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    [Weapons] Elemental Spear o arrow

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    1default [Weapons] Elemental Spear o arrow el Dom Ago 18, 2019 10:45 pm

    Sotomallor

    Sotomallor
    Nuevo Miembro
    Nuevo Miembro
    Descripcion escribió:Buenas noches a todos amigos, solicitaba nuevamente de su apoyo si me pudieran colaborar para mi servidor un script que requiero, bueno consiste en que quisiera una spear o ya sea un arrow que sea de multielementos al ejecutar un comando, es decir si yo ejecuto !spear holy cambia el elemento al holy logico, o death etc. algo similar al multielemental wand, solo que para paladin espero puedan apoyarme muchas gracias y buenas noches! version 8.60 tfs 0.4_dev
    Imagen Explicativa escribió:Imagen Explicativa: [Weapons] Elemental Spear o arrow Tibiaf10
    Version del Scripts: TFs 0.4.0

    2default Re: [Weapons] Elemental Spear o arrow el Dom Ago 18, 2019 11:36 pm

    [Admin] God Maya

    [Admin] God Maya
    Administrador
    Administrador
    a ver intenta con este

    Código:

    <?xml version="1.0" encoding="UTF-8"?>
    <mod name="Weapon multi-elements" version="1.0" author="Leyendario." contact="otserv.es" enabled="yes">
    <config name="configuracion"><![CDATA[
     
      config = {
          storage = 6999,
          dinero = 0 * 1000 -- 1cc, pon 0 si no quieres que cobre.
          }
        par = {
          ["physic"] = {1, CONST_ME_HITAREA},
          ["energy"] = {2, CONST_ME_ENERGYHIT},
          ["earth"] = {3, CONST_ME_HITBYPOISON},
          ["fire"] = {4, CONST_ME_HITBYFIRE},
          ["ice"] = {5, CONST_ME_ICEATTACK},
          ["holy"] = {6, CONST_ME_HOLYDAMAGE},
          ["death"] = {7, CONST_ME_MORTAREA}
          }
     
    ]]></config>
      <talkaction words="!weapon" event="script"><![CDATA[
      domodlib('configuracion')
      function onSay(cid, words, param, channel)
          local p = par[param]
          if p then
            if getPlayerMoney(cid) < config.dinero then
                return doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "need " ..config.dinero.. " gold coins.")
            end 
            doPlayerRemoveMoney(cid, config.dinero)
            setPlayerStorageValue(cid, config.storage, p[1])
            doSendMagicEffect(getCreaturePosition(cid), p[2])
            doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Now you are using  ".. param ..".")
          else
            doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "the commands are, physic, energy, earth, fire, ice, death and holy.")
          end
          return 0
      end
      ]]></talkaction>
      <item id="7450" level="150" mana="0" event="script"><![CDATA[
      domodlib('configuration')
      local physic = createCombatObject() -- 1
      setCombatParam(physic, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
      setCombatParam(physic, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
      setCombatParam(physic, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDCLUB)
      function onGetFormulaValues(cid, level, skill, attack, factor)
       local skillTotal, levelTotal = skill + attack, level / 5
       return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
      local energy = createCombatObject() -- 2
      setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
      setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
      setCombatParam(energy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
      function onGetFormulaValues(cid, level, skill, attack, factor)
       local skillTotal, levelTotal = skill + attack, level / 5
       return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
      local earth = createCombatObject() -- 3
      setCombatParam(earth, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
      setCombatParam(earth, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON)
      setCombatParam(earth, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_POISON)
      function onGetFormulaValues(cid, level, skill, attack, factor)
       local skillTotal, levelTotal = skill + attack, level / 5
       return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
      local fire = createCombatObject() -- 4
      setCombatParam(fire, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
      setCombatParam(fire, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
      setCombatParam(fire, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLFIRE)
      function onGetFormulaValues(cid, level, skill, attack, factor)
       local skillTotal, levelTotal = skill + attack, level / 5
       return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
      local ice = createCombatObject()  -- 5
      setCombatParam(ice, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
      setCombatParam(ice, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK)
      setCombatParam(ice, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)
      function onGetFormulaValues(cid, level, skill, attack, factor)
       local skillTotal, levelTotal = skill + attack, level / 5
       return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
      local holy = createCombatObject()  -- 6
      setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
      setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
      setCombatParam(holy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLHOLY)
      function onGetFormulaValues(cid, level, skill, attack, factor)
       local skillTotal, levelTotal = skill + attack, level / 5
       return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
      local death = createCombatObject()  -- 7
      setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
      setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
      setCombatParam(death, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
      function onGetFormulaValues(cid, level, skill, attack, factor)
       local skillTotal, levelTotal = skill + attack, level / 5
       return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
    function onUseWeapon(cid, var)
      local valor = getPlayerStorageValue(cid, config.storage)
      doCombat(cid, valor == 2 and energy or valor == 3 and earth or valor == 4 and fire or valor == 5 and ice or valor == 6 and holy or valor == 7 and death or physic, var)
      return true
    end
     
      ]]>
      <vocation id="4"/>
       </item>
       <item id="7450" article="a" name="Elemental Hammer">
          <attribute key="description" value="The leyend tells that the blacksmith who forged it made a pact whith the gods, so his hammer could control every existant element." />
          <attribute key="weight" value="500" />
          <attribute key="defense" value="37" />
          <attribute key="attack" value="55" />
          <attribute key="weaponType" value="club" />
      </item>
    </mod>



    [Weapons] Elemental Spear o arrow YNU5B25
    https://www.tibiaface.com

    3default Re: [Weapons] Elemental Spear o arrow el Jue Ene 16, 2020 1:01 pm

    3zequi3l

    3zequi3l
    Nuevo Miembro
    Nuevo Miembro
    Hola Buenas Tardes, Me Podrias Explicar Bien El Script??
    *DONDE VA TODO???????????

    <?xml version="1.0" encoding="UTF-8"?>
    <mod name="Weapon multi-elements" version="1.0" author="Leyendario." contact="otserv.es" enabled="yes">
    <config name="configuracion"><![CDATA[

    config = {
    storage = 6999,
    dinero = 0 * 1000 -- 1cc, pon 0 si no quieres que cobre.
    }
    par = {
    ["physic"] = {1, CONST_ME_HITAREA},
    ["energy"] = {2, CONST_ME_ENERGYHIT},
    ["earth"] = {3, CONST_ME_HITBYPOISON},
    ["fire"] = {4, CONST_ME_HITBYFIRE},
    ["ice"] = {5, CONST_ME_ICEATTACK},
    ["holy"] = {6, CONST_ME_HOLYDAMAGE},
    ["death"] = {7, CONST_ME_MORTAREA}
    }

    ]]></config>
    <talkaction words="!weapon" event="script"><![CDATA[
    domodlib('configuracion')
    function onSay(cid, words, param, channel)
    local p = par[param]
    if p then
    if getPlayerMoney(cid) < config.dinero then
    return doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "need " ..config.dinero.. " gold coins.")
    end
    doPlayerRemoveMoney(cid, config.dinero)
    setPlayerStorageValue(cid, config.storage, p[1])
    doSendMagicEffect(getCreaturePosition(cid), p[2])
    doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Now you are using ".. param ..".")
    else
    doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "the commands are, physic, energy, earth, fire, ice, death and holy.")
    end
    return 0
    end
    ]]></talkaction>
    <item id="7450" level="150" mana="0" event="script"><![CDATA[
    domodlib('configuration')
    local physic = createCombatObject() -- 1
    setCombatParam(physic, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
    setCombatParam(physic, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
    setCombatParam(physic, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDCLUB)
    function onGetFormulaValues(cid, level, skill, attack, factor)
    local skillTotal, levelTotal = skill + attack, level / 5
    return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
    setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")

    local energy = createCombatObject() -- 2
    setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
    setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
    setCombatParam(energy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
    function onGetFormulaValues(cid, level, skill, attack, factor)
    local skillTotal, levelTotal = skill + attack, level / 5
    return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
    setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")

    local earth = createCombatObject() -- 3
    setCombatParam(earth, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
    setCombatParam(earth, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON)
    setCombatParam(earth, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_POISON)
    function onGetFormulaValues(cid, level, skill, attack, factor)
    local skillTotal, levelTotal = skill + attack, level / 5
    return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
    setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")

    local fire = createCombatObject() -- 4
    setCombatParam(fire, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
    setCombatParam(fire, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
    setCombatParam(fire, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLFIRE)
    function onGetFormulaValues(cid, level, skill, attack, factor)
    local skillTotal, levelTotal = skill + attack, level / 5
    return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
    setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")

    local ice = createCombatObject() -- 5
    setCombatParam(ice, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
    setCombatParam(ice, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK)
    setCombatParam(ice, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)
    function onGetFormulaValues(cid, level, skill, attack, factor)
    local skillTotal, levelTotal = skill + attack, level / 5
    return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
    setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")

    local holy = createCombatObject() -- 6
    setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
    setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
    setCombatParam(holy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLHOLY)
    function onGetFormulaValues(cid, level, skill, attack, factor)
    local skillTotal, levelTotal = skill + attack, level / 5
    return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
    setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")

    local death = createCombatObject() -- 7
    setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
    setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
    setCombatParam(death, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
    function onGetFormulaValues(cid, level, skill, attack, factor)
    local skillTotal, levelTotal = skill + attack, level / 5
    return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
    setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")

    function onUseWeapon(cid, var)
    local valor = getPlayerStorageValue(cid, config.storage)
    doCombat(cid, valor == 2 and energy or valor == 3 and earth or valor == 4 and fire or valor == 5 and ice or valor == 6 and holy or valor == 7 and death or physic, var)
    return true
    end

    ]]>
    <vocation id="4"/>
    </item>
    <item id="7450" article="a" name="Elemental Hammer">
    <attribute key="description" value="The leyend tells that the blacksmith who forged it made a pact whith the gods, so his hammer could control every existant element." />
    <attribute key="weight" value="500" />
    <attribute key="defense" value="37" />
    <attribute key="attack" value="55" />
    <attribute key="weaponType" value="club" />
    </item>
    </mod>

    4default Re: [Weapons] Elemental Spear o arrow el Jue Ene 16, 2020 7:39 pm

    [Admin] God Maya

    [Admin] God Maya
    Administrador
    Administrador
    [Tienes que estar registrado y conectado para ver este vínculo] escribió:Hola Buenas Tardes, Me Podrias Explicar Bien El Script??
    *DONDE VA TODO???????????

    Código:
    <?xml version="1.0" encoding="UTF-8"?>
    <mod name="Weapon multi-elements" version="1.0" author="Leyendario." contact="otserv.es" enabled="yes">
    <config name="configuracion"><![CDATA[
     
      config = {
          storage = 6999,
          dinero = 0 * 1000 -- 1cc, pon 0 si no quieres que cobre.
          }
        par = {
          ["physic"] = {1, CONST_ME_HITAREA},
          ["energy"] = {2, CONST_ME_ENERGYHIT},
          ["earth"] = {3, CONST_ME_HITBYPOISON},
          ["fire"] = {4, CONST_ME_HITBYFIRE},
          ["ice"] = {5, CONST_ME_ICEATTACK},
          ["holy"] = {6, CONST_ME_HOLYDAMAGE},
          ["death"] = {7, CONST_ME_MORTAREA}
          }
     
    ]]></config>
      <talkaction words="!weapon" event="script"><![CDATA[
      domodlib('configuracion')
      function onSay(cid, words, param, channel)
          local p = par[param]
          if p then
            if getPlayerMoney(cid) < config.dinero then
                return doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "need " ..config.dinero.. " gold coins.")
            end 
            doPlayerRemoveMoney(cid, config.dinero)
            setPlayerStorageValue(cid, config.storage, p[1])
            doSendMagicEffect(getCreaturePosition(cid), p[2])
            doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Now you are using  ".. param ..".")
          else
            doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "the commands are, physic, energy, earth, fire, ice, death and holy.")
          end
          return 0
      end
      ]]></talkaction>
      <item id="7450" level="150" mana="0" event="script"><![CDATA[
      domodlib('configuration')
      local physic = createCombatObject() -- 1
      setCombatParam(physic, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
      setCombatParam(physic, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
      setCombatParam(physic, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDCLUB)
      function onGetFormulaValues(cid, level, skill, attack, factor)
      local skillTotal, levelTotal = skill + attack, level / 5
      return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
      local energy = createCombatObject() -- 2
      setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
      setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
      setCombatParam(energy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
      function onGetFormulaValues(cid, level, skill, attack, factor)
      local skillTotal, levelTotal = skill + attack, level / 5
      return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
      local earth = createCombatObject() -- 3
      setCombatParam(earth, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
      setCombatParam(earth, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON)
      setCombatParam(earth, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_POISON)
      function onGetFormulaValues(cid, level, skill, attack, factor)
      local skillTotal, levelTotal = skill + attack, level / 5
      return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
      local fire = createCombatObject() -- 4
      setCombatParam(fire, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
      setCombatParam(fire, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
      setCombatParam(fire, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLFIRE)
      function onGetFormulaValues(cid, level, skill, attack, factor)
      local skillTotal, levelTotal = skill + attack, level / 5
      return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
      local ice = createCombatObject()  -- 5
      setCombatParam(ice, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
      setCombatParam(ice, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK)
      setCombatParam(ice, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)
      function onGetFormulaValues(cid, level, skill, attack, factor)
      local skillTotal, levelTotal = skill + attack, level / 5
      return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
      local holy = createCombatObject()  -- 6
      setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
      setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
      setCombatParam(holy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLHOLY)
      function onGetFormulaValues(cid, level, skill, attack, factor)
      local skillTotal, levelTotal = skill + attack, level / 5
      return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
      local death = createCombatObject()  -- 7
      setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
      setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
      setCombatParam(death, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
      function onGetFormulaValues(cid, level, skill, attack, factor)
      local skillTotal, levelTotal = skill + attack, level / 5
      return -(skillTotal / 3 + levelTotal), -(skillTotal + levelTotal)
    end
      setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
     
    function onUseWeapon(cid, var)
      local valor = getPlayerStorageValue(cid, config.storage)
      doCombat(cid, valor == 2 and energy or valor == 3 and earth or valor == 4 and fire or valor == 5 and ice or valor == 6 and holy or valor == 7 and death or physic, var)
      return true
    end
     
      ]]>
      <vocation id="4"/>
      </item>
      <item id="7450" article="a" name="Elemental Hammer">
          <attribute key="description" value="The leyend tells that the blacksmith who forged it made a pact whith the gods, so his hammer could control every existant element." />
          <attribute key="weight" value="500" />
          <attribute key="defense" value="37" />
          <attribute key="attack" value="55" />
          <attribute key="weaponType" value="club" />
      </item>
    </mod>

    en la carpeta mods del servidor creas un archivo cualquiera con cualquier nombre y adentro pega eso y listo renicia el ot y ya estaria habilitado



    [Weapons] Elemental Spear o arrow YNU5B25
    https://www.tibiaface.com

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