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queria poder unir uma spell a um comando mas não consigo fazer a spell funcionar

spell

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local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, COLOR_RED)
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 87)

 

local arr1 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{1, 2, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area1 = createCombatArea(arr1)

setCombatArea(combat1, area1)

local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_HITCOLOR, COLOR_RED)
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 88)

 

local arr10 = {
{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},
{0, 1, 1, 1, 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, 0, 0, 0, 0, 0},
}

local area10 = createCombatArea(arr10)

setCombatArea(combat10, area10)

local combat100 = createCombatObject()
setCombatParam(combat100, COMBAT_PARAM_HITCOLOR, COLOR_RED)
setCombatParam(combat100, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat100, COMBAT_PARAM_EFFECT, 89)

 

local arr100 = {
{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, 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, 0, 0, 0, 0, 0},
}

local area100 = createCombatArea(arr100)

setCombatArea(combat100, area100)


local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_HITCOLOR, COLOR_RED)
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 89)

 

local arr2 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{2, 1, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area2 = createCombatArea(arr2)

setCombatArea(combat2, area2)

local combat20 = createCombatObject()
setCombatParam(combat20, COMBAT_PARAM_HITCOLOR, COLOR_RED)
setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat20, COMBAT_PARAM_EFFECT, 88)

 

local arr20 = {
{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},
{0, 2, 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},
}

local area20 = createCombatArea(arr20)

setCombatArea(combat20, area20)

local combat200 = createCombatObject()
setCombatParam(combat200, COMBAT_PARAM_HITCOLOR, COLOR_RED)
setCombatParam(combat200, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat200, COMBAT_PARAM_EFFECT, 87)

 

local arr200 = {
{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},
{2, 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, 0, 0, 0},
}

local area200 = createCombatArea(arr200)

setCombatArea(combat200, area200)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_HITCOLOR, COLOR_RED)
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 92)

 


local arr3 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 2, 0},
{0, 0, 0, 1, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area3 = createCombatArea(arr3)

setCombatArea(combat3, area3)

local combat30 = createCombatObject()
setCombatParam(combat30, COMBAT_PARAM_HITCOLOR, COLOR_RED)
setCombatParam(combat30, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat30, COMBAT_PARAM_EFFECT, 91)

 

local arr30 = {
{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, 1, 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, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area30 = createCombatArea(arr30)

setCombatArea(combat30, area30)


local combat300 = createCombatObject()
setCombatParam(combat300, COMBAT_PARAM_HITCOLOR, COLOR_RED)
setCombatParam(combat300, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat300, COMBAT_PARAM_EFFECT, 90)

 

local arr300 = {
{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, 0, 0},
{0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}

local area300 = createCombatArea(arr300)

setCombatArea(combat300, area300)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_HITCOLOR, COLOR_RED)
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 90)

 

local arr4 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 1, 0},
{0, 0, 0, 2, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area4 = createCombatArea(arr4)

setCombatArea(combat4, area4)

local combat40 = createCombatObject()
setCombatParam(combat40, COMBAT_PARAM_HITCOLOR, COLOR_RED)
setCombatParam(combat40, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat40, COMBAT_PARAM_EFFECT, 91)

 

local arr40 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 1, 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, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area40 = createCombatArea(arr40)

setCombatArea(combat40, area40)

local combat400 = createCombatObject()
setCombatParam(combat400, COMBAT_PARAM_HITCOLOR, COLOR_RED)
setCombatParam(combat400, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat400, COMBAT_PARAM_EFFECT, 92)

 

local arr400 = {
{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},
{0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}

local area400 = createCombatArea(arr400)

setCombatArea(combat400, area400)

function haq(cid)
if getCreatureLookDirection(cid) == 1 then
doCombat(cid, combat1, numberToVariant(cid))
doCombat(cid, combat10, numberToVariant(cid))
doCombat(cid, combat100, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 
elseif getCreatureLookDirection(cid) == 2 then
         doCombat(cid, combat4, numberToVariant(cid))
doCombat(cid, combat40, numberToVariant(cid))
doCombat(cid, combat400, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 
elseif getCreatureLookDirection(cid) == 3 then
         doCombat(cid, combat2, numberToVariant(cid))
doCombat(cid, combat20, numberToVariant(cid))
doCombat(cid, combat200, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 
elseif getCreatureLookDirection(cid) == 0 then
         doCombat(cid, combat3, numberToVariant(cid))
doCombat(cid, combat30, numberToVariant(cid))
doCombat(cid, combat300, numberToVariant(cid))
  doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 
      end
end
function ma2q(cid)       
        doPlayerSay(cid, 'Me...!', TALKTYPE_ORANGE_1)                 
            addEvent(haq,0,cid)
      end
function ha2q(cid)       
        doPlayerSay(cid, 'Ha!...', TALKTYPE_ORANGE_1)                 
            addEvent(ma2q,0,cid)
      end
function maq(cid)       
        doPlayerSay(cid, 'Me!...', TALKTYPE_ORANGE_1)                 
            addEvent(ha2q,0,cid)
      end
function kaq(cid)       
        doPlayerSay(cid, 'Ka!...', TALKTYPE_ORANGE_1)                 
            addEvent(maq,0,cid)
      end
function onCastSpell(cid, var)
      addEvent(kaq,0,cid)
      return true
end

function

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function getCombatFormulas(cid, lv, maglv)
   local formula_min = ((lv*20 + maglv*3) * -1.2)
   local formula_max = ((lv*20 + maglv*3) * -1.4)

   if(formula_max < formula_min) then
       local tmp = formula_max
       formula_max = formula_min
       formula_min = tmp
   end
   return formula_min, formula_max
end

setCombatCallback(combat, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombatFormulas")

 

 

Queria adcionar essa função pois ela me facilita no calculo do dano, alguém pode me ajudar?

alguém??

 

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