Hello, how can I add one function to the following script: When we have a ring on ourselves, we can not enter the pz
Code:
-- >> Small config section --
local outfitMale =
{
lookType = 22,
lookHead = 19,
lookBody = 79,
lookLegs = 3,
lookFeet = 81,
lookAddons = 0
}
local outfitFemale =
{
lookType = 22,
lookHead = 19,
lookBody = 53,
lookLegs = 92,
lookFeet = 79,
lookAddons = 0
}
local cointype = 2160 -- Id of the coin the spell will use (2148 = gold coin, 2152 = platinum coin, 2160 = crystal coin) --
local tbcw = 20000 -- 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 --
local bringwaste = CONST_ME_FIREWORK_YELLOW
local glandeff = CONST_ME_FIREWORK_RED
-- Small config section << --
local condition1 = createConditionObject(CONDITION_ATTRIBUTES)
setConditionParam(condition1, CONDITION_PARAM_TICKS, -1)
setConditionParam(condition1, CONDITION_PARAM_SKILL_SHIELD, 50)
setConditionParam(condition1, CONDITION_PARAM_STAT_MAXHITPOINTSPERCENT, 150)
setConditionParam(condition1, CONDITION_PARAM_STAT_MAXMANAPOINTSPERCENT, 100)
local condition2 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition2, CONDITION_PARAM_TICKS, -1)
setConditionFormula(condition2, 5, 5, 5, 5)
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: " ..coinleft.. ".")
end
if goldleft < ncws then
param.crca = 0
param.crcb = 0
setPlayerStorageValue(param.cid, 50780, 0)
doPlayerSendTextMessage(param.cid, MESSAGE_EVENT_DEFAULT, "No coin 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