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Full Global • Custom Quests • Custom Outfits • Lottery System • Version 15x
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[SCRIPT] Alerta com X Spears
Const WeaponId = 3277; // ID da spear WeaponOz = 20; // peso de cada spear AlertAmount = 5; // quantidade para usar o alerta TimeWait = 1; // em segundos SoundNoWeapon = 'C:\Windows\Media\Notify.wav'; AlertSound = 'C:\Windows\Media\Notify.wav'; procedure Notify(Sound : String); begin if (Pos('.wav', AlertSound) <> 0) then PlaySound(AlertSound); if (Pos('.wav', Sound) <> 0) then PlaySound(Sound); end; procedure CheckForWeapon; var QtyMove : integer; var QtyItems : integer; var HasWeapons : boolean; begin QtyMove := 0; HasWeapons := true; if Self.LeftHand.Amount <= AlertAmount then begin sleep(TimeWait * 1000); if Self.LeftHand.Amount <= AlertAmount then begin HasWeapons := false; for x := 0 to Self.Containers.Count - 1 do begin if HasWeapons then Break; if Self.Containers.Container[x].Count - 1 then begin for y := 0 to Self.Containers.Container[x].Count - 1 do begin if Self.Containers.Container[x].Item[y].ID = WeaponId then begin QtyItems := Abs(Self.Capacity / WeaponOz); if QtyItems >= 1 then begin if Self.Containers.Container[x].Item[y].Amount >= QtyItems then QtyMove := QtyItems; else QtyMove := Self.Containers.Container[x].Item[y].Amount; QtyMove := QtyMove - 1; if QtyMove then begin Self.Containers.Container[x].Item[y].MoveToBody(Self.LeftHand, QtyMove); HasWeapons := true; Break; end; end; end; end; end; end; end; end; if not HasWeapons then Notify(SoundNoWeapon); end; begin while not Terminated do begin UpdateWorld; CheckForWeapon; sleep(1000); end; end; Créditos: ngmax
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[SCRIPT] Alerta poucos Potions (deixe a BP com os potions aberta)
Const PotID = 268 // Id do POT Count = 25 // quantidade MusicPath = 'C:\Windows\Media\Notify.wav' // O Local do arquivo de som do Alerta while not terminated do begin UpdateWorld; a:=0; For x:= 0 to Self.Containers.Count - 1 do begin for y := 0 to Self.Containers.Container[x].Count - 1 do begin if (Self.Containers.Container[x].Item[y].ID = PotID) and (Self.Containers.Container[x].Item[y].amount > Count) then a := 1; Sleep(10); end; sleep(10); end; sleep(10); if a = 0 then PlaySound(MusicPath); end; Créditos: ngmax
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[SCRIPT] Change Gold (Gold pra Platinum)
procedure StackItems; var T: array of integer; x, y, z: integer; Temp: integer; begin UpdateWorld; T := VarArrayCreate([0, 19] , 3); Temp := -1; for x := 0 to Self.Containers.Count - 1 do begin if x >= Self.Containers.Count then Break; for z := 0 to Self.Containers.Container[x].Count - 1 do begin T[z] := Self.Containers.Container[x].Item[z].ID; end; for y := 0 to Self.Containers.Container[x].Count - 1 do begin if y >= Self.Containers.Container[x].Count then Break; if Self.Containers.Container[x].Item[y].Properties.Pilable then begin if Self.Containers.Container[x].Item[y].Amount < 100 then begin for z := y + 1 to Self.Containers.Container[x].Count - 1 do begin if T[z] = Self.Containers.Container[x].Item[y].ID then begin if Self.Containers.Container[x].Item[z].Amount < 100 then begin Self.Containers.Container[x].Item[y].movetocontainer(Self.Containers.Container[x], z, 0); end; end; end; end; end; end; end; end; while not Terminated do begin UpdateWorld; StackItems; for x := 0 to Self.Containers.Count - 1 do begin for y := 0 to Self.Containers.Container[x].Count - 1 do begin if Self.Containers.Container[x].Item[y].ID = 3031 then // ID do GOLD begin if Self.Containers.Container[x].Item[y].Amount = 100 then begin Self.Containers.Container[x].Item[y].Use; Break; end; end; end; end; Sleep(1000); end; Créditos: ngmax
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[SCRIPT] Change Gold (Platinum pra Crystal)
procedure StackItems; var T: array of integer; x, y, z: integer; Temp: integer; begin UpdateWorld; T := VarArrayCreate([0, 19] , 3); Temp := -1; for x := 0 to Self.Containers.Count - 1 do begin if x >= Self.Containers.Count then Break; for z := 0 to Self.Containers.Container[x].Count - 1 do begin T[z] := Self.Containers.Container[x].Item[z].ID; end; for y := 0 to Self.Containers.Container[x].Count - 1 do begin if y >= Self.Containers.Container[x].Count then Break; if Self.Containers.Container[x].Item[y].Properties.Pilable then begin if Self.Containers.Container[x].Item[y].Amount < 100 then begin for z := y + 1 to Self.Containers.Container[x].Count - 1 do begin if T[z] = Self.Containers.Container[x].Item[y].ID then begin if Self.Containers.Container[x].Item[z].Amount < 100 then begin Self.Containers.Container[x].Item[y].movetocontainer(Self.Containers.Container[x], z, 0); end; end; end; end; end; end; end; end; while not Terminated do begin UpdateWorld; StackItems; for x := 0 to Self.Containers.Count - 1 do begin for y := 0 to Self.Containers.Container[x].Count - 1 do begin if Self.Containers.Container[x].Item[y].ID = 3035 then // ID do GOLD begin if Self.Containers.Container[x].Item[y].Amount = 100 then begin Self.Containers.Container[x].Item[y].Use; Break; end; end; end; end; Sleep(1000); end; Créditos: ngmax
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[SCRIPT] Controlar um char por outro Char (Magebomb)
//////////////////COMANDOS ///move up, down, left, right ///say text ///turn up, down, left, right ///follow name ///attack name ///sd name //////////////////FIM DOS COMANDOS const MasterList = ['Kilecore', 'Hoobastank'] //Nome dos chars que vão dar os comandos, ponha entre as '.' function GetCreatureByName(Name: string): TCreature; begin Result := nil; for x := 0 to Creatures.Count - 1 do begin if x >= Creatures.Count then Break; if AnsiLowerCase(Creatures.Creature[x].Name) = AnsiLowerCase(Name) then begin Result := Creatures.Creature[x]; Exit; end; end; end; function CommandSay(Text: String); begin Self.Say(Text); end; function CommandAttack(Name: String); var Creature: TCreature; begin Creature := GetCreatureByName(Name); if Creature <> nil then Creature.Attacking := True; end; function CommandFollow(Name: String); var Creature: TCreature; begin Creature := GetCreatureByName(Name); if Creature <> nil then Creature.Following := True; end; function CommandSD(Name: String); var Creature: TCreature; begin Creature := GetCreatureByName(Name); if Creature <> nil then Self.Containers.UseItemWithCreature(3155, Creature); end; function CommandTurn(Dir: String); begin Dir := AnsiLowerCase(Dir); case Dir of 'up': Self.FaceUp; 'right': Self.FaceRight; 'down': Self.FaceDown; 'left': Self.FaceLeft; end; end; function CommandMove(Dir: String); begin Dir := AnsiLowerCase(Dir); case Dir of 'up': Self.MoveUp; 'right': Self.MoveRight; 'down': Self.MoveDown; 'left': Self.MoveLeft; end; end; function ExecuteCommand(Command, Parameter: String); begin case Command of 'say': CommandSay(Parameter); 'attack': CommandAttack(Parameter); 'follow': CommandFollow(Parameter); 'sd': CommandSD(Parameter); 'turn': CommandTurn(Parameter); 'move': CommandMove(Parameter); end; end; function GetCommand(Text: String); var Command: String; Parameter: String; StrPos: Integer; begin StrPos := Pos(' ', Text); Command := AnsiLowerCase(Copy(Text, 1, StrPos - 1)); Parameter := Copy(Text, Length(Command) + 2, Length(Text) - (Length(Command) + 1)); ExecuteCommand(Command, Parameter); end; procedure Event_Message(Channel: integer; Name, Text: String); begin for x := Low(MasterList) to High(MasterList) do begin if AnsiLowerCase(MasterList[x]) = AnsiLowerCase(Name) then GetCommand(Text); end; end; while not Terminated do begin UpdateWorld; ProcessEvents; Sleep(100); end; Créditos: ngmax
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[TFS 1.2] The Silencer Plateau - Lure Silencers
Video de Demonstração ________________________________________________ Baseado neste evento: http://www.tibiawiki.com.br/wiki/Silencer_Plateau ________________________________________________ data/actions/script/ResonanceChamber.lua --Config local config = { item = 22535, storage = 34380, position = { Position(33637, 32516, 5), -- Top Left Position(33664, 32537, 5), -- botton Right Position(33650, 32527, 5) -- Center }, raid = { [1] = {"silencer", math.random(8,15) }, [2] = {"silencer", math.random(11,18) }, [3] = {"silencer", math.random(8,15) }, [4] = {"Sight of Surrender", math.random(3,8) } }, globalEventTime = 30 * 60 * 1000, -- [30min] waiting time to get started again timeBetweenraid = 1 * 60 * 1000, -- [1min] Waiting time between each raid cleanraid = true -- Clean zone after globalEventTime } local function isWalkable(position) local tile = Tile(position) if not tile then return false end local ground = tile:getGround() if not ground or ground:hasProperty(CONST_PROP_BLOCKSOLID) then return false end local items = tile:getItems() for i = 1, tile:getItemCount() do local item = items[i] local itemType = item:getType() if itemType:getType() ~= ITEM_TYPE_MAGICFIELD and not itemType:isMovable() and item:hasProperty(CONST_PROP_BLOCKSOLID) then return false end end return true end local function raids(monster) local randX,randY,randZ = 0,0,0 randX = math.random(config.position[1].x, config.position[2].x) randY = math.random(config.position[1].y, config.position[2].y) randZ = math.random(config.position[1].z, config.position[2].z) if isWalkable(Position(randX, randY, randZ)) then Game.createMonster(monster, Position(randX, randY, randZ)) else raids(monster) end end local function cleanRaid() local mostersraid= Game.getSpectators(config.position[3], false, false, 13, 13, 11, 11) for i = 1, #mostersraid do if mostersraid[i]:isMonster() then mostersraid[i]:remove() end end end function onUse(cid, item, fromPosition, itemEx, toPosition) local player = Player(cid) local max,time,monster = 0,0,"" if item.itemid ~= config.item then return true end local spectators,hasPlayer,hasMonsters = Game.getSpectators(config.position[3], false, false, 13, 13, 11, 11),false,false for i = 1, #spectators do if spectators[i]:isPlayer() then if spectators[i]:getName() == player:getName() then hasPlayer = true end elseif spectators[i]:isMonster() then hasMonsters = true end end if not hasPlayer then player:sendCancelMessage('Use on Silencer Plateau is located in the south-eastern part of Roshamuul') return true end if hasMonsters then player:sendCancelMessage('You need kill all monsters') return true end if Game.getStorageValue(config.storage) <= 0 then if math.random(0,10000) < 7000 then player:say("PRRRR...*crackle*", TALKTYPE_MONSTER_SAY) item:remove(1) return true else player:say("PRRRROOOOOAAAAAHHHH!!!", TALKTYPE_MONSTER_SAY) end local raid = config.raid for y, x in pairs(raid) do local i = 1 while i <= #x do print(x[i]) print(x[i+1]) time = time + config.timeBetweenraid for j = 1, x[i+1] do Game.setStorageValue(config.storage,x[i+1]) addEvent(raids,time,x[i]) end i = i + 2 end end addEvent(Game.setStorageValue, config.globalEventTime, config.storage, 0) if config.cleanraid then addEvent(cleanRaid, config.globalEventTime) end item:remove(1) else player:sendCancelMessage('You need to wait') end end data/actions/actions.xml <action itemid="22535" script=ResonanceChamber.lua"/> ________________________________________________ Créditos: Omin
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[TFS 1.2] Firestorm Event
Video de Demonstração ________________________________________________ data/firestorm_event.lua -- firestorm Variables fsJoinedCountGlobalStorage = 18900 --Player joined event count / recuento de players. fsJoinStorage = 18901 --player join storage / storage del jugador a unirse. fsMinPlayers = 2 --min players needed when time runout / minimo de players necesarios para comenzar el evento. fsMaxPlayers = 5 --max players to join / maximo de players. fsTrophy = 7369 --trophy itemid / itemid del premio(que no sea stackable). fsEventCountGlobalStorage = 18902 --firestorm Count (no move/no moverle). fsWaitMinutes = 1 --when event has opened, how long until it starts? / cuantos minutos tarde el evento en empezar. fsWaitingRoomPos = Position(1016, 940, 7) --middle of waiting room / punto medio de el cuarto de espera. fsArena = Position(991, 930, 7) --when even start where should player be teleported in the arena? / punto donde seran transportados los players. fsArenaFromPosition = Position(984, 925, 7) --pos of top left corner / posicion de esquina superior izquierda. fsArenaToPosition = Position(998, 935, 7) --pos of bottom right corner /posicion de esquina inferior derecha. fsMiddleEventArena = Position(991, 930, 7) --Middle pos of the arena / punto medio de la arena fsWaitingRoomRadiusX = 8 --depends how big the waiting room is 20sqm to x / depende de lo grande la sala de espera en x fsWaitingRoomRadiusY = 8 --depends how big the waiting room is 20sqm to y / depende de lo grande la sala de espera en y fsEventArenaRadiusX = 15 --Depends how big the firestorm arena is 50sqm to x / depende de lo grande de la arena en x fsEventArenaRadiusY = 15 --Depends how big the firestorm arena is 50sqm to y / depende de lo grande de la arena en y fsStartedGlobalStorage = 18903 -- Value: 0 == false, 1 == true, 2 == started --State of the event fsCreateTeleportPosition = Position(1000, 1000, 7) --Where should the teleport be created? / posicion donde sera creado el teleport? function startfirestorm() local specs = Game.getSpectators(fsWaitingRoomPos, false, true, 0, fsWaitingRoomRadiusX, 0, fsWaitingRoomRadiusY) if Game.getStorageValue(fsJoinedCountGlobalStorage) <= fsMinPlayers then for i = 1, #specs do specs[i]:teleportTo(specs[i]:getTown():getTemplePosition(), false) specs[i]:setStorageValue(fsJoinStorage, 0) end resetfsVariables() Game.broadcastMessage('firestorm Event failed to start, because of to little players joined the event!', MESSAGE_STATUS_WARNING) return true end for i = 1, #specs do local rX, rY, rZ rX = math.random(fsArenaFromPosition.x, fsArenaToPosition.x) rY = math.random(fsArenaFromPosition.y, fsArenaToPosition.y) rZ = math.random(fsArenaFromPosition.z, fsArenaToPosition.z) specs[i]:teleportTo(Position(rX, rY, rZ)) end Game.broadcastMessage("firestorm Event has started, good luck to all participant.", MESSAGE_STATUS_WARNING) Game.setStorageValue(fsStartedGlobalStorage, 2) doStartfirestorm() end function doStartfirestorm() if Game.getStorageValue(fsJoinedCountGlobalStorage) > fsMaxPlayers then return false end if Game.getStorageValue(fsStartedGlobalStorage) == 2 then local specs = Game.getSpectators(fsArena, false, true, 0, 10, 0, 10) for i = 1, #specs do local randX, randY, randZ randX = math.random(fsArenaFromPosition.x, fsArenaToPosition.x) randY = math.random(fsArenaFromPosition.y, fsArenaToPosition.y) randZ = math.random(fsArenaFromPosition.z, fsArenaToPosition.z) local randfire = Position(randX, randY, randZ) local randX1, randY1, randZ1 randX1 = math.random(fsArenaFromPosition.x, fsArenaToPosition.x) randY1 = math.random(fsArenaFromPosition.y, fsArenaToPosition.y) randZ1 = math.random(fsArenaFromPosition.z, fsArenaToPosition.z) local randfire1 = Position(randX1, randY1, randZ1) local creature, players = nil, Game.getPlayers() for i = 1, #players do creature = players[i] doSendDistanceShoot(fsArenaFromPosition, randfire, 4) doSendDistanceShoot(fsArenaToPosition, randfire, 4) doSendDistanceShoot(Position(998, 925, 7), randfire, 4) doSendDistanceShoot(Position(984, 935, 7), randfire, 4) doAreaCombatHealth(creature.uid, COMBAT_HOLYDAMAGE, randfire,randfire, -9999, -1000000,7) end end addEvent(doStartfirestorm, 500) end end function resetfsVariables() Game.setStorageValue(fsEventCountGlobalStorage, 0) Game.setStorageValue(fsJoinedCountGlobalStorage, 0) Game.setStorageValue(fsStartedGlobalStorage, 0) end creaturescripts/scriptsdofile('data/firestorm_event.lua') function onPrepareDeath(player, killer) local winner = 0 if player:getStorageValue(fsJoinStorage) >= 1 then Game.setStorageValue(fsJoinedCountGlobalStorage, Game.getStorageValue(fsJoinedCountGlobalStorage)-1) player:teleportTo(player:getTown():getTemplePosition()) player:setStorageValue(fsJoinStorage, 0) player:addHealth(player:getMaxHealth()) if Game.getStorageValue(fsJoinedCountGlobalStorage) <= 1 then --Event ended, someone won! local pla, play = nil, Game.getPlayers() for i = 1, #play do pla = play[i] if pla:getStorageValue(fsJoinStorage) == 1 then winner = pla:getId() break end end winner = Player(winner) if winner then winner:teleportTo(winner:getTown():getTemplePosition()) winner:addHealth(winner:getMaxHealth()) local trophy = winner:addItem(fsTrophy, 1) if trophy then trophy:setAttribute(ITEM_ATTRIBUTE_DESCRIPTION, '['.. winner:getName() ..'] has won the firestorm Event.') end Game.broadcastMessage(string.format('%s is the winner of firestorm Event', winner:getName()), MESSAGE_STATUS_WARNING) end resetfsVariables() end return false end return true end Creaturescripts/scripts dofile('data/firestorm_event.lua') function onPrepareDeath(player, killer) local winner = 0 if player:getStorageValue(fsJoinStorage) >= 1 then Game.setStorageValue(fsJoinedCountGlobalStorage, Game.getStorageValue(fsJoinedCountGlobalStorage)-1) player:teleportTo(player:getTown():getTemplePosition()) player:setStorageValue(fsJoinStorage, 0) player:addHealth(player:getMaxHealth()) if Game.getStorageValue(fsJoinedCountGlobalStorage) <= 1 then --Event ended, someone won! local pla, play = nil, Game.getPlayers() for i = 1, #play do pla = play if pla:getStorageValue(fsJoinStorage) == 1 then winner = pla:getId() break end end winner = Player(winner) if winner then winner:teleportTo(winner:getTown():getTemplePosition()) winner:addHealth(winner:getMaxHealth()) local trophy = winner:addItem(fsTrophy, 1) if trophy then trophy:setAttribute(ITEM_ATTRIBUTE_DESCRIPTION, '['.. winner:getName() ..'] has won the firestorm Event.') end Game.broadcastMessage(string.format('%s is the winner of firestorm Event', winner:getName()), MESSAGE_STATUS_WARNING) end resetfsVariables() end return false end return true end creaturescripts.xml <!-- firestorm --> <event type="prepareDeath" name="fire_event" script="xxxx.lua"/> login player:registerEvent("fire_event") globalevents/scripts dofile('data/firestorm_event.lua') function onThink(interval, lastExecution, thinkInterval) resetfsVariables() if Game.getStorageValue(fsStartedGlobalStorage) < 1 then local teleport = doCreateItem(11796,1,fsCreateTeleportPosition) if teleport then doSetItemActionId(teleport, 5499) doSendMagicEffect(fsCreateTeleportPosition, CONST_ME_TELEPORT) end local r_tp = Tile(fsCreateTeleportPosition):getItemById(11796) addEvent(function() r_tp:remove() getTileItemById(fsCreateTeleportPosition, 11796) end, 60 * 1000) addEvent(function() doSendMagicEffect(fsCreateTeleportPosition, CONST_ME_TELEPORT) end, 60 * 1000) end Game.setStorageValue(fsStartedGlobalStorage,1) print('firestorm Event has started & waiting for players to join! Min: '.. fsMinPlayers ..'/'.. fsMaxPlayers ..'.') Game.broadcastMessage('The firestorm Event has started! You have '.. fsWaitMinutes ..' minutes to join!', MESSAGE_STATUS_WARNING) addEvent(startfirestorm, fsWaitMinutes * 60 * 1000) return true end globalevents.xml <!-- FireStorm--> <globalevent name="firestorm_event" interval="72000000" script="xxxx.lua"/> movements/scripts dofile('data/firestorm_event.lua') function onStepIn(creature, item, position, fromPosition) local player = creature:getPlayer() if Game.getStorageValue(fsStartedGlobalStorage) == 2 then player:sendTextMessage(MESSAGE_INFO_DESCR, 'The Firestorm Event has already started.') player:teleportTo(fromPosition, true) return false end if Game.getStorageValue(fsStartedGlobalStorage) == 0 then player:sendTextMessage(MESSAGE_INFO_DESCR, 'The Firestorm Event has not started yet.') player:teleportTo(fromPosition, true) return false end if Game.getStorageValue(fsJoinedCountGlobalStorage) >= fsMaxPlayers then player:teleportTo(fromPosition, true) player:sendTextMessage(MESSAGE_INFO_DESCR, 'The Firestorm Event is already full! ['.. Game.getStorageValue(fsJoinedCountGlobalStorage) ..'/'.. fsMaxPlayers ..']') return false end player:teleportTo(fsWaitingRoomPos) Game.setStorageValue(fsJoinedCountGlobalStorage, Game.getStorageValue(fsJoinedCountGlobalStorage) + 1) Game.broadcastMessage(string.format('%s has joined the Firestorm Event! [%s/'.. fsMaxPlayers ..'].', player:getName(), Game.getStorageValue(fsJoinedCountGlobalStorage)), MESSAGE_STATUS_WARNING) player:setStorageValue(fsJoinStorage, 1) return true end Movements.xml <!-- firestorm --> <movevent event="StepIn" actionid="5499" script="xxxx.lua"/> ________________________________________________ Créditos: Scrappy Coco
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[ZNote AAC] Oldschool Layout
Screenshot _____________________________________ Download e Scan Download: OldschoolByDamon.zip Scan: VirusTotal _____________________________________ Créditos Damon
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[ZNote AAC] Fire and Ice Layout
Screenshot _____________________________________ Download e Scan Download: FireandIceByDamon.zip Scan: VirusTotal _____________________________________ Créditos Damon
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[ZNote AAC] Cyber Layout
Screenshot _____________________________________ Download e Scan Download: CyberLayoutConvertedByHalfAway.zip Scan: VirusTotal _____________________________________ Créditos HalfAway
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[ZNote AAC] Warheim Layout
Screenshot _____________________________________ Download e Scan Download: Link direto Scan: VirusTotal _____________________________________ Créditos HalfAway
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[ZNote AAC] Sunblast Layout
Screenshot _____________________________________ Download e Scan Download: SunblastLayoutConvertedByHalfAway.rar Scan: VirusTotal _____________________________________ Créditos HalfAway
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[ZNote AAC] Immortal Layout
Screenshot _____________________________________ Download e Scan Download: ImmortalLayoutConvertedByHalfAway.zip Scan: VirusTotal _____________________________________ Créditos HalfAway
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[ZNote AAC] Tibia Layout
Screenshot _____________________________________ Download e Scan Download: TibiaLayoutConvertedByHalfAway.zip Scan: VirusTotal _____________________________________ Créditos HalfAway
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[ZNote AAC] Valhalla Layout
Screenshot _____________________________________ Download e Scan Download: ValhallaLayoutConvertedByHalfAway.zip Scan: VirusTotal _____________________________________ Créditos HalfAway
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Alterando informações do site
@Sommer, então homi faz o que eu disse.
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Alterando informações do site
Procure o arquivo donate.php no seu htdocs e edite ele, lá há informações sobre os métodos de pagamentos, contas, etc.
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ajuda inporta mapa no ramers
@lerme, tem certeza que apaga? Às vezes está em outra coordenada.
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Error Unique ID duplicada *ta osso achar*
@vikingmu, RME > edit > find > find unique.
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Erro exp poketibia clan system
@lol08, remova o clan system ou troque por outro.
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POKETIBIA - Como aumentar as chances de spawnar shiny?
@BrunoSantana, vá no seu spawn.lua do creaturescripts, dê ctrl + F e procure por chance = Depois do = altere o valor pra o que você deseja. O valor será representado em % Ex: Se colocar 0.03, será de 0.03% as chances.
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Unique item
@UnknowLoad, depende de qual é o erro que apresenta.
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Como Funciona?
@Volckes, como assim não consegue abri-los? Onde baixou? Poderia mandar um screenshot da pasta que você baixou?
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[duvida] na hora de vender loot..
Tenta essa action: Tutorial _______________________________________ Action { npcsay 'hi' | npcsay 'trade' | wait 500 | end } { wait 500 | countitems ID¹ | wait 500 } { sellitems ID¹ $count | end } { wait 500 | countitems ID² | wait 500 } { sellitems ID² $count | end }
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RME
http://www.tibiaking.com/forum/topic/59182-remeres-map-editor-76-%C3%A0-1079/ http://www.tibiaking.com/forum/topic/22469-remeres-map-editor