Sobre: É um sistema de casamento entre players, o diferencial do sistema é que eles podem upar o level do seu casamento(sistema), para isso eles terão que caçar juntos, também caçando junto eles recebem alguns bônus.
Sistema: O sistema tem stages, ou seja, a medida que o level do casamento ir aumentando, mais difícil vai ficar para alcançar o próximo nível do sistema, para aumentar o nível do sistema, eles terão que estar perto um do outro, então vão acumulando "marry exp", que é a exp do casamento.
Dependendo do level do casamento os jogadores vão ganhar um bônus experience(caso estiverem juntos), é por stages também, tudo configurável.
O casal não poderá se atacar, já que vão estar upando junto muitas vezes.
Também para não dar lag, na db fica salvo o casal, não os dois jogadores, isso quer dizer que se 10 jogadores casam, na db fica salvo só 5 colunas, compacta, e a exp do player é por storage, nada por db, para não lagar.
Bônus: Além da exp bônus para o casal, eles terão chances de conseguir dois "bufs" especiais:
1° [Reflect] - Chance de ser refletido o damage do monstro em 50%
2° [Couple Damage] - O casal compartilha da mesma dor, isso faz com que o dano recebido seja divido entre o casal.
Claro que os buffs só serão dados se ambos estiverem junto.
Comandos:
!marriage info -- mostra em uma janela informações sobre o sistema
!marriage status -- caso jogador for casado, mostra o status do casamento(exp,level, casado)
!marriage date -- mostra a data do casamento
!marriage accept -- para aceitar o convite de um casamento
!marriage reject -- para rejeitar o convite de um casamento
!marriage NAME -- isso faz com que você peça um jogador em casamento ex: !marriage mulizeu
!divorce -- para se divorcia do seu casamento
Screns:
Uma mensagem na parte inferior da tela, dizendo quanto de "marry exp" ganhou no monstro que matou
comando !marriage info, faz com que monstre a informações do sistema, preços do casamento, divócio, level, etc..
comando !marriage status mostra o status do casamento do player, quando de "marry exp" para o próximo nível, etc...
Look que mostra com quem é casado e nível do casamento.
o buff "Couple damage"
O buff "reflect damage"
Na sua db execute:
CREATE TABLE marriage_system ( id INTEGER NOT NULL, player_id INTEGER NOT NULL, partner VARCHAR( 255 ) NOT NULL, marriage_date INTEGER NOT NULL, PRIMARY KEY ( id ) );
Mods
MarriageSystem.xml
<?xml version="1.0" encoding="UTF-8"?> <mod name="MarriageSystem" version="1.0" author="Mulizeu" contact="xtibia.com" enabled="yes"> <config name="marry_func"><![CDATA[ marry_config = { Premium = false, OnlyDifferentSex = false, Marry_Price = 300000, Divorce_Price = 100000, Level = 50, MaxSqm = 7 -- to up system and win bonus } Marry_stage = { [0] = {exp = 350000, marry_percent = 50, player_experience = 0}, [1] = {exp = 700000, marry_percent = 45, player_experience = 2}, [2] = {exp = 1050000, marry_percent = 40, player_experience = 4}, [3] = {exp = 1400000, marry_percent = 35, player_experience = 6}, [4] = {exp = 1750000, marry_percent = 30, player_experience = 8}, [5] = {exp = 2100000, marry_percent = 25, player_experience = 10}, [6] = {exp = 2450000, marry_percent = 20, player_experience = 12}, [7] = {exp = 2800000, marry_percent = 15, player_experience = 14}, [8] = {exp = 3150000, marry_percent = 10, player_experience = 16}, [9] = {exp = 3500000, marry_percent = 5, player_experience = 18}, [10] = {exp = 0, marry_percent = 0, player_experience = 20} } marriage_tabble = {exp = 350250,level = 340200} function isMarried(cid) local m = db.getResult("SELECT `player_id` FROM `marriage_system` WHERE `player_id` = '"..getPlayerGUID(cid).."';") if(m:getID() == -1) then local e = db.getResult("SELECT `partner` FROM `marriage_system` WHERE `partner` = '"..getPlayerGUID(cid).."';") if(e:getID() == -1) then return false end end return true end function isPatner(cid) local p = db.getResult("SELECT `partner` FROM `marriage_system` WHERE `player_id` = '"..getPlayerGUID(cid).."';") if(p:getID() == -1) then return true end return false end function isMarryOnline(cid) if not getPlayerByNameWildcard(getPartner(cid)) then return false end return true end function getPartner(cid) if isPatner(cid) then a = db.getResult("SELECT `player_id` FROM `marriage_system` WHERE `partner` = '"..getPlayerGUID(cid).."';") b = "player_id" else a = db.getResult("SELECT `partner` FROM `marriage_system` WHERE `player_id` = '"..getPlayerGUID(cid).."';") b = "partner" end local query = a return getPlayerNameByGUID(query:getDataString(b)) end function doMarry(cid, patner) return db.executeQuery("INSERT INTO `marriage_system` (`player_id`, `partner`, `marriage_date`) VALUES ('".. getPlayerGUID(cid) .."', '"..patner.."', '".. os.time() .."');") end function doDivorcePlayer(cid) if isPatner(cid) then pid,player = getPlayerGUIDByName(getPartner(cid)),getPlayerByNameWildcard(getPartner(cid)) else pid,player = getPlayerGUID(cid),cid end if(not player or isPlayerGhost(player)) then db.executeQuery("DELETE FROM `player_storage` WHERE `player_id` = " .. pid .. " AND `key` = " .. marriage_tabble.level .. ";") db.executeQuery("DELETE FROM `player_storage` WHERE `player_id` = " .. pid .. " AND `key` = " .. marriage_tabble.exp .. ";") else setPlayerStorageValue(player, marriage_tabble.level,0) setPlayerStorageValue(player, marriage_tabble.exp,0) end return db.executeQuery("DELETE FROM `marriage_system` WHERE `player_id` = '" .. pid .. "';") end function getMarryStatus(cid, status) player = isPatner(cid) and getPlayerByNameWildcard(getPartner(cid)) or cid return getPlayerStorageValue(player,status == "level" and marriage_tabble.level or marriage_tabble.exp) < 0 and 0 or getPlayerStorageValue(player, status == "level" and marriage_tabble.level or marriage_tabble.exp) end function setMarryStatus(cid, status, amount) player = isPatner(cid) and getPlayerByNameWildcard(getPartner(cid)) or cid return setPlayerStorageValue(player, status == "level" and marriage_tabble.level or marriage_tabble.exp, getMarryStatus(player, status)+amount) end function getMarryExp(cid) return getMarryStatus(cid, "exp") end function addMarryExp(cid, amount) return setMarryStatus(cid, "exp", amount) end function addMarryLevel(cid, amount) return setMarryStatus(cid, "level", amount) end function getMarryLevel(cid) return getMarryStatus(cid, "level") end function getMarryDate(cid) local player = isPatner(cid) and getPlayerGUIDByName(getPartner(cid)) or getPlayerGUID(cid) local date = db.getResult("SELECT `marriage_date` FROM `marriage_system` WHERE `player_id` = '"..player.."';") return os.date("%d %B %Y %X ", date:getDataInt("marriage_date")) end ]]></config> <talkaction words="/marriage;!marriage;!divorce;/divorce" event="buffer"><![CDATA[ domodlib('marry_func') config = {TimeAccept = 30, sqm = 3, storage1 = 873438, storage2 = 532579} if words =="!marriage" or words =="/marriage" then param = string.lower(param) if (param == "") then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,"invalid command, for more information enter !marriage info") elseif(param == "info") then msg = "Marriage Info".."\n\nLevel Minimum: "..marry_config.Level.."\nMarriage Cost: "..marry_config.Marry_Price.."\nDivorce Cost: "..marry_config.Divorce_Price.."\n\nMarried Players have a bonus exp as a wedding gift given by the union".."\n\nThis bonus is only given if the married players are nearby.\n\nTo marry use the command:\n!marriage NAME" doShowTextDialog(cid,2160,msg) elseif(param == "status") then if isMarried(cid) then msg = "Marriage Status".."\n\nMarried with: ["..getPartner(cid).."]\n\nMarry Experience: "..(getMarryLevel(cid) ~= 10 and "["..getMarryExp(cid).."/"..Marry_stage[getMarryLevel(cid)].exp.."]" or "[Max]").."\n\nMarry Level: "..(getMarryLevel(cid) ~= 10 and "["..getMarryLevel(cid).."]" or "[Max]").."\n" else msg = "you are not married" end doPlayerPopupFYI(cid, msg) elseif (param =="date") then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,""..(isMarried(cid) and "The date of his marriage with "..getPartner(cid).." was: "..getMarryDate(cid).."." or "you are not married.").."") elseif (param =="accept") then player = getPlayerStorageValue(cid, config.storage2) if getPlayerStorageValue(cid, config.storage1) >= os.time() then if not isMarried(cid) then if getDistanceBetween(getCreaturePosition(cid), getCreaturePosition(player)) <= config.sqm then doMarry(cid, getPlayerGUID(player)) doPlayerSendTextMessage(player, MESSAGE_STATUS_CONSOLE_ORANGE,"Congratulations! "..getCreatureName(cid).." accepted his marriage proposal.") doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE,"Congratulations! you married with "..getCreatureName(player)) doSendMagicEffect(getCreaturePosition(cid), 35) doSendMagicEffect(getCreaturePosition(player), 35) else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "you're far away from her suitor.") end else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,"you are not married.") end else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,"you do not received none wedding invitation.") end elseif (param =="reject") then if getPlayerStorageValue(cid, config.storage1) >= os.time() then if not isMarried(cid) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE,"You just refuse the wedding invitation from player "..getCreatureName(getPlayerStorageValue(cid, config.storage2))) doPlayerSendTextMessage(getPlayerStorageValue(cid, config.storage2), MESSAGE_STATUS_CONSOLE_ORANGE,getCreatureName(cid).." rejected his marriage proposal.") else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,"you are already married.") end else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,"you do not received none wedding invitation.") end else local player = getPlayerByNameWildcard(param) if(not player)then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, param.." is offline or does not exist.") return true elseif isMarried(cid) or isMarried(player) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, ""..(isMarried(cid) and "you" or "he").." already is wedded.") return true elseif marry_config.Premium == true then if not isPremium(cid) or not isPremium(Player) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "players must be premium") end return true elseif getPlayerLevel(cid) < marry_config.Level or getPlayerLevel(player) < marry_config.Level then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "players must to be level "..marry_config.Level) return true elseif getPlayerStorageValue(player, config.storage1) >= os.time() then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, param.." already have a wedding invitation, wait.") return true elseif getDistanceBetween(getCreaturePosition(cid), getCreaturePosition(player)) > config.sqm then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "you are far away from each other to get married.") return true elseif marry_config.OnlyDifferentSex and getPlayerSex(cid) == getPlayerSex(player) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "you can only marry the opposite sex") return true elseif not doPlayerRemoveMoney(cid, marry_config.Marry_Price) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Sorry, but you do not have "..marry_config.Marry_Price.." gp(s) to ask "..param.." in marriage.") return true end setPlayerStorageValue(player, config.storage1,os.time()+config.TimeAccept) setPlayerStorageValue(player, config.storage2, cid) doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,"you asked "..param.." in marriage, wait a answer!") doPlayerSendTextMessage(player, MESSAGE_STATUS_CONSOLE_BLUE,getCreatureName(cid).." asked you in marriage, enter !marriage accept or !marriage reject") end elseif words =="!divorce" or words =="/divorce" then if isMarried(cid) then if doPlayerRemoveMoney(cid, marry_config.Divorce_Price) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE,"Congratulations, you end up divorcing from player: "..getPartner(cid)) doDivorcePlayer(cid) else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,"Sorry, you do not have "..marry_config.Divorce_Price.." gp(s).") end else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,"you are not married.") end end return true ]]></talkaction> <event type="login" name="MarryRegister" event="script"><![CDATA[ function onLogin(cid) registerCreatureEvent(cid, "ExpMarry") registerCreatureEvent(cid, "MarryLook") registerCreatureEvent(cid, "MarryStats") registerCreatureEvent(cid, "MarryNoAttack") return true end]]></event> <event type="look" name="MarryLook" event="script"><![CDATA[ domodlib('marry_func') function onLook(cid, thing, position, lookDistance) if isPlayer(thing.uid) and isMarried(thing.uid) then doPlayerSetSpecialDescription(thing.uid, "\nMarried with "..getPartner(thing.uid).." - [Nv: " .. getMarryLevel(thing.uid) .."]\n") end return true end]]></event> <event type="combat" name="MarryNoAttack" event="script"><![CDATA[ domodlib('marry_func') if isPlayer(cid) and isPlayer(target) and isMarried(cid) and isMarried(target) then if (getCreatureName(target) == getPartner(cid))then doPlayerSendCancel(cid, "You may not attack this player.") return false end end return true ]]></event> <event type="kill" name="ExpMarry" event="script"><![CDATA[ domodlib('marry_func') function onKill(cid, target, lastHit) if isMonster(target) then conta = getMonsterInfo(string.lower(getCreatureName(target))).experience if isMarried(cid) and isMarryOnline(cid) and getDistanceBetween(getCreaturePosition(cid), getCreaturePosition(getPlayerByNameWildcard(getPartner(cid)))) <= marry_config.MaxSqm then if getMarryLevel(cid) ~= 10 then mexp = math.ceil((conta*Marry_stage[getMarryLevel(cid)].marry_percent)/100) addMarryExp(cid, mexp) if isMarryOnline(cid) then doPlayerSendTextMessage(getPlayerByNameWildcard(getPartner(cid)),MESSAGE_STATUS_SMALL,"Marry exp + "..mexp) end doPlayerSendTextMessage(cid,MESSAGE_STATUS_SMALL,"Marry exp + "..mexp) if getMarryExp(cid) >= Marry_stage[getMarryLevel(cid)].exp then addMarryLevel(cid, 1) if isMarryOnline(cid) then doPlayerSendTextMessage(getPlayerByNameWildcard(getPartner(cid)), MESSAGE_STATUS_CONSOLE_RED,"[Marriage System] Level Up! [Nv: "..getMarryLevel(cid).."].") doSendMagicEffect(getCreaturePosition(getPlayerByNameWildcard(getPartner(cid))), 35) end doPlayerSendTextMessage(cid,MESSAGE_STATUS_CONSOLE_RED,"[Marriage System] Level Up! [Nv: "..getMarryLevel(cid).."].") doSendMagicEffect(getCreaturePosition(cid), 35) end end local exp = getExperienceStage(getPlayerLevel(cid), getVocationInfo(getPlayerVocation(cid)).experienceMultiplier) local count = math.ceil(((getMonsterInfo(string.lower(getCreatureName(target))).experience*exp)*Marry_stage[getMarryLevel(cid)].player_experience)/100) doPlayerAddExperience(cid, count) end end return true end]]></event> <event type="statschange" name="MarryStats" event="script"><![CDATA[ domodlib('marry_func') Damage_percent = 50 -- metade n mexa Chance = 25 -- chance de conseguir o reflect ou couple damage if isMonster(attacker) and type == STATSCHANGE_HEALTHLOSS then if isMarried(cid) and isMarryOnline(cid) and getPlayerByNameWildcard(getPartner(cid)) and getDistanceBetween(getCreaturePosition(cid), getCreaturePosition(getPlayerByNameWildcard(getPartner(cid)))) <= marry_config.MaxSqm then if (Chance > math.random(1, 100)) then damage = math.ceil((value*Damage_percent)/100) if (50 > math.random(1, 100)) then doTargetCombatHealth(cid, attacker, COMBAT_PHYSICALDAMAGE, -damage, -damage, CONST_ME_HOLYDAMAGE) doSendAnimatedText(getCreaturePosition(cid), "REFLECT!", 140) else doSendMagicEffect(getCreaturePosition(cid), CONST_ME_HEARTS) doSendAnimatedText(getCreaturePosition(cid), "Love!", 200) doCreatureAddHealth(cid, damage) if isMarryOnline(cid) then doSendMagicEffect(getCreaturePosition(getPlayerByNameWildcard(getPartner(cid))), CONST_ME_HEARTS) doSendAnimatedText(getCreaturePosition(getPlayerByNameWildcard(getPartner(cid))), "Love!", 200) doCreatureAddHealth(getPlayerByNameWildcard(getPartner(cid)), -damage) end end end end end return true ]]></event> </mod>
Configuração:
marry_config = {
Premium = false, -- se o jogador precisa ser premium para casar
OnlyDifferentSex = false, -- se precisa ser do sexo oposto
Marry_Price = 300000, -- qnto vai custar o pedido de casamento
Divorce_Price = 100000, -- quanto vai custar o divórcio
Level = 50, -- que level precisa ser para casar
MaxSqm = 7 -- aqui é quantos sqm eles precisam estar perto um do outro para ganha exp, bonus, etc...
}
Marry_stage = {
[0] = {exp = 350000, marry_percent = 50, player_experience = 0},
[1] = {exp = 700000, marry_percent = 45, player_experience = 2},
[2] = {exp = 1050000, marry_percent = 40, player_experience = 4},
[3] = {exp = 1400000, marry_percent = 35, player_experience = 6},
[4] = {exp = 1750000, marry_percent = 30, player_experience = 8},
[5] = {exp = 2100000, marry_percent = 25, player_experience = 10},
[6] = {exp = 2450000, marry_percent = 20, player_experience = 12},
[7] = {exp = 2800000, marry_percent = 15, player_experience = 14},
[8] = {exp = 3150000, marry_percent = 10, player_experience = 16},
[9] = {exp = 3500000, marry_percent = 5, player_experience = 18},
[10] = {exp = 0, marry_percent = 0, player_experience = 20}
}
[LEVEL DO CASAMENTO] = {
exp = Quanto de exp precisa pra avançar de nível do casamento
marry_percent = quanto de exp eles receberão a matar um montro, por exemplo, no level 0 eles matando um demon que de digamos dê 6000 de exp, eles irão ganhar 50% de 6000, que fica 3000 para o sistema de casamento.
player_experience = bônus exp em % para os players que estiverem upando junto, varia o level do casamento, no level 10, que é o máximo, se eles uparem junto vão receber bônus de 20% experience.
CREDITOS : 25% Ao vodkart pela lib e 75% ao mulizeu(eu) Pelos demais scripts