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I have some requests

jordi123

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I have 4 requests, if anyone can help me with that would be great.

1) a script for an item that ( when used on an armor) adds 20 armor.

2) an npc that sells the feature "duel wielding" + the duel wielding script itself.

3) when you use "item A" and "item B" on each other they become "item C"

4) a staff that shoots all the different elements


Thanks
 
Multi Elements Wand

Lua:
<?xml version="1.0" encoding="UTF-8"?>
<mod name="Weapon multi-elements" version="1.0" author="nobody" contact="otland.net" enabled="yes">
<config name="configuracion"><![CDATA[
 
   config = {
      storage = 6999,
      dinero = 0 * 1000 -- 1cc, put 0, if you do not want waste money
      }
    par = {
      ["physic"] = {1, CONST_ME_HITAREA},
      ["energy"] = {2, CONST_ME_ENERGYHIT},
      ["earth"] = {3, CONST_ME_HITBYPOISON},
      ["fire"] = {4, CONST_ME_HITBYFIRE},
      ["ice"] = {5, CONST_ME_ICEATTACK},
      ["holy"] = {6, CONST_ME_HOLYDAMAGE},
      ["death"] = {7, CONST_ME_MORTAREA}
      }
 
]]></config>
   <talkaction words="!weapon" event="script"><![CDATA[
   domodlib('configuracion')
   function onSay(cid, words, param, channel)
      local p = par[param]
      if p then
         if getPlayerMoney(cid) < config.dinero then
            return doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "need " ..config.dinero.. " gold coins.")
         end   
         doPlayerRemoveMoney(cid, config.dinero)
         setPlayerStorageValue(cid, config.storage, p[1])
         doSendMagicEffect(getCreaturePosition(cid), p[2])
         doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Now you are using  ".. param ..".")
      else
         doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "the commands are, physic, energy, earth, fire, ice, death and holy.") 
      end
      return 0
   end
   ]]></talkaction>
   <item id="7450" level="150" mana="0" event="script"><![CDATA[
   domodlib('configuration')
   local physic = createCombatObject() -- 1
   setCombatParam(physic, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
   setCombatParam(physic, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
   setCombatParam(physic, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDCLUB)
   function onGetFormulaValues(cid, level, skill, attack, factor)
	local skillTotal, levelTotal = skill + attack, level / 5
	return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
end
   setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
 
   local energy = createCombatObject() -- 2
   setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
   setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
   setCombatParam(energy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
   function onGetFormulaValues(cid, level, skill, attack, factor)
	local skillTotal, levelTotal = skill + attack, level / 5
	return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
end
   setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
 
   local earth = createCombatObject() -- 3
   setCombatParam(earth, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
   setCombatParam(earth, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON)
   setCombatParam(earth, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_POISON)
   function onGetFormulaValues(cid, level, skill, attack, factor)
	local skillTotal, levelTotal = skill + attack, level / 5
	return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
end
   setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
 
   local fire = createCombatObject() -- 4
   setCombatParam(fire, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
   setCombatParam(fire, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
   setCombatParam(fire, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLFIRE)
   function onGetFormulaValues(cid, level, skill, attack, factor)
	local skillTotal, levelTotal = skill + attack, level / 5
	return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
end
   setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
 
   local ice = createCombatObject()  -- 5
   setCombatParam(ice, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
   setCombatParam(ice, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK)
   setCombatParam(ice, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)
   function onGetFormulaValues(cid, level, skill, attack, factor)
	local skillTotal, levelTotal = skill + attack, level / 5
	return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
end
   setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
 
   local holy = createCombatObject()  -- 6
   setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
   setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
   setCombatParam(holy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLHOLY)
   function onGetFormulaValues(cid, level, skill, attack, factor)
	local skillTotal, levelTotal = skill + attack, level / 5
	return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
end
   setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
 
   local death = createCombatObject()  -- 7
   setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
   setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
   setCombatParam(death, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
   function onGetFormulaValues(cid, level, skill, attack, factor)
	local skillTotal, levelTotal = skill + attack, level / 5
	return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
end
   setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
 
function onUseWeapon(cid, var)
   local valor = getPlayerStorageValue(cid, config.storage)
   doCombat(cid, valor == 2 and energy or valor == 3 and earth or valor == 4 and fire or valor == 5 and ice or valor == 6 and holy or valor == 7 and death or physic, var)
   return true
end
 
   ]]>
   <vocation id="4"/>
	</item>
	<item id="7450" article="a" name="Elemental Hammer">
		<attribute key="description" value="The leyend tells that the blacksmith who forged it made a pact whith the gods, so his hammer could control every existant element." />
		<attribute key="weight" value="500" />
		<attribute key="defense" value="37" />
		<attribute key="attack" value="55" />
		<attribute key="weaponType" value="club" />
   </item>
</mod>

or

Lua:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 43)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, 28)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, 0, -1349, 0, -1551)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 31)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 30)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, 0, -1349, 0, -1551)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 5)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 3)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0, -1349, 0, -1551)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 17)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 31)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, 0, -1349, 0, -1551)

local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, 1)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 25)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 41)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, 0, -1349, 0, -1551)

local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 48)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 4)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, 0, -1349, 0, -1551)

local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 20)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 14)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, 0, -1349, 0, -1551)

function onUseWeapon(cid, var)
doCreatureAddHealth(cid, 1 + getPlayerMagLevel(cid) * getPlayerLevel(cid) * 0.005)
doSendAnimatedText(getCreaturePosition(cid), '+'..(1 + getPlayerMagLevel(cid) * getPlayerLevel(cid) * 0.005), COLOR_89)

lucky = math.random(1, 7)
if lucky == 1 then
return doCombat(cid, combat, var)
elseif lucky == 2 then
return doCombat(cid, combat2, var)
elseif lucky == 3 then
return doCombat(cid, combat3, var)
elseif lucky == 4 then
return doCombat(cid, combat4, var)
elseif lucky == 5 then
return doCombat(cid, combat5, var)
elseif lucky == 6 then
return doCombat(cid, combat6, var)
elseif lucky == 7 then
return doCombat(cid, combat7, var)
end
end
 
when you use "item A" and "item B" on each other they become "item C"

Code:
local changes = { 
[7419] = 7435,
}
local text = "You have upgraded rich weapon."
local disteffect = 35
local effect = 66
function onUse(cid, item, fromPosition, itemEx, toPosition)
if changes[itemEx.itemid] then
doTransformItem(itemEx.uid, changes[itemEx.itemid])
doRemoveItem(item.uid, 1)
doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, text)
local position = getCreaturePosition(cid)
doSendMagicEffect(position, effect)
doCreatureSay(cid, "Upgraded!", TALKTYPE_ORANGE_1)
for i = 1, 30 do
doSendDistanceShoot({x = position.x + math.random(-7, 7), y = position.y + math.random(-5, 5), z = position.z}, position, disteffect)
end
end
return true
end

action xml
Code:
 <action itemid="xxxx" event="script" value="other/xxxx.lua" />
 
okay , now i only need 1 and 2. im going to test 3 and 4 thanks guys

1) a script for an item that ( when used on an armor) adds 20 armor.

2) an npc that sells the feature "duel wielding" + the duel wielding script itself.
 
i will see what my scripter can do with this. thanks everybody

- - - Updated - - -

bump, i still need this 2) an npc that sells the feature "duel wielding" + the duel wielding script itself.

thanks
 
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