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Lua transform ring problem (movements)

calum69

New Member
Joined
Aug 12, 2007
Messages
346
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Location
Great Britain
i have a transform script that works well but with 1 problem when you de-equip the ring and re equip it it gives you + health / mana ammount. but it doesnt just increase to max health/ mana it heals that amount so the bug is somone can put the ring on and off to heal ammounts of hp / mana

this ring gives mages and knights increased amounts of hp / mana so for example, i go to 100 hp on my knight, equip the ring and it heals me my full hp + the ammount it adds on for the transformation.

i either need it to decay completely when they take it off befor it runs out of time, or stop healing that amount of hp / mana it increases and just make the max mana / max hp increase and they have to revive the rest like the effects of <attribute key="maxManaPointsPercent" value="108"/>
<attribute key="maxHitPointsPercent" value="116"/>

how can i fix this problem maybe add a exhaust to use the ring
ive tried to put this "<attribute key="transformDeEquipTo" value="2151"/>" but it doesnt work. here is the script and such, maybe somone out there might have a clue because this is me right now ---> :huh:

(MOVEMENTS.XML)

<!-- Demonic Ring -->
Code:
<movevent type="Equip" itemid="7697" slot="ring" function="onEquipItem"/>
    <movevent type="Equip" itemid="7708" slot="ring" function="onEquipItem" script="epic.lua"/>
    <movevent type="DeEquip" itemid="7708" slot="ring" function="onDeEquipItem" script="epic.lua"/>


(EPIC.LUA)

Code:
-- Original script by Molinero -- The Super-Ultimate Transformation Ring --
-- Super Vocation Transformation script made by Arthur, aka artofwork --
-- You can assign an item to this script and the benifits the item will bring are --
-- A totally new vocation for each current vocation, check your vocations.xml for the new vocations --
-- Independent Skills and Magic Level Boost for each new vocation --
-- Auto Mana Shield for new mage vocations, Auto Super Haste for all new vocations --
-- Independent Auto HP and Mana gain rates for each new vocation --
-- For each new vocation the new vocation recieves a new outfit and has an independent special effect added to help idenify the new vocation -- 
-- This script is set to inifnite, but can be set to have mana taken from the player, when mana runs out the item will be destroyed --

local storage = 18009 -- storage value for the vocation transformation --
local sorcerervoc = 9 -- 9 number is the vocation id of an epic master sorcerer in vocations.xml --
local druidvoc = 10   -- 10 number is the vocation id of a epic elder druid in vocations.xml --
local paladinvoc = 11 -- 11 number is the vocation id of a epic royal paladin in vocations.xml --
local knightvoc = 12  -- 12 number is the vocation id of an epic elite knight in vocations.xml --

local svoc = 9
local dvoc = 10
local pvoc = 11
local kvoc = 12

local outfitSorc = -- sorcerer new outfit after transformation --
{
lookType = 229,
lookHead = 0,
lookBody = 0,
lookLegs = 0,
lookFeet = 0,
lookAddons = 0
}

local outfitDruid = -- druid new outfit after transformation --
{
lookType = 229,
lookHead = 0,
lookBody = 0,
lookLegs = 0,
lookFeet = 0,
lookAddons = 0
}

local outfitPaladin = -- paladin new outfit after transformation --
{
lookType = 308,
lookHead = 0,
lookBody = 0,
lookLegs = 0,
lookFeet = 0,
lookAddons = 0
}


local outfitKnight = -- knight new outfit after transformation --
{
lookType = 308,
lookHead = 0,
lookBody = 0,
lookLegs = 0,
lookFeet = 0,
lookAddons = 0
}
 

-- warning do not modify these settings, unless you want to take mana from player --
local manatimeinterval = 1000 -- time interval (miliseconds) --
local numberofmanaused = 0 -- number of mana used or added up during time interval --
local mananeededtoexec = 0 -- number of mana needed to execute script, keep this setting this 0 --
local warnplaya = 1 -- warns player when runing out of mana, 1 = yes --
local numberofmanatriggerwarn = 20 -- number of mana that triggers the warnings --

local sorcerfirsteffect = CONST_ME_ENERGYAREA
local sorcersecondeffect = CONST_ME_BLOCKHIT
local sorcerflingeffect = CONST_ANI_SMALLHOLY
local sorcerlandeffect = CONST_ME_TELEPORT
local sorcerringwaste = CONST_ME_FIREWORK_YELLOW
local sorcerringsorb = CONST_ME_FIREATTACK

local druidfirsteffect = CONST_ME_ICEATTACK
local druidsecondeffect = CONST_ME_ICETORNADO
local druidflingeffect = CONST_ME_ICETORNADO
local druidlandeffect = CONST_ME_ICETORNADO
local druidringwaste = CONST_ME_FIREWORK_BLUE
local druidringsorb = CONST_ME_MAGIC_BLUE

local knightfirsteffect = CONST_ME_EXPLOSIONAREA
local knightsecondeffect = CONST_ME_FIREAREA
local knightflingeffect = CONST_ANI_FIRE
local knightlandeffect = CONST_ME_FIREWORK_RED
local knightringwaste = CONST_ME_FIREWORK_RED
local knightringsorb = CONST_ME_MAGIC_RED

local paladinfirsteffect = CONST_ME_YELLOW_RINGS
local paladinsecondeffect = CONST_ME_BLOCKHIT
local paladinflingeffect = CONST_ANI_SMALLHOLY
local paladinlandeffect = CONST_ME_HOLYAREA
local paladinringwaste = CONST_ME_FIREWORK_YELLOW
local paladinringsorb = CONST_ME_MAGIC_GREEN

-- skills of the sorcerer after transformation --
local sorcerercondition = createConditionObject(CONDITION_ATTRIBUTES)
setConditionParam(sorcerercondition, CONDITION_PARAM_TICKS, -1)            -- the -1 is to allow conditions to run forever -
setConditionParam(sorcerercondition, CONDITION_PARAM_SKILL_SHIELD, 20)     -- add 50 shielding to current shield skill --
setConditionParam(sorcerercondition, CONDITION_PARAM_STAT_MAGICLEVEL, 30) -- add 100 levels of magic to the player's current magic level --
setConditionParam(sorcerercondition, CONDITION_PARAM_STAT_MAXHEALTH, 200)  -- add 100 health to the player's current hp --
setConditionParam(sorcerercondition, CONDITION_PARAM_STAT_MAXMANA, 2000)   -- add 5000 mana to the players current mana --
-- skills of the druid after transformation --
local druidcondition = createConditionObject(CONDITION_ATTRIBUTES)
setConditionParam(druidcondition, CONDITION_PARAM_TICKS, -1)               
setConditionParam(druidcondition, CONDITION_PARAM_SKILL_SHIELD, 20)
setConditionParam(druidcondition, CONDITION_PARAM_STAT_MAGICLEVEL, 30)
setConditionParam(druidcondition, CONDITION_PARAM_STAT_MAXHEALTH, 200)
setConditionParam(druidcondition, CONDITION_PARAM_STAT_MAXMANA, 2000)
-- skills of the paladin after transformation --
local paladincondition = createConditionObject(CONDITION_ATTRIBUTES)
setConditionParam(paladincondition, CONDITION_PARAM_TICKS, -1)
setConditionParam(paladincondition, CONDITION_PARAM_SKILL_DISTANCE, 30)
setConditionParam(paladincondition, CONDITION_PARAM_SKILL_SHIELD, 20)
setConditionParam(paladincondition, CONDITION_PARAM_STAT_MAGICLEVEL, 10)
setConditionParam(paladincondition, CONDITION_PARAM_STAT_MAXHEALTH, 1100)
setConditionParam(paladincondition, CONDITION_PARAM_STAT_MAXMANA, 1100)
-- skills of the knight after transformation --
local knightcondition = createConditionObject(CONDITION_ATTRIBUTES)
setConditionParam(knightcondition, CONDITION_PARAM_TICKS, -1)
setConditionParam(knightcondition, CONDITION_PARAM_SKILL_FIST, 30)
setConditionParam(knightcondition, CONDITION_PARAM_SKILL_CLUB, 30)
setConditionParam(knightcondition, CONDITION_PARAM_SKILL_SWORD, 30)
setConditionParam(knightcondition, CONDITION_PARAM_SKILL_AXE, 30)
setConditionParam(knightcondition, CONDITION_PARAM_SKILL_SHIELD, 30)
setConditionParam(knightcondition, CONDITION_PARAM_STAT_MAGICLEVEL, 3)
setConditionParam(knightcondition, CONDITION_PARAM_STAT_MAXHEALTH, 2000)
setConditionParam(knightcondition, CONDITION_PARAM_STAT_MAXMANA, 200)

-- settings for health and mana regeneration per second --
local sorcererregen = createConditionObject(CONDITION_REGENERATION)
setConditionParam(sorcererregen, CONDITION_PARAM_TICKS, -1)
setConditionParam(sorcererregen, CONDITION_PARAM_HEALTHGAIN, 20) -- the players health will regenerate at 100 hp per second --
setConditionParam(sorcererregen, CONDITION_PARAM_MANAGAIN, 80)   -- the players mana will regenerate at 500 mana per second --

local druidregen = createConditionObject(CONDITION_REGENERATION)
setConditionParam(druidregen, CONDITION_PARAM_TICKS, -1)
setConditionParam(druidregen, CONDITION_PARAM_HEALTHGAIN, 20)
setConditionParam(druidregen, CONDITION_PARAM_MANAGAIN, 80)

local paladinregen = createConditionObject(CONDITION_REGENERATION)
setConditionParam(paladinregen, CONDITION_PARAM_TICKS, -1)
setConditionParam(paladinregen, CONDITION_PARAM_HEALTHGAIN, 50)
setConditionParam(paladinregen, CONDITION_PARAM_MANAGAIN, 50)

local knightregen = createConditionObject(CONDITION_REGENERATION)
setConditionParam(knightregen, CONDITION_PARAM_TICKS, -1)
setConditionParam(knightregen, CONDITION_PARAM_HEALTHGAIN, 80)
setConditionParam(knightregen, CONDITION_PARAM_MANAGAIN, 20)


local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, 0)

local condition2 = createConditionObject(CONDITION_HASTE) -- Auto super haste --
setConditionParam(condition2, CONDITION_PARAM_TICKS, -1)
setConditionFormula(condition2, 0.7, -56, 0.7, -56)
setCombatCondition(combat, condition2)

local condition3 = createConditionObject(CONDITION_MANASHIELD) -- Auto mana shield --
setConditionParam(condition3, CONDITION_PARAM_TICKS, -1)
setCombatCondition(combat, condition3)


function superform1(param)
if param.crca == 1 then
local cointype = getPlayerMaxMana(param.cid)
local pos = getCreaturePosition(param.cid)
local voca = getPlayerVocation(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 voca == 9 then
doSendMagicEffect(pos, sorcerfirsteffect)
doSendMagicEffect(pos, sorcersecondeffect)

doSendDistanceShoot(pos, nha, sorcerflingeffect)
doSendDistanceShoot(pos, sha, sorcerflingeffect)
doSendDistanceShoot(pos, wha, sorcerflingeffect)
doSendDistanceShoot(pos, eha, sorcerflingeffect)
doSendDistanceShoot(pos, nwa, sorcerflingeffect)
doSendDistanceShoot(pos, nea, sorcerflingeffect)
doSendDistanceShoot(pos, sea, sorcerflingeffect)
doSendDistanceShoot(pos, swa, sorcerflingeffect)

doSendMagicEffect(nha, sorcerlandeffect)
doSendMagicEffect(sha, sorcerlandeffect)
doSendMagicEffect(wha, sorcerlandeffect)
doSendMagicEffect(eha, sorcerlandeffect)
doSendMagicEffect(nwa, sorcerlandeffect)
doSendMagicEffect(nea, sorcerlandeffect)
doSendMagicEffect(sea, sorcerlandeffect)
doSendMagicEffect(swa, sorcerlandeffect)

doSetCreatureOutfit(param.cid, outfitSorc, -1) -- set new vocation outfit --
doAddCondition(param.cid, sorcerercondition)   -- add skills and magic level to new vocation -
doAddCondition(param.cid, condition3)          -- add auto mana shield to new vocation --
doAddCondition(param.cid, sorcererregen)       -- add regeneration to new vocation --

else if voca == 10 then
doSendMagicEffect(pos, druidfirsteffect)
doSendMagicEffect(pos, druidsecondeffect)

doSendDistanceShoot(pos, nha, druidflingeffect)
doSendDistanceShoot(pos, sha, druidflingeffect)
doSendDistanceShoot(pos, wha, druidflingeffect)
doSendDistanceShoot(pos, eha, druidflingeffect)
doSendDistanceShoot(pos, nwa, druidflingeffect)
doSendDistanceShoot(pos, nea, druidflingeffect)
doSendDistanceShoot(pos, sea, druidflingeffect)
doSendDistanceShoot(pos, swa, druidflingeffect)

doSendMagicEffect(nha, druidlandeffect)
doSendMagicEffect(sha, druidlandeffect)
doSendMagicEffect(wha, druidlandeffect)
doSendMagicEffect(eha, druidlandeffect)
doSendMagicEffect(nwa, druidlandeffect)
doSendMagicEffect(nea, druidlandeffect)
doSendMagicEffect(sea, druidlandeffect)
doSendMagicEffect(swa, druidlandeffect)

doSetCreatureOutfit(param.cid, outfitDruid, -1)   -- set new vocation outfit --
doAddCondition(param.cid, druidcondition)         -- add skills and magic level to new vocation --
doAddCondition(param.cid, condition3)             -- add auto mana shield to new vocation --
doAddCondition(param.cid, druidregen)             -- add regeneration to new vocation --
else if voca == 11 then
doSendMagicEffect(pos, paladinfirsteffect)
doSendMagicEffect(pos, paladinsecondeffect)

doSendDistanceShoot(pos, nha, paladinflingeffect)
doSendDistanceShoot(pos, sha, paladinflingeffect)
doSendDistanceShoot(pos, wha, paladinflingeffect)
doSendDistanceShoot(pos, eha, paladinflingeffect)
doSendDistanceShoot(pos, nwa, paladinflingeffect)
doSendDistanceShoot(pos, nea, paladinflingeffect)
doSendDistanceShoot(pos, sea, paladinflingeffect)
doSendDistanceShoot(pos, swa, paladinflingeffect)

doSendMagicEffect(nha, paladinlandeffect)
doSendMagicEffect(sha, paladinlandeffect)
doSendMagicEffect(wha, paladinlandeffect)
doSendMagicEffect(eha, paladinlandeffect)
doSendMagicEffect(nwa, paladinlandeffect)
doSendMagicEffect(nea, paladinlandeffect)
doSendMagicEffect(sea, paladinlandeffect)
doSendMagicEffect(swa, paladinlandeffect) 
doSetCreatureOutfit(param.cid, outfitPaladin, -1)     -- set new vocation outfit --
doAddCondition(param.cid, paladincondition)           -- add skills and magic level to new vocation --
doAddCondition(param.cid, paladinregen)               -- add regeneration to new vocation --
else if voca == 12 then
doSendMagicEffect(pos, knightfirsteffect)
doSendMagicEffect(pos, knightsecondeffect)

doSendDistanceShoot(pos, nha, knightflingeffect)
doSendDistanceShoot(pos, sha, knightflingeffect)
doSendDistanceShoot(pos, wha, knightflingeffect)
doSendDistanceShoot(pos, eha, knightflingeffect)
doSendDistanceShoot(pos, nwa, knightflingeffect)
doSendDistanceShoot(pos, nea, knightflingeffect)
doSendDistanceShoot(pos, sea, knightflingeffect)
doSendDistanceShoot(pos, swa, knightflingeffect)

doSendMagicEffect(nha, knightlandeffect)
doSendMagicEffect(sha, knightlandeffect)
doSendMagicEffect(wha, knightlandeffect)
doSendMagicEffect(eha, knightlandeffect)
doSendMagicEffect(nwa, knightlandeffect)
doSendMagicEffect(nea, knightlandeffect)
doSendMagicEffect(sea, knightlandeffect)
doSendMagicEffect(swa, knightlandeffect) 
doSetCreatureOutfit(param.cid, outfitKnight, -1)      -- set new vocation outfit --
doAddCondition(param.cid, knightcondition)            -- add skills and magic level to new vocation --
doAddCondition(param.cid, knightregen)                -- add regeneration to new vocation --
end
end
end
end

doAddCondition(param.cid, condition2)                 -- add super haste to all new vocations --

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) 

param.crcb = 1
param.voca = voca

setPlayerStorageValue(param.cid, 50781, 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, 50781) == 1 then
local pos = getCreaturePosition(param.cid)
doPlayerAddMana(param.cid, numberofmanaused) -- this function is global and effects all vocations equally, setting it to negative will remove mana --

if param.voca == 9 then 
doSendMagicEffect(pos, sorcerringwaste)
doSendMagicEffect(pos, sorcerringsorb)


else if param.voca == 10 then 
doSendMagicEffect(pos, druidringwaste)
doSendMagicEffect(pos, druidringsorb)


else if param.voca == 11 then 
doSendMagicEffect(pos, paladinringwaste)
doSendMagicEffect(pos, paladinringsorb)

else if param.voca == 12 then 
doSendMagicEffect(pos, knightringwaste)
doSendMagicEffect(pos, knightringsorb)

end
end
end
end
local manaleft = getPlayerMana(param.cid)
if manaleft < numberofmanatriggerwarn then -- if numberofmanaused is not set to 0 then this condition will activate based on if current mana is less then numberofmanatriggerwarn's value --
end
if manaleft < numberofmanaused then -- this is a fail safe if the mana becomes a negative value or if u assign a + or - to it then it will destroy the ring, im sure a better routine can be written for this --
param.crca = 0
param.crcb = 0
setPlayerStorageValue(param.cid, 50781, 0) -- removes storage value of transformation --
old = getPlayerStorageValue(cid, storage) -- get players old vocation and assign it to old --
doPlayerSetVocation(cid,old)               -- set players vocation using old's value --
setPlayerStorageValue(cid, 18009, 0) -- removes storage value --
doPlayerRemoveItem(param.cid, 7708) -- destroys the ring --


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}

-- removes the outfit, attributes, super haste, mana shield, hp/mp regeneration --
doRemoveCondition(param.cid, CONDITION_OUTFIT) 
doRemoveCondition(param.cid, CONDITION_ATTRIBUTES)
doRemoveCondition(param.cid, CONDITION_HASTE)
doRemoveCondition(param.cid, CONDITION_MANASHIELD)
doRemoveCondition(param.cid, CONDITION_REGENERATION)


if (isPlayer(param.cid) == FALSE) then
param.crca = 0
param.crcb = 0
setPlayerStorageValue(param.cid, 50781, 0) -- removes storage value of transformation --
old = getPlayerStorageValue(cid, storage) -- get players old vocation and assign it to old --
doPlayerSetVocation(cid,old)               -- set players vocation using old's value --
setPlayerStorageValue(cid, 18009, 0) -- removes storage value --
end

if param.voca == 9 then
doSendMagicEffect(pos, sorcerfirsteffect)
doSendMagicEffect(pos, sorcersecondeffect)

doSendDistanceShoot(pos, nha, sorcerflingeffect)
doSendDistanceShoot(pos, sha, sorcerflingeffect)
doSendDistanceShoot(pos, wha, sorcerflingeffect)
doSendDistanceShoot(pos, eha, sorcerflingeffect)
doSendDistanceShoot(pos, nwa, sorcerflingeffect)
doSendDistanceShoot(pos, nea, sorcerflingeffect)
doSendDistanceShoot(pos, sea, sorcerflingeffect)
doSendDistanceShoot(pos, swa, sorcerflingeffect)

doSendMagicEffect(nha, sorcerlandeffect)
doSendMagicEffect(sha, sorcerlandeffect)
doSendMagicEffect(wha, sorcerlandeffect)
doSendMagicEffect(eha, sorcerlandeffect)
doSendMagicEffect(nwa, sorcerlandeffect)
doSendMagicEffect(nea, sorcerlandeffect)
doSendMagicEffect(sea, sorcerlandeffect)
doSendMagicEffect(swa, sorcerlandeffect)

else if param.voca == 10 then
doSendMagicEffect(pos, druidfirsteffect)
doSendMagicEffect(pos, druidsecondeffect)

doSendDistanceShoot(pos, nha, druidflingeffect)
doSendDistanceShoot(pos, sha, druidflingeffect)
doSendDistanceShoot(pos, wha, druidflingeffect)
doSendDistanceShoot(pos, eha, druidflingeffect)
doSendDistanceShoot(pos, nwa, druidflingeffect)
doSendDistanceShoot(pos, nea, druidflingeffect)
doSendDistanceShoot(pos, sea, druidflingeffect)
doSendDistanceShoot(pos, swa, druidflingeffect)

doSendMagicEffect(nha, druidlandeffect)
doSendMagicEffect(sha, druidlandeffect)
doSendMagicEffect(wha, druidlandeffect)
doSendMagicEffect(eha, druidlandeffect)
doSendMagicEffect(nwa, druidlandeffect)
doSendMagicEffect(nea, druidlandeffect)
doSendMagicEffect(sea, druidlandeffect)
doSendMagicEffect(swa, druidlandeffect)

else if param.voca == 11 then
doSendMagicEffect(pos, paladinfirsteffect)
doSendMagicEffect(pos, paladinsecondeffect)

doSendDistanceShoot(pos, nha, paladinflingeffect)
doSendDistanceShoot(pos, sha, paladinflingeffect)
doSendDistanceShoot(pos, wha, paladinflingeffect)
doSendDistanceShoot(pos, eha, paladinflingeffect)
doSendDistanceShoot(pos, nwa, paladinflingeffect)
doSendDistanceShoot(pos, nea, paladinflingeffect)
doSendDistanceShoot(pos, sea, paladinflingeffect)
doSendDistanceShoot(pos, swa, paladinflingeffect)

doSendMagicEffect(nha, paladinlandeffect)
doSendMagicEffect(sha, paladinlandeffect)
doSendMagicEffect(wha, paladinlandeffect)
doSendMagicEffect(eha, paladinlandeffect)
doSendMagicEffect(nwa, paladinlandeffect)
doSendMagicEffect(nea, paladinlandeffect)
doSendMagicEffect(sea, paladinlandeffect)
doSendMagicEffect(swa, paladinlandeffect)

else if param.voca == 12 then
doSendMagicEffect(pos, knightfirsteffect)
doSendMagicEffect(pos, knightsecondeffect)

doSendDistanceShoot(pos, nha, knightflingeffect)
doSendDistanceShoot(pos, sha, knightflingeffect)
doSendDistanceShoot(pos, wha, knightflingeffect)
doSendDistanceShoot(pos, eha, knightflingeffect)
doSendDistanceShoot(pos, nwa, knightflingeffect)
doSendDistanceShoot(pos, nea, knightflingeffect)
doSendDistanceShoot(pos, sea, knightflingeffect)
doSendDistanceShoot(pos, swa, knightflingeffect)

doSendMagicEffect(nha, knightlandeffect)
doSendMagicEffect(sha, knightlandeffect)
doSendMagicEffect(wha, knightlandeffect)
doSendMagicEffect(eha, knightlandeffect)
doSendMagicEffect(nwa, knightlandeffect)
doSendMagicEffect(nea, knightlandeffect)
doSendMagicEffect(sea, knightlandeffect)
doSendMagicEffect(swa, knightlandeffect)
end
end
end

end
else
addEvent(superform2, manatimeinterval, param) -- call superform2 based on manatimeinterval settings --
end

end
end
function onEquip(cid, item, slot)
local param = {cid = cid, item = item, slot = slot}
local currentmana = getPlayerMana(cid) -- get players current mana --
if currentmana >= mananeededtoexec then  -- check to see if the players current mana is greater then or equal to mana needed to transform player --

local temp = getPlayerVocation(cid) -- get players voc and store it in temp --
if temp == 9 then
doPlayerSetVocation(cid,svoc) -- this will prevent people from loggin out and logging in with their new vocation being saved
else if temp == 10 then
doPlayerSetVocation(cid,dvoc)
else if temp == 11 then
doPlayerSetVocation(cid,pvoc)
else if temp == 12 then
doPlayerSetVocation(cid,kvoc)
end
end
end
end

local tempvoc = getPlayerVocation(cid) -- get players voc and store it in temp --
setPlayerStorageValue(cid, storage, getPlayerVocation(cid)) -- store players voc in storage for later use --
if (tempvoc == 1 or tempvoc == 5) then  -- these if and else if statements will check the current voc prior to transformation --
     doPlayerSetVocation(cid,sorcerervoc) -- if the players vocation == tempvoc then a new vocation will be assigned to the player --
else if (tempvoc == 2 or tempvoc == 6) then
     doPlayerSetVocation(cid,druidvoc)
else if (tempvoc == 3 or tempvoc == 7) then
     doPlayerSetVocation(cid,paladinvoc)
else if (tempvoc == 4 or tempvoc == 8) then
     doPlayerSetVocation(cid,knightvoc)
end
end
     end
     end
     
local pos = getPlayerPosition(cid)
doCreatureSay(cid, "You feel the Demonic Power!", TALKTYPE_ORANGE_1) -- do animated text while transformation takes place --

param.crca = 1
addEvent(superform1, 1, param) -- call the function superform1 immediately --
end
return TRUE
end

function onDeEquip(cid, item, slot)
if isPlayer(cid) and getPlayerStorageValue(cid, 50781) == 1 then
old = getPlayerStorageValue(cid, storage) -- get players old vocation and assign it to old --
doPlayerSetVocation(cid,old)               -- set players vocation using old's value --
setPlayerStorageValue(cid, 18009, 0) -- remove vocation
-- removes the outfit, attributes, super haste, mana shield, hp/mp regeneration --
doTransformItem(item.uid, item.itemid - 11)
doRemoveCondition(cid, CONDITION_OUTFIT) 
doRemoveCondition(cid, CONDITION_ATTRIBUTES)
doRemoveCondition(cid, CONDITION_HASTE)
doRemoveCondition(cid, CONDITION_MANASHIELD)
doRemoveCondition(cid, CONDITION_REGENERATION)

local temptwo = getPlayerVocation(cid) -- get players voc and store it in temp --
if temptwo == 9 then
doPlayerSetVocation(cid,svoc) -- just incase they die and loose the ring they will not keep the new voc -
else if temptwo == 10 then
doPlayerSetVocation(cid,dvoc)
else if temptwo == 11 then
doPlayerSetVocation(cid,pvoc)
else if temptwo == 12 then
doPlayerSetVocation(cid,kvoc)
end
end
end
end
local pos = getCreaturePosition(cid)
doCreatureSay(cid, "You Feel Weaker.", TALKTYPE_ORANGE_1) -- do animated text while de-transformation takes place --
setPlayerStorageValue(cid, 50781, 0)     -- removes storage value of transformation --
local voca = getPlayerVocation(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 voca == 1 or voca == 5 or voca == 9 then
doSendMagicEffect(pos, sorcerfirsteffect)
doSendMagicEffect(pos, sorcersecondeffect)

doSendDistanceShoot(pos, nha, sorcerflingeffect)
doSendDistanceShoot(pos, sha, sorcerflingeffect)
doSendDistanceShoot(pos, wha, sorcerflingeffect)
doSendDistanceShoot(pos, eha, sorcerflingeffect)
doSendDistanceShoot(pos, nwa, sorcerflingeffect)
doSendDistanceShoot(pos, nea, sorcerflingeffect)
doSendDistanceShoot(pos, sea, sorcerflingeffect)
doSendDistanceShoot(pos, swa, sorcerflingeffect)

doSendMagicEffect(nha, sorcerlandeffect)
doSendMagicEffect(sha, sorcerlandeffect)
doSendMagicEffect(wha, sorcerlandeffect)
doSendMagicEffect(eha, sorcerlandeffect)
doSendMagicEffect(nwa, sorcerlandeffect)
doSendMagicEffect(nea, sorcerlandeffect)
doSendMagicEffect(sea, sorcerlandeffect)
doSendMagicEffect(swa, sorcerlandeffect)

else if voca == 2 or voca == 6 or voca == 10 then
doSendMagicEffect(pos, druidfirsteffect)
doSendMagicEffect(pos, druidsecondeffect)

doSendDistanceShoot(pos, nha, druidflingeffect)
doSendDistanceShoot(pos, sha, druidflingeffect)
doSendDistanceShoot(pos, wha, druidflingeffect)
doSendDistanceShoot(pos, eha, druidflingeffect)
doSendDistanceShoot(pos, nwa, druidflingeffect)
doSendDistanceShoot(pos, nea, druidflingeffect)
doSendDistanceShoot(pos, sea, druidflingeffect)
doSendDistanceShoot(pos, swa, druidflingeffect)

doSendMagicEffect(nha, druidlandeffect)
doSendMagicEffect(sha, druidlandeffect)
doSendMagicEffect(wha, druidlandeffect)
doSendMagicEffect(eha, druidlandeffect)
doSendMagicEffect(nwa, druidlandeffect)
doSendMagicEffect(nea, druidlandeffect)
doSendMagicEffect(sea, druidlandeffect)
doSendMagicEffect(swa, druidlandeffect)

else if voca == 3 or voca == 7 or voca == 11 then
doSendMagicEffect(pos, paladinfirsteffect)
doSendMagicEffect(pos, paladinsecondeffect)

doSendDistanceShoot(pos, nha, paladinflingeffect)
doSendDistanceShoot(pos, sha, paladinflingeffect)
doSendDistanceShoot(pos, wha, paladinflingeffect)
doSendDistanceShoot(pos, eha, paladinflingeffect)
doSendDistanceShoot(pos, nwa, paladinflingeffect)
doSendDistanceShoot(pos, nea, paladinflingeffect)
doSendDistanceShoot(pos, sea, paladinflingeffect)
doSendDistanceShoot(pos, swa, paladinflingeffect)

doSendMagicEffect(nha, paladinlandeffect)
doSendMagicEffect(sha, paladinlandeffect)
doSendMagicEffect(wha, paladinlandeffect)
doSendMagicEffect(eha, paladinlandeffect)
doSendMagicEffect(nwa, paladinlandeffect)
doSendMagicEffect(nea, paladinlandeffect)
doSendMagicEffect(sea, paladinlandeffect)
doSendMagicEffect(swa, paladinlandeffect)

else if voca == 4 or voca == 8 or voca == 12 then
doSendMagicEffect(pos, knightfirsteffect)
doSendMagicEffect(pos, knightsecondeffect)

doSendDistanceShoot(pos, nha, knightflingeffect)
doSendDistanceShoot(pos, sha, knightflingeffect)
doSendDistanceShoot(pos, wha, knightflingeffect)
doSendDistanceShoot(pos, eha, knightflingeffect)
doSendDistanceShoot(pos, nwa, knightflingeffect)
doSendDistanceShoot(pos, nea, knightflingeffect)
doSendDistanceShoot(pos, sea, knightflingeffect)
doSendDistanceShoot(pos, swa, knightflingeffect)

doSendMagicEffect(nha, knightlandeffect)
doSendMagicEffect(sha, knightlandeffect)
doSendMagicEffect(wha, knightlandeffect)
doSendMagicEffect(eha, knightlandeffect)
doSendMagicEffect(nwa, knightlandeffect)
doSendMagicEffect(nea, knightlandeffect)
doSendMagicEffect(sea, knightlandeffect)
doSendMagicEffect(swa, knightlandeffect)
end
end
end
end
end
end


(ITEMS.XML)

Code:
<item id="7697" article="a" name="Demonic Ring">
		<attribute key="description" value="Removing this ring befor the time is up will render it useless."/>
        <attribute key="weight" value="40"/>
        <attribute key="slotType" value="ring"/>
        <attribute key="transformEquipTo" value="7708"/>
        <attribute key="showduration" value="1"/>
        <attribute key="stopduration" value="1"/>


Code:
  <item id="7708" article="a" name="Demonic Ring">
	<attribute key="description" value="Removing this ring befor the time is up will render it useless."/>
        <attribute key="weight" value="40"/>
        <attribute key="decayTo" value="0"/>
        <attribute key="transformDeEquipTo" value="2151"/>
        <attribute key="duration" value="300"/>
        <attribute key="showduration" value="1"/>


Code:
<item id="2151" article="a" name="talon" plural="talons">
		<attribute key="weight" value="20"/>
		<attribute key="description" value="The demonic ring without its powers turn back into useless talons."/>


thanks in advance
 
Last edited:
anyone outthere can help, pretty much to make it easyer for you all i need is either:

* a delay in there so they can only put the ring on / off say every 10 seconds from first equipped

* the items to turn into id 2151 when removed from the ring slot

*the item to be unmovable once equipped to the ringslot

* made into a talk action with a exhaust per use.

any of them would be amazing :peace:
 
Hey i wrote that script lol

What distro are you using?

As i stated on otfans I'll more then likely re-write
the script making a shorter version of it
 
Last edited:
im using tfs 0.3.6 <new release>

thanks for your help mate, if you dont want to shorted it because everyone is usually busy people you can just add a delay to remove the amulet or stop it from healing hp everytime you put it on or something :)
 
any update on fixing the problem?

if anyone wants to just add something into the script would help me, dont have to rewrite it.

i need item 9020 to take 1 (token) when put on ring slot can anyone help with that?
 
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