TekaZudo
seuserver.com.br
DESCRIÇÃO
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Full Global • Custom Quests • Custom Outfits • Lottery System • Version 15x
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Instalação do Gesior ACC
Eu estou desatualizado sobre Infra, portanto queria saber quais comandos para serem usados na instalação dele, mesmo sendo usado diretamente do git .
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Instalação do Gesior ACC
.Qual servidor ou website você utiliza como base? Qual o motivo deste tópico? Alguém poderia me dar um help para instalar esse sistema no ubuntu 20.04 ? Existe uma compatibilidade entre eles ?
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Problema em Spell
Fala ai, pessoal. Estou tendo um problema com uma spell na qual havia criado no Spell Creator. Erro: Condition not Found Arquivo: -- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatArea(combat0_Brush,createCombatArea({{0, 2, 0}, {1, 1, 1}})) function getDmg_Brush(cid, level, maglevel) return (1000)*-1,(2000)*-1 end setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con___combat0_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY) setCombatCondition(combat0_Brush, con___combat0_Brush) local con_Death__combat0_Brush = createConditionObject(0+CONDITION_HASTE+CONDITION_INFIGHT+CONDITION_REGENERATION+CONDITION_SPELLCOOLDOWN) addDamageCondition(con_Death__combat0_Brush, 3, 1000, -10) setCombatCondition(combat0_Brush, con_Death__combat0_Brush) local dfcombat0_Brush = {CONST_ANI_SUDDENDEATH,1,1,-1,1,0,1}local combat0_Brush_2 = createCombatObject() setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_CRAPS) setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Brush_2,createCombatArea({{0, 0, 2, 0}, {0, 0, 0, 0}, {1, 1, 1, 1}})) function getDmg_Brush_2(cid, level, maglevel) return (1000)*-1,(2000)*-1 end setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") local con_Pedra__combat0_Brush_2 = createConditionObject(0+CONDITION_INFIGHT+CONDITION_FOOD+CONDITION_REGENERATION+CONDITION_SOUL) addDamageCondition(con_Pedra__combat0_Brush_2, 3, 1000, -10) setCombatCondition(combat0_Brush_2, con_Pedra__combat0_Brush_2) local dfcombat0_Brush_2 = {CONST_ANI_ARROW,0,2,-1,2,-2,2,1,2} -- Areas/Combat for 100ms local combat1_Brush = createCombatObject() setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatArea(combat1_Brush,createCombatArea({{1, 2}})) function getDmg_Brush(cid, level, maglevel) return (1000)*-1,(2000)*-1 end setCombatCallback(combat1_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con___combat1_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY) setCombatCondition(combat1_Brush, con___combat1_Brush) local con_Death__combat1_Brush = createConditionObject(0+CONDITION_HASTE+CONDITION_INFIGHT+CONDITION_REGENERATION+CONDITION_SPELLCOOLDOWN) addDamageCondition(con_Death__combat1_Brush, 3, 1000, -10) setCombatCondition(combat1_Brush, con_Death__combat1_Brush) local dfcombat1_Brush = {CONST_ANI_SUDDENDEATH,-1,0}local combat1_Brush_2 = createCombatObject() setCombatParam(combat1_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_CRAPS) setCombatParam(combat1_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat1_Brush_2,createCombatArea({{1, 0, 0}, {1, 0, 0}, {1, 0, 2}, {1, 0, 0}})) function getDmg_Brush_2(cid, level, maglevel) return (1000)*-1,(2000)*-1 end setCombatCallback(combat1_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") local con_Pedra__combat1_Brush_2 = createConditionObject(0+CONDITION_INFIGHT+CONDITION_FOOD+CONDITION_REGENERATION+CONDITION_SOUL) addDamageCondition(con_Pedra__combat1_Brush_2, 3, 1000, -10) setCombatCondition(combat1_Brush_2, con_Pedra__combat1_Brush_2) local dfcombat1_Brush_2 = {CONST_ANI_ARROW,-2,1,-2,0,-2,-1,-2,-2} -- Areas/Combat for 200ms local combat2_Brush_2 = createCombatObject() setCombatParam(combat2_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_CRAPS) setCombatParam(combat2_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat2_Brush_2,createCombatArea({{1, 1, 1, 1}, {0, 0, 0, 0}, {0, 2, 0, 0}})) function getDmg_Brush_2(cid, level, maglevel) return (1000)*-1,(2000)*-1 end setCombatCallback(combat2_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") local con_Pedra__combat2_Brush_2 = createConditionObject(0+CONDITION_INFIGHT+CONDITION_FOOD+CONDITION_REGENERATION+CONDITION_SOUL) addDamageCondition(con_Pedra__combat2_Brush_2, 3, 1000, -10) setCombatCondition(combat2_Brush_2, con_Pedra__combat2_Brush_2) local dfcombat2_Brush_2 = {CONST_ANI_ARROW,0,-2,-1,-2,1,-2,2,-2}local combat2_Brush = createCombatObject() setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatArea(combat2_Brush,createCombatArea({{1, 1, 1}, {0, 2, 0}})) function getDmg_Brush(cid, level, maglevel) return (1000)*-1,(2000)*-1 end setCombatCallback(combat2_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con___combat2_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY) setCombatCondition(combat2_Brush, con___combat2_Brush) local con_Death__combat2_Brush = createConditionObject(0+CONDITION_HASTE+CONDITION_INFIGHT+CONDITION_REGENERATION+CONDITION_SPELLCOOLDOWN) addDamageCondition(con_Death__combat2_Brush, 3, 1000, -10) setCombatCondition(combat2_Brush, con_Death__combat2_Brush) local dfcombat2_Brush = {CONST_ANI_SUDDENDEATH,1,-1,0,-1,-1,-1} -- Areas/Combat for 300ms local combat3_Brush = createCombatObject() setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatArea(combat3_Brush,createCombatArea({{2, 1}})) function getDmg_Brush(cid, level, maglevel) return (1000)*-1,(2000)*-1 end setCombatCallback(combat3_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con___combat3_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY) setCombatCondition(combat3_Brush, con___combat3_Brush) local con_Death__combat3_Brush = createConditionObject(0+CONDITION_HASTE+CONDITION_INFIGHT+CONDITION_REGENERATION+CONDITION_SPELLCOOLDOWN) addDamageCondition(con_Death__combat3_Brush, 3, 1000, -10) setCombatCondition(combat3_Brush, con_Death__combat3_Brush) local dfcombat3_Brush = {CONST_ANI_SUDDENDEATH,1,0}local combat3_Brush_2 = createCombatObject() setCombatParam(combat3_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_CRAPS) setCombatParam(combat3_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat3_Brush_2,createCombatArea({{0, 0, 1}, {2, 0, 1}, {0, 0, 1}, {0, 0, 1}})) function getDmg_Brush_2(cid, level, maglevel) return (1000)*-1,(2000)*-1 end setCombatCallback(combat3_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") local con_Pedra__combat3_Brush_2 = createConditionObject(0+CONDITION_INFIGHT+CONDITION_FOOD+CONDITION_REGENERATION+CONDITION_SOUL) addDamageCondition(con_Pedra__combat3_Brush_2, 3, 1000, -10) setCombatCondition(combat3_Brush_2, con_Pedra__combat3_Brush_2) local dfcombat3_Brush_2 = {CONST_ANI_ARROW,2,1,2,0,2,-1,2,2}local combat3_Brush_3 = createCombatObject() setCombatParam(combat3_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_WATERSPLASH) setCombatParam(combat3_Brush_3, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat3_Brush_3,createCombatArea({{1, 1, 1, 1, 1, 1, 1}, {1, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 2, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 1}, {1, 1, 1, 1, 1, 1, 1}})) function getDmg_Brush_3(cid, level, maglevel) return (1000)*-1,(2000)*-1 end setCombatCallback(combat3_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3") local con_3__combat3_Brush_3 = createConditionObject(0+CONDITION_ENERGY+CONDITION_HASTE) addDamageCondition(con_3__combat3_Brush_3, 3, 1000, -10) addDamageCondition(con_3__combat3_Brush_3, 3, 1000, -10) setCombatCondition(combat3_Brush_3, con_3__combat3_Brush_3)local combat3_Brush_4 = createCombatObject() setCombatParam(combat3_Brush_4, COMBAT_PARAM_EFFECT, CONST_ME_PURPLEENERGY) setCombatParam(combat3_Brush_4, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatArea(combat3_Brush_4,createCombatArea({{1, 0, 1, 0, 1, 0, 1, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 2, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 1, 0, 1, 0, 1}})) function getDmg_Brush_4(cid, level, maglevel) return (2000)*-1,(4000)*-1 end setCombatCallback(combat3_Brush_4, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_4") local con_4__combat3_Brush_4 = createConditionObject(0+CONDITION_ENERGY+CONDITION_HASTE) addDamageCondition(con_4__combat3_Brush_4, 3, 1000, -10) setCombatCondition(combat3_Brush_4, con_4__combat3_Brush_4) local dfcombat3_Brush_4 = {CONST_ANI_ENERGY,4,4,2,4,0,4,-2,4,-4,4,-4,2,-4,0,-4,-2,-4,-4,-2,-4,0,-4,2,-4,4,-4,4,-2,4,0,4,2}local combat3_Brush_5 = createCombatObject() setCombatParam(combat3_Brush_5, COMBAT_PARAM_EFFECT, CONST_ME_YELLOWENERGY) setCombatParam(combat3_Brush_5, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat3_Brush_5,createCombatArea({{0, 1, 0, 1, 0, 1, 0, 1, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 2, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 1, 0, 1, 0, 1, 0, 1, 0}})) function getDmg_Brush_5(cid, level, maglevel) return (2000)*-1,(4000)*-1 end setCombatCallback(combat3_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") local con_5__combat3_Brush_5 = createConditionObject(0+CONDITION_LIGHT+CONDITION_DRUNK+CONDITION_FOOD+CONDITION_REGENERATION+CONDITION_SOUL) addDamageCondition(con_5__combat3_Brush_5, 3, 1000, -10) setCombatCondition(combat3_Brush_5, con_5__combat3_Brush_5) local dfcombat3_Brush_5 = {CONST_ANI_HOLY,3,4,1,4,-1,4,-3,4,-4,3,-4,1,-4,-1,-4,-3,-3,-4,-1,-4,1,-4,3,-4,4,-3,4,-1,4,1,4,3} -- =============== CORE FUNCTIONS =============== local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part if (isCreature(cid)) then doCombat(cid, c, var) if (dirList ~= nil) then -- Emit distance effects local i = 2; while (i < #dirList) do doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1]) i = i + 2 end end end end function onCastSpell(cid, var) local startPos = getCreaturePosition(cid) RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos) RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos) addEvent(RunPart,100,combat1_Brush,cid,var,dfcombat1_Brush,startPos) addEvent(RunPart,100,combat1_Brush_2,cid,var,dfcombat1_Brush_2,startPos) addEvent(RunPart,200,combat2_Brush_2,cid,var,dfcombat2_Brush_2,startPos) addEvent(RunPart,200,combat2_Brush,cid,var,dfcombat2_Brush,startPos) addEvent(RunPart,300,combat3_Brush,cid,var,dfcombat3_Brush,startPos) addEvent(RunPart,300,combat3_Brush_2,cid,var,dfcombat3_Brush_2,startPos) addEvent(RunPart,300,combat3_Brush_3,cid,var) addEvent(RunPart,300,combat3_Brush_4,cid,var,dfcombat3_Brush_4,startPos) addEvent(RunPart,300,combat3_Brush_5,cid,var,dfcombat3_Brush_5,startPos) return true end
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Problema em Script de Spell
local combat = createCombatObject() local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, 1) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 1) setCombatParam(combat1, COMBAT_PARAM_CREATEITEM, 2157) local stun = createConditionObject(CONDITION_PARALYZE) setConditionParam(stun, CONDITION_PARAM_TICKS, 0) setConditionFormula(stun, -0.9, 1, -0.9, 1) setCombatCondition(combat1, stun) local stun = createConditionObject(CONDITION_PARALYZE) setConditionParam(stun, CONDITION_PARAM_TICKS, 0) setConditionFormula(stun, -0.9, 1, -0.9, 1) setCombatCondition(combat1, stun) local stun = createConditionObject(CONDITION_PARALYZE) setConditionParam(stun, CONDITION_PARAM_TICKS, 0) setConditionFormula(stun, -0.9, 1, -0.9, 1) setCombatCondition(combat, stun) local meteor_water = createCombatObject() setCombatParam(meteor_water, COMBAT_PARAM_TYPE, 1) setCombatParam(meteor_water, COMBAT_PARAM_EFFECT, 1) setCombatFormula(meteor_water, COMBAT_FORMULA_LEVELMAGIC, -0, -0, -0, -0) arr = { {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1} } local combat_area = createCombatArea(arr) setCombatArea(combat, combat_area) local function meteorCast(p) doCombat(p.cid, p.combat, positionToVariant(p.pos)) end local function stunEffect(cid) doSendMagicEffect(getThingPos(cid), CONST_ME_STUN) end function onTargetTile(cid, pos) if (math.random(0, 40) == 1) then local ground = getThingfromPos({x = pos.x, y = pos.y, z = pos.z, stackpos = 1}) if (isInArray(underWater, ground.itemid) == TRUE) then local newpos = {x = pos.x - 9, y = pos.y - 8, z = pos.z} doSendDistanceShoot(newpos, pos, 28) addEvent(meteorCast, 100, {cid = cid, pos = pos, combat = meteor_water}) else local newpos = {x = pos.x + 8, y = pos.y - 7, z = pos.z} doSendDistanceShoot(newpos, pos, 28) addEvent(meteorCast, 100, {cid = cid,pos = pos, combat = combat1}) setCombatParam(combat1, COMBAT_PARAM_CREATEITEM, 2157) end end end setCombatCallback(combat, CALLBACK_PARAM_TARGETTILE, "onTargetTile") function onCastSpell(cid, var) doCombat(cid, combat, var) end
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Problema em Script de Spell
Fala ai pessoal, estou tendo um probleminha em relação a uma spell, na qual mostra o erro abaixo. [25/5/2018 23:49:14] [Error - Spell Interface] [25/5/2018 23:49:14] In a callback: data/spells/scripts/rainmoney.lua:onTargetTile [25/5/2018 23:49:14] (Unknown script file) [25/5/2018 23:49:14] Description: [25/5/2018 23:49:14] (LuaInterface::luaSetCombatParam) This function can only be used while loading the script Informações Adicionais: Uso OTX. Mapa Baiak.
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Tfs 0.4
Verdade, estava optando por deixar em Linux, de preferencia no Debian. Bom, obrigado por sanarem as duvidas. Podem fechar o topico
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Tfs 0.4
Quando começa a Carregar o mapa, Uso o WINDOWS 7, 16 GB RAM. Não possui tantos sistemas...
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Tfs 0.4
E como eu poderia estar diminuindo o tamanho do mapa ?
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Tfs 0.4
Fala ai, pessoal. Uso o Tfs 0,4 REV3884. O problema e o seguinte, depois que carrega o mapa, o servidor passa a consumir muita memoria RAM. Alguem poderia me dizer, o que esta acontecendo ? Obrigado.
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(Resolvido)Recomendação de Distro para Servidor
Entendi. Mais tarde, irei procurar qual a versão da OTX E TFS, seria a mais "Rentavel". Obrigado pelos esclarecimentos.
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(Resolvido)Recomendação de Distro para Servidor
Entendi, @Sttorm e @mullino. Mas, Há uma diferença dentre os dois ? Digo isso em relação a estrutura de cada uma delas.
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(Resolvido)Recomendação de Distro para Servidor
Fala ai, pessoal. de boas ? Estou com uma duvida em relação a versão da TFS 1.2 e 0.4. Pois queria saber qual destas versões seria a recomendada a ser utilizada num Baiak. Obrigado !
- [Linux] Apache + MySQL + phpMyAdmin + Compilar OTServ (Debian e Ubuntu)
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Duvidas sobre Scripts
Obrigado por esclarer @esnio12. Podem fechar o topico.
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Alguns Scripts
Ola, pessoinhas Eu queria fazer alguns pedidos, se não forem incomodar, e claro ! Primeiro - Tem algum tipo de spell desse tipo: A Spell x, foi ativada. Afetando o inimigo múltiplas vezes (3x). O cálculo do dano de ataque é baseado em seu nível mágico. Segundo - Um sistemsa de Reset, que mostra os detalhes do reset do personagem e que esses resets possam aparecer, quando voce da "look" em outros personagens Terceiro - Hunts com um determinado numero de Resets obrigado a quem for ajudar !