Nie tylko o Tibii i OTS...
Znalazłem na otfans ciekawy skrypt i chce wam go tutaj zaprezentować
Jego działanie: gdy go założysz, sprawdza czy masz wystarczającą liczbe kasy, jesli masz to podnosi Ci hp i mane o 80% (max mana i max hp) oraz podnosi skille do 120 (mlvl i fishing też)
Oprócz tego dla chłopaka (male) animacja jest inna niż dla dziewczyny (female)
Trzeba go zapisać jako chaosbangle.lua w movements/scripts/
Spoiler:
local outfitMale =
{
lookType = 12,
lookHead = 19,
lookBody = 79,
lookLegs = 3,
lookFeet = 81,
lookAddons = 0
}
local outfitFemale =
{
lookType = 12,
lookHead = 19,
lookBody = 53,
lookLegs = 92,
lookFeet = 79,
lookAddons = 0
}
local cointype = 2148 -- Id of the coin the spell will use (2148 = gold coin, 2152 = platinum coin, 2160 = crystal coin) --
local tbcw = 1000 -- coin wasting time interval (miliseconds) --
local ncws = 1 -- number of coins used up during time interval --
local ncni = 10 -- number of coins needed to trigger the transformation --
local stcn = 20 -- number of coins needed to execute script (must be higher than ncni value) --
local warn = 1 -- warns player when runing short on coins, 1 = yes --
local cwar = 20 -- number of coins that triggers the warnings --
local bmaineff = CONST_ME_YELLOW_RINGS
local bsecondeff = CONST_ME_BLOCKHIT
local bflingeff = CONST_ANI_SMALLHOLY
local blandeff = CONST_ME_HOLYAREA
local bringwaste = CONST_ME_FIREWORK_YELLOW
local bringabsorb = CONST_ME_MAGIC_GREEN
local gmaineff = CONST_ME_EXPLOSIONAREA
local gsecondeff = CONST_ME_FIREAREA
local gflingeff = CONST_ANI_FIRE
local glandeff = CONST_ME_FIREWORK_RED
local gringwaste = CONST_ME_FIREWORK_RED
local gringabsorb = CONST_ME_MAGIC_RED
-- Small config section << --
local condition1 = createConditionObject(CONDITION_ATTRIBUTES)
setConditionParam(condition1, CONDITION_PARAM_TICKS, -1)
setConditionParam(condition1, CONDITION_PARAM_SKILL_FIST, 120)
setConditionParam(condition1, CONDITION_PARAM_SKILL_FISHING, 120)
setConditionParam(condition1, CONDITION_PARAM_SKILL_CLUB, 120)
setConditionParam(condition1, CONDITION_PARAM_SKILL_SWORD, 120)
setConditionParam(condition1, CONDITION_PARAM_SKILL_AXE, 120)
setConditionParam(condition1, CONDITION_PARAM_SKILL_DISTANCE, 120)
setConditionParam(condition1, CONDITION_PARAM_SKILL_SHIELD, 120)
setConditionParam(condition1, CONDITION_PARAM_SKILL_FISHING, 120)
setConditionParam(condition1, CONDITION_PARAM_STAT_MAGICPOINTS, 120)
setConditionParam(condition1, CONDITION_PARAM_STAT_MAXHITPOINTSPERCENT, 180)
setConditionParam(condition1, CONDITION_PARAM_STAT_MAXMANAPOINTSPERCENT, 180)
local condition2 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition2, CONDITION_PARAM_TICKS, -1)
setConditionFormula(condition2, 2.5, 0, 3.0, 0)
function superform1(param)
if param.crca == 1 then
local pos = getCreaturePosition(param.cid)
local sex = getPlayerSex(param.cid)
local nha = {x = pos.x, y = pos.y - 3, z = pos.z, stackpos = 255}
local sha = {x = pos.x, y = pos.y + 3, z = pos.z, stackpos = 255}
local wha = {x = pos.x - 3, y = pos.y, z = pos.z, stackpos = 255}
local eha = {x = pos.x + 3, y = pos.y, z = pos.z, stackpos = 255}
local nwa = {x = pos.x - 2, y = pos.y - 2, z = pos.z, stackpos = 255}
local nea = {x = pos.x + 2, y = pos.y - 2, z = pos.z, stackpos = 255}
local sea = {x = pos.x + 2, y = pos.y + 2, z = pos.z, stackpos = 255}
local swa = {x = pos.x - 2, y = pos.y + 2, z = pos.z, stackpos = 255}
if sex == 1 then
doSendMagicEffect(pos, bmaineff)
doSendMagicEffect(pos, bsecondeff)
doSendDistanceShoot(pos, nha, bflingeff)
doSendDistanceShoot(pos, sha, bflingeff)
doSendDistanceShoot(pos, wha, bflingeff)
doSendDistanceShoot(pos, eha, bflingeff)
doSendDistanceShoot(pos, nwa, bflingeff)
doSendDistanceShoot(pos, nea, bflingeff)
doSendDistanceShoot(pos, sea, bflingeff)
doSendDistanceShoot(pos, swa, bflingeff)
doSendMagicEffect(nha, blandeff)
doSendMagicEffect(sha, blandeff)
doSendMagicEffect(wha, blandeff)
doSendMagicEffect(eha, blandeff)
doSendMagicEffect(nwa, blandeff)
doSendMagicEffect(nea, blandeff)
doSendMagicEffect(sea, blandeff)
doSendMagicEffect(swa, blandeff)
doSetCreatureOutfit(param.cid, outfitMale, -1)
else
doSendMagicEffect(pos, gmaineff)
doSendMagicEffect(pos, gsecondeff)
doSendDistanceShoot(pos, nha, gflingeff)
doSendDistanceShoot(pos, sha, gflingeff)
doSendDistanceShoot(pos, wha, gflingeff)
doSendDistanceShoot(pos, eha, gflingeff)
doSendDistanceShoot(pos, nwa, gflingeff)
doSendDistanceShoot(pos, nea, gflingeff)
doSendDistanceShoot(pos, sea, gflingeff)
doSendDistanceShoot(pos, swa, gflingeff)
doSendMagicEffect(nha, glandeff)
doSendMagicEffect(sha, glandeff)
doSendMagicEffect(wha, glandeff)
doSendMagicEffect(eha, glandeff)
doSendMagicEffect(nwa, glandeff)
doSendMagicEffect(nea, glandeff)
doSendMagicEffect(sea, glandeff)
doSendMagicEffect(swa, glandeff)
doSetCreatureOutfit(param.cid, outfitFemale, -1)
end
doAddCondition(param.cid, condition1)
doAddCondition(param.cid, condition2)
local mhp = getCreatureMaxHealth(param.cid)
local mma = getPlayerMaxMana(param.cid)
local chp = getCreatureHealth(param.cid)
local cma = getPlayerMana(param.cid)
local dhp = mhp - chp
local dma = mma - cma
doCreatureAddHealth(param.cid, dhp)
doPlayerAddMana(param.cid, dma)
doPlayerRemoveItem(param.cid, cointype, ncni)
param.crcb = 1
param.sex = sex
setPlayerStorageValue(param.cid, 50780, 1)
addEvent(superform2, 1, param)
end
end
function superform2(param)
if param.crca == 1 and param.crcb == 1 and isCreature(param.cid) == TRUE and getPlayerStorageValue(param.cid, 50780) == 1 then
local pos = getCreaturePosition(param.cid)
doPlayerRemoveItem(param.cid, cointype, ncws)
if param.sex == 1 then
doSendMagicEffect(pos, bringwaste)
doSendMagicEffect(pos, bringabsorb)
else
doSendMagicEffect(pos, gringwaste)
doSendMagicEffect(pos, gringabsorb)
end
local goldleft = getPlayerItemCount(param.cid, cointype)
if goldleft < cwar and warn == 1 then
doPlayerSendTextMessage(param.cid, MESSAGE_STATUS_CONSOLE_RED, "Coins left: " ..goldleft.. ".")
end
if goldleft < ncws then
param.crca = 0
param.crcb = 0
setPlayerStorageValue(param.cid, 50780, 0)
doPlayerSendTextMessage(param.cid, MESSAGE_EVENT_DEFAULT, "Your bangle has been destroyed!")
doPlayerRemoveItem(param.cid, 2127, 1)
local pos = getCreaturePosition(param.cid)
local nha = {x = pos.x, y = pos.y - 3, z = pos.z, stackpos = 255}
local sha = {x = pos.x, y = pos.y + 3, z = pos.z, stackpos = 255}
local wha = {x = pos.x - 3, y = pos.y, z = pos.z, stackpos = 255}
local eha = {x = pos.x + 3, y = pos.y, z = pos.z, stackpos = 255}
local nwa = {x = pos.x - 2, y = pos.y - 2, z = pos.z, stackpos = 255}
local nea = {x = pos.x + 2, y = pos.y - 2, z = pos.z, stackpos = 255}
local sea = {x = pos.x + 2, y = pos.y + 2, z = pos.z, stackpos = 255}
local swa = {x = pos.x - 2, y = pos.y + 2, z = pos.z, stackpos = 255}
doRemoveCondition(param.cid, CONDITION_OUTFIT)
doRemoveCondition(param.cid, CONDITION_ATTRIBUTES)
doRemoveCondition(param.cid, CONDITION_HASTE)
if param.sex == 1 then
doSendMagicEffect(pos, bmaineff)
doSendMagicEffect(pos, bsecondeff)
doSendDistanceShoot(pos, nha, bflingeff)
doSendDistanceShoot(pos, sha, bflingeff)
doSendDistanceShoot(pos, wha, bflingeff)
doSendDistanceShoot(pos, eha, bflingeff)
doSendDistanceShoot(pos, nwa, bflingeff)
doSendDistanceShoot(pos, nea, bflingeff)
doSendDistanceShoot(pos, sea, bflingeff)
doSendDistanceShoot(pos, swa, bflingeff)
doSendMagicEffect(nha, blandeff)
doSendMagicEffect(sha, blandeff)
doSendMagicEffect(wha, blandeff)
doSendMagicEffect(eha, blandeff)
doSendMagicEffect(nwa, blandeff)
doSendMagicEffect(nea, blandeff)
doSendMagicEffect(sea, blandeff)
doSendMagicEffect(swa, blandeff)
else
doSendMagicEffect(pos, gmaineff)
doSendMagicEffect(pos, gsecondeff)
doSendDistanceShoot(pos, nha, gflingeff)
doSendDistanceShoot(pos, sha, gflingeff)
doSendDistanceShoot(pos, wha, gflingeff)
doSendDistanceShoot(pos, eha, gflingeff)
doSendDistanceShoot(pos, nwa, gflingeff)
doSendDistanceShoot(pos, nea, gflingeff)
doSendDistanceShoot(pos, sea, gflingeff)
doSendDistanceShoot(pos, swa, gflingeff)
doSendMagicEffect(nha, glandeff)
doSendMagicEffect(sha, glandeff)
doSendMagicEffect(wha, glandeff)
doSendMagicEffect(eha, glandeff)
doSendMagicEffect(nwa, glandeff)
doSendMagicEffect(nea, glandeff)
doSendMagicEffect(sea, glandeff)
doSendMagicEffect(swa, glandeff)
end
else
addEvent(superform2, tbcw, param)
end
end
end
function onEquip(cid, item, slot)
local param = {cid = cid, item = item, slot = slot}
local gold = getPlayerItemCount(cid, cointype)
if gold > stcn then
param.crca = 1
addEvent(superform1, 1, param)
end
end
function onDeEquip(cid, item, slot)
if isPlayer(cid) and getPlayerStorageValue(cid, 50780) == 1 then
doRemoveCondition(cid, CONDITION_OUTFIT)
doRemoveCondition(cid, CONDITION_ATTRIBUTES)
doRemoveCondition(cid, CONDITION_HASTE)
local pos = getCreaturePosition(cid)
setPlayerStorageValue(cid, 50780, 0)
local sex = getPlayerSex(cid)
local nha = {x = pos.x, y = pos.y - 3, z = pos.z, stackpos = 255}
local sha = {x = pos.x, y = pos.y + 3, z = pos.z, stackpos = 255}
local wha = {x = pos.x - 3, y = pos.y, z = pos.z, stackpos = 255}
local eha = {x = pos.x + 3, y = pos.y, z = pos.z, stackpos = 255}
local nwa = {x = pos.x - 2, y = pos.y - 2, z = pos.z, stackpos = 255}
local nea = {x = pos.x + 2, y = pos.y - 2, z = pos.z, stackpos = 255}
local sea = {x = pos.x + 2, y = pos.y + 2, z = pos.z, stackpos = 255}
local swa = {x = pos.x - 2, y = pos.y + 2, z = pos.z, stackpos = 255}
if sex == 1 then
doSendMagicEffect(pos, bmaineff)
doSendMagicEffect(pos, bsecondeff)
doSendDistanceShoot(pos, nha, bflingeff)
doSendDistanceShoot(pos, sha, bflingeff)
doSendDistanceShoot(pos, wha, bflingeff)
doSendDistanceShoot(pos, eha, bflingeff)
doSendDistanceShoot(pos, nwa, bflingeff)
doSendDistanceShoot(pos, nea, bflingeff)
doSendDistanceShoot(pos, sea, bflingeff)
doSendDistanceShoot(pos, swa, bflingeff)
doSendMagicEffect(nha, blandeff)
doSendMagicEffect(sha, blandeff)
doSendMagicEffect(wha, blandeff)
doSendMagicEffect(eha, blandeff)
doSendMagicEffect(nwa, blandeff)
doSendMagicEffect(nea, blandeff)
doSendMagicEffect(sea, blandeff)
doSendMagicEffect(swa, blandeff)
else
doSendMagicEffect(pos, gmaineff)
doSendMagicEffect(pos, gsecondeff)
doSendDistanceShoot(pos, nha, gflingeff)
doSendDistanceShoot(pos, sha, gflingeff)
doSendDistanceShoot(pos, wha, gflingeff)
doSendDistanceShoot(pos, eha, gflingeff)
doSendDistanceShoot(pos, nwa, gflingeff)
doSendDistanceShoot(pos, nea, gflingeff)
doSendDistanceShoot(pos, sea, gflingeff)
doSendDistanceShoot(pos, swa, gflingeff)
doSendMagicEffect(nha, glandeff)
doSendMagicEffect(sha, glandeff)
doSendMagicEffect(wha, glandeff)
doSendMagicEffect(eha, glandeff)
doSendMagicEffect(nwa, glandeff)
doSendMagicEffect(nea, glandeff)
doSendMagicEffect(sea, glandeff)
doSendMagicEffect(swa, glandeff)
end
end
end
Następnie otwórz movements.xml i dopisz tam:
Spoiler:
<movevent event="Equip" itemid="2127" function="onEquipItem" slot="ring" script="chaosbangle.lua"/>
<movevent event="DeEquip" itemid="2127" function="onDeEquipItem" slot="ring" script="chaosbangle.lua"/>
Wybaczcie proszę, to że nie przetłumaczyłem tego w kodzie, ale nie mam dziś dużo czasu i boli mnie głowa
Komentować!
PS
Link do oryginalnego tematu: %#@$#@($*#@($@*#
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Ladnie ladnie 9/10
Ostatnio edytowany przez jasiu1995l (2008-07-28 12:45:38)
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9/10 .
Troszke za duzo jak na 1 ring.
Ale pomyslowe
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raczej sie przyda na h exp ots bo na taki mniejszy exp to raczej nie ale skrypt fajny
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Mi tam sie nie przyda ale 8/10 za pomyslowosc
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9/10
fajny skrypt ale powiem to samo co poprzednicy - za dużo daje jak na 1 ring :>
Pzdr
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