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Enzo Caue

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Tudo que Enzo Caue postou

  1. não é mais fácil vc fazer uma db pro beta, e dessa db vc exportar a row name da table players?
  2. www.myip.com
  3. Mude o nome do seu tópico para que possam te ajudar rapidamente, caso algum mod veja esse titúlo, voce pode receber uma advertencia! coloca o seu script de !rank no pastebin e coloca o link aqui pra galera poder te ajudar.
  4. tag <talkaction words="!bless" script="bless.lua" /> bless.lua
  5. Enzo Caue postou uma resposta no tópico em Suporte Tibia OTServer
    não tem não. talkactions são comandos, ex: !bless, !aol, !serverinfo... o script do npc é o maior, onde tem tudo que ele faz.
  6. Enzo Caue postou uma resposta no tópico em Suporte Tibia OTServer
    se vc n tem a source n tem como editar.
  7. atualiza o xampp
  8. Enzo Caue postou uma resposta no tópico em Suporte Tibia OTServer
    pra que se ja existe ela ?
  9. Enzo Caue postou uma resposta no tópico em Suporte Tibia OTServer
    talkactions? vc pediu um npc, não uma talkaction.
  10. Enzo Caue postou uma resposta no tópico em Suporte Tibia OTServer
    Eruaran.xml <?xml version="1.0" encoding="utf-8"?> <npc name="Eruaran" script="Eruaran.lua" walkinterval="2000" floorchange="0"> <health now="100" max="100" /> <look type="63" head="0" body="0" legs="0" feet="0" addons="0" /> <voices> <voice text="Bring your essences." interval2="120" margin="1" yell="no" /> <voice text="Transformations! Bring your bad dreams." interval2="120" margin="1" yell="no" /> </voices> </npc> Eruaran.lua local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end function onThink() npcHandler:onThink() end dream = 23042 local action = {} local weapon = {} local weapon_sub = {} local Config = { Create = { Clusters = 20, DreamMatter = 1, Chance = 70 --70% }, Improve = { Clusters = 75, Chance = 55, --55% BreakChance = 50 --50% of chance that when failing the improvement, the weapons is destroyed but you keep the clusters. Else, you keep the weapon and lose the clusters }, Transform = { Clusters = 150, Chance = 45, --45% BreakChance = 50 --50% of chance that when failing the transforming, the weapon is destroyed but you keep all the clusters. Else, the weapon is downgraded to crude piece and you lose half of clusters. } } local IDS = { DREAM_MATTER = 22397, CLUSTER_OF_SOLACE = 22396, --weapons CRUDE_UMBRAL_BLADE = 22398, UMBRAL_BLADE = 22399, UMBRAL_MASTER_BLADE = 22400, CRUDE_UMBRAL_SLAYER = 22401, UMBRAL_SLAYER = 22402, UMBRAL_MASTER_SLAYER = 22403, CRUDE_UMBRAL_AXE = 22404, UMBRAL_AXE = 22405, UMBRAL_MASTER_AXE = 22406, CRUDE_UMBRAL_CHOPPER = 22407, UMBRAL_CHOPPER = 22408, UMBRAL_MASTER_CHOPPER = 22409, CRUDE_UMBRAL_MACE = 22410, UMBRAL_MACE = 22411, UMBRAL_MASTER_MACE = 22412, CRUDE_UMBRAL_HAMMER = 22413, UMBRAL_HAMMER = 22414, UMBRAL_MASTER_HAMMER = 22415, CRUDE_UMBRAL_BOW = 22416, UMBRAL_BOW = 22417, UMBRAL_MASTER_BOW = 22418, CRUDE_UMBRAL_CROSSBOW = 22419, UMBRAL_CROSSBOW = 22420, UMBRAL_MASTER_CROSSBOW = 22421, CRUDE_UMBRAL_SPELLBOOK = 22422, UMBRAL_SPELLBOOK = 22423, UMBRAL_MASTER_SPELLBOOK = 22424 } local TYPES = { SWORD = 1, AXE = 2, CLUB = 3, BOW = 4, CROSSBOW = 5, SPELLBOOK = 6 } local SUB_TYPES = { BLADE = 1, SLAYER = 2, AXE = 3, CHOPPER = 4, MACE = 5, HAMMER = 6, BOW = 7, CROSSBOW = 8, SPELLBOOK = 9 } local ACTION = { CREATE = 1, IMPROVE = 2, TRANSFORM = 3 } -- dream START -- function dreamFirst(cid, message, keywords, parameters, node) if(not npcHandler:isFocused(cid)) then return false end if isPremium(cid) then addon = getPlayerStorageValue(cid,dream) if addon == -1 then if getPlayerItemCount(cid,22610) >= 1 then if doPlayerRemoveItem(cid,22610,1) then selfSay(newaddon, cid) doSendMagicEffect(getCreaturePosition(cid), 13) doPlayerAddOutfit(cid, 577, 1) doPlayerAddOutfit(cid, 578, 1) setPlayerStorageValue(cid,dream,1) end else selfSay(noitems, cid) end else selfSay(already, cid) end end end function dreamSecond(cid, message, keywords, parameters, node) if(not npcHandler:isFocused(cid)) then return false end if isPremium(cid) then addon = getPlayerStorageValue(cid,dream+1) if addon == -1 then if getPlayerItemCount(cid,22609) >= 1 then if doPlayerRemoveItem(cid,22609,1) then selfSay(newaddon, cid) doSendMagicEffect(getCreaturePosition(cid), 13) doPlayerAddOutfit(cid, 577, 2) doPlayerAddOutfit(cid, 578, 2) setPlayerStorageValue(cid,dream+1,1) end else selfSay(noitems, cid) end else selfSay(already, cid) end end end -- dream END -- local function greetCallback(cid) local player = Player(cid) if player:getStorageValue(Storage.EruaranGreeting) > 0 then npcHandler:setMessage(MESSAGE_GREET, "Ashari Lillithy, so we meet {again}! What brings you here this time, general {information}, {transform}, {improve}, {create}, {outfit}, or {talk}?") else npcHandler:setMessage(MESSAGE_GREET, 'Welcome |PLAYERNAME|.') player:setStorageValue(Storage.EruaranGreeting, 1) end return true end local function creatureSayCallback(cid, type, msg) if not npcHandler:isFocused(cid) then return false end local player = Player(cid) if msgcontains(msg, "create") then npcHandler:say("You can try to create {sword}s, {axe}s, {club}s, {bow}s, {crossbow}s and {spellbook}s.", cid) npcHandler.topic[cid] = 1 action[cid] = ACTION.CREATE elseif msgcontains(msg, "improve") then npcHandler:say("The raw object is nothing but a pale of shadow of its potential. As unsafe and unpredictable the imporvement is, it might boot the powers of your item immensely. You can try to improve {sword}s, {axe}s, {club}s, {bow}s, {crossbow}s and {spellbook}s.", cid) npcHandler.topic[cid] = 1 action[cid] = ACTION.IMPROVE elseif msgcontains(msg, "transform") then npcHandler:say("From time to time fate smiles upon those who take great risks and have strong dreams! If you have the {ingredients}, we can try to give the ultimate refinement to {sword}s, {axe}s, {club}s, {bow}s, {crossbow}s and {spellbook}s.", cid) npcHandler.topic[cid] = 1 action[cid] = ACTION.TRANSFORM elseif msgcontains(msg, "sword") and npcHandler.topic[cid] == 1 then weapon[cid] = TYPES.SWORD if action[cid] == ACTION.CREATE then npcHandler:say("Do you want to create a crude umbral {blade} or crude umbral {slayer}?", cid) npcHandler.topic[cid] = 2 elseif action[cid] == ACTION.IMPROVE then npcHandler:say("Do you want to improve a crude umbral {blade} or crude umbral {slayer}?", cid) npcHandler.topic[cid] = 2 elseif action[cid] == ACTION.TRANSFORM then npcHandler:say("Do you want to transform an umbral {blade} or umbral {slayer}?", cid) npcHandler.topic[cid] = 2 end elseif msgcontains(msg, "blade") or msgcontains(msg, "slayer") and npcHandler.topic[cid] == 2 then weapon_sub[cid] = (msgcontains(msg, "blade") and SUB_TYPES.BLADE or SUB_TYPES.SLAYER) if action[cid] == ACTION.CREATE then npcHandler:say("Do you want to spend " .. (Config.Create.DreamMatter == 1 and "your" or Config.Create.DreamMatter) .. " dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid) npcHandler.topic[cid] = 3 elseif action[cid] == ACTION.IMPROVE then npcHandler:say("Do you want to spend your crude umbral " .. (weapon_sub[cid] == SUB_TYPES.BLADE and "blade" or "slayer") .. " with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid) npcHandler.topic[cid] = 3 elseif action[cid] == ACTION.TRANSFORM then npcHandler:say("Do you want to spend your umbral " .. (weapon_sub[cid] == SUB_TYPES.BLADE and "blade" or "slayer") .. " with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid) npcHandler.topic[cid] = 3 end elseif msgcontains(msg, "axe") and npcHandler.topic[cid] == 1 then weapon[cid] = TYPES.AXE if action[cid] == ACTION.CREATE then npcHandler:say("Do you want to create a crude umbral {axe} or crude umbral {chopper}?", cid) npcHandler.topic[cid] = 2 elseif action[cid] == ACTION.IMPROVE then npcHandler:say("Do you want to improve a crude umbral {axe} or crude umbral {chopper}?", cid) npcHandler.topic[cid] = 2 elseif action[cid] == ACTION.TRANSFORM then npcHandler:say("Do you want to transform an umbral {axe} or umbral {chopper}?", cid) npcHandler.topic[cid] = 2 end elseif msgcontains(msg, "axe") or msgcontains(msg, "chopper") and npcHandler.topic[cid] == 2 then weapon_sub[cid] = (msgcontains(msg, "axe") and SUB_TYPES.AXE or SUB_TYPES.CHOPPER) if action[cid] == ACTION.CREATE then npcHandler:say("Do you want to spend your dream matter with those 25 clusters of {solace} and give a shot. {Yes} or {no}", cid) npcHandler.topic[cid] = 3 elseif action[cid] == ACTION.IMPROVE then npcHandler:say("Do you want to spend your crude umbral " .. (weapon_sub[cid] == SUB_TYPES.AXE and "axe" or "chopper") .. " with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid) npcHandler.topic[cid] = 3 elseif action[cid] == ACTION.TRANSFORM then npcHandler:say("Do you want to spend your umbral " .. (weapon_sub[cid] == SUB_TYPES.AXE and "axe" or "chopper") .. " with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid) npcHandler.topic[cid] = 3 end elseif msgcontains(msg, "club") and npcHandler.topic[cid] == 1 then weapon[cid] = TYPES.CLUB if action[cid] == ACTION.CREATE then npcHandler:say("Do you want to create a crude umbral {mace} or crude umbral {hammer}?", cid) npcHandler.topic[cid] = 2 elseif action[cid] == ACTION.IMPROVE then npcHandler:say("Do you want to improve a crude umbral {mace} or crude umbral {hammer}?", cid) npcHandler.topic[cid] = 2 elseif action[cid] == ACTION.TRANSFORM then npcHandler:say("Do you want to transform an umbral {mace} or umbral {hammer}?", cid) npcHandler.topic[cid] = 2 end elseif isInArray({"mace", "hammer"}, msg) and npcHandler.topic[cid] == 2 then weapon_sub[cid] = (msgcontains(msg, "mace") and SUB_TYPES.MACE or SUB_TYPES.HAMMER) if action[cid] == ACTION.CREATE then npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid) npcHandler.topic[cid] = 3 elseif action[cid] == ACTION.IMPROVE then npcHandler:say("Do you want to spend your crude umbral " .. (weapon_sub[cid] == SUB_TYPES.MACE and "mace" or "hammer") .. " with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid) npcHandler.topic[cid] = 3 elseif action[cid] == ACTION.TRANSFORM then npcHandler:say("Do you want to spend your umbral " .. (weapon_sub[cid] == SUB_TYPES.MACE and "mace" or "hammer") .. " with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid) npcHandler.topic[cid] = 3 end elseif msgcontains(msg, "bow") and npcHandler.topic[cid] == 1 then weapon[cid] = TYPES.BOW if action[cid] == ACTION.CREATE then npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid) npcHandler.topic[cid] = 3 elseif action[cid] == ACTION.IMPROVE then npcHandler:say("Do you want to spend your crude umbral bow with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid) npcHandler.topic[cid] = 3 elseif action[cid] == ACTION.TRANSFORM then npcHandler:say("Do you want to spend your umbral bow with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid) npcHandler.topic[cid] = 3 end elseif msgcontains(msg, "crossbow") and npcHandler.topic[cid] == 1 then weapon[cid] = TYPES.CROSSBOW if action[cid] == ACTION.CREATE then npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid) npcHandler.topic[cid] = 3 elseif action[cid] == ACTION.IMPROVE then npcHandler:say("Do you want to spend your crude umbral crossbow with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid) npcHandler.topic[cid] = 3 elseif action[cid] == ACTION.TRANSFORM then npcHandler:say("Do you want to spend your umbral crossbow with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid) npcHandler.topic[cid] = 3 end elseif msgcontains(msg, "spellbook") and npcHandler.topic[cid] == 1 then weapon[cid] = TYPES.SPELLBOOK if action[cid] == ACTION.CREATE then npcHandler:say("Do you want to spend your dream matter with " .. (Config.Create.Clusters > 1 and "those" or "your") .. " " .. Config.Create.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}", cid) npcHandler.topic[cid] = 3 elseif action[cid] == ACTION.IMPROVE then npcHandler:say("Do you want to spend your crude umbral spellbook with " .. (Config.Improve.Clusters > 1 and "those" or "your") .. " " .. Config.Improve.Clusters .. " clusters of {solace} and give a shot. {Yes} or {no}?", cid) npcHandler.topic[cid] = 3 elseif action[cid] == ACTION.TRANSFORM then npcHandler:say("Do you want to spend your umbral spellbook with " .. (Config.Transform.Clusters > 1 and "those" or "your") .. " " .. Config.Transform.Clusters .. " clusters of {solace} and give it a shot. {Yes} or {no}?", cid) npcHandler.topic[cid] = 3 end elseif msgcontains(msg, "yes") and npcHandler.topic[cid] == 3 then if action[cid] == ACTION.CREATE then --create if player:getItemCount(IDS.DREAM_MATTER) >= 1 and player:getItemCount(IDS.CLUSTER_OF_SOLACE) >= Config.Create.Clusters then if math.random(100) <= Config.Create.Chance then local newItemId = (weapon[cid] == TYPES.SWORD and (weapon_sub[cid] == SUB_TYPES.BLADE and IDS.CRUDE_UMBRAL_BLADE or IDS.CRUDE_UMBRAL_SLAYER) or weapon[cid] == TYPES.AXE and (weapon_sub[cid] == SUB_TYPES.AXE and IDS.CRUDE_UMBRAL_AXE or IDS.CRUDE_UMBRAL_CHOPPER) or weapon[cid] == TYPES.CLUB and (weapon_sub[cid] == SUB_TYPES.MACE and IDS.CRUDE_UMBRAL_MACE or IDS.CRUDE_UMBRAL_HAMMER) or weapon[cid] == TYPES.BOW and IDS.CRUDE_UMBRAL_BOW or weapon[cid] == TYPES.CROSSBOW and IDS.CRUDE_UMBRAL_CROSSBOW or weapon[cid] == TYPES.SPELLBOOK and IDS.CRUDE_UMBRAL_SPELLBOOK or false) if newItemId then player:addItem(newItemId) player:removeItem(IDS.DREAM_MATTER, Config.Create.DreamMatter) player:removeItem(IDS.CLUSTER_OF_SOLACE, Config.Create.Clusters) npcHandler:say("Your dreams are strong, the creation was successful. Take your " .. ItemType(newItemId):getName() .. ".", cid) else npcHandler:say("Something weird happened! You should contact a gamemaster.", cid) end else npcHandler:say("Oh no! The process failed.", cid) player:removeItem(IDS.DREAM_MATTER, 1) end else npcHandler:say("Sorry, you don't have the required ingredients.", cid) end elseif action[cid] == ACTION.IMPROVE then --improve local oldItemId = (weapon[cid] == TYPES.SWORD and (weapon_sub[cid] == SUB_TYPES.BLADE and IDS.CRUDE_UMBRAL_BLADE or IDS.CRUDE_UMBRAL_SLAYER) or weapon[cid] == TYPES.AXE and (weapon_sub[cid] == SUB_TYPES.AXE and IDS.CRUDE_UMBRAL_AXE or IDS.CRUDE_UMBRAL_CHOPPER) or weapon[cid] == TYPES.CLUB and (weapon_sub[cid] == SUB_TYPES.MACE and IDS.CRUDE_UMBRAL_MACE or IDS.CRUDE_UMBRAL_HAMMER) or weapon[cid] == TYPES.BOW and IDS.CRUDE_UMBRAL_BOW or weapon[cid] == TYPES.CROSSBOW and IDS.CRUDE_UMBRAL_CROSSBOW or weapon[cid] == TYPES.SPELLBOOK and IDS.CRUDE_UMBRAL_SPELLBOOK or false) local newItemId = (oldItemId and oldItemId + 1 or false) if player:getItemCount(IDS.CLUSTER_OF_SOLACE) >= Config.Improve.Clusters then if newItemId and oldItemId then if player:getItemCount(oldItemId) > 0 then if math.random(100) <= Config.Improve.Chance then player:removeItem(oldItemId, 1) player:addItem(newItemId) player:removeItem(IDS.CLUSTER_OF_SOLACE, Config.Improve.Clusters) npcHandler:say("Your dreams are strong, the improvement was successful. Take your " .. ItemType(newItemId):getName() .. ".", cid) else npcHandler:say("Oh no! The process failed.", cid) local rand = math.random(100) player:removeItem((rand <= Config.Improve.BreakChance and oldItemId or IDS.CLUSTER_OF_SOLACE), (rand <= Config.Improve.BreakChance and 1 or Config.Improve.Clusters)) end else npcHandler:say("You do not have " .. ItemType(oldItemId):getArticle() .. " " .. ItemType(oldItemId):getName() .. " with you.", cid) end else npcHandler:say("Something weird happened! You should contact a gamemaster.", cid) end end elseif action[cid] == ACTION.TRANSFORM then --transform local oldItemId = (weapon[cid] == TYPES.SWORD and (weapon_sub[cid] == SUB_TYPES.BLADE and IDS.UMBRAL_BLADE or IDS.UMBRAL_SLAYER) or weapon[cid] == TYPES.AXE and (weapon_sub[cid] == SUB_TYPES.AXE and IDS.UMBRAL_AXE or IDS.UMBRAL_CHOPPER) or weapon[cid] == TYPES.CLUB and (weapon_sub[cid] == SUB_TYPES.MACE and IDS.UMBRAL_MACE or IDS.UMBRAL_HAMMER) or weapon[cid] == TYPES.BOW and IDS.UMBRAL_BOW or weapon[cid] == TYPES.CROSSBOW and IDS.UMBRAL_CROSSBOW or weapon[cid] == TYPES.SPELLBOOK and IDS.UMBRAL_SPELLBOOK or false) local newItemId = (oldItemId and oldItemId + 1 or false) if player:getItemCount(IDS.CLUSTER_OF_SOLACE) >= Config.Transform.Clusters then if newItemId and oldItemId then if player:getItemCount(oldItemId) > 0 then if math.random(100) <= Config.Transform.Chance then player:removeItem(oldItemId, 1) player:addItem(newItemId) player:removeItem(IDS.CLUSTER_OF_SOLACE, Config.Transform.Clusters) npcHandler:say("Your dreams are strong, the transforming was successful. Take your " .. ItemType(newItemId):getName() .. ".", cid) else npcHandler:say("Oh no! The process failed.", cid) local rand = math.random(100) if Config.Transform.BreakChance <= rand then player:removeItem(oldItemId, 1) else player:removeItem(oldItemId, 1) player:addItem(oldItemId - 1, 1) player:removeItem(IDS.CLUSTER_OF_SOLACE, Config.Transform.Clusters / 2) end end else npcHandler:say("You do not have " .. ItemType(oldItemId):getArticle() .. " " .. ItemType(oldItemId):getName() .. " with you.", cid) end else npcHandler:say("Something weird happened! You should contact a gamemaster.", cid) end end end npcHandler:releaseFocus(cid) npcHandler:resetNpc() end end npcHandler:setMessage(MESSAGE_FAREWELL, "Good bye!") npcHandler:setCallback(CALLBACK_GREET, greetCallback) npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) -- node1 = keywordHandler:addKeyword({'outfit'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'What addon you are looking? I need for first addon: {Dream Warden Claw} and for second {Dream Warden Mask}.'}) -- node1:addChildKeyword({'yes'}, YalaharianSecond, {}) -- node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then. Come back when you got all neccessary items.', reset = true}) keywordHandler:addKeyword({'outfit'}, StdModule.say, {npcHandler = npcHandler, text = 'What addon you are looking? I need for first addon: {Dream Warden Claw} and for second {Dream Warden Mask}.'}) node1 = keywordHandler:addKeyword({'dream warden mask'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'To achieve the first Dream addon you need to give me 1 Dream Warden Claw. Do you have them with you?'}) node1:addChildKeyword({'yes'}, dreamFirst, {}) node1:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then. Come back when you got all neccessary items.', reset = true}) node2 = keywordHandler:addKeyword({'dream warden claw'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'To achieve the second Dream addon you need to give me 1 Dream Warden Mask. Do you have them with you?'}) node2:addChildKeyword({'yes'}, dreamSecond, {}) node2:addChildKeyword({'no'}, StdModule.say, {npcHandler = npcHandler, onlyFocus = true, text = 'Alright then. Come back when you got all neccessary items.', reset = true}) local focusModule = FocusModule:new() focusModule:addGreetMessage({'hi', 'hello', 'ashari'}) focusModule:addFarewellMessage({'bye', 'farewell', 'asgha thrazi'}) npcHandler:addModule(focusModule)
  11. black skulls nao podem usar nada em area.
  12. esse seu host é linux ou windows ?
  13. https://github.com/malucooo/Otxserver-New
  14. seu ot é caseiro? se for, o uniformserver tem uma funçao pra isso. troca o xampp por ele q é gg.
  15. não precisa contratar nada, da pra forcar um ssl.
  16. então, mas mesmo que vc coloque o pvp tile, se tiver um npvp em baixo nao vai funcionar.. mas se vc diz que nao é, ok. deixo para os scripters de plantão.
  17. já tentou com outro datapack ? se sim, continua com o mesmo erro?
  18. nunca ouvi falar.. aqui ta o meu oldrak.lua demonOakQuest.lua Se não funcionar, tenta trocar a base.
  19. Troque sua distro pela 0.4 rev 3884.
  20. setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, 1, -250, 1, -450) vai mexendo nesses valores esse aqui foi o que eu achei do exori vis no 8.60 copia ele e ve se funciona, se da dano.. setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1, -10, -1, -20, 5, 5, 1.4, 2.1) seu char tem ml? por mais que seja gm, se nao tiver ml ele pode nao hitar.
  21. tenta tirar o type do xml e adicionar em value o script que vc criou!
  22. entao, nao sei como seria pra colocar energyball.. mas pra energy é facil.
  23. Sim, tfs 0.4 entao. primeiramente não é necessária a tag em movements.xml pq a wand não atribui nada ao player; qual é o efeito que vc quer que saia da wand? fiz um exemplo aqui de como deve ficar:: em items.xml: <item id="6534" article="a" name="poseidon trident"> <attribute key="weight" value="2900" /> <attribute key="weaponType" value="wand" /> <attribute key="shootType" value="death" /> <attribute key="range" value="6" /> </item> em weapons.xml: <wand id="6534" level="100" mana="15" min="350" max="550" type="death" event="function" value="default"> <vocation id="1"/> <!-- sorcerer --> <vocation id="5"/> <!-- master sorcerer --> </wand> pra trocar o efeito, em weapons.xml troque o type, e em items.xml troque o shootType .
  24. Dei uma olhada no google pelo código do erro mostrado e me surgiram os seguintes resultados: http://www.techtudo.com.br/noticias/noticia/2015/11/como-resolver-erro-0xc00007b-no-windows.html https://www.google.com.br/search?q=erro+0xc000007b+&gws_rd=cr&dcr=0&ei=_wPVWaGSBIPBwATVp5agAg vale a pena tentar.

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