eu baixei o rollercoaster do colex mas nao sei fase ele funsiona em OT 8.54,ajuda ae auquem!!
abrigado des de já!!
eu baixei o rollercoaster do colex mas nao sei fase ele funsiona em OT 8.54,ajuda ae auquem!!
abrigado des de já!!
Não vejo porque augumas pesoas gostao de hakear os outros,de enganar,de postar um viros na net...nao sei porque,acho que esas pessoas tem minhoca na cabeça e nao devem ter consiencia do que fasem...eu odeio eses tipos de pessoas,odeio!
Data/actions/script
Roller.lua
--[[ Roller Coaster System by Colex ]]-- --[[ Updated by Kydrai ]]-- -- Lib RollerCoaster = {} RollerCids = {} function RollerCoaster:onchangeLevel(cid, fromZ, toZ) return TRUE end function RollerCoaster:onmove(cid, rail, railInfo, pos) return TRUE end function RollerCoaster:onchangeSpeed(cid, power) if power == 2 then doSendAnimatedText(getCreaturePosition(cid),"TROC TROC",210) else doSendAnimatedText(getCreaturePosition(cid),"TSSSIIIIII",210) end return TRUE end function RollerCoaster:onTypeChange(cid, fromType, toType) return TRUE end function RollerCoaster:onExitQuery(cid) RollerCids[cid] = nil return TRUE end function RollerCoaster:onExit(cid) return TRUE end function RollerCoaster:onEnterQuery(cid, cart) return TRUE end function RollerCoaster:onEnter(cid, cartID) return TRUE end -- End Lib local TRAINS = {7131, 7132} local all = {7121, 7122, 7123, 7124, 7125, 7126, 7133, 7134, 7135, 7136} local ACTION_TRAIN = {1001, 1002} local RAILS = { {id = all[1], dirs = {{dir = SOUTH, out = 2},{dir = NORTH, out = 2}}}, {id = all[2], dirs = {{dir = EAST, out = 1},{dir = WEST, out = 1}}}, {id = all[3], dirs = {{dir = EAST, out = 1},{dir = SOUTH, out = 2}}}, {id = all[4], dirs = {{dir = WEST, out = 1},{dir = SOUTH, out = 2}}}, {id = all[5], dirs = {{dir = EAST, out = 1},{dir = NORTH, out = 2}}}, {id = all[6], dirs = {{dir = WEST, out = 1},{dir = NORTH, out = 2}}}, {id = all[7], stop = 1}, {id = all[8], stop = 1}, {id = all[9], stop = 1}, {id = all[10], stop = 1}, } local SLOW = 125 local FAST = 50 local INCREASE = 50 local DECREASE = 50 local DOWN_INCREASE = 450 local UP_DECREASE = 155 local INFOS = {} TRUE = 1 FALSE = 0 function getRail(pos) local stack = 1 local found = 0 local rail repeat pos.stackpos = stack rail = getThingfromPos(pos) if rail.itemid == 0 then break end for i, r in ipairs(RAILS) do if (rail.itemid == r.id) then found = 1 break end end stack = stack + 1 until (found == 1) return rail end function moveTrain(cid) local params, pos, rail, newid local dir = -1 if isCreature(cid) then params = INFOS[cid] pos = getCreaturePosition(cid) rail = getRail(pos) for i,r in ipairs(RAILS) do if rail.itemid == r.id then if RollerCoaster:onmove(cid, rail, r, pos) == FALSE then table.remove(INFOS, cid) return 1 end if r.stop ~= nil then if r.stop == 1 then RollerCoaster:onExitQuery(cid) addEvent(exitTrain, 200, cid) return 1 end end local change = rail.actionid - 1000 local power = 0 local power = change doChangeType(cid, r.id, INFOS[cid].beforeid) info = r.dirs[iNFOS[cid].type] dir = info.dir if power == 1 or power == 2 then if RollerCoaster:onchangeSpeed(cid, power) then if power == 2 then INFOS[cid].speed = INFOS[cid].speed - INCREASE elseif power == 1 then INFOS[cid].speed = INFOS[cid].speed + DECREASE end end end if INFOS[cid].currZ ~= pos.z then if RollerCoaster:onchangeLevel(cid, INFOS[cid].currZ, pos.z) then if INFOS[cid].currZ > pos.z then INFOS[cid].speed = INFOS[cid].speed + UP_DECREASE elseif params.currZ < pos.z then params.speed = params.speed - DOWN_INCREASE end end end if params.speed < 1 then params.speed = 1 end params.currZ = pos.z newid = TRAINS[info.out] INFOS[cid].beforeid = r.id break end end end if dir ~= -1 then doSetItemOutfit(cid, newid, -1) doMoveCreature(cid, dir) addEvent(moveTrain, params.speed, cid) else RollerCoaster:onExitQuery(cid) addEvent(exitTrain, 2000, cid) end end function exitTrain(cid) table.remove(INFOS, cid) RollerCoaster:onExit(cid) doSetItemOutfit(cid, TRAINS[1], 0) local pos = getCreaturePosition(cid) pos.y = pos.y - 1 doTeleportThing(cid, pos, 1) doCreatureSetNoMove(cid, 0) end function enterTrain(cid, item, type) if RollerCoaster:onEnter(cid, item) then doSetItemOutfit(cid, item, -1) local pos = getCreaturePosition(cid) table.insert(INFOS, cid, {type = type, speed = SLOW, currZ = pos.z}) addEvent(moveTrain, 1000, cid) end end function getSpeed(cid) if INFOS[cid].speed ~= nil then return INFOS[cid].speed end return FALSE end function setSpeed(cid, speed) if INFOS[cid].speed ~= nil then INFOS[cid].speed = speed return TRUE end return FALSE end function onUse(cid, item, fromPosition, itemEx, toPosition) if isInArray(ACTION_TRAIN, item.actionid) then if RollerCoaster:onEnterQuery(cid, item) and RollerCids[cid] == nil then doTeleportThing(cid, toPosition, 1) doCreatureSetNoMove(cid, 1) RollerCids[cid] = addEvent(enterTrain, 500, cid, item.itemid, item.actionid-1000) end end return TRUE end ----"No Scripting Needed" System----- local change = {} change[all[1]] = {all[3], all[4]} change[all[2]] = {all[4], all[6]} change[all[3]] = {all[1], all[4], all[6]} change[all[4]] = {all[1], all[2], all[3], all[5], all[6]} change[all[5]] = {all[4]} change[all[6]] = {all[2], all[3], all[4]} change[all[7]] = {} change[all[8]] = {} change[all[9]] = {} change[all[10]] = {} function doChangeType(cid, id, beforeID) if table.getn(change[id]) > 0 then if isInArray(change[id],beforeID) then if INFOS[cid].type == 1 then INFOS[cid].type = 2 else INFOS[cid].type = 1 end end end end
em Actions.xml adicione a tag:
<action fromid="7131" toid="7132" script="Roller.lua"/>
ai se não me engano na propriedade do carrinho
quando o carrinho vai pra direita é ActionID = 1001
e
quando o carrinho vai pra esquerda é ActionID = 1002
eita preula que bagui do capeta Oo