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Postado
  • Autor
2 horas atrás, 139 disse:

Coloca isso na linha acima do return(doCombat...):

 

local rng = math.random(0, 1)

local pos = getCreaturePosition(target)

local toposA = {x = pos.x + rng-1, y = pos.y + rng, z = pos.z}

local toposB = {x = pos.x + rng, y = pos.y + rng-1, z = pos.z}

doSendDistanceShoot(pos, toposA, 41)

doSendDistanceShoot(pos, toposB, 41)



 

local misseis = 5 -- quantidade de misseis
local delay = 100 -- tempo entre o disparo de cada missel (milisegundos)

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -78.2, 1, -88.2, 1)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 41)

function onTargetCreature(cid, target)
    for i = 1, misseis do
        addEvent(function() 
            if isCreature(cid) and isCreature(target) then
                doCombat(cid, combat2, {type = 2, pos = getCreaturePosition(target)})
            end
        end, delay*i)
    end
end
setCombatCallback(combat, CALLBACK_PARAM_TARGETCREATURE, "onTargetCreature")

function onCastSpell(cid, var)

local waittime = 2 -- Tempo de exhaustion
local storage = 1000600

if exhaustion.check(cid, storage) then
return false
end

local position1 = {x=getThingPosition(getCreatureTarget(cid)).x+1, y=getThingPosition(getCreatureTarget(cid)).y+1, z=getThingPosition(getCreatureTarget(cid)).z}
doSendMagicEffect(position1, 250)
exhaustion.set(cid, storage, waittime)
local rng = math.random(0, 1)
local pos = getCreaturePosition(target)
local toposA = {x = pos.x + rng-1, y = pos.y + rng, z = pos.z}
local toposB = {x = pos.x + rng, y = pos.y + rng-1, z = pos.z}
doSendDistanceShoot(pos, toposA, 41)
doSendDistanceShoot(pos, toposB, 41)
return doCombat(cid, combat, var)
end

Agora os mísseis não estão saindo

 

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c.png

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  • Will Oliveira
    Will Oliveira

    Eu to sem o TFS aqui, mas se quiser mentoria com scripting, sou Programador LUA e C++ a 9 anos e faço freelancer.   Contatos: Instagram: @_willdeoliveira Telegram: @marketsignalsbr

  • Coloca isso na linha acima do return(doCombat...):   local rng = math.random(0, 1) local pos = getCreaturePosition(target) local toposA = {x = pos.x + rng-1, y = pos.y + rng, z = p

  • raphadoidera
    raphadoidera

    local misseis = 5 -- quantidade de misseis local delay = 100 -- tempo entre o disparo de cada missel (milisegundos) local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYP

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Postado
Em 06/03/2021 em 19:35, 139 disse:


 


local misseis = 5 -- quantidade de misseis
local delay = 100 -- tempo entre o disparo de cada missel (milisegundos)

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -78.2, 1, -88.2, 1)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 41)

function onTargetCreature(cid, target)
	for i = 1, misseis do
		addEvent(function() 
			if isCreature(cid) and isCreature(target) then
				doCombat(cid, combat2, {type = 2, pos = getCreaturePosition(target)})
			end
		end, delay*i)
	end
end
setCombatCallback(combat, CALLBACK_PARAM_TARGETCREATURE, "onTargetCreature")

function onCastSpell(cid, var)

local waittime = 2 -- Tempo de exhaustion
local storage = 1000600

if exhaustion.check(cid, storage) then
return false
end

local position1 = {x=getThingPosition(getCreatureTarget(cid)).x+1, y=getThingPosition(getCreatureTarget(cid)).y+1, z=getThingPosition(getCreatureTarget(cid)).z}
local position2 = {x=getCreaturePosition(cid).x+3, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z}
doSendMagicEffect(position1, 106)
doSendMagicEffect(position2, 189)
exhaustion.set(cid, storage, waittime)
return doCombat(cid, combat, var)
end

 

local misseis = 5 -- quantidade de misseis
local delay = 1 -- tempo entre o disparo de cada missel (milisegundos)

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -78.2, 1, -88.2, 1)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 41)

function onTargetCreature(cid, target)
	for i = 1, misseis do
		addEvent(function() 
			if isCreature(cid) and isCreature(target) then
				doCombat(cid, combat2, {type = 2, pos = getCreaturePosition(target)})
			end
		end, delay*i)
	end
end
setCombatCallback(combat, CALLBACK_PARAM_TARGETCREATURE, "onTargetCreature")

function onCastSpell(cid, var)

local waittime = 2 -- Tempo de exhaustion
local storage = 1000600

if exhaustion.check(cid, storage) then
return false
end

local position1 = {x=getThingPosition(getCreatureTarget(cid)).x+1, y=getThingPosition(getCreatureTarget(cid)).y+1, z=getThingPosition(getCreatureTarget(cid)).z}
local position2 = {x=getCreaturePosition(cid).x+3, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z}
doSendMagicEffect(position1, 106)
doSendMagicEffect(position2, 189)
exhaustion.set(cid, storage, waittime)
return doCombat(cid, combat, var)
end

 

Postado
  • Autor
20 horas atrás, raphadoidera disse:



 

local misseis = 5 -- quantidade de misseis
local delay = 100 -- tempo entre o disparo de cada missel (milisegundos)

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -78.2, 1, -88.2, 1)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 41)

function onTargetCreature(cid, target)
    for i = 1, misseis do
        addEvent(function() 
            if isCreature(cid) and isCreature(target) then
                doCombat(cid, combat2, {type = 2, pos = getCreaturePosition(target)})
            end
        end, delay*i)
    end
end
setCombatCallback(combat, CALLBACK_PARAM_TARGETCREATURE, "onTargetCreature")

function onCastSpell(cid, var)

local waittime = 2 -- Tempo de exhaustion
local storage = 1000600

if exhaustion.check(cid, storage) then
return false
end

local position1 = {x=getThingPosition(getCreatureTarget(cid)).x+1, y=getThingPosition(getCreatureTarget(cid)).y+1, z=getThingPosition(getCreatureTarget(cid)).z}
doSendMagicEffect(position1, 250)
exhaustion.set(cid, storage, waittime)
local rng = math.random(0, 1)
local pos = getCreaturePosition(target)
local toposA = {x = pos.x + rng-1, y = pos.y + rng, z = pos.z}
local toposB = {x = pos.x + rng, y = pos.y + rng-1, z = pos.z}
doSendDistanceShoot(pos, toposA, 41)
doSendDistanceShoot(pos, toposB, 41)
return doCombat(cid, combat, var)
end

Agora os mísseis não estão saindo

 

a.png

b.png

c.png

@139

Postado
  • Solução
53 minutos atrás, raphadoidera disse:


Tinha feito o último rapidão pelo celular, agora ta certo:
 

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, 41)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -78.2, 1, -88.2, 1)

function onCastSpell(cid, var)
	local waittime = 2 -- Tempo de exhaustion
	local storage = 1000600

	if exhaustion.check(cid, storage) then
	return false
	end
	
	local mypos = getCreaturePosition(cid)
	local tpos = getCreaturePosition(getCreatureTarget(cid))
	local position1 = {x=tpos.x+1, y=tpos.y+1, z=tpos.z}
	local position2 = {x=mypos.x+3, y=mypos.y, z=mypos.z}
	local rng = math.random(0, 1)
	local toposA = {x = tpos.x + rng-1, y = tpos.y + rng, z = tpos.z}
	local toposB = {x = tpos.x + rng, y = tpos.y + rng-1, z = tpos.z}
	
	doSendMagicEffect(position1, 106)
	doSendMagicEffect(position2, 189)
	doSendDistanceShoot(mypos, toposA, 41)
	doSendDistanceShoot(mypos, toposB, 41)
	exhaustion.set(cid, storage, waittime)
	
return doCombat(cid, combat, var)
end

 

Postado
  • Autor
2 horas atrás, 139 disse:


Tinha feito o último rapidão pelo celular, agora ta certo:
 


local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, 41)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -78.2, 1, -88.2, 1)

function onCastSpell(cid, var)
	local waittime = 2 -- Tempo de exhaustion
	local storage = 1000600

	if exhaustion.check(cid, storage) then
	return false
	end
	
	local mypos = getCreaturePosition(cid)
	local tpos = getCreaturePosition(getCreatureTarget(cid))
	local position1 = {x=tpos.x+1, y=tpos.y+1, z=tpos.z}
	local position2 = {x=mypos.x+3, y=mypos.y, z=mypos.z}
	local rng = math.random(0, 1)
	local toposA = {x = tpos.x + rng-1, y = tpos.y + rng, z = tpos.z}
	local toposB = {x = tpos.x + rng, y = tpos.y + rng-1, z = tpos.z}
	
	doSendMagicEffect(position1, 106)
	doSendMagicEffect(position2, 189)
	doSendDistanceShoot(mypos, toposA, 41)
	doSendDistanceShoot(mypos, toposB, 41)
	exhaustion.set(cid, storage, waittime)
	
return doCombat(cid, combat, var)
end

 


Sempre salvando mano, muito obrigado! 
Irmão só me tira uma dúvida, o que significa e qual é a função desse "RNG"?

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