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Postado
  • Solução

 

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

 

Resolvido por XGaduX

Ir para solução
Postado

Tente desta forma

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 waittime = 1,0 -- Tempo de exhaustion em segundos
local storage = 26002

if exhaustion.check(cid, storage) then
doPlayerSendCancel(cid, "Aguarde" .. exhaustion.get(cid, storage) .. " Segundos Para Usar Novamente.")
return false
end


local parameters = { cid = cid, var = var}

addEvent(onCastSpell1, 100, parameters)

addEvent(onCastSpell2, 100, parameters)

addEvent(onCastSpell3, 1200, parameters)

addEvent(onCastSpell4, 1200, parameters)

exhaustion.set(cid, storage, waittime)


return TRUE


end

 

Postado
  • Autor
12 horas atrás, Garoto Prodigio disse:

Tente desta forma


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 waittime = 1,0 -- Tempo de exhaustion em segundos
local storage = 26002

if exhaustion.check(cid, storage) then
doPlayerSendCancel(cid, "Aguarde" .. exhaustion.get(cid, storage) .. " Segundos Para Usar Novamente.")
return false
end


local parameters = { cid = cid, var = var}

addEvent(onCastSpell1, 100, parameters)

addEvent(onCastSpell2, 100, parameters)

addEvent(onCastSpell3, 1200, parameters)

addEvent(onCastSpell4, 1200, parameters)

exhaustion.set(cid, storage, waittime)


return TRUE


end

 

Grato!.

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