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bilaux

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Tudo que bilaux postou

  1. bom dia galera, no meu gesior, todas abas ficam fechadas, só a events aberta até ai tudo bem, mais se eu clico em qualquer evento da aba events, ele fecha a própria e abre as outras todas, como faz pra corrigir isso ?? obrigado
  2. bilaux

    Teleport automático

    tem como fazer de hora em hora, todos os dias ??
  3. não da erro mais tbm não funciona, obrigado config = { days = { "Monday-09:00", "Monday-10:00", "Monday-11:00", "Monday-12:00", "Monday-13:00", "Monday-14:00", "Monday-15:00", "Monday-16:00", "Monday-17:00", "Monday-18:00", "Monday-19:00", "Monday-20:00", "Monday-21:00", "Monday-22:00", "Tuesday-09:00", "Tuesday-10:00", "Tuesday-11:00", "Tuesday-12:00", "Tuesday-13:00", "Tuesday-14:00", "Tuesday-15:00", "Tuesday-16:00", "Tuesday-17:00", "Tuesday-18:00", "Tuesday-19:00", "Tuesday-20:00", "Tuesday-21:00", "Tuesday-22:00", "Wednesday-09:00", "Wednesday-10:00", "Wednesday-11:00", "Wednesday-12:00", "Wednesday-13:00", "Wednesday-14:00", "Wednesday-15:00", "Wednesday-16:00", "Wednesday-17:00", "Wednesday-18:00", "Wednesday-19:00", "Wednesday-20:00", "Wednesday-21:00", "Wednesday-22:00", "Thursday-09:00", "Thursday-10:00", "Thursday-11:00", "Thursday-12:00", "Thursday-13:00", "Thursday-14:00", "Thursday-15:00", "Thursday-16:00", "Thursday-17:00", "Thursday-18:00", "Thursday-19:00", "Thursday-20:00", "Thursday-21:00", "Thursday-22:00", "Friday-09:00", "Friday-10:00", "Friday-11:00", "Friday-12:00", "Friday-13:00", "Friday-16:39", "Friday-15:00", "Friday-16:00", "Friday-17:00", "Friday-18:00", "Friday-19:00", "Friday-20:00", "Friday-21:00", "Friday-22:00", "Saturday-09:00", "Saturday-10:00", "Saturday-11:00", "Saturday-12:00", "Saturday-13:00", "Saturday-14:00", "Saturday-15:00", "Saturday-16:00", "Saturday-17:00", "Saturday-18:00", "Saturday-19:00", "Saturday-20:00", "Saturday-21:00", "Saturday-22:00", "Sunday-09:00", "Sunday-10:00", "Sunday-11:00", "Sunday-12:00", "Sunday-13:00", "Sunday-14:00", "Sunday-15:00", "Sunday-16:00", "Sunday-17:00", "Sunday-18:00", "Sunday-19:00", "Sunday-20:00", "Sunday-21:00", "Sunday-22:00" }, Tp = {{x=1003, y=1500, z=13},{x = 155, y = 50, z = 7}} , TpTime = 2 -- em minutos } function onThink(interval, lastExecution) for i = 1, #config.days do if isInArray(config.days[1], os.date("%A")) and isInArray(config.days[2], tostring(os.date("%X")):sub(1, 5)) then function removeTp(config) local t = getTileItemById(config.Tp[1], 1387) if t then doRemoveItem(t.uid, 1) doSendMagicEffect(config.Tp[1], CONST_ME_POFF) broadcastMessage("O teleporte se fechou.",22) end end doCreateTeleport(1387, config.Tp[2], config.Tp[1]) broadcastMessage("O evento foi aberto, você tem "..config.TpTime.." minutos para entrar no teleport.",22) addEvent(removeTp, config.TpTime100060, config) end break end return true end
  4. redSkullLength = 2 * 24 * 60 * 60 blackSkullLength = 2 * 24 * 60 * 60 dailyFragsToRedSkull = 20 weeklyFragsToRedSkull = 40 monthlyFragsToRedSkull = 60 dailyFragsToBlackSkull = 20 weeklyFragsToBlackSkull = 40 monthlyFragsToBlackSkull = 70 blackSkulledDeathHealth = 40 blackSkulledDeathMana = 0 useBlackSkull = true advancedFragList = false ficaria assim pra ele pegar red e depois black ???? se eu desativar o black skull ele vai pegar red e não black ??
  5. boa tarde, tem um cara no meu ot, falou q pegou black direto com 8 frags, meu config.lua está assim.. useFragHandler = true redSkullLength = 2 * 24 * 60 * 60 blackSkullLength = 2 * 24 * 60 * 60 dailyFragsToRedSkull = 20 weeklyFragsToRedSkull = 40 monthlyFragsToRedSkull = 60 dailyFragsToBlackSkull = dailyFragsToRedSkull weeklyFragsToBlackSkull = weeklyFragsToRedSkull monthlyFragsToBlackSkull = monthlyFragsToRedSkull dailyFragsToBanishment = dailyFragsToRedSkull weeklyFragsToBanishment = weeklyFragsToRedSkull monthlyFragsToBanishment = monthlyFragsToRedSkull blackSkulledDeathHealth = 40 blackSkulledDeathMana = 0 useBlackSkull = true advancedFragList = true
  6. meu bomberman quando se suicida tu ganha o premio de vez ir pro jogador, os seus tbm são assim ??
  7. agora funciono abre o tp, tu passa em cima acontece nada...
  8. event ontime not found error - tfs 0.4
  9. como sempre salvando agora, falta arrumar o cast pra mim colocar, e eu vou testar aquele script do tile do lv e reset lá, agora to com msm distro q tu...
  10. bilaux

    Erro Nesse Script

    @Vodkart [9:45:47.378] [Error - TalkAction Interface] [9:45:47.378] In a timer event called from: [9:45:47.378] data/talkactions/scripts/bomb.lua:onSay [9:45:47.378] Description: [9:45:47.378] (luaGetCreatureName) Creature not found [9:45:47.378] [Error - TalkAction Interface] [9:45:47.378] In a timer event called from: [9:45:47.378] data/talkactions/scripts/bomb.lua:onSay [9:45:47.378] Description: [9:45:47.378] data/talkactions/scripts/bomb.lua:133: attempt to concatenate a boolean value [9:45:47.378] stack traceback: [9:45:47.378] data/talkactions/scripts/bomb.lua:133: in function 'loopDir' [9:45:47.378] data/talkactions/scripts/bomb.lua:178: in function <data/talkactions/scripts/bomb.lua:87>
  11. bom dia galera, teria como tirar do script pra ele refinar só itens de de defesa e nenhuma armas.. --[[ PERFECT UPGRADE SYSTEM 2.0 Criado por Oneshot É proibido a venda ou a cópia sem os devidos créditos desse script. ]]-- UpgradeHandler = { levels = { [1] = {100, false, false}, [2] = {90, false, false}, [3] = {75, false, false}, [4] = {60, true, false}, [5] = {45, true, false}, [6] = {30, true, false}, [7] = {25, true, false}, [8] = {20, true, true}, [9] = {15, true, true}, [10] = {10, true, true}, [11] = {10, true, true}, [12] = {10, true, true}, [13] = {10, true, true}, [14] = {10, true, true}, [15] = {5, true, true} }, broadcast = 7, attributes = { ["defense"] = 200, ["armor"] = 200 }, message = { console = "Trying to refine %s to level +%s with %s%% success rate.", success = "You have upgraded %s to level +%s", fail = "You have failed in upgrade of %s to level +%s", downgrade = "The upgrade level of %s has downgraded to +%s", erase = "The upgrade level of %s has been erased.", maxlevel = "The targeted %s is already on max upgrade level.", notupgradeable = "This item is not upgradeable.", broadcast = "The player %s was successful in upgrading %s to level +%s.\nCongratulations!!", invalidtool = "This is not a valid upgrade tool.", toolrange = "This upgrade tool can only be used in items with level between +%s and +%s" }, tools = { [8306] = {range = {0, 10}, info = {chance = 0, removeable = false}}, }, isEquipment = function(self) local weaponType = self:getItemWeaponType() return ((weaponType > 0 and weaponType < 7) or self.item.armor ~= 0) end, setItemName = function(self, name) return doItemSetAttribute(self.item.uid, "name", name) end, chance = function(self) local chances = {} chances.upgrade = (self.levels[self.item.level + 1][1] or 100) chances.downgrade = (self.item.level * 5) chances.erase = (self.item.level * 3) return chances end } function UpgradeHandler:new(item) local obj, ret = {} obj.item = {} obj.item.level = 0 obj.item.uid = item.uid for key, value in pairs(getItemInfo(item.itemid)) do obj.item[key] = value end ret = setmetatable(obj, {__index = function(self, index) if _G[index] then return (setmetatable({callback = _G[index]}, {__call = function(self, ...) return self.callback(item.uid, ...) end})) else return UpgradeHandler[index] end end}) if ret:isEquipment() then ret:update() return ret end return false end function UpgradeHandler:update() self.item.level = (tonumber(self:getItemName():match("%+(%d+)")) or 0) end function UpgradeHandler:refine(uid, item) if not self.item then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.notupgradeable) return "miss" end local tool = self.tools[item.itemid] if(tool == nil) then doPlayerSendTextMessage(uid, MESSAGE_EVENT_DEFAULT, self.message.invalidtool) return "miss" end if(self.item.level > #self.levels) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.maxlevel:format(self.item.name)) return "miss" end if(self.item.level < tool.range[1] or self.item.level >= tool.range[2]) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.toolrange:format(unpack(tool.range))) return "miss" end local chance = (self:chance().upgrade + tool.info.chance) doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.console:format(self.item.name, (self.item.level + 1), math.min(100, chance))) if(tool.info.removeable == false) then doRemoveItem(item.uid, 1) end if chance * 100 > math.random(1, 10000) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_ORANGE, self.message.success:format(self.item.name, (self.item.level + 1))) if (self.item.level + 1) >= self.broadcast then doBroadcastMessage(self.message.broadcast:format(getCreatureName(uid), self.item.name, (self.item.level + 1))) end self:setItemName((self.item.level > 0 and self:getItemName():gsub("%+(%d+)", "+".. (self.item.level + 1)) or (self:getItemName() .." +1"))) for key, value in pairs(self.attributes) do if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then doItemSetAttribute(self.item.uid, key, (self.item.level > 0 and getItemAttribute(self.item.uid, key) or self.item[key]) + value) end end return "success" else if(self.levels[self.item.level][3] == true and (self:chance().erase * 100) > math.random(1, 10000)) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.erase:format(self.item.name)) self:setItemName(self.item.name) for key, value in pairs(self.attributes) do if self.item[key] > 0 then doItemSetAttribute(self.item.uid, key, self.item[key]) end end elseif(self.levels[self.item.level][2] == true and (self:chance().downgrade * 100) > math.random(1, 10000)) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.downgrade:format(self.item.name, (self.item.level - 1))) self:setItemName((self.item.level == 1 and self.item.name or self:getItemName():gsub("%+(%d+)", "+".. (self.item.level - 1)))) for key, value in pairs(self.attributes) do if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then doItemSetAttribute(self.item.uid, key, (self.item[key] + value * (self.item.level - 1))) end end else doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.fail:format(self.item.name, (self.item.level + 1))) end return "fail" end end
  12. boa noite, como faz pra unificar, exemplo a primeira coluna, a id 7130, da todos os items de uma vez da primeira coluna, a segunda 7138, e por aí vai ?? obrigado local lever = { [7130] = {100,2474}, [7131] = {100,12568}, [7132] = {100,2469}, [7133] = {100,11114}, [7134] = {100,2181}, [7135] = {100,7365}, [7136] = {100,8905}, [7137] = {100,11301}, [7138] = {130,7903}, [7139] = {130,7884}, [7140] = {130,7885}, [7141] = {130,7886}, [7142] = {130,8911}, [7143] = {130,7363}, [7144] = {130,7460}, [7145] = {130,7390}, [7146] = {160,7900}, [7147] = {160,7899}, [7148] = {160,7894}, [7149] = {160,7891}, [7100] = {160,12597}, [7151] = {160,12391}, [7152] = {160,3974}, [7153] = {160,2446}, [7155] = {190,7902}, [7156] = {190,7897}, [7157] = {190,7896}, [7158] = {190,7892}, [7159] = {190,12288}, [7160] = {190,2547}, [7161] = {190,3975}, [7162] = {190,7404}, [7163] = {220,7901}, [7164] = {220,7898}, [7165] = {220,7895}, [7166] = {220,7893}, [7167] = {220,7735}, [7168] = {220,12286}, [7169] = {220,2532}, [7170] = {220,8930} } local storage,exausted = 98762, 2 local Stackable = {7365,7363,12286,2547,12391,12597} -- coloque o ID aqui dos que só vem 1 function onUse(cid,item,fromPosition,itemEx,toPosition) if getotfunPoints(cid) < lever[item.actionid][1] then return doPlayerSendTextMessage(cid,MESSAGE_INFO_DESCR, "Você precisa de "..lever[item.actionid][1].." Ot Fun points.") elseif getPlayerStorageValue(cid, storage) >= os.time() then return doPlayerSendCancel(cid, "espere " .. getPlayerStorageValue(cid, storage) - os.time() .. " alguns segundos e tente novamente.") end doPlayerAddItem(cid,lever[item.actionid][2], isItemStackable(lever[item.actionid][2]) and isInArray(Stackable, lever[item.actionid][2]) and 1 or 100) doPlayerRemoveotfunPoints(cid,lever[item.actionid][1]) setPlayerStorageValue(cid, storage, os.time()+exausted) doPlayerSendTextMessage(cid,22,"Você comprou um " .. getItemNameById(lever[item.actionid][2])) doSendMagicEffect(getCreaturePosition(cid), math.random(28,30)) return true end
  13. boa tarde, é o seguinte eu queria q o script ficasse da mesma forma, por pontos, a diferença q o cara puxa uma alavanca e já pega todos os itens q está listado ali da primeira coluna, o cara puxa a segunda e pega tudo da segunda coluna e etc.. local lever = { [7200] = {12,2474}, [7131] = {12,12568}, [7132] = {12,2469}, [7133] = {12,11114}, [7134] = {12,2181}, [7135] = {12,7365}, [7136] = {12,8905}, [7137] = {12,12001}, [7138] = {200,7903}, [7139] = {200,7884}, [7140] = {200,7885}, [7141] = {200,7886}, [7142] = {200,8911}, [7143] = {200,7363}, [7144] = {200,7460}, [7145] = {200,7390}, [7146] = {300,7900}, [7147] = {300,7899}, [7148] = {300,7894}, [7149] = {300,7891}, [712] = {300,12597}, [7151] = {300,12391}, [7152] = {300,3974}, [7153] = {300,2446}, [7155] = {280,7902}, [7156] = {280,7897}, [7157] = {280,7896}, [7158] = {280,7892}, [7159] = {280,12288}, [7300] = {280,2547}, [7161] = {280,3975}, [7162] = {280,7404}, [7163] = {200,7901}, [7164] = {200,7898}, [7165] = {200,7895}, [7166] = {200,7893}, [7167] = {200,7735}, [7168] = {200,12286}, [7169] = {200,2532}, [7170] = {200,8930} } local storage,exausted = 98762, 2 local Stackable = {7365,7363,12286,2547,12391,12597} -- coloque o ID aqui dos que só vem 1 function onUse(cid,item,fromPosition,itemEx,toPosition) if getotfunPoints(cid) < lever[item.actionid][1] then return doPlayerSendTextMessage(cid,MESSAGE_INFO_DESCR, "Você precisa de "..lever[item.actionid][1].." Ot Fun points.") elseif getPlayerStorageValue(cid, storage) >= os.time() then return doPlayerSendCancel(cid, "espere " .. getPlayerStorageValue(cid, storage) - os.time() .. " alguns segundos e tente novamente.") end doPlayerAddItem(cid,lever[item.actionid][2], isItemStackable(lever[item.actionid][2]) and isInArray(Stackable, lever[item.actionid][2]) and 1 or 12) doPlayerRemoveotfunPoints(cid,lever[item.actionid][1]) setPlayerStorageValue(cid, storage, os.time()+exausted) doPlayerSendTextMessage(cid,22,"Você comprou um " .. getItemNameById(lever[item.actionid][2])) doSendMagicEffect(getCreaturePosition(cid), math.random(28,30)) return true end
  14. já está assim como tu pediu pra alterar e está dando e luascript.cpp:741:23: error: ‘class boost::filesystem::directory_entry’ has no member named ‘leaf’ std::string s = it->leaf(); ^ luascript.cpp:744:59: error: no match for ‘operator+’ (operand types are ‘boost::filesystem::path’ and ‘const char [2]’) if(recursively && !loadDirectory(it->path().filename() + "/" + s, npc, recursively)) ^ Makefile:540: recipe for target 'luascript.o' failed make[1]: *** [luascript.o] Error 1 make[1]: ** Esperando que outros processos terminem. mv -f .deps/items.Tpo .deps/items.Po make[1]: Leaving directory '/home/dcp/z' Makefile:396: recipe for target 'all' failed make: *** [all] Error 2 rro.
  15. isso conta, itens de alavanca ou só trade de player para player ??
  16. @Vodkart essa segunda versão tem q criar q pasta no logs ??
  17. boa tarde, tem como acrescentar no script, pra ter uma variação de acordo com magic level ?? local min, max = 25000,25000 --Ataque mínimo e ataque máximo local w = { [1] = {ef = 47, sh = 35, dmg = COMBAT_ENERGYDAMAGE}, } function onUseWeapon(cid, var) local effect = getPlayerStorageValue(cid, 4561) local target = getCreatureTarget(cid) if target ~= 0 then local wx = w[effect] or w[math.random(#w)] doSendDistanceShoot(getThingPos(cid), getThingPos(target), wx.sh) addEvent(doAreaCombatHealth, 100, cid, wx.dmg, getThingPos(target), 0, -min, -max, wx.ef) end return true end
  18. bom dia galera, eu gostaria q todos players q tivessem lv menos q 100k não passassem e quem tiver lv 10k com 1 reset pra cima passasse, obrigado local config = { pos = {x = 1000, y = 1500, z = 13}, level = 100000, levelreset = 10000, msgWelcome = "Use !magiasnovas", msgWelcomeReset = "Bem-vindo!", msgCancel = "Vc Precisa 100k , upe nos rotworms, use !magiasnovas" } function onStepIn(cid, item, position, fromPosition) function getPlayerReset(cid) local qr = db.getResult("SELECT `reset` FROM `players` WHERE `id`= "..getPlayerGUID(cid)..";") rss = qr:getDataInt("reset", getPlayerGUID(cid)) if rss <= 0 then rss = 0 end return tonumber(rss) end if getPlayerReset(cid) >= 1 and getPlayerLevel(cid) >= config.levelreset then doTeleportThing(cid, config.pos) doPlayerSendTextMessage(cid, 22, config.msgWelcomeReset) else if getPlayerLevel(cid) >= config.level then doTeleportThing(cid, config.pos) doPlayerSendTextMessage(cid, 22, config.msgWelcome) doSendMagicEffect(getThingPos(cid), CONST_ME_MAGIC_BLUE) else doTeleportThing(cid, getTownTemplePosition(getPlayerTown(cid))) doPlayerPopupFYI(cid, config.msgCancel) doSendMagicEffect(getThingPos(cid), CONST_ME_MAGIC_BLUE) end end return true end
  19. bom dia, galera essas são storages do meu castle 24h, eu gostaria q 4 portas do castelo só quem tivesse essas storage conseguisse passar, obrigado function onUse(cid, item, frompos, item2, topos) local castle_one_name = "Castle24h" -- Nome do castelo 1 local storages = {154154,54321,123123} -- Storages ( se vc eh iniciante, deixe como está...)
  20. boa noite, galera meu ot tem 5 quest, ai eu estou querendo em cada quest coloca um npc no final dela, ai a primeira quest o cara faz a quest e ganha uma vocação nova, exemplo super knight, se eel for kina, super paladin e etc, e na segunda quest outro npc q da vocação, aí for super knight, ele vira hiper knight e por aí vai, ate a 5 quest, cada quest ele vira uma vocação nova, alguém poderia fazer pra mim ?? obrigado
  21. bom dia galera, meu autoloot, só aceita duas bps, teria como aumentar pra 10,20 e etc ?? aumentei aqui mais não adiantou, Max_Slots = {free = 10, premium = 20},
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