
Tudo que Fabi Marzan postou
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spells que trapa a frente do jogador
nao entendo
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OTC Bloquear oldcliente
vc so tem q compilar seus spr em aquele otclient
- Pack de sprites free
- Sprites NDBO!
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EFEITO QUE TROCA DO POSICAO
por isso, e mesmo efeito, quando ele esta olhando pra baixo o efeito troca em diferente direcao. preciso do um scripts assim.
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Script exori hur imitando o martelo de Thor
otx 2, nao sei pq ta dando esse error
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Script exori hur imitando o martelo de Thor
Ou Gifcam, gyazo. Pra que TFS e?
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Magia travando e bugando a tela no OTClient
Tenho o mesmo problema..
- [otcv8] Como utilizar - Ip fixo, spr, encrypt, auto update
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[Novos Atributos] Critical/Dodge/Life e Mana Leech/Life e Mana Absorb
- [Novos Atributos] Critical/Dodge/Life e Mana Leech/Life e Mana Absorb
tentei do mt maneiras, e otx2- [Novos Atributos] Critical/Dodge/Life e Mana Leech/Life e Mana Absorb
- [otcv8] Como utilizar - Ip fixo, spr, encrypt, auto update
- Error!, todas as skills do nto estao em todas as vocaçoes, oq eu faço para ajeitar isso?
vc ta ussando !jutsu em un GOD?- Error!, todas as skills do nto estao em todas as vocaçoes, oq eu faço para ajeitar isso?
em que vocation vc ta? mostra seu spell.xml- AJUDA AQUI +REP, estou com um problema no Object Builder das sprites
vc tem q extender os sprites.- (Resolvido)SPELL DE TRAP (SEM SER TRAVALYZE)
esse e primeiro local remove_time = 8 -- tempo em segundos para remover as magic wall local item_id = 12870 -- id da magic wall function removeItem(posAll) for i=1, #posAll do for j=0, 255 do pos_stack = {x=posAll[i].x,y=posAll[i].y,z=posAll[i].z,stackpos=j} removeTile = getThingfromPos(pos_stack) if removeTile.itemid == item_id then doRemoveItem(removeTile.uid) end end end end function onCastSpell(cid, var) local waittime = 30 -- Tempo de exhaustion em segundos local storage = 5853 -- Storage de Spell, nunca usar a mesma em outra spell, a menos que não queira usar duas spell juntas! if exhaustion.check(cid, storage) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Espera "..exhaustion.get(cid, storage).." segundos para usar nuevamente.") return false end local pos = getThingPos(getCreatureTarget(cid)) posTile1 = {x=pos.x+1,y=pos.y+1,z=pos.z,stackpos=1} posTile2 = {x=pos.x+1,y=pos.y,z=pos.z,stackpos=1} posTile3 = {x=pos.x+1,y=pos.y-1,z=pos.z,stackpos=1} posTile4 = {x=pos.x,y=pos.y-1,z=pos.z,stackpos=1} posTile5 = {x=pos.x-1,y=pos.y-1,z=pos.z,stackpos=1} posTile6 = {x=pos.x-1,y=pos.y,z=pos.z,stackpos=1} posTile7 = {x=pos.x-1,y=pos.y+1,z=pos.z,stackpos=1} posTile8 = {x=pos.x,y=pos.y+1,z=pos.z,stackpos=1} posAll = {posTile1,posTile2,posTile3,posTile4,posTile5,posTile6,posTile7,posTile8} for i=1, #posAll do if isWalkable(posAll[i]) then doCreateItem(item_id, 1, posAll[i]) end end function dotonprision(cid) if isCreature(cid) and isCreature(getCreatureTarget(cid)) then local position = {x=getThingPosition(getCreatureTarget(cid)).x+2, y=getThingPosition(getCreatureTarget(cid)).y+1, z=getThingPosition(getCreatureTarget(cid)).z} doSendMagicEffect(position, 690) local position = {x=getThingPosition(getCreatureTarget(cid)).x, y=getThingPosition(getCreatureTarget(cid)).y+1, z=getThingPosition(getCreatureTarget(cid)).z} doSendMagicEffect(position, 690) end end local parameters = {cid = cid, var = var, combat1 = combat1 , combat2 = combat2} for i = 1, 2 do addEvent(function() if isCreature(cid) then addEvent(dotonprision,100,cid) end end, 1 + ((i-1) * 8000)) end for i = 1, 1 do addEvent(function() if isCreature(cid) then addEvent(removeItem, remove_time*1000, posAll) end end, 1 + ((i-1) * 8000)) end exhaustion.set(cid, storage, waittime) return true end SEGUNDO local config = { wallArea = { {1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 2, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1}, }, effect = 3, --Efeito. wallId = 2718, --ID da parede. time = 15, --Duração da parede. cooldown = {5, 5}, --{sucessCooldown, failCooldown}, chance = 100, --Chance da spell funcionar. storage = 9571, } function isWalkable(pos, creature, proj, pz)-- by Nord if getTileThingByPos({x = pos.x, y = pos.y, z = pos.z, stackpos = 0}).itemid == 0 then return false end if getTopCreature(pos).uid > 0 and creature then return false end if getTileInfo(pos).protection and pz then return false, true end local n = not proj and 3 or 2 for i = 0, 255 do pos.stackpos = i local tile = getTileThingByPos(pos) if tile.itemid ~= 0 and not isCreature(tile.uid) then if hasProperty(tile.uid, n) or hasProperty(tile.uid, 7) then return false end end end return true end function getPosfromArea(cid, area) --by Dokmos icenter = math.floor(table.getn(area)/2)+1 jcenter = math.floor(table.getn(area[1])/2)+1 center = area[icenter] ivar = table.getn(area) jvar = table.getn(area[1]) i = table.getn(area)^2 j = table.getn(area[1])^2 local mydir = isCreature(getCreatureTarget(cid)) and getCreatureDirectionToTarget(cid, getCreatureTarget(cid)) or getCreatureLookDir(cid) setPlayerStorageValue(cid, 21101, -1) if center[jcenter] == 3 then if mydir == 0 then signal = {-1,1,1,2} elseif mydir == 1 then signal = {1,-1,2,1} elseif mydir == 2 then signal = {1,-1,1,2} elseif mydir == 3 then signal = {-1,1,2,1} end else signal = {-1,1,1,2} end POSITIONS = {} P = 0 repeat pvar = {0,0} I = area[ivar] J = I[jvar] i = i-1 j = j-1 if J == 1 then if jvar < jcenter then pvar[signal[3]] = signal[1]*math.abs((jcenter-jvar)) elseif jvar > jcenter then pvar[signal[3]] = signal[2]*math.abs((jcenter-jvar)) end if ivar < icenter then pvar[signal[4]] = signal[1]*math.abs((icenter-ivar)) elseif ivar > icenter then pvar[signal[4]] = signal[2]*math.abs((icenter-ivar)) end end if jvar > 1 then jvar = (jvar-1) elseif ivar > 1 then jvar = table.getn(area[1]) ivar = (ivar-1) end local pos = getThingPos(cid) local areapos = {x=pos.x+(pvar[1]),y=pos.y+(pvar[2]),z=pos.z} if pos.x ~= areapos.x or pos.y ~= areapos.y then P = P+1 POSITIONS[P] = areapos end until i <= 0 and j <= 0 return POSITIONS end function onCastSpell(cid) if getPlayerStorageValue(cid, config.storage) > os.time() then doPlayerSendCancel(cid, "Wait "..getPlayerStorageValue(cid, config.storage) - os.time().." second(s).") doCreatureSay(cid, "Voce precisa aguardar para usar novamente!!.", TALKTYPE_MONSTER) else if math.random(1, 100) > config.chance then doPlayerSendCancel(cid, "Your spell failed.") doSendAnimatedText(getThingPos(cid), "FAIL!", 215) setPlayerStorageValue(cid, config.storage, os.time() + config.cooldown[2]) else local positions = {} setPlayerStorageValue(cid, config.storage, os.time() + config.cooldown[1]) for _, pos in pairs(getPosfromArea(cid, config.wallArea)) do if isWalkable(pos) and not getTileInfo(pos).protection then doCreateItem(config.wallId, 1, pos) doSendMagicEffect(pos, config.effect) table.insert(positions, pos) end end if #positions > 0 then addEvent(function() for i = 1, #positions do local item = getTileItemById(positions[i], config.wallId).uid if item > 0 then doRemoveItem(item) end end end, config.time * 1000) end end end return true end- Spell que cria tile
voce precisa do um scripts que cria item por um tempo, isso e pra tile, vou tbm fazer umo ja mesmo- Por favor, alguém poderia me mandar o SCRIPT desse modo de magia?
local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, COLOR_ORANGE) setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -9.0, -1600, -9.0, -1800) arr1 = { {3} } local area1 = createCombatArea(arr1) setCombatArea(combat1, area1) local function onCastSpell1(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var) end function onCastSpell(cid, var) local waittime = 2 -- Tempo de exhaustion local storage = 6222 if exhaustion.check(cid, storage) then doPlayerSendChannelMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Aguarde ".. exhaustion.get(cid, storage) .. " segundos para usar o jutsu novamente.", TALKTYPE_CHANNEL_O, CHANNEL_SPELL) return false end local parameters = { cid = cid, var = var} local target = getCreatureTarget(cid) -- efeito no alvo local pos = getCreaturePosition(target) addEvent(doSendMagicEffect, 100, {x = pos.x-2, y = pos.y, z = pos.z}, 331) addEvent(doSendMagicEffect, 200, {x = pos.x-1, y = pos.y, z = pos.z}, 331) addEvent(doSendMagicEffect, 300, {x = pos.x, y = pos.y, z = pos.z}, 331) addEvent(doSendMagicEffect, 100, {x = pos.x+3, y = pos.y, z = pos.z}, 331) addEvent(doSendMagicEffect, 200, {x = pos.x+2, y = pos.y, z = pos.z}, 331) addEvent(doSendMagicEffect, 300, {x = pos.x+1, y = pos.y, z = pos.z}, 331) addEvent(doSendMagicEffect, 600, {x = pos.x-1, y = pos.y, z = pos.z}, 331) addEvent(doSendMagicEffect, 600, {x = pos.x, y = pos.y, z = pos.z}, 331) addEvent(doSendMagicEffect, 600, {x = pos.x+1, y = pos.y, z = pos.z}, 331) addEvent(doSendMagicEffect, 600, {x = pos.x+2, y = pos.y, z = pos.z}, 331) addEvent(onCastSpell1, 300, parameters) exhaustion.set(cid, storage, waittime) return TRUE end 070edc76c639895a6540745f0a8ae240.mp4- Por favor, alguém poderia me mandar o SCRIPT desse modo de magia?
Vou criar umo assim dps.- Alguém tem as novas Spriting de wodbo?
AGR- Alguém tem as novas Spriting de wodbo?
Sprites do DBOGLOBAL! Tibia.dat Tibia.spr Sprites do DBOADVENTURER! Tibia.dat Tibia.spr Sprites do DBOOLD! Tibia.spr Tibia.dat- Buff Com Effect Sem Sumir
USSA MELHOR ESSE MANIN: ----------BY---------------- -----FABIAN MARZAN------ -------SCRIPTS-------- ---------------------------- local tempo = 60 -- tempo em segundos. local effect = {647} -- effect no player, caso queira apenas 1, basta remover os outros numeros. local ml = 10 -- quantos ira aumentar o skill de ML local skillfist = 0 -- quantos ira aumentar o skill de Fist local skillsword = 0 -- quantos ira aumentar o skill de Sword local skillaxe = 10 -- quantos ira aumentar o skill de Axe local skilldistance = 0 -- quantos ira aumentar o skill de Distance local health = 0 -- A cada 1 segundo quantos aumentar de vida local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, 0) local condition = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(condition, CONDITION_PARAM_TICKS, tempo*1000) setConditionParam(condition, CONDITION_PARAM_STAT_MAGICLEVEL, ml) setConditionParam(condition, CONDITION_PARAM_SKILL_FIST, skillfist) setConditionParam(condition, CONDITION_PARAM_SKILL_SWORD, skillsword) setConditionParam(condition, CONDITION_PARAM_SKILL_AXE, skillaxe) setConditionParam(condition, CONDITION_PARAM_SKILL_CLUB, skillclub) setConditionParam(condition, CONDITION_PARAM_SKILL_DISTANCE, skilldistance) setConditionParam(condition, CONDITION_PARAM_SKILL_SHIELD, skillshield) setConditionParam(condition, CONDITION_PARAM_OUTFIT, outfit) setCombatCondition(combat, condition) local condition = createConditionObject(CONDITION_REGENERATION) setConditionParam(condition, CONDITION_PARAM_SUBID, 1) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setConditionParam(condition, CONDITION_PARAM_TICKS, tempo*1000) setConditionParam(condition, CONDITION_PARAM_HEALTHGAIN, health) setConditionParam(condition, CONDITION_PARAM_HEALTHTICKS, 1000) setCombatCondition(combat, condition) function Ninj(cid, text) if not isPlayer(cid) then return end doSendAnimatedText(getCreaturePosition(cid), "Ninj+10", 215) end function Taij(cid, text) if not isPlayer(cid) then return end doSendAnimatedText(getCreaturePosition(cid), "Taij+10", 215) end function Def(cid, text) if not isPlayer(cid) then return end doSendAnimatedText(getCreaturePosition(cid), "Def+10", 215) end function magicEffect3(tempo2,tempo3,cid) if (isCreature(cid)) then if getPlayerStorageValue(cid, 1500) > 0 and getCreatureCondition(cid, CONDITION_REGENERATION, 1) then for i=1, #effect do local position = {x=getPlayerPosition(cid).x, y=getPlayerPosition(cid).y, z=getPlayerPosition(cid).z} doSendMagicEffect(position, effect[i]) -- parte modificada local summons = getCreatureSummons(cid) if #summons > 0 then for k = 1, #summons do local pos = getCreaturePosition(summons[k]) local positions = {x = pos.x, y = pos.y, z = pos.z} doSendMagicEffect(positions, effect[i]) end end -- fim da parte modificada end end end end function onCastSpell(cid, var) local position = {x=getPlayerPosition(cid).x, y=getPlayerPosition(cid).y, z=getPlayerPosition(cid).z} if getPlayerStorageValue(cid, 1500) ~= 1 or getCreatureCondition(cid, CONDITION_REGENERATION, 1) == false then doCombat(cid, combat, var) tempo2 = 0 while (tempo2 ~= (tempo*1000)) do addEvent(magicEffect3, tempo2, tempo2, tempo*1000, cid) tempo2 = tempo2 + 1500 end setPlayerStorageValue(cid, 1500,1) -- storage verifica transformado, quando = 1 player esta transformado. doCreatureSay(cid, "Kyuubi Chakra!", TALKTYPE_ORANGE_1) doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Buff activado por "..tempo.." segundos!") doSendMagicEffect(position, 130) local parameters = { cid = cid, var = var} for k = 1, 1 do addEvent(function() if isCreature(cid) then addEvent(Ninj, 100, cid, "Ninj") addEvent(Taij, 600, cid, "Taij") addEvent(Def, 1200, cid, "Def") end end, 1 + ((k-1) * 600)) end else doPlayerSendCancel(cid, "Sorry, you are transformed.") end end- EFEITO QUE TROCA DO POSICAO
!up- trocar mensagem You advanced to magic level, axe, distance, sword e etc.
https://tibiaking.com/forums/topic/100430-source-trocar-nome-das-skills/?tab=comments#comment-536824 - [Novos Atributos] Critical/Dodge/Life e Mana Leech/Life e Mana Absorb
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