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Add exahusted time to Transforming Ring (Script here for anyone who wants its)

mamon_2

Banned User
Joined
Jul 2, 2007
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Why Im asking for this? Because there is a bug when you equip it and you have low hp and mp it heals you to 100% and the no exahusted :S

Help please?

Script:

PHP:
-- >> Small config section --
 
local outfitMale =
{
lookType = 289,
lookHead = 95,
lookBody = 38,
lookLegs = 78,
lookFeet = 113,
lookAddons = 3
}
 
local outfitFemale =
{
lookType = 288,
lookHead = 95,
lookBody = 38,
lookLegs = 78,
lookFeet = 113,
lookAddons = 3
}
 
local cointype = 2152 -- Id of the coin the spell will use (2148 = gold coin, 2152 = platinum coin, 2160 = crystal coin) --
local tbcw = 10000 -- coin wasting time interval (miliseconds) --
local ncws = 1 -- number of coins used up during time interval --
local ncni = 50 -- number of coins needed to trigger the transformation --
local stcn = 55 -- 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, 10)
setConditionParam(condition1, CONDITION_PARAM_SKILL_FISHING, 10)
setConditionParam(condition1, CONDITION_PARAM_SKILL_CLUB, 10)
setConditionParam(condition1, CONDITION_PARAM_SKILL_SWORD, 10)
setConditionParam(condition1, CONDITION_PARAM_SKILL_AXE, 10)
setConditionParam(condition1, CONDITION_PARAM_SKILL_DISTANCE, 10)
setConditionParam(condition1, CONDITION_PARAM_SKILL_SHIELD, 10)
setConditionParam(condition1, CONDITION_PARAM_SKILL_FISHING, 10)
setConditionParam(condition1, CONDITION_PARAM_STAT_MAGICPOINTS, 5)
setConditionParam(condition1, CONDITION_PARAM_STAT_MAXHITPOINTSPERCENT, 120)
setConditionParam(condition1, CONDITION_PARAM_STAT_MAXMANAPOINTSPERCENT, 110)
 
local condition2 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition2, CONDITION_PARAM_TICKS, -1)
setConditionFormula(condition2, 0.65, 0, 0.65, 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, "Tu dinero se ha agotado!")
			
			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
 
Thanks to ******, credits to Molinero.

@Up
Remove these lines from the script. Equiping the ring will not heal players anymore.
Lua:

PHP:
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)]
 
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