if skill == SKILL__LEVEL and newLevel == 500 then
local p = getPlayerPosition(cid)
local positions = {
[1] = { pos= {x=p.x+1,y=p.y,z=p.z}, delay = 100, delay2 = 900},
[2] = { pos= {x=p.x+1,y=p.y+1,z=p.z}, delay = 200, delay2 = 980},
[3] = { pos= {x=p.x,y=p.y+1,z=p.z}, delay = 300, delay2 = 1060},
[4] = { pos= {x=p.x-1,y=p.y+1,z=p.z}, delay = 400, delay2 = 1140},
[5] = { pos= {x=p.x-1,y=p.y,z=p.z}, delay = 500, delay2 = 1220},
[6] = { pos= {x=p.x-1,y=p.y-1,z=p.z}, delay = 600, delay2 = 1300},
[7] = { pos= {x=p.x,y=p.y-1,z=p.z}, delay = 700, delay2 = 1380},
[8] = { pos= {x=p.x+1,y=p.y-1,z=p.z}, delay = 800, delay2 = 1460} }
for i = 1, 8 do
addEvent(doSendDistanceShoot, positions[i].delay, positions[i].pos, p, 37)
addEvent(doSendDistanceShoot, positions[i].delay2, positions[i].pos, p, 37)
end
addEvent(doSendMagicEffect, 900, p, 49)
doSendAnimatedText(p, '+LEVEL['..newlevel..']', math.random(255))
doPlayerSave(cid, true)
end
local config = {
savePlayersOnAdvance = true
}
function onAdvance(cid, skill, oldLevel, newLevel)
if(config.savePlayersOnAdvance) then
doPlayerSave(cid, true)
end
if skill == SKILL__LEVEL and newLevel == 500 then
local p = getPlayerPosition(cid)
local positions = {
[1] = { pos= {x=p.x+1,y=p.y,z=p.z}, delay = 100, delay2 = 900},
[2] = { pos= {x=p.x+1,y=p.y+1,z=p.z}, delay = 200, delay2 = 980},
[3] = { pos= {x=p.x,y=p.y+1,z=p.z}, delay = 300, delay2 = 1060},
[4] = { pos= {x=p.x-1,y=p.y+1,z=p.z}, delay = 400, delay2 = 1140},
[5] = { pos= {x=p.x-1,y=p.y,z=p.z}, delay = 500, delay2 = 1220},
[6] = { pos= {x=p.x-1,y=p.y-1,z=p.z}, delay = 600, delay2 = 1300},
[7] = { pos= {x=p.x,y=p.y-1,z=p.z}, delay = 700, delay2 = 1380},
[8] = { pos= {x=p.x+1,y=p.y-1,z=p.z}, delay = 800, delay2 = 1460} }
for i = 1, 8 do
addEvent(doSendDistanceShoot, positions[i].delay, positions[i].pos, p, 37)
addEvent(doSendDistanceShoot, positions[i].delay2, positions[i].pos, p, 37)
end
addEvent(doSendMagicEffect, 900, p, 49)
doSendAnimatedText(p, '+LEVEL['..newlevel..']', math.random(255))
doPlayerSave(cid, true)
end
return true
end
I am not sure for the 500+ but:
>= greater or equalCode:if skill == SKILL__LEVEL and newLevel >= 500 then