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Login.lua, test again !
function onLogin(cid)
local events = {
"RemoveBlesses", --Register the kill/die event
"Give_Bag_After_Death", --Register the Give_Bag_After_Death
"lootMessage", --Register loot message
"Dragons"
}
-- Register events
for i = 1...
oh yeah, I agree, I know how that function works, I put it that way, because there was no notion of the proportion of the boss's room, but it's easy to be corrected. And thank you for your note!
I edit my post
local outfits = {
[50] = 88,
[60] = 100,
}
function onEquip(player, item, slot)
local outfit = outfits[player:getOutfit()]
if outfit then
player:setOutfit(outfit)
end
return true
end
function onDeEquip(player, item, slot)
if...
Add this function in lib/miscellaneous/functions.lua
function iterateArea(func, from, to)
for z = from.z, to.z do
for y = from.y, to.y do
for x = from.x, to.x do
func(Position(x, y, z))
end
end
end
end
iterateArea(function(position)
local tile = Tile(position)
if not tile then
return
end
local items = tile:getItems()
if items then
for i = 1, #items do
local item = items[i]
item:remove()...
function getReportByGuid(guid)
local shop = db.getResult("SELECT * FROM `report` WHERE `id` = ".. guid ..";")
return shop:getDataString("report")
end
function doPlayerAddReport(cid, report)
db.executeQuery("INSERT INTO `report` (`id`, `report`, `level`) VALUES (" ...
Not tested !
local runningEvents = {}
local function gainHpAndMana(cid)
local player = Player(cid)
if not player then
return
end
player:addMana(100)
player:addHealth(150)
runningEvents[1] = addEvent(gainHpAndMana, 2000, player:getId())
return true
end...