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actions Tempo em scroll promotion! URGENTE!


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Opa!

Queria pedir a voçês, que adçionasse 1 tempo nesse script!


function onUse(cid, item, fromPosition, itemEx, toPosition)

if(item.itemid == 7721) then

doPlayerSetVocation(cid, getPlayerVocation(cid)+4)

doPlayerSendTextMessage(cid, 20, "You are a ".. getPlayerVocationName(cid) ..".")

end

doSendMagicEffect(fromPosition, CCONST_ME_MAGIC_RED)

doRemoveItem(item.uid, 1)

return TRUE

end


EXPLICAÇAO:

Esse script, deixa o player com promotion!

Druid vira elder druid

Sorcerer >master sorcerer

Knight >elite knight etc, etc

Mais porem, os players nao podem, morrer, nem deslogar, pois se fizerem isso,

O efeito de promotion passa, e eles voltao a ser oque era antes!

sorcer, druid, knight etc. etc.

Até ai tudo bem!

Mais é agora que vem o problema!

>> Os players deixavam os characters logado nos trainers,

E ficavam com promotion, por dias, e semanas <<

Tem como, voçês botarem um tempo de 1 hora?

E quando acabasse essa, 1 hora, o player voltava a ser oque ele era!

druid, sorcerer, knight. etc. etc.

Quem me ajudar, irei dar 2 REP+

Editado por kakuzo12300 (veja o histórico de edições)
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Cara, seria melhor se fosse um ring. Por exemplo, tu faz um ring que, quando equipado te adicione promotion.

Nesse caso, você só mecheria no "value" dele:

<attribute key="duration" value="300"/>

Aonde tá VALUE é o tempo que ele vai durar, sendo que 10 = 1 minuto, ou seja, este ring vai durar 30 minutos.

Tem esse script aqui que você pode usar... só lembra de fazer modificações nele, porque tá cheio de coisa desnecessárias como adicionar magic level e tal! Dá uma lida nele e manda ver, haha, se você testar e não der certo avisa que eu vejo o que tem de errado :9

local storage = 18009 -- storage value for the vocation transformation --

local sorcerervoc = 9 -- 9 é o numero da vocation q ele vai vira em vocations.xml --

local druidvoc = 10 -- 10 é o numero da vocation q ele vai vira em vocations.xml --

local paladinvoc = 11 -- 11 é o numero da vocation q ele vai vira em vocations.xml --

local knightvoc = 12 -- 12 é o numero da vocation q ele vai vira em vocations.xml --

local svoc = 5

local dvoc = 6

local pvoc = 7

local kvoc = 8

local outfitSorc = -- nova outfit do sorc --

{

lookType = 130,

lookHead = 19,

lookBody = 71,

lookLegs = 128,

lookFeet = 128,

lookAddons = 3

}

local outfitDruid = -- nova outfit do druid --

{

lookType = 63,

lookHead = 20,

lookBody = 30,

lookLegs = 40,

lookFeet = 50,

lookAddons = 3

}

local outfitPaladin = -- nova outfit do paladin --

{

lookType = 129,

lookHead = 95,

lookBody = 116,

lookLegs = 121,

lookFeet = 115,

lookAddons = 3

}

local outfitKnight = --nova outfit do knight --

{

lookType = 131,

lookHead = 95,

lookBody = 95,

lookLegs = 95,

lookFeet = 95,

lookAddons = 3

}

-- --

local manatimeinterval = 1000 -- --

local numberofmanaused = 0 -- --

local mananeededtoexec = 0 -- --

local warnplaya = 1 -- avisa quando o player esta usando a mana ganhada, 1 = sim --

local numberofmanatriggerwarn = 20 -- --

local sorcerfirsteffect = CONST_ME_ENERGYAREA

local sorcersecondeffect = CONST_ME_BLOCKHIT

local sorcerflingeffect = CONST_ANI_SMALLHOLY

local sorcerlandeffect = CONST_ME_TELEPORT

local sorcerringwaste = CONST_ME_FIREWORK_YELLOW

local sorcerringsorb = CONST_ME_FIREATTACK

local druidfirsteffect = CONST_ME_ICEATTACK

local druidsecondeffect = CONST_ME_ICETORNADO

local druidflingeffect = CONST_ME_ICETORNADO

local druidlandeffect = CONST_ME_ICETORNADO

local druidringwaste = CONST_ME_FIREWORK_BLUE

local druidringsorb = CONST_ME_MAGIC_BLUE

local knightfirsteffect = CONST_ME_EXPLOSIONAREA

local knightsecondeffect = CONST_ME_FIREAREA

local knightflingeffect = CONST_ANI_FIRE

local knightlandeffect = CONST_ME_FIREWORK_RED

local knightringwaste = CONST_ME_FIREWORK_RED

local knightringsorb = CONST_ME_MAGIC_RED

local paladinfirsteffect = CONST_ME_YELLOW_RINGS

local paladinsecondeffect = CONST_ME_BLOCKHIT

local paladinflingeffect = CONST_ANI_SMALLHOLY

local paladinlandeffect = CONST_ME_HOLYAREA

local paladinringwaste = CONST_ME_FIREWORK_YELLOW

local paladinringsorb = CONST_ME_MAGIC_GREEN

-- skills pro sorcerer --

local sorcerercondition = createConditionObject(CONDITION_ATTRIBUTES)

setConditionParam(sorcerercondition, CONDITION_PARAM_TICKS, -1) -- -

setConditionParam(sorcerercondition, CONDITION_PARAM_SKILL_SHIELD, 20) -- adiciona 50 skill shield --

setConditionParam(sorcerercondition, CONDITION_PARAM_STAT_MAGICLEVEL, 35) -- adiciona 100 ML --

setConditionParam(sorcerercondition, CONDITION_PARAM_STAT_MAXHEALTH, 100) -- adiciona 100 de hp --

setConditionParam(sorcerercondition, CONDITION_PARAM_STAT_MAXMANA, 700) -- adiciona 5000 de mana --

-- skills pra druid --

local druidcondition = createConditionObject(CONDITION_ATTRIBUTES)

setConditionParam(druidcondition, CONDITION_PARAM_TICKS, -1)

setConditionParam(druidcondition, CONDITION_PARAM_SKILL_SHIELD, 20)

setConditionParam(druidcondition, CONDITION_PARAM_STAT_MAGICLEVEL, 35)

setConditionParam(druidcondition, CONDITION_PARAM_STAT_MAXHEALTH, 100)

setConditionParam(druidcondition, CONDITION_PARAM_STAT_MAXMANA, 700)

-- skills pra paladin --

local paladincondition = createConditionObject(CONDITION_ATTRIBUTES)

setConditionParam(paladincondition, CONDITION_PARAM_TICKS, -1)

setConditionParam(paladincondition, CONDITION_PARAM_SKILL_DISTANCE, 35)

setConditionParam(paladincondition, CONDITION_PARAM_SKILL_SHIELD, 30)

setConditionParam(paladincondition, CONDITION_PARAM_STAT_MAGICLEVEL, 15)

setConditionParam(paladincondition, CONDITION_PARAM_STAT_MAXHEALTH, 400)

setConditionParam(paladincondition, CONDITION_PARAM_STAT_MAXMANA, 350)

-- skills pra knight --

local knightcondition = createConditionObject(CONDITION_ATTRIBUTES)

setConditionParam(knightcondition, CONDITION_PARAM_TICKS, -1)

setConditionParam(knightcondition, CONDITION_PARAM_SKILL_FIST, 50)

setConditionParam(knightcondition, CONDITION_PARAM_SKILL_CLUB, 50)

setConditionParam(knightcondition, CONDITION_PARAM_SKILL_SWORD, 50)

setConditionParam(knightcondition, CONDITION_PARAM_SKILL_AXE, 50)

setConditionParam(knightcondition, CONDITION_PARAM_SKILL_SHIELD, 75)

setConditionParam(knightcondition, CONDITION_PARAM_STAT_MAGICLEVEL, 10)

setConditionParam(knightcondition, CONDITION_PARAM_STAT_MAXHEALTH, 1000)

setConditionParam(knightcondition, CONDITION_PARAM_STAT_MAXMANA, 250)

-- configs para regens --

local sorcererregen = createConditionObject(CONDITION_REGENERATION)

setConditionParam(sorcererregen, CONDITION_PARAM_TICKS, -1)

setConditionParam(sorcererregen, CONDITION_PARAM_HEALTHGAIN, 35) -- the players health will regenerate at 100 hp per second --

setConditionParam(sorcererregen, CONDITION_PARAM_MANAGAIN, 150) -- the players mana will regenerate at 500 mana per second --

local druidregen = createConditionObject(CONDITION_REGENERATION)

setConditionParam(druidregen, CONDITION_PARAM_TICKS, -1)

setConditionParam(druidregen, CONDITION_PARAM_HEALTHGAIN, 35)

setConditionParam(druidregen, CONDITION_PARAM_MANAGAIN, 150)

local paladinregen = createConditionObject(CONDITION_REGENERATION)

setConditionParam(paladinregen, CONDITION_PARAM_TICKS, -1)

setConditionParam(paladinregen, CONDITION_PARAM_HEALTHGAIN, 100)

setConditionParam(paladinregen, CONDITION_PARAM_MANAGAIN, 100)

local knightregen = createConditionObject(CONDITION_REGENERATION)

setConditionParam(knightregen, CONDITION_PARAM_TICKS, -1)

setConditionParam(knightregen, CONDITION_PARAM_HEALTHGAIN, 150)

setConditionParam(knightregen, CONDITION_PARAM_MANAGAIN, 50)

local combat = createComb****ject()

setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)

setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, 0)

local condition2 = createConditionObject(CONDITION_HASTE) -- Auto super haste --

setConditionParam(condition2, CONDITION_PARAM_TICKS, -1)

setConditionFormula(condition2, 2.5, 0, 3.0, 0)

setCombatCondition(combat, condition2)

local condition3 = createConditionObject(CONDITION_MANASHIELD) -- Auto mana shield --

setConditionParam(condition3, CONDITION_PARAM_TICKS, -1)

setCombatCondition(combat, condition3)

function superform1(param)

if param.crca == 1 then

local cointype = getPlayerMaxMana(param.cid)

local pos = getCreaturePosition(param.cid)

local voca = getPlayerVocation(param.cid)

local nha = {x = pos.x, y = pos.y - 3, z = pos.z, stackpos = 255}

local sha = {x = pos.x, y = pos.y + 3, z = pos.z, stackpos = 255}

local wha = {x = pos.x - 3, y = pos.y, z = pos.z, stackpos = 255}

local eha = {x = pos.x + 3, y = pos.y, z = pos.z, stackpos = 255}

local nwa = {x = pos.x - 2, y = pos.y - 2, z = pos.z, stackpos = 255}

local nea = {x = pos.x + 2, y = pos.y - 2, z = pos.z, stackpos = 255}

local sea = {x = pos.x + 2, y = pos.y + 2, z = pos.z, stackpos = 255}

local swa = {x = pos.x - 2, y = pos.y + 2, z = pos.z, stackpos = 255}

if voca == 9 then

doSendMagicEffect(pos, sorcerfirsteffect)

doSendMagicEffect(pos, sorcersecondeffect)

doSendDistanceShoot(pos, nha, sorcerflingeffect)

doSendDistanceShoot(pos, sha, sorcerflingeffect)

doSendDistanceShoot(pos, wha, sorcerflingeffect)

doSendDistanceShoot(pos, eha, sorcerflingeffect)

doSendDistanceShoot(pos, nwa, sorcerflingeffect)

doSendDistanceShoot(pos, nea, sorcerflingeffect)

doSendDistanceShoot(pos, sea, sorcerflingeffect)

doSendDistanceShoot(pos, swa, sorcerflingeffect)

doSendMagicEffect(nha, sorcerlandeffect)

doSendMagicEffect(sha, sorcerlandeffect)

doSendMagicEffect(wha, sorcerlandeffect)

doSendMagicEffect(eha, sorcerlandeffect)

doSendMagicEffect(nwa, sorcerlandeffect)

doSendMagicEffect(nea, sorcerlandeffect)

doSendMagicEffect(sea, sorcerlandeffect)

doSendMagicEffect(swa, sorcerlandeffect)

doSetCreatureOutfit(param.cid, outfitSorc, -1) -- outfit --

doAddCondition(param.cid, sorcerercondition) -- skills -

doAddCondition(param.cid, condition3) -- auto mana shield --

doAddCondition(param.cid, sorcererregen) -- regen --

else if voca == 10 then

doSendMagicEffect(pos, druidfirsteffect)

doSendMagicEffect(pos, druidsecondeffect)

doSendDistanceShoot(pos, nha, druidflingeffect)

doSendDistanceShoot(pos, sha, druidflingeffect)

doSendDistanceShoot(pos, wha, druidflingeffect)

doSendDistanceShoot(pos, eha, druidflingeffect)

doSendDistanceShoot(pos, nwa, druidflingeffect)

doSendDistanceShoot(pos, nea, druidflingeffect)

doSendDistanceShoot(pos, sea, druidflingeffect)

doSendDistanceShoot(pos, swa, druidflingeffect)

doSendMagicEffect(nha, druidlandeffect)

doSendMagicEffect(sha, druidlandeffect)

doSendMagicEffect(wha, druidlandeffect)

doSendMagicEffect(eha, druidlandeffect)

doSendMagicEffect(nwa, druidlandeffect)

doSendMagicEffect(nea, druidlandeffect)

doSendMagicEffect(sea, druidlandeffect)

doSendMagicEffect(swa, druidlandeffect)

doSetCreatureOutfit(param.cid, outfitDruid, -1) -- outfit --

doAddCondition(param.cid, druidcondition) -- magic --

doAddCondition(param.cid, condition3) -- auto mana shield --

doAddCondition(param.cid, druidregen) -- regen --

else if voca == 11 then

doSendMagicEffect(pos, paladinfirsteffect)

doSendMagicEffect(pos, paladinsecondeffect)

doSendDistanceShoot(pos, nha, paladinflingeffect)

doSendDistanceShoot(pos, sha, paladinflingeffect)

doSendDistanceShoot(pos, wha, paladinflingeffect)

doSendDistanceShoot(pos, eha, paladinflingeffect)

doSendDistanceShoot(pos, nwa, paladinflingeffect)

doSendDistanceShoot(pos, nea, paladinflingeffect)

doSendDistanceShoot(pos, sea, paladinflingeffect)

doSendDistanceShoot(pos, swa, paladinflingeffect)

doSendMagicEffect(nha, paladinlandeffect)

doSendMagicEffect(sha, paladinlandeffect)

doSendMagicEffect(wha, paladinlandeffect)

doSendMagicEffect(eha, paladinlandeffect)

doSendMagicEffect(nwa, paladinlandeffect)

doSendMagicEffect(nea, paladinlandeffect)

doSendMagicEffect(sea, paladinlandeffect)

doSendMagicEffect(swa, paladinlandeffect)

doSetCreatureOutfit(param.cid, outfitPaladin, -1) -- outfit --

doAddCondition(param.cid, paladincondition) -- magic --

doAddCondition(param.cid, paladinregen) -- adiciona regen --

else if voca == 12 then

doSendMagicEffect(pos, knightfirsteffect)

doSendMagicEffect(pos, knightsecondeffect)

doSendDistanceShoot(pos, nha, knightflingeffect)

doSendDistanceShoot(pos, sha, knightflingeffect)

doSendDistanceShoot(pos, wha, knightflingeffect)

doSendDistanceShoot(pos, eha, knightflingeffect)

doSendDistanceShoot(pos, nwa, knightflingeffect)

doSendDistanceShoot(pos, nea, knightflingeffect)

doSendDistanceShoot(pos, sea, knightflingeffect)

doSendDistanceShoot(pos, swa, knightflingeffect)

doSendMagicEffect(nha, knightlandeffect)

doSendMagicEffect(sha, knightlandeffect)

doSendMagicEffect(wha, knightlandeffect)

doSendMagicEffect(eha, knightlandeffect)

doSendMagicEffect(nwa, knightlandeffect)

doSendMagicEffect(nea, knightlandeffect)

doSendMagicEffect(sea, knightlandeffect)

doSendMagicEffect(swa, knightlandeffect)

doSetCreatureOutfit(param.cid, outfitKnight, -1) -- nova outfit --

doAddCondition(param.cid, knightcondition) -- adiciona skills na nova voc --

doAddCondition(param.cid, knightregen) -- adiciona regen nas novas vocs --

end

end

end

end

doAddCondition(param.cid, condition2) -- adiciona uma haste nas novas vocacoes --

local mhp = getCreatureMaxHealth(param.cid)

local mma = getPlayerMaxMana(param.cid)

local chp = getCreatureHealth(param.cid)

local cma = getPlayerMana(param.cid)

local dhp = mhp - chp

local dma = mma - cma

doCreatureAddHealth(param.cid, dhp)

doPlayerAddMana(param.cid, dma)

param.crcb = 1

param.voca = voca

setPlayerStorageValue(param.cid, 50781, 1)

addEvent(superform2, 1, param)

end

end

function superform2(param)

if param.crca == 1 and param.crcb == 1 and isCreature(param.cid) == TRUE and getPlayerStorageValue(param.cid, 50781) == 1 then

local pos = getCreaturePosition(param.cid)

doPlayerAddMana(param.cid, numberofmanaused) -- --

if param.voca == 9 then

doSendMagicEffect(pos, sorcerringwaste)

doSendMagicEffect(pos, sorcerringsorb)

else if param.voca == 10 then

doSendMagicEffect(pos, druidringwaste)

doSendMagicEffect(pos, druidringsorb)

else if param.voca == 11 then

doSendMagicEffect(pos, paladinringwaste)

doSendMagicEffect(pos, paladinringsorb)

else if param.voca == 12 then

doSendMagicEffect(pos, knightringwaste)

doSendMagicEffect(pos, knightringsorb)

end

end

end

end

local manaleft = getPlayerMana(param.cid)

if manaleft < numberofmanatriggerwarn then -- --

end

if manaleft < numberofmanaused then -- --

param.crca = 0

param.crcb = 0

setPlayerStorageValue(param.cid, 50781, 0) -- --

old = getPlayerStorageValue(cid, storage) -- --

doPlayerSetVocation(cid,old) -- --

setPlayerStorageValue(cid, 18009, 0) -- remove a storage value --

doPlayerRemoveItem(param.cid, 7708) -- destroi o ring --

local pos = getCreaturePosition(param.cid)

local nha = {x = pos.x, y = pos.y - 3, z = pos.z, stackpos = 255}

local sha = {x = pos.x, y = pos.y + 3, z = pos.z, stackpos = 255}

local wha = {x = pos.x - 3, y = pos.y, z = pos.z, stackpos = 255}

local eha = {x = pos.x + 3, y = pos.y, z = pos.z, stackpos = 255}

local nwa = {x = pos.x - 2, y = pos.y - 2, z = pos.z, stackpos = 255}

local nea = {x = pos.x + 2, y = pos.y - 2, z = pos.z, stackpos = 255}

local sea = {x = pos.x + 2, y = pos.y + 2, z = pos.z, stackpos = 255}

local swa = {x = pos.x - 2, y = pos.y + 2, z = pos.z, stackpos = 255}

-- removes the outfit, attributes, super haste, mana shield, hp/mp regeneration --

doRemoveCondition(param.cid, CONDITION_OUTFIT)

doRemoveCondition(param.cid, CONDITION_ATTRIBUTES)

doRemoveCondition(param.cid, CONDITION_HASTE)

doRemoveCondition(param.cid, CONDITION_MANASHIELD)

doRemoveCondition(param.cid, CONDITION_REGENERATION)

if (isPlayer(param.cid) == FALSE) then

param.crca = 0

param.crcb = 0

setPlayerStorageValue(param.cid, 50781, 0) -- --

old = getPlayerStorageValue(cid, storage) -- --

doPlayerSetVocation(cid,old) -- value --

setPlayerStorageValue(cid, 18009, 0) -- remove o storage value --

end

if param.voca == 9 then

doSendMagicEffect(pos, sorcerfirsteffect)

doSendMagicEffect(pos, sorcersecondeffect)

doSendDistanceShoot(pos, nha, sorcerflingeffect)

doSendDistanceShoot(pos, sha, sorcerflingeffect)

doSendDistanceShoot(pos, wha, sorcerflingeffect)

doSendDistanceShoot(pos, eha, sorcerflingeffect)

doSendDistanceShoot(pos, nwa, sorcerflingeffect)

doSendDistanceShoot(pos, nea, sorcerflingeffect)

doSendDistanceShoot(pos, sea, sorcerflingeffect)

doSendDistanceShoot(pos, swa, sorcerflingeffect)

doSendMagicEffect(nha, sorcerlandeffect)

doSendMagicEffect(sha, sorcerlandeffect)

doSendMagicEffect(wha, sorcerlandeffect)

doSendMagicEffect(eha, sorcerlandeffect)

doSendMagicEffect(nwa, sorcerlandeffect)

doSendMagicEffect(nea, sorcerlandeffect)

doSendMagicEffect(sea, sorcerlandeffect)

doSendMagicEffect(swa, sorcerlandeffect)

else if param.voca == 10 then

doSendMagicEffect(pos, druidfirsteffect)

doSendMagicEffect(pos, druidsecondeffect)

doSendDistanceShoot(pos, nha, druidflingeffect)

doSendDistanceShoot(pos, sha, druidflingeffect)

doSendDistanceShoot(pos, wha, druidflingeffect)

doSendDistanceShoot(pos, eha, druidflingeffect)

doSendDistanceShoot(pos, nwa, druidflingeffect)

doSendDistanceShoot(pos, nea, druidflingeffect)

doSendDistanceShoot(pos, sea, druidflingeffect)

doSendDistanceShoot(pos, swa, druidflingeffect)

doSendMagicEffect(nha, druidlandeffect)

doSendMagicEffect(sha, druidlandeffect)

doSendMagicEffect(wha, druidlandeffect)

doSendMagicEffect(eha, druidlandeffect)

doSendMagicEffect(nwa, druidlandeffect)

doSendMagicEffect(nea, druidlandeffect)

doSendMagicEffect(sea, druidlandeffect)

doSendMagicEffect(swa, druidlandeffect)

else if param.voca == 11 then

doSendMagicEffect(pos, paladinfirsteffect)

doSendMagicEffect(pos, paladinsecondeffect)

doSendDistanceShoot(pos, nha, paladinflingeffect)

doSendDistanceShoot(pos, sha, paladinflingeffect)

doSendDistanceShoot(pos, wha, paladinflingeffect)

doSendDistanceShoot(pos, eha, paladinflingeffect)

doSendDistanceShoot(pos, nwa, paladinflingeffect)

doSendDistanceShoot(pos, nea, paladinflingeffect)

doSendDistanceShoot(pos, sea, paladinflingeffect)

doSendDistanceShoot(pos, swa, paladinflingeffect)

doSendMagicEffect(nha, paladinlandeffect)

doSendMagicEffect(sha, paladinlandeffect)

doSendMagicEffect(wha, paladinlandeffect)

doSendMagicEffect(eha, paladinlandeffect)

doSendMagicEffect(nwa, paladinlandeffect)

doSendMagicEffect(nea, paladinlandeffect)

doSendMagicEffect(sea, paladinlandeffect)

doSendMagicEffect(swa, paladinlandeffect)

else if param.voca == 12 then

doSendMagicEffect(pos, knightfirsteffect)

doSendMagicEffect(pos, knightsecondeffect)

doSendDistanceShoot(pos, nha, knightflingeffect)

doSendDistanceShoot(pos, sha, knightflingeffect)

doSendDistanceShoot(pos, wha, knightflingeffect)

doSendDistanceShoot(pos, eha, knightflingeffect)

doSendDistanceShoot(pos, nwa, knightflingeffect)

doSendDistanceShoot(pos, nea, knightflingeffect)

doSendDistanceShoot(pos, sea, knightflingeffect)

doSendDistanceShoot(pos, swa, knightflingeffect)

doSendMagicEffect(nha, knightlandeffect)

doSendMagicEffect(sha, knightlandeffect)

doSendMagicEffect(wha, knightlandeffect)

doSendMagicEffect(eha, knightlandeffect)

doSendMagicEffect(nwa, knightlandeffect)

doSendMagicEffect(nea, knightlandeffect)

doSendMagicEffect(sea, knightlandeffect)

doSendMagicEffect(swa, knightlandeffect)

end

end

end

end

else

addEvent(superform2, manatimeinterval, param) -- --

end

end

end

function onEquip(cid, item, slot)

local param = {cid = cid, item = item, slot = slot}

local currentmana = getPlayerMana(cid) -- --

if currentmana >= mananeededtoexec then -- --

local temp = getPlayerVocation(cid) -- get players voc and store it in temp --

if temp == 9 then

doPlayerSetVocation(cid,svoc) -- isso previne do player ficar com a classe quando der logout

else if temp == 10 then

doPlayerSetVocation(cid,dvoc)

else if temp == 11 then

doPlayerSetVocation(cid,pvoc)

else if temp == 12 then

doPlayerSetVocation(cid,kvoc)

end

end

end

end

local tempvoc = getPlayerVocation(cid) -- --

setPlayerStorageValue(cid, storage, getPlayerVocation(cid)) -- --

if (tempvoc == 1 or tempvoc == 5) then -- --

doPlayerSetVocation(cid,sorcerervoc) -- se o player for = a nova voc ele recebe uma nova --

else if (tempvoc == 2 or tempvoc == 6) then

doPlayerSetVocation(cid,druidvoc)

else if (tempvoc == 3 or tempvoc == 7) then

doPlayerSetVocation(cid,paladinvoc)

else if (tempvoc == 4 or tempvoc == 8) then

doPlayerSetVocation(cid,knightvoc)

end

end

end

end

local pos = getPlayerPosition(cid)

doCreatureSay(cid, "Deus Me De Forca!", TALKTYPE_ORANGE_1) -- texto --

param.crca = 1

addEvent(superform1, 1, param) -- --

end

return TRUE

end

function onDeEquip(cid, item, slot)

if isPlayer(cid) and getPlayerStorageValue(cid, 50781) == 1 then

old = getPlayerStorageValue(cid, storage) -- --

doPlayerSetVocation(cid,old) -- deixa a vocation antiga --

setPlayerStorageValue(cid, 18009, 0) -- remover vocation

-- remove tudo --

doTransformItem(item.uid, item.itemid - 11)

doRemoveCondition(cid, CONDITION_OUTFIT)

doRemoveCondition(cid, CONDITION_ATTRIBUTES)

doRemoveCondition(cid, CONDITION_HASTE)

doRemoveCondition(cid, CONDITION_MANASHIELD)

doRemoveCondition(cid, CONDITION_REGENERATION)

local temptwo = getPlayerVocation(cid) -- ficar na voc no tempo --

if temptwo == 9 then

doPlayerSetVocation(cid,svoc) -- só no caso dele morrer e perder o ring --

else if temptwo == 10 then

doPlayerSetVocation(cid,dvoc)

else if temptwo == 11 then

doPlayerSetVocation(cid,pvoc)

else if temptwo == 12 then

doPlayerSetVocation(cid,kvoc)

end

end

end

end

local pos = getCreaturePosition(cid)

doCreatureSay(cid, "God, Give Me Strenght!", TALKTYPE_ORANGE_1) -- texto q aparece quando vc se transforma --

setPlayerStorageValue(cid, 50781, 0) -- remove o storage value --

local voca = getPlayerVocation(cid)

local nha = {x = pos.x, y = pos.y - 3, z = pos.z, stackpos = 255}

local sha = {x = pos.x, y = pos.y + 3, z = pos.z, stackpos = 255}

local wha = {x = pos.x - 3, y = pos.y, z = pos.z, stackpos = 255}

local eha = {x = pos.x + 3, y = pos.y, z = pos.z, stackpos = 255}

local nwa = {x = pos.x - 2, y = pos.y - 2, z = pos.z, stackpos = 255}

local nea = {x = pos.x + 2, y = pos.y - 2, z = pos.z, stackpos = 255}

local sea = {x = pos.x + 2, y = pos.y + 2, z = pos.z, stackpos = 255}

local swa = {x = pos.x - 2, y = pos.y + 2, z = pos.z, stackpos = 255}

if voca == 1 or voca == 5 then

doSendMagicEffect(pos, sorcerfirsteffect)

doSendMagicEffect(pos, sorcersecondeffect)

doSendDistanceShoot(pos, nha, sorcerflingeffect)

doSendDistanceShoot(pos, sha, sorcerflingeffect)

doSendDistanceShoot(pos, wha, sorcerflingeffect)

doSendDistanceShoot(pos, eha, sorcerflingeffect)

doSendDistanceShoot(pos, nwa, sorcerflingeffect)

doSendDistanceShoot(pos, nea, sorcerflingeffect)

doSendDistanceShoot(pos, sea, sorcerflingeffect)

doSendDistanceShoot(pos, swa, sorcerflingeffect)

doSendMagicEffect(nha, sorcerlandeffect)

doSendMagicEffect(sha, sorcerlandeffect)

doSendMagicEffect(wha, sorcerlandeffect)

doSendMagicEffect(eha, sorcerlandeffect)

doSendMagicEffect(nwa, sorcerlandeffect)

doSendMagicEffect(nea, sorcerlandeffect)

doSendMagicEffect(sea, sorcerlandeffect)

doSendMagicEffect(swa, sorcerlandeffect)

else if voca == 2 or voca == 6 then

doSendMagicEffect(pos, druidfirsteffect)

doSendMagicEffect(pos, druidsecondeffect)

doSendDistanceShoot(pos, nha, druidflingeffect)

doSendDistanceShoot(pos, sha, druidflingeffect)

doSendDistanceShoot(pos, wha, druidflingeffect)

doSendDistanceShoot(pos, eha, druidflingeffect)

doSendDistanceShoot(pos, nwa, druidflingeffect)

doSendDistanceShoot(pos, nea, druidflingeffect)

doSendDistanceShoot(pos, sea, druidflingeffect)

doSendDistanceShoot(pos, swa, druidflingeffect)

doSendMagicEffect(nha, druidlandeffect)

doSendMagicEffect(sha, druidlandeffect)

doSendMagicEffect(wha, druidlandeffect)

doSendMagicEffect(eha, druidlandeffect)

doSendMagicEffect(nwa, druidlandeffect)

doSendMagicEffect(nea, druidlandeffect)

doSendMagicEffect(sea, druidlandeffect)

doSendMagicEffect(swa, druidlandeffect)

else if voca == 3 or voca == 7 then

doSendMagicEffect(pos, paladinfirsteffect)

doSendMagicEffect(pos, paladinsecondeffect)

doSendDistanceShoot(pos, nha, paladinflingeffect)

doSendDistanceShoot(pos, sha, paladinflingeffect)

doSendDistanceShoot(pos, wha, paladinflingeffect)

doSendDistanceShoot(pos, eha, paladinflingeffect)

doSendDistanceShoot(pos, nwa, paladinflingeffect)

doSendDistanceShoot(pos, nea, paladinflingeffect)

doSendDistanceShoot(pos, sea, paladinflingeffect)

doSendDistanceShoot(pos, swa, paladinflingeffect)

doSendMagicEffect(nha, paladinlandeffect)

doSendMagicEffect(sha, paladinlandeffect)

doSendMagicEffect(wha, paladinlandeffect)

doSendMagicEffect(eha, paladinlandeffect)

doSendMagicEffect(nwa, paladinlandeffect)

doSendMagicEffect(nea, paladinlandeffect)

doSendMagicEffect(sea, paladinlandeffect)

doSendMagicEffect(swa, paladinlandeffect)

else if voca == 4 or voca == 8 then

doSendMagicEffect(pos, knightfirsteffect)

doSendMagicEffect(pos, knightsecondeffect)

doSendDistanceShoot(pos, nha, knightflingeffect)

doSendDistanceShoot(pos, sha, knightflingeffect)

doSendDistanceShoot(pos, wha, knightflingeffect)

doSendDistanceShoot(pos, eha, knightflingeffect)

doSendDistanceShoot(pos, nwa, knightflingeffect)

doSendDistanceShoot(pos, nea, knightflingeffect)

doSendDistanceShoot(pos, sea, knightflingeffect)

doSendDistanceShoot(pos, swa, knightflingeffect)

doSendMagicEffect(nha, knightlandeffect)

doSendMagicEffect(sha, knightlandeffect)

doSendMagicEffect(wha, knightlandeffect)

doSendMagicEffect(eha, knightlandeffect)

doSendMagicEffect(nwa, knightlandeffect)

doSendMagicEffect(nea, knightlandeffect)

doSendMagicEffect(sea, knightlandeffect)

doSendMagicEffect(swa, knightlandeffect)

end

end

end

end

end

end

Se funcionar rep+

Editado por Athukzor (veja o histórico de edições)
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Lo.oL !

Que script "GIGANTE", hehe

Mano, eu tentei fazer umas coisas no meu script,

Até tive um progresso, mais agora, eu boto ali no tempo, 3600 (1 hora)

E quando da uns 2~3 segundos, o player ja perde a promo!

Aqui esta o script, se vc quiser edita-lo,,, sl hehe


local function remove(cid)

if isCreature(cid) then

   doPlayerSetVocation(cid, getPlayerVocation(cid)-4)

   doPlayerSendTextMessage(cid, 20, "Time's up! Now you are a ".. getPlayerVocationName(cid) ..".")

end

end  


local time = 3600


function onUse(cid, item, fromPosition, itemEx, toPosition)

if(item.itemid == 7721) then

doPlayerSetVocation(cid, getPlayerVocation(cid)+4)

doPlayerSendTextMessage(cid, 20, "You are a ".. getPlayerVocationName(cid) ..".")

addEvent(remove, time, cid)

end

doSendMagicEffect(fromPosition, CCONST_ME_MAGIC_RED)

doRemoveItem(item.uid, 1)

return TRUE

end

Ja tentei por 1 hora de outro jeito:

1*60*60

TAMBÉM Deu errado :S

HELP Ai!

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Algo assim?


function onUse(cid, item, fromPosition, itemEx, toPosition)

setPlayerStorageValue(cid,1000,os.time())

doPlayerSetVocation(cid, getPlayerVocation(cid)+4)

doPlayerSendTextMessage(cid, 20, "You are a ".. getPlayerVocationName(cid) ..".")

doSendMagicEffect(fromPosition, CCONST_ME_MAGIC_RED)

doRemoveItem(item.uid, 1)

return TRUE

end

Agora o check pelo GlobalEvents..

function onThink()

time = 1*60*60

if (os.time() - getPlayerStorageValue(cid,1000)) >= time then

doPlayerSendTextMessage(cid , 31, "Sua promotion acabou")

doPlayerSetVocation(cid, getPlayerVocation(cid)-4)

doRemoveCreature(cid)

end

end

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Mano, mais a storange que vc botou, nao vai atrapalhar no meu desejo?

porque, quando o player morrer, ele tem que perder a promotion,

e quando o player deslogar ele tem que perder a promotion!

e quando acabar aquela 1 hora, ele também tem que perder a promotion!

Nao sei se afeta mais, só uma duvida ne ;]

E a proposito, tem como esplicar um pokiiiiinho mais?

Tipo, onde eu boto os 2 script?

:/ Iniciante é tenso hehe :/

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    • Por Neutraz
      Advanced Roulette System (TFS 0.3.6)
       
      Hi everyone! This is my first contribution to the Tibia community, and I hope you find it very useful. It's a gacha-style roulette system with dynamic speed mechanics and multi-key functionality.
       
      What's it about?
      This script adds a roulette (Tested on: Tibia 8.6 -- TFS 0.3.6) where players can use keys to spin the roulette and win rewards. The system includes:
      Multi-key support: using 1 to 4 keys per spin, increasing the chances of winning. Dynamic speed: The roulette gradually accelerates during the spin to make it more exciting. Configurable rewards: You can define which items can be won and with what probability. You can even add "reroll" value to increase the difficulty! Visual effects: Includes simple effects and text animations to make the experience more engaging. Activity log: Keeps a record of which players won which items.  
      Demo Video (x1.5 Speed)
      Roulette2.mp4
       
       
      Installation
      Copy the `Roulette.lua` file to the `data/actions/scripts` folder of your TFS server. --[[ ================================================================================ = ROULETTE SYSTEM FOR TFS = = = = Author: Neutras = = Version: 2.1 = = Description: Gacha-style roulette system with dynamic speed mechanics = = and multi-key feature. = = = = Features: = = - Multi-key support (1-4 keys per spin). = = - Dynamic speed animation with configurable initial and final speeds. = = - Persistent "Winner Slot" effects and animated texts. = = - Configurable rewards with reroll chances. = = - Logging system to track player rewards. = = = = Compatible with TFS 0.3.7 (Tibia 8.6). = ================================================================================ --]] -- ================= LOGGING SYSTEM ================= -- local logPath = "data/logs/" local logFileName = "roulette.log" -- Logs player rewards to a file. -- @param cid: Player ID. -- @param keyName: Name of the key used. -- @param items: Table of items won. -- @param keyCount: Number of keys used. local function logEntry(cid, keyName, items, keyCount) local file = io.open(logPath .. logFileName, "a") if file then local itemStrings = {} for _, item in ipairs(items) do table.insert(itemStrings, string.format("x%d %s", item.count, getItemNameById(item.id))) end file:write(string.format("[%s] %s used %d '%s' and won: %s\n", os.date("%Y-%m-%d %H:%M:%S"), getPlayerName(cid), keyCount, keyName, table.concat(itemStrings, ", "))) file:close() end end -- ================= BASE CONFIGURATION ================= -- -- Levers Action IDs to key item IDs. local keyByAid = { [1354] = 9971, -- Key for reward level 1 (Copper) [1355] = 9972, -- Key for reward level 2 (Silver) [1356] = 9973 -- Key for reward level 3 (Golden) } -- Levers Action IDs to reward levels. local rewardByAid = { [1354] = 1, -- Reward level 1 (Copper) [1355] = 2, -- Reward level 2 (Silver) [1356] = 3 -- Reward level 3 (Golden) } -- Relative positions of the slots in the roulette. local rouletteSpinOffset = { {1, -4}, {2, -4}, {3, -4}, {3, -3}, {4, -3}, {4, -2}, {4, -1}, {5, -1}, {5, 0}, {5, 1}, {4, 1}, {4, 2}, {4, 3}, {3, 3}, {3, 4}, {2, 4}, {1, 4}, {0, 4}, {-1, 4}, {-2, 4}, {-3, 4}, {-3, 3}, {-4, 3}, {-4, 2}, {-4, 1}, {-5, 1}, {-5, 0}, {-5, -1},{-4, -1},{-4, -2}, {-4, -3},{-3, -3},{-3, -4},{-2, -4},{-1, -4}, {0, -4} } -- ================= MAIN CONFIGURATION ================= -- local config = { rouletteCD = 30, -- Global cooldown in seconds. globalStoCd = 22600, -- Storage ID for cooldown. globalStoKeyCount = 22601, -- Storage ID for key count. maxLoops = 100, -- Maximum iterations per spin. initialSpeed = 50, -- Initial speed in milliseconds. finalSpeed = 400, -- Final speed in milliseconds. effectLever = 35, -- Effect when activating the lever. effectRewardPlayer = 28, -- Effect on the player when winning. effectReward = 28, -- Effect on the winning slot. -- Reward table by level. -- Formula: Real Probability = (Item Chance / Total Chances) * (1 - (Reroll % / 100)) items = { [1] = { {id = 1, chance = 80, count = 5}, }, [2] = { {id = 2, chance = 70, count = 1, porc_cambio = 30}, }, [3] = { {id = 3, chance = 25, count = 1, porc_cambio = 70} } } } -- ================= PROBABILITY CACHING ================= -- -- Precalculates cumulative probabilities for each reward level. local cumulativeChanceCache = {} for rewardId, items in pairs(config.items) do local total = 0 local cumulative = {} for _, item in ipairs(items) do total = total + item.chance table.insert(cumulative, {item = item, threshold = total}) end cumulativeChanceCache[rewardId] = {total = total, items = cumulative} end -- ================= UTILITY FUNCTIONS ================= -- -- Calculates the speed of the roulette animation based on progress. -- @param progress: Current progress (0 to 1). -- @return: Speed in milliseconds. local function calculateSpeed(progress) return config.initialSpeed + (config.finalSpeed - config.initialSpeed) * progress^3 end -- Selects a random item from the reward table, considering reroll chances. -- @param rewardId: Reward level ID. -- @return: Selected item. local function chooseRouletteItem(rewardId) local cache = cumulativeChanceCache[rewardId] local roll = math.random(cache.total) for _, entry in ipairs(cache.items) do if roll <= entry.threshold then if entry.item.porc_cambio and math.random(100) <= entry.item.porc_cambio then return chooseRouletteItem(rewardId) end return entry.item end end return cache.items[#cache.items].item end -- Rotates the slots in the roulette. -- @param slots: Table of slots. local function rotateSlots(slots) local last = slots[36] for i = 36, 2, -1 do slots[i] = slots[i-1] end slots[1] = last end -- Updates the visual display of the roulette. -- @param cpos: Center position of the roulette. -- @param slots: Table of slots. -- @param isFillingPhase: Whether the slots are being filled for the first time. local function updateRouletteDisplay(cpos, slots, isFillingPhase) for i = 1, 36 do local pos = { x = cpos.x + rouletteSpinOffset[i][1], y = cpos.y + rouletteSpinOffset[i][2], z = cpos.z } doCleanTile(pos) if slots[i] then doCreateItem(slots[i].id, slots[i].count, pos) -- Show puff effect only during the initial filling phase. if isFillingPhase then doSendMagicEffect(pos, 14) end end end end -- ================= WINNER SLOTS AND EFFECTS ================= -- -- Shows "Winner Slot" animated text on winning slots. -- @param cpos: Center position of the roulette. -- @param keyCount: Number of keys used. local function showWinnerSlots(cpos, keyCount) local winningSlots = {} if keyCount == 1 then winningSlots = {36} elseif keyCount == 2 then winningSlots = {36, 18} elseif keyCount == 3 then winningSlots = {36, 18, 9} elseif keyCount == 4 then winningSlots = {36, 18, 9, 27} else winningSlots = {36} -- Default to one winning slot if keyCount is invalid. end for _, slot in ipairs(winningSlots) do local pos = { x = cpos.x + rouletteSpinOffset[slot][1], y = cpos.y + rouletteSpinOffset[slot][2], z = cpos.z } doSendAnimatedText(pos, "Winner Slot", TEXTCOLOR_YELLOW) end end -- Shows the number of keys in use. -- @param cpos: Center position of the roulette. local function showKeyCount(cpos) local keyCount = getGlobalStorageValue(config.globalStoKeyCount) keyCount = (keyCount < 1 or keyCount > 4) and 1 or keyCount local pos = {x = 1013, y = 995, z = 7} doSendAnimatedText(pos, string.format("Keys: %d", keyCount), TEXTCOLOR_LIGHTBLUE) end -- ================= MAIN ROULETTE LOGIC ================= -- -- Main animation function, recursively called to simulate the roulette spin. -- @param cid: Player ID. -- @param cpos: Center position of the roulette. -- @param rewardId: ID of the reward level. -- @param nloop: Current iteration number. -- @param slots: Table of slots (items). -- @param keyName: Name of the key used. -- @param keyCount: Number of keys used. local function shuffle(cid, cpos, rewardId, nloop, slots, keyName, keyCount) if nloop > config.maxLoops then if isPlayer(cid) then -- Determine winning slots based on the number of keys used. local winningSlots = {} if keyCount == 1 then winningSlots = {36} elseif keyCount == 2 then winningSlots = {36, 18} elseif keyCount == 3 then winningSlots = {36, 18, 9} elseif keyCount == 4 then winningSlots = {36, 18, 9, 27} else winningSlots = {36} -- Default to one winning slot if keyCount is invalid. end -- Get the winning items and their positions. local wonItems = {} local winPositions = {} for _, slot in ipairs(winningSlots) do if slots[slot] then table.insert(wonItems, slots[slot]) local pos = { x = cpos.x + rouletteSpinOffset[slot][1], y = cpos.y + rouletteSpinOffset[slot][2], z = cpos.z } table.insert(winPositions, pos) end end -- Award the items and display visual effects. if #wonItems > 0 then for _, pos in ipairs(winPositions) do doSendAnimatedText(pos, "Winner Slot", TEXTCOLOR_YELLOW) doSendMagicEffect(pos, config.effectReward) end for _, item in ipairs(wonItems) do doPlayerAddItem(cid, item.id, item.count) end doSendMagicEffect(getCreaturePosition(cid), config.effectRewardPlayer) -- Display a message to the player with all the rewards. local itemList = {} for _, item in ipairs(wonItems) do table.insert(itemList, string.format("x%d %s", item.count, getItemNameById(item.id))) end doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "[ROULETTE] You won: " .. table.concat(itemList, ", ")) -- Log the player's rewards. logEntry(cid, keyName, wonItems, keyCount) else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "[ROULETTE] No items won.") end setGlobalStorageValue(config.globalStoCd, 0) end return end -- Initial filling phase of the roulette slots. if nloop <= 36 then slots[nloop] = chooseRouletteItem(rewardId) updateRouletteDisplay(cpos, slots, true) else -- Rotate the slots and update the display. rotateSlots(slots) updateRouletteDisplay(cpos, slots, false) -- Show effects on the winning slots every 5 iterations. if nloop % 5 == 0 then local winningSlots = {} if keyCount == 1 then winningSlots = {36} elseif keyCount == 2 then winningSlots = {36, 18} elseif keyCount == 3 then winningSlots = {36, 18, 9} elseif keyCount == 4 then winningSlots = {36, 18, 9, 27} else winningSlots = {36} -- Default to one winning slot if keyCount is invalid. end for _, slot in ipairs(winningSlots) do local pos = { x = cpos.x + rouletteSpinOffset[slot][1], y = cpos.y + rouletteSpinOffset[slot][2], z = cpos.z } doSendMagicEffect(pos, config.effectReward) end end end -- Schedule the next iteration with dynamic speed. local progress = nloop / config.maxLoops addEvent(shuffle, calculateSpeed(progress), cid, cpos, rewardId, nloop + 1, slots, keyName, keyCount) end -- ================= PERIODIC EFFECTS AND TEXTS ================= -- -- Shows effects and texts periodically. -- @param cpos: Center position of the roulette. local function showEffectsAndTexts(cpos) local keyCount = getGlobalStorageValue(config.globalStoKeyCount) keyCount = (keyCount < 1 or keyCount > 4) and 1 or keyCount -- Ensure keyCount is within range. -- Show "Winner Slot" on the winning slots. showWinnerSlots(cpos, keyCount) -- Show the number of keys in use. showKeyCount(cpos) -- Schedule the next execution. addEvent(showEffectsAndTexts, 1500, cpos) end -- ================= EFFECT SCRIPT INITIALIZATION ================= -- -- Start the periodic effects and texts when the script is loaded. local cpos = {x = 1012, y = 994, z = 7} -- Center position of the roulette. addEvent(function() showEffectsAndTexts(cpos) end, 5000) -- 5 seconds delay since server start. -- ================= MAIN OBJECT USE FUNCTION ================= -- -- Called when the roulette object is used. function onUse(cid, item, frompos, item2, topos) -- Handle the key change lever. if item.aid == 1360 then local current = getGlobalStorageValue(config.globalStoKeyCount) current = (current < 1 or current > 4) and 1 or (current % 4) + 1 setGlobalStorageValue(config.globalStoKeyCount, current) doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, string.format("Now using %d keys per spin.", current)) doSendMagicEffect(getThingPos(item.uid), CONST_ME_MAGIC_GREEN) return true end -- Handle the roulette levers. if not keyByAid[item.aid] then return false end local key = keyByAid[item.aid] local keyName = getItemNameById(key) local requiredKeys = getGlobalStorageValue(config.globalStoKeyCount) requiredKeys = (requiredKeys < 1 or requiredKeys > 4) and 1 or requiredKeys if getPlayerAccess(cid) < 5 and getPlayerItemCount(cid, key) < requiredKeys then doPlayerSendCancel(cid, string.format("You need %d %s to play!", requiredKeys, keyName)) doSendMagicEffect(topos, 14) return true end local rewardId = rewardByAid[item.aid] or 1 -- Get the reward level based on the lever. Default to 1 if not found. local pos = {x = 1012, y = 994, z = 7} -- Center position of the roulette. if getGlobalStorageValue(config.globalStoCd) > os.time() and getPlayerAccess(cid) < 5 then local remaining = getGlobalStorageValue(config.globalStoCd) - os.time() doPlayerSendCancel(cid, "Wait " .. remaining .. " seconds to play again.") return true end setGlobalStorageValue(config.globalStoCd, os.time() + config.rouletteCD) -- Set the cooldown. doTransformItem(item.uid, item.itemid == 9825 and 9826 or 9825) -- Change the lever's appearance. -- Clear the tiles around the roulette and add magic effects. for i = 1, 36 do local rpos = { x = pos.x + rouletteSpinOffset[i][1], y = pos.y + rouletteSpinOffset[i][2], z = pos.z } doCleanTile(rpos) doSendMagicEffect(rpos, config.effectReward) end if key > 0 then doPlayerRemoveItem(cid, key, requiredKeys) end -- Remove the keys from the player's inventory. doSendMagicEffect(pos, config.effectLever) -- Play the lever activation effect. math.randomseed(os.time() + getPlayerGUID(cid)) -- Seed the random number generator. addEvent(shuffle, config.initialSpeed, cid, pos, rewardId, 1, {}, keyName, requiredKeys) -- Start the roulette animation. return true end  
      Add the following lines within the `<actions>` tag in your `data/actions/actions.xml` file: <action actionid="XXX;YYYY;ZZZZ;AAAA" event="script" value="Roulette.lua"/> Replace `XXXX`, `YYYY`, and `ZZZZ` with the unique IDs of the levers that will activate the roulette (make sure they are not in use!).
      The ID `AAAA` is for the lever that changes the number of keys to use.
       
      Open the `Roulette.lua` file and adjust the `config.items` table with the items you want players to be able to win. Remember to balance the probabilities.  
       
      Code Explanation
      The script is divided into several sections to facilitate understanding:
      LOGGING SYSTEM: Handles logging the rewards obtained by players. BASE CONFIGURATION: Defines object IDs and reward levels. MAIN CONFIGURATION: Contains the main options of the system, such as the wait time between spins, the speed of the roulette, and the rewards. PROBABILITY CACHING: Optimizes the calculation of probabilities so that the system runs smoothly. UTILITY FUNCTIONS: Helper functions to calculate speed, choose items randomly, and update the roulette display. WINNER SLOTS AND EFFECTS: Displays the "Winner Slot" text and other visual effects in the winning spaces. MAIN ROULETTE LOGIC: The main function that controls the roulette animation and the delivery of rewards. PERIODIC EFFECTS AND TEXTS: Displays effects and texts periodically. SCRIPT INITIALIZATION: Initializes the effect system when the script is loaded. MAIN OBJECT USE FUNCTION: The function that is executed when a player interacts with a lever.

      I hope this roulette system is a great addition to your server! If you have any questions or suggestions, please feel free to leave a comment. Thank you for your support!  
       
    • Por Imperius
      Olá! Estou disponibilizando um NPC que desenvolvi. Porém, devo avisar que só testei em TFS 0.4, e não posso garantir que funcionará em outras versões.
       
      Sobre:
       
      O NPC em questão é o "Gênio da Lâmpada". Para chegar até ele, o jogador precisa ter a "Lâmpada Mágica", que pode ser adquirida através de uma quest ou em algum evento do servidor, por exemplo.
       
      A lâmpada pode ser usada apenas uma vez e, mesmo que o jogador obtenha outra lâmpada, não poderá usá-la novamente. Ao usar a Lâmpada, o jogador será teleportado para a sala do Gênio. Lá, ele não poderá sair até realizar os três desejos.
       
      O Gênio pode atender desejos como "entregar itens", "reiniciar tasks", "completar addons" e até mesmo "matar um jogador". Você pode personalizar o NPC para oferecer outras recompensas, como "vip days", "premium points" ou "remover redskull". Seja criativo! :)
       
      Após o Gênio realizar os três desejos, o jogador será teleportado para o seu templo de origem.
       
       
      Vídeo demonstrativo:
       
       
       
       
      data > actions > actions.xml
       
       
       
      data > actions > lampadaDoGenio.lua
       
       
       
      data > npc > Genio.xml
       
       
       
      data > npc > scripts > Genio.lua
       
       
       
      Isso é tudo! Se tiverem sugestões ou dúvidas, estou à disposição!
    • Por MatheusVidaLoka
      Fala galera do Tibia King, hoje venho trazer um actions a vocês, queria dizer que essa action já é velha, mas dei uma olhada no TK e não vi nada a respeito da action, então decidi postar para vocês.




      Qual a função da Action?



      É um novo tipo de gold que cada um vale 1kk, funcionando normal nas compras e vendas de itens em npcs, e nas trocas de crystal coin para o golda nugget (novo gold).




      Bom vamos ao script.




      Vá em data/actions/scripts e abra o arquivo crystal.lua, apague tudo o que está dentro, logo em seguida cole o script abaixo:









      Traduzindo:
      Vermelho: É o id da crystal coin, e a quantidade a ser trocada por 1 gold nugget (Novo Gold).
      Azul: É o id da gold nugget, e a quantidade de gold nugget.




      Logo em seguida, vá novamente em data/actions/scripts copie qualquer arquivo.lua e cole, em seguida renomeie-o para "goldnuggets" sem aspas, abra-o, apague tudo, e cole o script abaixo.




      Traduzindo:
      Laranja: É o que vai dizer quando o player trocar 1 gold nugget por 100 crystal coins.
      Verde: É o id da crystal coin, e a quantidade equivalente a 1 gold nugget.



      Logo em seguida, abra data/actions/actions.xml e adicione a tag abaixo.









      Traduzindo:
      Rosa: É o id do gold nuggets.
      Azul: O nome do arquivo.lua que você salvou.




      Depois disso abra data/items/items.xml, aperte CTRL + F, e digite 2157, ai você vai achar o item Gold Nugget que vai estar assim:








      Substitua tudo por isso:



      <item id="2157" article="a" name="gold nugget" plural="gold nuggets">
      <attribute key="weight" value="10"/>
      <attribute key="worth" value="1000000" />




      Traduzindo:
      Vermelho: Peso do gold nugget.
      Azul: Valor do item (como 1 crystal coin = 10k , 1 gold nugget = 1kk)




      Logo depois vá data/actions/scripts/other e abra o arquivo changegold.lua, susbistitua tudo oque está la dentro por esse script a seguir, e salve:




      -- By MatheusVidaLoka
      local coins = {
      [iTEM_GOLD_COIN] = {
      to = ITEM_PLATINUM_COIN, effect = TEXTCOLOR_YELLOW
      },
      [iTEM_PLATINUM_COIN] = {
      from = ITEM_GOLD_COIN, to = ITEM_CRYSTAL_COIN, effect = TEXTCOLOR_LIGHTBLUE
      },
      [iTEM_CRYSTAL_COIN] = {
      from = ITEM_PLATINUM_COIN, to = 2157, effect = TEXTCOLOR_LIGHTBLUE
      },
      [2157] = {
      from = ITEM_CRYSTAL_COIN, effect = TEXTCOLOR_TEAL
      }



      }



      function onUse(cid, item, fromPosition, itemEx, toPosition)
      if(getPlayerFlagValue(cid, PLAYERFLAG_CANNOTPICKUPITEM)) then
      return false
      end



      local coin = coins[item.itemid]
      if(not coin) then
      return false
      end



      if(coin.to ~= nil and item.type == ITEMCOUNT_MAX) then
      doChangeTypeItem(item.uid, item.type - item.type)
      doPlayerAddItem(cid, coin.to, 1)
      doSendAnimatedText(fromPosition, "$$$", coins[coin.to].effect)
      elseif(coin.from ~= nil) then
      doChangeTypeItem(item.uid, item.type - 1)
      doPlayerAddItem(cid, coin.from, ITEMCOUNT_MAX)
      doSendAnimatedText(fromPosition, "$$$", coins[coin.from].effect)
      end
      return true
      end



      Traduzindo:
      Vermelho: É o id do Gold Nugget.




      Por fim vá em data/actions/actions.xml, pule uma linha qualquer e cole isso, e salve:



      <action itemid="2157" event="script" value="other/changegold.lua"/>




      Traduzindo:
      Azul: É o id do gold nugget.
      Verde: O nome do arquivo que você salvou.

      Server testado em Ot 8.60 e funcionou corretamente.



      Creditos:



      MatheusVidaLoka



      JFLNT




      Se enfringi alguma regra do TK por favor me reporte.




      Desculpe-me pelos mal usos das ferramentas do TK (quotes,spoiler,CODES,etc) pois estou com certos problemas.

    • Por Duality
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    • Por gutx
      Pessoal, estou com um certo problema,
       
      não consigo criar um outro arquivo exe pelo vapus, por exemplo, para o client que encontrei do ot que quero fazer,
       
      encontrei outra solução que é fazer a edição pelo próprio executável do client (.exe),
       
      mas o que tenho aqui é limite 9,
       
      quero saber se tem como aumentar esse limite,
       
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      se alguém souber como criar um ip desse tamanho, também está ajudando,
       
      Valendo REP!
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