Hey,
Im looking for a script that when you are in a certain zone, you get a "powerup".
In this area you will have a static amount of HP/mana/skills/mlv. Equivalent to (for example) a level 500, skills 200, magic lv 150 etc.
Our server uses 8 different vocations. So in my case I need to be able to change the skills of 8 vocations.
I want to create one mission for all level 100+, so it does not matter if you are level 300 or just 100. It will be equally challenging for all level ranges.
Altho I want the experiance to scale. If you are a higher level you get more for killing the same creature.
Ofc its important that this script wont be abused (having still the powerup in "normal areas"). So it needs to be tied to a area.
Also that all the players get their old skilllevel and hp/mana etc. back.
This script gives also a player x% hp/mana/skills.
Mayby someone can create the script with help of this script:
I hope someone can mean something for me.
Thanks in advance.
Regards,
Pasibun
Im looking for a script that when you are in a certain zone, you get a "powerup".
In this area you will have a static amount of HP/mana/skills/mlv. Equivalent to (for example) a level 500, skills 200, magic lv 150 etc.
Our server uses 8 different vocations. So in my case I need to be able to change the skills of 8 vocations.
I want to create one mission for all level 100+, so it does not matter if you are level 300 or just 100. It will be equally challenging for all level ranges.
Altho I want the experiance to scale. If you are a higher level you get more for killing the same creature.
Ofc its important that this script wont be abused (having still the powerup in "normal areas"). So it needs to be tied to a area.
Also that all the players get their old skilllevel and hp/mana etc. back.
This script gives also a player x% hp/mana/skills.
Mayby someone can create the script with help of this script:
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 = 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 = 0 -- number of coins needed to trigger the transformation --
local stcn = 1 -- 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 = 15 -- 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, 30)
setConditionParam(condition1, CONDITION_PARAM_SKILL_FISHING, 30)
setConditionParam(condition1, CONDITION_PARAM_SKILL_CLUB, 30)
setConditionParam(condition1, CONDITION_PARAM_SKILL_SWORD, 30)
setConditionParam(condition1, CONDITION_PARAM_SKILL_AXE, 30)
setConditionParam(condition1, CONDITION_PARAM_SKILL_DISTANCE, 30)
setConditionParam(condition1, CONDITION_PARAM_SKILL_SHIELD, 30)
setConditionParam(condition1, CONDITION_PARAM_SKILL_FISHING, 30)
setConditionParam(condition1, CONDITION_PARAM_STAT_MAGICPOINTS, 30)
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)
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, "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
I hope someone can mean something for me.
Thanks in advance.
Regards,
Pasibun
Last edited: