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Edited Transform epic ring

Easy for you: only delete the outfit and effects values, I made it for you:

Code:
-- >> Small config section --
 
local cointype = 2160 -- Id of the coin the spell will use (2148 = gold coin, 2152 = platinum coin, 2160 = crystal coin) --
local tbcw = 2000 -- coin wasting time interval (miliseconds) --
local ncws = 1 -- number of coins used up during time interval --
local ncni = 20 -- 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 --
 
-- Small config section << --
 
local condition1 = createConditionObject(CONDITION_ATTRIBUTES)
setConditionParam(condition1, CONDITION_PARAM_TICKS, -1)
setConditionParam(condition1, CONDITION_PARAM_SKILL_FIST, 50)
setConditionParam(condition1, CONDITION_PARAM_SKILL_FISHING, 50)
setConditionParam(condition1, CONDITION_PARAM_SKILL_CLUB, 50)
setConditionParam(condition1, CONDITION_PARAM_SKILL_SWORD, 50)
setConditionParam(condition1, CONDITION_PARAM_SKILL_AXE, 50)
setConditionParam(condition1, CONDITION_PARAM_SKILL_DISTANCE, 50)
setConditionParam(condition1, CONDITION_PARAM_SKILL_SHIELD, 50)
setConditionParam(condition1, CONDITION_PARAM_SKILL_FISHING, 50)
setConditionParam(condition1, CONDITION_PARAM_STAT_MAGICPOINTS, 50)
setConditionParam(condition1, CONDITION_PARAM_STAT_MAXHITPOINTSPERCENT, 120)
setConditionParam(condition1, CONDITION_PARAM_STAT_MAXMANAPOINTSPERCENT, 120)
 
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)
 
        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
 
        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, "No cash left!")
            
            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
        --can equip here?
        addEvent(superform1, 1, param)
        return TRUE
    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
return TRUE
end
 
Can you delete removing coins on use epic ring?
when i equip transform ring this take 42cc

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