Postado Junho 29, 2017 7 anos ERRO: Lua Script Error: [Spell Interface] data/spells/scripts/custom/vis mort.lua:onCastSpell LuaScriptInterface::luaAddEvent(). Argument #4 is unsafe stack traceback: [C]: in function 'addEvent' data/spells/scripts/custom/vis mort.lua:109: in function <data/spells/scripts/custom/vis mort.lua:106> SCRIPT: Citar -- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_vis1 = createCombatObject() setCombatParam(combat0_vis1, COMBAT_PARAM_EFFECT, CONST_ME_TELEPORT) setCombatParam(combat0_vis1, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatArea(combat0_vis1,createCombatArea({{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}})) function getDmg_vis1(player, level, maglevel) local min = (level / 5) + (maglevel * 12) + 0 local max = (level / 5) + (maglevel * 20) + 0 return -min, -max end setCombatCallback(combat0_vis1, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_vis1") -- Areas/Combat for 200ms local combat2_vis2 = createCombatObject() setCombatParam(combat2_vis2, COMBAT_PARAM_EFFECT, CONST_ME_TELEPORT) setCombatParam(combat2_vis2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatArea(combat2_vis2,createCombatArea({{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}})) function getDmg_vis2(player, level, maglevel) local min = (level / 5) + (maglevel * 12) + 0 local max = (level / 5) + (maglevel * 20) + 0 return -min, -max end setCombatCallback(combat2_vis2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_vis2") -- Areas/Combat for 400ms local combat4_death1 = createCombatObject() setCombatParam(combat4_death1, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat4_death1, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatArea(combat4_death1,createCombatArea({{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}})) function getDmg_death1(player, level, maglevel) local min = (level / 5) + (maglevel * 12) + 0 local max = (level / 5) + (maglevel * 20) + 0 return -min, -max end setCombatCallback(combat4_death1, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_death1") -- Areas/Combat for 700ms local combat7_death2 = createCombatObject() setCombatParam(combat7_death2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat7_death2, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatArea(combat7_death2,createCombatArea({{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}})) function getDmg_death2(player, level, maglevel) local min = (level / 5) + (maglevel * 12) + 0 local max = (level / 5) + (maglevel * 20) + 0 return -min, -max end setCombatCallback(combat7_death2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_death2") -- =============== 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_vis1,cid,var) addEvent(RunPart,200,combat4_death1,cid,var) return true end
Participe da conversa
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