A base do servidor é um global mesmo.
TFS 0.4;
O erro que esta surgindo:
Érror - [spell interface]
In a timer event called from:
****/fury.lua:onCastSpell
Description:
<LuaInterface::LuaDoCombat>Combat not found
Você tem o código disponível? Se tiver publique-o aqui:
-- SpellCreator generated.
-- =============== COMBAT VARS ===============
-- Areas/Combat for 5500ms
local exausted = 20 -- exhausted em segundos
local storage = 32603 -- storage do exausted
local combat55_ = createCombatObject()
setCombatParam(combat55_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatParam(combat55_, COMBAT_PARAM_AGGRESSIVE, false)
local condition55 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition55, CONDITION_PARAM_TICKS, 500)
setConditionFormula(condition55, 0.3, -24, 0.3, -24)
setCombatCondition(combat55_, condition55)
-- Areas/Combat for 5000ms
local combat50_ = createCombatObject()
setCombatParam(combat50_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatParam(combat50_, COMBAT_PARAM_AGGRESSIVE, false)
local condition50 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition50, CONDITION_PARAM_TICKS, 500)
setConditionFormula(condition50, 0.3, -24, 0.3, -24)
setCombatCondition(combat50_, condition50)
-- Areas/Combat for 4500ms
local combat45_ = createCombatObject()
setCombatParam(combat45_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatParam(combat45_, COMBAT_PARAM_AGGRESSIVE, false)
local condition45 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition45, CONDITION_PARAM_TICKS, 500)
setConditionFormula(condition45, 0.3, -24, 0.3, -24)
setCombatCondition(combat45_, condition45)
-- Areas/Combat for 0ms
local combat0_ = createCombatObject()
setCombatParam(combat0_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatParam(combat0_, COMBAT_PARAM_AGGRESSIVE, false)
local condition0 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition0, CONDITION_PARAM_TICKS, 500)
setConditionFormula(condition0, 0.3, -24, 0.3, -24)
setCombatCondition(combat0_, condition0)
-- Areas/Combat for 500ms
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, false)
local condition = createConditionObject(CONDITION_HASTE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 500)
setConditionFormula(condition, 0.3, -24, 0.3, -24)
setCombatCondition(combat, condition)
-- Areas/Combat for 1000ms
local combat10_ = createCombatObject()
setCombatParam(combat10_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatParam(combat10_, COMBAT_PARAM_AGGRESSIVE, false)
local condition10 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition10, CONDITION_PARAM_TICKS, 500)
setConditionFormula(condition10, 0.3, -24, 0.3, -24)
setCombatCondition(combat10_, condition10)
-- Areas/Combat for 1500ms
local combat15_ = createCombatObject()
setCombatParam(combat15_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatParam(combat15_, COMBAT_PARAM_AGGRESSIVE, false)
local condition15 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition15, CONDITION_PARAM_TICKS, 500)
setConditionFormula(condition15, 0.3, -24, 0.3, -24)
setCombatCondition(combat15_, condition15)
-- Areas/Combat for 2000ms
local combat20_ = createCombatObject()
setCombatParam(combat20_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatParam(combat20_, COMBAT_PARAM_AGGRESSIVE, false)
local condition20 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition20, CONDITION_PARAM_TICKS, 500)
setConditionFormula(condition20, 0.3, -24, 0.3, -24)
setCombatCondition(combat20_, condition20)
-- Areas/Combat for 2500ms
local combat25_ = createCombatObject()
setCombatParam(combat25_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatParam(combat25_, COMBAT_PARAM_AGGRESSIVE, false)
local condition25 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition25, CONDITION_PARAM_TICKS, 500)
setConditionFormula(condition25, 0.3, -24, 0.3, -24)
setCombatCondition(combat25_, condition25)
-- Areas/Combat for 3000ms
local combat30_ = createCombatObject()
setCombatParam(combat30_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatParam(combat30_, COMBAT_PARAM_AGGRESSIVE, false)
local condition30 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition30, CONDITION_PARAM_TICKS, 500)
setConditionFormula(condition30, 0.3, -24, 0.3, -24)
setCombatCondition(combat30_, condition30)
-- Areas/Combat for 3500ms
local combat35_ = createCombatObject()
setCombatParam(combat35_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatParam(combat35_, COMBAT_PARAM_AGGRESSIVE, false)
local condition35 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition35, CONDITION_PARAM_TICKS, 500)
setConditionFormula(condition35, 0.3, -24, 0.3, -24)
setCombatCondition(combat35_, condition35)
-- Areas/Combat for 4000ms
local combat40_ = createCombatObject()
setCombatParam(combat40_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, false)
local condition40 = createConditionObject(CONDITION_HASTE)
setConditionParam(condition40, CONDITION_PARAM_TICKS, 500)
setConditionFormula(condition40, 0.3, -24, 0.3, -24)
setCombatCondition(combat40_, condition40)
-- =============== 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[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
i = i + 2
end
end
end
end
function onCastSpell(cid, var)
if isPlayer(cid) and exhaustion.check(cid, storage) == TRUE then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Aguarde " .. exhaustion.get(cid, storage) .. " segundos para usar novamente.")
return false
end
exhaustion.set(cid, storage, exausted)
local startPos = getCreaturePosition(cid)
addEvent(RunPart,5500,combat55_,cid,var)
addEvent(RunPart,5000,combat50_,cid,var)
addEvent(RunPart,4500,combat45_,cid,var)
RunPart(combat0_,cid,var)
addEvent(RunPart,500,combat5_,cid,var)
addEvent(RunPart,1000,combat10_,cid,var)
addEvent(RunPart,1500,combat15_,cid,var)
addEvent(RunPart,2000,combat20_,cid,var)
addEvent(RunPart,2500,combat25_,cid,var)
addEvent(RunPart,3000,combat30_,cid,var)
addEvent(RunPart,3500,combat35_,cid,var)
addEvent(RunPart,4000,combat40_,cid,var)
return doCombat(cid, combat, var)
end
É para o meu servidor e ficarei bem grato com rep +