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Lua ChoasBangel (0.3.5pl1) RoXoR

wlj

retierd
Joined
Jan 7, 2009
Messages
1,201
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Well im soon done when my friend says does chaosbangel work? i said lets try, And it dident work.... Please help me with this did try but still it did bug, Regard Wlj :)


LUA:
-- >> Small config section --
 
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, 2124, 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
 
Only remove
PHP:
into item 7697:
<attribute key="showduration" value="1"/> 
<attribute key="stopduration" value="1"/>
into item 7708:
<attribute key="decayTo" value="0"/>
<attribute key="duration" value="86400"/>
<attribute key="showduration" value="1"/>

and should not disapear. :P
 
and tick or cc?

LUA:
-- >> Small config section --
 
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, 2124, 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
 
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