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Action TFS 0.X Elements - Advanced Mining System (skills + coins + levels)


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  • 6 months later...

@Kannabian provavelmente a sua versão ou o seu itens.otb é diferente dos ids utilizados no script.

entre com o god no ot, e crie com /i (ou use ctrl + j no map editor) os IDS dos itens que recebem no código. 

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Em 27/04/2019 em 04:11, Nolis disse:

image.png.3d2036a5d05fc578e7ef09ef30307d27.png

 

 

Trago a vocês esse sistema, originalmente produzido para um servidor custom 8.60. (testado em 0.4 - firelement). Acredito que será mais útil pra vocês do que pra mim nesse momento. Se alguém puder acrescentar informações a respeito do uso em diferentes tfs agradeço. ?

 

 

 

INFORMAÇÕES

P = Posso mineirar vários itens nesse sistema?

R = Sim, existem quatro elementos e quatro categorias, possibilitando gerar até 16 produtos finais nas minas. Essa configuração pode ser editada facilmente. Caso queira usar da maneira como o script está feito, ao mineirar você poderá coletar as seguintes pedras:

image.png.367baa0f5aa7762f97a1ff098f1fb725.png

 

 

P = Mas as pedras caem aleatoriamente?

R = Não, esse mining possui um SKILL, conforme você mineira o skill aumenta e consecutivamente o seu LEVEL. Inicia com pedras Light, depois pure, rare e massive. Você pode editar facilmente o modo como a exp sobe, os leveis necessários para executar cada ação e as pedras.

 

 

P = Qual a utilidade das pedras elementares?

R = Na ideia original, projetei o sistema para que as pedras fossem gastas ao comprar itens em baús, mas fica a seu critério como utilizá-las. Por exemplo, um colar de proteção earth/ice precisaria ser pago com pedras de earth e ice. Incluirei no tópico o script utilizado no baú e o script para trocar as pedras quando atingir 100 unidades cada. Veja o exemplo:

 

image.thumb.png.37defd37b0bd8fee9ac976af1547f7e6.png

 

INSTALAÇÃO

Em data/actions/script crie um arquivo .lua chamado elementalmining e cole o código dentro:


local config = {
maxmininglevel = 100,
storagemining = 10000,
expperlevel = 1000,
experiencemining = 10001
}

local stone = {
	blue = {8637, 8633, 9798, 1354}, 
	green = {8640, 8636, 9791, 1353},
	lightblue = {8638, 8634, 9790, 12344},
	red = {8639, 8635, 9788, 1355},
}

local stones = {
	crystal = {stone.blue[1], stone.green[1], stone.lightblue[1], stone.red[1]},
	lcrystal = {stone.blue[2], stone.green[2], stone.lightblue[2], stone.red[2]},
	pcrystal = {stone.blue[3], stone.green[3], stone.lightblue[3], stone.red[3]},
	scrystal = {stone.blue[4], stone.green[4], stone.lightblue[4], stone.red[4]},
}

local ore = {
	blue = {2146, 7759, 5905, 8302},
	green = {2149, 7761, 12396 ,8298}, 
	lightblue = {2150, 7762, 12575, 8303}, 
	red = {2147, 7760, 5906, 8299},
}

local ores = { ore.blue[1], ore.blue[2], ore.blue[3], ore.blue[4], ore.green[1], ore.green[2], ore.green[3], ore.green[4], ore.lightblue[1], ore.lightblue[2], ore.lightblue[3], ore.lightblue[4], ore.red[1], ore.red[2], ore.red[3], ore.red[4]}

local levels = {
	{
	level = {0,19}, 
	stone = {stones.crystal[1], stones.crystal[2], stones.crystal[3], stones.crystal[4]},
	items = {ores[1],ores[5], ores[9], ores[13]}, 
	iselect = 0,
	bstart = 1,
	gstart = 2,
	lbstart = 3,
	rstart = 4,
	chance = 10, -- 30
	qtdmax = 1,
	expgainmin = 1, --15
	expgainmax = 1 --50
	},
	{
	level = {20,49}, 
	stone = {stones.crystal[1], stones.crystal[2], stones.crystal[3], stones.crystal[4], stones.lcrystal[1], stones.lcrystal[2], stones.lcrystal[3], stones.lcrystal[4]},
	items = {ores[1],ores[2], ores[5], ores[6], ores[9],ores[10], ores[13], ores[14]}, 
	iselect = 1,
	bstart = 1,
	gstart = 3,
	lbstart = 5,
	rstart = 7,
	chance = 10, 
	qtdmax = 1,
	expgainmin = 1,
	expgainmax = 1
	},
	{
	level = {50,69}, 
	stone = {stones.crystal[1], stones.crystal[2], stones.crystal[3], stones.crystal[4], stones.lcrystal[1], stones.lcrystal[2], stones.lcrystal[3], stones.lcrystal[4], stones.pcrystal[1], stones.pcrystal[2], stones.pcrystal[3], stones.pcrystal[4]},
	items = {ores[1],ores[2], ores[3], ores[5], ores[6], ores[7], ores[9],ores[10], ores[11], ores[13], ores[14], ores[15]}, 
	iselect = 2,
	bstart = 1,
	gstart = 4,
	lbstart = 7,
	rstart = 10,
	chance = 10, 
	qtdmax = 1,
	expgainmin = 1,
	expgainmax = 1
	},
	{
	level = {70,89}, 
	stone = {stones.crystal[1], stones.crystal[2], stones.crystal[3], stones.crystal[4], stones.lcrystal[1], stones.lcrystal[2], stones.lcrystal[3], stones.lcrystal[4], stones.pcrystal[1], stones.pcrystal[2], stones.pcrystal[3], stones.pcrystal[4], stones.scrystal[1], stones.scrystal[2], stones.scrystal[3], stones.scrystal[4]},
	items = {ores[1],ores[2], ores[3], ores[4], ores[5], ores[6], ores[7], ores[8], ores[9],ores[10], ores[11], ores[12], ores[13], ores[14], ores[15], ores[16]}, 
	iselect = 3,
	bstart = 1,
	gstart = 5,
	lbstart = 9,
	rstart = 13,
	chance = 10, 
	qtdmax = 1,
	expgainmin = 1,
	expgainmax = 1
	},
	{
	level = {90,100}, 
	stone = {stones.crystal[1], stones.crystal[2], stones.crystal[3], stones.crystal[4], stones.lcrystal[1], stones.lcrystal[2], stones.lcrystal[3], stones.lcrystal[4], stones.pcrystal[1], stones.pcrystal[2], stones.pcrystal[3], stones.pcrystal[4], stones.scrystal[1], stones.scrystal[2], stones.scrystal[3], stones.scrystal[4]},
	items = {ores[1],ores[2], ores[3], ores[4], ores[5], ores[6], ores[7], ores[8], ores[9],ores[10], ores[11], ores[12], ores[13], ores[14], ores[15], ores[16]},
	iselect = 3,
	bstart = 1,
	gstart = 5,
	lbstart = 9,
	rstart = 13,
	chance = 10, 
	qtdmax = 1,
	expgainmin = 1,
	expgainmax = 1
	}
}

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


local getMiningLevel = getPlayerStorageValue(cid, config.storagemining)
local getMiningExp = getPlayerStorageValue(cid, config.experiencemining)

	if getMiningLevel == -1 then
		setPlayerStorageValue(cid, config.storagemining, 0)
	end
	if getMiningExp < 0 then
		setPlayerStorageValue(cid, config.experiencemining, 0)
	end

	if (isInArray(stones.crystal, itemEx.itemid) or isInArray(stones.lcrystal, itemEx.itemid) or isInArray(stones.pcrystal, itemEx.itemid) or isInArray(stones.scrystal, itemEx.itemid))  then
		
		for a = 1, #levels do
			min = levels[a].level[1]; max = levels[a].level[2]

			if (getMiningLevel >= min and getMiningLevel <= max) then
				if isInArray(levels[a].stone, itemEx.itemid) then
						if (math.random(1, 100) <= levels[a].chance) then
							quantity = math.random(1, levels[a].qtdmax)
							experience = math.random(levels[a].expgainmin, levels[a].expgainmax)
								if isInArray(stone.blue, itemEx.itemid) then
									iselection = math.random(levels[a].bstart, levels[a].bstart + levels[a].iselect)
									collect = levels[a].items[iselection]
								end
								if isInArray(stone.green, itemEx.itemid) then
									iselection = math.random(levels[a].gstart, levels[a].gstart + levels[a].iselect)
									collect = levels[a].items[iselection]
								end
								if isInArray(stone.lightblue, itemEx.itemid) then
									iselection = math.random(levels[a].lbstart, levels[a].lbstart + levels[a].iselect)
									collect = levels[a].items[iselection]
								end
								if isInArray(stone.red, itemEx.itemid) then
									iselection = math.random(levels[a].rstart, levels[a].rstart + levels[a].iselect)
									collect = levels[a].items[iselection]
								end
							
							if getMiningLevel == 100 then
							doSendMagicEffect(toPosition, 9)
							doPlayerSendTextMessage(cid, 22, text)
							doPlayerAddItem(cid, collect, quantity)
							
							elseif getMiningLevel <= 99 then
							
								if getMiningExp >= config.expperlevel then
									doSendMagicEffect(getCreaturePosition(cid), 49)
									setPlayerStorageValue(cid, config.storagemining, getMiningLevel + 1)
									setPlayerStorageValue(cid, config.experiencemining, getMiningExp - config.expperlevel)
									text = "You collected " ..quantity.. " matter" ..(quantity > 1 and "s" or "").. ". \n You have gained " ..experience.. " experience points in Mining. \n You advanced from mining skill level " ..getMiningLevel.. " to mining skill level " ..(getMiningLevel + 1).. "."
								else
									setPlayerStorageValue(cid, config.experiencemining, getMiningExp + experience)
									text = "You collected " ..quantity.. " matter" ..(quantity > 1 and "s" or "").. ". \n You have gained " ..experience.. " experience points in Mining. \n" ..(config.expperlevel - getMiningExp - experience).. " experience points left to next level. \nCurrent Mining Skill: " ..getMiningLevel.. "."
								end
								doSendMagicEffect(toPosition, 9)
								doPlayerSendTextMessage(cid, 22, text)
								doPlayerAddItem(cid, collect, quantity)
							end
							
						else
							doSendMagicEffect(toPosition, 3)
							doSendAnimatedText(getCreaturePosition(cid), "Working!", COLOR_WHITE)
						end
				else
					doPlayerSendTextMessage(cid, 22, "You need to get better in Mining to mining this.")
				end
			end

		end

	else
		doSendMagicEffect(getCreaturePosition(cid), 2)
		doPlayerSendTextMessage(cid, 22, "You can't mining this.")
	end

	
end

 

Em data/actions/actions.xml use: 


<!-- MINING -->
<action itemid="2553" event="script" value="elementalmining.lua"/>

 

Se tiver dúvidas a respeito de como configurar pergunte no tópico. As partes editáveis são: Local config, local Stone, local Ore, local Levels. Note que local Levels indica que algumas pedras só podeerão ser mineiradas ao ter mining level superior.

 

Configurações das pedras:

Em data/items/items.xml troque os nomes de cada pedra (os nomes ficam a seu critério ;p)


<item id="2149" article="a" name="light earth substance" plural="light earth substance">
        <attribute key="weight" value="1000" />

</item>

<item id="2146" article="a" name="light ice substance" plural="light ice substance">
        <attribute key="weight" value="1000" />

</item>

<item id="2147" article="a" name="light fire substance" plural="light fire substance">
        <attribute key="weight" value="1000" />

</item>

<item id="2150" article="a" name="light energy substance" plural="light energy substance">
        <attribute key="weight" value="1000" />

</item>



<item id="7761" article="a" name="pure earth substance" plural="pure earth substance">
        <attribute key="weight" value="1000" />
</item>

<item id="7759" article="a" name="pure ice substance" plural="pure ice substance">
        <attribute key="weight" value="1000" />
</item>

<item id="7760" article="a" name="pure fire substance" plural="pure fire substance">
        <attribute key="weight" value="1000" />

</item>

<item id="7762" article="a" name="pure energy substance" plural="pure energy substance">
        <attribute key="weight" value="1000" />
</item>



<item id="12396" article="a" name="rare earth matter" plural="rare earth substance">
        <attribute key="weight" value="1000" />
</item>

<item id="6551" article="a" name="rare ice substance" plural="rare ice substance">
        <attribute key="weight" value="1000" />
</item>

<item id="6550" article="a" name="rare fire substance" plural="rare fire substance">
        <attribute key="weight" value="1000" />
</item>

<item id="12575" article="a" name="rare energy substance" plural="rare energy substance">
        <attribute key="weight" value="1000" />
</item>



<item id="8298" name="massive earth substance" plural="massive earth substance">
        <attribute key="weight" value="1000" />
</item>

item id="8302" name="massive ice substance" plural="massive ice substance">
        <attribute key="weight" value="1000" />
</item>

<item id="8303" name="massive energy substance" plural="massive energy substance">
        <attribute key="weight" value="1000" />
</item>

<item id="8299" name="massive fire substance" plural="massive fire substance">
        <attribute key="weight" value="1000" />
</item>

TRANSFORMAR PEDRAS EM MOEDAS

Em data/actions/scripts/tools crie um arquivo .lua e nomeie como changecoin:


local COINS = {
	LIGHT = {
			EARTH_SUBSTANCE = 2149,
			ICE_SUBSTANCE = 2146,
			ENERGY_SUBSTANCE = 2150,
			FIRE_SUBSTANCE = 2147
			},
	PURE = {
			EARTH_SUBSTANCE = 7761,
			ICE_SUBSTANCE = 7759,
			ENERGY_SUBSTANCE = 7762,
			FIRE_SUBSTANCE = 7760
			},
	RARE = {
			EARTH_SUBSTANCE = 12396,
			ICE_SUBSTANCE = 6551,
			ENERGY_SUBSTANCE = 12575,
			FIRE_SUBSTANCE = 6550
			},
	MASSIVE = {
			EARTH_SUBSTANCE = 8298,
			ICE_SUBSTANCE = 8302,
			ENERGY_SUBSTANCE = 8303,
			FIRE_SUBSTANCE = 8299
			}
}

local TRANSFORM = {
	[COINS.LIGHT.EARTH_SUBSTANCE] = {
		TO = COINS.PURE.EARTH_SUBSTANCE
		},
	[COINS.LIGHT.ICE_SUBSTANCE] = {
		TO = COINS.PURE.ICE_SUBSTANCE
		},
	[COINS.LIGHT.ENERGY_SUBSTANCE] = {
		TO = COINS.PURE.ENERGY_SUBSTANCE
		},
	[COINS.LIGHT.FIRE_SUBSTANCE] = {
		TO = COINS.PURE.FIRE_SUBSTANCE
		},
	[COINS.PURE.EARTH_SUBSTANCE] = {
		FROM = COINS.LIGHT.EARTH_SUBSTANCE, TO = COINS.RARE.EARTH_SUBSTANCE
		},
	[COINS.PURE.ICE_SUBSTANCE] = {
		FROM = COINS.LIGHT.ICE_SUBSTANCE, TO = COINS.RARE.ICE_SUBSTANCE
		},
	[COINS.PURE.ENERGY_SUBSTANCE] = {
		FROM = COINS.LIGHT.ENERGY_SUBSTANCE, TO = COINS.RARE.ENERGY_SUBSTANCE
		},
	[COINS.PURE.FIRE_SUBSTANCE] = {
		FROM = COINS.LIGHT.FIRE_SUBSTANCE, TO = COINS.RARE.FIRE_SUBSTANCE
		},
	[COINS.RARE.EARTH_SUBSTANCE] = {
		FROM = COINS.PURE.EARTH_SUBSTANCE, TO = COINS.MASSIVE.EARTH_SUBSTANCE
		},
	[COINS.RARE.ICE_SUBSTANCE] = {
		FROM = COINS.PURE.ICE_SUBSTANCE, TO = COINS.MASSIVE.ICE_SUBSTANCE
		},
	[COINS.RARE.ENERGY_SUBSTANCE] = {
		FROM = COINS.PURE.ENERGY_SUBSTANCE, TO = COINS.MASSIVE.ENERGY_SUBSTANCE
		},
	[COINS.RARE.FIRE_SUBSTANCE] = {
		FROM = COINS.PURE.FIRE_SUBSTANCE, TO = COINS.MASSIVE.FIRE_SUBSTANCE
		},
	[COINS.MASSIVE.EARTH_SUBSTANCE] = {
		FROM = COINS.RARE.EARTH_SUBSTANCE
		},
	[COINS.MASSIVE.ICE_SUBSTANCE] = {
		FROM = COINS.RARE.ICE_SUBSTANCE
		},
	[COINS.MASSIVE.ENERGY_SUBSTANCE] = {
		FROM = COINS.RARE.ENERGY_SUBSTANCE
		},
	[COINS.MASSIVE.FIRE_SUBSTANCE] = {
		FROM = COINS.RARE.FIRE_SUBSTANCE
		}
}

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

	local COIN = TRANSFORM[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)
	elseif(COIN.FROM ~= nil) then
		doChangeTypeItem(item.uid, item.type - 1)
		doPlayerAddItem(cid, COIN.FROM, ITEMCOUNT_MAX)
	end

	return true
end

 

Em data/actions/actions.xml acrescente:


    <action itemid="2149" event="script" value="tools/changecoin.lua"/>
	<action itemid="2146" event="script" value="tools/changecoin.lua"/>
	<action itemid="2150" event="script" value="tools/changecoin.lua"/>
	<action itemid="2147" event="script" value="tools/changecoin.lua"/>
	<action itemid="7761" event="script" value="tools/changecoin.lua"/>
	<action itemid="7759" event="script" value="tools/changecoin.lua"/>
	<action itemid="7762" event="script" value="tools/changecoin.lua"/>
	<action itemid="7760" event="script" value="tools/changecoin.lua"/>
	<action itemid="12396" event="script" value="tools/changecoin.lua"/>
	<action itemid="6551" event="script" value="tools/changecoin.lua"/>
	<action itemid="12575" event="script" value="tools/changecoin.lua"/>
	<action itemid="6550" event="script" value="tools/changecoin.lua"/>
	<action itemid="8298" event="script" value="tools/changecoin.lua"/>
	<action itemid="8302" event="script" value="tools/changecoin.lua"/>
	<action itemid="8303" event="script" value="tools/changecoin.lua"/>
	<action itemid="8299" event="script" value="tools/changecoin.lua"/>

 

Script adicional:

 

Isso é tudo, façam bom uso!

 

pra poketibia?

8.54

ajuda

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  • 8 months later...

@Cat Hello, very good script,

 

Aqui eu transformei em REVSCRIPT, para tfs 1.3 versões 12x, é o mesmo, apenas algumas linhas alteradas, IMPORTANTE DELETE PICK.LUA OU VOCÊ OBTERÁ ERRO AÇÃO DUPLICADA ID 2553 NO CONSOLE! APROVEITAR !

 

local mining = Action()

local config = {
maxmininglevel = 120,
storagemining = 100000,
expperlevel = 1500,
experiencemining = 125
}

local stone = {
	blue = {8637, 8633, 9798, 1354}, 
	green = {8640, 8636, 9791, 1353},
	lightblue = {8638, 8634, 9790, 12344},
	red = {8639, 8635, 9788, 1355},
}

local stones = {
	crystal = {stone.blue[1], stone.green[1], stone.lightblue[1], stone.red[1]},
	lcrystal = {stone.blue[2], stone.green[2], stone.lightblue[2], stone.red[2]},
	pcrystal = {stone.blue[3], stone.green[3], stone.lightblue[3], stone.red[3]},
	scrystal = {stone.blue[4], stone.green[4], stone.lightblue[4], stone.red[4]},
}

local ore = {
	blue = {2146, 7759, 5905, 8302},
	green = {2149, 7761, 12396 ,8298}, 
	lightblue = {2150, 7762, 12575, 8303}, 
	red = {2147, 7760, 5906, 8299},
}

local ores = { ore.blue[1], ore.blue[2], ore.blue[3], ore.blue[4], ore.green[1], ore.green[2], ore.green[3], ore.green[4], ore.lightblue[1], ore.lightblue[2], ore.lightblue[3], ore.lightblue[4], ore.red[1], ore.red[2], ore.red[3], ore.red[4]}

local levels = {
	{
	level = {0,19}, 
	stone = {stones.crystal[1], stones.crystal[2], stones.crystal[3], stones.crystal[4]},
	items = {ores[1],ores[5], ores[9], ores[13]}, 
	iselect = 0,
	bstart = 1,
	gstart = 2,
	lbstart = 3,
	rstart = 4,
	chance = 10, -- 30
	qtdmax = 1,
	expgainmin = 15, --15
	expgainmax = 50 --50
	},
	{
	level = {20,49}, 
	stone = {stones.crystal[1], stones.crystal[2], stones.crystal[3], stones.crystal[4], stones.lcrystal[1], stones.lcrystal[2], stones.lcrystal[3], stones.lcrystal[4]},
	items = {ores[1],ores[2], ores[5], ores[6], ores[9],ores[10], ores[13], ores[14]}, 
	iselect = 1,
	bstart = 1,
	gstart = 3,
	lbstart = 5,
	rstart = 7,
	chance = 10, 
	qtdmax = 1,
	expgainmin = 25,
	expgainmax = 75
	},
	{
	level = {50,69}, 
	stone = {stones.crystal[1], stones.crystal[2], stones.crystal[3], stones.crystal[4], stones.lcrystal[1], stones.lcrystal[2], stones.lcrystal[3], stones.lcrystal[4], stones.pcrystal[1], stones.pcrystal[2], stones.pcrystal[3], stones.pcrystal[4]},
	items = {ores[1],ores[2], ores[3], ores[5], ores[6], ores[7], ores[9],ores[10], ores[11], ores[13], ores[14], ores[15]}, 
	iselect = 2,
	bstart = 1,
	gstart = 4,
	lbstart = 7,
	rstart = 10,
	chance = 10, 
	qtdmax = 1,
	expgainmin = 35,
	expgainmax = 95
	},
	{
	level = {70,89}, 
	stone = {stones.crystal[1], stones.crystal[2], stones.crystal[3], stones.crystal[4], stones.lcrystal[1], stones.lcrystal[2], stones.lcrystal[3], stones.lcrystal[4], stones.pcrystal[1], stones.pcrystal[2], stones.pcrystal[3], stones.pcrystal[4], stones.scrystal[1], stones.scrystal[2], stones.scrystal[3], stones.scrystal[4]},
	items = {ores[1],ores[2], ores[3], ores[4], ores[5], ores[6], ores[7], ores[8], ores[9],ores[10], ores[11], ores[12], ores[13], ores[14], ores[15], ores[16]}, 
	iselect = 3,
	bstart = 1,
	gstart = 5,
	lbstart = 9,
	rstart = 13,
	chance = 10, 
	qtdmax = 1,
	expgainmin = 55,
	expgainmax = 125
	},
	{
	level = {90,100}, 
	stone = {stones.crystal[1], stones.crystal[2], stones.crystal[3], stones.crystal[4], stones.lcrystal[1], stones.lcrystal[2], stones.lcrystal[3], stones.lcrystal[4], stones.pcrystal[1], stones.pcrystal[2], stones.pcrystal[3], stones.pcrystal[4], stones.scrystal[1], stones.scrystal[2], stones.scrystal[3], stones.scrystal[4]},
	items = {ores[1],ores[2], ores[3], ores[4], ores[5], ores[6], ores[7], ores[8], ores[9],ores[10], ores[11], ores[12], ores[13], ores[14], ores[15], ores[16]},
	iselect = 3,
	bstart = 1,
	gstart = 5,
	lbstart = 9,
	rstart = 13,
	chance = 10, 
	qtdmax = 1,
	expgainmin = 125,
	expgainmax = 180
	}
}

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


local getMiningLevel = getPlayerStorageValue(cid, config.storagemining)
local getMiningExp = getPlayerStorageValue(cid, config.experiencemining)

	if getMiningLevel == -1 then
		setPlayerStorageValue(cid, config.storagemining, 0)
	end
	if getMiningExp < 0 then
		setPlayerStorageValue(cid, config.experiencemining, 0)
	end

	if (isInArray(stones.crystal, itemEx.itemid) or isInArray(stones.lcrystal, itemEx.itemid) or isInArray(stones.pcrystal, itemEx.itemid) or isInArray(stones.scrystal, itemEx.itemid))  then
		
		for a = 1, #levels do
			min = levels[a].level[1]; max = levels[a].level[2]

			if (getMiningLevel >= min and getMiningLevel <= max) then
				if isInArray(levels[a].stone, itemEx.itemid) then
						if (math.random(1, 100) <= levels[a].chance) then
							quantity = math.random(1, levels[a].qtdmax)
							experience = math.random(levels[a].expgainmin, levels[a].expgainmax)
								if isInArray(stone.blue, itemEx.itemid) then
									iselection = math.random(levels[a].bstart, levels[a].bstart + levels[a].iselect)
									collect = levels[a].items[iselection]
								end
								if isInArray(stone.green, itemEx.itemid) then
									iselection = math.random(levels[a].gstart, levels[a].gstart + levels[a].iselect)
									collect = levels[a].items[iselection]
								end
								if isInArray(stone.lightblue, itemEx.itemid) then
									iselection = math.random(levels[a].lbstart, levels[a].lbstart + levels[a].iselect)
									collect = levels[a].items[iselection]
								end
								if isInArray(stone.red, itemEx.itemid) then
									iselection = math.random(levels[a].rstart, levels[a].rstart + levels[a].iselect)
									collect = levels[a].items[iselection]
								end
							
							if getMiningLevel == 100 then
							doSendMagicEffect(toPosition, 9)
							doPlayerSendTextMessage(cid, 22, text)
							doPlayerAddItem(cid, collect, quantity)
							
							elseif getMiningLevel <= 99 then
							
								if getMiningExp >= config.expperlevel then
									doSendMagicEffect(getCreaturePosition(cid), 49)
									setPlayerStorageValue(cid, config.storagemining, getMiningLevel + 1)
									setPlayerStorageValue(cid, config.experiencemining, getMiningExp - config.expperlevel)
									text = "You collected " ..quantity.. " matter" ..(quantity > 1 and "s" or "").. ". \n You have gained " ..experience.. " experience points in Mining. \n You advanced from mining skill level " ..getMiningLevel.. " to mining skill level " ..(getMiningLevel + 1).. "."
								else
									setPlayerStorageValue(cid, config.experiencemining, getMiningExp + experience)
									text = "You collected " ..quantity.. " matter" ..(quantity > 1 and "s" or "").. ". \n You have gained " ..experience.. " experience points in Mining. \n" ..(config.expperlevel - getMiningExp - experience).. " experience points left to next level. \nCurrent Mining Skill: " ..getMiningLevel.. "."
								end
								doSendMagicEffect(toPosition, 9)
								doPlayerSendTextMessage(cid, 22, text)
								doPlayerAddItem(cid, collect, quantity)
							end
							
						else
							doPlayerSendTextMessage(cid, 22, "Working.")
						end
				else
					doPlayerSendTextMessage(cid, 22, "You need to get better in Mining to mining this.")
				end
			end

		end

	else
		doSendMagicEffect(getCreaturePosition(cid), 2)
		doPlayerSendTextMessage(cid, 22, "You can't mining this.")
	end

	
end

mining:id(2553)
mining:register()

 

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Olá @Cat, desculpe incomodá-lo, mas vejo que você está fazendo algum script, talvez você pudesse me explicar, para este revscript, como adicionar para que ao usar os 2 objetos, eu possa colocá-los em 3 sqm, 1 sqm 1 objeto, 2sqm 2 objeto, 3sqm o objeto obtido, para torná-lo mais realista? Eu tentei a posição da função, mas não funciona, é novo o revscript novamente para mim, Em qualquer caso, o seu sistema de mineração é enorme para o RPG, especialmente porque seu script permite que você crie 6 trabalhos diferentes que estou construindo, como alfaiate, sapateiro e muito mais ..! Agradeço antecipadamente

 

local forge = Action()

local craft = {
    level = 1, 
    items = { 
        [1] = {item = 2800, count = 100},
        [2] = {item = 2159, count = 200},
        
    },
    craftedItem = {2472, 1}, 
}

function forge.onUse(player, item, fromPosition, itemEx, toPosition)
    
    if player:getLevel() < craft.level then
        player:sendTextMessage(MESSAGE_STATUS_DEFAULT, "You do not have level, you will need level 200.")
        player:getPosition():sendMagicEffect(CONST_ME_POFF)
        return true
    end
               
    for k, v in pairs(craft.items) do
        if player:getItemCount(v.item) < v.count then
            player:sendTextMessage(MESSAGE_STATUS_DEFAULT, "You do not have necessary items, items necessary x100 Star Herb + x200 Scarab Coins.")
            player:getPosition():sendMagicEffect(CONST_ME_POFF)
            return true
        end
    end

    for k, v in pairs(craft.items) do
        player:removeItem(v.item, v.count)
    end

    player:addItem(craft.craftedItem[1], craft.craftedItem[2])
    player:removeItem(item.itemid, 1)
    player:sendTextMessage(MESSAGE_STATUS_DEFAULT, "You have Crafted: "..craft.craftedItem[2].."x "..ItemType(craft.craftedItem[1]):getName()..".")
    player:getPosition():sendMagicEffect(50)
    
    return true
end

forge:id(2800, 2159)
forge:register()

 

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5 horas atrás, rooxcool disse:

Olá @Cat, desculpe incomodá-lo, mas vejo que você está fazendo algum script, talvez você pudesse me explicar, para este revscript, como adicionar para que ao usar os 2 objetos, eu possa colocá-los em 3 sqm, 1 sqm 1 objeto, 2sqm 2 objeto, 3sqm o objeto obtido, para torná-lo mais realista? Eu tentei a posição da função, mas não funciona, é novo o revscript novamente para mim, Em qualquer caso, o seu sistema de mineração é enorme para o RPG, especialmente porque seu script permite que você crie 6 trabalhos diferentes que estou construindo, como alfaiate, sapateiro e muito mais ..! Agradeço antecipadamente

 


local forge = Action()

local craft = {
    level = 1, 
    items = { 
        [1] = {item = 2800, count = 100},
        [2] = {item = 2159, count = 200},
        
    },
    craftedItem = {2472, 1}, 
}

function forge.onUse(player, item, fromPosition, itemEx, toPosition)
    
    if player:getLevel() < craft.level then
        player:sendTextMessage(MESSAGE_STATUS_DEFAULT, "You do not have level, you will need level 200.")
        player:getPosition():sendMagicEffect(CONST_ME_POFF)
        return true
    end
               
    for k, v in pairs(craft.items) do
        if player:getItemCount(v.item) < v.count then
            player:sendTextMessage(MESSAGE_STATUS_DEFAULT, "You do not have necessary items, items necessary x100 Star Herb + x200 Scarab Coins.")
            player:getPosition():sendMagicEffect(CONST_ME_POFF)
            return true
        end
    end

    for k, v in pairs(craft.items) do
        player:removeItem(v.item, v.count)
    end

    player:addItem(craft.craftedItem[1], craft.craftedItem[2])
    player:removeItem(item.itemid, 1)
    player:sendTextMessage(MESSAGE_STATUS_DEFAULT, "You have Crafted: "..craft.craftedItem[2].."x "..ItemType(craft.craftedItem[1]):getName()..".")
    player:getPosition():sendMagicEffect(50)
    
    return true
end

forge:id(2800, 2159)
forge:register()

 

 

Eu ajudei a idealizar o código, foi feito para simular a barra de skills no ato do mining, o modo como você quer fazer não vou saber modificar pois não possuo conhecimento para tal.

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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, pessoal! Acabei encontrando um script que tinha feito a um tempo atrás. Estou compartilhando aqui para quem quiser usar ou melhorar.
       
      É bem parecido com os outros sistemas de roleta, igual deste tópico: https://tibiaking.com/forums/topic/101557-action-cassino-roleta-de-items/
       
      Como funciona?
       
      O "Treasure Chest" é um item custom, onde o jogador têm a possibilidade de ganhar itens raros ou bem meia boca. Tudo dependerá da sorte.
       
      O jogador precisa tacar o treasure chest na bancada e acionar a alavanca. O treasure chest irá se transformar em vários itens de forma randômica no qual o jogador poderá ou não ganhar. No final, apenas um item é entregue ao jogador.
       
      Para entender melhor o seu funcionamento, segue o GIF abaixo:
       

       
       
      em data > actions > actions.xml
       
       
      em data > actions > scripts > crie um arquivo chamado leverTreasureChest.lua
       
       
      no banco de dados do servidor, adicione o seguinte código em "SQL":
       
       
       

      Também estou disponibilizando uma página PHP, para quem quiser usar no site do servidor. Na página tem informações sobre o funcionamento, quais são os possíveis prêmios e a lista de jogadores que ganharam os itens raros.
       

       
       
      Espero ter ajudado de alguma forma! : )
       
      treasure_chest.php
    • Por amoxicilina
      Action: Remover skull
       
       
    • Por Dono do WNA
      Andei procurando aqui pelo TK inteiro e não acho um script funcional para um boss room onde o player clica com direito num altar (parecido com uma alavanca) podendo ir sozinho ou com até 10 jogadores ele é teleportado para uma sala com o boss, podendo desafiar ele a cada 20 horas, toda vez que um jogador puxa a alavanca ele checa se tem player na sala e caso tenha, precisa esperar todos os jogadores sairem. Caso o boss esteja vivo sem players dentro da sala ele remove e adiciona um novo assim que puxam a alavanca.

      Achei scripts parecidos no forum porém são todos para TFS 1.x+ e eu uso o 0.4 e nenhum compatível que achei esta funcionando

      TFS 0.4 REV 3996
    • Por cssiqueira
      Bom , minha primeira contribuição aqui no fórum, espero que ajude o pessoal novato assim como me ajudou pois sempre acho scripts para servers antigos mas para esses novos que não usam XML fica difícil, aqui no meu OT funcionou corretamente  estou usando o sistema VIP que insere na database em Account o campo vipdays e viplastday 
       
      OT -> Canary 1.3.0 / Cliente 12.86
       
      Eu criei o arquivo Lua em .: data\scripts\movements\others , O nome vocês que escolhem pode ser televip.lua...viptele.lua....teleportvip.lua fica a seu gosto ?
       
      local config = { teleportActionId = Coloque Aqui o ACTION ID do item de teleport criado em seu RME } local teleVIP = MoveEvent('teleVIP') function teleVIP.onStepIn(player, item, position, fromPosition) if player:getVipDays() == 0 then player:teleportTo(fromPosition) player:getPosition():sendMagicEffect(CONST_ME_POFF) player:sendTextMessage(MESSAGE_STATUS_SMALL, "Voce nao tem VIP.") return true end return true end teleVIP:aid(config.teleportActionId) teleVIP:register()  
       
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