Ir para conteúdo

ice

Membro
  • Registro em

  • Última visita

Histórico de Curtidas

  1. Gostei
    ice deu reputação a Froostiin em [pedido]bot 8.6 com rune maker   
    Ta aew : http://tibiaking.com/forum/topic/726-82-muttley-bot/
  2. Negativo
    ice recebeu reputação de Private Sub Teste em Ask Me - F.A.Q   
    [EDITADO Á PEDIDO DO DONO DO TÓPICO]
    [MOTIVO: DESRESPEITO AS REGRAS]
  3. Gostei
    ice deu reputação a Kamikaze em Avatar e Assinatura aqui.   
    Ta ae:



  4. Gostei
    ice deu reputação a Arthur em Avatar Legends Online Oficial - Atualizações   
    Nossa, muuuito bom!
    Quando sair vou jogar com certeza!

    Achei bem legal as magias, e os personagens.
    Realmente ta ficando muito bom.

    Uma outra sugestão é adicionar mais outfits para cada elemento.
    Pra não ficar um tanto de toph andando no mapa,
  5. Gostei
    ice recebeu reputação de djtuca em Quero comprar BBOT   
    Humm... tenta comprar grana no tibia pelo paypal e dps compra in-game pode até sobrar uns trocadinhos no tibia
  6. Gostei
    ice deu reputação a cool em Avatar e Assinatura aqui.   
    Vou aproveitar o seu post e falar um erro que está ocorrendo aqui,
    Se agente for olhar os posts das 3 ultimas pessoas, eles foram feitos em 56, 57 e 58 minutos, sendo assim algo obvio que na hora que eles foram postar não havia nenhum post antes, só que como o fórum não atualiza automaticamente a cada post sempre irá ocorrer de pessoas postarem juntas.
    Deve haver uma tolerancia de 10 minutos para considerar a regra imposta no tópico, caso contrário basta apenas ignorar o pedido do que ficar dando vários rep- sem a pessoa se quer merecer.
  7. Negativo
    ice recebeu reputação de Renato em Avatar e Assinatura aqui.   
    quero um avatar de tema qualquer que tenha a ver com gelo e.e estou sem ideias para o tema decida ae
    só quero que tenha aver com Ice (Gelo) o tema vc pode decidir oque vc kiser...


    @edit aaaaaaaah me desculpe eu postei e o carinha postou na minha frente nem tinha visto 1minuto de diferença
  8. Gostei
    Cara, ja que não vai caçar de bot, recomendo que pegue o loot na mão, porque correr o risco de ser ban só pra bot pegar o loot acho que não vale a pena, mas se for caçar tbm, o NG é bom, o TUG , esses frees, porém como vc mesmo disse eles ainda não sairam, acho que nenhum bot free ainda saiu..
  9. Gostei
    ice deu reputação a Google em Gerador de Texto   
    Eai galerinha !
    Vim trazer aqui uma ferramenta online, na verdade é um site, porém ele é simples, e ainda você pode até aprender sobre o Pixel Art, pois o site é muito famoso por ser fan center do Habbo Br, eu usei eles em meu tópico no Life Thread !
    Ele é simples, mas é ÚTIL !

    Não precisa baixar nada, apenas salvar a imagem e depois hospedar, pois aqui no TibiaKing não aceita o tipo de imagem (link) .

    Link : http://www.pixelaria.org/fancenter/gerador-de-texto

    Como Fazer :

    1° : Entre no site



    2° : Siga as fotos abaixo :







    Pronto, seguindo as fotos, seu texto estará feito .
    Ele é bom porque não precisamos baixar programas muito pesados (:

    Ótimo Recurso !


    3D : http://templatesbylp.vilabol.uol.com.br/gerador_de_texto_3d.htm




    Att,
    GustavoLuiz
  10. Gostei
    ice deu reputação a cool em Avatar e Assinatura aqui.   
    que idiotice, tava editando o tópico para postar e tomo rep-
  11. Gostei
    ice deu reputação a Djow em Dragons Darashia   
    lol mano é ng nao elf :/

    se vc quer correr do bixo pegue e arraste o wpt do ng pra janela do elf e configur no targeting do elf pra correr e soltar exori frigo
  12. Gostei
    ice deu reputação a Djow em Dragons Darashia   
    vo ver espera ja edito aki se eu achar

    Correr do monstro


    const RampsID = [1950, 1952, 1954, 1956, 385, 1947, 434, 414, 604, 7020] Wanted='Troll';// Escolha o nome do Monstro aqui para vc correr á 3 SQM dele Wanted2='Troll Champions';// Escolha outro Monstro aqui para vc correr á 3 SQM AttackAt = 16;//recomendavel deixar assim //fixado em 100 nao toma a distância function GetCreatureByID(ID: integer): TCreature; var x: integer; Finished: boolean; begin Result := nil; for x := 0 to Creatures.Count - 1 do begin if x >= Creatures.Count then Break; if Creatures.Creature[x].ID = ID then begin Result := Creatures.Creature[x]; Exit; end; end; end; function GetTileFromXYZ(X, Y, Z: integer): TTile; begin Result := nil; if abs((Self.X - 7) - X) > 14 then Exit; if abs((Self.Y - 5) - Y) > 11 then Exit; if Self.Z <> Z then Exit; Result := Screen.Tile[abs((Self.X - 7) - X), abs((Self.Y - 5) - Y)]; end; function TileIsWalkable(X, Y, Z: integer): boolean; var Tile: TTile; begin Result := True; Tile := GetTileFromXYZ(X, Y, Z); If (Tile <> nil) and (Tile.Count <> 0) then for Z := 0 to Tile.Count - 1 do begin if Tile.Item[Z].Properties.Hole then Result := False; else if Tile.Item[Z].Properties.Stairs then Result := False; else if not Tile.Item[Z].Properties.Walkable then Result := False; else begin for x := low(RampsID) to high(RampsID) do begin if Tile.Item[Z].ID = RampsID[x] then Result := False; end; end; end; end; Function MoveFromRange: boolean; begin Result := True; Creature := GetCreatureByID(Self.Attacking); if Creature <> nil then //northwest if ((Creature.X-self.X = 2) and (Creature.Y-self.Y = 2)) or ((Creature.X-self.X = 2) and (Creature.Y-self.Y = 3)) or ((Creature.X-self.X = 3) and (Creature.Y-self.Y = 2)) or ((Creature.X-self.X = 3) and (Creature.Y-self.Y = 3)) or //southwest ((Creature.X-self.X = 2) and (Creature.Y-self.Y = -2)) or ((Creature.X-self.X = 2) and (Creature.Y-self.Y = -3)) or ((Creature.X-self.X = 3) and (Creature.Y-self.Y = -2)) or ((Creature.X-self.X = 3) and (Creature.Y-self.Y = -3)) or //northeast ((Creature.X-self.X = -2) and (Creature.Y-self.Y = 2)) or ((Creature.X-self.X = -2) and (Creature.Y-self.Y = 3)) or ((Creature.X-self.X = -3) and (Creature.Y-self.Y = 2)) or ((Creature.X-self.X = -3) and (Creature.Y-self.Y = 3)) or //southeast ((Creature.X-self.X = -2) and (Creature.Y-self.Y = -2)) or ((Creature.X-self.X = -2) and (Creature.Y-self.Y = -3)) or ((Creature.X-self.X = -3) and (Creature.Y-self.Y = -2)) or ((Creature.X-self.X = -3) and (Creature.Y-self.Y = -3)) then Result := False; end; begin while not Terminated do begin UpdateWorld; if Self.Attacking <> 0 then begin Creature := GetCreatureByID(Self.Attacking); if Terminated=True then exit; if (Creature <> nil) and (MoveFromRange) then if (Creature.Health<=AttackAt) then if (Creature.Name=Wanted) or (Creature.Name=Wanted2) then //// Add more monsters here in the same format if you want to run from them //// make sure to add them also to the constant list at the top begin //Northwest of Creature if (Creature.X > Self.X) and (Creature.Y > Self.Y) then begin Tile:=GetTileFromXYZ(Self.X, Creature.Y + 1, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y + 1, Creature.Z)) then begin Self.MoveTo(Self.X, Creature.Y + 1, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X + 1, Self.Y, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X + 1, Self.Y, Creature.Z)) then begin Self.MoveTo(Creature.X + 1, Self.Y, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y - 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y - 2, Creature.Z)=true) then begin Self.MoveTo(Creature.X - 2, Creature.Y - 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y - 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y - 3, Creature.Z)=true) then begin Self.MoveTo(Creature.X - 2, Creature.Y - 3, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y - 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y - 2, Creature.Z)=true) then begin Self.MoveTo(Creature.X - 3, Creature.Y - 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y - 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y - 3, Creature.Z)=true) then begin Self.MoveTo(Creature.X - 3, Creature.Y - 3, Creature.Z); end; end; //Southwest of Creature if (Creature.X > Self.X) and (Creature.Y < Self.Y) then begin Tile:=GetTileFromXYZ(Self.X, Creature.Y - 1, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y - 1, Creature.Z)) then begin Self.MoveTo(Self.X, Creature.Y - 1, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X + 1, Self.Y, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X + 1, Self.Y, Creature.Z)) then begin Self.MoveTo(Creature.X + 1, Self.Y, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y + 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y + 2, Creature.Z)) then begin Self.MoveTo(Creature.X - 2, Creature.Y + 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y + 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y + 3, Creature.Z)) then begin Self.MoveTo(Creature.X - 2, Creature.Y + 3, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y + 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y + 2, Creature.Z)) then begin Self.MoveTo(Creature.X - 3, Creature.Y + 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y - 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y - 2, Creature.Z)) then begin Self.MoveTo(Creature.X + 3, Creature.Y - 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y - 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y - 3, Creature.Z)) then begin Self.MoveTo(Creature.X + 3, Creature.Y - 3, Creature.Z); end; end; //Southeast of Creature if (Creature.X < Self.X) and (Creature.Y < Self.Y) then begin Tile:=GetTileFromXYZ(Self.X, Creature.Y - 1, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y - 1, Creature.Z)) then begin Self.MoveTo(Self.X, Creature.Y - 1, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 1, Self.Y, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 1, Self.Y, Creature.Z)) then begin Self.MoveTo(Creature.X - 1, Self.Y, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y + 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y + 2, Creature.Z)) then begin Self.MoveTo(Creature.X + 2, Creature.Y + 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y + 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y + 3, Creature.Z)) then begin Self.MoveTo(Creature.X + 2, Creature.Y + 3, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y + 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y + 2, Creature.Z)) then begin Self.MoveTo(Creature.X + 3, Creature.Y + 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y + 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y + 3, Creature.Z)) then begin Self.MoveTo(Creature.X + 3, Creature.Y + 3, Creature.Z); end; end; //North of Creature if (Creature.X = Self.X) and (Creature.Y > Self.Y) then begin Tile:=GetTileFromXYZ(Creature.X - 1, Self.Y, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 1, Self.Y, Creature.Z)) then begin Self.MoveTo(Creature.X - 1, Self.Y, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X + 1, Self.Y, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X + 1, Self.Y, Creature.Z)) then begin Self.MoveTo(Creature.X + 1, Self.Y, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y + 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y + 2, Creature.Z)) then begin Self.MoveTo(Creature.X - 2, Creature.Y + 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y + 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y + 2, Creature.Z)) then begin Self.MoveTo(Creature.X + 2, Creature.Y + 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y + 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y + 3, Creature.Z)) then begin Self.MoveTo(Creature.X + 2, Creature.Y + 3, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y + 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y + 2, Creature.Z)) then begin Self.MoveTo(Creature.X + 3, Creature.Y + 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y + 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y + 3, Creature.Z)) then begin Self.MoveTo(Creature.X + 3, Creature.Y + 3, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y + 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y + 3, Creature.Z)) then begin Self.MoveTo(Creature.X - 2, Creature.Y + 3, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y + 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y + 2, Creature.Z)) then begin Self.MoveTo(Creature.X - 3, Creature.Y + 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y + 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y + 3, Creature.Z)) then begin Self.MoveTo(Creature.X - 3, Creature.Y + 3, Creature.Z); end; end; //West of Creature if (Creature.X > Self.X) and (Creature.Y = Self.Y) then begin Tile:=GetTileFromXYZ(Self.X, Creature.Y - 1, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y - 1, Creature.Z)) then begin Self.MoveTo(Self.X, Creature.Y - 1, Creature.Z); end; Tile:=GetTileFromXYZ(Self.X, Creature.Y + 1, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y + 1, Creature.Z)) then begin Self.MoveTo(Self.X, Creature.Y + 1, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y - 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y - 2, Creature.Z)) then begin Self.MoveTo(Creature.X - 2, Creature.Y - 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y + 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y + 2, Creature.Z)) then begin Self.MoveTo(Creature.X - 2, Creature.Y + 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y + 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y + 3, Creature.Z)) then begin Self.MoveTo(Creature.X - 2, Creature.Y + 3, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y + 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y + 2, Creature.Z)) then begin Self.MoveTo(Creature.X - 3, Creature.Y + 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y + 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y + 3, Creature.Z)) then begin Self.MoveTo(Creature.X - 3, Creature.Y + 3, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y - 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y - 3, Creature.Z)) then begin Self.MoveTo(Creature.X - 2, Creature.Y - 3, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y - 2, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y - 2, Creature.Z)) then begin Self.MoveTo(Creature.X - 3, Creature.Y - 2, Creature.Z); end; Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y - 3, Creature.Z); if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y - 3, Creature.Z)) then begin Self.MoveTo(Creature.X - 3, Creature.Y - 3, Creature.Z); end; end; end; //Diagonal if higher than Attackat health and 1sqm away Creature := GetCreatureByID(Self.Attacking); if Terminated=True then exit; if (Creature <> nil) and (MoveFromRange) then if (Creature.Health>AttackAt) then if (Creature.Name=Wanted) or (Creature.Name=Wanted2) then //// Add more monsters here in the same format if you want to be diagonal from them //// make sure to add them also to the constant list at the top. if (abs(Creature.X-self.X) <= 1) and (abs(Creature.Y-self.Y) <= 1) then begin if (Self.X<>Creature.X) and (Self.Y=Creature.Y) then begin Tile:=GetTileFromXYZ(Self.x,Self.y-1,self.z); if Tile<>nil then if TileIsWalkable(Self.x,Self.y-1,self.z) then begin Self.MoveUp; Moved:=true; end; If (Moved=False) then begin Tile:=GetTileFromXYZ(Self.x,Self.y+1,self.z); if Tile<>nil then if TileIsWalkable(Self.x,Self.y+1,self.z) then Self.MoveDown; end; end; Moved:=false; if (Self.X=Creature.X) and (Self.Y<>Creature.Y) then begin Tile:=GetTileFromXYZ(Self.x-1,Self.y,self.z); if Tile<>nil then if TileIsWalkable(Self.x-1,Self.y,self.z) then begin Self.MoveLeft; Moved:=true; end; If (Moved=False) then begin Tile:=GetTileFromXYZ(Self.x+1,Self.y,self.z); if Tile<>nil then if TileIsWalkable(Self.x+1,Self.y,self.z) then Self.MoveRight; end; end; end; end; sleep(500); end; end; Exori Frigo nos drag const frigo = ['Dragon,Dragon Lord']; flam = ['ancient scarab']; tera = ['cyclops']; vis = ['acolyte of the cult']; mort = ['black knight']; useWand = 1 //se estiver com Wand 1 sem wand 0 function GetExoriType(Crea: TCreature): String; begin Result := ''; for z := Low(frigo) to High(frigo) do begin if AnsiLowerCase(Crea.Name) = AnsiLowerCase(frigo[z]) then Result := 'exori frigo'; end; for z := Low(flam) to High(flam) do begin if AnsiLowerCase(Crea.Name) = AnsiLowerCase(flam[z]) then Result := 'exori flam'; end; for z := Low(tera) to High(tera) do begin if AnsiLowerCase(Crea.Name) = AnsiLowerCase(tera[z]) then Result := 'exori tera'; end; for z := Low(vis) to High(vis) do begin if AnsiLowerCase(Crea.Name) = AnsiLowerCase(vis[z]) then Result := 'exori vis'; end; for z := Low(mort) to High(mort) do begin if AnsiLowerCase(Crea.Name) = AnsiLowerCase(mort[z]) then Result := 'exori mort'; end; end; function GetCreatureByID(ID: integer): TCreature; var x: integer; begin Result := nil; for x := 0 to Creatures.Count - 1 do begin if x >= Creatures.Count then Break; if Creatures.Creature[x].ID = ID then begin Result := Creatures.Creature[x]; Exit; end; end; end; begin sleepTime := 1100; if useWand = 0 then sleepTime := 1000; while not terminated do begin updateworld; if Self.Attacking <> nil then begin creature := GetCreatureByID(self.attacking); if creature <> nil then begin exori := GetExoriType(creature); if exori <> '' then begin updateworld; if (abs(creature.x - self.x) <= 3) and (abs(creature.y - self.y) <= 3) then begin if Self.Attacking > 0 then if creature.visible then self.say(exori); end; end; end; end; sleep(sleepTime); end; end;
  13. Gostei
    ice deu reputação a cool em [Action] Quest que ganha crystal coins equivalente ao level   
    Quest teria que ser mais mobada do que a inquisition, chega um level 300 e ganha 3kk
  14. Gostei
    ice deu reputação a cool em Eaaae :D   
    http://www.hiperpic.com/

    http://imgur.com/

Informação Importante

Confirmação de Termo