local outfit = {lookType = 32} -- Roupa que ira transformar no caso seu corpo ficara em choque
local tempo = 60 * 1000 -- Tempo, nesse caso esta 60 segundos Lembrando que 1000 = 1 segundo
local ml = 2 -- quantos ira aumentar o skill de ML
local skillfist = 2 -- quantos ira aumentar o skill de Fist
local skillsword = 2 -- quantos ira aumentar o skill de Sword
local skillaxe = 2 -- quantos ira aumentar o skill de Axe
local skillclub = 2 -- quantos ira aumentar o skill de Club
local skilldistance = 2 -- quantos ira aumentar o skill de Distance
local skillshield = 2 -- quantos ira aumentar o skill de Shield
local health = 20 -- A cada 1 segundo quantos aumentar de vida
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_EFFECT, 48)
setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, 0)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 48)
setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, 0)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 48)
setCombatParam(combat3, COMBAT_PARAM_AGGRESSIVE, 0)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 48)
setCombatParam(combat4, COMBAT_PARAM_AGGRESSIVE, 0)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 48)
setCombatParam(combat5, COMBAT_PARAM_AGGRESSIVE, 0)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 48)
setCombatParam(combat6, COMBAT_PARAM_AGGRESSIVE, 0)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 48)
setCombatParam(combat7, COMBAT_PARAM_AGGRESSIVE, 0)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 48)
setCombatParam(combat8, COMBAT_PARAM_AGGRESSIVE, 0)
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_EFFECT, 48)
setCombatParam(combat9, COMBAT_PARAM_AGGRESSIVE, 0)
local condition = createConditionObject(CONDITION_ATTRIBUTES)
setConditionParam(condition, CONDITION_PARAM_TICKS, tempo)
setConditionParam(condition, CONDITION_PARAM_STAT_MAGICLEVEL, ml)
setConditionParam(condition, CONDITION_PARAM_SKILL_FIST, skillfist)
setConditionParam(condition, CONDITION_PARAM_SKILL_SWORD, skillsword)
setConditionParam(condition, CONDITION_PARAM_SKILL_AXE, skillaxe)
setConditionParam(condition, CONDITION_PARAM_SKILL_CLUB, skillclub)
setConditionParam(condition, CONDITION_PARAM_SKILL_DISTANCE, skilldistance)
setConditionParam(condition, CONDITION_PARAM_SKILL_SHIELD, skillshield)
setConditionParam(condition, CONDITION_PARAM_OUTFIT, outfit)
setCombatCondition(combat, condition)
setCombatCondition(combat2, condition)
setCombatCondition(combat3, condition)
setCombatCondition(combat4, condition)
setCombatCondition(combat5, condition)
setCombatCondition(combat6, condition)
setCombatCondition(combat7, condition)
setCombatCondition(combat8, condition)
setCombatCondition(combat9, condition)
local condition = createConditionObject(CONDITION_HASTE)
setConditionParam(condition, CONDITION_PARAM_SPEED, 250)
setConditionParam(condition, CONDITION_PARAM_TICKS, tempo)
setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE)
setCombatCondition(combat, condition)
setCombatCondition(combat2, condition)
setCombatCondition(combat3, condition)
setCombatCondition(combat4, condition)
setCombatCondition(combat5, condition)
setCombatCondition(combat6, condition)
setCombatCondition(combat7, condition)
setCombatCondition(combat8, condition)
setCombatCondition(combat9, condition)
local condition = createConditionObject(CONDITION_REGENERATION)
setConditionParam(condition, CONDITION_PARAM_SUBID, 1)
setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE)
setConditionParam(condition, CONDITION_PARAM_TICKS, tempo)
setConditionParam(condition, CONDITION_PARAM_HEALTHGAIN, health)
setConditionParam(condition, CONDITION_PARAM_HEALTHTICKS, 1000)
setCombatCondition(combat, condition)
setCombatCondition(combat2, condition)
setCombatCondition(combat3, condition)
setCombatCondition(combat4, condition)
setCombatCondition(combat5, condition)
setCombatCondition(combat6, condition)
setCombatCondition(combat7, condition)
setCombatCondition(combat8, condition)
setCombatCondition(combat9, condition)
local sys = createConditionObject(CONDITION_OUTFIT)
setConditionParam(sys, CONDITION_PARAM_TICKS, tempo)
addOutfitCondition(sys, outfit)
setCombatCondition(combat, sys)
local sys2 = createConditionObject(CONDITION_OUTFIT)
setConditionParam(sys2, CONDITION_PARAM_TICKS, tempo)
addOutfitCondition(sys2, {lookType = 442})
setCombatCondition(combat2, sys2)
local sys3 = createConditionObject(CONDITION_OUTFIT)
setConditionParam(sys3, CONDITION_PARAM_TICKS, tempo)
addOutfitCondition(sys3, {lookType = 447})
setCombatCondition(combat3, sys3)
local sys4 = createConditionObject(CONDITION_OUTFIT)
setConditionParam(sys4, CONDITION_PARAM_TICKS, tempo)
addOutfitCondition(sys4, {lookType = 452})
setCombatCondition(combat4, sys4)
local sys5 = createConditionObject(CONDITION_OUTFIT)
setConditionParam(sys5, CONDITION_PARAM_TICKS, tempo)
addOutfitCondition(sys5, {lookType = 457})
setCombatCondition(combat5, sys5)
local sys6 = createConditionObject(CONDITION_OUTFIT)
setConditionParam(sys6, CONDITION_PARAM_TICKS, tempo)
addOutfitCondition(sys6, {lookType = 462})
setCombatCondition(combat6, sys6)
local sys7 = createConditionObject(CONDITION_OUTFIT)
setConditionParam(sys7, CONDITION_PARAM_TICKS, tempo)
addOutfitCondition(sys7, {lookType = 467})
setCombatCondition(combat7, sys7)
local sys8 = createConditionObject(CONDITION_OUTFIT)
setConditionParam(sys8, CONDITION_PARAM_TICKS, tempo)
addOutfitCondition(sys8, {lookType = 472})
setCombatCondition(combat8, sys8)
local sys9 = createConditionObject(CONDITION_OUTFIT)
setConditionParam(sys9, CONDITION_PARAM_TICKS, tempo)
addOutfitCondition(sys9, {lookType = 477})
setCombatCondition(combat9, sys9)
function onCastSpell(cid, var)
setPlayerStorageValue(cid, 102050,0)
if getPlayerStorageValue(cid, 102059) ~= 1 then
if (getCreatureOutfit(cid).lookType == 441 or getCreatureOutfit(cid).lookType == 442 or getCreatureOutfit(cid).lookType == 443 or getCreatureOutfit(cid).lookType == 444 or getCreatureOutfit(cid).lookType == 445) then
return doCombat(cid, combat2, var)
end
if (getCreatureOutfit(cid).lookType == 446 or getCreatureOutfit(cid).lookType == 447 or getCreatureOutfit(cid).lookType == 448 or getCreatureOutfit(cid).lookType == 449 or getCreatureOutfit(cid).lookType == 450) then
return doCombat(cid, combat3, var)
end
if (getCreatureOutfit(cid).lookType == 451 or getCreatureOutfit(cid).lookType == 452 or getCreatureOutfit(cid).lookType == 453 or getCreatureOutfit(cid).lookType == 454 or getCreatureOutfit(cid).lookType == 455) then
return doCombat(cid, combat4, var)
end
if (getCreatureOutfit(cid).lookType == 456 or getCreatureOutfit(cid).lookType == 457 or getCreatureOutfit(cid).lookType == 458 or getCreatureOutfit(cid).lookType == 459 or getCreatureOutfit(cid).lookType == 460) then
return doCombat(cid, combat5, var)
end
if (getCreatureOutfit(cid).lookType == 461 or getCreatureOutfit(cid).lookType == 462 or getCreatureOutfit(cid).lookType == 463 or getCreatureOutfit(cid).lookType == 464 or getCreatureOutfit(cid).lookType == 465) then
return doCombat(cid, combat6, var)
end
if (getCreatureOutfit(cid).lookType == 466 or getCreatureOutfit(cid).lookType == 467 or getCreatureOutfit(cid).lookType == 468 or getCreatureOutfit(cid).lookType == 469 or getCreatureOutfit(cid).lookType == 470) then
return doCombat(cid, combat7, var)
end
if (getCreatureOutfit(cid).lookType == 471 or getCreatureOutfit(cid).lookType == 472 or getCreatureOutfit(cid).lookType == 473 or getCreatureOutfit(cid).lookType == 474 or getCreatureOutfit(cid).lookType == 475) then
return doCombat(cid, combat8, var)
end
if (getCreatureOutfit(cid).lookType == 476 or getCreatureOutfit(cid).lookType == 477 or getCreatureOutfit(cid).lookType == 478 or getCreatureOutfit(cid).lookType == 479 or getCreatureOutfit(cid).lookType == 480) then
return doCombat(cid, combat9, var)
end
return doCombat(cid, combat, var)
else
setPlayerStorageValue(cid, 102050,1)
doPlayerSendCancel(cid, "Desculpe.. agora não pode se transformar.")
end
end