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leliofritsch

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  1. leliofritsch reagiu a uma resposta no tópico: (Resolvido)Arma que evolui (wtf)
  2. Eu tinha quase certeza que ia ser você quem resolveria meu problema, muito obrigado!
  3. Eu acrescentei um local storage na spell A: local storage = 102054 function onCastSpell(cid, var) setPlayerStorageValue(cid, 102054,1) doCombat(cid, combat, var) end e isso na B: local storage = 102055 function onCastSpell(cid, var) if getPlayerStorageValue(cid, 102054) == 1 then doCombat(cid, combat, var) setPlayerStorageValue(cid, 102055,1) else doPlayerSendCancel(cid, "Desculpe mas voce nao se transformou em A") end Mas agora ele nem casta a spell, pode me dizer oque eu errei? Achei meu erro os scripts ficaram assim: Spell A: local time = 180 * 1000 -- 180 * 1000 = 3 min local addShielding = 40 -- quanto de defesa aumenta local skillfist = 50 -- quantos ira aumentar o skill de Fist local storage = getPlayerStorageValue(cid,102054) local cloth = {lookType = 82, lookHead = 0, lookBody = 0, lookLegs = 0, lookFeet = 0, lookTypeEx = 0, lookAddons = 0} local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_EFFECT, 5) setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, 0) local condition = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(condition, CONDITION_PARAM_TICKS, time) setConditionParam(condition, CONDITION_PARAM_SKILL_FIST, skillfist) setConditionParam(condition, CONDITION_PARAM_SKILL_SHIELD, addShielding) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setCombatCondition(combat, condition) local condition = createConditionObject(CONDITION_HASTE) setConditionParam(condition, CONDITION_PARAM_SPEED, 250) setConditionParam(condition, CONDITION_PARAM_TICKS, time) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setCombatCondition(combat, condition) local outfit = createConditionObject(CONDITION_OUTFIT) setConditionParam(outfit, CONDITION_PARAM_TICKS, time) addOutfitCondition(outfit, cloth) setCombatCondition(combat, outfit) function onCastSpell(cid, var) if getPlayerStorageValue(cid,102054) ~= 1 then doCombat(cid, combat, var) setPlayerStorageValue(cid, 102054,1) else doPlayerSendCancel(cid, "Voce ja esta transformado") end end Spell B: local time = 120 * 1000 -- 120 * 1000 = 2 min local addShielding = 50 -- quanto de defesa aumenta local skillfist = 70 -- quantos ira aumentar o skill de Fist local storage = getPlayerStorageValue(cid,102055) local cloth = {lookType = 83, lookHead = 0, lookBody = 0, lookLegs = 0, lookFeet = 0, lookTypeEx = 0, lookAddons = 0} local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_EFFECT, 5) setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, 0) local condition = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(condition, CONDITION_PARAM_TICKS, time) setConditionParam(condition, CONDITION_PARAM_SKILL_FIST, skillfist) setConditionParam(condition, CONDITION_PARAM_SKILL_SHIELD, addShielding) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setCombatCondition(combat, condition) local condition = createConditionObject(CONDITION_HASTE) setConditionParam(condition, CONDITION_PARAM_SPEED, 500) setConditionParam(condition, CONDITION_PARAM_TICKS, time) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setCombatCondition(combat, condition) local outfit = createConditionObject(CONDITION_OUTFIT) setConditionParam(outfit, CONDITION_PARAM_TICKS, time) addOutfitCondition(outfit, cloth) setCombatCondition(combat, outfit) function onCastSpell(cid, var) if getPlayerStorageValue(cid,102054) == 1 then if getPlayerStorageValue(cid,102055) ~= 1 then doCombat(cid, combat, var) setPlayerStorageValue(cid, 102055,1) else doPlayerSendCancel(cid, "Voce ja esta transformado") end else doPlayerSendCancel(cid, "Voce ainda nao abriu os tres portoes") end end Mas agora quanto eu uso a spell B a outfit permanece a da spell A, saberia me responder? Agradeço pela resposta de antes, ja curti e soubesse eu reputava
  4. Olá usuários do Tibia King, eu criei 3 spells de transformação que dão buffs ao char, a minha duvida é como torna-las dependentes entre si, por exemplo, para usar a transformação "B" você tem que ter se transformado na "A" e para se transformar na "C" tem que ter passado pela "B". Vou deixar aqui o script das spells na ordem da dependência: Spell "A": local time = 180 * 1000 -- 180 * 1000 = 3 min local addShielding = 40 -- quanto de defesa aumenta local skillfist = 50 -- quantos ira aumentar o skill de Fist local cloth = {lookType = 82, lookHead = 0, lookBody = 0, lookLegs = 0, lookFeet = 0, lookTypeEx = 0, lookAddons = 0} local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_EFFECT, 5) setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, 0) local condition = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(condition, CONDITION_PARAM_TICKS, time) setConditionParam(condition, CONDITION_PARAM_SKILL_FIST, skillfist) setConditionParam(condition, CONDITION_PARAM_SKILL_SHIELD, addShielding) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setCombatCondition(combat, condition) local condition = createConditionObject(CONDITION_HASTE) setConditionParam(condition, CONDITION_PARAM_SPEED, 250) setConditionParam(condition, CONDITION_PARAM_TICKS, time) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setCombatCondition(combat, condition) local outfit = createConditionObject(CONDITION_OUTFIT) setConditionParam(outfit, CONDITION_PARAM_TICKS, time) addOutfitCondition(outfit, cloth) setCombatCondition(combat, outfit) function onCastSpell(cid, var) return doCombat(cid, combat, var) end Spell "B": local time = 120 * 1000 -- 120 * 1000 = 2 min local addShielding = 50 -- quanto de defesa aumenta local skillfist = 70 -- quantos ira aumentar o skill de Fist local cloth = {lookType = 83, lookHead = 0, lookBody = 0, lookLegs = 0, lookFeet = 0, lookTypeEx = 0, lookAddons = 0} local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_EFFECT, 5) setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, 0) local condition = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(condition, CONDITION_PARAM_TICKS, time) setConditionParam(condition, CONDITION_PARAM_SKILL_FIST, skillfist) setConditionParam(condition, CONDITION_PARAM_SKILL_SHIELD, addShielding) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setCombatCondition(combat, condition) local condition = createConditionObject(CONDITION_HASTE) setConditionParam(condition, CONDITION_PARAM_SPEED, 500) setConditionParam(condition, CONDITION_PARAM_TICKS, time) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setCombatCondition(combat, condition) local outfit = createConditionObject(CONDITION_OUTFIT) setConditionParam(outfit, CONDITION_PARAM_TICKS, time) addOutfitCondition(outfit, cloth) setCombatCondition(combat, outfit) function onCastSpell(cid, var) return doCombat(cid, combat, var) end Spell "C": local time = 60 * 1000 -- 60 * 1000 = 1 min local addShielding = 60 -- quanto de defesa aumenta local skillfist = 90 -- quantos ira aumentar o skill de Fist local health = 130 -- A cada 1 segundo quantos aumentar de vida local cloth = {lookType = 330, lookHead = 0, lookBody = 0, lookLegs = 0, lookFeet = 0, lookTypeEx = 0, lookAddons = 0} local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_EFFECT, 5) setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, 0) local condition = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(condition, CONDITION_PARAM_TICKS, time) setConditionParam(condition, CONDITION_PARAM_SKILL_FIST, skillfist) setConditionParam(condition, CONDITION_PARAM_SKILL_SHIELD, addShielding) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setCombatCondition(combat, condition) local condition = createConditionObject(CONDITION_HASTE) setConditionParam(condition, CONDITION_PARAM_SPEED, 750) setConditionParam(condition, CONDITION_PARAM_TICKS, time) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setCombatCondition(combat, condition) local outfit = createConditionObject(CONDITION_OUTFIT) setConditionParam(outfit, CONDITION_PARAM_TICKS, time) addOutfitCondition(outfit, cloth) setCombatCondition(combat, outfit) function onCastSpell(cid, var) return doCombat(cid, combat, var) end Eu sou novo aqui, peço que me perdoem se cometi algum erro em relação ao post, desde já agradeço atenção!

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