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UI.Separator()
if type(storage.corpsePush) ~= "table" then
storage.corpsePush = {4330}
end
gpPushEnabled = false
gpPushDelay = 2000
local c = {
pickUp = {3277},
corpses = {4330},
CheckPOS = 1
}
macro(1800, "Shiba Spear", "", function(widget)
widget:setOn(not widget:isOn())
gpPushEnabled = widget:isOn()
for x = -c.CheckPOS, c.CheckPOS do
for y = -c.CheckPOS, c.CheckPOS do
local tile = g_map.getTile({x = posx() + x, y = posy() + y, z = posz()})
if tile then
local things = tile:getThings()
for _, item in pairs(things) do
if table.find(c.pickUp, item:getId()) then
local containers = getContainers()
for _, container in pairs(containers) do
g_game.move(item, container:getSlotPosition(container:getItemsCount()), item:getCount())
end
end
end
end
end
end
end)
macro(gpPushDelay, function ()
if gpPushEnabled then
push(0, -1, 0)
push(0, 1, 0)
push(-1, -1, 0)
push(-1, 0, 0)
push(-1, 1, 0)
push(1, -1, 0)
push(1, 0, 0)
push(1, 1, 0)
end
end)
function push(x, y, z)
local position = player:getPosition()
position.x = position.x + x
position.y = position.y + y
local tile = g_map.getTile(position)
local thing = tile:getTopThing()
for j, item in ipairs(tile:getItems()) do
for _, deadMonster in pairs(storage.corpsePush) do
if table.find(deadMonster, item:getId()) then
delay(1000)
g_game.move(item, player:getPosition(), item:getCount())
delay(3000)
end
end
end
end
UI.Label("Corpses to Move")
local lookForCorpses = UI.Container(function(widget, items)
storage.corpsePush = items
end)
lookForCorpses:setHeight(35)
lookForCorpses:setItems(storage.corpsePush)
UI.Separator()
for _, creature in pairs(getSpectators(posz())) do
local spectator = creature:getName()
local selfName = player:getName()
if creature:isPlayer() and spectator ~= selfName then
if not isFriend(spectator) then
gotoLabel("entrarHouse")
end
else
gotoLabel("voltarRunar")
end
end
return true