Postado Janeiro 14, 2019 6 anos Olá Tudo bem? Então eu estou usando esse script para cada lvl que upa ganha "Skills Points" estou com 2 dúvida. 1º Queria que quando o personagem upa aparecesse uma mensagem na tela alguma coisa do tipo "+1 Skill Points!" Vi que no Script tem uma area de mensagem, porém não está funcioando. self:sendTextMessage(MESSAGE_STATUS_CONSOLE_ORANGE, "New skill points available. Type " .. skillPointsTalkaction .. " to open character mastery window.") 2° Queria criar mais um botão de "Reset" que precisaria de um ITEM, Ai quando clicasse no botão o player ganharia todos os pontos gastos novamente e resetaria os status do mesmo. mantendo lvl ganho ao upar, queria que só resetasse os Skills que ele distribuiu. Tipo se o player colocou 5 pontos em vida, o player tem 100 de vida, com esses 5 pontos, ficou com 150, ai ao usar o botao de reset ele receberia os 5 pontos perderia esses 50 de vida extra e voltaria com os 100 de vida normal. Segue o script a baixo. MUITO OBRIGADO A QUEM PUDER ME AJUDAR. Peguei esse script em outro fórum ( https://otland.net/threads/tfs-1-1-skill-points-modalwindow.229280/ ) , Desculpa se não pode postar link de outros fóruns aqui. creaturescripts.xml: Spoiler <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 Spoiler 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: Spoiler <talkaction words="!points" script="sp.lua"/> sp.lua Talkaction Spoiler function onSay(player, words, param) player:sendSkillPointsWindow() return false end dofile('data/sp.lua') Spoiler -- 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 Janeiro 14, 2019 6 anos por hacuna matata (veja o histórico de edições)
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