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Infused

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  1. @Dwarfer vou testar amanhã cedo, to sem internet em casa. Duas dúvidas, consigo adicionar mais monstros? Sobre aparecer o nome de quem pescou, poderia me mostrar como faço? Sou leigo em script e não entendi muito bem o que tenho que procurar. Assim que testar comento aqui. @Dwarfer não pescou cara.
  2. cara, vc é foda deu certo valeu REP+
  3. <instant name="Heal Friend" words="exura tempo sio" lvl="10" maglv="200" manapercent="5" soul="16" prem="1" aggressive="0" needtarget="1" params="1" exhaustion="700" needlearn="0" script="tempo sio.lua"> <vocation name="Druid" /> <vocation name="Elder Druid" /> <vocation name="Slayer Druid" /> </instant>
  4. realmente @Rusherzin , nao apresenta erro mas também nao deu certo acho que sotten também ta procurando esse script
  5. preciso muito desse script, alguem consegue me ajudar??
  6. Ja tem Sttorm essa tag tem outra ideia @Sttorm ? Alguem poderia me ajudar?
  7. Tenho uma spell de health no meu OT, como se fosse o exura sio "fulano Só que essa magia tem o intuito de ser usada APENAS para healar outros players e não a si próprio. Como faço pra deixar ela healando SOMENTE a outros players e não poder ser usada em mim? Já tentei de tudo mas não consigo. (Ps. a magia é grande assim mesmo, ela heala várias vezes seguidas o player.) local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat1, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat1, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat2, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat3, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat3, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat4, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat4, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat5, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat5, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat6, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat6, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat7, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat7, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat8 = createCombatObject() setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat8, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat8, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat8, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat9 = createCombatObject() setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat9, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat9, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat9, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat10 = createCombatObject() setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat10, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat10, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat10, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat11 = createCombatObject() setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat11, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat11, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat11, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat12 = createCombatObject() setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat12, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat12, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat12, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat13 = createCombatObject() setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat13, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat13, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat13, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat14 = createCombatObject() setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat14, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat14, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat14, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat15 = createCombatObject() setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat15, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat15, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat15, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat16 = createCombatObject() setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat16, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat16, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat16, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat17 = createCombatObject() setCombatParam(combat17, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat17, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat17, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat17, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat17, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat18 = createCombatObject() setCombatParam(combat18, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat18, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat18, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat18, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat18, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat19 = createCombatObject() setCombatParam(combat19, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat19, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat19, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat19, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat19, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat20 = createCombatObject() setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat20, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat20, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat20, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat20, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat21 = createCombatObject() setCombatParam(combat21, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat21, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat21, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat21, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat21, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat22 = createCombatObject() setCombatParam(combat22, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat22, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat22, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat22, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat22, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) local combat23 = createCombatObject() setCombatParam(combat23, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat23, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatParam(combat23, COMBAT_PARAM_AGGRESSIVE, FALSE) setCombatParam(combat23, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setCombatFormula(combat23, COMBAT_FORMULA_LEVELMAGIC, 0.6, -0, 0.7, -0) arr1 = { {3} } arr2 = { {3} } arr3 = { {3} } arr4 = { {3} } arr5 = { {3} } arr6 = { {3} } arr7 = { {3} } arr8 = { {3} } arr9 = { {3} } arr10 = { {3} } arr11 = { {3} } arr12 = { {3} } arr13 = { {3} } arr14 = { {3} } arr15 = { {3} } arr16 = { {3} } arr17 = { {3} } arr18 = { {3} } arr19 = { {3} } arr20 = { {3} } arr21 = { {3} } arr22 = { {3} } arr23 = { {3} } local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) local area3 = createCombatArea(arr3) local area4 = createCombatArea(arr4) local area5 = createCombatArea(arr5) local area6 = createCombatArea(arr6) local area7 = createCombatArea(arr7) local area8 = createCombatArea(arr8) local area9 = createCombatArea(arr9) local area10 = createCombatArea(arr10) local area11 = createCombatArea(arr11) local area12 = createCombatArea(arr12) local area13 = createCombatArea(arr13) local area14 = createCombatArea(arr14) local area15 = createCombatArea(arr15) local area16 = createCombatArea(arr16) local area17 = createCombatArea(arr17) local area18 = createCombatArea(arr18) local area19 = createCombatArea(arr19) local area20 = createCombatArea(arr20) local area21 = createCombatArea(arr21) local area22 = createCombatArea(arr22) local area23 = createCombatArea(arr23) setCombatArea(combat1, area1) setCombatArea(combat2, area2) setCombatArea(combat3, area3) setCombatArea(combat4, area4) setCombatArea(combat5, area5) setCombatArea(combat6, area6) setCombatArea(combat7, area7) setCombatArea(combat8, area8) setCombatArea(combat9, area9) setCombatArea(combat10, area10) setCombatArea(combat11, area11) setCombatArea(combat12, area12) setCombatArea(combat13, area13) setCombatArea(combat14, area14) setCombatArea(combat15, area15) setCombatArea(combat16, area16) setCombatArea(combat17, area17) setCombatArea(combat18, area18) setCombatArea(combat19, area19) setCombatArea(combat20, area20) setCombatArea(combat21, area21) setCombatArea(combat22, area22) setCombatArea(combat23, area23) local function onCastSpell1(parameters) doCombat(parameters.cid, parameters.combat1, parameters.var) end local function onCastSpell2(parameters) doCombat(parameters.cid, parameters.combat2, parameters.var) end local function onCastSpell3(parameters) doCombat(parameters.cid, parameters.combat3, parameters.var) end local function onCastSpell4(parameters) doCombat(parameters.cid, parameters.combat4, parameters.var) end local function onCastSpell5(parameters) doCombat(parameters.cid, parameters.combat5, parameters.var) end local function onCastSpell6(parameters) doCombat(parameters.cid, parameters.combat6, parameters.var) end local function onCastSpell7(parameters) doCombat(parameters.cid, parameters.combat7, parameters.var) end local function onCastSpell8(parameters) doCombat(parameters.cid, parameters.combat8, parameters.var) end local function onCastSpell9(parameters) doCombat(parameters.cid, parameters.combat9, parameters.var) end local function onCastSpell10(parameters) doCombat(parameters.cid, parameters.combat11, parameters.var) end local function onCastSpell11(parameters) doCombat(parameters.cid, parameters.combat11, parameters.var) end local function onCastSpell12(parameters) doCombat(parameters.cid, parameters.combat12, parameters.var) end local function onCastSpell13(parameters) doCombat(parameters.cid, parameters.combat13, parameters.var) end local function onCastSpell14(parameters) doCombat(parameters.cid, parameters.combat14, parameters.var) end local function onCastSpell15(parameters) doCombat(parameters.cid, parameters.combat15, parameters.var) end local function onCastSpell16(parameters) doCombat(parameters.cid, parameters.combat16, parameters.var) end local function onCastSpell17(parameters) doCombat(parameters.cid, parameters.combat17, parameters.var) end local function onCastSpell18(parameters) doCombat(parameters.cid, parameters.combat18, parameters.var) end local function onCastSpell19(parameters) doCombat(parameters.cid, parameters.combat19, parameters.var) end local function onCastSpell20(parameters) doCombat(parameters.cid, parameters.combat20, parameters.var) end local function onCastSpell21(parameters) doCombat(parameters.cid, parameters.combat21, parameters.var) end local function onCastSpell22(parameters) doCombat(parameters.cid, parameters.combat22, parameters.var) end local function onCastSpell23(parameters) doCombat(parameters.cid, parameters.combat23, parameters.var) end function onCastSpell(cid, var) local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6, combat7 = combat7, combat8 = combat8, combat9 = combat9, combat10 = combat10, combat11 = combat11, combat12 = combat12, combat13 = combat13, combat14 = combat14, combat15 = combat15, combat16 = combat16, combat17 = combat17, combat18 = combat18, combat19 = combat19, combat20 = combat20, combat21 = combat21, combat22 = combat22, combat23 = combat23 } addEvent(onCastSpell1, 100, parameters) addEvent(onCastSpell2, 500, parameters) addEvent(onCastSpell3, 900, parameters) addEvent(onCastSpell4, 1300, parameters) addEvent(onCastSpell5, 1700, parameters) addEvent(onCastSpell6, 2100, parameters) addEvent(onCastSpell7, 2500, parameters) addEvent(onCastSpell8, 2900, parameters) addEvent(onCastSpell9, 3300, parameters) addEvent(onCastSpell10, 3700, parameters) addEvent(onCastSpell11, 4100, parameters) addEvent(onCastSpell12, 4500, parameters) addEvent(onCastSpell13, 4900, parameters) addEvent(onCastSpell14, 5300, parameters) addEvent(onCastSpell15, 5700, parameters) addEvent(onCastSpell16, 6100, parameters) addEvent(onCastSpell17, 6500, parameters) addEvent(onCastSpell18, 6900, parameters) addEvent(onCastSpell19, 7300, parameters) addEvent(onCastSpell20, 7700, parameters) addEvent(onCastSpell21, 8100, parameters) addEvent(onCastSpell22, 8500, parameters) addEvent(onCastSpell23, 8900, parameters) end
  8. alguem?
  9. Boa tarde Uso em meu server de tibia um sistema de pescar alguns bichos e também tem a opção de capturar só que o que acontece, o script de capturar não captura apenas os monstros que o player pesca, ele captura todos os monstros do server. Então, precisaria de duas coisas nessa script: 1° Que o monstro só possa ser capturado por quem o pescou. Ex: Vanish pescou um Dragon, em cima do Dragon tem que aparecer que foi pego por Vanish e só o Vanish pode captura-ló. 2° No server só podem ser pescados os monstros que eu coloco no script de fishing do OT, então o script de captura deve capturar somente os que estão descritos na script de fishing e os demais do server não, deve aparecer 'You cannot catch it.' Script do item que captura \/ function onUse(cid, item, frompos, item2, topos) local r = { [28] = 210, [29] = 180, [30] = 45} local s = math.random(28,30) if item.itemid == 5928 then if getTilePzInfo(getThingPos(cid)) == FALSE then if isMonster(item2.uid) == TRUE then setItemArticle(item.uid, getCreatureName(item2.uid)) doRemoveCreature(item2.uid) doSendMagicEffect(topos, s) doSendAnimatedText(topos, 'Capitured!', r[s]) doTransformItem(item.uid, 5929) return TRUE else doSendMagicEffect(frompos, 2) doPlayerSendCancel(cid, 'You cannot catch it.') return TRUE end return TRUE else doPlayerSendCancel(cid, 'You cannot use in protection zone.') doSendMagicEffect(frompos, 2) return TRUE end elseif item.itemid == 5929 then if getTilePzInfo(getThingPos(cid)) == FALSE then doCreateMonster(getItemDescriptions(item.uid).article, getThingPos(cid)) return doRemoveItem(item.uid, 1) else return doPlayerSendCancel(cid, 'You cannot use in protection zone.') end end return TRUE end Script do sistema de pesca \/ local configg = { waterIds = {493, 4608, 4609, 4610, 4611, 4612, 4613, 4614, 4615, 4616, 4617, 4618, 4619, 4620, 4621, 4622, 4623, 4624, 4625, 4820, 4821, 4822, 4823, 4824, 4825} } local monsters = { {'rat'}, {'dragon'}, } local numero = 2 -- numero de monstros que você colocou /\ local segundos = 2 local storage = 123456 local number = 1 -- < quanto maior, mais dificil de pescar um monstro 175000 local config = { rateSkill = getConfigValue("rateSkill"), allowFromPz = false, useWorms = false } function onUse(cid, item, frompos, item2, topos) if getPlayerStorageValue(cid, storage) <= os.time() then setPlayerStorageValue(cid, storage, os.time() + segundos) local chance = math.random(1,numero+number) -- if chance >= 1 and chance <= numero then create = monsters[chance][1] doSummonCreature(create, getCreaturePosition(cid)) doSendMagicEffect(topos, 11) doCreatureSay(cid, "A Big Monster Has Become Very Disgruntled Due To You !", TEXTCOLOR_BLUE) else doSendMagicEffect(topos, CONST_ME_LOSEENERGY) end if((config.allowFromPz or not getTileInfo(getCreaturePosition(cid)).protection) and item2.itemid ~= 493 and math.random(1, (100 + (getPlayerSkill(cid, SKILL_FISHING) / 10))) < getPlayerSkill(cid, SKILL_FISHING) and (not config.useWorms or (getPlayerItemCount(cid, ITEM_WORM) > 0 and doPlayerRemoveItem(cid, ITEM_WORM, 1)))) then doPlayerAddSkillTry(cid, SKILL_FISHING, config.rateSkill) doSendMagicEffect(topos, CONST_ME_LOSEENERGY) else doSendMagicEffect(topos, CONST_ME_LOSEENERGY) end else doPlayerSendCancel(cid, "You're exhausted.") end return true end
  10. coloco onde? mudei, mas... nada
  11. exhaustion.set(cid, 120, 1000.1000) Coloquei até 1000 cara, continua rápido será que consigo arrumar isso?
  12. Realmente, como sotten falou continua bem rapido @up Alguem?
  13. Boa tarde Eu tenho um OT que tem um sistema de pescar, eu uso esse abaixo porém se eu fico dando use na agua ele pesca muito rapido, eu queria um exaust de por exemplo, uma bolinha na agua por segundo Tipo, dar um USE por segundo entende? local configg = { waterIds = {493, 4608, 4609, 4610, 4611, 4612, 4613, 4614, 4615, 4616, 4617, 4618, 4619, 4620, 4621, 4622, 4623, 4624, 4625, 4820, 4821, 4822, 4823, 4824, 4825} } local monsters = { {'rat'}, {'rabit'} } local numero = 2 -- numero de monstros que você colocou /\ local number = 100 -- < quanto maior, mais dificil de pescar um monstro 175000 local config = { rateSkill = getConfigValue("rateSkill"), allowFromPz = false, useWorms = false } function onUse(cid, item, frompos, item2, topos) if isInArray(configg.waterIds, item2.itemid) == FALSE then return false end local chance = math.random(1,numero+number) -- if chance >= 1 and chance <= numero then create = monsters[chance][1] doSummonCreature(create, getCreaturePosition(cid)) doSendMagicEffect(topos, 11) doCreatureSay(cid, "A Big Monster Has Become Very Disgruntled Due To You !", TEXTCOLOR_BLUE) else doSendMagicEffect(topos, CONST_ME_LOSEENERGY) end if((config.allowFromPz or not getTileInfo(getCreaturePosition(cid)).protection) and item2.itemid ~= 493 and math.random(1, (100 + (getPlayerSkill(cid, SKILL_FISHING) / 10))) < getPlayerSkill(cid, SKILL_FISHING) and (not config.useWorms or (getPlayerItemCount(cid, ITEM_WORM) > 0 and doPlayerRemoveItem(cid, ITEM_WORM, 1)))) then doPlayerAddSkillTry(cid, SKILL_FISHING, config.rateSkill) doSendMagicEffect(topos, CONST_ME_LOSEENERGY) else doSendMagicEffect(topos, CONST_ME_LOSEENERGY) end return true end Você tem alguma imagem que possa auxiliar no problema? Se sim, coloque-a aqui.

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