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estou com uma spell de paladin, mais está acontecendo o seguinte, ela está quase perfeita,

é uma spell que ao usa-la, você depois fica 35 seg com [COOLDRAW]

 

mais caso voce tente usa-la novamente, a mana é gasta e a spell ainda está em COOLDRAW

 

eu gostaria, que enquanto estivesse de COOLDRAW, não fosse possivel falar o nome da magia novamente !!!!

se alguem puder me ajudar ficarei muito grato e reputarei com REP ++

 

@Xagah

 

 

------------------Script por Daniel Oliveira------------------
local acombat1 = createCombatObject()
local combat1 = createCombatObject()

setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 30)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -7.7, 0, -10.9, 0)

local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 6000)
setConditionFormula(condition, -0.7, -0, -0.7, -0)

setCombatCondition(acombat1, condition)

local acombat2 = createCombatObject()
local combat2 = createCombatObject()

setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 30)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -7.7, 0, -10.9, 0)

local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 6000)
setConditionFormula(condition, -0.7, -0, -0.7, -0)

setCombatCondition(acombat2, condition)


arr1 = {
{0, 1, 1, 1, 0},
{1, 1, 1, 1, 1},
{1, 1, 2, 1, 1},
{1, 1, 1, 1, 1},
{0, 1, 1, 1, 0},
}

arr2 = {
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 0},
{1, 1, 1, 2, 1, 1, 1},
{0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0},
}


local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
setCombatArea(acombat1, area1)
setCombatArea(acombat2, area2)

local function onCastSpell1(parameters)
doCombat(parameters.cid, parameters.acombat1, parameters.var)
end

local function onCastSpell2(parameters)
doCombat(parameters.cid, parameters.acombat2, parameters.var)
end


local function Cooldown(cid)
if isPlayer(cid) == TRUE then
doPlayerSendTextMessage(cid,MESSAGE_STATUS_WARNING,'CD: Exevo Gran Mas Shadow.')
end
end

local exhausted_seconds = 35 -- Segundos que o Player Poderá castar a spell novamente
local exhausted_storagevalue = 4345 -- Storage Value do Cool Down

function onTargetCreature(cid, target)
local function sun1(cid)
doPlayerSay(cid,"...",16)
return TRUE
end

local rand = math.random(1,5)
if isPlayer(target) == true and rand == 5 then
doSendAnimatedText(getCreaturePosition(target), "Stun!", TEXTCOLOR_WHITE_EXP)
return TRUE
elseif isPlayer(target) == true and rand == 4 then
doSendAnimatedText(getCreaturePosition(target), "Stun!", TEXTCOLOR_WHITE_EXP)
return TRUE
elseif isPlayer(target) == true and rand < 4 then
doSendAnimatedText(getCreaturePosition(target), "Stun!", TEXTCOLOR_WHITE_EXP)
doSendMagicEffect(getCreaturePosition(target), 60)
return TRUE
else
doSendAnimatedText(getCreaturePosition(target), "Stun!", TEXTCOLOR_WHITE_EXP)
return TRUE
end
end

setCombatCallback(combat1, CALLBACK_PARAM_TARGETCREATURE, "onTargetCreature")

function onTargetTile(cid, pos)
doCombat(cid,combat1,positionToVariant(pos))
end

setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")

function onTargetTile(cid, pos)
doCombat(cid,combat2,positionToVariant(pos))
end

setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile")

function onCastSpell(cid, var)
if(os.time() < getPlayerStorageValue(cid, exhausted_storagevalue)) then
doPlayerSendCancel(cid,'O Cooldown não está pronto.')
return TRUE
end
         
                        local function spell4(cid)
               return doCombat(cid, acombat1, var)
         end
         local function spell3(cid)
               addEvent(spell4, 1 * 450, cid)
               return doCombat(cid, acombat2, var)
         end
local function spell3(cid)
               return doCombat(cid, acombat1, var)
         end
         local function spell2(cid)
               addEvent(spell3, 1 * 450, cid)
               return doCombat(cid, acombat2, var)
         end
         local function spell1(cid)
               addEvent(spell2, 1 * 450, cid)
               return doCombat(cid, acombat2, var)
         end
         addEvent(spell1, 1 * 450, cid)
 addEvent(Cooldown, 1*35000,cid)
         setPlayerStorageValue(cid, exhausted_storagevalue, os.time() + exhausted_seconds)
return doCombat(cid, acombat1, var)
end

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Cooldraw foi foda de ler :// é cooldown;

enfim, arrumei seu script, tem muita coisa mal feita aí mas achei melhor não mudar muito.

 

------------------Script por Daniel Oliveira------------------
local acombat1 = createCombatObject()
local combat1 = createCombatObject()
	setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
	setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 30)
	setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -7.7, 0, -10.9, 0)
local condition = createConditionObject(CONDITION_PARALYZE)
	setConditionParam(condition, CONDITION_PARAM_TICKS, 6000)
	setConditionFormula(condition, -0.7, -0, -0.7, -0)
	setCombatCondition(acombat1, condition)
local acombat2 = createCombatObject()
local combat2 = createCombatObject()
	setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
	setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 30)
	setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -7.7, 0, -10.9, 0)
local condition = createConditionObject(CONDITION_PARALYZE)
	setConditionParam(condition, CONDITION_PARAM_TICKS, 6000)
	setConditionFormula(condition, -0.7, -0, -0.7, -0)
	setCombatCondition(acombat2, condition)

local arr1 = {
	{0, 1, 1, 1, 0},
	{1, 1, 1, 1, 1},
	{1, 1, 2, 1, 1},
	{1, 1, 1, 1, 1},
	{0, 1, 1, 1, 0},
}
local arr2 = {
	{0, 0, 0, 1, 0, 0, 0},
	{0, 0, 0, 1, 0, 0, 0},
	{0, 0, 1, 1, 1, 0, 0},
	{1, 1, 1, 2, 1, 1, 1},
	{0, 0, 1, 1, 1, 0, 0},
	{0, 0, 0, 1, 0, 0, 0},
	{0, 0, 0, 1, 0, 0, 0},
}

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
	setCombatArea(acombat1, area1)
	setCombatArea(acombat2, area2)
local function onCastSpell1(parameters)
	(parameters.cid, parameters.acombat1, parameters.var)
end
local function onCastSpell2(parameters)
	doCombat(parameters.cid, parameters.acombat2, parameters.var)
end

local function Cooldown(cid)
	if isPlayer(cid) then
		doPlayerSendTextMessage(cid,MESSAGE_STATUS_WARNING,'CD: Exevo Gran Mas Shadow.')
	end
end

local exhausted_seconds = 35 -- Segundos que o Player Poderá castar a spell novamente
local exhausted_storagevalue = 4345 -- Storage Value do Cool Down

function onTargetCreature(cid, target)
	local function sun1(cid)
		doPlayerSay(cid,"...",16)
		return true
	end
local rand = math.random(1,5)
	if isPlayer(target) and rand == 5 then
		doSendAnimatedText(getCreaturePosition(target), "Stun!", TEXTCOLOR_WHITE_EXP)
	elseif isPlayer(target) and rand == 4 then
		doSendAnimatedText(getCreaturePosition(target), "Stun!", TEXTCOLOR_WHITE_EXP)
	elseif isPlayer(target) and rand < 4 then
		doSendAnimatedText(getCreaturePosition(target), "Stun!", TEXTCOLOR_WHITE_EXP)
		doSendMagicEffect(getCreaturePosition(target), 60)
	else
		doSendAnimatedText(getCreaturePosition(target), "Stun!", TEXTCOLOR_WHITE_EXP)
	end
return true
end
	setCombatCallback(combat1, CALLBACK_PARAM_TARGETCREATURE, "onTargetCreature")
	
function onTargetTile(cid, pos)
	doCombat(cid,combat1,positionToVariant(pos))
end
	setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
	
function onTargetTile(cid, pos)
	doCombat(cid,combat2,positionToVariant(pos))
end
	setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
	
function onCastSpell(cid, var)
	if(os.time() < getPlayerStorageValue(cid, exhausted_storagevalue)) then
		doPlayerSendCancel(cid,'O Cooldown não está pronto.')
	return false
	end
         
	local function spell4(cid)
        return doCombat(cid, acombat1, var)
    end	
    local function spell3(cid)
        addEvent(spell4, 1 * 450, cid)
        return doCombat(cid, acombat2, var)
    end
	local function spell3(cid)
        return doCombat(cid, acombat1, var)
    end
    local function spell2(cid)
        addEvent(spell3, 1 * 450, cid)
        return doCombat(cid, acombat2, var)
    end
    local function spell1(cid)
        addEvent(spell2, 1 * 450, cid)
		return doCombat(cid, acombat2, var)
    end
    addEvent(spell1, 1 * 450, cid)
	addEvent(Cooldown, 1*35000,cid)
    setPlayerStorageValue(cid, exhausted_storagevalue, os.time() + exhausted_seconds)
return doCombat(cid, acombat1, var)
end

 

Todos os meus trabalhos importantes estão na seção "Sobre mim" no meu perfil; Dá uma passada lá!

"Há três caminhos para o fracasso: não ensinar o que se sabe, não praticar o que se ensina, e não perguntar o que se ignora." - São Beda

I7Pm6ih.png

(obg ao @Beeny por fazer essa linda sign <3)

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