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[PEDIDO] Script que puxa os pokémons para perto, estilo pxg.
Pessoal queria pedir aqui um script de spell que puxe o pokemon para perto tipo o air vortex da pxg
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[PEDIDO] Como melhorar minhas sprites.
Bom pessoal um dos meus sonhos é abrir um server de grande sucesso e pra isso estou tentando me especializar na area de sprites por enquanto so estou aprendendo a fazer remakes porem pretendo ficar bem melhor e pra isso preciso q voces me ajudem me passando tutoriais e etc e fazendo uma critica sobre essas remakes eu vou deixar logo abaixo caso queiram dar umas dicas pra melhorar e tals so comentar aqui. Remakes \/ (nao tenham dó se quiserem podem metralhar nas criticas ) http://tinypic.com/r/rbli1d/8(Beldum Remake) http://tinypic.com/r/20peu8l/8(Cradilly Remake) http://tinypic.com/r/19r0bl/8(LuvidiscRemake)
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pokedex
pessoal queria saber como criar uma pokedex igual da pxg alguem me ajuda nao precisa ser identica a da pxg mas com aquele design
- [Poketibia] JhonBot
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como criar sprites
vlwwww vc sempre me ajuda ne huauhauh vlw aew
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ataques
iaew pessoal eu queria saber como colocar um novo ataque no meu server de poketibia que eu criei,o ataque que eu criei e o sheer cold da pxg no programa que useo ele gera a script soinho teria como alguem me ajudar? abaixo vou colocar o script -- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Brush,createCombatArea({{3}})) function getDmg_Brush(cid, level, maglevel) return (10)*-1,(20)*-1 end setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")local combat0_Brush_2 = createCombatObject() setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, 241) setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Brush_2,createCombatArea({{1, 1, 1, 1, 1}, {1, 0, 0, 0, 1}, {1, 0, 2, 0, 1}, {1, 1, 1, 1, 1}})) function getDmg_Brush_2(cid, level, maglevel) return (10)*-1,(20)*-1 end setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 2100ms local combat21_Brush_2 = createCombatObject() setCombatParam(combat21_Brush_2, COMBAT_PARAM_EFFECT, 241) setCombatParam(combat21_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat21_Brush_2,createCombatArea({{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}})) function getDmg_Brush_2(cid, level, maglevel) return (10)*-1,(20)*-1 end setCombatCallback(combat21_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 1400ms local combat14_Brush_2 = createCombatObject() setCombatParam(combat14_Brush_2, COMBAT_PARAM_EFFECT, 241) setCombatParam(combat14_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat14_Brush_2,createCombatArea({{0, 0, 0, 0, 1}, {0, 0, 0, 0, 1}, {0, 0, 0, 0, 1}, {2, 0, 0, 0, 1}, {0, 0, 0, 0, 1}, {0, 0, 0, 0, 1}, {0, 0, 0, 0, 1}})) function getDmg_Brush_2(cid, level, maglevel) return (10)*-1,(20)*-1 end setCombatCallback(combat14_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")local combat14_Brush_2 = createCombatObject() setCombatParam(combat14_Brush_2, COMBAT_PARAM_EFFECT, 241) setCombatParam(combat14_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat14_Brush_2,createCombatArea({{1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 2, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 1, 1, 1, 1, 1, 1, 1, 0}})) function getDmg_Brush_2(cid, level, maglevel) return (10)*-1,(20)*-1 end setCombatCallback(combat14_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 700ms local combat7_Brush_2 = createCombatObject() setCombatParam(combat7_Brush_2, COMBAT_PARAM_EFFECT, 241) setCombatParam(combat7_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat7_Brush_2,createCombatArea({{1, 1, 1, 1, 1, 1, 1}, {1, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 2, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 1}, {1, 1, 1, 1, 1, 1, 1}})) function getDmg_Brush_2(cid, level, maglevel) return (10)*-1,(20)*-1 end setCombatCallback(combat7_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- =============== 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,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,cid,var) RunPart(combat0_Brush_2,cid,var) addEvent(RunPart,2100,combat21_Brush_2,cid,var) addEvent(RunPart,1400,combat14_Brush_2,cid,var) addEvent(RunPart,1400,combat14_Brush_2,cid,var) addEvent(RunPart,700,combat7_Brush_2,cid,var) return true end e abaixo o xml <instant name="Default" words="default" lvl="1" maglv="1" mana="25" exhaustion="1000" prem="0" needlearn="0" blockwalls="0" aggressive="1" event="script" value="Default.lua"> <vocation id="1"/> <vocation id="2"/> <vocation id="3"/> <vocation id="4"/> <vocation id="5"/> <vocation id="6"/> <vocation id="7"/> <vocation id="8"/> </instant> dou rep +
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xddidixd reagiu a uma resposta no tópico: Como faço pra colocar 1 npc no map editor pra colocar no ot?
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como criar sprites
eu queria um tutorial que me mostrasse por onde começar e dra um prosseguimento
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como criar sprites
eu ja procurei mas nao encontro nenhhum bom ou util =/
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como criar sprites
com que programa vc fez isso?? me diz?
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criando ataques de poketibia
pessoal tem como alguem me encinar a criar ataques para pokemon? me passem um tutorial ou um download de programa pra isso? pfff me ajudeeem
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como trocar o ataque do pokemon
ei o codigo da spell ´´e esse? -- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat0_Brush,createCombatArea({{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 1, 2, 1, 0, 1, 0, 1}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")local combat0_Brush_3 = createCombatObject() setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, 241) setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat0_Brush_3,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 2, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 1, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush_3(cid, level, maglevel) return (600)*-1,(8000)*-1 end setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat0_Brush_7 = createCombatObject() setCombatParam(combat0_Brush_7, COMBAT_PARAM_EFFECT, 254) setCombatParam(combat0_Brush_7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatArea(combat0_Brush_7,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {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, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0}})) function getDmg_Brush_7(cid, level, maglevel) return (300)*-1,(3000)*-1 end setCombatCallback(combat0_Brush_7, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_7") -- Areas/Combat for 4500ms local combat45_Brush_8 = createCombatObject() setCombatParam(combat45_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat45_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat45_Brush_8,createCombatArea({{1, 1, 1, 1, 1, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 2, 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, 0, 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}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat45_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8")local combat45_Brush_5 = createCombatObject() setCombatParam(combat45_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat45_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat45_Brush_5,createCombatArea({{3}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat45_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 300ms local combat3_Brush_5 = createCombatObject() setCombatParam(combat3_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat3_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat3_Brush_5,createCombatArea({{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 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, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat3_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 500ms local combat5_Brush_2 = createCombatObject() setCombatParam(combat5_Brush_2, COMBAT_PARAM_EFFECT, 128) setCombatParam(combat5_Brush_2, COMBAT_PARAM_TYPE, COMBAT_UNDEFINEDDAMAGE) setCombatArea(combat5_Brush_2,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 2, 0, 1, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0}})) function getDmg_Brush_2(cid, level, maglevel) return (900)*-1,(1500)*-1 end setCombatCallback(combat5_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 900ms local combat9_Brush_4 = createCombatObject() setCombatParam(combat9_Brush_4, COMBAT_PARAM_EFFECT, CONST_ME_ICEAREA) setCombatParam(combat9_Brush_4, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat9_Brush_4,createCombatArea({{0, 1, 1, 1, 1, 0}, {1, 0, 0, 0, 0, 1}, {1, 0, 2, 0, 0, 1}, {1, 0, 0, 0, 0, 1}, {0, 1, 1, 1, 1, 0}})) function getDmg_Brush_4(cid, level, maglevel) return (200)*-1,(5500)*-1 end setCombatCallback(combat9_Brush_4, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_4") -- Areas/Combat for 1500ms local combat15_Brush_6 = createCombatObject() setCombatParam(combat15_Brush_6, COMBAT_PARAM_EFFECT, 267) setCombatParam(combat15_Brush_6, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat15_Brush_6,createCombatArea({{0, 0, 0, 0, 1, 0, 1, 0, 0}, {1, 0, 1, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 2, 1, 1, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1}})) function getDmg_Brush_6(cid, level, maglevel) return (3500)*-1,(3600)*-1 end setCombatCallback(combat15_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6") -- Areas/Combat for 1600ms local combat16_Brush_5 = createCombatObject() setCombatParam(combat16_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat16_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat16_Brush_5,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 1, 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, 3, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat16_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 2400ms local combat24_Brush_7 = createCombatObject() setCombatParam(combat24_Brush_7, COMBAT_PARAM_EFFECT, 254) setCombatParam(combat24_Brush_7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatArea(combat24_Brush_7,createCombatArea({{0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 2, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 1, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 1, 0}})) function getDmg_Brush_7(cid, level, maglevel) return (300)*-1,(3000)*-1 end setCombatCallback(combat24_Brush_7, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_7") -- Areas/Combat for 3100ms local combat31_Brush_8 = createCombatObject() setCombatParam(combat31_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat31_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat31_Brush_8,createCombatArea({{0, 0, 1, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 1, 0, 0, 1, 0, 0}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat31_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8") -- Areas/Combat for 3700ms local combat37_Brush_8 = createCombatObject() setCombatParam(combat37_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat37_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat37_Brush_8,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 1, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 3, 0, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 1, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 0, 1, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat37_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8") -- =============== 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,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,cid,var) RunPart(combat0_Brush_3,cid,var) RunPart(combat0_Brush_7,cid,var) addEvent(RunPart,4500,combat45_Brush_8,cid,var) addEvent(RunPart,4500,combat45_Brush_5,cid,var) addEvent(RunPart,300,combat3_Brush_5,cid,var) addEvent(RunPart,500,combat5_Brush_2,cid,var) addEvent(RunPart,900,combat9_Brush_4,cid,var) addEvent(RunPart,1500,combat15_Brush_6,cid,var) addEvent(RunPart,1600,combat16_Brush_5,cid,var) addEvent(RunPart,2400,combat24_Brush_7,cid,var) addEvent(RunPart,3100,combat31_Brush_8,cid,var) addEvent(RunPart,3700,combat37_Brush_8,cid,var) return true end
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como trocar o ataque do pokemon
ei no programa tinha isso numa aba chamada xml onde coloco? <instant name="Default" words="default" lvl="1" maglv="1" mana="25" exhaustion="1000" prem="0" needlearn="0" blockwalls="0" aggressive="1" event="script" value="Default.lua"> <vocation id="1"/> <vocation id="2"/> <vocation id="3"/> <vocation id="4"/> <vocation id="5"/> <vocation id="6"/> <vocation id="7"/> <vocation id="8"/> </instant> e tinha isso na aba script onde coloco? -- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat0_Brush,createCombatArea({{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 1, 2, 1, 0, 1, 0, 1}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")local combat0_Brush_3 = createCombatObject() setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, 241) setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat0_Brush_3,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 2, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 1, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush_3(cid, level, maglevel) return (600)*-1,(8000)*-1 end setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat0_Brush_7 = createCombatObject() setCombatParam(combat0_Brush_7, COMBAT_PARAM_EFFECT, 254) setCombatParam(combat0_Brush_7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatArea(combat0_Brush_7,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {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, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0}})) function getDmg_Brush_7(cid, level, maglevel) return (300)*-1,(3000)*-1 end setCombatCallback(combat0_Brush_7, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_7") -- Areas/Combat for 4500ms local combat45_Brush_8 = createCombatObject() setCombatParam(combat45_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat45_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat45_Brush_8,createCombatArea({{1, 1, 1, 1, 1, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 2, 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, 0, 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}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat45_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8")local combat45_Brush_5 = createCombatObject() setCombatParam(combat45_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat45_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat45_Brush_5,createCombatArea({{3}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat45_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 300ms local combat3_Brush_5 = createCombatObject() setCombatParam(combat3_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat3_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat3_Brush_5,createCombatArea({{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 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, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat3_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 500ms local combat5_Brush_2 = createCombatObject() setCombatParam(combat5_Brush_2, COMBAT_PARAM_EFFECT, 128) setCombatParam(combat5_Brush_2, COMBAT_PARAM_TYPE, COMBAT_UNDEFINEDDAMAGE) setCombatArea(combat5_Brush_2,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 2, 0, 1, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0}})) function getDmg_Brush_2(cid, level, maglevel) return (900)*-1,(1500)*-1 end setCombatCallback(combat5_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 900ms local combat9_Brush_4 = createCombatObject() setCombatParam(combat9_Brush_4, COMBAT_PARAM_EFFECT, CONST_ME_ICEAREA) setCombatParam(combat9_Brush_4, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat9_Brush_4,createCombatArea({{0, 1, 1, 1, 1, 0}, {1, 0, 0, 0, 0, 1}, {1, 0, 2, 0, 0, 1}, {1, 0, 0, 0, 0, 1}, {0, 1, 1, 1, 1, 0}})) function getDmg_Brush_4(cid, level, maglevel) return (200)*-1,(5500)*-1 end setCombatCallback(combat9_Brush_4, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_4") -- Areas/Combat for 1500ms local combat15_Brush_6 = createCombatObject() setCombatParam(combat15_Brush_6, COMBAT_PARAM_EFFECT, 267) setCombatParam(combat15_Brush_6, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat15_Brush_6,createCombatArea({{0, 0, 0, 0, 1, 0, 1, 0, 0}, {1, 0, 1, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 2, 1, 1, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1}})) function getDmg_Brush_6(cid, level, maglevel) return (3500)*-1,(3600)*-1 end setCombatCallback(combat15_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6") -- Areas/Combat for 1600ms local combat16_Brush_5 = createCombatObject() setCombatParam(combat16_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat16_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat16_Brush_5,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 1, 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, 3, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat16_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 2400ms local combat24_Brush_7 = createCombatObject() setCombatParam(combat24_Brush_7, COMBAT_PARAM_EFFECT, 254) setCombatParam(combat24_Brush_7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatArea(combat24_Brush_7,createCombatArea({{0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 2, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 1, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 1, 0}})) function getDmg_Brush_7(cid, level, maglevel) return (300)*-1,(3000)*-1 end setCombatCallback(combat24_Brush_7, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_7") -- Areas/Combat for 3100ms local combat31_Brush_8 = createCombatObject() setCombatParam(combat31_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat31_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat31_Brush_8,createCombatArea({{0, 0, 1, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 1, 0, 0, 1, 0, 0}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat31_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8") -- Areas/Combat for 3700ms local combat37_Brush_8 = createCombatObject() setCombatParam(combat37_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat37_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat37_Brush_8,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 1, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 3, 0, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 1, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 0, 1, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat37_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8") -- =============== 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,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,cid,var) RunPart(combat0_Brush_3,cid,var) RunPart(combat0_Brush_7,cid,var) addEvent(RunPart,4500,combat45_Brush_8,cid,var) addEvent(RunPart,4500,combat45_Brush_5,cid,var) addEvent(RunPart,300,combat3_Brush_5,cid,var) addEvent(RunPart,500,combat5_Brush_2,cid,var) addEvent(RunPart,900,combat9_Brush_4,cid,var) addEvent(RunPart,1500,combat15_Brush_6,cid,var) addEvent(RunPart,1600,combat16_Brush_5,cid,var) addEvent(RunPart,2400,combat24_Brush_7,cid,var) addEvent(RunPart,3100,combat31_Brush_8,cid,var) addEvent(RunPart,3700,combat37_Brush_8,cid,var) return true end
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como trocar o ataque do pokemon
tipo eu criei a magia com o spell creator ai ele ja cria o script sozinho e eu salvei tudo direitinho la na pasta de ataques ai fui em data/lib/configuration e fui no pokemon clefable e substitui o ataque double slap pelo ataque que eu criei eu apaguei o nome double slap e coloquei Hyper Poison Love que foi o nome do script que o spell creator criou mas qnd vou usar o atake no jogo ele aparece o nome tudo direitinho s´´o que o atak continua o double slap ao inves de acontecer o ataque que eu criei =/
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como trocar o ataque do pokemon
pessoal eu criei 1 ataque de pokemon eu queria saber como que ponho o atake no pokmon que quero?
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(Resolvido)como abrir arquivos idc
vlw comssegui