Postado Julho 5, 2014 10 anos Eai pessoas! Estou com um probleminha . É o seguinte, o script é esse: ------------------------------------------------------ -- Script by: Lwkass -- Mod: Vittu -- Version: 2.0 -- Tested in: TFS 0.4 --------------------------- -- Configurations -- --------------------------- local STORAGE_SKILL_LEVEL = 10002 local STORAGE_SKILL_TRY = 10003 local config = { levels = { {level = {0,9}, quant = {1,2}, percent = 70}, {level = {10,19}, quant = {1,2}, percent = 75}, {level = {20,29}, quant = {1,2}, percent = 70}, {level = {30,39}, quant = {1,2}, percent = 75}, {level = {40,49}, quant = {1,2}, percent = 70}, {level = {50,59}, quant = {1,2}, percent = 75}, {level = {60,69}, quant = {1,2}, percent = 70}, {level = {70,79}, quant = {1,2}, percent = 75}, {level = {80,89}, quant = {1,2}, percent = 70}, {level = {90,99}, quant = {1,2}, percent = 70}, {level = {100}, quant = {1,2}, percent = 70} }, rocks = {8633, 8634, 8635, 8636}, -- Id das rochas que podem ser quebradas stones = {}, -- Modelo = {rock_id, rock_id} default_stone = 2157, -- pedra padrão rock_delay = 5, -- Tempo de volta da rocha (Em segundos) bonus_chance = 10, -- Chance (em porcentagem) de se conseguir um bonus de exp bonus_exp = 3 -- Bonus extra } ------------------------------------ -- END Configurations --- ------------------------------------ function getMiningLevel(cid) return getPlayerStorageValue(cid, STORAGE_SKILL_LEVEL) end function setPlayerMiningLevel(cid, n) setPlayerStorageValue(cid, STORAGE_SKILL_LEVEL, n) end function addMiningLevel(cid, n) setPlayerMiningLevel(cid, getMiningLevel(cid) + (isNumber(n) and n or 1)) setMiningTry(cid, 0) end function getMiningInfo(cid) for i = 1, #config.levels do min = config.levels.level[1]; max = config.levels.level[2] if (getMiningLevel(cid) >= min and getMiningLevel(cid) <= max) then return {quantity = {min = config.levels.quant[1], max = config.levels.quant[2]}, chance = config.levels.percent} end end end function getStoneByRock(rockid) for i = 1, #config.stones do if (config.stones[2] == rockid) then return config.stones[1] end end return config.default_stone end function getMiningTries(cid) return getPlayerStorageValue(cid, STORAGE_SKILL_TRY) end function setMiningTry(cid, n) setPlayerStorageValue(cid, STORAGE_SKILL_TRY, n) end function addMiningTry(cid, bonus) setMiningTry(cid, getMiningTries(cid) + 1 + (bonus and config.bonus_exp or 0)) if (getMiningTries(cid) >= getMiningExpTo(getMiningLevel(cid))) then -- Up doPlayerSendTextMessage(cid, 22, "You advanced from level " .. getMiningLevel(cid) .. " to level ".. (getMiningLevel(cid) + 1) .." in mining.") if ((getMiningLevel(cid)+1) == getMiningMaxLevel()) then doPlayerSendTextMessage(cid, 22, "Max level reached in mining.") end addMiningLevel(cid) doSendMagicEffect(getCreaturePosition(cid), math.random(28,30)) setMiningTry(cid, 0) end end function getMiningExpTo(level) return ((level*1.5)+((level+1)*7)) end function getMiningMaxLevel() return config.levels[#config.levels].level[#config.levels[#config.levels].level] end --------------------------- function onUse(cid, item, fromPosition, itemEx, toPosition) rock = { id = itemEx.itemid, uid = itemEx.uid, position = toPosition } player = { position = getCreaturePosition(cid) } if (getMiningLevel(cid) < 0) then setPlayerMiningLevel(cid, 0) end if (isInArray(config.rocks, rock.id)) then addMiningTry(cid) if (math.random(1,100) <= getMiningInfo(cid).chance) then local collected = math.random(getMiningInfo(cid).quantity.min, getMiningInfo(cid).quantity.max) doPlayerAddItem(cid, getStoneByRock(rock.id), collected) doPlayerSendTextMessage(cid, 22, "You got " .. collected .. " gold" .. (collected > 1 and "s" or "") .. " nuggets.") if (math.random(1,100) <= config.bonus_chance) then -- Bonus calc addMiningTry(cid, true) doSendAnimatedText(player.position, "Bonus!", COLOR_ORANGE) end event_rockCut(rock) else if (math.random(1,100) <= (10-getMiningInfo(cid).chance/10)) then doPlayerSendTextMessage(cid, 22, "You got nothing.") event_rockCut(rock) else doSendMagicEffect(rock.position, 3) doSendAnimatedText(rock.position, "Track!", COLOR_GREEN) end end else doPlayerSendCancel(cid, "This can't be cut.") end end function event_rockCut(rock) addEvent(event_rockGrow, config.rock_delay * 1000, rock.position, rock.id) doTransformItem(rock.uid, 8638) doSendMagicEffect(rock.position, 3) doSendAnimatedText(rock.position, "Tack!", COLOR_GREEN) doItemSetAttribute(rock.uid, "name", "A trunk of " .. getItemNameById(rock.id)) end function event_rockGrow(rockPos, old_id) local rock = getThingFromPos(rockPos).uid doTransformItem(rock, old_id) doItemSetAttribute(rock, "name", getItemNameById(old_id)) doSendMagicEffect(rockPos, 3) end --Lumberjack 2.0 by: Lwkass Bem, no tutorial onde vi esse Mining System, para mim mim ficou claro(Um pouco) que só bastava trocar o default_stone = 2157, -- pedra padrão (Assinalado em vermelho no ) Ao minerar sairia Gold Nugget... Até ai beleza Eu queria minerar outras coisas, exemplo: Small Ruby,etc. Então eu coloquei : default_stone = 2157, 2158, -- pedra padrão Mas ele continua tirando somente os gold nugget... Alguém saberia como colocar para tirar outros "Minerios"? Muito obrigado pela atenção! Valeu!
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