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alezzo

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  1. Eu estou desatualizado sobre Infra, portanto queria saber quais comandos para serem usados na instalação dele, mesmo sendo usado diretamente do git .
  2. .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 ?
  3. 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
  4. 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
  5. 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.
  6. alezzo reagiu a uma resposta no tópico: Tfs 0.4
  7. alezzo reagiu a uma resposta no tópico: Tfs 0.4
  8. alezzo postou uma resposta no tópico em Suporte Tibia OTServer
    Verdade, estava optando por deixar em Linux, de preferencia no Debian. Bom, obrigado por sanarem as duvidas. Podem fechar o topico
  9. alezzo postou uma resposta no tópico em Suporte Tibia OTServer
    Quando começa a Carregar o mapa, Uso o WINDOWS 7, 16 GB RAM. Não possui tantos sistemas...
  10. alezzo reagiu a uma resposta no tópico: Erro Guild Table
  11. alezzo postou uma resposta no tópico em Suporte Tibia OTServer
    E como eu poderia estar diminuindo o tamanho do mapa ?
  12. alezzo postou uma resposta no tópico em Suporte Tibia OTServer
    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.
  13. Entendi. Mais tarde, irei procurar qual a versão da OTX E TFS, seria a mais "Rentavel". Obrigado pelos esclarecimentos.
  14. Entendi, @Sttorm e @mullino. Mas, Há uma diferença dentre os dois ? Digo isso em relação a estrutura de cada uma delas.
  15. 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 !
  16. Cara, não tem essa de "xampp no linux", alem do mais, ele e instalado separado. Há varios tutoriais que explicam como funciona a instalação do xampp ========= Parabens @Matk, funcionando perfeitamente no Debian 9.0/PHP7/MARIADB
  17. Obrigado por esclarer @esnio12. Podem fechar o topico.
  18. alezzo postou uma resposta no tópico em Suporte Tibia OTServer
    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 !

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