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Postado

.Qual servidor ou website você utiliza como base? 

TFS 1.3 8.60

Qual o motivo deste tópico? 

eu segui um tutorial do tibiaking pra aumentar o limite de effect, so que so aumentou no comando !z "talkactions" em spells ainda ta limitado em 255.
link do tutorial que eu segui: https://tibiaking.com/forums/topic/100438-programação-magic-e-shoot-effects-tfs-e-otx-13-versão-860/

Está surgindo algum erro? Se sim coloque-o aqui. 

Citar

 

 

Você tem o código disponível? Se tiver publique-o aqui: 

 

 

Você tem alguma imagem que possa auxiliar no problema? Se sim, coloque-a aqui. 

 

Postado
Em 03/11/2021 em 08:40, elielder disse:

.Qual servidor ou website você utiliza como base? 

TFS 1.3 8.60

Qual o motivo deste tópico? 

eu segui um tutorial do tibiaking pra aumentar o limite de effect, so que so aumentou no comando !z "talkactions" em spells ainda ta limitado em 255.
link do tutorial que eu segui: https://tibiaking.com/forums/topic/100438-programação-magic-e-shoot-effects-tfs-e-otx-13-versão-860/

Está surgindo algum erro? Se sim coloque-o aqui. 

 

Você tem o código disponível? Se tiver publique-o aqui: 



 

 

Você tem alguma imagem que possa auxiliar no problema? Se sim, coloque-a aqui. 

 

Boa tarde @elielder

 

Vamos começar primeiramente com os Magic Effects

Em const.h

procure por:
enum MagicEffectClasses : uint8_t {

mude:
enum MagicEffectClasses : uint16_t {
  
procure por:
CONST_ME_DRAGONHEAD = 70

abaixo adiciona:
CONST_ME_DRAGONHEAD = 70,
CONST_ME_SEMFIM = 0xFFFE //65534

 

Em tools.cpp

Procure por:
MagicEffectNames magicEffectNames = {
Ache por último:
{"dragonhead",		CONST_ME_DRAGONHEAD},

Abaixo adiciona: 
{"dragonhead",		CONST_ME_DRAGONHEAD},
{"semfim",		CONST_ME_SEMFIM},

 

Em Protocolgame.cpp

Procure por:
void ProtocolGame::sendMagicEffect(const Position& pos, uint8_t type)
{
	if (!canSee(pos)) {
		return;
	}

	NetworkMessage msg;
	msg.addByte(0x83);
	msg.addPosition(pos);
	msg.addByte(type);
	writeToOutputBuffer(msg);
}

Mude por:
void ProtocolGame::sendMagicEffect(const Position& pos, uint16_t type)
{
	if (!canSee(pos)) {
		return;
	}

	NetworkMessage msg;
	msg.addByte(0x83);
	msg.addPosition(pos);
	msg.add<uint16_t>(type);
	writeToOutputBuffer(msg);
}

 

Em Protcolgame.h

 

Procure por:
void sendMagicEffect(const Position& pos, uint8_t type);

Mude por:

void sendMagicEffect(const Position& pos, uint16_t type);

 

Em Game.cpp

 

Procure por:
void Game::addMagicEffect(const Position& pos, uint8_t effect)
{
	SpectatorVec spectators;
	map.getSpectators(spectators, pos, true, true);
	addMagicEffect(spectators, pos, effect);
}

Mude por: 
void Game::addMagicEffect(const Position& pos, uint16_t effect)
{
	SpectatorVec spectators;
	map.getSpectators(spectators, pos, true, true);
	addMagicEffect(spectators, pos, effect);
}

Procure por:
void Game::addMagicEffect(const SpectatorVec& spectators, const Position& pos, uint8_t effect)
{
	for (Creature* spectator : spectators) {
		if (Player* tmpPlayer = spectator->getPlayer()) {
			tmpPlayer->sendMagicEffect(pos, effect);
		}
	}
}

Mude Por:
void Game::addMagicEffect(const SpectatorVec& spectators, const Position& pos, uint16_t effect)
{
	for (Creature* spectator : spectators) {
		if (Player* tmpPlayer = spectator->getPlayer()) {
			tmpPlayer->sendMagicEffect(pos, effect);
		}
	}
}

 

Em game.h

 

Procure por:
void addMagicEffect(const Position& pos, uint8_t effect);

Mude por:
void addMagicEffect(const Position& pos, uint16_t effect);

Procure por:
static void addMagicEffect(const SpectatorVec& spectators, const Position& pos, uint8_t effect);

Mude por:
static void addMagicEffect(const SpectatorVec& spectators, const Position& pos, uint16_t effect);

 

Em player.h

 

Procure por:

void sendMagicEffect(const Position& pos, uint8_t type) const {
			if (client) {
				client->sendMagicEffect(pos, type);
			}
		}

Mude por:

void sendMagicEffect(const Position& pos, uint16_t type) const {
			if (client) {
				client->sendMagicEffect(pos, type);
			}
		}

 

image.thumb.png.1da84cb912148a8194057d1c9dbec302.png

image.thumb.png.79cc12c6f67b082e8e43264797c2688c.png

 

Programa Baixar: http://www.handshake.de/user/chmaas/delphi/download/xvi32_254.zip

CTRL + F
Hex Editor

Procure por:
A7 95 0E 00 0F B6 C0
  
Mude:
47 97 0E 00 0F B7 C0

image.thumb.png.10219556051b393cbec3ccb50c555ca8.png

image.thumb.png.cf508a7ced8a2d32a7787f59093f4c0a.png

image.thumb.png.b256fcc64e19a3738be0699b7e86f902.png

image.thumb.png.e4e9db49924ee5dda960ea8eddff5395.png Salve Tibia.exe

 

 

Recompilar a sua source tfs 1.3 e fixar magic effect.

 

Aguardo em DistanceShoot (Missile) Eu aposto a codigo tudo fixar em testamos TFS 1.3 e 1.4.

 

image.thumb.png.124327e223e12b4caa8e6584c56b0568.png

image.thumb.png.16ef3aeedb287dcf7ceb71fae9a8db5d.png

image.thumb.png.f2eac3d18ffd3fa79bd03fbf6c022189.png

image.thumb.png.846dc2dd441ec192232914f3f3df601f.png

image.thumb.png.cdfc64ee338f18910387941aff0aeea1.png

Work in Magic Effects :)

Editado por Mask Ghoul
Esqueci posta uma print eu fui testado em /z deu funcionado. com source perfeito. (veja o histórico de edições)

Postado
  • Autor
20 minutos atrás, Mask Ghoul disse:

Boa tarde @elielder

 

Vamos começar primeiramente com os Magic Effects

Em const.h


procure por:
enum MagicEffectClasses : uint8_t {

mude:
enum MagicEffectClasses : uint16_t {
  
procure por:
CONST_ME_DRAGONHEAD = 70

abaixo adiciona:
CONST_ME_DRAGONHEAD = 70,
CONST_ME_SEMFIM = 0xFFFE //65534

 

Em tools.cpp


Procure por:
MagicEffectNames magicEffectNames = {
Ache por último:
{"dragonhead",		CONST_ME_DRAGONHEAD},

Abaixo adiciona: 
{"dragonhead",		CONST_ME_DRAGONHEAD},
{"semfim",		CONST_ME_SEMFIM},

 

Em Protocolgame.cpp


Procure por:
void ProtocolGame::sendMagicEffect(const Position& pos, uint8_t type)
{
	if (!canSee(pos)) {
		return;
	}

	NetworkMessage msg;
	msg.addByte(0x83);
	msg.addPosition(pos);
	msg.addByte(type);
	writeToOutputBuffer(msg);
}

Mude por:
void ProtocolGame::sendMagicEffect(const Position& pos, uint16_t type)
{
	if (!canSee(pos)) {
		return;
	}

	NetworkMessage msg;
	msg.addByte(0x83);
	msg.addPosition(pos);
	msg.add<uint16_t>(type);
	writeToOutputBuffer(msg);
}

 

Em Protcolgame.h

 


Procure por:
void sendMagicEffect(const Position& pos, uint8_t type);

Mude por:

void sendMagicEffect(const Position& pos, uint16_t type);

 

Em Game.cpp

 


Procure por:
void Game::addMagicEffect(const Position& pos, uint8_t effect)
{
	SpectatorVec spectators;
	map.getSpectators(spectators, pos, true, true);
	addMagicEffect(spectators, pos, effect);
}

Mude por: 
void Game::addMagicEffect(const Position& pos, uint16_t effect)
{
	SpectatorVec spectators;
	map.getSpectators(spectators, pos, true, true);
	addMagicEffect(spectators, pos, effect);
}

Procure por:
void Game::addMagicEffect(const SpectatorVec& spectators, const Position& pos, uint8_t effect)
{
	for (Creature* spectator : spectators) {
		if (Player* tmpPlayer = spectator->getPlayer()) {
			tmpPlayer->sendMagicEffect(pos, effect);
		}
	}
}

Mude Por:
void Game::addMagicEffect(const SpectatorVec& spectators, const Position& pos, uint16_t effect)
{
	for (Creature* spectator : spectators) {
		if (Player* tmpPlayer = spectator->getPlayer()) {
			tmpPlayer->sendMagicEffect(pos, effect);
		}
	}
}

 

Em game.h

 


Procure por:
void addMagicEffect(const Position& pos, uint8_t effect);

Mude por:
void addMagicEffect(const Position& pos, uint16_t effect);

Procure por:
static void addMagicEffect(const SpectatorVec& spectators, const Position& pos, uint8_t effect);

Mude por:
static void addMagicEffect(const SpectatorVec& spectators, const Position& pos, uint16_t effect);

 

Em player.h

 


Procure por:

void sendMagicEffect(const Position& pos, uint8_t type) const {
			if (client) {
				client->sendMagicEffect(pos, type);
			}
		}

Mude por:

void sendMagicEffect(const Position& pos, uint16_t type) const {
			if (client) {
				client->sendMagicEffect(pos, type);
			}
		}

 

image.thumb.png.1da84cb912148a8194057d1c9dbec302.png

image.thumb.png.79cc12c6f67b082e8e43264797c2688c.png

 


Programa Baixar: http://www.handshake.de/user/chmaas/delphi/download/xvi32_254.zip

CTRL + F
Hex Editor

Procure por:
A7 95 0E 00 0F B6 C0
  
Mude:
47 97 0E 00 0F B7 C0

image.thumb.png.10219556051b393cbec3ccb50c555ca8.png

image.thumb.png.cf508a7ced8a2d32a7787f59093f4c0a.png

image.thumb.png.b256fcc64e19a3738be0699b7e86f902.png

 Salve Tibia.exeimage.thumb.png.e4e9db49924ee5dda960ea8eddff5395.png

 

 

Recompilar a sua source tfs 1.3 e fixar magic effect.

 

Aguardo em DistanceShoot (Missile) Eu aposto a codigo tudo fixar em testamos TFS 1.3 e 1.4.

ainda continuo com o mesmo erro

segue a spell que eu uso:
 

Spoiler

local config = {
	spellName = "Katon Gouryuuka no jutsu",
	going_up_effet = 10,	-- efeito subindo
	falling_down = 627,		-- efeito descendo
	effect_explosionz = 754,  -- efeito da explosão faz o teste ai
	cooldown = 5			-- cooldown
}
local arr = {
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 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, 0, 0},
	{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{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 arr_two = {
	{0, 0, 0, 0, 0, 0, 0, 0, 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},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{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 arr_three = {
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 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, 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, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}

local arr_four = {
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 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, 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, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}

local arr_four = {
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 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, 0, 0, 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 arr_five = {
	{0, 0, 0, 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, 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, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{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 arr_explosion = {
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 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, 2, 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, 0},
	{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 arr_explosion_two = {
	{0, 0, 0, 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, 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, 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, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}

local combat = Combat()
	combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_KATON)
	combat:setParameter(COMBAT_PARAM_EFFECT, config.going_up_effet)
	combat:setArea(createCombatArea(arr))

local falling_down = Combat()
	falling_down:setParameter(COMBAT_PARAM_TYPE, COMBAT_KATON)
	falling_down:setParameter(COMBAT_PARAM_EFFECT, config.going_up_effet)
	falling_down:setArea(createCombatArea(arr_two))

local falling_down_two = Combat()
	falling_down_two:setParameter(COMBAT_PARAM_TYPE, COMBAT_KATON)
	falling_down_two:setParameter(COMBAT_PARAM_EFFECT, config.going_up_effet)
	falling_down_two:setArea(createCombatArea(arr_three))

local falling_down_three = Combat()
	falling_down_three:setParameter(COMBAT_PARAM_TYPE, COMBAT_KATON)
	falling_down_three:setParameter(COMBAT_PARAM_EFFECT, config.going_up_effet)
	falling_down_three:setArea(createCombatArea(arr))

local falling_down_four = Combat()
	falling_down_four:setParameter(COMBAT_PARAM_TYPE, COMBAT_KATON)
	falling_down_four:setParameter(COMBAT_PARAM_EFFECT, config.going_up_effet)
	falling_down_four:setArea(createCombatArea(arr_two))

local falling_down_five = Combat()
	falling_down_five:setParameter(COMBAT_PARAM_TYPE, COMBAT_KATON)
	falling_down_five:setParameter(COMBAT_PARAM_EFFECT, config.going_up_effet)
	falling_down_five:setArea(createCombatArea(arr_three))

local effect_explosion = Combat()
	effect_explosion:setParameter(COMBAT_PARAM_TYPE, COMBAT_KATON)
	effect_explosion:setParameter(COMBAT_PARAM_EFFECT, config.effect_explosionz)
	effect_explosion:setArea(createCombatArea(arr_explosion))

local effect_explosion_two = Combat()
	effect_explosion_two:setParameter(COMBAT_PARAM_TYPE, COMBAT_KATON)
	effect_explosion_two:setParameter(COMBAT_PARAM_EFFECT, config.effect_explosionz)
	effect_explosion_two:setArea(createCombatArea(arr_explosion_two))

function onGetFormulaValues(player, skill, attack, factor)
	local magic_level = player:getBaseMagicLevel()
	local min = (player:getLevel() / 5) + (magic_level * 7.5) + (skill * attack * 0.2) + 14
	local max = (player:getLevel() / 5) + (magic_level * 12.5) + (skill * attack * 0.6) + 23
	return -min, -max
end

function onGetFormulaValues_two(player, skill, attack, factor)
	local magic_level = player:getBaseMagicLevel()
	local min = (player:getLevel() / 5) + (magic_level * 7.5) + (skill * attack * 0.2) + 14
	local max = (player:getLevel() / 5) + (magic_level * 12.5) + (skill * attack * 0.6) + 23
	return -min, -max
end

function onGetFormulaValues_three(player, skill, attack, factor)
	local magic_level = player:getBaseMagicLevel()
	local min = (player:getLevel() / 5) + (magic_level * 7.5) + (skill * attack * 0.2) + 14
	local max = (player:getLevel() / 5) + (magic_level * 12.5) + (skill * attack * 0.6) + 23
	return -min, -max
end

function onGetFormulaValues_four(player, skill, attack, factor)
	local magic_level = player:getBaseMagicLevel()
	local min = (player:getLevel() / 5) + (magic_level * 7.5) + (skill * attack * 0.2) + 14
	local max = (player:getLevel() / 5) + (magic_level * 12.5) + (skill * attack * 0.6) + 23
	return -min, -max
end

function onGetFormulaValues_five(player, skill, attack, factor)
	local magic_level = player:getBaseMagicLevel()
	local min = (player:getLevel() / 5) + (magic_level * 7.5) + (skill * attack * 0.2) + 14
	local max = (player:getLevel() / 5) + (magic_level * 12.5) + (skill * attack * 0.6) + 23
	return -min, -max
end

function onGetFormulaValues_six(player, skill, attack, factor)
	local magic_level = player:getBaseMagicLevel()
	local min = (player:getLevel() / 5) + (magic_level * 7.5) + (skill * attack * 0.2) + 14
	local max = (player:getLevel() / 5) + (magic_level * 12.5) + (skill * attack * 0.6) + 23
	return -min, -max
end

combat:setCallback(CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues")
falling_down:setCallback(CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues_two")
falling_down_two:setCallback(CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues_three")
falling_down_three:setCallback(CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues_four")
falling_down_four:setCallback(CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues_five")
falling_down_five:setCallback(CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues_six")

local function areaEffet(creature_id)
	local creature = Creature(creature_id)
	local position = creature:getPosition()
	local position_one = position + Position(0, 2, 0)
	local position_two = position + Position(1, 3, 0)
	local position_three = position + Position(3, 1, 0)
	position_one:sendMagicEffect(config.falling_down)
	position_two:sendMagicEffect(config.falling_down)
	position_three:sendMagicEffect(config.falling_down)
end

local function areaEffet_two(creature_id)
	local creature = Creature(creature_id)
	local position = creature:getPosition()
	local position_one = position + Position(1, -2, 0)
	local position_two = position + Position(3, 1, 0)
	local position_three = position + Position(-1, 2, 0)
	position_one:sendMagicEffect(config.falling_down)
	position_two:sendMagicEffect(config.falling_down)
	position_three:sendMagicEffect(config.falling_down)
end

local function sendEffects(creature_id)
	local creature = Creature(creature_id)
	addEvent(function()
		if not creature:isRemoved() then
			areaEffet(creature:getId())
		end
	end, 900)

	addEvent(function()
		if not creature:isRemoved() then
			areaEffet_two(creature:getId())
		end
	end, 1800)

	addEvent(function()
		if not creature:isRemoved() then
			areaEffet(creature:getId())
		end
	end, 2700)
end

function onCastSpell(creature, variant)
	
	if creature:InCooldown(STORAGE_MADARA_GOURYUUKA) then
		creature:sendTextMessage(MESSAGE_EVENT_DEFAULT, config.spellName.." está em cooldown, aguarde (" ..creature:getCooldown(STORAGE_MADARA_GOURYUUKA)..") para usar novamente")
		return
	end

	addEvent(function()
		if not creature:isRemoved() then
			creature:say("Gouryuuka no jutsu!", TALKTYPE_MONSTER_YELL)
		end
	end, 250)
	local creature_target = creature:getTarget()
	sendEffects(creature:getId())

	addEvent(function()
		if not creature:isRemoved() or not creature_target:isRemoved() then
		combat:execute(creature, variant)

		addEvent(function()
			if not creature:isRemoved() or not creature_target:isRemoved() then
				falling_down:execute(creature, variant)	
				effect_explosion:execute(creature, variant)	
			end
		end, 700)
	
		addEvent(function()
			if not creature:isRemoved() or not creature_target:isRemoved() then
				falling_down_two:execute(creature, variant)
				effect_explosion_two:execute(creature, variant)	
			end
		end, 1600)

		addEvent(function()
			if not creature:isRemoved() or not creature_target:isRemoved() then
				falling_down_three:execute(creature, variant)
				effect_explosion:execute(creature, variant)	
			end
		end, 2500)
	
		addEvent(function()
			if not creature:isRemoved() or not creature_target:isRemoved() then
				falling_down_four:execute(creature, variant)
				effect_explosion_two:execute(creature, variant)	
			end
		end, 3400)

		addEvent(function()
			if not creature:isRemoved() or not creature_target:isRemoved() then
				falling_down_five:execute(creature, variant)
				effect_explosion:execute(creature, variant)	
			end
		end, 4300)

		addEvent(function()
			if not creature:isRemoved() or not creature_target:isRemoved() then
				falling_down:execute(creature, variant)
				effect_explosion_two:execute(creature, variant)	
			end
		end, 5200)

		addEvent(function()
			if not creature:isRemoved() or not creature_target:isRemoved() then
				falling_down_four:execute(creature, variant)
				effect_explosion:execute(creature, variant)	
			end
		end, 6100)

		addEvent(function()
			if not creature:isRemoved() or not creature_target:isRemoved() then
				falling_down_two:execute(creature, variant)
				effect_explosion_two:execute(creature, variant)	
			end
		end, 7000)
	end
	end, 6000)

	creature:setCooldown(STORAGE_MADARA_GOURYUUKA, config.cooldown)
	return true
end

 

 

bug esta ocorrendo dessa forma:
o effect 627 sai corretamente, o effect 10 sai corretamente mas o 754 não sai, em vez de sair o 754 sai o 242.

Só sai 1 effect acima de 255. os outros dois so sai a baixo de 255. tem algum limitador ou bug. não sei oq esta acontecendo.

799569924_GIF04-11-202112-04-19.thumb.gif.f136aa0e2776e66fcd037883a3216da2.gif
nesse exemplo: o effect verde do susano é 254, junto deveria aparecer o effect 256 mas nao aparece.

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