Postado Dezembro 24, 2020 4 anos queria poder unir uma spell a um comando mas não consigo fazer a spell funcionar spell Citar 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 Citar 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??
Participe da conversa
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