local scom1 = createCombatObject()
local scom2 = createCombatObject()
local scom3 = createCombatObject()
local scom4 = createCombatObject()
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, COLOR_LIGHTGREEN)
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 850)
function kiaiho(cid, level, maglevel)
local min = -(level * 1.0 + maglevel * 1 + 0)
local max = -(level * 1.0 + maglevel * 1 + 0)
return min, max
end
setCombatCallback(combat1, CALLBACK_PARAM_LEVELMAGICVALUE, "kiaiho")
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_HITCOLOR, COLOR_LIGHTGREEN)
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 850)
function kiaiho(cid, level, maglevel)
local min = -(level * 1.0 + maglevel * 1 + 0)
local max = -(level * 1.0 + maglevel * 1 + 0)
return min, max
end
setCombatCallback(combat2, CALLBACK_PARAM_LEVELMAGICVALUE, "kiaiho")
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_HITCOLOR, COLOR_LIGHTGREEN)
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 850)
function kiaiho(cid, level, maglevel)
local min = -(level * 1.0 + maglevel * 1 + 0)
local max = -(level * 1.0 + maglevel * 1 + 0)
return min, max
end
setCombatCallback(combat3, CALLBACK_PARAM_LEVELMAGICVALUE, "kiaiho")
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_HITCOLOR, COLOR_LIGHTGREEN)
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 850)
function kiaiho(cid, level, maglevel)
local min = -(level * 1.0 + maglevel * 1 + 0)
local max = -(level * 1.0 + maglevel * 1 + 0)
return min, max
end
setCombatCallback(combat4, CALLBACK_PARAM_LEVELMAGICVALUE, "kiaiho")
arr1 = {
{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, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 2, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 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},
}
arr2 = {
{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, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
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, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr4 = {
{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, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr2)
local area4 = createCombatArea(arr2)
setCombatArea(scom1, area1)
setCombatArea(scom2, area2)
setCombatArea(scom3, area3)
setCombatArea(scom4, area4)
function onTargetTile(cid, pos)
local p = getThingPos(cid)
local basep = {x = p.x + 5, y = p.y - 5, z = p.z}
doSendDistanceShoot(basep, pos, 55)
doCombat(cid,combat1,positionToVariant(pos))
end
function onTargetTile2(cid, pos)
local p1 = getThingPos(cid)
local basep1 = {x = p1.x - 5, y = p1.y + 5, z = p1.z}
doSendDistanceShoot(basep1, pos, 55)
doCombat(cid,combat2,positionToVariant(pos))
end
function onTargetTile3(cid, pos)
local p2 = getThingPos(cid)
local basep2 = {x = p2.x - 5, y = p2.y + 5, z = p2.z}
local baseep2 = {x = p2.x + 5, y = p2.y - 5, z = p2.z}
doSendDistanceShoot(basep2, pos, 112)
doSendDistanceShoot(baseep2, pos, 112)
doCombat(cid,combat3,positionToVariant(pos))
end
function onTargetTile4(cid, pos)
local p3 = getThingPos(cid)
local basep3 = {x = p3.x - 5, y = p3.y - 5, z = p3.z}
local baseep3 = {x = p3.x + 5, y = p3.y + 5, z = p3.z}
doSendDistanceShoot(basep3, pos, 112)
doSendDistanceShoot(baseep3, pos, 112)
doCombat(cid,combat4,positionToVariant(pos))
end
setCombatCallback(scom1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
setCombatCallback(scom2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")
setCombatCallback(scom3, CALLBACK_PARAM_TARGETTILE, "onTargetTile3")
setCombatCallback(scom4, CALLBACK_PARAM_TARGETTILE, "onTargetTile4")
local function onCastSpell1(parameters)
doCombat(parameters.cid, scom1, parameters.var)
end
local function onCastSpell2(parameters)
doCombat(parameters.cid, scom2, parameters.var)
end
local function onCastSpell3(parameters)
doCombat(parameters.cid, scom3, parameters.var)
end
local function onCastSpell4(parameters)
doCombat(parameters.cid, scom4, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 100, parameters)
addEvent(onCastSpell2, 100, parameters)
addEvent(onCastSpell3, 1200, parameters)
addEvent(onCastSpell4, 1200, parameters)
return TRUE
end
Como insiro essa função na spell? \/
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
if exhaustion.get(cid, 5) then
doPlayerSendCancel(cid, "Wait "..exhaustion.get(cid, 5).." seconds.")
return false
end