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	local charms = { 
	    -- Wound charm 
	    [1] = { 
	        name = "Wound", 
	        description = "Triggers on a creature with a certain chance and deals 5% \z 
	                       of its initial hit points as physical damage once.", 
	        type = CHARM_OFFENSIVE, 
	        damageType = COMBAT_PHYSICALDAMAGE, 
	        percent = 10, 
	        chance = 20, 
	        messageCancel = "You wounded the monster.", 
	        messageServerLog = "[Wound charm]", 
	        effect = CONST_ME_HITAREA, 
	        points = 600 
	    }, 
	    -- Enflame charm 
	    [2] = { 
	        name = "Enflame", 
	        description = "Triggers on a creature with a certain chance and deals 5% \z 
	                       of its initial hit points as fire damage once.", 
	        type = CHARM_OFFENSIVE, 
	        damageType = COMBAT_FIREDAMAGE, 
	        percent = 10, 
	        chance = 20, 
	        messageCancel = "You enflamed the monster.", 
	        messageServerLog = "[Enflame charm]", 
	        effect = CONST_ME_HITBYFIRE, 
	        points = 1000 
	    }, 
	    -- Poison charm 
	    [3] = { 
	        name = "Poison", 
	        description = "Triggers on a creature with a certain chance and deals 5% \z 
	                       of its initial hit points as earth damage once.", 
	        type = CHARM_OFFENSIVE, 
	        damageType = COMBAT_EARTHDAMAGE, 
	        percent = 10, 
	        chance = 20, 
	        messageCancel = "You poisoned the monster.", 
	        messageServerLog = "[Poison charm]", 
	        effect = CONST_ME_GREEN_RINGS, 
	        points = 600 
	    }, 
	    -- Freeze charm 
	    [4] = { 
	        name = "Freeze", 
	        description = "Triggers on a creature with a certain chance and deals 5% \z 
	                       of its initial hit points as ice damage once.", 
	        type = CHARM_OFFENSIVE, 
	        damageType = COMBAT_ICEDAMAGE, 
	        percent = 10, 
	        chance = 20, 
	        messageCancel = "You frozen the monster.", 
	        messageServerLog = "[Freeze charm]", 
	        effect = CONST_ME_ICEATTACK, 
	        points = 800 
	    }, 
	    --Zap charm 
	    [5] = { 
	        name = "Zap", 
	        description = "Triggers on a creature with a certain chance and deals 5% \z 
	                       of its initial hit points as energy damage once.", 
	        type = CHARM_OFFENSIVE, 
	        damageType = COMBAT_ENERGYDAMAGE, 
	        percent = 10, 
	        chance = 20, 
	        messageCancel = "You eletrocuted the monster.", 
	        messageServerLog = "[Zap charm]", 
	        effect = CONST_ME_ENERGYHIT, 
	        points = 800 
	    }, 
	    --Curse charm 
	    [6] = { 
	        name = "Curse", 
	        description = "Triggers on a creature with a certain chance and deals 5% \z 
	                       of its initial hit points as death damage once.", 
	        type = CHARM_OFFENSIVE, 
	        damageType = COMBAT_DEATHDAMAGE, 
	        percent = 10, 
	        chance = 20, 
	        messageCancel = "You curse the monster.", 
	        messageServerLog = "[Curse charm]", 
	        effect = CONST_ME_SMALLCLOUDS, 
	        points = 900 
	    }, 
	    -- Cripple charm 
	    [7] = { 
	        name = "Cripple", 
	        description = "Cripples the creature with a certain chance and paralyzes it for 10 seconds.", 
	        type = CHARM_OFFENSIVE, 
	        chance = 20, 
	        messageCancel = "You cripple the monster.", 
	        points = 500 
	    }, 
	    -- Parry charm 
	    [8] = { 
	        name = "Parry", 
	        description = "Any damage taken is reflected to the aggressor with a certain chance.", 
	        type = CHARM_DEFENSIVE, 
	        damageType = COMBAT_PHYSICALDAMAGE, 
	        chance = 10, 
	        messageCancel = "You parry the attack.", 
	        messageServerLog = "[Parry charm]", 
	        effect = CONST_ME_EXPLOSIONAREA, 
	        points = 1000 
	    }, 
	    -- Dodge charm 
	    [9] = { 
	        name = "Dodge", 
	        description = "Dodges an attack with a certain chance without taking any damage at all.", 
	        type = CHARM_DEFENSIVE, 
	        chance = 20, 
	        messageCancel = "You dodge the attack.", 
	        effect = CONST_ME_POFF, 
	        points = 600 
	    }, 
	    -- Adrenaline burst charm 
	    [10] = { 
	        name = "Adrenaline Burst", 
	        description = "Bursts of adrenaline enhance your reflexes with a certain chance \z 
	                       after you get hit and let you move faster for 10 seconds.", 
	        type = CHARM_DEFENSIVE, 
	        chance = 20, 
	        messageCancel = "Your movements where bursted.", 
	        points = 500 
	    }, 
	    -- Numb charm 
	    [11] = { 
	        name = "Numb", 
	        description = "Numbs the creature with a certain chance after its attack and paralyzes the creature for 10 seconds.", 
	        type = CHARM_DEFENSIVE, 
	        chance = 20, 
	        messageCancel = "You numb the monster.", 
	        points = 500 
	    }, 
	    -- Cleanse charm 
	    [12] = { 
	        name = "Cleanse", 
	        description = "Cleanses you from within with a certain chance after you get hit and \z 
	                       removes one random active negative status effect and temporarily makes you immune against it.", 
	        type = CHARM_DEFENSIVE, 
	        chance = 20, 
	        messageCancel = "You purified the attack.", 
	        points = 700 
	    }, 
	    -- Bless charm 
	    [13] = { 
	        name = "Bless", 
	        description = "Blesses you and reduces skill and xp loss by 10% when killed by the chosen creature.", 
	        type = CHARM_PASSIVE, 
	        percent = 10, 
	        chance = 100, 
	        points = 800 
	    }, 
	    -- Scavenge charm 
	    [14] = { 
	        name = "Scavenge", 
	        description = "Enhances your chances to successfully skin/dust a skinnable/dustable creature.", 
	        type = CHARM_PASSIVE, 
	        percent = 10, 
	        points = 800 
	    }, 
	    -- Gut charm 
	    [15] = { 
	        name = "Gut", 
	        description = "Gutting the creature yields 20% more creature products.", 
	        type = CHARM_PASSIVE, 
	        percent = 20, 
	        points = 800, 
	    }, 
	    -- Low blow charm 
	    [16] = { 
	        name = "Low Blow", 
	        description = "Adds 8% critical hit chance to attacks with critical hit weapons.", 
	        type = CHARM_PASSIVE, 
	        percent = 8, 
	        chance = 0, 
	        points = 2000 
	    }, 
	    -- Divine wrath charm 
	    [17] = { 
	        name = "Divine Wrath", 
	        description = "Triggers on a creature with a certain chance and deals 5% \z 
	                       of its initial hit points as holy damage once.", 
	        type = CHARM_OFFENSIVE, 
	        damageType = COMBAT_HOLYDAMAGE, 
	        percent = 10, 
	        chance = 1, 
	        messageCancel = "You divine the monster.", 
	        messageServerLog = "[Divine charm]", 
	        effect = CONST_ME_HOLYDAMAGE, 
	        points = 1500 
	    }, 
	    -- Vampiric embrace charm 
	    [18] = { 
	        name = "Vampiric Embrace", 
	        description = "Adds 4% Life Leech to attacks if wearing equipment that provides life leech.", 
	        type = CHARM_PASSIVE, 
	        percent = 4, 
	        chance = 0, 
	        points = 1500 
	    }, 
	    -- Void's call charm 
	    [19] = { 
	        name = "Void's Call", 
	        description = "Adds 2% Mana Leech to attacks if wearing equipment that provides mana leech.", 
	        type = CHARM_PASSIVE, 
	        percent = 2, 
	        chance = 0, 
	        points = 1500 
	    } 
	}
 
	    
 
	for charmId, chamsTable in ipairs(charms) do
 
	    local charm = Game.createBestiaryCharm(charmId - 1) 
	    local charmConfig = {}
 
	    if chamsTable.name then 
	        charmConfig.name = chamsTable.name 
	    end 
	    if chamsTable.description then 
	        charmConfig.description = chamsTable.description 
	    end 
	    if chamsTable.type then 
	        charmConfig.type = chamsTable.type 
	    end 
	    if chamsTable.damageType then 
	        charmConfig.damageType = chamsTable.damageType 
	    end 
	    if chamsTable.percent then 
	        charmConfig.percent = chamsTable.percent 
	    end 
	    if chamsTable.messageCancel then 
	        charmConfig.messageCancel = chamsTable.messageCancel 
	    end 
	    if chamsTable.messageServerLog then 
	        charmConfig.messageServerLog = chamsTable.messageServerLog 
	    end 
	    if chamsTable.effect then 
	        charmConfig.effect = chamsTable.effect 
	    end 
	    if chamsTable.points then 
	        charmConfig.points = chamsTable.points 
	    end 
	if player:hasCharmUpgradeBonus() then         
	    if chamsTable.chance then 
	        charmConfig.chance = chamsTable.chance + 5 
	    end 
	    else 
	    if chamsTable.chance then 
	        charmConfig.chance = chamsTable.chance 
	    end 
	end    
 
	    -- Create charm and egister charmConfig table 
	    charm:register(charmConfig) 
	end
 
	 
 
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