Postado Junho 26, 2020 4 anos Este é um post popular. Olá, em data/events/scripts/creature.lua (implemente o código substituindo a função onChangeOufit, e verifique se ela esta definida como 1 em events.xml) function createBonusCondition(id, params) local condition = Condition(CONDITION_ATTRIBUTES, CONDITIONID_DEFAULT) condition:setParameter(CONDITION_PARAM_TICKS, -1) condition:setParameter(CONDITION_PARAM_SUBID, id) for i = 1, #params do local param = params[i].param local value = params[i].value condition:setParameter(param, value) end return condition end outfitBonus = { -- [{male outfit id, female outfit id}] = createBonusCondition(ID, parameters & values) [{128, 136}] = createBonusCondition(1, { {param = CONDITION_PARAM_STAT_MAGICPOINTS, value = 10}, {param = CONDITION_PARAM_STAT_MAXHITPOINTSPERCENT, value = 110} } ), [{129, 137}] = createBonusCondition(2, { {param = CONDITION_PARAM_STAT_MAXMANAPOINTSPERCENT, value = 200} } ) } function getBonusCondition(outfit) for outfits, bonus in pairs(outfitBonus) do if table.contains(outfits, outfit) then return bonus end end return nil end function Creature:onChangeOutfit(outfit) if not self:isPlayer() then return true end local previousBonusCondition = getBonusCondition(self:getOutfit().lookType) local newBonusCondition = getBonusCondition(outfit.lookType) if previousBonusCondition then self:removeCondition(CONDITION_ATTRIBUTES, CONDITIONID_DEFAULT, previousBonusCondition:getSubId()) end if newBonusCondition then self:addCondition(newBonusCondition) end return true end Em data/creaturescript/scripts/login.lua (dentro da função onLogin implemente o código a seguir) -- Outfit bonus local bonusCondition = getBonusCondition(player:getOutfit().lookType) if bonusCondition then player:addCondition(bonusCondition) end Para configurar usa o exemplo a seguir: outfitBonuses = { [{male outfit id, female outfit id}] = createBonusCondition(ID, parameters & values) } O ID deve ser diferente para cada bônus, de modo que o script pode identificar entre as condições. Os parâmetros devem estar dentro de uma tabela: {param = alguma_condição_parâmetro, value = valor_para_mudar} Aqui estão os parâmetro disponíveis no TFS 1.3: CONDITION_PARAM_OWNER CONDITION_PARAM_TICKS CONDITION_PARAM_HEALTHGAIN CONDITION_PARAM_HEALTHTICKS CONDITION_PARAM_MANAGAIN CONDITION_PARAM_MANATICKS CONDITION_PARAM_DELAYED CONDITION_PARAM_SPEED CONDITION_PARAM_LIGHT_LEVEL CONDITION_PARAM_LIGHT_COLOR CONDITION_PARAM_SOULGAIN CONDITION_PARAM_SOULTICKS CONDITION_PARAM_MINVALUE CONDITION_PARAM_MAXVALUE CONDITION_PARAM_STARTVALUE CONDITION_PARAM_TICKINTERVAL CONDITION_PARAM_FORCEUPDATE CONDITION_PARAM_SKILL_MELEE CONDITION_PARAM_SKILL_FIST CONDITION_PARAM_SKILL_CLUB CONDITION_PARAM_SKILL_SWORD CONDITION_PARAM_SKILL_AXE CONDITION_PARAM_SKILL_DISTANCE CONDITION_PARAM_SKILL_SHIELD CONDITION_PARAM_SKILL_FISHING CONDITION_PARAM_STAT_MAXHITPOINTS CONDITION_PARAM_STAT_MAXMANAPOINTS CONDITION_PARAM_STAT_SOULPOINTS CONDITION_PARAM_STAT_MAGICPOINTS CONDITION_PARAM_STAT_MAXHITPOINTSPERCENT CONDITION_PARAM_STAT_MAXMANAPOINTSPERCENT CONDITION_PARAM_STAT_SOULPOINTSPERCENT CONDITION_PARAM_STAT_MAGICPOINTSPERCENT CONDITION_PARAM_PERIODICDAMAGE CONDITION_PARAM_SKILL_MELEEPERCENT CONDITION_PARAM_SKILL_FISTPERCENT CONDITION_PARAM_SKILL_CLUBPERCENT CONDITION_PARAM_SKILL_SWORDPERCENT CONDITION_PARAM_SKILL_AXEPERCENT CONDITION_PARAM_SKILL_DISTANCEPERCENT CONDITION_PARAM_SKILL_SHIELDPERCENT CONDITION_PARAM_SKILL_FISHINGPERCENT CONDITION_PARAM_BUFF_SPELL CONDITION_PARAM_SUBID CONDITION_PARAM_FIELD CONDITION_PARAM_DISABLE_DEFENSE CONDITION_PARAM_SPECIALSKILL_CRITICALHITCHANCE CONDITION_PARAM_SPECIALSKILL_CRITICALHITAMOUNT CONDITION_PARAM_SPECIALSKILL_LIFELEECHCHANCE CONDITION_PARAM_SPECIALSKILL_LIFELEECHAMOUNT CONDITION_PARAM_SPECIALSKILL_MANALEECHCHANCE CONDITION_PARAM_SPECIALSKILL_MANALEECHAMOUNT CONDITION_PARAM_AGGRESSIVE Créditos: INFERNUM (OTLAND) STYLLER OT 2022
Postado Agosto 5, 2020 4 anos La idea es que el bonus se aplique cuando el outfit tenga los addones completos, sin tener el addon 1 y 2 el bonus se aplica igual, como podria agregar para que se aplique al tener el addon full?. saludos
Postado Agosto 6, 2020 4 anos Autor 2 horas atrás, wizinx disse: La idea es que el bonus se aplique cuando el outfit tenga los addones completos, sin tener el addon 1 y 2 el bonus se aplica igual, como podria agregar para que se aplique al tener el addon full?. saludos Altere essa função: function Creature:onChangeOutfit(outfit) if not self:isPlayer() then return true end local previousBonusCondition = getBonusCondition(self:getOutfit().lookType) local newBonusCondition = getBonusCondition(outfit.lookType) if previousBonusCondition then self:removeCondition(CONDITION_ATTRIBUTES, CONDITIONID_DEFAULT, previousBonusCondition:getSubId()) end if newBonusCondition then self:addCondition(newBonusCondition) end return true end Deixando ela assim: function Creature:onChangeOutfit(outfit) if not self:isPlayer() then return true end if self:hasOutfit(self:getOutfit().lookType, 3) then local previousBonusCondition = getBonusCondition(self:getOutfit().lookType) local newBonusCondition = getBonusCondition(outfit.lookType) if previousBonusCondition then self:removeCondition(CONDITION_ATTRIBUTES, CONDITIONID_DEFAULT, previousBonusCondition:getSubId()) end if newBonusCondition then self:addCondition(newBonusCondition) end end return true end STYLLER OT 2022
Postado Agosto 6, 2020 4 anos 3 horas atrás, luanluciano93 disse: Altere essa função: function Creature:onChangeOutfit(outfit) if not self:isPlayer() then return true end local previousBonusCondition = getBonusCondition(self:getOutfit().lookType) local newBonusCondition = getBonusCondition(outfit.lookType) if previousBonusCondition then self:removeCondition(CONDITION_ATTRIBUTES, CONDITIONID_DEFAULT, previousBonusCondition:getSubId()) end if newBonusCondition then self:addCondition(newBonusCondition) end return true end Deixando ela assim: function Creature:onChangeOutfit(outfit) if not self:isPlayer() then return true end if self:hasOutfit(self:getOutfit().lookType, 3) then local previousBonusCondition = getBonusCondition(self:getOutfit().lookType) local newBonusCondition = getBonusCondition(outfit.lookType) if previousBonusCondition then self:removeCondition(CONDITION_ATTRIBUTES, CONDITIONID_DEFAULT, previousBonusCondition:getSubId()) end if newBonusCondition then self:addCondition(newBonusCondition) end end return true end Amigo, lo coloqué como usted me dijo, aun el bono se da con solo tener la outfit sin los addones, si no es mucha la molestia de verificar, le agradezco por su tiempo.
Postado Agosto 7, 2020 4 anos Autor @wizinx além da alteração que citei acima, mude também isso: -- Outfit bonus local bonusCondition = getBonusCondition(player:getOutfit().lookType) if bonusCondition then player:addCondition(bonusCondition) end Por isso: -- Outfit bonus if player:hasOutfit(player:getOutfit().lookType, 3) then local bonusCondition = getBonusCondition(player:getOutfit().lookType) if bonusCondition then player:addCondition(bonusCondition) end end STYLLER OT 2022
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.