immune against it.", type = CHARM_DEFENSIVE, chance = 20, messageCancel = "You purified the attack.", points = 700 }, -- Bless charm [13] = { name = "Bless", description = "Blesses you and reduces skill and xp loss by 10% when killed by the chosen creature.", type = CHARM_PASSIVE, percent = 10, chance = 100, points = 800 }, -- Scavenge charm [14] = { name = "Scavenge", description = "Enhances your chances to successfully skin/dust a skinnable/dustable creature.", type = CHARM_PASSIVE, percent = 10, points = 800 }, -- Gut charm [15] = { name = "Gut", description = "Gutting the creature yields 20% more creature products.", type = CHARM_PASSIVE, percent = 20, points = 800, }, -- Low blow charm [16] = { name = "Low Blow", description = "Adds 8% critical hit chance to attacks with critical hit weapons.", type = CHARM_PASSIVE, percent = 8, chance = 0, points = 2000 }, -- Divine wrath charm [17] = { name = "Divine Wrath", description = "Triggers on a creature with a certain chance and deals 5% \z of its initial hit points as holy damage once.", type = CHARM_OFFENSIVE, damageType = COMBAT_HOLYDAMAGE, percent = 10, chance = 1, messageCancel = "You divine the monster.", messageServerLog = "[Divine charm]", effect = CONST_ME_HOLYDAMAGE, points = 1500 }, -- Vampiric embrace charm [18] = { name = "Vampiric Embrace", description = "Adds 4% Life Leech to attacks if wearing equipment that provides life leech.", type = CHARM_PASSIVE, percent = 4, chance = 0, points = 1500 }, -- Void's call charm [19] = { name = "Void's Call", description = "Adds 2% Mana Leech to attacks if wearing equipment that provides mana leech.", type = CHARM_PASSIVE, percent = 2, chance = 0, points = 1500 } } for charmId, chamsTable in ipairs(charms) do local charm = Game.createBestiaryCharm(charmId - 1) local charmConfig = {} if chamsTable.name then charmConfig.name = chamsTable.name end if chamsTable.description then charmConfig.description = chamsTable.description end if chamsTable.type then charmConfig.type = chamsTable.type end if chamsTable.damageType then charmConfig.damageType = chamsTable.damageType end if chamsTable.percent then charmConfig.percent = chamsTable.percent end if chamsTable.messageCancel then charmConfig.messageCancel = chamsTable.messageCancel end if chamsTable.messageServerLog then charmConfig.messageServerLog = chamsTable.messageServerLog end if chamsTable.effect then charmConfig.effect = chamsTable.effect end if chamsTable.points then charmConfig.points = chamsTable.points end if player:hasCharmUpgradeBonus() then if chamsTable.chance then charmConfig.chance = chamsTable.chance + 5 end else if chamsTable.chance then charmConfig.chance = chamsTable.chance end end -- Create charm and egister charmConfig table charm:register(charmConfig) end Você tem alguma imagem que possa auxiliar no problema? Se sim, coloque-a aqui.
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