Postado Abril 9, 2015 10 anos 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 Abril 9, 2015 10 anos por NathanAmaro (veja o histórico de edições) Oi
Postado Abril 9, 2015 10 anos 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 ➥ Regras | Seções OTServ | Seções BOT
Postado Abril 9, 2015 10 anos Autor 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
Participe da conversa
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