Postado Novembro 8, 2022 2 anos alguem pode me ajudar com essa spell, ela nao tem exausted nem gasta nada de mana. Mostrar conteúdo oculto local fireWeapons = {7753, 7756, 7747, 7751, 7757, 7745} local energyWeapons = {7878, 7788, 7872,7870, 7882, 7876} local earthWeapons = {7863, 7866, 7857, 7855, 7867, 7861} local iceWeapons = {7772, 7775, 7766, 7770, 7776, 7764} local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combat, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0, -0, 0.1, -0) local combatPhysical = createCombatObject() setCombatParam(combatPhysical, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combatPhysical, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatFormula(combatPhysical, COMBAT_FORMULA_SKILL, 0, -0, 0.1, -0) local combatFire = createCombatObject() setCombatParam(combatFire, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combatFire, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatFire, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatFire, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local combatIce = createCombatObject() setCombatParam(combatIce, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combatIce, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatIce, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatIce, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local combatEarth = createCombatObject() setCombatParam(combatEarth, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(combatEarth, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatEarth, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatEarth, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local combatEnergy = createCombatObject() setCombatParam(combatEnergy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combatEnergy, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatEnergy, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatEnergy, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local area = createCombatArea(AREA_SQUARE1X1) setCombatArea(combat, area) setCombatArea(combatFire, area) setCombatArea(combatIce, area) setCombatArea(combatEarth, area) setCombatArea(combatEnergy, area) setCombatArea(combatPhysical, area) function onGetFormulaValues(cid, level, skill, attack, element, factor) local skillTotal = attack / 9 * skill / 4 local elemental = math.ceil((element / 2 * skill / 2 )) return -(skillTotal * 0.9), -(skillTotal * 1.3), -math.random(elemental/2, elemental) end setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues") function onCastSpell(cid, var) doCreatureSay(cid, "exori", TALKTYPE_ORANGE_1) if isInArray(fireWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatFire, var) doCombat(cid, combatPhysical, var) elseif isInArray(energyWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatEnergy, var) doCombat(cid, combatPhysical, var) elseif isInArray(iceWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatIce, var) doCombat(cid, combatPhysical, var) elseif isInArray(earthWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatEarth, var) doCombat(cid, combatPhysical, var) else doCombat(cid, combat, var) end end Mostrar conteúdo oculto <instant name="Fierce Berserk" words="exori gran" lvl="70" mana="340" prem="1" needweapon="1" exhaustion="2000" needlearn="0" event="script" value="attack/fierce berserk.lua"> <vocation id="4"/> <vocation id="8"/> Editado Novembro 8, 2022 2 anos por carloos (veja o histórico de edições)
Postado Novembro 8, 2022 2 anos Em 08/11/2022 em 14:49, carloos disse: alguem pode me ajudar com essa spell, ela nao tem exausted nem gasta nada de mana. Mostrar conteúdo oculto Mostrar conteúdo oculto local fireWeapons = {7753, 7756, 7747, 7751, 7757, 7745} local energyWeapons = {7878, 7788, 7872,7870, 7882, 7876} local earthWeapons = {7863, 7866, 7857, 7855, 7867, 7861} local iceWeapons = {7772, 7775, 7766, 7770, 7776, 7764} local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combat, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0, -0, 0.1, -0) local combatPhysical = createCombatObject() setCombatParam(combatPhysical, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combatPhysical, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatFormula(combatPhysical, COMBAT_FORMULA_SKILL, 0, -0, 0.1, -0) local combatFire = createCombatObject() setCombatParam(combatFire, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combatFire, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatFire, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatFire, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local combatIce = createCombatObject() setCombatParam(combatIce, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combatIce, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatIce, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatIce, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local combatEarth = createCombatObject() setCombatParam(combatEarth, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(combatEarth, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatEarth, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatEarth, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local combatEnergy = createCombatObject() setCombatParam(combatEnergy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combatEnergy, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatEnergy, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatEnergy, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local area = createCombatArea(AREA_SQUARE1X1) setCombatArea(combat, area) setCombatArea(combatFire, area) setCombatArea(combatIce, area) setCombatArea(combatEarth, area) setCombatArea(combatEnergy, area) setCombatArea(combatPhysical, area) function onGetFormulaValues(cid, level, skill, attack, element, factor) local skillTotal = attack / 9 * skill / 4 local elemental = math.ceil((element / 2 * skill / 2 )) return -(skillTotal * 0.9), -(skillTotal * 1.3), -math.random(elemental/2, elemental) end setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues") function onCastSpell(cid, var) doCreatureSay(cid, "exori", TALKTYPE_ORANGE_1) if isInArray(fireWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatFire, var) doCombat(cid, combatPhysical, var) elseif isInArray(energyWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatEnergy, var) doCombat(cid, combatPhysical, var) elseif isInArray(iceWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatIce, var) doCombat(cid, combatPhysical, var) elseif isInArray(earthWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatEarth, var) doCombat(cid, combatPhysical, var) else doCombat(cid, combat, var) end end Mostrar conteúdo oculto Mostrar conteúdo oculto <instant name="Fierce Berserk" words="exori gran" lvl="70" mana="340" prem="1" needweapon="1" exhaustion="2000" needlearn="0" event="script" value="attack/fierce berserk.lua"> <vocation id="4"/> <vocation id="8"/> Verifica. a ela dentro do seu spells.xml a tag dela. ja tem a opçao de por o exhausted. e o tanto de mana que vai utilizar
Postado Novembro 8, 2022 2 anos Autor Em 08/11/2022 em 15:22, Diiego Liima disse: Verifica. a ela dentro do seu spells.xml a tag dela. ja tem a opçao de por o exhausted. e o tanto de mana que vai utilizar nao está funcionando, ja coloquei 100000 de exhausted e nao funciona. ja dei uma jeito no exhausted so falta a questao da mana. Mostrar conteúdo oculto local fireWeapons = {7753, 7756, 7747, 7751, 7757, 7745} local energyWeapons = {7878, 7788, 7872,7870, 7882, 7876} local earthWeapons = {7863, 7866, 7857, 7855, 7867, 7861} local iceWeapons = {7772, 7775, 7766, 7770, 7776, 7764} local exausted = 5 -- exhausted em segundos local storage = 32598 -- storage do exausted local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combat, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0, -0, 0.1, -0) local combatPhysical = createCombatObject() setCombatParam(combatPhysical, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combatPhysical, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatFormula(combatPhysical, COMBAT_FORMULA_SKILL, 0, -0, 0.1, -0) local combatFire = createCombatObject() setCombatParam(combatFire, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combatFire, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatFire, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatFire, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local combatIce = createCombatObject() setCombatParam(combatIce, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combatIce, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatIce, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatIce, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local combatEarth = createCombatObject() setCombatParam(combatEarth, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(combatEarth, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatEarth, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatEarth, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local combatEnergy = createCombatObject() setCombatParam(combatEnergy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combatEnergy, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatEnergy, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatEnergy, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local area = createCombatArea(AREA_SQUARE1X1) setCombatArea(combat, area) setCombatArea(combatFire, area) setCombatArea(combatIce, area) setCombatArea(combatEarth, area) setCombatArea(combatEnergy, area) setCombatArea(combatPhysical, area) function onGetFormulaValues(cid, level, skill, attack, element, factor) local skillTotal = attack / 9 * skill / 4 local elemental = math.ceil((element / 2 * skill / 2 )) return -(skillTotal * 0.9), -(skillTotal * 1.3), -math.random(elemental/2, elemental) end setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues") function onCastSpell(cid, var) if isPlayer(cid) and exhaustion.check(cid, storage) == TRUE then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Aguarde " .. exhaustion.get(cid, storage) .. " segundos para usar novamente.") return false end exhaustion.set(cid, storage, exausted) doCreatureSay(cid, "exori", TALKTYPE_ORANGE_1) if isInArray(fireWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatFire, var) doCombat(cid, combatPhysical, var) elseif isInArray(energyWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatEnergy, var) doCombat(cid, combatPhysical, var) elseif isInArray(iceWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatIce, var) doCombat(cid, combatPhysical, var) elseif isInArray(earthWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatEarth, var) doCombat(cid, combatPhysical, var) else doCombat(cid, combat, var) end end
Postado Novembro 8, 2022 2 anos Em 08/11/2022 em 15:26, carloos disse: nao está funcionando, ja coloquei 100000 de exhausted e nao funciona. ja dei uma jeito no exhausted so falta a questao da mana. Mostrar conteúdo oculto Mostrar conteúdo oculto local fireWeapons = {7753, 7756, 7747, 7751, 7757, 7745} local energyWeapons = {7878, 7788, 7872,7870, 7882, 7876} local earthWeapons = {7863, 7866, 7857, 7855, 7867, 7861} local iceWeapons = {7772, 7775, 7766, 7770, 7776, 7764} local exausted = 5 -- exhausted em segundos local storage = 32598 -- storage do exausted local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combat, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0, -0, 0.1, -0) local combatPhysical = createCombatObject() setCombatParam(combatPhysical, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combatPhysical, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatFormula(combatPhysical, COMBAT_FORMULA_SKILL, 0, -0, 0.1, -0) local combatFire = createCombatObject() setCombatParam(combatFire, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combatFire, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatFire, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatFire, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local combatIce = createCombatObject() setCombatParam(combatIce, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combatIce, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatIce, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatIce, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local combatEarth = createCombatObject() setCombatParam(combatEarth, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(combatEarth, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatEarth, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatEarth, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local combatEnergy = createCombatObject() setCombatParam(combatEnergy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combatEnergy, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatParam(combatEnergy, COMBAT_PARAM_USECHARGES, TRUE) setCombatFormula(combatEnergy, COMBAT_FORMULA_SKILL, 2, -35, 4, -45) local area = createCombatArea(AREA_SQUARE1X1) setCombatArea(combat, area) setCombatArea(combatFire, area) setCombatArea(combatIce, area) setCombatArea(combatEarth, area) setCombatArea(combatEnergy, area) setCombatArea(combatPhysical, area) function onGetFormulaValues(cid, level, skill, attack, element, factor) local skillTotal = attack / 9 * skill / 4 local elemental = math.ceil((element / 2 * skill / 2 )) return -(skillTotal * 0.9), -(skillTotal * 1.3), -math.random(elemental/2, elemental) end setCombatCallback(combat, CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues") function onCastSpell(cid, var) if isPlayer(cid) and exhaustion.check(cid, storage) == TRUE then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Aguarde " .. exhaustion.get(cid, storage) .. " segundos para usar novamente.") return false end exhaustion.set(cid, storage, exausted) doCreatureSay(cid, "exori", TALKTYPE_ORANGE_1) if isInArray(fireWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatFire, var) doCombat(cid, combatPhysical, var) elseif isInArray(energyWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatEnergy, var) doCombat(cid, combatPhysical, var) elseif isInArray(iceWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatIce, var) doCombat(cid, combatPhysical, var) elseif isInArray(earthWeapons, getPlayerWeapon(cid).itemid) then doCombat(cid, combatEarth, var) doCombat(cid, combatPhysical, var) else doCombat(cid, combat, var) end end manda print. da sua tag dentro do spells.xml
Postado Novembro 8, 2022 2 anos Autor Em 08/11/2022 em 15:28, Diiego Liima disse: manda print. da sua tag dentro do spells.xml sao 4 magias com quase o mesmo script. se estiver com uma arma encantada usara o elemento dela na spell. exori - berserk exori mas - Groundshaker exori gran- fierce berserk exori hur - Whirlwind Throw as 4 nao saía a word, sem exhausted e sem o gasto de mana. o word e exhauste resolvi, mas a mana continua ja tentei com doPlayerAddMana(cid,-mana) mas nao vira Editado Novembro 8, 2022 2 anos por carloos (veja o histórico de edições)
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