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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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