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Bom, estou usando um sistema de pontos, em modalwindow, porém a parte de upar os skills não está funcionando como deveria. No caso quando voce usa do first, club,sword,axe ele upa apenas alguns %. 

Já o magic, ele upa normal.

 

 

DF4hMqN.jpg

 

creaturescripts.xml:

 
<event type="modalwindow" name="skillPoints_modal" script="sp.lua"/>
<event type="advance" name="skillPoints_advance" script="sp.lua"/>
<event type="login" name="skillPoints_register" script="sp.lua"/>

sp.lua Creaturescript

 

 
function onModalWindow(player, modalWindowId, buttonId, choiceId)
player:skillWindowChoice(modalWindowId, buttonId, choiceId)
return true
end

function onAdvance(player, skill, oldLevel, newLevel)
if skill == SKILL_LEVEL then
player:skillPointsAdvance(newLevel)
end
return true
end

function onLogin(player)
player:registerEvent("skillPoints_advance")
player:registerEvent("skillPoints_modal")
return true
end

talkactions.xml:

 
<talkaction words="!points" script="sp.lua"/>

sp.lua Talkaction

function onSay(player, words, param)
player:sendSkillPointsWindow()
return false
end

 

sp.lua Lib

-- config
--promoted vocations included in function
local gainVoc = {
    [0] = {health = 10, mana = 10, magic = 1, skill = 1, cap = 10},
    [1] = {health = 10, mana = 10, magic = 1, skill = 1, cap = 10},
    [2] = {health = 10, mana = 10, magic = 1, skill = 1, cap = 10},
    [3] = {health = 10, mana = 10, magic = 1, skill = 1, cap = 10},
    [4] = {health = 10, mana = 10, magic = 1, skill = 1, cap = 10}
}

local skillStorage = 62490
local modalId = 4869
local TextModalId = 4870 -- so player may return to skill window
local skillPointsPerLevel = 3 -- points per level
local skillPointsAdvanceStorage = 62491 -- storage to avoid giving points twice for same level
local skillPointsTalkaction = "!points" -- so player knows command when he gets level up

local skills = {
-- name, get value, set value
    [1] = {'Health', function(player) return player:getMaxHealth() end, function(player) local gain = gainVoc[player:getBaseVocId()].health player:setMaxHealth(player:getMaxHealth() + gain) return gain end, 10},
    [2] = {'Mana', function(player) return player:getMaxMana() end, function(player) local gain = gainVoc[player:getBaseVocId()].mana player:setMaxMana(player:getMaxMana() + gain) return gain end, 10},
    [3] = {'Capacity', function(player) return player:getCapacity() / 100 end, function(player) local gain = gainVoc[player:getBaseVocId()].cap player:setCapacity(player:getCapacity() + (gain * 100)) return gain end, 10},
    [4] = {'Magic', function(player) return player:getBaseMagicLevel() end, function(player) local gain = gainVoc[player:getBaseVocId()].magic player:addSkillLevels(SKILL_MAGLEVEL, gain) return gain end, 10},
    [5] = {'Fist', function(player) return player:getSkillLevel(SKILL_FIST) end, function(player) local gain = gainVoc[player:getBaseVocId()].skill player:addSkillLevels(SKILL_FIST, gain) return gain end, 10},
    [6] = {'Club', function(player) return player:getSkillLevel(SKILL_CLUB) end, function(player) local gain = gainVoc[player:getBaseVocId()].skill player:addSkillLevels(SKILL_CLUB, gain) return gain end, 10},
    [7] = {'Sword', function(player) return player:getSkillLevel(SKILL_SWORD) end, function(player) local gain = gainVoc[player:getBaseVocId()].skill player:addSkillLevels(SKILL_SWORD, gain) return gain end, 10},
    [8] = {'Axe', function(player) return player:getSkillLevel(SKILL_AXE) end, function(player) local gain = gainVoc[player:getBaseVocId()].skill player:addSkillLevels(SKILL_AXE, gain) return gain end, 10},
    [9] = {'Distance', function(player) return player:getSkillLevel(SKILL_DISTANCE) end, function(player) local gain = gainVoc[player:getBaseVocId()].skill player:addSkillLevels(SKILL_DISTANCE, gain) return gain end, 10},
    [10] = {'Shielding', function(player) return player:getSkillLevel(SKILL_SHIELD) end, function(player) local gain = gainVoc[player:getBaseVocId()].skill player:addSkillLevels(SKILL_SHIELD, gain) return gain end, 10},
    [11] = {'Fishing', function(player) return player:getSkillLevel(SKILL_FISHING) end, function(player) local gain = gainVoc[player:getBaseVocId()].skill player:addSkillLevels(SKILL_FISHING, gain) return gain end, 10}
}

local skillForVoc = {
    [1] = {1, 2, 3, 4, 10, 11}, -- sorcerer
    [2] = {1, 2, 3, 4, 10, 11}, -- druid
    [3] = {1, 2, 3, 4, 9, 10, 11}, -- paladin
    [4] = {1, 2, 3, 5, 6, 7, 8, 10, 11}, -- knight
}

function Player:getBaseVocId()
    local basevoc = self:getVocation():getDemotion()
    if basevoc then
        return basevoc:getId()
    end
    return self:getVocation():getId()
end

function getExpForLevel(level)
    level = level - 1
    return ((50 * level * level * level) - (150 * level * level) + (400 * level)) / 3
end

function Player:addSkillLevels(skill, count)
    count = math.max(1, count or 1)
    
    if isInArray({SKILL_FIST, SKILL_CLUB, SKILL_SWORD, SKILL_AXE, SKILL_DISTANCE, SKILL_SHIELD, SKILL_FISHING}, skill) then
        for i = 1, count do
            local xp = math.ceil(self:getVocation():getRequiredSkillTries(skill, self:getSkillLevel(skill) + 1) / configManager.getNumber(configKeys.RATE_SKILL))
            self:addSkillTries(skill, xp)
        end
        return true
    end

    if skill == SKILL_MAGLEVEL then
        for i = 1, count do
            local xp = math.ceil(self:getVocation():getRequiredManaSpent(self:getBaseMagicLevel() + 1) / configManager.getNumber(configKeys.RATE_MAGIC))
            self:addManaSpent(xp)
        end
        return true
    end

    if skill == SKILL_LEVEL then
        for i = 1, count do
            local lv = self:getLevel()
            local xp = getExpForLevel(lv + 1) - getExpForLevel(lv)
            self:addExperience(xp, false)
        end
        return true
    end
    return false
end

function Player:sendSkillPointsWindow()
    local pts = self:getStorageValue(skillStorage)
    if pts < 0 then
        self:setStorageValue(skillStorage, 0)
        pts = 0
    end

    local window = ModalWindow(modalId, "Character Mastery", "Available points: [" .. pts .. "]")
    window:addButton(1, "Assign")
    window:addButton(2, "Exit")

    for i = 1, #skills do
        if isInArray(skillForVoc[self:getBaseVocId()], i) then
            window:addChoice(i, skills[i][1] .. ": [" .. skills[i][2](self) .. "][cost: " .. skills[i][4] .. "]")
        end
    end
    
    window:setDefaultEnterButton(1)
    window:setDefaultEscapeButton(2)
    window:sendToPlayer(self)
    return true
end

function Player:skillWindowChoice(windowId, buttonId, choiceId)
    if windowId == modalId then
        if buttonId == 1 then
            if not skills[choiceId] then
                local textWindow = ModalWindow(TextModalId, "Error", "No skill selected.")
                textWindow:addButton(1, "Ok")
                textWindow:setDefaultEnterButton(1)
                textWindow:setDefaultEscapeButton(1)
                textWindow:sendToPlayer(self)
                return true
            end
            local pts = self:getStorageValue(skillStorage)
            if pts < 0 then
                self:setStorageValue(skillStorage, 0)
                pts = 0
            end
            
            if pts - skills[choiceId][4] >= 0 then
                local textWindow = ModalWindow(TextModalId, "Point assigned.", skills[choiceId][1] .. " +" .. skills[choiceId][3](self))
                textWindow:addButton(1, "Ok")
                textWindow:setDefaultEnterButton(1)
                textWindow:setDefaultEscapeButton(1)
                textWindow:sendToPlayer(self)
                self:setStorageValue(skillStorage, pts - skills[choiceId][4])
                return true
            end

            local textWindow = ModalWindow(TextModalId, "Error", "Not enough points")
            textWindow:addButton(1, "Ok")
            textWindow:setDefaultEnterButton(1)
            textWindow:setDefaultEscapeButton(1)
            textWindow:sendToPlayer(self)
            return true
        end
        return false
    end
    
    if not (windowId == TextModalId) then
        return false
    end
        
    self:sendSkillPointsWindow()
    return false
end

function Player:addSkillPoints(count)
    count = math.max(1, count or 1)
    
    local pts = self:getStorageValue(skillStorage)
    if pts < 0 then
        self:setStorageValue(skillStorage, 0)
        pts = 0
    end
    
    return self:setStorageValue(skillStorage, pts + count)
end

function Player:skillPointsAdvance(nlevel)
    if self:getStorageValue(skillPointsAdvanceStorage) < nlevel then
        self:addSkillPoints(skillPointsPerLevel)
        self:setStorageValue(skillPointsAdvanceStorage, nlevel)
        self:sendTextMessage(MESSAGE_STATUS_CONSOLE_ORANGE, "New skill points available. Type " .. skillPointsTalkaction .. " to open character mastery window.")
    end
    return true
end

Editado por Jobs (veja o histórico de edições)

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