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  Em 27/04/2019 em 09:11, 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

  • 8 months later...
Postado

@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()

 

Postado

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()

 

Postado
  • Autor
  Em 12/02/2021 em 14:08, 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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