.Qual servidor ou website você utiliza como base?
tfs 1.2 downgrage
Qual o motivo deste tópico?
quero converter pra essa versao tfs 1.2 PF obrigado
Está surgindo algum erro? Se sim coloque-o aqui.
Você tem o código disponível? Se tiver publique-o aqui:
------------------Script por Daniel Oliveira------------------
local acombat1 = Combat()
local combat1 = Combat()
combat1:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
combat1:setParameter(COMBAT_PARAM_EFFECT, 66)
combat1:setFormula(COMBAT_FORMULA_LEVELMAGIC, -2.8, 0, -3.0, 0)
local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 3000)
setConditionFormula(condition, -0.7, -0, -0.7, -0)
local condition2 = createConditionObject(CONDITION_EXHAUSTED)
setConditionParam(condition2, CONDITION_PARAM_TICKS, 2000)
setCombatCondition(combat1, condition2)
setCombatCondition(acombat1, condition)
local acombat2 = Combat()
local combat2 = Combat()
local combat2 = Combat()
combat2:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
combat2:setParameter(COMBAT_PARAM_EFFECT, 66)
combat2:setFormula(COMBAT_FORMULA_LEVELMAGIC, -2.8, 0, -3.0, 0)
local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 3000)
setConditionFormula(condition, -0.7, -0, -0.7, -0)
local condition2 = createConditionObject(CONDITION_EXHAUSTED)
setConditionParam(condition2, CONDITION_PARAM_TICKS, 2000)
setCombatCondition(combatcombat1, condition2)
setCombatCondition(acombat2, condition)
arr1 = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
}
arr2 = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
}
local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
combat1:setArea(area1)
combat2:setArea(area2)
local function onCastSpell1(parameters)
doCombat(parameters.cid, parameters.acombat1, parameters.var)
end
local function onCastSpell2(parameters)
doCombat(parameters.cid, parameters.acombat2, parameters.var)
end
local function Cooldown(cid)
if isPlayer(cid) == TRUE then
doPlayerSendTextMessage(cid,MESSAGE_STATUS_WARNING,'CD: Chuva de Flechas.')
end
end
local exhausted_seconds = 35 -- Segundos que o Player Poderá castar a spell novamente
local exhausted_storagevalue = 4345 -- Storage Value do Cool Down
function onTargetCreature(cid, target)
doSendDistanceShoot(getCreaturePosition(cid), getCreaturePosition(target), 22)
local function sun1(cid)
doPlayerSay(cid,"...",16)
return TRUE
end
local rand = math.random(1,5)
if isPlayer(target) == true and rand == 5 then
doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215)
return TRUE
elseif isPlayer(target) == true and rand == 4 then
doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215)
return TRUE
elseif isPlayer(target) == true and rand < 4 then
doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215)
doSendMagicEffect(getCreaturePosition(target), 60)
return TRUE
else
doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215)
doCombat(cid, combatDist, numberToVariant(target))
return TRUE
end
end
setCombatCallback(combat1, CALLBACK_PARAM_TARGETCREATURE, "onTargetCreature")
function onTargetTile(cid, pos)
doCombat(cid,combat1,positionToVariant(pos))
end
setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
function onTargetTile(cid, pos)
doCombat(cid,combat2,positionToVariant(pos))
end
setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
if getResets(cid) < 1 then
doPlayerSendTextMessage(cid,16,"Voce nao possui 1 reset suficiente para usar esta magia.")
doSendMagicEffect(getCreaturePosition(cid), 2)
return TRUE
end
function onCastSpell(creature, variant)
local exhaustEnd = creature:getStorageValue(exhausted_storagevalue)
if os.time() < exhaustEnd then
creature:sendCancelMessage('O Cooldown não está pronto.')
return true
end
local function spell4(cid)
local creature = Player(cid)
combat1:execute(creature, variant)
end
local function spell3(cid)
local creature = Player(cid)
addEvent(spell4, 200, cid)
return combat2:execute(creature, variant)
end
local function spell2(cid)
local creature = Player(cid)
addEvent(spell3, 200, cid)
return combat2:execute(creature, variant)
end
local function spell1(cid)
local creature = Player(cid)
addEvent(spell2, 750, cid)
return combat2:execute(creature, variant)
end
local cid = creature:getId()
addEvent(spell1, 200, cid)
creature:say("Exevo Gran Mas Shadow!", TALKTYPE_MONSTER_YELL)
addEvent(cooldown, 35000, cid)
creature:setStorageValue(exhausted_storagevalue, os.time() + exhausted_seconds)
return true
end
------------------Script por Daniel Oliveira------------------
local acombat1 = Combat()
local combat1 = Combat()
combat1:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
combat1:setParameter(COMBAT_PARAM_EFFECT, 66)
combat1:setFormula(COMBAT_FORMULA_LEVELMAGIC, -2.8, 0, -3.0, 0)
local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 3000)
setConditionFormula(condition, -0.7, -0, -0.7, -0)
local condition2 = createConditionObject(CONDITION_EXHAUSTED)
setConditionParam(condition2, CONDITION_PARAM_TICKS, 2000)
setCombatCondition(combat1, condition2)
setCombatCondition(acombat1, condition)
local acombat2 = Combat()
local combat2 = Combat()
local combat2 = Combat()
combat2:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
combat2:setParameter(COMBAT_PARAM_EFFECT, 66)
combat2:setFormula(COMBAT_FORMULA_LEVELMAGIC, -2.8, 0, -3.0, 0)
local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 3000)
setConditionFormula(condition, -0.7, -0, -0.7, -0)
local condition2 = createConditionObject(CONDITION_EXHAUSTED)
setConditionParam(condition2, CONDITION_PARAM_TICKS, 2000)
setCombatCondition(combatcombat1, condition2)
setCombatCondition(acombat2, condition)
arr1 = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
}
arr2 = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
}
local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
combat1:setArea(area1)
combat2:setArea(area2)
local function onCastSpell1(parameters)
doCombat(parameters.cid, parameters.acombat1, parameters.var)
end
local function onCastSpell2(parameters)
doCombat(parameters.cid, parameters.acombat2, parameters.var)
end
local function Cooldown(cid)
if isPlayer(cid) == TRUE then
doPlayerSendTextMessage(cid,MESSAGE_STATUS_WARNING,'CD: Chuva de Flechas.')
end
end
local exhausted_seconds = 35 -- Segundos que o Player Poderá castar a spell novamente
local exhausted_storagevalue = 4345 -- Storage Value do Cool Down
function onTargetCreature(cid, target)
doSendDistanceShoot(getCreaturePosition(cid), getCreaturePosition(target), 22)
local function sun1(cid)
doPlayerSay(cid,"...",16)
return TRUE
end
local rand = math.random(1,5)
if isPlayer(target) == true and rand == 5 then
doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215)
return TRUE
elseif isPlayer(target) == true and rand == 4 then
doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215)
return TRUE
elseif isPlayer(target) == true and rand < 4 then
doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215)
doSendMagicEffect(getCreaturePosition(target), 60)
return TRUE
else
doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215)
doCombat(cid, combatDist, numberToVariant(target))
return TRUE
end
end
setCombatCallback(combat1, CALLBACK_PARAM_TARGETCREATURE, "onTargetCreature")
function onTargetTile(cid, pos)
doCombat(cid,combat1,positionToVariant(pos))
end
setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
function onTargetTile(cid, pos)
doCombat(cid,combat2,positionToVariant(pos))
end
setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
if getResets(cid) < 0 then
doPlayerSendTextMessage(cid,20,"Voce nao possui reset suficiente para usar esta magia.")
doSendMagicEffect(getCreaturePosition(cid), 2)
return TRUE
end
function onCastSpell(creature, variant)
local exhaustEnd = creature:getStorageValue(exhausted_storagevalue)
if os.time() < exhaustEnd then
creature:sendCancelMessage('O Cooldown não está pronto.')
return true
end
local function spell4(cid)
local creature = Player(cid)
combat1:execute(creature, variant)
end
local function spell3(cid)
local creature = Player(cid)
addEvent(spell4, 200, cid)
return combat2:execute(creature, variant)
end
local function spell2(cid)
local creature = Player(cid)
addEvent(spell3, 200, cid)
return combat2:execute(creature, variant)
end
local function spell1(cid)
local creature = Player(cid)
addEvent(spell2, 750, cid)
return combat2:execute(creature, variant)
end
local cid = creature:getId()
addEvent(spell1, 200, cid)
creature:say("Exevo Gran Mas Shadow!", TALKTYPE_MONSTER_YELL)
addEvent(cooldown, 35000, cid)
creature:setStorageValue(exhausted_storagevalue, os.time() + exhausted_seconds)
return true
end
Você tem alguma imagem que possa auxiliar no problema? Se sim, coloque-a aqui.