Postado Abril 4, 2014 11 anos Este é um post popular. Held Items Com Tiers Tutorial do necessário: Vá em Configuration.lua(data/lib) e no fim adicione isso: --> [HELDS] <-- -- X -- AtkBonus1 = 1.10 AtkBonus2 = 1.20 AtkBonus3 = 1.30 AtkBonus4 = 1.40 AtkBonus5 = 1.50 AtkBonus6 = 1.60 AtkBonus7 = 1.70 DefBonus1 = 1.10 DefBonus2 = 1.20 DefBonus3 = 1.30 DefBonus4 = 1.40 DefBonus5 = 1.50 DefBonus6 = 1.60 DefBonus7 = 1.70 DmgReturn1 = 0.04 DmgReturn2 = 0.05 DmgReturn3 = 0.06 DmgReturn4 = 0.07 DmgReturn5 = 0.08 DmgReturn6 = 0.09 DmgReturn7 = 0.10 HellBonus1 = 2.50 HellBonus2 = 2.60 HellBonus3 = 2.70 HellBonus4 = 2.80 HellBonus5 = 2.90 HellBonus6 = 3 HellBonus7 = 3.50 PoisonBonus1 = 2.50 PoisonBonus2 = 2.60 PoisonBonus3 = 2.70 PoisonBonus4 = 2.80 PoisonBonus5 = 2.90 PoisonBonus6 = 3 PoisonBonus7 = 3.50 -- Y -- Regen1 = 700 Regen2 = 1000 Regen3 = 1500 Regen4 = 2000 Regen5 = 2500 Regen6 = 3000 Regen7 = 3500 Cure1 = 10 Cure2 = 20 Cure3 = 30 Cure4 = 40 Cure5 = 50 Cure6 = 60 Cure7 = 70 --> [HELDS] <-- Bom, esses são os bonus dos helds, a medida que for criando helds, deve-se adicionar os bonus. Agora vá em "Data/Actions/Scripts" e crie um arquivo.lua com nome de HeldSystem, e dentro bote: local heldTable = { -- X -- --[ID] = {attribute = "heldx", ident = 1}, -- Defense 1 --[ID2] = {attribute = "heldx", ident = 2}, -- Defense 2 --[ID3] = {attribute = "heldx", ident = 3}, -- Defense 3 --[ID4] = {attribute = "heldx", ident = 4}, -- Defense 4 --[ID5] = {attribute = "heldx", ident = 5}, -- Defense 5 --[ID6] = {attribute = "heldx", ident = 6}, -- Defense 6 --[ID7] = {attribute = "heldx", ident = 7}, -- Defense 7 --[ID] = {attribute = "heldx", ident = 8}, -- Attack 1 --[ID2] = {attribute = "heldx", ident = 9}, -- Attack 2 --[ID3] = {attribute = "heldx", ident = 10}, -- Attack 3 --[ID4] = {attribute = "heldx", ident = 11}, -- Attack 4 --[ID5] = {attribute = "heldx", ident = 12}, -- Attack 5 --[ID6] = {attribute = "heldx", ident = 13}, -- Attack 6 --[ID7] = {attribute = "heldx", ident = 14}, -- Attack 7 --[ID] = {attribute = "heldx", ident = 15}, -- Return 1 --[ID2] = {attribute = "heldx", ident = 16}, -- Return 2 --[ID3] = {attribute = "heldx", ident = 17}, -- Return 3 --[ID4] = {attribute = "heldx", ident = 18}, -- Return 4 --[ID5] = {attribute = "heldx", ident = 19}, -- Return 5 --[ID6] = {attribute = "heldx", ident = 20}, -- Return 6 --[ID7] = {attribute = "heldx", ident = 21}, -- Return 7 --[ID] = {attribute = "heldx", ident = 22}, -- Hellfire 1 --[ID2] = {attribute = "heldx", ident = 23}, -- Hellfire 2 --[ID3] = {attribute = "heldx", ident = 24}, -- Hellfire 3 --[ID4] = {attribute = "heldx", ident = 25}, -- Hellfire 4 --[ID5] = {attribute = "heldx", ident = 26}, -- Hellfire 5 --[ID6] = {attribute = "heldx", ident = 27}, -- Hellfire 6 --[ID7] = {attribute = "heldx", ident = 28}, -- Hellfire 7 --[ID] = {attribute = "heldx", ident = 29}, -- Poison 1 --[ID2] = {attribute = "heldx", ident = 30}, -- Poison 2 --[ID3] = {attribute = "heldx", ident = 31}, -- Poison 3 --[ID4] = {attribute = "heldx", ident = 32}, -- Poison 4 --[ID5] = {attribute = "heldx", ident = 33}, -- Poison 5 --[ID6] = {attribute = "heldx", ident = 34}, -- Poison 6 --[ID7] = {attribute = "heldx", ident = 35}, -- Poison 7 -- Y -- --[ID] = {attribute = "heldy", ident = 1}, -- Regeneration 1 --[ID2] = {attribute = "heldy", ident = 2}, -- Regeneration 2 --[ID3] = {attribute = "heldy", ident = 3}, -- Regeneration 3 --[ID4] = {attribute = "heldy", ident = 4}, -- Regeneration 4 --[ID5] = {attribute = "heldy", ident = 5}, -- Regeneration 5 --[ID6] = {attribute = "heldy", ident = 6}, -- Regeneration 6 --[ID7] = {attribute = "heldy", ident = 7}, -- Regeneration 7 --[ID] = {attribute = "heldy", ident = 8}, -- Cure 1 --[ID2] = {attribute = "heldy", ident = 9}, -- Cure 2 --[ID3] = {attribute = "heldy", ident = 10}, -- Cure 3 --[ID4] = {attribute = "heldy", ident = 11}, -- Cure 4 --[ID5] = {attribute = "heldy", ident = 12}, -- Cure 5 --[ID6] = {attribute = "heldy", ident = 13}, -- Cure 6 --[ID7] = {attribute = "heldy", ident = 14}, -- Cure 7 } function onUse(cid, item, frompos, item2, topos) if not isPokeball(item2.itemid) or #getCreatureSummons(cid) > 0 then return false end if not heldTable[item.itemid] then return false end held = heldTable[item.itemid] pokename = getItemAttribute(item2.uid, "poke") heldname = getItemInfo(item.itemid).name doSetItemAttribute(item2.uid, held.attribute, held.ident) doRemoveItem(item.uid, 1) doSendMagicEffect(getThingPos(cid), 14) sendMsgToPlayer(cid, 27, "Your "..pokename.." has gained a "..heldname..".") return true end Na tabela HeldTable, que está no começo do script, você ve tudo que precisará para os proximos passos, no caso a inserção dos helds.Attribute = Atributo(Heldx ou Heldy)Ident = Valor Do Attribute(identificará o held e o tier) EX: Ident 27 = Hellfire tier 6.ID = Id do item, cada id deve ser um Held e um Tier. Todos estão com "--" para que não seja lido até que o held seja inserido. No Actions.xml(Data/Actions) adicione esta tag: <action itemid="ID;ID2;ID3" event="script" value="heldsystem.lua"/> Vá adicionando IDS a medida que for adicionando helds, cada ID desse deve estar no Heldsystem.lua, na HeldTable. Adicionando Helds: X-Attack: Função: Cada tier adiciona uma porcentagem de ataque. Vá no Heldsystem.lua(data/actions/scripts) e tire os "--" dos X-Attack, ficando assim: [ID] = {attribute = "heldx", ident = 8}, -- Attack 1 [ID2] = {attribute = "heldx", ident = 9}, -- Attack 2 [ID3] = {attribute = "heldx", ident = 10}, -- Attack 3 [ID4] = {attribute = "heldx", ident = 11}, -- Attack 4 [ID5] = {attribute = "heldx", ident = 12}, -- Attack 5 [ID6] = {attribute = "heldx", ident = 13}, -- Attack 6 [ID7] = {attribute = "heldx", ident = 14}, -- Attack 7 Em cada ID adicione o id do held e seu respectivo tier. Adicione os ids no Actions.xml. Agora, vá em Exp2.lua(Data/Creaturescripts/Scripts) e procure por: elseif combat == COMBAT_PHYSICALDAMAGE then E em cima coloque: -- X-Attack -- if isSummon(attacker) and isPlayer(getCreatureMaster(attacker)) then local TierArray = {8, 9, 10, 11, 12, 13, 14} local Tiers = { [8] = {bonus = AtkBonus1}, [9] = {bonus = AtkBonus2}, [10] = {bonus = AtkBonus3}, [11] = {bonus = AtkBonus4}, [12] = {bonus = AtkBonus5}, [13] = {bonus = AtkBonus6}, [14] = {bonus = AtkBonus7}, } local ball = getPlayerSlotItem(getCreatureMaster(attacker), 8) local Tier = getItemAttribute(ball.uid, "heldx") local bonusatk = {} if isInArray(TierArray, getItemAttribute(ball.uid, "heldx")) then bonusatk = Tiers[Tier].bonus else bonusatk = 1 end multiplier = multiplier * bonusatk end -- X-Attack -- Configure as %(porcentagens) no Configuration.lua(Data/Lib). Nessa parte: AtkBonus1 = 1.10 AtkBonus2 = 1.20 AtkBonus3 = 1.30 AtkBonus4 = 1.40 AtkBonus5 = 1.50 AtkBonus6 = 1.60 AtkBonus7 = 1.70 1.10 = 10% 1.70 = 70% E assim vai. X-Hellfire e X-Poison: Função: Aumenta uma porcentagem do Burn/Poison dependendo do tier. Vá no Heldsystem.lua(Data/Actions/Scripts) e tire os "--" do X-Poison e do X-Hellfire, Ficando assim: [ID] = {attribute = "heldx", ident = 22}, -- Hellfire 1 [ID2] = {attribute = "heldx", ident = 23}, -- Hellfire 2 [ID3] = {attribute = "heldx", ident = 24}, -- Hellfire 3 [ID4] = {attribute = "heldx", ident = 25}, -- Hellfire 4 [ID5] = {attribute = "heldx", ident = 26}, -- Hellfire 5 [ID6] = {attribute = "heldx", ident = 27}, -- Hellfire 6 [ID7] = {attribute = "heldx", ident = 28}, -- Hellfire 7 [ID] = {attribute = "heldx", ident = 29}, -- Poison 1 [ID2] = {attribute = "heldx", ident = 30}, -- Poison 2 [ID3] = {attribute = "heldx", ident = 31}, -- Poison 3 [ID4] = {attribute = "heldx", ident = 32}, -- Poison 4 [ID5] = {attribute = "heldx", ident = 33}, -- Poison 5 [ID6] = {attribute = "heldx", ident = 34}, -- Poison 6 [ID7] = {attribute = "heldx", ident = 35}, -- Poison 7 Em cada ID adicione o id do item e seu respectivo tier. Adicione os Ids no Actions.xml. Agora, vá no Exp2.lua(data/Creaturescripts/Scripts) e procure por: if damageCombat == FIREDAMAGE and not isBurning(cid) then local ret = {} ret.id = cid ret.cd = math.random(5, 12) ret.check = getPlayerStorageValue(cid, conds["Burn"]) ret.damage = isSummon(attacker) and getMasterLevel(attacker)+getPokemonBoost(attacker) or getPokemonLevel(attacker) ret.cond = "Burn" doCondition2(ret) elseif damageCombat == POISONDAMAGE and not isPoisoned(cid) then local ret = {} ret.id = cid ret.cd = math.random(6, 15) ret.check = getPlayerStorageValue(cid, conds["Poison"]) local lvl = isSummon(attacker) and getMasterLevel(attacker) or getPokemonLevel(attacker) ret.damage = math.floor((getPokemonLevel(attacker)+lvl)/2) ret.cond = "Poison" doCondition2(ret) end E deixe assim: if damageCombat == FIREDAMAGE and not isBurning(cid) then -- Helfire -- local hellfire = {} if isSummon(attacker) and isPlayer(getCreatureMaster(attacker)) then local ball = getPlayerSlotItem(getCreatureMaster(attacker), 8) local TierArray = {22, 23, 24, 25, 26, 27, 28} local Tiers = { [22] = {bonus = HellBonus1}, [23] = {bonus = HellBonus2}, [24] = {bonus = HellBonus3}, [25] = {bonus = HellBonus4}, [26] = {bonus = HellBonus5}, [27] = {bonus = HellBonus6}, [28] = {bonus = HellBonus7}, } local Tier = getItemAttribute(ball.uid, "heldx") if Tier then hellfire = Tiers[Tier].bonus elseif not isInArray(TierArray, getItemAttribute(ball.uid, "heldx")) then hellfire = 1 end end -- Hellfire -- local ret = {} ret.id = cid ret.cd = math.random(5, 12) ret.check = getPlayerStorageValue(cid, conds["Burn"]) ret.damage = isSummon(attacker) and (getMasterLevel(attacker)+getPokemonBoost(attacker)) * hellfire or getPokemonLevel(attacker) ret.cond = "Burn" doCondition2(ret) elseif damageCombat == POISONDAMAGE and not isPoisoned(cid) then -- Poison -- local xpoison = {} if isSummon(attacker) and isPlayer(getCreatureMaster(attacker)) then local ball = getPlayerSlotItem(getCreatureMaster(attacker), 8) local TierArray = {29, 30, 31, 32, 33, 34, 35} local Tiers = { [29] = {bonus = PoisonBonus1}, [30] = {bonus = PoisonBonus2}, [31] = {bonus = PoisonBonus3}, [32] = {bonus = PoisonBonus4}, [33] = {bonus = PoisonBonus5}, [34] = {bonus = PoisonBonus6}, [35] = {bonus = PoisonBonus7}, } local Tier = getItemAttribute(ball.uid, "heldx") if Tier then xpoison = Tiers[Tier].bonus elseif not isInArray(TierArray, getItemAttribute(ball.uid, "heldx")) then xpoison = 1 end end -- Poison -- local ret = {} ret.id = cid ret.cd = math.random(6, 15) ret.check = getPlayerStorageValue(cid, conds["Poison"]) local lvl = isSummon(attacker) and (getMasterLevel(attacker)) * xpoison or getPokemonLevel(attacker) ret.damage = math.floor((getPokemonLevel(attacker)+lvl)/2) ret.cond = "Poison" doCondition2(ret) end Configure as porcentagens no Configuration.lua(Data/Lib) nessa parte: HellBonus1 = 2.50 HellBonus2 = 2.60 HellBonus3 = 2.70 HellBonus4 = 2.80 HellBonus5 = 2.90 HellBonus6 = 3 HellBonus7 = 3.50 PoisonBonus1 = 2.50 PoisonBonus2 = 2.60 PoisonBonus3 = 2.70 PoisonBonus4 = 2.80 PoisonBonus5 = 2.90 PoisonBonus6 = 3 PoisonBonus7 = 3.50 X-Return: Função: Retorna o dano recebido multiplicado por um valor de acordo com o tier. Vamos lá, primeiro vá no Heldsystem.lua(Data/Actions/Scripts) e tire os "--" do return, ficando assim: [ID] = {attribute = "heldx", ident = 15}, -- Return 1 [ID2] = {attribute = "heldx", ident = 16}, -- Return 2 [ID3] = {attribute = "heldx", ident = 17}, -- Return 3 [ID4] = {attribute = "heldx", ident = 18}, -- Return 4 [ID5] = {attribute = "heldx", ident = 19}, -- Return 5 [ID6] = {attribute = "heldx", ident = 20}, -- Return 6 [ID7] = {attribute = "heldx", ident = 21}, -- Return 7 Cada ID deve ser um item com seu respectivo tier. Adicione o id no actions.xml também. Vá no Exp2.lua(Data/Creaturescripts/Scripts) e procure por: if isInArray(specialabilities["counter"], getCreatureName(cid)) then if math.random(1, 100) <= 10 then doCreatureAddHealth(attacker, -valor, 3, 180) valor = 0 doSendAnimatedText(getThingPosWithDebug(cid), "COUNTER", 215) end end else valor = valor / getDefense(cid) end E deixem assim: if isInArray(specialabilities["counter"], getCreatureName(cid)) then if math.random(1, 100) <= 10 then doCreatureAddHealth(attacker, -valor, 3, 180) valor = 0 doSendAnimatedText(getThingPosWithDebug(cid), "COUNTER", 215) end end -- Return -- if isSummon(cid) and isPlayer(getCreatureMaster(cid)) then local returnbonus = {} local ball = getPlayerSlotItem(getCreatureMaster(cid), 8) local Tiers = { [15] = {bonus = DmgReturn1}, [16] = {bonus = DmgReturn2}, [17] = {bonus = DmgReturn3}, [18] = {bonus = DmgReturn4}, [19] = {bonus = DmgReturn5}, [20] = {bonus = DmgReturn6}, [21] = {bonus = DmgReturn7}, } local Tier = getItemAttribute(ball.uid, "heldx") if Tier and Tier > 14 and Tier < 22 then returnbonus = math.floor((valor * Tiers[Tier].bonus)) elseif not isInArray(Tiers, Tier) then returnbonus = 0 end doCreatureAddHealth(attacker, -returnbonus) end -- Return -- else -- Return -- if isSummon(cid) and isPlayer(getCreatureMaster(cid)) then local returnbonus = {} local ball = getPlayerSlotItem(getCreatureMaster(cid), 8) local Tiers = { [15] = {bonus = DmgReturn1}, [16] = {bonus = DmgReturn2}, [17] = {bonus = DmgReturn3}, [18] = {bonus = DmgReturn4}, [19] = {bonus = DmgReturn5}, [20] = {bonus = DmgReturn6}, [21] = {bonus = DmgReturn7}, } local Tier = getItemAttribute(ball.uid, "heldx") if Tier and Tier > 14 and Tier < 22 then returnbonus = math.floor((valor * Tiers[Tier].bonus)) elseif not isInArray(Tiers, Tier) then returnbonus = 0 end doCreatureAddHealth(attacker, -returnbonus) end -- Return -- valor = valor / getDefense(cid) end Defina as porcentagens no Configuration.lua(Data/Lib) nessa parte: DmgReturn1 = 0.04 DmgReturn2 = 0.05 DmgReturn3 = 0.06 DmgReturn4 = 0.07 DmgReturn5 = 0.08 DmgReturn6 = 0.09 DmgReturn7 = 0.10 Y-Regeneration: Função: Regenera uma quantidade de life/segundo definida no script de acordo com o held. Pra começar tire os "--" do Regeneration no Heldsystem.lua(Data/Actions/Scripts), Ficando assim: [ID] = {attribute = "heldy", ident = 1}, -- Regeneration 1 [ID2] = {attribute = "heldy", ident = 2}, -- Regeneration 2 [ID3] = {attribute = "heldy", ident = 3}, -- Regeneration 3 [ID4] = {attribute = "heldy", ident = 4}, -- Regeneration 4 [ID5] = {attribute = "heldy", ident = 5}, -- Regeneration 5 [ID6] = {attribute = "heldy", ident = 6}, -- Regeneration 6 [ID7] = {attribute = "heldy", ident = 7}, -- Regeneration 7 Cada ID é um item e um tier. Adicione o id no actions.xml tambem. Agora, vá no Some Functions.lua(Data/Lib) e no final adicione isto: function isPlayerOnline(uid) return isInArray(getPlayersOnline(), uid) end function doRegenerateWithY(cid, sid) if isPlayerOnline(cid) then local ball = getPlayerSlotItem(cid, 8) or getPlayerSlotItem(getCreatureMaster(cid), 8) local Tiers = { [1] = {bonus = Regen1}, [2] = {bonus = Regen2}, [3] = {bonus = Regen3}, [4] = {bonus = Regen4}, [5] = {bonus = Regen5}, [6] = {bonus = Regen6}, [7] = {bonus = Regen7}, } if isPlayer(cid) and #getCreatureSummons(cid) > 0 then local Tier = getItemAttribute(ball.uid, "heldy") if Tier and Tier > 0 and Tier < 8 then if not getCreatureCondition(cid, CONDITION_INFIGHT) then if getCreatureHealth(sid) < getCreatureMaxHealth(sid) then addEvent(function() doCreatureAddHealth(sid,Tiers[Tier].bonus) doSendAnimatedText(getThingPos(sid), "+ "..Tiers[Tier].bonus, 30) end, 0) end addEvent(doRegenerateWithY, 1000, cid, sid) else addEvent(doRegenerateWithY, 1000, cid, sid) end end end end end Agora, vá no Goback.lua(Data/Actions/Scripts) e Procure por: adjustStatus(pk, item.uid, true, true, true) E deixe assim: adjustStatus(pk, item.uid, true, true, true) doRegenerateWithY(getCreatureMaster(pk), pk) Pronto, você pode configurar os bonus no Configuration.lua(Data/Lib), nessa parte: Regen1 = 700 Regen2 = 1000 Regen3 = 1500 Regen4 = 2000 Regen5 = 2500 Regen6 = 3000 Regen7 = 3500 X-Defense: Função: Aumenta a defesa do pokemon em um valor definido no script. Pra começar é como sempre, vá no Heldsystem.lua(Data/Actions/Scripts) e tire os "--" do defense, ficando assim: [ID] = {attribute = "heldx", ident = 1}, -- Defense 1 [ID2] = {attribute = "heldx", ident = 2}, -- Defense 2 [ID3] = {attribute = "heldx", ident = 3}, -- Defense 3 [ID4] = {attribute = "heldx", ident = 4}, -- Defense 4 [ID5] = {attribute = "heldx", ident = 5}, -- Defense 5 [ID6] = {attribute = "heldx", ident = 6}, -- Defense 6 [ID7] = {attribute = "heldx", ident = 7}, -- Defense 7 Cada ID é um item e cada item tem seu respectivo tier. Não esqueça de adicionar no Actions.xml(Data/Actions). Depois, vá em Level System.lua(Data/Lib) e procure por: setPlayerStorageValue(pk, 1001, pokes[getCreatureName(pk)].offense * (getMasterLevel(pk) + getPokemonBoost(pk))) setPlayerStorageValue(pk, 1002, pokes[getCreatureName(pk)].defense) setPlayerStorageValue(pk, 1003, pokes[getCreatureName(pk)].agility) setPlayerStorageValue(pk, 1004, pokes[getCreatureName(pk)].vitality * (getMasterLevel(pk) + getPokemonBoost(pk))) setPlayerStorageValue(pk, 1005, pokes[getCreatureName(pk)].specialattack * (getMasterLevel(pk) + getPokemonBoost(pk))) E deixe assim: -- Defense -- local bonusdef = {} local Tiers = { [1] = {bonus = DefBonus1}, [2] = {bonus = DefBonus2}, [3] = {bonus = DefBonus3}, [4] = {bonus = DefBonus4}, [5] = {bonus = DefBonus5}, [6] = {bonus = DefBonus6}, [7] = {bonus = DefBonus7}, } local Tier = getItemAttribute(item, "heldx") if Tier and Tier > 0 and Tier < 8 then bonusdef = Tiers[Tier].bonus else bonusdef = 1 end -- Defense -- setPlayerStorageValue(pk, 1001, pokes[getCreatureName(pk)].offense * (getMasterLevel(pk) + getPokemonBoost(pk))) setPlayerStorageValue(pk, 1002, (pokes[getCreatureName(pk)].defense) * bonusdef) setPlayerStorageValue(pk, 1003, pokes[getCreatureName(pk)].agility) setPlayerStorageValue(pk, 1004, pokes[getCreatureName(pk)].vitality * (getMasterLevel(pk) + getPokemonBoost(pk))) setPlayerStorageValue(pk, 1005, pokes[getCreatureName(pk)].specialattack * (getMasterLevel(pk) + getPokemonBoost(pk))) Agora é só configurar os valores no Configuration.lua(Data/Lib), nessa parte: DefBonus1 = 1.10 DefBonus2 = 1.20 DefBonus3 = 1.30 DefBonus4 = 1.40 DefBonus5 = 1.50 DefBonus6 = 1.60 DefBonus7 = 1.70 1.10 = 10% 1.70 = 70% Y-Cure: Função: Seu pokemon tem chance de auto-medicine. Começa como sempre, tire os "--" do Heldsystem.lua(Data/Actions/Scripts), ficando assim: [ID] = {attribute = "heldy", ident = 8}, -- Cure 1 [ID2] = {attribute = "heldy", ident = 9}, -- Cure 2 [ID3] = {attribute = "heldy", ident = 10}, -- Cure 3 [ID4] = {attribute = "heldy", ident = 11}, -- Cure 4 [ID5] = {attribute = "heldy", ident = 12}, -- Cure 5 [ID6] = {attribute = "heldy", ident = 13}, -- Cure 6 [ID7] = {attribute = "heldy", ident = 14}, -- Cure 7 Sempre tenho que lembrar? KK Cada ID é um item, e cada item tem seu Tier. Adicione no Actions.xml(Data/Actions) também. Agora, vá no Some Functions.lua(Data/Lib) e no final adicione isto: function doCureWithY(cid, sid) if isPlayerOnline(cid) then local ball = getPlayerSlotItem(cid, 8) or getPlayerSlotItem(getCreatureMaster(cid), 8) local Tiers = { [8] = {chance = Cure1}, [9] = {chance = Cure2}, [10] = {chance = Cure3}, [11] = {chance = Cure4}, [12] = {chance = Cure5}, [13] = {chance = Cure6}, [14] = {chance = Cure7}, } local Tier = getItemAttribute(ball.uid, "heldy") if isPlayer(cid) and #getCreatureSummons(cid) > 0 and Tier then if Tier > 7 and Tier < 15 then if math.random(1,100) <= Tiers[Tier].chance then doCureStatus(sid, "all") doSendMagicEffect(getThingPosWithDebug(sid), 14) end addEvent(doCureWithY, 1000, cid, sid) end end end end Se ainda não tiver a função "isPlayerOnline", adicione em baixo: function isPlayerOnline(uid) return isInArray(getPlayersOnline(), uid) end Agora, vá no Goback.lua(Data/Actions/Scripts) e procure por: adjustStatus(pk, item.uid, true, true, true) E em baixo adicione: doCureWithY(getCreatureMaster(pk), pk) Sempre a mesma coisa, pra configurar as chances, vá no Configuration.lua(Data/Lib), nessa parte: Cure1 = 10 Cure2 = 20 Cure3 = 30 Cure4 = 40 Cure5 = 50 Cure6 = 60 Cure7 = 70 10 = 10% 70 = 70% X-Boost: Função: Aumenta o boost do pokemon em um valor definido pelo tier. Bom, agora as coisas começam a mudar, ja que o Heldsystem.lua(Data/Actions/Scripts) não tem o X-Boost, vocês vão aprender a adicionar held lá(MUUUUITO DIFICIL). É assim, la no Heldsystem.lua, vai depois do ultimo held do tipo(x/y) e adiciona isso: [ID1] = {attribute = "heldx", ident = 36}, -- Boost 1 [ID2] = {attribute = "heldx", ident = 37}, -- Boost 2 [ID3] = {attribute = "heldx", ident = 38}, -- Boost 3 [ID4] = {attribute = "heldx", ident = 39}, -- Boost 4 [ID5] = {attribute = "heldx", ident = 40}, -- Boost 5 [ID6] = {attribute = "heldx", ident = 41}, -- Boost 6 [ID7] = {attribute = "heldx", ident = 42}, -- Boost 7 Ident é a identificaçao, logo, a cada held vai aumentando, o boost fica depois do poison. Cada id é um item, e cada item, um tier diferente. Dificil né? Agora, vamos ao que importa, vá no Level System.lua(Data/Lib), e, levando em conta que você está aqui, creio que ja adicionou o X-Defense, então deve estar assim: -- Defense -- local bonusdef = {} local Tiers = { [1] = {bonus = DefBonus1}, [2] = {bonus = DefBonus2}, [3] = {bonus = DefBonus3}, [4] = {bonus = DefBonus4}, [5] = {bonus = DefBonus5}, [6] = {bonus = DefBonus6}, [7] = {bonus = DefBonus7}, } local Tier = getItemAttribute(item, "heldx") if Tier and Tier > 0 and Tier < 8 then bonusdef = Tiers[Tier].bonus else bonusdef = 1 end -- Defense -- setPlayerStorageValue(pk, 1001, pokes[getCreatureName(pk)].offense * (getMasterLevel(pk) + getPokemonBoost(pk))) setPlayerStorageValue(pk, 1002, (pokes[getCreatureName(pk)].defense) * bonusdef) setPlayerStorageValue(pk, 1003, pokes[getCreatureName(pk)].agility) setPlayerStorageValue(pk, 1004, pokes[getCreatureName(pk)].vitality * (getMasterLevel(pk) + getPokemonBoost(pk))) setPlayerStorageValue(pk, 1005, pokes[getCreatureName(pk)].specialattack * (getMasterLevel(pk) + getPokemonBoost(pk))) É só deixar assim: -- Defense -- local bonusdef = {} local Tiers = { [1] = {bonus = DefBonus1}, [2] = {bonus = DefBonus2}, [3] = {bonus = DefBonus3}, [4] = {bonus = DefBonus4}, [5] = {bonus = DefBonus5}, [6] = {bonus = DefBonus6}, [7] = {bonus = DefBonus7}, } local Tier = getItemAttribute(item, "heldx") if Tier and Tier > 0 and Tier < 8 then bonusdef = Tiers[Tier].bonus else bonusdef = 1 end -- Defense -- -- Boost -- local bonusboost = {} local Tiers2 = { [36] = {bonus = BoostBonus1}, [37] = {bonus = BoostBonus2}, [38] = {bonus = BoostBonus3}, [39] = {bonus = BoostBonus4}, [40] = {bonus = BoostBonus5}, [41] = {bonus = BoostBonus6}, [42] = {bonus = BoostBonus7}, } if Tier and Tier > 35 and Tier < 43 then bonusboost = Tiers2[Tier].bonus else bonusboost = 0 end -- Boost -- setPlayerStorageValue(pk, 1001, pokes[getCreatureName(pk)].offense * (getMasterLevel(pk) + getPokemonBoost(pk)) + bonusboost) setPlayerStorageValue(pk, 1002, (pokes[getCreatureName(pk)].defense) * bonusdef + bonusboost) setPlayerStorageValue(pk, 1003, pokes[getCreatureName(pk)].agility) setPlayerStorageValue(pk, 1004, pokes[getCreatureName(pk)].vitality * (getMasterLevel(pk) + getPokemonBoost(pk)) + bonusboost) setPlayerStorageValue(pk, 1005, pokes[getCreatureName(pk)].specialattack * (getMasterLevel(pk) + getPokemonBoost(pk)) + bonusboost) Pronto, mas agora falta ir no Configuration.lua(Data/Lib) e depois de: PoisonBonus1 = 2.50 PoisonBonus2 = 2.60 PoisonBonus3 = 2.70 PoisonBonus4 = 2.80 PoisonBonus5 = 2.90 PoisonBonus6 = 3 PoisonBonus7 = 3.50 Bote isso: BoostBonus1 = 5 BoostBonus2 = 8 BoostBonus3 = 12 BoostBonus4 = 15 BoostBonus5 = 18 BoostBonus6 = 22 BoostBonus7 = 25 Ai é só configurar os valores e.e Por enquanto é só, vou adicionando os que ja tinham sem Tier assim que possivel.PS: Os items dos helds devem ser do tipo "Usar Em". Look: PDA 1.9.1 Sem level. Adapte ao seu servidor: local NPCBattle = { ["Brock"] = {artig = "He is", cidbat = "Pewter"}, ["Misty"] = {artig = "She is", cidbat = "Cerulean"}, ["Blaine"] = {artig = "He is", cidbat = "Cinnabar"}, ["Sabrina"] = {artig = "She is", cidbat = "Saffron"}, --alterado v1.9 \/ peguem tudo! ["Kira"] = {artig = "She is", cidbat = "Viridian"}, ["Koga"] = {artig = "He is", cidbat = "Fushcia"}, ["Erika"] = {artig = "She is", cidbat = "Celadon"}, ["Surge"] = {artig = "He is", cidbat = "Vermilion"}, } local xhelds = { [1] = {name = "X-Defense(Tier: 1)"}, [2] = {name = "X-Defense(Tier: 2)"}, [3] = {name = "X-Defense(Tier: 3)"}, [4] = {name = "X-Defense(Tier: 4)"}, [5] = {name = "X-Defense(Tier: 5)"}, [6] = {name = "X-Defense(Tier: 6)"}, [7] = {name = "X-Defense(Tier: 7)"}, [8] = {name = "X-Attack(Tier : 1)"}, [9] = {name = "X-Attack(Tier : 2)"}, [10] = {name = "X-Attack(Tier: 3)"}, [11] = {name = "X-Attack(Tier: 4)"}, [12] = {name = "X-Attack(Tier: 5)"}, [13] = {name = "X-Attack(Tier: 6)"}, [14] = {name = "X-Attack(Tier: 7)"}, [15] = {name = "X-Return(Tier: 1)"}, [16] = {name = "X-Return(Tier: 2)"}, [17] = {name = "X-Return(Tier: 3)"}, [18] = {name = "X-Return(Tier: 4)"}, [19] = {name = "X-Return(Tier: 5)"}, [20] = {name = "X-Return(Tier: 6)"}, [21] = {name = "X-Return(Tier: 7)"}, [22] = {name = "X-Hellfire(Tier: 1)"}, [23] = {name = "X-Hellfire(Tier: 2)"}, [24] = {name = "X-Hellfire(Tier: 3)"}, [25] = {name = "X-Hellfire(Tier: 4)"}, [26] = {name = "X-Hellfire(Tier: 5)"}, [27] = {name = "X-Hellfire(Tier: 6)"}, [28] = {name = "X-Hellfire(Tier: 7)"}, [29] = {name = "X-Poison(Tier: 1)"}, [30] = {name = "X-Poison(Tier: 2)"}, [31] = {name = "X-Poison(Tier: 3)"}, [32] = {name = "X-Poison(Tier: 4)"}, [33] = {name = "X-Poison(Tier: 5)"}, [34] = {name = "X-Poison(Tier: 6)"}, [35] = {name = "X-Poison(Tier: 7)"}, } local yhelds = { [1] = {name = "Y-Regeneration(Tier: 1)"}, [2] = {name = "Y-Regeneration(Tier: 2)"}, [3] = {name = "Y-Regeneration(Tier: 3)"}, [4] = {name = "Y-Regeneration(Tier: 4)"}, [5] = {name = "Y-Regeneration(Tier: 5)"}, [6] = {name = "Y-Regeneration(Tier: 6)"}, [7] = {name = "Y-Regeneration(Tier: 7)"}, [8] = {name = "Y-Cure(Tier: 1)"}, [9] = {name = "Y-Cure(Tier: 2)"}, [10] = {name = "Y-Cure(Tier: 3)"}, [11] = {name = "Y-Cure(Tier: 4)"}, [12] = {name = "Y-Cure(Tier: 5)"}, [13] = {name = "Y-Cure(Tier: 6)"}, [14] = {name = "Y-Cure(Tier: 7)"}, } function onLook(cid, thing, position, lookDistance) local str = {} if not isCreature(thing.uid) then local iname = getItemInfo(thing.itemid) if isPokeball(thing.itemid) and getItemAttribute(thing.uid, "poke") then unLock(thing.uid) local lock = getItemAttribute(thing.uid, "lock") local pokename = getItemAttribute(thing.uid, "poke") local heldx = getItemAttribute(thing.uid, "heldx") local heldy = getItemAttribute(thing.uid, "heldy") table.insert(str, "You see "..iname.article.." "..iname.name..".") if getItemAttribute(thing.uid, "unique") then table.insert(str, " It's an unique item.") end table.insert(str, "\nIt contains "..getArticle(pokename).." "..pokename..".\n") if lock and lock > 0 then table.insert(str, "It will unlock in ".. os.date("%d/%m/%y %X", lock)..".\n") end local boost = getItemAttribute(thing.uid, "boost") or 0 if boost > 0 then table.insert(str, "Boost level: +"..boost..".\n") end if getItemAttribute(thing.uid, "nick") then table.insert(str, "It's nickname is: "..getItemAttribute(thing.uid, "nick")..".\n") end if heldx and heldy then table.insert(str, "Holding: "..(xhelds[heldx].name).." and "..(yhelds[heldy].name)..". ") elseif heldx then table.insert(str, "Holding: "..(xhelds[heldx].name)..". ") elseif heldy then table.insert(str, "Holding: "..(yhelds[heldy].name)..". ") end if getItemAttribute(thing.uid, "gender") == SEX_MALE then table.insert(str, "It is male.") elseif getItemAttribute(thing.uid, "gender") == SEX_FEMALE then table.insert(str, "It is female.") else table.insert(str, "It is genderless.") end doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, table.concat(str)) return false elseif string.find(iname.name, "fainted") or string.find(iname.name, "defeated") then table.insert(str, "You see a "..string.lower(iname.name)..". ") if isContainer(thing.uid) then table.insert(str, "(Vol: "..getContainerCap(thing.uid)..")") end table.insert(str, "\n") if getItemAttribute(thing.uid, "gender") == SEX_MALE then table.insert(str, "It is male.") elseif getItemAttribute(thing.uid, "gender") == SEX_FEMALE then table.insert(str, "It is female.") else table.insert(str, "It is genderless.") end doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, table.concat(str)) return false elseif isContainer(thing.uid) then --containers if iname.name == "dead human" and getItemAttribute(thing.uid, "pName") then table.insert(str, "You see a dead human (Vol:"..getContainerCap(thing.uid).."). ") table.insert(str, "You recognize ".. getItemAttribute(thing.uid, "pName")..". ".. getItemAttribute(thing.uid, "article").." was killed by a ") table.insert(str, getItemAttribute(thing.uid, "attacker")..".") else table.insert(str, "You see "..iname.article.." "..iname.name..". (Vol:"..getContainerCap(thing.uid)..").") end if getPlayerGroupId(cid) >= 4 and getPlayerGroupId(cid) <= 6 then table.insert(str, "\nItemID: ["..thing.itemid.."]") local pos = getThingPos(thing.uid) table.insert(str, "\nPosition: [X: "..pos.x.."][Y: "..pos.y.."][Z: "..pos.z.."]") end doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, table.concat(str)) return false elseif getItemAttribute(thing.uid, "unique") then local p = getThingPos(thing.uid) table.insert(str, "You see ") if thing.type > 1 then table.insert(str, thing.type.." "..iname.plural..".") else table.insert(str, iname.article.." "..iname.name..".") end table.insert(str, " It's an unique item.\n"..iname.description) if getPlayerGroupId(cid) >= 4 and getPlayerGroupId(cid) <= 6 then table.insert(str, "\nItemID: ["..thing.itemid.."]") table.insert(str, "\nPosition: ["..p.x.."]["..p.y.."]["..p.z.."]") end sendMsgToPlayer(cid, MESSAGE_INFO_DESCR, table.concat(str)) return false else return true end end local npcname = getCreatureName(thing.uid) if ehNPC(thing.uid) and NPCBattle[npcname] then --npcs duel table.insert(str, "You see "..npcname..". "..NPCBattle[npcname].artig.." leader of the gym from "..NPCBattle[npcname].cidbat..".") doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, table.concat(str)) return false end if getPlayerStorageValue(thing.uid, 697548) ~= -1 then table.insert(str, getPlayerStorageValue(thing.uid, 697548)) local pos = getThingPos(thing.uid) if youAre[getPlayerGroupId(cid)] then table.insert(str, "\nPosition: [X: "..pos.x.."][Y: "..pos.y.."][Z: "..pos.z.."]") end doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, table.concat(str)) return false end if not isPlayer(thing.uid) and not isMonster(thing.uid) then --outros npcs table.insert(str, "You see "..getCreatureName(thing.uid)..".") doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, table.concat(str)) return false end if isPlayer(thing.uid) then --player doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, getPlayerDesc(cid, thing.uid, false)) return false end if getCreatureName(thing.uid) == "Evolution" then return false end if not isSummon(thing.uid) then --monstros table.insert(str, "You see a wild "..string.lower(getCreatureName(thing.uid))..".\n") table.insert(str, "Hit Points: "..getCreatureHealth(thing.uid).." / "..getCreatureMaxHealth(thing.uid)..".\n") if getPokemonGender(thing.uid) == SEX_MALE then table.insert(str, "It is male.") elseif getPokemonGender(thing.uid) == SEX_FEMALE then table.insert(str, "It is female.") else table.insert(str, "It is genderless.") end doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, table.concat(str)) return false elseif isSummon(thing.uid) and not isPlayer(thing.uid) then --summons local boostlevel = getItemAttribute(getPlayerSlotItem(getCreatureMaster(thing.uid), 8).uid, "boost") or 0 if getCreatureMaster(thing.uid) == cid then local myball = getPlayerSlotItem(cid, 8).uid table.insert(str, "You see your "..string.lower(getCreatureName(thing.uid))..".") if boostlevel > 0 then table.insert(str, "\nBoost level: +"..boostlevel..".") end table.insert(str, "\nHit points: "..getCreatureHealth(thing.uid).."/"..getCreatureMaxHealth(thing.uid)..".") table.insert(str, "\n"..getPokemonHappinessDescription(thing.uid)) doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, table.concat(str)) else doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "You see a "..string.lower(getCreatureName(thing.uid))..".\nIt belongs to "..getCreatureName(getCreatureMaster(thing.uid))..".") end return false end return true end Trade System.lua(Data/Creaturescripts/Scripts): local xhelds = { [1] = {name = "X-Defense(Tier: 1)"}, [2] = {name = "X-Defense(Tier: 2)"}, [3] = {name = "X-Defense(Tier: 3)"}, [4] = {name = "X-Defense(Tier: 4)"}, [5] = {name = "X-Defense(Tier: 5)"}, [6] = {name = "X-Defense(Tier: 6)"}, [7] = {name = "X-Defense(Tier: 7)"}, [8] = {name = "X-Attack(Tier : 1)"}, [9] = {name = "X-Attack(Tier : 2)"}, [10] = {name = "X-Attack(Tier: 3)"}, [11] = {name = "X-Attack(Tier: 4)"}, [12] = {name = "X-Attack(Tier: 5)"}, [13] = {name = "X-Attack(Tier: 6)"}, [14] = {name = "X-Attack(Tier: 7)"}, [15] = {name = "X-Return(Tier: 1)"}, [16] = {name = "X-Return(Tier: 2)"}, [17] = {name = "X-Return(Tier: 3)"}, [18] = {name = "X-Return(Tier: 4)"}, [19] = {name = "X-Return(Tier: 5)"}, [20] = {name = "X-Return(Tier: 6)"}, [21] = {name = "X-Return(Tier: 7)"}, [22] = {name = "X-Hellfire(Tier: 1)"}, [23] = {name = "X-Hellfire(Tier: 2)"}, [24] = {name = "X-Hellfire(Tier: 3)"}, [25] = {name = "X-Hellfire(Tier: 4)"}, [26] = {name = "X-Hellfire(Tier: 5)"}, [27] = {name = "X-Hellfire(Tier: 6)"}, [28] = {name = "X-Hellfire(Tier: 7)"}, [29] = {name = "X-Poison(Tier: 1)"}, [30] = {name = "X-Poison(Tier: 2)"}, [31] = {name = "X-Poison(Tier: 3)"}, [32] = {name = "X-Poison(Tier: 4)"}, [33] = {name = "X-Poison(Tier: 5)"}, [34] = {name = "X-Poison(Tier: 6)"}, [35] = {name = "X-Poison(Tier: 7)"}, } local yhelds = { [1] = {name = "Y-Regeneration(Tier: 1)"}, [2] = {name = "Y-Regeneration(Tier: 2)"}, [3] = {name = "Y-Regeneration(Tier: 3)"}, [4] = {name = "Y-Regeneration(Tier: 4)"}, [5] = {name = "Y-Regeneration(Tier: 5)"}, [6] = {name = "Y-Regeneration(Tier: 6)"}, [7] = {name = "Y-Regeneration(Tier: 7)"}, [8] = {name = "Y-Cure(Tier: 1)"}, [9] = {name = "Y-Cure(Tier: 2)"}, [10] = {name = "Y-Cure(Tier: 3)"}, [11] = {name = "Y-Cure(Tier: 4)"}, [12] = {name = "Y-Cure(Tier: 5)"}, [13] = {name = "Y-Cure(Tier: 6)"}, [14] = {name = "Y-Cure(Tier: 7)"}, } function onTradeRequest(cid, target, item) for a, b in pairs (pokeballs) do if b.use == item.itemid then doPlayerSendCancel(cid, "You can't trade this item.") return false end end if isContainer(item.uid) then local bagItems = getItensUniquesInContainer(item.uid) if #bagItems >= 1 then doPlayerSendCancel(cid, "Has a Unique Item in this bag, you can't trade this item.") --alterado v1.6 return false end elseif getItemAttribute(item.uid, "unique") then --alterado v1.6 doPlayerSendCancel(cid, "It is a Unique Item, you can't trade this item.") return false end if isContainer(item.uid) then local itens = getPokeballsInContainer(item.uid) if #itens >= 1 then for i = 1, #itens do local lvl = getItemAttribute(itens[i], "level") local name = getItemAttribute(itens[i], "poke") if not lvl then doItemSetAttribute(itens[i], "level", pokes[name].level) --alterado v1.6 end end end elseif isPokeball(item.itemid) then local lvl = getItemAttribute(item.uid, "level") local name = getItemAttribute(item.uid, "poke") if not lvl then doItemSetAttribute(item.uid, "level", pokes[name].level) end end if getPlayerStorageValue(cid, 52480) >= 1 then --alterado v1.6.1 doPlayerSendTextMessage(cid, 20, "You can't do that while be in a duel!") return false end if isPokeball(item.itemid) then local name = getItemAttribute(item.uid, "poke") --alterado v1.8 \/ local boost = getItemAttribute(item.uid, "boost") or 0 local nick = getItemAttribute(item.uid, "nick") or "" local str = "Pokemon in trade: " str = str.."•Name: "..name.." •Boost: "..boost.." " if nick ~= "" then str = str.."•Nick: "..nick.."" end local heldx = getItemAttribute(item.uid, "heldx") local heldy = getItemAttribute(item.uid, "heldy") if heldx and heldy then str = str.."Holding: "..(xhelds[heldx].name).." and "..(yhelds[heldy].name)..". " elseif heldx then str = str.."Holding: "..(xhelds[heldx].name)..". " elseif heldy then str = str.."Holding: "..(yhelds[heldy].name)..". " end sendMsgToPlayer(target, 20, str) end --alterado v1.8 \/ if isContainer(item.uid) then local itens = getPokeballsInContainer(item.uid) if #itens >= 1 then for i = 1, #itens do if isPokeball(getThing(itens[i]).itemid) then local name = getItemAttribute(itens[i], "poke") local boost = getItemAttribute(itens[i], "boost") or 0 local nick = getItemAttribute(itens[i], "nick") or "" local heldx = getItemAttribute(itens[i], "heldx") local heldy = getItemAttribute(itens[i], "heldy") local str = "Pokemon in trade: " str = str.."•Name: "..name.." •Boost: "..boost.." " if nick ~= "" then str = str.."•Nick: "..nick.."" end if heldx and heldy then str = str.."Holding: "..(xhelds[heldx].name).." and "..(yhelds[heldy].name)..". " elseif heldx then str = str.."Holding: "..(xhelds[heldx].name)..". " elseif heldy then str = str.."Holding: "..(yhelds[heldy].name)..". " end sendMsgToPlayer(target, 20, str) end end end end return true end local function noCap(cid, sid) if isCreature(cid) then doPlayerSendCancel(cid, "You can't carry more than six pokemons, trade cancelled.") end if isCreature(sid) then doPlayerSendCancel(sid, "You can't carry more than six pokemons, trade cancelled.") end end function onTradeAccept(cid, target, item, targetItem) local pbs = #getPokeballsInContainer(item.uid) local cancel = false local p1 = 0 local p2 = 0 local itemPokeball = isPokeball(item.itemid) and 1 or 0 local targetItemPokeball = isPokeball(targetItem.itemid) and 1 or 0 if getPlayerMana(cid) + itemPokeball > 6 then --alterado v1.6 cancel = true p1 = cid end if getPlayerMana(target) + targetItemPokeball > 6 then --alterado v1.6 cancel = true p2 = target end if pbs > 0 and getCreatureMana(target) + pbs > 6 + targetItemPokeball then cancel = true p1 = target end pbs = #getPokeballsInContainer(targetItem.uid) if pbs > 0 and getCreatureMana(cid) + pbs > 6 + itemPokeball then cancel = true p2 = cid end if cancel then addEvent(noCap, 20, p1, p2) return false end if itemPokeball == 1 and targetItemPokeball == 1 then setPlayerStorageValue(cid, 8900, 1) setPlayerStorageValue(target, 8900, 1) end return true end Em ambos, é só ir adicionando items na tabela com seu ident. Fila: X-Lucky(sem sources :s) X-Agility(Coming) X-Rage(Coming) X-Strafe(Coming) Créditos: Slicer(ajudou no Regeneration) Zipter98(Ajudou no Regeneration) Stylo Maldoso(ajudou na organização) PS: É só uma base.Ao Usar Esse Sistema, Peço Que Botem Créditos.Não Exijo, Mas Aprecio. Posso desenvolver qualquer held(lucky apenas com sources). Skype: gabriel.sales.01 Editado Agosto 18, 2014 10 anos por Gabrielbsales (veja o histórico de edições) Att. Featzen.
Postado Maio 1, 2014 11 anos Bom aki funfo Meus Trabalhos Tudo em Desenvolvimento mais att em breve Estou parado Tudo Removido
Postado Maio 19, 2014 11 anos cara eu não intendi pra que serve isso Bom amigo isso e um sistema que tem que server para dar 1 bonus ao pokemon Meus Trabalhos Tudo em Desenvolvimento mais att em breve Estou parado Tudo Removido
Participe da conversa
Você pode postar agora e se cadastrar mais tarde. Se você tem uma conta, faça o login para postar com sua conta.