Tudo que xddidixd postou
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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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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
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(Resolvido)como abrir arquivos idc
pessoal eu baixei umas sprites do otp aki no tk so que esta em formato idc eu queria saber como posso abrir eu ja tentei abrir pelo dat editor mas nao abre podem me ajudar?
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como montar sprites
pessoal eu ja aprendi a recortar as sprites pelo object builder eu qiera saber como posso montar elas alguem me ensina?
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Spell Creator
ei agr foi eu rebaixei ele e fiz do jeito que vc mando e agr pra criar as magias?
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Spell Creator
eu to com o tibia 8.4 aki serv?
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Spell Creator
sim estou abrindo como adm e o que que é isso mamaeu2? kk
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Spell Creator
continua dando o mesmo erro
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Spell Creator
- erro no spell creator {ajuda}q
alguem me ajuda? esta dando esses 2 erros- como criar sprites
como que faço ja me disseram isso pra min fazer no paint mas nao sei fazer tem como me passar um video ou me ensnar?- Spell Creator
aki fica dando uns erros antes de abrir =/ - erro no spell creator {ajuda}q
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