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(Resolvido){Ajuda} Colocar storage em spell.


Ir para solução Resolvido por Wakon,

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Olá!

 

tenho tentado colocar uma storage em uma spell a muito tempo e não consigo... É coisa simples eu acho kkk é só colocar para lançar a spell só se tiver a storage 21203

 

script:

 

-- SpellCreator generated.

-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_ICETORNADO)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (1500)*-1,(3000)*-1 
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat0_Brush_2 = {CONST_ANI_SMALLICE}local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (1600)*-1,(3200)*-1 
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat0_Brush_2 = {CONST_ANI_EXPLOSION}local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_SOUND_BLUE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
	return (1700)*-1,(3400)*-1 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_POWERBOLT}local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{0, 0, 2, 0, 0},
{0, 1, 1, 1, 0},
{1, 1, 1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
	return (1800)*-1,(3500)*-1 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_WHIRLWINDAXE,0,1,1,2,0,2,-1,2,-2,2,-1,1,2,2,1,1}

-- Areas/Combat for 100ms
local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GIANTICE)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatArea(combat1_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
	return (1500)*-1,(3000)*-1 
end
setCombatCallback(combat1_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat1_Brush = {CONST_ANI_ICE}local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat1_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
	return (1600)*-1,(3200)*-1 
end
setCombatCallback(combat1_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat1_Brush = {CONST_ANI_FIRE}local combat1_Brush_2 = createCombatObject()
setCombatParam(combat1_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA)
setCombatParam(combat1_Brush_2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat1_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (1700)*-1,(3400)*-1 
end
setCombatCallback(combat1_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat1_Brush_2 = {CONST_ANI_HOLY}local combat1_Brush_2 = createCombatObject()
setCombatParam(combat1_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_CRAPS)
setCombatParam(combat1_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat1_Brush_2,createCombatArea({{1, 1, 1, 1, 1},
{0, 1, 1, 1, 0},
{0, 0, 2, 0, 0}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (1800)*-1,(3500)*-1 
end
setCombatCallback(combat1_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat1_Brush_2 = {CONST_ANI_WHIRLWINDSWORD,2,-2,1,-2,0,-2,-1,-2,-2,-2,0,-1,-1,-1,1,-1}

-- Areas/Combat for 200ms
local combat2_Brush_2 = createCombatObject()
setCombatParam(combat2_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)
setCombatParam(combat2_Brush_2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat2_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (1600)*-1,(3200)*-1 
end
setCombatCallback(combat2_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat2_Brush_2 = {CONST_ANI_EXPLOSION}local combat2_Brush_3 = createCombatObject()
setCombatParam(combat2_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_YALAHARIGHOST)
setCombatParam(combat2_Brush_3, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat2_Brush_3,createCombatArea({{2}}))
function getDmg_Brush_3(cid, level, maglevel)
	return (1700)*-1,(3400)*-1 
end
setCombatCallback(combat2_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
local dfcombat2_Brush_3 = {CONST_ANI_SMALLHOLY}local combat2_Brush_3 = createCombatObject()
setCombatParam(combat2_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combat2_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat2_Brush_3,createCombatArea({{1, 0, 0, 0, 1},
{1, 1, 2, 1, 1},
{1, 0, 0, 0, 1}}))
function getDmg_Brush_3(cid, level, maglevel)
	return (1800)*-1,(3500)*-1 
end
setCombatCallback(combat2_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
local dfcombat2_Brush_3 = {CONST_ANI_WHIRLWINDCLUB,-2,-1,-2,1,-2,0,-1,0,2,1,2,-1,2,0,1,0}

-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
	if (isCreature(cid)) then
		doCombat(cid, c, var)
		if (dirList ~= nil) then -- Emit distance effects
			local i = 2;
			while (i < #dirList) do
				doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
				i = i + 2
			end		
		end
	end
end

function onCastSpell(cid, var)
	local startPos = getCreaturePosition(cid)
	RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)
	RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)
	RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
	RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
	addEvent(RunPart,100,combat1_Brush,cid,var,dfcombat1_Brush,startPos)
	addEvent(RunPart,100,combat1_Brush,cid,var,dfcombat1_Brush,startPos)
	addEvent(RunPart,100,combat1_Brush_2,cid,var,dfcombat1_Brush_2,startPos)
	addEvent(RunPart,100,combat1_Brush_2,cid,var,dfcombat1_Brush_2,startPos)
	addEvent(RunPart,200,combat2_Brush_2,cid,var,dfcombat2_Brush_2,startPos)
	addEvent(RunPart,200,combat2_Brush_3,cid,var,dfcombat2_Brush_3,startPos)
	addEvent(RunPart,200,combat2_Brush_3,cid,var,dfcombat2_Brush_3,startPos)
	return true
	end
end

Editado por NathanAmaro (veja o histórico de edições)

Oi

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  • Solução

Tenta ai:

-- SpellCreator generated.

-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_ICETORNADO)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
    return (1500)*-1,(3000)*-1
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat0_Brush_2 = {CONST_ANI_SMALLICE}local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
    return (1600)*-1,(3200)*-1
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat0_Brush_2 = {CONST_ANI_EXPLOSION}local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_SOUND_BLUE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
    return (1700)*-1,(3400)*-1
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_POWERBOLT}local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{0, 0, 2, 0, 0},
{0, 1, 1, 1, 0},
{1, 1, 1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
    return (1800)*-1,(3500)*-1
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_WHIRLWINDAXE,0,1,1,2,0,2,-1,2,-2,2,-1,1,2,2,1,1}

-- Areas/Combat for 100ms
local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GIANTICE)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatArea(combat1_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
    return (1500)*-1,(3000)*-1
end
setCombatCallback(combat1_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat1_Brush = {CONST_ANI_ICE}local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat1_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
    return (1600)*-1,(3200)*-1
end
setCombatCallback(combat1_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat1_Brush = {CONST_ANI_FIRE}local combat1_Brush_2 = createCombatObject()
setCombatParam(combat1_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA)
setCombatParam(combat1_Brush_2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat1_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
    return (1700)*-1,(3400)*-1
end
setCombatCallback(combat1_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat1_Brush_2 = {CONST_ANI_HOLY}local combat1_Brush_2 = createCombatObject()
setCombatParam(combat1_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_CRAPS)
setCombatParam(combat1_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat1_Brush_2,createCombatArea({{1, 1, 1, 1, 1},
{0, 1, 1, 1, 0},
{0, 0, 2, 0, 0}}))
function getDmg_Brush_2(cid, level, maglevel)
    return (1800)*-1,(3500)*-1
end
setCombatCallback(combat1_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat1_Brush_2 = {CONST_ANI_WHIRLWINDSWORD,2,-2,1,-2,0,-2,-1,-2,-2,-2,0,-1,-1,-1,1,-1}

-- Areas/Combat for 200ms
local combat2_Brush_2 = createCombatObject()
setCombatParam(combat2_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)
setCombatParam(combat2_Brush_2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat2_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
    return (1600)*-1,(3200)*-1
end
setCombatCallback(combat2_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat2_Brush_2 = {CONST_ANI_EXPLOSION}local combat2_Brush_3 = createCombatObject()
setCombatParam(combat2_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_YALAHARIGHOST)
setCombatParam(combat2_Brush_3, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat2_Brush_3,createCombatArea({{2}}))
function getDmg_Brush_3(cid, level, maglevel)
    return (1700)*-1,(3400)*-1
end
setCombatCallback(combat2_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
local dfcombat2_Brush_3 = {CONST_ANI_SMALLHOLY}local combat2_Brush_3 = createCombatObject()
setCombatParam(combat2_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combat2_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat2_Brush_3,createCombatArea({{1, 0, 0, 0, 1},
{1, 1, 2, 1, 1},
{1, 0, 0, 0, 1}}))
function getDmg_Brush_3(cid, level, maglevel)
    return (1800)*-1,(3500)*-1
end
setCombatCallback(combat2_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
local dfcombat2_Brush_3 = {CONST_ANI_WHIRLWINDCLUB,-2,-1,-2,1,-2,0,-1,0,2,1,2,-1,2,0,1,0}

-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
    if (isCreature(cid)) then
        doCombat(cid, c, var)
        if (dirList ~= nil) then -- Emit distance effects
            local i = 2;
            while (i < #dirList) do
                doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
                i = i + 2
            end        
        end
    end
end

function onCastSpell(cid, var)
    local storage = 21203
    if getPlayerStorageValue(cid, storage) <= 0 then
    doPlayerSendCancel(cid, "Blocked.")
    return true
    end
    local startPos = getCreaturePosition(cid)
    RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)
    RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)
    RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
    RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
    addEvent(RunPart,100,combat1_Brush,cid,var,dfcombat1_Brush,startPos)
    addEvent(RunPart,100,combat1_Brush,cid,var,dfcombat1_Brush,startPos)
    addEvent(RunPart,100,combat1_Brush_2,cid,var,dfcombat1_Brush_2,startPos)
    addEvent(RunPart,100,combat1_Brush_2,cid,var,dfcombat1_Brush_2,startPos)
    addEvent(RunPart,200,combat2_Brush_2,cid,var,dfcombat2_Brush_2,startPos)
    addEvent(RunPart,200,combat2_Brush_3,cid,var,dfcombat2_Brush_3,startPos)
    addEvent(RunPart,200,combat2_Brush_3,cid,var,dfcombat2_Brush_3,startPos)
    return true
end
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Tenta ai:

-- SpellCreator generated.

-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_ICETORNADO)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
    return (1500)*-1,(3000)*-1
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat0_Brush_2 = {CONST_ANI_SMALLICE}local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
    return (1600)*-1,(3200)*-1
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat0_Brush_2 = {CONST_ANI_EXPLOSION}local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_SOUND_BLUE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
    return (1700)*-1,(3400)*-1
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_POWERBOLT}local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{0, 0, 2, 0, 0},
{0, 1, 1, 1, 0},
{1, 1, 1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
    return (1800)*-1,(3500)*-1
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_WHIRLWINDAXE,0,1,1,2,0,2,-1,2,-2,2,-1,1,2,2,1,1}

-- Areas/Combat for 100ms
local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GIANTICE)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatArea(combat1_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
    return (1500)*-1,(3000)*-1
end
setCombatCallback(combat1_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat1_Brush = {CONST_ANI_ICE}local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat1_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
    return (1600)*-1,(3200)*-1
end
setCombatCallback(combat1_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat1_Brush = {CONST_ANI_FIRE}local combat1_Brush_2 = createCombatObject()
setCombatParam(combat1_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA)
setCombatParam(combat1_Brush_2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat1_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
    return (1700)*-1,(3400)*-1
end
setCombatCallback(combat1_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat1_Brush_2 = {CONST_ANI_HOLY}local combat1_Brush_2 = createCombatObject()
setCombatParam(combat1_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_CRAPS)
setCombatParam(combat1_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat1_Brush_2,createCombatArea({{1, 1, 1, 1, 1},
{0, 1, 1, 1, 0},
{0, 0, 2, 0, 0}}))
function getDmg_Brush_2(cid, level, maglevel)
    return (1800)*-1,(3500)*-1
end
setCombatCallback(combat1_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat1_Brush_2 = {CONST_ANI_WHIRLWINDSWORD,2,-2,1,-2,0,-2,-1,-2,-2,-2,0,-1,-1,-1,1,-1}

-- Areas/Combat for 200ms
local combat2_Brush_2 = createCombatObject()
setCombatParam(combat2_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)
setCombatParam(combat2_Brush_2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat2_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
    return (1600)*-1,(3200)*-1
end
setCombatCallback(combat2_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat2_Brush_2 = {CONST_ANI_EXPLOSION}local combat2_Brush_3 = createCombatObject()
setCombatParam(combat2_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_YALAHARIGHOST)
setCombatParam(combat2_Brush_3, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat2_Brush_3,createCombatArea({{2}}))
function getDmg_Brush_3(cid, level, maglevel)
    return (1700)*-1,(3400)*-1
end
setCombatCallback(combat2_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
local dfcombat2_Brush_3 = {CONST_ANI_SMALLHOLY}local combat2_Brush_3 = createCombatObject()
setCombatParam(combat2_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combat2_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat2_Brush_3,createCombatArea({{1, 0, 0, 0, 1},
{1, 1, 2, 1, 1},
{1, 0, 0, 0, 1}}))
function getDmg_Brush_3(cid, level, maglevel)
    return (1800)*-1,(3500)*-1
end
setCombatCallback(combat2_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
local dfcombat2_Brush_3 = {CONST_ANI_WHIRLWINDCLUB,-2,-1,-2,1,-2,0,-1,0,2,1,2,-1,2,0,1,0}

-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
    if (isCreature(cid)) then
        doCombat(cid, c, var)
        if (dirList ~= nil) then -- Emit distance effects
            local i = 2;
            while (i < #dirList) do
                doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
                i = i + 2
            end        
        end
    end
end

function onCastSpell(cid, var)
    local storage = 21203
    if getPlayerStorageValue(cid, storage) <= 0 then
    doPlayerSendCancel(cid, "Blocked.")
    return true
    end
    local startPos = getCreaturePosition(cid)
    RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)
    RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)
    RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
    RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
    addEvent(RunPart,100,combat1_Brush,cid,var,dfcombat1_Brush,startPos)
    addEvent(RunPart,100,combat1_Brush,cid,var,dfcombat1_Brush,startPos)
    addEvent(RunPart,100,combat1_Brush_2,cid,var,dfcombat1_Brush_2,startPos)
    addEvent(RunPart,100,combat1_Brush_2,cid,var,dfcombat1_Brush_2,startPos)
    addEvent(RunPart,200,combat2_Brush_2,cid,var,dfcombat2_Brush_2,startPos)
    addEvent(RunPart,200,combat2_Brush_3,cid,var,dfcombat2_Brush_3,startPos)
    addEvent(RunPart,200,combat2_Brush_3,cid,var,dfcombat2_Brush_3,startPos)
    return true
end

 

Funcionou perfeitamente!

Oi

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