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[14:44:52.313] mysql_real_query(): SELECT `pd`.`date` FROM `player_killers` pk LEFT JOIN `killers` k ON `pk`.`kill_id` = `k`.`id`LEFT JOIN `player_deaths` pd ON `k`.`death_id` = `pd`.`id` WHERE `pk`.`player_id` = 455 AND `k`.`unjustified` = 1 AND `pd`.`date` >= 1499190292 AND `k`.`war` = 0 - MYSQL ERROR: Unknown column 'k.war' in 'where clause' (1054)

[14:44:52.313] [Error - CreatureScript Interface]
[14:44:52.313] data/creaturescripts/scripts/reward.lua:onDeath
[14:44:52.313] Description:
[14:44:52.313] data/creaturescripts/scripts/reward.lua:5: attempt to call global 'doSetItemSpecialDescription' (a nil value)
[14:44:52.313] stack traceback:
[14:44:52.313]  data/creaturescripts/scripts/reward.lua:5: in function <data/creaturescripts/scripts/reward.lua:1>
[14:44:52.327] mysql_real_query(): INSERT INTO `killers` (`death_id`, `final_hit`, `unjustified`, `war`) VALUES (632, 1, 1, 0) - MYSQL ERROR: Unknown column 'war' in 'field list' (1054)
[14:44:52.327] Sasuke has logged out.

[14:44:52.548] [Error - Spell Interface]
[14:44:52.548] In a timer event called from:
[14:44:52.548] data/spells/scripts/free/sakura/shanaropunch.lua:onCastSpell
[14:44:52.548] Description:
[14:44:52.548] (luaGetThingPosition) Thing not found

[14:44:52.548] [Error - Spell Interface]
[14:44:52.548] In a timer event called from:
[14:44:52.548] data/spells/scripts/free/sakura/shanaropunch.lua:onCastSpell
[14:44:52.548] Description:
[14:44:52.548] data/spells/scripts/free/sakura/shanaropunch.lua:142: attempt to index a boolean value
[14:44:52.548] stack traceback:
[14:44:52.548]  data/spells/scripts/free/sakura/shanaropunch.lua:142: in function <data/spells/scripts/free/sakura/shanaropunch.lua:140>

shanaropunch

Spoiler

local quant_hit = 2 -- quantidade de hit's que ira dar no target 
local timeHit = 0.5 -- segundos de diferença para cada hit

local quant_sqm = 1 -- sqms que ira empurrar o target
local sqmTime = 0.01 -- segundos para empurrar após hitar, exemplo de meio segundo.

local playerEffect876 = 22 -- efeito no player.

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_BLOCKARMOR, 1)
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 1, 0, 1, 0)

local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, -1) 
setConditionParam(condition, CONDITION_PARAM_SPEED, 10)
setConditionFormula(condition, 0, 0, 0, 0)
setCombatCondition(combat, condition)

function onCastSpell(cid, var)
local target = getCreatureTarget(cid)
if target > 0 then
 local position_target = nil
 local cont = 0
 for i=-1, 1 do
  for j=-1,1 do
   position_target = {x=getCreaturePosition(target).x+i, y=getCreaturePosition(target).y+j, z=getCreaturePosition(target).z}
   if isWalkable(position_target) then
    cont = cont+1
    break
   end
  end
  if cont > 0 then
   break
  end
  position_target = nil
 end
 
 local px = math.random(-1,1)
 local py = 0
 if px == -1 or px == 1 then
  py = 0
 elseif px == 0 then 
  local n = {1,-1}
  py = n[math.random(1,#n)]
 end 
 local poscentral = {x=getCreaturePosition(target).x+px, y=getCreaturePosition(target).y+py, z=getCreaturePosition(target).z}
 if isWalkable(poscentral) then
  position_target = poscentral
 end
 
 if getDistanceBetween(getCreaturePosition(cid), getCreaturePosition(target)) <= 1 then
  position_target = getCreaturePosition(cid)
 end
 if position_target ~= nil then
  doTeleportThing(cid, position_target)   
  local tempo = 0
  while (tempo ~= quant_hit*(timeHit*1000)) do
   addEvent(sendEffect876, tempo, cid, target)
   tempo = tempo + 500
  end
  tempo = 0
  while (tempo ~= quant_hit*(timeHit*1000)) do
   addEvent(hitTarget1, tempo, cid, target)
   tempo = tempo + (timeHit*1000)
  end
  local temp = tempo
  while (tempo ~= temp+quant_sqm*(sqmTime*1000)) do
   addEvent(empurrarTarget5, tempo, cid, target, tempo)
   tempo = tempo + (sqmTime*1000)
  end
  doAddCondition(cid, condition)
  doAddCondition(target, condition)
  return true
 else
  doPlayerSendDefaultCancel(cid, RETURNVALUE_NOTPOSSIBLE)
 end
else
 doPlayerSendCancel(cid, "Você precisa de um target!")
end
end

function isWalkable(pos, creature, pz, proj)
    if getTileThingByPos({x = pos.x, y = pos.y, z = pos.z, stackpos = 0}).itemid == 0 then return false end
 local creature = getTopCreature(pos)
    if creature.type > 0 then return false end
 if getTilePzInfo(pos) and not pz then return false end
 local n = not proj and 3 or 2
 for i = 0, 255 do
        pos.stackpos = i
        local tile = getTileThingByPos(pos)
        if tile.itemid ~= 0 and not isCreature(tile.uid) then
            if hasProperty(tile.uid, n) or hasProperty(tile.uid, 7) then
                return false
            end
        end
 end
return true
end

function hitTarget1(cid, target)
if isCreature(target) and isPlayer(cid) then
 local effect876 = 1 -- efeito do hit na creatura.
 doAddCondition(target, condition)
 doTargetCombatHealth(cid, target, COMBAT_PHYSICALDAMAGE, -getHit1(cid), -getHit1(cid), effect876)
end
end

function getHit1(cid)
local hit1 = getPlayerLevel(cid)*5 + getPlayerMagLevel(cid)*5 + math.random(45650,48750)
return hit1
end

function empurrarTarget5(cid, target, tempo)
if isPlayer(cid) then
 doRemoveCondition(cid, CONDITION_PARALYZE)
end
if isCreature(target) and isPlayer(cid) then
 local positions = nil
 doAddCondition(target, condition)
 if getPlayerLookDir(cid) == 0 then
        positions = {x=getCreaturePosition(target).x, y=getCreaturePosition(target).y-1, z=getCreaturePosition(target).z}
    elseif getPlayerLookDir(cid) == 1 then
        positions = {x=getCreaturePosition(target).x+1, y=getCreaturePosition(target).y, z=getCreaturePosition(target).z}
    elseif getPlayerLookDir(cid) == 2 then
        positions = {x=getCreaturePosition(target).x, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z}
    elseif getPlayerLookDir(cid) == 3 then
       positions = {x=getCreaturePosition(target).x-1, y=getCreaturePosition(target).y, z=getCreaturePosition(target).z}
    end
 if positions ~= nil and isWalkable(positions) then
  doTeleportThing(target, positions)
 end
 local tp = sqmTime*1000*(quant_sqm-1)+quant_hit*timeHit*1000
 if tempo == tp then
  doRemoveCondition(target, CONDITION_PARALYZE)
 end 
end
end

function sendEffect876(cid, target)
local position1 = {x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z}
local position2 = {x=getThingPosition(getCreatureTarget(cid)).x+1, y=getThingPosition(getCreatureTarget(cid)).y+1, z=getThingPosition(getCreatureTarget(cid)).z}
if isCreature(target) and isPlayer(cid) then
 doSendMagicEffect(position1, playerEffect876) 
 doSendMagicEffect(position2, 137)
end
end

rewards

Spoiler

function onDeath(cid, corpse, deathList)

if isPlayer(cid) and isPlayer(deathList[1]) then

doSetItemSpecialDescription(doPlayerAddItem(deathList[1],5943, 1),"This is the heart of "..getPlayerName(cid).." killed at Level "..getPlayerLevel(cid).." by "..getPlayerName(deathList[1])..".")

doPlayerSendTextMessage(deathList[1], MESSAGE_STATUS_CONSOLE_ORANGE, "You Killed " .. getCreatureName(cid) .. ".")

doSendMagicEffect(getPlayerPosition(deathList[1]), 12)

end

return true

end

 

 

@KotZletY

O rei de seu proprio destino é aquele que luta pela gloria do amanhã!
Discord : ZoR#9373


 

Link para o post
Compartilhar em outros sites

@ZikaLord rewards

Spoiler

function onDeath(cid, corpse, deathList)
local lvl = 300 -- A parti desse lvl pode dropar o coração.

 if isPlayer(cid) and isPlayer(deathList[1]) and getPlayerLevel(cid) >= lvl then
  doItemSetAttribute(doPlayerAddItem(deathList[1],5943, 1), "description", "This is the heart of "..getPlayerName(cid).." killed at Level "..getPlayerLevel(cid).." by "..getPlayerName(deathList[1])..".")
  doPlayerSendTextMessage(deathList[1], MESSAGE_STATUS_CONSOLE_ORANGE, "You Killed " .. getCreatureName(cid) .. ".")
  doSendMagicEffect(getPlayerPosition(deathList[1]), 12)
 end
 return true
end

 

 

e verifica se na xml do shanaro tem essa essa tag:

needtarget="1"

usar uma spell que precisa de target, sem target com certeza vai dar erro.

 

                                                              ezgif-1-98aab239f3.gif.1a897c9c3225228909e7b356a5cfb8e4.gif

Link para o post
Compartilhar em outros sites
1 hora atrás, KotZletY disse:

@ZikaLord rewards

  Mostrar conteúdo oculto


function onDeath(cid, corpse, deathList)
local lvl = 300 -- A parti desse lvl pode dropar o coração.

 if isPlayer(cid) and isPlayer(deathList[1]) and getPlayerLevel(cid) >= lvl then
  doItemSetAttribute(doPlayerAddItem(deathList[1],5943, 1), "description", "This is the heart of "..getPlayerName(cid).." killed at Level "..getPlayerLevel(cid).." by "..getPlayerName(deathList[1])..".")
  doPlayerSendTextMessage(deathList[1], MESSAGE_STATUS_CONSOLE_ORANGE, "You Killed " .. getCreatureName(cid) .. ".")
  doSendMagicEffect(getPlayerPosition(deathList[1]), 12)
 end
 return true
end

 

 

e verifica se na xml do shanaro tem essa essa tag:


needtarget="1"

usar uma spell que precisa de target, sem target com certeza vai dar erro.

 

Shanaro ta com o needtarget="1",vlw o Reward do HeartSystem funfo 100%

 

tou com problemas nessas script,nao sei se vai poder tirar porque são "bastantinhas"

https://prnt.sc/g4k9f2

https://prnt.sc/g4k9s3

https://prnt.sc/g4kaix

https://prnt.sc/g4kbtu

https://prnt.sc/g4kd1t

https://prnt.sc/g4kd4q

https://prnt.sc/g4kkz5

https://prnt.sc/g4koj5

 

 

Scripts

1

Spoiler

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 0)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -130.3, 1, -150.3, 1)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 0)

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

local arr2 = {
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 3, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1}
}

local arr3 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0}
}

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)

local function onCastSpell1(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var)
end

local function onCastSpell2(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, combat2, parameters.var)
end

local function onCastSpell3(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, combat3, parameters.var)
end

function onCastSpell(cid, var)

if isPlayer(cid) and exhaustion.check(cid, 120) then
doPlayerSendCancel(cid, "You are exhausted.")
doSendMagicEffect(playerpos, 2)
return FALSE
end

local parameters = {cid = cid, var = var}
local positions = {
[1] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[2] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+3, z=getCreaturePosition(cid).z},
[3] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+2, z=getCreaturePosition(cid).z},
[4] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+1, z=getCreaturePosition(cid).z},
[5] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z},
[6] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-1, z=getCreaturePosition(cid).z},
[7] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-2, z=getCreaturePosition(cid).z},
[8] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-3, z=getCreaturePosition(cid).z},
[9] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[10] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[11] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+3, z=getCreaturePosition(cid).z},
[12] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+2, z=getCreaturePosition(cid).z},
[13] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+1, z=getCreaturePosition(cid).z},
[14] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z},
[15] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-1, z=getCreaturePosition(cid).z},
[16] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-2, z=getCreaturePosition(cid).z},
[17] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-3, z=getCreaturePosition(cid).z},
[18] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[19] = {x=getCreaturePosition(cid).x+3, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[20] = {x=getCreaturePosition(cid).x+2, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[21] = {x=getCreaturePosition(cid).x+1, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[22] = {x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[23] = {x=getCreaturePosition(cid).x-1, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[24] = {x=getCreaturePosition(cid).x-2, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[25] = {x=getCreaturePosition(cid).x-3, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[26] = {x=getCreaturePosition(cid).x+3, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[27] = {x=getCreaturePosition(cid).x+2, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[28] = {x=getCreaturePosition(cid).x+1, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[29] = {x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[30] = {x=getCreaturePosition(cid).x-1, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[31] = {x=getCreaturePosition(cid).x-2, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[32] = {x=getCreaturePosition(cid).x-3, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
}

local function Efect1()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect2()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect3()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect4()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect5()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

                local position = {x=getPlayerPosition(cid).x+1, y=getPlayerPosition(cid).y+1, z=getPlayerPosition(cid).z}
doSendMagicEffect(position, 0)

exhaustion.set(cid, 120, 2)
addEvent(onCastSpell1, 1, parameters)
addEvent(onCastSpell2, 250, parameters)
addEvent(onCastSpell3, 200, parameters)
addEvent(Efect1, 100)
addEvent(Efect2, 200)
addEvent(Efect3, 300)
addEvent(Efect4, 400)
addEvent(Efect5, 500)
return TRUE
end

 

 

2

Spoiler

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 358)
setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, 210)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -40.2, 1, -40.2, 1)

function onCastSpell(cid, var)
local waittime = 20 -- Tempo de exhaustion
local storage = 115829

if exhaustion.check(cid, storage) then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Aguarde " .. exhaustion.get(cid, storage) .. " segundos para usar a spell novamente.")
end
return false
end
local target = getCreatureTarget(cid)
local storage = 102053
if isPlayer(target) then
if getPlayerStorageValue(target, storage) == 1 then
setPlayerStorageValue(target, storage, 0)
exhaustion.set(cid, storage, waittime)
if isPlayer(cid) == TRUE then
return true
end
end
else 
doPlayerSendTextMessage(cid, 20, "O Player já está sem Buff.")
end
else
doPlayerSendTextMessage(cid, 20, "Você só pode usar este poder em Players, pois monstros não tem Buff.")
if isPlayer(cid) == TRUE then
return true
end
end
return false
end

 

tenten/sou shuu

Spoiler

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -20.1, 1, -10.6, 1)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -20.3, 1, -10.5, 1)


arr1 = {
	{3}
}

arr2 = {
	{3}
}

arr3 = {
	{0, 0, 0},
	{0, 3, 0},
	{0, 0, 0}
}

arr4 = {
	{3}
}

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
 
local function onCastSpell1(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var)
end
 
local function onCastSpell2(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat2, parameters.var)
end

local function onCastSpell3(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat3, parameters.var)
end

local function onCastSpell4(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat4, parameters.var)
end
 
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
local position = {x=getPlayerPosition(cid).x, y=getPlayerPosition(cid).y, z=getPlayerPosition(cid).z}
addEvent(onCastSpell1, 200, parameters)
addEvent(onCastSpell2, 400, parameters)
addEvent(onCastSpell3, 600, parameters)
addEvent(onCastSpell4, 800, parameters)
exhaustion.set(cid, storage, waittime)
return TRUE
end 

 

 

4

Spoiler

function getTime(s)
        local n = math.floor(s / 60)
        s = s - (60 * n)
        return n, s
end

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 1)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 1)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -12.0, 0, -10.3, 0)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 214)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -60.2, 1, -60.2, 1)

arr1 = {
{0, 0, 0},
{0, 3, 0},
{0, 0, 0},
}

arr3 = {
{0, 1, 1, 1, 0},
{1, 1, 1, 1, 1},
{1, 1, 3, 1, 1},
{1, 1, 1, 1, 1},
{0, 1, 1, 1, 0},
}

local area1 = createCombatArea(arr1)
setCombatArea(combat1, area1)
local area2 = createCombatArea(arr2)
setCombatArea(combat2, area2)

local function onCastSpell1(parameters)
doCombat(parameters.cid, combat1, parameters.var)
end

local function onCastSpell2(parameters)
doCombat(parameters.cid, combat2, parameters.var)
end

function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
local pos = getPlayerPosition(cid)
local storage = 15456
addEvent(onCastSpell1, 0, parameters)

-- Configs --

local tempo = 2 -- tempo em segundos para acontecer a explosão.
local cd = 5 -- tempo em segundos para usar a explosão.

-- daki para baixo , não mexer --
if os.time()-getPlayerStorageValue(cid, storage) <= cd then
        minutes,seconds = getTime(cd-(os.time()-getPlayerStorageValue(cid, storage)))
return doPlayerSendTextMessage(cid, 27, "Tera que esperar " .. minutes .." minutos e ".. seconds .. " segundos para conseguir colocar uma outra bomba!")
end

local i = 0 
local tempo2 = 0
while i <= tempo-1 do
addEvent(doSendAnimatedText, 0+tempo2, pos, "Jutsu!", 108)
tempo2 = tempo2+2000
i = i+1
end
addEvent(onCastSpell2, 1000*tempo, parameters)
addEvent(onCastSpell3, 1000*tempo, parameters)
addEvent(doSendAnimatedText, 1000*tempo, pos, "Explosion!", TEXTCOLOR_RED)
setPlayerStorageValue(cid, storage, os.time()+cd)
return TRUE
end

 

 

gojo

Spoiler

local toPos = {x = 1020, y = 707, z = 7} 
local tempo = 10000

local function teleport(cid, pos)
if isCreature(cid) then
   doSendMagicEffect(pos, 351)
   doTeleportThing(cid, pos, false)
        doCreatureSay(cid, "Gojo Kibaku Fuda", TALKTYPE_MONSTER)
end
end

function onCastSpell(cid, var)
local pos = getPlayerPosition(cid)
doTeleportThing(cid, toPos, false)
doSendMagicEffect(pos, 351)
addEvent(teleport, tempo, cid, pos)
        doCreatureSay(cid, "Gojo Kibaku Fuda", TALKTYPE_MONSTER)
doCreatureNoMove(cid, 0)
return true
end

 

desde já agracedo,se puder ajudar VLW MESMO!!

O rei de seu proprio destino é aquele que luta pela gloria do amanhã!
Discord : ZoR#9373


 

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Compartilhar em outros sites

@Dwarfer Pode da um help?

 

O rei de seu proprio destino é aquele que luta pela gloria do amanhã!
Discord : ZoR#9373


 

Link para o post
Compartilhar em outros sites
1 hora atrás, ZikaLord disse:

@Dwarfer Pode da um help?

 

 

Não sei, muito bagunçado, muito erro de escrita e partes faltando nisso aí, brother. Vê aí:

 

1.

 

Spoiler

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 0)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -130.3, 1, -150.3, 1)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 0)

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

local arr2 = {
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 3, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1}
}

local arr3 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0}
}

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)

local function onCastSpell1(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var)
end

local function onCastSpell2(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, combat2, parameters.var)
end

local function onCastSpell3(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, combat3, parameters.var)
end

function onCastSpell(cid, var)

if isPlayer(cid) and exhaustion.check(cid, 120) then
doPlayerSendCancel(cid, "You are exhausted.")
doSendMagicEffect(getPlayerPosition(cid), 2)
return FALSE
end

local parameters = {cid = cid, var = var}
local positions = {
[1] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[2] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+3, z=getCreaturePosition(cid).z},
[3] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+2, z=getCreaturePosition(cid).z},
[4] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+1, z=getCreaturePosition(cid).z},
[5] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z},
[6] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-1, z=getCreaturePosition(cid).z},
[7] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-2, z=getCreaturePosition(cid).z},
[8] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-3, z=getCreaturePosition(cid).z},
[9] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[10] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[11] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+3, z=getCreaturePosition(cid).z},
[12] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+2, z=getCreaturePosition(cid).z},
[13] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+1, z=getCreaturePosition(cid).z},
[14] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z},
[15] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-1, z=getCreaturePosition(cid).z},
[16] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-2, z=getCreaturePosition(cid).z},
[17] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-3, z=getCreaturePosition(cid).z},
[18] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[19] = {x=getCreaturePosition(cid).x+3, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[20] = {x=getCreaturePosition(cid).x+2, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[21] = {x=getCreaturePosition(cid).x+1, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[22] = {x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[23] = {x=getCreaturePosition(cid).x-1, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[24] = {x=getCreaturePosition(cid).x-2, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[25] = {x=getCreaturePosition(cid).x-3, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[26] = {x=getCreaturePosition(cid).x+3, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[27] = {x=getCreaturePosition(cid).x+2, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[28] = {x=getCreaturePosition(cid).x+1, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[29] = {x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[30] = {x=getCreaturePosition(cid).x-1, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[31] = {x=getCreaturePosition(cid).x-2, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[32] = {x=getCreaturePosition(cid).x-3, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
}

local function Efect1()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect2()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect3()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect4()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect5()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local position = {x=getPlayerPosition(cid).x+1, y=getPlayerPosition(cid).y+1, z=getPlayerPosition(cid).z}
doSendMagicEffect(position, 0)
exhaustion.set(cid, 120, 2)
addEvent(onCastSpell1, 1, parameters)
addEvent(onCastSpell2, 250, parameters)
addEvent(onCastSpell3, 200, parameters)
addEvent(Efect1, 100)
addEvent(Efect2, 200)
addEvent(Efect3, 300)
addEvent(Efect4, 400)
addEvent(Efect5, 500)
return TRUE
end

 

 

 

2. 

 

Spoiler

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 358)
setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, 210)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -40.2, 1, -40.2, 1)

function onCastSpell(cid, var)
    local waittime = 20 -- Tempo de exhaustion
    local storages = 115829

    if exhaustion.check(cid, storages) then
        doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Aguarde " .. exhaustion.get(cid, storages) .. " segundos para usar a spell novamente.")
    end
    
local target = getCreatureTarget(cid)
local storage = 102053
if isPlayer(target) then
    if getPlayerStorageValue(target, storage) == 1 then
        setPlayerStorageValue(target, storage, 0)
        exhaustion.set(cid, storage, waittime)
        if isPlayer(cid) == TRUE then return true end
    else 
        doPlayerSendTextMessage(cid, 20, "O Player já está sem Buff.")
    end
else
    doPlayerSendTextMessage(cid, 20, "Você só pode usar este poder em Players, pois monstros não tem Buff.")
    if isPlayer(cid) == TRUE then return true end
end
return false
end

 

 

tenten/ sou shuu 

 

Spoiler

local stor = 12240 -- storage para a spell
local waittime = 60 -- tempo de cooldown segundos

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -20.1, 1, -10.6, 1)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -20.3, 1, -10.5, 1)


arr1 = {
	{3}
}

arr2 = {
	{3}
}

arr3 = {
	{0, 0, 0},
	{0, 3, 0},
	{0, 0, 0}
}

arr4 = {
	{3}
}

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
 
function onCastSpell1(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var)
end
 
function onCastSpell2(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat2, parameters.var)
end

function onCastSpell3(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat3, parameters.var)
end

function onCastSpell4(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat4, parameters.var)
end

local parameters = { cid = cid, var = var}

function onCastSpell(cid, var)
    local position = {x=getPlayerPosition(cid).x, y=getPlayerPosition(cid).y, z=getPlayerPosition(cid).z}
    addEvent(onCastSpell1, 200, parameters)
    addEvent(onCastSpell2, 400, parameters)
    addEvent(onCastSpell3, 600, parameters)
    addEvent(onCastSpell4, 800, parameters)
    exhaustion.set(cid, stor, waittime)
return TRUE
end 

 

 

 

4. 

 

Spoiler

function getTime(s)
        local n = math.floor(s / 60)
        s = s - (60 * n)
        return n, s
end

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 1)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 1)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -12.0, 0, -10.3, 0)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 214)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -60.2, 1, -60.2, 1)

arr1 = {
{0, 0, 0},
{0, 3, 0},
{0, 0, 0},
}

arr3 = {
{0, 1, 1, 1, 0},
{1, 1, 1, 1, 1},
{1, 1, 3, 1, 1},
{1, 1, 1, 1, 1},
{0, 1, 1, 1, 0},
}

local area1 = createCombatArea(arr1)
setCombatArea(combat1, area1)
local area2 = createCombatArea(arr2)
setCombatArea(combat2, area2)

local function onCastSpell1(parameters)
doCombat(parameters.cid, combat1, parameters.var)
end

local function onCastSpell2(parameters)
doCombat(parameters.cid, combat2, parameters.var)
end
local parameters = {cid = cid, var = var}

function onCastSpell(cid, var)
local pos = getPlayerPosition(cid)
local storage = 15456
addEvent(onCastSpell1, 0, parameters)

-- Configs --

local tempo = 2 -- tempo em segundos para acontecer a explosão.
local cd = 5 -- tempo em segundos para usar a explosão.

-- daki para baixo , não mexer --
if os.time()-getPlayerStorageValue(cid, storage) <= cd then
        minutes,seconds = getTime(cd-(os.time()-getPlayerStorageValue(cid, storage)))
return doPlayerSendTextMessage(cid, 27, "Tera que esperar " .. minutes .." minutos e ".. seconds .. " segundos para conseguir colocar uma outra bomba!")
end

local i = 0 
local tempo2 = 0
while i <= tempo-1 do
addEvent(doSendAnimatedText, 0+tempo2, pos, "Jutsu!", 108)
tempo2 = tempo2+2000
i = i+1
end
addEvent(onCastSpell2, 1000*tempo, parameters)
addEvent(onCastSpell3, 1000*tempo, parameters)
addEvent(doSendAnimatedText, 1000*tempo, pos, "Explosion!", TEXTCOLOR_RED)
setPlayerStorageValue(cid, storage, os.time()+cd)
return TRUE
end

 

 

 

gojo

 

Spoiler

local toPos = {x = 1020, y = 707, z = 7} 
local tempo = 10000

local function teleport(cid, pos)
if isCreature(cid) then
   doSendMagicEffect(pos, 351)
   doTeleportThing(cid, pos, false)
    doCreatureSay(cid, "Gojo Kibaku Fuda", TALKTYPE_MONSTER)
end
end

function onCastSpell(cid, var)
    local pos = getPlayerPosition(cid)
    doTeleportThing(cid, toPos, false)
    doSendMagicEffect(pos, 351)
    addEvent(teleport, tempo, cid, pos)
    doCreatureSay(cid, "Gojo Kibaku Fuda", TALKTYPE_MONSTER)
    doCreatureSetNoMove(cid, 0)
return true
end

 

 

 

 

 

 

 

 

Contato:

 

Link para o post
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local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 358)
setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, 210)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -40.2, 1, -40.2, 1)

function onCastSpell(cid, var)
local waittime = 20 -- Tempo de exhaustion
local storage = 115829

if exhaustion.check(cid, storage) then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Aguarde " .. exhaustion.get(cid, storage) .. " segundos para usar a spell novamente.")
end
return false
end
local target = getCreatureTarget(cid)
local storage = 102053
if isPlayer(target) then
if getPlayerStorageValue(target, storage) == 1 then
setPlayerStorageValue(target, storage, 0)
exhaustion.set(cid, storage, waittime)
if isPlayer(cid) == TRUE then
return true
end
end
else 
doPlayerSendTextMessage(cid, 20, "O Player já está sem Buff.")
end
else
doPlayerSendTextMessage(cid, 20, "Você só pode usar este poder em Players, pois monstros não tem Buff.")
if isPlayer(cid) == TRUE then
return true
end
end
return false
end
Spoiler

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -20.1, 1, -10.6, 1)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -20.3, 1, -10.5, 1)


arr1 = {
	{3}
}

arr2 = {
	{3}
}

arr3 = {
	{0, 0, 0},
	{0, 3, 0},
	{0, 0, 0}
}

arr4 = {
	{3}
}

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
 
local function onCastSpell1(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var)
end
 
local function onCastSpell2(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat2, parameters.var)
end

local function onCastSpell3(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat3, parameters.var)
end

local function onCastSpell4(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat4, parameters.var)
end
 
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
local position = {x=getPlayerPosition(cid).x, y=getPlayerPosition(cid).y, z=getPlayerPosition(cid).z}
addEvent(onCastSpell1, 200, parameters)
addEvent(onCastSpell2, 400, parameters)
addEvent(onCastSpell3, 600, parameters)
addEvent(onCastSpell4, 800, parameters)
exhaustion.set(cid, storage, waittime)
return TRUE
end

 

http://prntscr.com/g4sgq4 = 2

http://prntscr.com/g4sgze = 1

http://prntscr.com/g4sh80 = 3

 

Spoiler

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -20.1, 1, -10.6, 1)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -20.3, 1, -10.5, 1)


arr1 = {
	{3}
}

arr2 = {
	{3}
}

arr3 = {
	{0, 0, 0},
	{0, 3, 0},
	{0, 0, 0}
}

arr4 = {
	{3}
}

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
 
local function onCastSpell1(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var)
end
 
local function onCastSpell2(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat2, parameters.var)
end

local function onCastSpell3(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat3, parameters.var)
end

local function onCastSpell4(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat4, parameters.var)
end
 
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
local position = {x=getPlayerPosition(cid).x, y=getPlayerPosition(cid).y, z=getPlayerPosition(cid).z}
addEvent(onCastSpell1, 200, parameters)
addEvent(onCastSpell2, 400, parameters)
addEvent(onCastSpell3, 600, parameters)
addEvent(onCastSpell4, 800, parameters)
exhaustion.set(cid, storage, waittime)
return TRUE
end

 

 

Editado por ZikaLord (veja o histórico de edições)
O rei de seu proprio destino é aquele que luta pela gloria do amanhã!
Discord : ZoR#9373


 

Link para o post
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Agora, Dwarfer disse:

Você testou os que acabei de mandar? 

sim,sim!!

O rei de seu proprio destino é aquele que luta pela gloria do amanhã!
Discord : ZoR#9373


 

Link para o post
Compartilhar em outros sites
25 minutos atrás, ZikaLord disse:

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 358)
setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, 210)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -40.2, 1, -40.2, 1)

function onCastSpell(cid, var)
local waittime = 20 -- Tempo de exhaustion
local storage = 115829

if exhaustion.check(cid, storage) then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Aguarde " .. exhaustion.get(cid, storage) .. " segundos para usar a spell novamente.")
end
return false
end
local target = getCreatureTarget(cid)
local storage = 102053
if isPlayer(target) then
if getPlayerStorageValue(target, storage) == 1 then
setPlayerStorageValue(target, storage, 0)
exhaustion.set(cid, storage, waittime)
if isPlayer(cid) == TRUE then
return true
end
end
else 
doPlayerSendTextMessage(cid, 20, "O Player já está sem Buff.")
end
else
doPlayerSendTextMessage(cid, 20, "Você só pode usar este poder em Players, pois monstros não tem Buff.")
if isPlayer(cid) == TRUE then
return true
end
end
return false
end
  Mostrar conteúdo oculto


local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -20.1, 1, -10.6, 1)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -20.3, 1, -10.5, 1)


arr1 = {
	{3}
}

arr2 = {
	{3}
}

arr3 = {
	{0, 0, 0},
	{0, 3, 0},
	{0, 0, 0}
}

arr4 = {
	{3}
}

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
 
local function onCastSpell1(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var)
end
 
local function onCastSpell2(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat2, parameters.var)
end

local function onCastSpell3(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat3, parameters.var)
end

local function onCastSpell4(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat4, parameters.var)
end
 
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
local position = {x=getPlayerPosition(cid).x, y=getPlayerPosition(cid).y, z=getPlayerPosition(cid).z}
addEvent(onCastSpell1, 200, parameters)
addEvent(onCastSpell2, 400, parameters)
addEvent(onCastSpell3, 600, parameters)
addEvent(onCastSpell4, 800, parameters)
exhaustion.set(cid, storage, waittime)
return TRUE
end

 

http://prntscr.com/g4sgq4 = 2

http://prntscr.com/g4sgze = 1

http://prntscr.com/g4sh80 = 3

 

  Mostrar conteúdo oculto


local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -20.1, 1, -10.6, 1)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -20.3, 1, -10.5, 1)


arr1 = {
	{3}
}

arr2 = {
	{3}
}

arr3 = {
	{0, 0, 0},
	{0, 3, 0},
	{0, 0, 0}
}

arr4 = {
	{3}
}

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
 
local function onCastSpell1(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var)
end
 
local function onCastSpell2(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat2, parameters.var)
end

local function onCastSpell3(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat3, parameters.var)
end

local function onCastSpell4(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, combat4, parameters.var)
end
 
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
local position = {x=getPlayerPosition(cid).x, y=getPlayerPosition(cid).y, z=getPlayerPosition(cid).z}
addEvent(onCastSpell1, 200, parameters)
addEvent(onCastSpell2, 400, parameters)
addEvent(onCastSpell3, 600, parameters)
addEvent(onCastSpell4, 800, parameters)
exhaustion.set(cid, storage, waittime)
return TRUE
end

 

 

 

Os scripts que você colocou aqui não correspondem ao que te mandei. Os erros que você colocou aqui aconteceram com os que te mandei ou com esses que você citou?

Contato:

 

Link para o post
Compartilhar em outros sites
Agora, Dwarfer disse:

 

Os scripts que você colocou aqui não correspondem ao que te mandei. Os erros que você colocou aqui aconteceram com os que te mandei ou com esses que você citou?

com os que voce mandou. só o 2 que nao é dos que vc mandou é outro erro,o 1 e o 2 é erro da script que vc mandou!

1 hora atrás, Dwarfer disse:

 

Os scripts que você colocou aqui não correspondem ao que te mandei. Os erros que você colocou aqui aconteceram com os que te mandei ou com esses que você citou?

?

O rei de seu proprio destino é aquele que luta pela gloria do amanhã!
Discord : ZoR#9373


 

Link para o post
Compartilhar em outros sites

Vê aí. Tá na mesma ordem que eu coloquei lá em cima.

 

1.

 

Spoiler

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 0)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -130.3, 1, -150.3, 1)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 0)

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

local arr2 = {
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 3, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1}
}

local arr3 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0}
}

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)

local function onCastSpell1(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, parameters.combat1, parameters.var)
end

local function onCastSpell2(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, parameters.combat2, parameters.var)
end

local function onCastSpell3(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, parameters.combat3, parameters.var)
end

function onCastSpell(cid, var)

if isPlayer(cid) and exhaustion.check(cid, 120) then
doPlayerSendCancel(cid, "You are exhausted.")
doSendMagicEffect(getPlayerPosition(cid), 2)
return FALSE
end

local parameters = {cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3}
local positions = {
[1] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[2] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+3, z=getCreaturePosition(cid).z},
[3] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+2, z=getCreaturePosition(cid).z},
[4] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+1, z=getCreaturePosition(cid).z},
[5] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z},
[6] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-1, z=getCreaturePosition(cid).z},
[7] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-2, z=getCreaturePosition(cid).z},
[8] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-3, z=getCreaturePosition(cid).z},
[9] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[10] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[11] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+3, z=getCreaturePosition(cid).z},
[12] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+2, z=getCreaturePosition(cid).z},
[13] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+1, z=getCreaturePosition(cid).z},
[14] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z},
[15] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-1, z=getCreaturePosition(cid).z},
[16] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-2, z=getCreaturePosition(cid).z},
[17] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-3, z=getCreaturePosition(cid).z},
[18] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[19] = {x=getCreaturePosition(cid).x+3, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[20] = {x=getCreaturePosition(cid).x+2, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[21] = {x=getCreaturePosition(cid).x+1, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[22] = {x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[23] = {x=getCreaturePosition(cid).x-1, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[24] = {x=getCreaturePosition(cid).x-2, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[25] = {x=getCreaturePosition(cid).x-3, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[26] = {x=getCreaturePosition(cid).x+3, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[27] = {x=getCreaturePosition(cid).x+2, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[28] = {x=getCreaturePosition(cid).x+1, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[29] = {x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[30] = {x=getCreaturePosition(cid).x-1, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[31] = {x=getCreaturePosition(cid).x-2, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[32] = {x=getCreaturePosition(cid).x-3, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
}

local function Efect1()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect2()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect3()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect4()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect5()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local position = {x=getPlayerPosition(cid).x+1, y=getPlayerPosition(cid).y+1, z=getPlayerPosition(cid).z}
doSendMagicEffect(position, 0)
exhaustion.set(cid, 120, 2)
addEvent(onCastSpell1, 1, parameters)
addEvent(onCastSpell2, 250, parameters)
addEvent(onCastSpell3, 200, parameters)
addEvent(Efect1, 100)
addEvent(Efect2, 200)
addEvent(Efect3, 300)
addEvent(Efect4, 400)
addEvent(Efect5, 500)
return true
end

 

 

2.

 

Spoiler

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 358)
setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, 210)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -40.2, 1, -40.2, 1)

function onCastSpell(cid, var)
    local waittime = 20 -- Tempo de exhaustion
    local storages = 115829

    if isPlayer(cid) then 
        return true 
    end
    
    if exhaustion.check(cid, storages) then
        return doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Aguarde " .. exhaustion.get(cid, storages) .. " segundos para usar a spell novamente.")
    end
    
    local target = getCreatureTarget(cid)
    local storage = 102053
    if isPlayer(target) then
        if getPlayerStorageValue(target, storage) == 1 then
            setPlayerStorageValue(target, storage, 0)
            exhaustion.set(cid, storage, waittime)
        else 
            doPlayerSendTextMessage(cid, 20, "O Player já está sem Buff.")
        end
    else
        doPlayerSendTextMessage(cid, 20, "Você só pode usar este poder em Players, pois monstros não tem Buff.")
    end
end

 

 

 

3. 

 

Spoiler

local stor = 12240 -- storage para a spell
local waittime = 60 -- tempo de cooldown segundos

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -20.1, 1, -10.6, 1)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -20.3, 1, -10.5, 1)


arr1 = {
	{3}
}

arr2 = {
	{3}
}

arr3 = {
	{0, 0, 0},
	{0, 3, 0},
	{0, 0, 0}
}

arr4 = {
	{3}
}

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
 
function onCastSpell1(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, parameters.combat1, parameters.var)
end
 
function onCastSpell2(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, parameters.combat2, parameters.var)
end

function onCastSpell3(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, parameters.combat3, parameters.var)
end

function onCastSpell4(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, parameters.combat4, parameters.var)
end

function onCastSpell(cid, var)
    local parameters = {cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4}
    local position = {x=getPlayerPosition(cid).x, y=getPlayerPosition(cid).y, z=getPlayerPosition(cid).z}
    addEvent(onCastSpell1, 200, parameters)
    addEvent(onCastSpell2, 400, parameters)
    addEvent(onCastSpell3, 600, parameters)
    addEvent(onCastSpell4, 800, parameters)
    exhaustion.set(cid, stor, waittime)
return TRUE
end 

 

 

 

4. 

 

Spoiler

function getTime(s)
        local n = math.floor(s / 60)
        s = s - (60 * n)
        return n, s
end

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 1)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 1)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -12.0, 0, -10.3, 0)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 214)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -60.2, 1, -60.2, 1)

arr1 = {
{0, 0, 0},
{0, 3, 0},
{0, 0, 0},
}

arr3 = {
{0, 1, 1, 1, 0},
{1, 1, 1, 1, 1},
{1, 1, 3, 1, 1},
{1, 1, 1, 1, 1},
{0, 1, 1, 1, 0},
}

local area1 = createCombatArea(arr1)
setCombatArea(combat1, area1)
local area2 = createCombatArea(arr2)
setCombatArea(combat2, area2)

local function onCastSpell1(parameters)
doCombat(parameters.cid, parameters.combat1, parameters.var)
end

local function onCastSpell2(parameters)
doCombat(parameters.cid, parameters.combat2, parameters.var)
end
local parameters = {cid = cid, var = var, combat1 = combat1, combat2 = combat2}

function onCastSpell(cid, var)
local pos = getPlayerPosition(cid)
local storage = 15456
addEvent(onCastSpell1, 0, parameters)

-- Configs --

local tempo = 2 -- tempo em segundos para acontecer a explosão.
local cd = 5 -- tempo em segundos para usar a explosão.

-- daki para baixo , não mexer --
if os.time()-getPlayerStorageValue(cid, storage) <= cd then
        minutes,seconds = getTime(cd-(os.time()-getPlayerStorageValue(cid, storage)))
return doPlayerSendTextMessage(cid, 27, "Tera que esperar " .. minutes .." minutos e ".. seconds .. " segundos para conseguir colocar uma outra bomba!")
end

local i = 0 
local tempo2 = 0
while i <= tempo-1 do
addEvent(doSendAnimatedText, 0+tempo2, pos, "Jutsu!", 108)
tempo2 = tempo2+2000
i = i+1
end
addEvent(onCastSpell2, 1000*tempo, parameters)
addEvent(onCastSpell3, 1000*tempo, parameters)
addEvent(doSendAnimatedText, 1000*tempo, pos, "Explosion!", TEXTCOLOR_RED)
setPlayerStorageValue(cid, storage, os.time()+cd)
return true
end

 

 

 

 

 

 

 

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