Tudo que Muvukaa postou
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O Windows requer C++ ou Lua 0.3.6 8.60 A cada 1 hora ou 60 segundos Limpar log MENUITEM "&Limpar log", ID_MENU_MAIN_CLEARLOG
O Windows requer C++ ou Lua 0.3.6 8.60 A cada 1 hora ou 60 segundos Limpar log MENUITEM "&Limpar log", ID_MENU_MAIN_CLEARLOG eu quero sistema que limpe log a cada 1 minuto pode ser globalevents onThink ou pela SOURCE
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[LUA] TFS 0.3.6 EU QUERO CRIA UMA MAGIA QUE MESMO PLAYER TANDO IMORTAL OU COM REFLECTION SOFRA DANO INSTATANIO E MORRA NA HORA MAIS NAO TO CONSEGUINDO CRIA A MAGIA
IMORTALIDADE local config = { storage = 13546, effect1 = 2 --- efeito ao ser atacado estando invulnerável } function onStatsChange(cid, attacker, type, combat, value) if value >= 1 and (type == STATSCHANGE_HEALTHLOSS or (getCreatureCondition(cid, CONDITION_MANASHIELD) and type == STATSCHANGE_MANALOSS)) then if getPlayerStorageValue(cid,config.storage) - os.time() > 0 and isCreature(attacker) then doSendMagicEffect(getCreaturePosition(cid), config.effect1) doSendAnimatedText(getCreaturePosition(cid), "0", 180) return false end end return true end CREATURESCRIPT REFLECTION function onLogin(cid) -- Verificar se o Reflection ainda está ativo if getPlayerStorageValue(cid, 12789) > os.time() then -- Registrar o evento statschange novamente registerCreatureEvent(cid, "Reflection/statschange") else -- Remover o armazenamento caso o efeito tenha expirado setPlayerStorageValue(cid, 12789, -1) end return true end IMORTALIDADE local config = { storage = 13546, cooldown = 3, --- tempo entre um uso e outro duration = 86400, --- duração effect1 = 26 -- efeito que sai ao falar a spell } function onCastSpell(cid, var) if getPlayerStorageValue(cid, 13546) < 1 then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Você precisa ser DONATE para usar esta Magia.") doSendMagicEffect(getThingPos(cid), 2) return true end if os.time() - getPlayerStorageValue(cid, 13546) >= config.cooldown then setPlayerStorageValue(cid, 13546, os.time()) doSendMagicEffect(getCreaturePosition(cid), config.effect1) setPlayerStorageValue(cid, config.storage, os.time() + config.duration) doCreatureSay(cid,"24 HORAS DE INVENCIBILIDADE!!!", 19) doPlayerSendTextMessage(cid, 26, "You have now ".. config.duration .." seconds of invulnerability.") else doPlayerSendCancel(cid, "Your skill is in cooldown, you must wait "..(config.cooldown - (os.time() - getPlayerStorageValue(cid, 13546))).." seconds.") return false end return true end REFLECTION function onCastSpell(cid, var) -- Check if the player has the required storage for the spell if getPlayerStorageValue(cid, 12789) < 1 then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "You need storage spell donate.") doSendMagicEffect(getThingPosition(cid), CONST_ME_POFF) return false end -- Register the statschange event registerCreatureEvent(cid, "Reflection/statschange") -- Registers the statschange event -- Set the duration for the Reflection effect (24 hours) setPlayerStorageValue(cid, 12789, os.time() + 86400) -- Sets the duration (24 hours) -- Apply the visual effect doSendMagicEffect(getThingPosition(cid), CONST_ME_HOLYDAMAGE) -- Inform the player that they have gained the Reflection effect doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_RED, "You have 24 hours of Reflection.") return true end
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C++ TFS 0.3.6 - TIBIA - 8.60 - COMO USO ARMAS E ESCUDOS NAS DUAS MÃOS.
EU USO TFS 0.3.6 ESSE SISTEMA NÃO PEGA NESSA VERÇÃO. const Item* rightItem = inventory[SLOT_RIGHT]; WeaponType_t type = item->getWeaponType(), rightType = rightItem->getWeaponType(); if(rightItem->getSlotPosition() & SLOTP_TWO_HAND) ret = RET_DROPTWOHANDEDITEM; else if(item == rightItem && count == item->getItemCount()) ret = RET_NOERROR; else if(rightType == WEAPON_SHIELD && type == WEAPON_SHIELD) ret = RET_CANONLYUSEONESHIELD; else if(!rightItem->isWeapon() || !item->isWeapon() || rightType == WEAPON_SHIELD || rightType == WEAPON_AMMO || type == WEAPON_SHIELD || type == WEAPON_AMMO) ret = RET_NOERROR; else ret = RET_CANONLYUSEONEWEAPON; const Item* leftItem = inventory[SLOT_LEFT]; WeaponType_t type = item->getWeaponType(), leftType = leftItem->getWeaponType(); if(leftItem->getSlotPosition() & SLOTP_TWO_HAND) ret = RET_DROPTWOHANDEDITEM; else if(item == leftItem && count == item->getItemCount()) ret = RET_NOERROR; else if(leftType == WEAPON_SHIELD && type == WEAPON_SHIELD) ret = RET_CANONLYUSEONESHIELD; else if(!leftItem->isWeapon() || !item->isWeapon() || leftType == WEAPON_SHIELD || leftType == WEAPON_AMMO || type == WEAPON_SHIELD || type == WEAPON_AMMO) ret = RET_NOERROR; else ret = RET_CANONLYUSEONEWEAPON; Player.cpp: https://pastebin.com/xdGg6zj0 Ele só calcula o dano de uma arma não calcula nas duas e o shield tambémsó calcula uma sword esse ---> só calcula 1 shield
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C++ TFS 0.3.6 - TIBIA - 8.60 - COMO USO ARMAS E ESCUDOS NAS DUAS MÃOS.
C++ TFS 0.3.6 - TIBIA - 8.60 - COMO USO ARMAS E ESCUDOS NAS DUAS MÃOS.
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TFS 0.3.6 - 8.60 Eu queria clean console script limpa concole sem precisa da clean com mause eu queria a cada 12 horas.
TFS 0.3.6 - 8.60 Eu queria clean console script limpa concole semprecisa da clean com mause.
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[TFS 0.3.6 8.60] Pra Que Que Serve Isso o Que eu Ponho Nisso
adminLogsEnabled = true displayPlayersLogging = true prefixChannelLogs = "" runFile = "" outLogName = "" errorLogName = "" truncateLogsOnStartup = false -D__ENABLE_SERVER_LOGS__ -D__GUI_LOGS__ Já Adicionei Essas Flag Pra Compila Mais Mesmo Assim eu Aperto CTRL +Z ou CTRL + J Reporto Mais Não Aparece Nada Nos na Pasta Logs adminLogsEnabled = true displayPlayersLogging = true prefixChannelLogs = "" runFile = "logs/run.log" outLogName = "logs/out.log" errorLogName = "logs/error.logs" truncateLogsOnStartup = false Mais não Funciona
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Poção Bônus: 0%. aumenta a cura de poções para 1000000000 Alguém tem o código?
Poção Bônus: 0%. aumenta a cura de poções para 1000000000 Alguém tem o código? local configPotion = { effectOnUse = 61, -- Efeito visual ao usar o item maxPotionBoost = 100, -- Máximo de aumento no efeito das potions (%) storagePotionBoost = 14786, -- Storage para rastrear o aumento boostPerUse = 1, -- Aumento percentual por uso itemId = 5879, -- ID do item usado para aumentar o boost potionIds = {7591, 8704, 7588, 7589, 7620, 7618, 8473, 8472, 7590} -- IDs das potions afetadas }
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[TFS 0.3.6 - 8.60] - COMO DEIXO AUTOMAP FORMATO .map COMPLETO PRO MEU OTSERV
[TFS 0.3.6 - 8.60] - COMO DEIXO AUTOMAP FORMATO .map COMPLETO PRO MEU OTSERV
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[Actions] Advanced Roulette System
Olha Como o Meu Tá e Não ta Funcionando Olha Mapa: ONDE EU TO É A POS: x266 y233 z15 <action actionid="4725" script="roulette.lua"/> <action actionid="4571" script="roulette.lua"/> <action actionid="4545" script="roulette.lua"/> <action actionid="4478" script="roulette.lua"/> --[[ ================================================================================ = ROULETTE SYSTEM FOR TFS = = = = Author: Neutras = = Version: 2.1 = = Description: Gacha-style roulette system with dynamic speed mechanics = = and multi-key feature. = = = = Features: = = - Multi-key support (1-4 keys per spin). = = - Dynamic speed animation with configurable initial and final speeds. = = - Persistent "Winner Slot" effects and animated texts. = = - Configurable rewards with reroll chances. = = - Logging system to track player rewards. = = = = Compatible with TFS 0.3.7 (Tibia 8.6). = ================================================================================ --]] --[[ ================================================================================ = ROULETTE SYSTEM FOR TFS = = = = Author: Neutras = = Version: 2.1 = = Description: Gacha-style roulette system with dynamic speed mechanics = = and multi-key feature. = = = = Features: = = - Multi-key support (1-4 keys per spin). = = - Dynamic speed animation with configurable initial and final speeds. = = - Persistent "Winner Slot" effects and animated texts. = = - Configurable rewards with reroll chances. = = - Logging system to track player rewards. = = = = Compatible with TFS 0.3.7 (Tibia 8.6). = ================================================================================ --]] -- ================= LOGGING SYSTEM ================= -- local logPath = "data/logs/" local logFileName = "roulette.log" -- Logs player rewards to a file. -- @param cid: Player ID. -- @param keyName: Name of the key used. -- @param items: Table of items won. -- @param keyCount: Number of keys used. local function logEntry(cid, keyName, items, keyCount) local file = io.open(logPath .. logFileName, "a") if file then local itemStrings = {} for _, item in ipairs(items) do table.insert(itemStrings, string.format("x%d %s", item.count, getItemNameById(item.id))) end file:write(string.format("[%s] %s used %d '%s' and won: %s\n", os.date("%Y-%m-%d %H:%M:%S"), getPlayerName(cid), keyCount, keyName, table.concat(itemStrings, ", "))) file:close() end end -- ================= BASE CONFIGURATION ================= -- -- Levers Action IDs to key item IDs. local keyByAid = { [1354] = 9971, -- Key for reward level 1 (Copper) [1355] = 9972, -- Key for reward level 2 (Silver) [1356] = 9973 -- Key for reward level 3 (Golden) } -- Levers Action IDs to reward levels. local rewardByAid = { [1354] = 1, -- Reward level 1 (Copper) [1355] = 2, -- Reward level 2 (Silver) [1356] = 3 -- Reward level 3 (Golden) } -- Relative positions of the slots in the roulette. local rouletteSpinOffset = { {1, -4}, {2, -4}, {3, -4}, {3, -3}, {4, -3}, {4, -2}, {4, -1}, {5, -1}, {5, 0}, {5, 1}, {4, 1}, {4, 2}, {4, 3}, {3, 3}, {3, 4}, {2, 4}, {1, 4}, {0, 4}, {-1, 4}, {-2, 4}, {-3, 4}, {-3, 3}, {-4, 3}, {-4, 2}, {-4, 1}, {-5, 1}, {-5, 0}, {-5, -1},{-4, -1},{-4, -2}, {-4, -3},{-3, -3},{-3, -4},{-2, -4},{-1, -4}, {0, -4} } -- ================= MAIN CONFIGURATION ================= -- local config = { rouletteCD = 30, -- Global cooldown in seconds. globalStoCd = 22600, -- Storage ID for cooldown. globalStoKeyCount = 22601, -- Storage ID for key count. maxLoops = 100, -- Maximum iterations per spin. initialSpeed = 50, -- Initial speed in milliseconds. finalSpeed = 400, -- Final speed in milliseconds. effectLever = 35, -- Effect when activating the lever. effectRewardPlayer = 28, -- Effect on the player when winning. effectReward = 28, -- Effect on the winning slot. -- Reward table by level. -- Formula: Real Probability = (Item Chance / Total Chances) * (1 - (Reroll % / 100)) items = { [1] = { {id = 4871, chance = 100, count = 1}, }, [2] = { {id = 4872, chance = 100, count = 1}, }, [3] = { {id = 4870, chance = 100, count = 1}, }, [4] = { {id = 5899, chance = 100, count = 1}, }, [5] = { {id = 2349, chance = 100, count = 1}, }, [6] = { {id = 9003, chance = 100, count = 1}, }, [7] = { {id = 2300, chance = 100, count = 1}, }, [8] = { {id = 2309, chance = 100, count = 1}, }, [9] = { {id = 2272, chance = 100, count = 1}, }, [10] = { {id = 2306, chance = 100, count = 1}, }, [11] = { {id = 2447, chance = 100, count = 1}, }, [12] = { {id = 7739, chance = 100, count = 1}, }, [13] = { {id = 7737, chance = 100, count = 1}, }, [14] = { {id = 5805, chance = 100, count = 1}, }, [15] = { {id = 2446, chance = 100, count = 1} } } } -- ================= PROBABILITY CACHING ================= -- -- Precalculates cumulative probabilities for each reward level. local cumulativeChanceCache = {} for rewardId, items in pairs(config.items) do local total = 0 local cumulative = {} for _, item in ipairs(items) do total = total + item.chance table.insert(cumulative, {item = item, threshold = total}) end cumulativeChanceCache[rewardId] = {total = total, items = cumulative} end -- ================= UTILITY FUNCTIONS ================= -- -- Calculates the speed of the roulette animation based on progress. -- @param progress: Current progress (0 to 1). -- @return: Speed in milliseconds. local function calculateSpeed(progress) return config.initialSpeed + (config.finalSpeed - config.initialSpeed) * progress^3 end -- Selects a random item from the reward table, considering reroll chances. -- @param rewardId: Reward level ID. -- @return: Selected item. local function chooseRouletteItem(rewardId) local cache = cumulativeChanceCache[rewardId] local roll = math.random(cache.total) for _, entry in ipairs(cache.items) do if roll <= entry.threshold then if entry.item.porc_cambio and math.random(100) <= entry.item.porc_cambio then return chooseRouletteItem(rewardId) end return entry.item end end return cache.items[#cache.items].item end -- Rotates the slots in the roulette. -- @param slots: Table of slots. local function rotateSlots(slots) local last = slots[36] for i = 36, 2, -1 do slots[i] = slots[i-1] end slots[1] = last end -- Updates the visual display of the roulette. -- @param cpos: Center position of the roulette. -- @param slots: Table of slots. -- @param isFillingPhase: Whether the slots are being filled for the first time. local function updateRouletteDisplay(cpos, slots, isFillingPhase) for i = 1, 36 do local pos = { x = cpos.x + rouletteSpinOffset[i][1], y = cpos.y + rouletteSpinOffset[i][2], z = cpos.z } doCleanTile(pos) if slots[i] then doCreateItem(slots[i].id, slots[i].count, pos) -- Show puff effect only during the initial filling phase. if isFillingPhase then doSendMagicEffect(pos, 14) end end end end -- ================= WINNER SLOTS AND EFFECTS ================= -- -- Shows "Winner Slot" animated text on winning slots. -- @param cpos: Center position of the roulette. -- @param keyCount: Number of keys used. local function showWinnerSlots(cpos, keyCount) local winningSlots = {} if keyCount == 1 then winningSlots = {36} elseif keyCount == 2 then winningSlots = {36, 18} elseif keyCount == 3 then winningSlots = {36, 18, 9} elseif keyCount == 4 then winningSlots = {36, 18, 9, 27} else winningSlots = {36} -- Default to one winning slot if keyCount is invalid. end for _, slot in ipairs(winningSlots) do local pos = { x = cpos.x + rouletteSpinOffset[slot][1], y = cpos.y + rouletteSpinOffset[slot][2], z = cpos.z } doSendAnimatedText(pos, "Winner", TEXTCOLOR_YELLOW) end end -- Shows the number of keys in use. -- @param cpos: Center position of the roulette. local function showKeyCount(cpos) local keyCount = getGlobalStorageValue(config.globalStoKeyCount) keyCount = (keyCount < 1 or keyCount > 4) and 1 or keyCount local pos = {x = 266, y = 233, z = 15} doSendAnimatedText(pos, string.format("Keys: %d", keyCount), TEXTCOLOR_LIGHTBLUE) end -- ================= MAIN ROULETTE LOGIC ================= -- -- Main animation function, recursively called to simulate the roulette spin. -- @param cid: Player ID. -- @param cpos: Center position of the roulette. -- @param rewardId: ID of the reward level. -- @param nloop: Current iteration number. -- @param slots: Table of slots (items). -- @param keyName: Name of the key used. -- @param keyCount: Number of keys used. local function shuffle(cid, cpos, rewardId, nloop, slots, keyName, keyCount) if nloop > config.maxLoops then if isPlayer(cid) then -- Determine winning slots based on the number of keys used. local winningSlots = {} if keyCount == 1 then winningSlots = {36} elseif keyCount == 2 then winningSlots = {36, 18} elseif keyCount == 3 then winningSlots = {36, 18, 9} elseif keyCount == 4 then winningSlots = {36, 18, 9, 27} else winningSlots = {36} -- Default to one winning slot if keyCount is invalid. end -- Get the winning items and their positions. local wonItems = {} local winPositions = {} for _, slot in ipairs(winningSlots) do if slots[slot] then table.insert(wonItems, slots[slot]) local pos = { x = cpos.x + rouletteSpinOffset[slot][1], y = cpos.y + rouletteSpinOffset[slot][2], z = cpos.z } table.insert(winPositions, pos) end end -- Award the items and display visual effects. if #wonItems > 0 then for _, pos in ipairs(winPositions) do doSendAnimatedText(pos, "Winner Slot", TEXTCOLOR_YELLOW) doSendMagicEffect(pos, config.effectReward) end for _, item in ipairs(wonItems) do doPlayerAddItem(cid, item.id, item.count) end doSendMagicEffect(getCreaturePosition(cid), config.effectRewardPlayer) -- Display a message to the player with all the rewards. local itemList = {} for _, item in ipairs(wonItems) do table.insert(itemList, string.format("x%d %s", item.count, getItemNameById(item.id))) end doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "[ROULETTE] You won: " .. table.concat(itemList, ", ")) -- Log the player's rewards. logEntry(cid, keyName, wonItems, keyCount) else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "[ROULETTE] No items won.") end setGlobalStorageValue(config.globalStoCd, 0) end return end -- Initial filling phase of the roulette slots. if nloop <= 36 then slots[nloop] = chooseRouletteItem(rewardId) updateRouletteDisplay(cpos, slots, true) else -- Rotate the slots and update the display. rotateSlots(slots) updateRouletteDisplay(cpos, slots, false) -- Show effects on the winning slots every 5 iterations. if nloop % 5 == 0 then local winningSlots = {} if keyCount == 1 then winningSlots = {36} elseif keyCount == 2 then winningSlots = {36, 18} elseif keyCount == 3 then winningSlots = {36, 18, 9} elseif keyCount == 4 then winningSlots = {36, 18, 9, 27} else winningSlots = {36} -- Default to one winning slot if keyCount is invalid. end for _, slot in ipairs(winningSlots) do local pos = { x = cpos.x + rouletteSpinOffset[slot][1], y = cpos.y + rouletteSpinOffset[slot][2], z = cpos.z } doSendMagicEffect(pos, config.effectReward) end end end -- Schedule the next iteration with dynamic speed. local progress = nloop / config.maxLoops addEvent(shuffle, calculateSpeed(progress), cid, cpos, rewardId, nloop + 1, slots, keyName, keyCount) end -- ================= PERIODIC EFFECTS AND TEXTS ================= -- -- Shows effects and texts periodically. -- @param cpos: Center position of the roulette. local function showEffectsAndTexts(cpos) local keyCount = getGlobalStorageValue(config.globalStoKeyCount) keyCount = (keyCount < 1 or keyCount > 4) and 1 or keyCount -- Ensure keyCount is within range. -- Show "Winner Slot" on the winning slots. showWinnerSlots(cpos, keyCount) -- Show the number of keys in use. showKeyCount(cpos) -- Schedule the next execution. addEvent(showEffectsAndTexts, 1500, cpos) end -- ================= EFFECT SCRIPT INITIALIZATION ================= -- -- Start the periodic effects and texts when the script is loaded. local cpos = {x = 266, y = 233, z = 15} -- Center position of the roulette. addEvent(function() showEffectsAndTexts(cpos) end, 5000) -- 5 seconds delay since server start. -- ================= MAIN OBJECT USE FUNCTION ================= -- -- Called when the roulette object is used. function onUse(cid, item, frompos, item2, topos) -- Handle the key change lever. if item.aid == 1360 then local current = getGlobalStorageValue(config.globalStoKeyCount) current = (current < 1 or current > 4) and 1 or (current % 4) + 1 setGlobalStorageValue(config.globalStoKeyCount, current) doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, string.format("Now using %d keys per spin.", current)) doSendMagicEffect(getThingPos(item.uid), CONST_ME_MAGIC_GREEN) return true end -- Handle the roulette levers. if not keyByAid[item.aid] then return false end local key = keyByAid[item.aid] local keyName = getItemNameById(key) local requiredKeys = getGlobalStorageValue(config.globalStoKeyCount) requiredKeys = (requiredKeys < 1 or requiredKeys > 4) and 1 or requiredKeys if getPlayerAccess(cid) < 5 and getPlayerItemCount(cid, key) < requiredKeys then doPlayerSendCancel(cid, string.format("You need %d %s to play!", requiredKeys, keyName)) doSendMagicEffect(topos, 14) return true end local rewardId = rewardByAid[item.aid] or 1 -- Get the reward level based on the lever. Default to 1 if not found. local pos = {x = 266, y = 233, z = 15} -- Center position of the roulette. if getGlobalStorageValue(config.globalStoCd) > os.time() and getPlayerAccess(cid) < 5 then local remaining = getGlobalStorageValue(config.globalStoCd) - os.time() doPlayerSendCancel(cid, "Wait " .. remaining .. " seconds to play again.") return true end setGlobalStorageValue(config.globalStoCd, os.time() + config.rouletteCD) -- Set the cooldown. doTransformItem(item.uid, item.itemid == 9825 and 9826 or 9825) -- Change the lever's appearance. -- Clear the tiles around the roulette and add magic effects. for i = 1, 36 do local rpos = { x = pos.x + rouletteSpinOffset[i][1], y = pos.y + rouletteSpinOffset[i][2], z = pos.z } doCleanTile(rpos) doSendMagicEffect(rpos, config.effectReward) end if key > 0 then doPlayerRemoveItem(cid, key, requiredKeys) end -- Remove the keys from the player's inventory. doSendMagicEffect(pos, config.effectLever) -- Play the lever activation effect. math.randomseed(os.time() + getPlayerGUID(cid)) -- Seed the random number generator. addEvent(shuffle, config.initialSpeed, cid, pos, rewardId, 1, {}, keyName, requiredKeys) -- Start the roulette animation. return true end
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[TFS - 0.3.6 - 8.60] Tibia 8.60 Client Clássico Como criar automap do meu servidor completo coloque o arquivo automap em %appdata% file.map
[TFS - 0.3.6 - 8.60] Tibia 8.60 Client Clássico Como criar automap do meu servidor completo coloque o arquivo automap em %appdata% file.map
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Spell de Dash
Aqui Esta 100% Funcionando. local distance = 25 -- Distance to move (in sqm) local speed = 100 -- Milliseconds between each step (lower values = faster) local invisible = createConditionObject(CONDITION_GAMEMASTER) setConditionParam(invisible, CONDITION_PARAM_TICKS, (speed * distance) + 50) local outfit = createConditionObject(CONDITION_INVISIBLE) setConditionParam(outfit, CONDITION_PARAM_TICKS, (speed * distance) + 50) -- Function to check if a position is "walkable" local function isWalkable(pos, creature, proj, pz) local tile = getTileThingByPos({x = pos.x, y = pos.y, z = pos.z, stackpos = 0}) if tile.itemid == 0 then return false end local creature = getTopCreature(pos) if creature.type > 0 then return false end if getTilePzInfo(pos) and not pz then return false end local n = not proj and 3 or 2 for i = 0, 255 do pos.stackpos = i local item = getTileThingByPos(pos) if item.itemid ~= 0 and not isCreature(item.uid) then if hasProperty(item.uid, n) or hasProperty(item.uid, 7) then return false end end end return true end -- Function to find an alternative direction local function getAlternativeDirection(pos) local directions = { {x = pos.x + 1, y = pos.y, z = pos.z}, -- East {x = pos.x - 1, y = pos.y, z = pos.z}, -- West {x = pos.x, y = pos.y + 1, z = pos.z}, -- South {x = pos.x, y = pos.y - 1, z = pos.z}, -- North } for _, dirPos in ipairs(directions) do if isWalkable(dirPos, false, false, false) then return dirPos end end return nil -- No alternative path found end function onWalk(cid) local poslook = getCreaturePosition(cid) poslook.stackpos = STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE if isWalkable(poslook, false, false, false) then doMoveCreature(cid, getPlayerLookDirection(cid)) doSendMagicEffect(getPlayerPosition(cid), CONST_ME_POFF) else local alternativePos = getAlternativeDirection(getPlayerPosition(cid)) if alternativePos then local direction = getDirectionTo(getPlayerPosition(cid), alternativePos) doMoveCreature(cid, direction) doSendMagicEffect(alternativePos, CONST_ME_MAGIC_BLUE) else doSendMagicEffect(getPlayerPosition(cid), CONST_ME_BLOCKHIT) -- Indicates a block end end end function onCastSpell(cid, var) if exhaustion.get(cid, 13118) then doPlayerSendCancel(cid, "You can use this spell again in " .. exhaustion.get(cid, 13118) .. " seconds.") doSendMagicEffect(getCreaturePosition(cid), CONST_ME_BLOCKHIT) return false end exhaustion.set(cid, 13118, 15) doAddCondition(cid, invisible) doAddCondition(cid, outfit) for i = 0, distance do addEvent(onWalk, speed * i, cid) end return true end
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[TFS 0.3.6 - 8.60] - Servidor ta Dando Esse Erro "not enough memory"
[13/02/2025 15:26:16] [Error - CreatureScript Interface] [13/02/2025 15:26:16] In a timer event called from: [13/02/2025 15:26:16] buffer:onKill [13/02/2025 15:26:16] Description: [13/02/2025 15:26:16] not enough memory [13/02/2025 15:26:27] [Error - CreatureScript Interface] [13/02/2025 15:26:27] In a timer event called from: [13/02/2025 15:26:27] buffer:onKill [13/02/2025 15:26:27] Description: [13/02/2025 15:26:27] not enough memory [13/02/2025 15:26:38] [Error - CreatureScript Interface] [13/02/2025 15:26:38] In a timer event called from: [13/02/2025 15:26:38] buffer:onKill [13/02/2025 15:26:38] Description: [13/02/2025 15:26:38] not enough memory LaaTiDo RESOLVE O PROBLEMA??? https://www.mediafire.com/file/g4nfuo4fhmssm87/LaaTiDo.rar/file
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Tem Como Fazer Esse Sistema Para TFS 0.3.6 8.60 ???
@WakeSoft EU NÃO ACHEI ESSE SISTEMA EM NENHUM FORUM DE TIBIA.
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Tem Como Fazer Esse Sistema Para TFS 0.3.6 8.60 ???
@FeeTads FAZ TUTORIAL ENSINANDO PASSO A PASSO
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Tem Como Fazer Esse Sistema Para TFS 0.3.6 8.60 ???
https://forums.otserv.com.br/index.php?/forums/topic/169735-revscript-sistema-guild-level/
- Adicionada verificação de pisos 11069, 11060 e atravessamento em PVP em área PZ.
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[13.40] Crystal Server 4.0 | Mapa Global
Canary TFS ou OTX???
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TFS 0.3.6 8.60 - Buy & Sell Talkaction System Porem quando eu falo buy pra compra ele nao compra pelo valor item no market exemplo 1000000000 ele compra item sem ser valor do item código fui eu que desenvolvi deve servi 0.4 também
BUY -- Inicializar as tabelas globais para compras e vendas ativas activeBuys = activeBuys or {} activeSells = activeSells or {} -- Configuração local config = { validCurrencies = {9971, 2160, 2148, 2152, 2157, 2159}, -- Moedas válidas maxPrice = 1000000000, -- Preço máximo permitido } -- Função para verificar se uma moeda é válida local function isValidCurrency(currencyId) for _, validId in ipairs(config.validCurrencies) do if validId == currencyId then return true end end return false end -- Função para listar itens à venda function listItems(cid) if #activeSells == 0 then doPlayerSendCancel(cid, "No items are currently being sold.") return true end local message = "Items available for sale:\n" for i, sell in ipairs(activeSells) do message = message .. i .. ". " .. sell.itemName .. " (" .. sell.quantity .. "x) - Price: " .. sell.price .. " gold coins - Seller: " .. sell.seller .. "\n" end doPlayerPopupFYI(cid, message) return true end -- Função para comprar o item function buyItem(cid, itemName, quantity, price, currencyId, sellerName) -- Verificar se o item está à venda for i, sell in ipairs(activeSells) do if sell.itemName == itemName and sell.seller == sellerName then -- Verificar se o jogador tem moeda suficiente if getPlayerItemCount(cid, currencyId) < price then doPlayerSendCancel(cid, "You don't have enough currency to buy this item.") return true end -- Verificar se há quantidade suficiente do item if sell.quantity < quantity then doPlayerSendCancel(cid, "Not enough items in stock.") return true end -- Realizar a compra -- Remover o dinheiro do comprador doPlayerRemoveItem(cid, currencyId, price) -- Adicionar o item ao comprador doPlayerAddItem(cid, getItemIdByName(itemName), quantity) -- Atualizar a quantidade do item à venda activeSells[i].quantity = activeSells[i].quantity - quantity -- Informar ao jogador sobre a compra doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "You have successfully bought " .. quantity .. "x " .. itemName .. " from " .. sellerName .. " for " .. price .. " currency.") -- Caso o item tenha acabado, remover a venda if activeSells[i].quantity <= 0 then table.remove(activeSells, i) end return true end end doPlayerSendCancel(cid, "Item not found in the market.") return true end -- Função para vender o item function sellItem(cid, itemName, quantity, price, currencyId) -- Verificar se o jogador tem o item suficiente local itemId = getItemIdByName(itemName) if itemId == 0 or getPlayerItemCount(cid, itemId) < quantity then doPlayerSendCancel(cid, "You don't have enough of the item '" .. itemName .. "' to sell.") return true end -- Remover os itens do inventário do vendedor doPlayerRemoveItem(cid, itemId, quantity) -- Registrar a venda table.insert(activeSells, { itemName = itemName, quantity = quantity, price = price, currencyId = currencyId, seller = getPlayerName(cid), }) doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Your item '" .. itemName .. "' has been listed for sale.") return true end -- Função principal para lidar com os comandos function onSay(cid, words, param) if words == "!sell" then if param == "" then doPlayerSendCancel(cid, "Use: !sell itemName, quantity, price, currencyId") return true end local t = string.explode(param, ",") if #t ~= 4 then doPlayerSendCancel(cid, "Invalid parameters. Use: !sell itemName, quantity, price, currencyId") return true end local itemName = t[1]:trim() local quantity = tonumber(t[2]) local price = tonumber(t[3]) local currencyId = tonumber(t[4]) -- Chama a função para vender o item return sellItem(cid, itemName, quantity, price, currencyId) elseif words == "!buy" then if param == "" then doPlayerSendCancel(cid, "Use: !buy itemName, quantity, price, ID's 9971 - 2160 - 2148 - 2152 - 2157 - 2159, sellerName") return true end -- Separar os parâmetros fornecidos local t = string.explode(param, ",") if #t ~= 5 then doPlayerSendCancel(cid, "Invalid parameters. Use: !buy itemName, quantity, price, ID's 9971 - 2160 - 2148 - 2152 -2157 - 2159, sellerName") return true end local itemName = t[1]:trim() local quantity = tonumber(t[2]) local price = tonumber(t[3]) local currencyId = tonumber(t[4]) local sellerName = t[5]:trim() -- Chama a função para comprar o item return buyItem(cid, itemName, quantity, price, currencyId, sellerName) elseif words == "!list" then -- Exibe os itens à venda return listItems(cid) end return false end SELL -- Inicializar a tabela global para vendas ativas activeBuys = activeBuys or {} activeSells = activeSells or {} -- Configuração local config = { validCurrencies = {9971, 2160, 2148, 2157, 2152, 2159}, -- Moedas válidas maxPrice = 1000000000, -- Preço máximo permitido } -- Verificar se uma moeda é válida local function isValidCurrency(currencyId) for _, validId in ipairs(config.validCurrencies) do if validId == currencyId then return true end end return false end function onSay(cid, words, param) if param == "" then doPlayerSendCancel(cid, "Use: !sell itemName, quantity, price, currencyId") return true end local t = string.explode(param, ",") if #t ~= 4 then doPlayerSendCancel(cid, "Invalid parameters. Use: !sell itemName, quantity, price, currencyId") return true end local itemName = t[1]:trim() local quantity = tonumber(t[2]) local price = tonumber(t[3]) local currencyId = tonumber(t[4]) if not quantity or quantity <= 0 then doPlayerSendCancel(cid, "Invalid quantity.") return true end if not price or price <= 0 or price > config.maxPrice then doPlayerSendCancel(cid, "Invalid price. Maximum allowed: " .. config.maxPrice) return true end if not isValidCurrency(currencyId) then doPlayerSendCancel(cid, "Invalid currency. Valid currencies: " .. table.concat(config.validCurrencies, ", ")) return true end -- Verificar se o jogador tem o item suficiente no inventário local itemId = getItemIdByName(itemName) if itemId == 0 or getPlayerItemCount(cid, itemId) < quantity then doPlayerSendCancel(cid, "You don't have enough of the item '" .. itemName .. "' to sell.") return true end -- Remover os itens do inventário do vendedor doPlayerRemoveItem(cid, itemId, quantity) -- Registrar a venda table.insert(activeSells, { itemName = itemName, quantity = quantity, price = price, currencyId = currencyId, seller = getPlayerName(cid), }) doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Your item '" .. itemName .. "' has been listed for sale.") return true end checkselllist -- Inicializar activeSells como tabela, se ainda não foi activeBuys = activeBuys or {} activeSells = activeSells or {} -- Função onSay para mostrar os itens à venda function onSay(cid, words, param) if #activeSells == 0 then doPlayerSendCancel(cid, "No items are currently being sold.") return true end local message = "Items available for sale:\n" for i, sell in ipairs(activeSells) do -- Substituindo a exibição de gold coins pelo ID da moeda local currencyName = getCurrencyName(sell.currencyId) message = message .. i .. ". " .. sell.itemName .. " (" .. sell.quantity .. "x) - Price: " .. sell.price .. " " .. currencyName .. " - Seller: " .. sell.seller .. "\n" end doPlayerPopupFYI(cid, message) return true end -- Função para obter o nome da moeda baseado no ID function getCurrencyName(currencyId) local currencyNames = { [9971] = "- 9971 - [VIP] Coin's", [2160] = "- 2160 - Crystal Coin's", [2148] = "- 2148 - Gold Coin's", [2152] = "- 2152 - Platinum Coins", [2159] = "- 2159 - Donate Coin's", [2157] = "- 2157 - KK Coin's" } -- Retorna o nome da moeda correspondente ao ID ou "Unknown Currency" se não for encontrado return currencyNames[currencyId] or "Unknown Currency" end
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TFS 0.3.6 8.60 Buy & Sell Talkaction System
EU QUERO QUE FUNCIONA ASSIM O PLAYER VENDE UM ITEM NO SELL E É COLOCA NUM LIVRO O NOME DO ITEM E DINHEIRO QUANTIDADE DO ITEM NOME DO PLAYER TA VENDENDO ITEM PODE VENDE POR DINHEIRO MAXIMO É 1000000000 E O PLAYER VENDE ITEM O PLAYER DIGITA !CHECKSELLLIST APARECE A LISTA DOS ITENS QUE PLAYERS TA VENDENDO NOME DO ITEM QUANTIDADE E NOME DO DONO QUE TA VENDENDO O ITEM AI PLAYER DIGITA !BUY NOME DO ITEM DINHEIRO QUANTIDADE NOME DO DONO. !buy function onSay(cid, words, param) local config = { levelNeeded = 8, muteTime = 120, storage = 7896, validCurrencies = {9971, 2160, 2148, 2152, 2159}, maxPrice = 1000000000 } if param == '' then doPlayerPopupFYI(cid, "Say '!buy Item Name, Price in GP'") return true end local t = string.explode(param, ",") if not t[1] or not t[2] then doPlayerSendCancel(cid, "Command requires more than one parameter.") return true end local itemName = t[1]:trim() local itemPrice = tonumber(t[2]) if not itemPrice or itemPrice <= 0 or itemPrice > config.maxPrice then doPlayerSendCancel(cid, "Invalid price. It must be a number between 1 and " .. config.maxPrice .. ".") return true end if getPlayerLevel(cid) < config.levelNeeded then doPlayerSendCancel(cid, "Only players with level " .. config.levelNeeded .. "+ can make a purchase.") return true end if getPlayerStorageValue(cid, config.storage) > os.time() then doPlayerSendCancel(cid, "You can only make one purchase every " .. config.muteTime .. " seconds.") return true end -- Verifica se o item existe local itemId = getItemIdByName(itemName, false) if not itemId then doPlayerSendCancel(cid, "Item '" .. itemName .. "' does not exist.") return true end -- Verifica se o jogador tem dinheiro suficiente local hasEnoughMoney = false for _, currency in ipairs(config.validCurrencies) do if getPlayerItemCount(cid, currency) >= itemPrice then doPlayerRemoveItem(cid, currency, itemPrice) hasEnoughMoney = true break end end if not hasEnoughMoney then doPlayerSendCancel(cid, "You do not have enough money to buy '" .. itemName .. "'.") return true end -- Adiciona o item ao inventário do jogador if doPlayerAddItem(cid, itemId, 1) then doBroadcastMessage("Player " .. getPlayerName(cid) .. " has purchased " .. itemName .. " for " .. itemPrice .. " gold coins.") setPlayerStorageValue(cid, config.storage, os.time() + config.muteTime) else doPlayerSendCancel(cid, "You don't have enough space to receive the item '" .. itemName .. "'.") -- Reembolsa o dinheiro doPlayerAddItem(cid, config.validCurrencies[1], itemPrice) end return true end !sell function onSay(cid, words, param) local config = { levelNeeded = 8, muteTime = 120, storage = 7897, validCurrencies = {9971, 2160, 2148, 2152, 2159}, maxPrice = 1000000000 } if param == '' then doPlayerPopupFYI(cid, "Say '!sell Item Name, Price in GP'") return true end local t = string.explode(param, ",") if not t[1] or not t[2] then doPlayerSendCancel(cid, "Command requires more than one parameter.") return true end local itemName = t[1]:trim() local itemPrice = tonumber(t[2]) if not itemPrice or itemPrice <= 0 or itemPrice > config.maxPrice then doPlayerSendCancel(cid, "Invalid price. It must be a number between 1 and " .. config.maxPrice .. ".") return true end if getPlayerLevel(cid) < config.levelNeeded then doPlayerSendCancel(cid, "Only players with level " .. config.levelNeeded .. "+ can broadcast an offer.") return true end if getPlayerStorageValue(cid, config.storage) > os.time() then doPlayerSendCancel(cid, "You can only place one offer every " .. config.muteTime .. " seconds.") return true end -- Verifica o inventário ou backpack local itemId = getItemIdByName(itemName, false) if not itemId then doPlayerSendCancel(cid, "Item '" .. itemName .. "' does not exist.") return true end local itemCount = getPlayerItemCount(cid, itemId) if itemCount <= 0 then doPlayerSendCancel(cid, "You don't have the item '" .. itemName .. "' to sell.") return true end -- Remove o item vendido do inventário if doPlayerRemoveItem(cid, itemId, 1) then doBroadcastMessage("Player " .. getPlayerName(cid) .. " is selling " .. itemName .. " for " .. itemPrice .. " gold coins.") setPlayerStorageValue(cid, config.storage, os.time() + config.muteTime) else doPlayerSendCancel(cid, "Failed to remove the item '" .. itemName .. "' from your inventory.") end return true end
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TFS 0.3.6 8.60 O PROBLEMA DESSE CODIGO ELE SÓ TIRA DANO SE DE USE NA CRIATURA COM ID 5902
TFS 0.3.6 8.60 O PROBLEMA DESSE CODIGO ELE SÓ TIRA DANO SE DE USE NA CRIATURA COM ID 5902 TANTO PLAYER QUANTO MONSTRO. ACTION EXEMPLO SUA ARMA FICA 100% AI TEM QUE USE ITEM LEECH PRA DA DANO JUNTO COM ATK QUANDO TA ATACANDO CRITURA PRA TIRA DANO TEM QUE DA USE NO ITEM 5902 local UPGRADE_ITEM_ID = 5902 -- The upgrade item, in this case, the "scary blue eye" local LIFE_LEECH_INCREMENT = 1 -- Percentage to be added to Life Leech local MANA_LEECH_INCREMENT = 1 -- Percentage to be added to Mana Leech local MAX_LEECH_PERCENT = 100 -- Maximum limit for Life Leech and Mana Leech local FIXED_DAMAGE = 100000000000 -- Fixed damage to be dealt function onUse(cid, item, fromPosition, itemEx, toPosition) -- Check if the player is valid if not isPlayer(cid) then return false end -- Get the weapon the player is holding (left or right hand) local weapon = getPlayerSlotItem(cid, CONST_SLOT_LEFT) if weapon.itemid == 0 then weapon = getPlayerSlotItem(cid, CONST_SLOT_RIGHT) end -- Check if the player is holding a weapon if weapon.itemid == 0 then doPlayerSendTextMessage(cid, MESSAGE_STATUS_SMALL, "You need to be holding a weapon to upgrade it.") return false end -- Get the current Life Leech and Mana Leech values (if they exist) local currentLifeLeech = tonumber(getItemAttribute(weapon.uid, "lifeLeech")) or 0 local currentManaLeech = tonumber(getItemAttribute(weapon.uid, "manaLeech")) or 0 -- Accumulate new leech values, limited by the maximum local newLifeLeech = math.min(currentLifeLeech + LIFE_LEECH_INCREMENT, MAX_LEECH_PERCENT) local newManaLeech = math.min(currentManaLeech + MANA_LEECH_INCREMENT, MAX_LEECH_PERCENT) -- Apply the new Life Leech and Mana Leech values to the weapon doItemSetAttribute(weapon.uid, "lifeLeech", newLifeLeech) doItemSetAttribute(weapon.uid, "manaLeech", newManaLeech) -- Modify the weapon's description to show the new leech values local description = getItemAttribute(weapon.uid, "description") or "" description = "This weapon now has " .. newLifeLeech .. "% Life Leech and " .. newManaLeech .. "% Mana Leech. The maximum is 100%." doItemSetAttribute(weapon.uid, "description", description) -- Send a message to the player informing about the upgrade doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Your weapon has been upgraded! It now has " .. newLifeLeech .. "% Life Leech and " .. newManaLeech .. "% Mana Leech. The maximum is 100%.") -- Display animated text "+Leech!!!" in green (color 35) local position = getCreaturePosition(cid) doSendAnimatedText(position, "+Leech!!!", 35) -- The line that removed the upgrade item has been removed to allow infinite use -- doRemoveItem(item.uid, 1) -- REMOVED -- Combat logic: damage with the weapon local target = getCreatureTarget(cid) if isCreature(target) then -- Check if the weapon has reached the limit for Life Leech and Mana Leech if newLifeLeech == MAX_LEECH_PERCENT and newManaLeech == MAX_LEECH_PERCENT then -- Fixed damage from the weapon local damage = FIXED_DAMAGE -- Apply the damage to the target doTargetCombatHealth(cid, target, COMBAT_UNDEFINEDDAMAGE, -damage, -damage, CONST_ME_EXPLOSIONHIT) doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "You dealt " .. damage .. " damage with your weapon!") else doPlayerSendTextMessage(cid, MESSAGE_STATUS_SMALL, "Your weapon has not reached the limit to deal damage.") end else doPlayerSendTextMessage(cid, MESSAGE_STATUS_SMALL, "You do not have a valid target to attack.") end return true end
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TFS 0.3.6 8.60 TO COM PROBLEMA NESSE CODIGO ELE SÓ HIT A CRIATURA OU PLAYER OU MONSTER QUANDO EU USO ITEM 5902 JUNTO COM ATK MAIS EU SÓ QUERO USA PORCENTAGEM APRIMORA ITEM ME AJDUA POR FAVOR
local UPGRADE_ITEM_ID = 5902 -- O item de upgrade, neste caso o "olho azul assustador" local LIFE_LEECH_INCREMENT = 1 -- Percentual a ser adicionado ao Life Leech local MANA_LEECH_INCREMENT = 1 -- Percentual a ser adicionado ao Mana Leech local MAX_LEECH_PERCENT = 100 -- Limite máximo para Life Leech e Mana Leech function onUse(cid, item, fromPosition, itemEx, toPosition) -- Verifica se o jogador é válido if not isPlayer(cid) then return false end -- Obtém a arma que o jogador está segurando (mão esquerda ou direita) local weapon = getPlayerSlotItem(cid, CONST_SLOT_LEFT) if weapon.itemid == 0 then weapon = getPlayerSlotItem(cid, CONST_SLOT_RIGHT) end -- Verifica se o jogador está segurando uma arma if weapon.itemid == 0 then doPlayerSendTextMessage(cid, MESSAGE_STATUS_SMALL, "Você precisa estar segurando uma arma para aprimorá-la.") return false end -- Obtém os valores atuais de Life Leech e Mana Leech (se existirem) local currentLifeLeech = tonumber(getItemAttribute(weapon.uid, "lifeLeech")) or 0 local currentManaLeech = tonumber(getItemAttribute(weapon.uid, "manaLeech")) or 0 -- Acumula novos valores de leech, limitados pelo máximo local newLifeLeech = math.min(currentLifeLeech + LIFE_LEECH_INCREMENT, MAX_LEECH_PERCENT) local newManaLeech = math.min(currentManaLeech + MANA_LEECH_INCREMENT, MAX_LEECH_PERCENT) -- Aplica os novos valores de Life Leech e Mana Leech à arma doItemSetAttribute(weapon.uid, "lifeLeech", newLifeLeech) doItemSetAttribute(weapon.uid, "manaLeech", newManaLeech) -- Modifica a descrição da arma para exibir os novos valores de leech local description = getItemAttribute(weapon.uid, "description") or "" description = "Esta arma agora tem " .. newLifeLeech .. "% de Life Leech e " .. newManaLeech .. "% de Mana Leech. O máximo é 100%." doItemSetAttribute(weapon.uid, "description", description) -- Envia uma mensagem ao jogador informando sobre o upgrade doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Sua arma foi aprimorada! Ela agora tem " .. newLifeLeech .. "% de Life Leech e " .. newManaLeech .. "% de Mana Leech. O máximo é 100%.") -- Exibe texto animado "+Leech!!!" em verde (cor 35) local position = getCreaturePosition(cid) doSendAnimatedText(position, "+Leech!!!", 35) -- Remove o item de upgrade (olho azul assustador) doRemoveItem(item.uid, 1) -- Lógica de combate: dano com a arma local target = getCreatureTarget(cid) if isCreature(target) then -- Verifica se a arma tem Life Leech ou Mana Leech if newLifeLeech > 0 or newManaLeech > 0 then local damage = 100000000000 -- Dano fixo definido para a arma -- Aplica o dano ao alvo doTargetCombatHealth(cid, target, COMBAT_UNDEFINEDDAMAGE, -damage, -damage, CONST_ME_HITAREA) doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Você causou " .. damage .. " de dano com sua arma!") else doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Sua arma não possui Life Leech ou Mana Leech, não pode causar dano.") end else doPlayerSendTextMessage(cid, MESSAGE_STATUS_SMALL, "Você não tem um alvo válido para atacar.") end return true end
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ME AJUDA POR FAVOR LIFE LEECH MANA LEECH TFS 0.3.6 8.60 CODIGO TA FEITO SÓ QUE PRECISA DE UM BOM SCRIPTER E PROGRAMADOR PARA CONFIGURALO EU FIZ ESSE CODIGO É NOVO!
CODIGO FUNCIONA POREM DA OVER STACK CALL FLOW ME AJDUA POR FAVOR ESSE ACTION local UPGRADE_ITEM_ID = 5902 -- The upgrade item, e.g., "spooky blue eye" local LIFE_LEECH_INCREMENT = 1 -- Percentage to be added to Life Leech local MANA_LEECH_INCREMENT = 1 -- Percentage to be added to Mana Leech local MAX_LEECH_PERCENT = 100 -- Maximum limit for Life Leech and Mana Leech local LEECH_WEAPON_STORAGE = 47892 -- Replace with the real storage ID of the leech weapon local FIXED_DAMAGE = 100000000000 -- Fixed damage that will be dealt to the creature local EFFECT_ON_USE = 23 -- Visual effect to be applied (adjust as necessary) function onUse(cid, item, fromPosition, itemEx, toPosition) -- Check if the player is valid if not isPlayer(cid) then return false end -- Get the weapon the player is holding (left or right hand) local weapon = getPlayerSlotItem(cid, CONST_SLOT_LEFT) if weapon.itemid == 0 then weapon = getPlayerSlotItem(cid, CONST_SLOT_RIGHT) end -- Check if the player is holding a weapon if weapon.itemid == 0 then doPlayerSendTextMessage(cid, MESSAGE_STATUS_SMALL, "You need to be holding a weapon to upgrade it.") return false end -- Get current values of Life Leech and Mana Leech (if any) local currentLifeLeech = tonumber(getItemAttribute(weapon.uid, "lifeLeech")) or 0 local currentManaLeech = tonumber(getItemAttribute(weapon.uid, "manaLeech")) or 0 -- Accumulate new leech values local newLifeLeech = math.min(currentLifeLeech + LIFE_LEECH_INCREMENT, MAX_LEECH_PERCENT) local newManaLeech = math.min(currentManaLeech + MANA_LEECH_INCREMENT, MAX_LEECH_PERCENT) -- Apply new Life Leech and Mana Leech values to the weapon doItemSetAttribute(weapon.uid, "lifeLeech", newLifeLeech) doItemSetAttribute(weapon.uid, "manaLeech", newManaLeech) -- Modify the weapon description to show the new leech values local description = getItemAttribute(weapon.uid, "description") or "" description = "This weapon now has " .. newLifeLeech .. "% Life Leech and " .. newManaLeech .. "% Mana Leech." doItemSetAttribute(weapon.uid, "description", description) -- Messages and effects doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Your weapon has been upgraded! It now has " .. newLifeLeech .. "% Life Leech and " .. newManaLeech .. "% Mana Leech.") doSendMagicEffect(getPlayerPosition(cid), CONST_ME_FIREATTACK) -- Show animated text local position = getCreaturePosition(cid) -- Define the position for animated text doSendAnimatedText(position, "+Leech", 35) -- Display animated text with color 35 (green) -- Remove the upgrade item doRemoveItem(item.uid, 1) -- Combat logic: use all mana local maxMana = getCreatureMaxMana(cid) -- Check if the player has enough mana if getCreatureMana(cid) >= maxMana then -- Deal fixed damage to the creature local target = getCreatureTarget(cid) -- Get the target of the creature if isCreature(target) then -- Deal fixed damage to the creature doTargetCombatHealth(cid, target, COMBAT_UNDEFINEDDAMAGE, -FIXED_DAMAGE, -FIXED_DAMAGE, CONST_ME_SOUND_WHITE) -- Reduce the target's mana by the fixed damage amount (with a cap) local targetMana = getCreatureMana(target) local newTargetMana = math.max(0, targetMana - FIXED_DAMAGE) -- Ensure mana doesn't go below 0 doCreatureAddMana(target, -newTargetMana) -- Reduce the player's mana doCreatureAddMana(cid, -maxMana) -- Send a message about the attack doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "You used all your mana to attack! Damage dealt: " .. FIXED_DAMAGE .. " and drained " .. newTargetMana .. " mana from the target.") -- Apply effect to the target doSendMagicEffect(getCreaturePosition(target), EFFECT_ON_USE) -- Apply effect to the target else doPlayerSendTextMessage(cid, MESSAGE_STATUS_SMALL, "You do not have a valid target to attack.") end else -- Message if there is not enough mana doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "You do not have enough mana to perform the attack!") end return true end ESSE É O CREATURESCRIPT local LEECH_WEAPON_STORAGE = 47892 -- Storage for leech weapon local FIXED_DAMAGE = 100000000000 -- Adjusted to a more reasonable fixed damage value local LEECH_PERCENT = 100 -- Percentage of leech for health and mana local MAX_LEECH = 100 -- Maximum of 100% leech to avoid overpowering -- Function to calculate and apply leech local function applyLeech(cid, damage) -- Check if the player has the leech ability if getPlayerStorageValue(cid, LEECH_WEAPON_STORAGE) <= 0 then return end -- Ensure the damage value is reasonable if damage <= 0 then return end -- Calculate the leech amounts local lifeLeech = math.floor(damage * math.min(LEECH_PERCENT, MAX_LEECH) / 100) local manaLeech = math.floor(damage * math.min(LEECH_PERCENT, MAX_LEECH) / 100) -- Apply leech to the player's health and mana doCreatureAddHealth(cid, lifeLeech) doCreatureAddMana(cid, manaLeech) -- Send effect and feedback to the player doSendMagicEffect(getCreaturePosition(cid), CONST_ME_MAGIC_BLUE) doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "You leeched " .. lifeLeech .. " health and " .. manaLeech .. " mana.") end -- Hook into the combat system (use this function in combat scripts) function onCombat(cid, target) -- Check if the target is a valid creature if not isCreature(target) then return false end -- Apply fixed damage to the target local damageDealt = FIXED_DAMAGE -- Store the damage in a variable for reuse doTargetCombatHealth(cid, target, COMBAT_UNDEFINEDDAMAGE, -damageDealt, -damageDealt, CONST_ME_FIREATTACK) -- Apply leech based on the fixed damage dealt applyLeech(cid, damageDealt) return true end esse código ta interferindo nos dois la de cima local lvlcrit = 48913 -- storage para criticos normais local lvlcritDanger = 48904 -- storage para criticos perigosos local multiplier = 1.5 -- multiplicador de dano function onCombat(cid, target) if isPlayer(cid) and isCreature(target) then local criticalChance = getPlayerStorageValue(cid, lvlcrit) or 0 local criticalDangerChance = getPlayerStorageValue(cid, lvlcritDanger) or 0 local chance = math.random(1, 1000) -- Mantém um intervalo razoável -- Verifica se a chance de crítico BOOSTER é atingida if chance <= (criticalChance * 1) then local damage = 1000000000 -- Valor do dano crítico BOOSTER (ajuste conforme necessário) doTargetCombatHealth(cid, target, COMBAT_PHYSICALDAMAGE, -damage, -damage, 255) doSendAnimatedText(getCreaturePosition(target), "+DANGER!", 35) doSendMagicEffect(getCreaturePosition(cid), 54) return true end -- Verifica se a chance de crítico DANGER é atingida if chance <= (criticalDangerChance * 2) then local damage = 100000000000 -- Valor do dano crítico DANGER (ajuste conforme necessário) doTargetCombatHealth(cid, target, COMBAT_PHYSICALDAMAGE, -damage, -damage, 255) doSendAnimatedText(getCreaturePosition(target), "FATALITY!", 190) doSendMagicEffect(getCreaturePosition(cid), 52) return true end end return true end
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[PROGRAMAÇÃO] [Novos Atributos] Critical/Dodge/Life e Mana Leech/Life e Mana Absorb. Para TFS 0.3.6 Tibia 8.60 Me Ajuda Por Favor
[PROGRAMAÇÃO] [Novos Atributos] Critical/Dodge/Life e Mana Leech/Life e Mana Absorb. Para TFS 0.3.6 Tibia 8.60 Me Ajuda Por Favor
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[SQLite] -=[TFS]=- 0.4 8.60 endvip.lua (REVSCRIPT) VIP PERFECT VIP SYSTEM 2.O NÃO TA PEGANDO
[RESOLVIDO]
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[SQLite] -=[TFS]=- [ACTION] 0.4 8.60 Script Casino
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