Postado Março 14, 2014 11 anos Consigo fazer a instalação e adaptação do cast do 8.60 para o 10.x, mais de graça nada farei, pq levarei acho que no máximo 1 semana e no minimo 3 dias, pois na source 1.0 tem muita função que não conheço e tem que procurar as que se encacham no cast
Postado Março 14, 2014 11 anos Autor tabom eu pago pelo o cast system só passar a conta via skype ou no face sei la
Postado Março 14, 2014 11 anos tabom eu pago pelo o cast system só passar a conta via skype ou no face sei la Cuidado, pode ser furada. 愛"A alma permanece em suas criações" 平(Não dou suporte por mensagem privada.)
Postado Março 17, 2014 11 anos TODOS OS CRÉDITOS DISSO VÃO PARA O MEMBRO CAOTIC DE OUTRO FÓRUM "ae galeerrra venho disponibilizar o famoso sistema de televisão poketibiano completo o sistema foi feito para ambos os clients tibianos.O sistema permite você assistir outro players jogando assim você fica sem usar itens,falar(so pm), se movimentar e etc... Vamos la: Vá em luascript.cpp e procure: int32_t LuaScriptInterface::luaGetTopCreature(lua_State* L) { //getTopCreature(pos) PositionEx pos; popPosition(L, pos); ScriptEnviroment* env = getEnv(); Tile* tile = g_game.getTile(pos); if(!tile) { pushThing(L, NULL, 0); return 1; } Thing* thing = tile->getTopCreature(); if(!thing || !thing->getCreature()) { pushThing(L, NULL, 0); return 1; } pushThing(L, thing, env->addThing(thing)); return 1; } E coloque embaixo: int32_t LuaScriptInterface::luaGetAllsTvs(lua_State* L) { //getAllsTvs(cid) ScriptEnviroment* env = getEnv(); Player* player = env->getPlayerByUID(popNumber(L)); if (!player) { errorEx(getError(LUA_ERROR_PLAYER_NOT_FOUND)); lua_pushboolean(L, false); return 1; } Tvlist::iterator it; it = player->tv.begin(); lua_newtable(L); uint32_t tableplayers = 1; for(uint32_t i = 1; it != player->tv.end(); ++it, ++i) { Player* players = env->getPlayerByUID(*it); if (players) { lua_pushnumber(L, tableplayers); lua_pushnumber(L, env->addThing(players)); pushTable(L); tableplayers = tableplayers+1; } } return 1; } int32_t LuaScriptInterface::luaSetPlayerTv(lua_State* L) { ScriptEnviroment* env = getEnv(); Player* player_tv = env->getPlayerByUID(popNumber(L)); Creature* creature = env->getCreatureByUID(popNumber(L)); if (!creature) { errorEx(getError(LUA_ERROR_CREATURE_NOT_FOUND)); lua_pushboolean(L, false); } Player* player = creature->getPlayer(); if (!player) { errorEx(getError(LUA_ERROR_PLAYER_NOT_FOUND)); lua_pushboolean(L, false); return 1; } if (!player_tv) { errorEx(getError(LUA_ERROR_PLAYER_NOT_FOUND)); lua_pushboolean(L, false); return 1; } player_tv->tv.push_back(player->getID()); SpectatorVec::iterator it; SpectatorVec list = g_game.getSpectators(player->getPosition()); Player* tmpPlayer = NULL; Condition* condition = NULL; if((condition = Condition::createCondition(CONDITIONID_DEFAULT, CONDITION_GAMEMASTER, -1, 0, false, GAMEMASTER_INVISIBLE))) { creature->setHideName(false); player->addCondition(condition); g_game.internalCreatureChangeVisible(creature, VISIBLE_GHOST_DISAPPEAR); for(it = list.begin(); it != list.end(); ++it) { if((tmpPlayer = (*it)->getPlayer()) && !tmpPlayer->canSeeCreature(player)) tmpPlayer->sendMagicEffect(player->getPosition(), MAGIC_EFFECT_POFF); } for(AutoList<Player>::iterator pit = Player::autoList.begin(); pit != Player::autoList.end(); ++pit) { if(!pit->second->canSeeCreature(player)) pit->second->notifyLogOut(player); } IOLoginData::getInstance()->updateOnlineStatus(player->getGUID(), false); if(player->isTrading()) g_game.internalCloseTrade(player); player->clearPartyInvitations(); if(player->getParty()) player->getParty()->leave(player); g_game.internalTeleport(player, player_tv->getPosition(), true); } lua_pushboolean(L, true); } int32_t LuaScriptInterface::luaDoSendChannelsTv(lua_State* L) { ScriptEnviroment* env = getEnv(); Player* player = env->getPlayerByUID(popNumber(L)); if (!player) { errorEx(getError(LUA_ERROR_PLAYER_NOT_FOUND)); lua_pushboolean(L, false); return 1; } player->sendChannelsDialog(true); lua_pushboolean(L, true); return 1; } int32_t LuaScriptInterface::luaDoRemovePlayerTv(lua_State* L) { ScriptEnviroment* env = getEnv(); Player* player = env->getPlayerByUID(popNumber(L)); Player* creature = env->getPlayerByUID(popNumber(L)); if (!player) { errorEx(getError(LUA_ERROR_PLAYER_NOT_FOUND)); lua_pushboolean(L, false); return 1; } for(std::list<uint32_t>::iterator it = player->tv.begin(); it != player->tv.end(); ++it) { if ((*it) == creature->getID()) { Tvlist tv = player->tv; if (!creature) { errorEx(getError(LUA_ERROR_CREATURE_NOT_FOUND)); lua_pushboolean(L, false); return 1; } Player* player_tv = creature->getPlayer(); if (!player) { return 1; } SpectatorVec::iterator its; SpectatorVec list = g_game.getSpectators(player_tv->getPosition()); Player* tmpPlayer = NULL; Condition* condition = NULL; creature->setHideName(false); if((condition = player_tv->getCondition(CONDITION_GAMEMASTER, CONDITIONID_DEFAULT, GAMEMASTER_INVISIBLE))) { IOLoginData::getInstance()->updateOnlineStatus(player_tv->getGUID(), true); for(AutoList<Player>::iterator pit = Player::autoList.begin(); pit != Player::autoList.end(); ++pit) { if(!pit->second->canSeeCreature(player_tv)) pit->second->notifyLogIn(player_tv); } for(its = list.begin(); its != list.end(); ++its) { if((tmpPlayer = (*its)->getPlayer()) && !tmpPlayer->canSeeCreature(player_tv)) tmpPlayer->sendMagicEffect(player_tv->getPosition(), MAGIC_EFFECT_TELEPORT); } player_tv->removeCondition(condition); g_game.internalCreatureChangeVisible(creature, VISIBLE_GHOST_APPEAR); *it = NULL; } } } lua_pushboolean(L, true); } Continuando em luascript.cpp procure: //doCreatureSay(uid, text[, type = SPEAK_SAY[, ghost = false[, cid = 0[, pos]]]]) lua_register(m_luaState, "doCreatureSay", LuaScriptInterface::luaDoCreatureSay); Coloque embaixo: //doRemovePlayerTv(cid, id) lua_register(m_luaState, "removePlayerTv", LuaScriptInterface::luaDoRemovePlayerTv); //getAllsTv() lua_register(m_luaState, "getTvs", LuaScriptInterface::luaGetAllsTvs); //setPlayerTv(cid, player) lua_register(m_luaState, "setPlayerTv", LuaScriptInterface::luaSetPlayerTv); //doSendChannelstTv(cid) lua_register(m_luaState, "doSendChannelsTv", LuaScriptInterface::luaDoSendChannelsTv); Em luascript.h procure: static int32_t luaGetPlayerParty(lua_State* L); Coloque embaixo: static int32_t luaGetAllsTvs(lua_State* L); static int32_t luaSetPlayerTv(lua_State* L); static int32_t luaDoSendChannelsTv(lua_State* L); Vamos agora em game.cpp: Procure: bool Game::playerSay(uint32_t playerId, uint16_t channelId, SpeakClasses type, const std::string& receiver, const std::string& text) E substitua função por esta nova função: bool Game::playerSay(uint32_t playerId, uint16_t channelId, SpeakClasses type, const std::string& receiver, const std::string& text) { Player* player = getPlayerByID(playerId); if(!player || player->isRemoved()) return false; std::string str; if (player->getStorage(34421, str) && str == "true") { if (type == SPEAK_SAY) { player->getStorage(292924, str); player->sendTextMessage(MSG_STATUS_SMALL, str.c_str()); return false; } switch(type) { case SPEAK_WHISPER: return playerWhisper(player, text); case SPEAK_YELL: return playerYell(player, text); case SPEAK_PRIVATE: case SPEAK_PRIVATE_RED: case SPEAK_RVR_ANSWER: return playerSpeakTo(player, type, receiver, text); case SPEAK_CHANNEL_O: case SPEAK_CHANNEL_Y: case SPEAK_CHANNEL_RN: case SPEAK_CHANNEL_RA: case SPEAK_CHANNEL_W: { if(playerTalkToChannel(player, type, text, channelId)) return true; return playerSay(playerId, 0, SPEAK_SAY, receiver, text); } case SPEAK_BROADCAST: return playerBroadcastMessage(player, SPEAK_BROADCAST, text); case SPEAK_RVR_CHANNEL: return playerReportRuleViolation(player, text); case SPEAK_RVR_CONTINUE: return playerContinueReport(player, text); default: break; } internalCreatureSay(player, SPEAK_SAY, text, false); return false; } uint32_t muteTime = 0; bool muted = player->isMuted(channelId, type, muteTime); if(muted) { char buffer[75]; sprintf(buffer, "You are still muted for %d seconds.", muteTime); player->sendTextMessage(MSG_STATUS_SMALL, buffer); return false; } if(player->isAccountManager()) { player->removeMessageBuffer(); return internalCreatureSay(player, SPEAK_SAY, text, false); } if(g_talkActions->onPlayerSay(player, type == SPEAK_SAY ? CHANNEL_DEFAULT : channelId, text, false)) return true; if(!muted) { ReturnValue ret = RET_NOERROR; if(!muteTime) { ret = g_spells->onPlayerSay(player, text); if(ret == RET_NOERROR || (ret == RET_NEEDEXCHANGE && !g_config.getBool(ConfigManager::BUFFER_SPELL_FAILURE))) return true; } player->removeMessageBuffer(); if(ret == RET_NEEDEXCHANGE) return true; } switch(type) { case SPEAK_SAY: return internalCreatureSay(player, SPEAK_SAY, text, false); case SPEAK_WHISPER: return playerWhisper(player, text); case SPEAK_YELL: return playerYell(player, text); case SPEAK_PRIVATE: case SPEAK_PRIVATE_RED: case SPEAK_RVR_ANSWER: return playerSpeakTo(player, type, receiver, text); case SPEAK_CHANNEL_O: case SPEAK_CHANNEL_Y: case SPEAK_CHANNEL_RN: case SPEAK_CHANNEL_RA: case SPEAK_CHANNEL_W: { if(playerTalkToChannel(player, type, text, channelId)) return true; return playerSay(playerId, 0, SPEAK_SAY, receiver, text); } case SPEAK_PRIVATE_PN: return playerSpeakToNpc(player, text); case SPEAK_BROADCAST: return playerBroadcastMessage(player, SPEAK_BROADCAST, text); case SPEAK_RVR_CHANNEL: return playerReportRuleViolation(player, text); case SPEAK_RVR_CONTINUE: return playerContinueReport(player, text); default: break; } return false; } Continuando em game.cpp procure a função: ReturnValue Game::internalMoveCreature(Creature* creature, Direction direction, uint32_t flags/* = 0*/) E substitua por esta função: ReturnValue Game::internalMoveCreature(Creature* creature, Direction direction, uint32_t flags/* = 0*/) { const Position& currentPos = creature->getPosition(); Cylinder* fromTile = creature->getTile(); Cylinder* toTile = NULL; Position destPos = getNextPosition(direction, currentPos); if(direction < SOUTHWEST && creature->getPlayer()) { Tile* tmpTile = NULL; if(currentPos.z != 8 && creature->getTile()->hasHeight(3)) //try go up { if((!(tmpTile = map->getTile(Position(currentPos.x, currentPos.y, currentPos.z - 1))) || (!tmpTile->ground && !tmpTile->hasProperty(BLOCKSOLID))) && (tmpTile = map->getTile(Position(destPos.x, destPos.y, destPos.z - 1))) && tmpTile->ground && !tmpTile->hasProperty(BLOCKSOLID)) { flags = flags | FLAG_IGNOREBLOCKITEM | FLAG_IGNOREBLOCKCREATURE; destPos.z--; } } else if(currentPos.z != 7 && (!(tmpTile = map->getTile(destPos)) || (!tmpTile->ground && !tmpTile->hasProperty(BLOCKSOLID))) && (tmpTile = map->getTile(Position( destPos.x, destPos.y, destPos.z + 1))) && tmpTile->hasHeight(3)) //try go down { flags = flags | FLAG_IGNOREBLOCKITEM | FLAG_IGNOREBLOCKCREATURE; destPos.z++; } } ReturnValue ret = RET_NOTPOSSIBLE; if((toTile = map->getTile(destPos))) ret = internalMoveCreature(NULL, creature, fromTile, toTile, flags); if(ret != RET_NOERROR) { if(Player* player = creature->getPlayer()) { player->sendCancelMessage(ret); player->sendCancelWalk(); } } Player* player = creature->getPlayer(); if (player) { Tvlist::iterator it; it = player->tv.begin(); for(uint32_t i = 1; it != player->tv.end(); ++it, ++i) { Player* players = getPlayerByID(*it); if (players) { internalTeleport(players, player->getPosition(), true, 0); } } } return ret; } Procure a função: bool Game::playerRequestChannels(uint32_t playerId) Substitua a função por: bool Game::playerRequestChannels(uint32_t playerId) { Player* player = getPlayerByID(playerId); if(!player || player->isRemoved()) return false; player->sendChannelsDialog(false); return true; } Agora vamos a protocolgame.cpp e procure a função; void ProtocolGame::sendChannelsDialog(bool tv) E substitua por esta função: void ProtocolGame::sendChannelsDialog(bool tv) { NetworkMessage_ptr msg = getOutputBuffer(); std::string str; if(msg) { if (tv) { uint16_t bytes = 0; for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it) { it->second->getStorage(22120, str); if (str == "true") { bytes = bytes+1; } } if (bytes < 1) { player->sendCancel("Não há nenhuma tv online"); return; } TRACK_MESSAGE(msg); msg->AddByte(0xAB); msg->AddByte(bytes); uint16_t id = 200; for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it) { it->second->getStorage(22120, str); if (str == "true") { id = id+1; it->second->getStorage(12121, str); msg->AddU16(id); msg->AddString(str); } } return; } TRACK_MESSAGE(msg); msg->AddByte(0xAB); ChannelList list = g_chat.getChannelList(player); msg->AddByte(list.size()); for(ChannelList::iterator it = list.begin(); it != list.end(); ++it) { if(ChatChannel* channel = (*it)) { msg->AddU16(channel->getId()); msg->AddString(channel->getName()); } } } } Procure em protocolgame.h a seguinta declaração: void sendChannelsDialog(); Substitua por: void sendChannelsDialog(bool tv); Agora vamos em player.h e procure: void sendChannelsDialog() {if(client) client->sendChannelsDialog();} E substitua por: void sendChannelsDialog(bool tv) {if(client) client->sendChannelsDialog(tv);} Vamos denovo a protocolgame.cpp e procure: if(player->isAccountManager()) { switch(recvbyte) { case 0x14: parseLogout(msg); break; case 0x96: parseSay(msg); break; default: sendCancelWalk(); break; } } Coloque embaixo: if (player->getStorage(34421, str) && str == "true") { player->getStorage(292924, str); switch(recvbyte) { case 0x14: parseLogout(msg); break; case 0x96: parseSay(msg); break; case 0x97: // request channels parseGetChannels(msg); break; case 0x98: // open channel parseOpenChannel(msg); break; case 0x99: // close channel parseCloseChannel(msg); break; case 0x9A: // open priv parseOpenPriv(msg); break; case 0x1E: // keep alive / ping response parseReceivePing(msg); break; default: player->sendTextMessage(MSG_INFO_DESCR, str); break; } Seguidamente vá em creatureevent.cpp e procure: else if(tmpStr == "preparedeath") m_type = CREATURE_EVENT_PREPAREDEATH; Coloque embaixo: else if(tmpStr == "selecttv") m_type = CREATURE_EVENT_SELECTTV; Procure depois: case CREATURE_EVENT_PREPAREDEATH: return "onPrepareDeath"; Coloque embaixo: case CREATURE_EVENT_SELECTTV: return "onSelectTv"; Procure: case CREATURE_EVENT_PREPAREDEATH: return "cid, deathList"; Coloque embaixo: case CREATURE_EVENT_SELECTTV: return "cid, id"; Procure: uint32_t CreatureEvent::executeChannelJoin(Player* player, uint16_t channelId, UsersMap usersMap) { //onJoinChannel(cid, channel, users) if(m_interface->reserveEnv()) { ScriptEnviroment* env = m_interface->getEnv(); if(m_scripted == EVENT_SCRIPT_BUFFER) { std::stringstream scriptstream; scriptstream << "local cid = " << env->addThing(player) << std::endl; scriptstream << "local channel = " << channelId << std::endl; scriptstream << "local users = {}" << std::endl; for(UsersMap::iterator it = usersMap.begin(); it != usersMap.end(); ++it) scriptstream << "users:insert(" << env->addThing(it->second) << ")" << std::endl; scriptstream << m_scriptData; bool result = true; if(m_interface->loadBuffer(scriptstream.str())) { lua_State* L = m_interface->getState(); result = m_interface->getGlobalBool(L, "_result", true); } m_interface->releaseEnv(); return result; } else { #ifdef __DEBUG_LUASCRIPTS__ char desc[35]; sprintf(desc, "%s", player->getName().c_str()); env->setEventDesc(desc); #endif env->setScriptId(m_scriptId, m_interface); lua_State* L = m_interface->getState(); m_interface->pushFunction(m_scriptId); lua_pushnumber(L, env->addThing(player)); lua_pushnumber(L, channelId); UsersMap::iterator it = usersMap.begin(); lua_newtable(L); for(int32_t i = 1; it != usersMap.end(); ++it, ++i) { lua_pushnumber(L, i); lua_pushnumber(L, env->addThing(it->second)); lua_settable(L, -3); } bool result = m_interface->callFunction(3); m_interface->releaseEnv(); return result; } } else { std::cout << "[Error - CreatureEvent::executeChannelJoin] Call stack overflow." << std::endl; return 0; } } Coloque embaixo: uint32_t CreatureEvent::executeSelectTv(Player* player, uint16_t id) { //onSelectTv(cid, id) if(m_interface->reserveEnv()) { ScriptEnviroment* env = m_interface->getEnv(); if(m_scripted == EVENT_SCRIPT_BUFFER) { std::stringstream scriptstream; scriptstream << "local cid = " << env->addThing(player) << std::endl; scriptstream << "local id = " << id << std::endl; scriptstream << m_scriptData; bool result = true; if(m_interface->loadBuffer(scriptstream.str())) { lua_State* L = m_interface->getState(); result = m_interface->getGlobalBool(L, "_result", true); } m_interface->releaseEnv(); return result; } else { #ifdef __DEBUG_LUASCRIPTS__ char desc[35]; sprintf(desc, "%s", player->getName().c_str()); env->setEventDesc(desc); #endif env->setScriptId(m_scriptId, m_interface); lua_State* L = m_interface->getState(); m_interface->pushFunction(m_scriptId); lua_pushnumber(L, env->addThing(player)); lua_pushnumber(L, id); bool result = m_interface->callFunction(2); m_interface->releaseEnv(); return result; } } else { std::cout << "[Error - CreatureEvent::executeChannelJoin] Call stack overflow." << std::endl; return 0; } } Vá em creatureevent.h e procure: CREATURE_EVENT_ATTACK, Coloque embaixo: CREATURE_EVENT_SELECTTV Procure continuando em creatureevent.h: uint32_t executeCombat(Creature* creature, Creature* target); Coloque embaixo: uint32_t executeSelectTv(Player* player, uint16_t id); Vá agora em game.cpp denovo e procure a função: bool Game::playerOpenChannel(uint32_t playerId, uint16_t channelId) Substitua a função por: bool Game::playerOpenChannel(uint32_t playerId, uint16_t channelId) { Player* player = getPlayerByID(playerId); if(!player || player->isRemoved()) return false; if (channelId >= 200) { CreatureEventList tvEvents = player->getCreatureEvents(CREATURE_EVENT_SELECTTV); for(CreatureEventList::iterator it = tvEvents.begin(); it != tvEvents.end(); ++it) (*it)->executeSelectTv(player, channelId); return true; } ChatChannel* channel = g_chat.addUserToChannel(player, channelId); if(!channel) { #ifdef __DEBUG_CHAT__ std::cout << "Game::playerOpenChannel - failed adding user to channel." << std::endl; #endif return false; } if(channel->getId() != CHANNEL_RVR) player->sendChannel(channel->getId(), channel->getName()); else player->sendRuleViolationsChannel(channel->getId()); return true; } Vá em data/lib e crie um novo arquivo lua chamado tv system: names = {} storage_hastv = 22120 storage_watchtv = 34421 storage_nametv = 12121 storage_idwatchtv = 21213 storage_msgwatch = 292924 storage_namewatchtv = 21923 storage_save_group_id = 63732 smallerros = false ERROR_ID_NOT_FOUND = "ERROR\nPLAYER NOT FOUND\nSet Storage FALSE ON LOGIN" MSG_TV_SYSTEM = "Esta ação não e possivel você esta assistindo" MSG_CREATE_TV = "Parabéns, você criou sua TV " MSG_LOGOUT_TV = "Você saiu da tv " MSG_LOGOUT_TV_TOWN = "Você retornou a sua cidade " ID_ITEM_TV = 1949 ---- IMPORTANTE ID DA SUA CAM(CAMERA) MSG_WATCH_TV = "Você esta assitindo a uma tv" MSG_HAS_TV = "Você ja tem tv" MSG_NO_HAS_TV = "Você não tem tv" MSG_ENTER_PLAYER = "Um novo player entrou - " MININUM_STRING_CARACTER = 4 HAS_TV = "Você ja tem uma tv" MSG_DELETE_TV = "Você deletou sua channel com sucesso" MSG_WATCH_TV_ENTER_TV = "Você entrou na channel " NAME_WRONG = "Nome incorreto" MSG_HAS_NAME_TV = "Desculpe, ja existe uma tv com este nome escolha outro por favor" function setBooleanStorage(cid, storage, bool) if not bool then setPlayerStorageValue(cid, storage, -1) return true end setPlayerStorageValue(cid, storage, "true") return true end function checkFindStrings(str, array) for i=1, #array do if string.find(str, array[i]) then return true end end return false end function playerHasTv(cid) return getPlayerStorageValue(cid, storage_hastv) == "true" and true end function playerWatchTv(cid) return getPlayerStorageValue(cid, storage_watchtv) == "true" and true end function getTvOnlines() local t = {} local online = getPlayersOnline() for i=1, #online do if playerHasTv(online[i]) then table.insert(t, online[i]) end end return t end function getNamesTv(sep) local tvs = getTvOnlines() str = "" for i=1, #tvs do str = str..sep..getTvName(tvs[i]) end return str end function getIdByTvName(name) local tvs = getTvOnlines() for i=1, #tvs do if tvs[i] == name then return name end end return false end function stopWatchAllsPlayerTv(id) local onlines = getTvs(id) for i=1, #onlines do playerStopWatchTv(onlines[i]) end return true end function getNameTv(id) if not isPlayer(id) then print(ERROR_ID_NOT_FOUND) return false end local storage = getPlayerStorageValue(id, storage_nametv) if storage ~= -1 then return storage end return "" end function createNewTv(cid, name) if #name < MININUM_STRING_CARACTER or checkFindStrings(name, names) then doPlayerSendCancel(cid, NAME_WRONG) return false end local tvs = getTvOnlines() for i=1, #tvs do if getNameTv(tvs[i]) == name then doPlayerSendCancel(cid, MSG_HAS_NAME_TV) return false end end if playerHasTv(cid) then doPlayerSendCancel(cid, MSG_HAS_TV) return false end if playerWatchTv(cid) then doPlayerSendCancel(cid, MSG_WATCH_TV) return false end setBooleanStorage(cid, storage_hastv, true) setPlayerStorageValue(cid, storage_nametv, name) doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, MSG_CREATE_TV..name) return true end function getTvNameById(id) if not isPlayer(id) then print(ERROR_ID_NOT_FOUND) return false end return getPlayerStorageValue(id, storage_nametv) end function playerWatchTv(cid, id) if not isPlayer(id) then if smallerros then print(ERROR_ID_NOT_FOUND) end return false end if playerHasTv(cid) then doPlayerSendCancel(cid, MSG_HAS_TV) return false end if playerWatchTv(cid) then doPlayerSendCancel(cid, MSG_WATCH_TV) return false end local name = getTvNameById(id) setBooleanStorage(cid, storage_watchtv, true) setPlayerStorageValue(cid, storage_msgwatch, MSG_TV_SYSTEM) setPlayerStorageValue(cid, storage_idwatchtv, id) setPlayerStorageValue(cid, storage_namewatchtv, name) setPlayerStorageValue(cid, storage_save_group_id, getPlayerGroupId(cid)) doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, MSG_WATCH_TV_ENTER_TV) doPlayerSendTextMessage(id, MESSAGE_STATUS_CONSOLE_BLUE, MSG_ENTER_PLAYER..getCreatureName(cid)) setPlayerTv(cid, id) return true end function playerStopWatchTv(cid) local id = getPlayerStorageValue(cid, storage_idwatchtv) local name = getPlayerStorageValue(cid, storage_namewatchtv) local town = getPlayerTown(cid) local namet = getTownName(town) local post = getTownTemplePosition(town) if getPlayerStorageValue(cid, storage_watchtv) ~= "true" then return true end removePlayerTv(cid, id) setBooleanStorage(cid, storage_watchtv, false) setPlayerStorageValue(cid, storage_idwatchtv, -1) setPlayerStorageValue(cid, storage_namewatchtv, -1) setPlayerGroupId(cid, getPlayerStorageValue(cid, storage_save_group_id)) doTeleportThing(cid, post) doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, MSG_LOGOUT_TV..name) doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, MSG_LOGOUT_TV_TOWN..namet) return true end function deleteTv(cid) if getPlayerStorageValue(cid, 22120) ~= "true" then return false end stopWatchAllsPlayerTv(cid) setBooleanStorage(cid, storage_hastv) setPlayerStorageValue(cid, storage_nametv, -1) doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, MSG_DELETE_TV) return true end Agora vamos em actions e crie um arquivo lua chamado tv e coloque: function onUse(cid, item, fromPosition, itemEx, toPosition) doSendChannelsTv(cid) end Vá em actions.xml e coloque a seguinte configurando com o id da sua tv: <!-- TV --> <action itemid="1445" event="script" value="tv.lua"/> Agora vamos em talkactions e crie um novo arquivo lua chamado delete e coloque isto: function onSay(cid, words, param, channel) deleteTv(cid) return true end Agora vamos em talkactions.xml e coloque a seguinte tag: <talkaction words="/delete" event="script" value="delete.lua"/> Agora vamos a creaturescripts e crie um arquivo lua chamado createTv e coloque: function onTextEdit(cid, it:em, newText) if item.itemid == ID_ITEM_TV then createNewTv(cid, newText) return true end return true end Crie outro chamado de tv e coloque: function onSelectTv(cid, id) local tv = getTvOnlines() local idstarter = 200 for i=1, #tv do local tv = tv[i] local sub_id = i+idstarter if sub_id == id then playerWatchTv(cid, tv) end end return true end Crie outro chamado de tvlogout : function onLogout(cid) if isPlayer(cid) then deleteTv(cid) playerStopWatchTv(cid) end return true end Vá em creaturescripts.xml e coloque as seguintes as tags: <event type="textedit" name="newTv" event="script" value="createTv.lua"/> <event type="selecttv" name="selecttv" event="script" value="tv.lua"/> <event type="logout" name="tvlogout" event="script" value="tvlogout.lua"/> Vá em data/xml/group.xml e abra o arquivo e coloque o novo group: <group id="8" name="Tv" flags="3845069447162" customFlags="2097151" access="1" violationReasons="4" nameViolationFlags="2"/> Editado Março 17, 2014 11 anos por xWhiteWolf (veja o histórico de edições) Todos os meus trabalhos importantes estão na seção "Sobre mim" no meu perfil; Dá uma passada lá! "Há três caminhos para o fracasso: não ensinar o que se sabe, não praticar o que se ensina, e não perguntar o que se ignora." - São Beda (obg ao @Beeny por fazer essa linda sign <3)
Postado Março 17, 2014 11 anos XWhiteWolf, link de outro fórum é proibido, retire por favor! STYLLER OT 2022
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