Postado Março 8, 2023 2 anos .Qual servidor ou website você utiliza como base? tfs 1.2 downgrage Qual o motivo deste tópico? quero converter pra essa versao tfs 1.2 PF obrigado Está surgindo algum erro? Se sim coloque-o aqui. Citar [Warning - Event::checkScript] Can not load script: scripts/Exeta gran mas frigo.lua data/spells/scripts/Exeta gran mas frigo.lua:26: function arguments expected near ',' Você tem o código disponível? Se tiver publique-o aqui: ------------------Script por Daniel Oliveira------------------ local acombat1 = Combat() local combat1 = Combat() combat1:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) combat1:setParameter(COMBAT_PARAM_EFFECT, 66) combat1:setFormula(COMBAT_FORMULA_LEVELMAGIC, -2.8, 0, -3.0, 0) local condition = createConditionObject(CONDITION_PARALYZE) setConditionParam(condition, CONDITION_PARAM_TICKS, 3000) setConditionFormula(condition, -0.7, -0, -0.7, -0) local condition2 = createConditionObject(CONDITION_EXHAUSTED) setConditionParam(condition2, CONDITION_PARAM_TICKS, 2000) setCombatCondition(combat1, condition2) setCombatCondition(acombat1, condition) local acombat2 = Combat() local combat2 = Combat() local combat2 = Combat() combat2:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) combat2:setParameter(COMBAT_PARAM_EFFECT, 66) combat2:setFormula(COMBAT_FORMULA_LEVELMAGIC, -2.8, 0, -3.0, 0) local condition = createConditionObject(CONDITION_PARALYZE) setConditionParam(condition, CONDITION_PARAM_TICKS, 3000) setConditionFormula(condition, -0.7, -0, -0.7, -0) local condition2 = createConditionObject(CONDITION_EXHAUSTED) setConditionParam(condition2, CONDITION_PARAM_TICKS, 2000) setCombatCondition(combatcombat1, condition2) setCombatCondition(acombat2, condition) arr1 = { {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, } arr2 = { {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, } local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) combat1:setArea(area1) combat2:setArea(area2) local function onCastSpell1(parameters) doCombat(parameters.cid, parameters.acombat1, parameters.var) end local function onCastSpell2(parameters) doCombat(parameters.cid, parameters.acombat2, parameters.var) end local function Cooldown(cid) if isPlayer(cid) == TRUE then doPlayerSendTextMessage(cid,MESSAGE_STATUS_WARNING,'CD: Chuva de Flechas.') end end local exhausted_seconds = 35 -- Segundos que o Player Poderá castar a spell novamente local exhausted_storagevalue = 4345 -- Storage Value do Cool Down function onTargetCreature(cid, target) doSendDistanceShoot(getCreaturePosition(cid), getCreaturePosition(target), 22) local function sun1(cid) doPlayerSay(cid,"...",16) return TRUE end local rand = math.random(1,5) if isPlayer(target) == true and rand == 5 then doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215) return TRUE elseif isPlayer(target) == true and rand == 4 then doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215) return TRUE elseif isPlayer(target) == true and rand < 4 then doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215) doSendMagicEffect(getCreaturePosition(target), 60) return TRUE else doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215) doCombat(cid, combatDist, numberToVariant(target)) return TRUE end end setCombatCallback(combat1, CALLBACK_PARAM_TARGETCREATURE, "onTargetCreature") function onTargetTile(cid, pos) doCombat(cid,combat1,positionToVariant(pos)) end setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile") function onTargetTile(cid, pos) doCombat(cid,combat2,positionToVariant(pos)) end setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile") if getResets(cid) < 1 then doPlayerSendTextMessage(cid,16,"Voce nao possui 1 reset suficiente para usar esta magia.") doSendMagicEffect(getCreaturePosition(cid), 2) return TRUE end function onCastSpell(creature, variant) local exhaustEnd = creature:getStorageValue(exhausted_storagevalue) if os.time() < exhaustEnd then creature:sendCancelMessage('O Cooldown não está pronto.') return true end local function spell4(cid) local creature = Player(cid) combat1:execute(creature, variant) end local function spell3(cid) local creature = Player(cid) addEvent(spell4, 200, cid) return combat2:execute(creature, variant) end local function spell2(cid) local creature = Player(cid) addEvent(spell3, 200, cid) return combat2:execute(creature, variant) end local function spell1(cid) local creature = Player(cid) addEvent(spell2, 750, cid) return combat2:execute(creature, variant) end local cid = creature:getId() addEvent(spell1, 200, cid) creature:say("Exevo Gran Mas Shadow!", TALKTYPE_MONSTER_YELL) addEvent(cooldown, 35000, cid) creature:setStorageValue(exhausted_storagevalue, os.time() + exhausted_seconds) return true end ------------------Script por Daniel Oliveira------------------ local acombat1 = Combat() local combat1 = Combat() combat1:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) combat1:setParameter(COMBAT_PARAM_EFFECT, 66) combat1:setFormula(COMBAT_FORMULA_LEVELMAGIC, -2.8, 0, -3.0, 0) local condition = createConditionObject(CONDITION_PARALYZE) setConditionParam(condition, CONDITION_PARAM_TICKS, 3000) setConditionFormula(condition, -0.7, -0, -0.7, -0) local condition2 = createConditionObject(CONDITION_EXHAUSTED) setConditionParam(condition2, CONDITION_PARAM_TICKS, 2000) setCombatCondition(combat1, condition2) setCombatCondition(acombat1, condition) local acombat2 = Combat() local combat2 = Combat() local combat2 = Combat() combat2:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) combat2:setParameter(COMBAT_PARAM_EFFECT, 66) combat2:setFormula(COMBAT_FORMULA_LEVELMAGIC, -2.8, 0, -3.0, 0) local condition = createConditionObject(CONDITION_PARALYZE) setConditionParam(condition, CONDITION_PARAM_TICKS, 3000) setConditionFormula(condition, -0.7, -0, -0.7, -0) local condition2 = createConditionObject(CONDITION_EXHAUSTED) setConditionParam(condition2, CONDITION_PARAM_TICKS, 2000) setCombatCondition(combatcombat1, condition2) setCombatCondition(acombat2, condition) arr1 = { {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, } arr2 = { {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, } local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) combat1:setArea(area1) combat2:setArea(area2) local function onCastSpell1(parameters) doCombat(parameters.cid, parameters.acombat1, parameters.var) end local function onCastSpell2(parameters) doCombat(parameters.cid, parameters.acombat2, parameters.var) end local function Cooldown(cid) if isPlayer(cid) == TRUE then doPlayerSendTextMessage(cid,MESSAGE_STATUS_WARNING,'CD: Chuva de Flechas.') end end local exhausted_seconds = 35 -- Segundos que o Player Poderá castar a spell novamente local exhausted_storagevalue = 4345 -- Storage Value do Cool Down function onTargetCreature(cid, target) doSendDistanceShoot(getCreaturePosition(cid), getCreaturePosition(target), 22) local function sun1(cid) doPlayerSay(cid,"...",16) return TRUE end local rand = math.random(1,5) if isPlayer(target) == true and rand == 5 then doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215) return TRUE elseif isPlayer(target) == true and rand == 4 then doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215) return TRUE elseif isPlayer(target) == true and rand < 4 then doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215) doSendMagicEffect(getCreaturePosition(target), 60) return TRUE else doSendAnimatedText("Paralyze!", getPlayerPosition(cid), 215) doCombat(cid, combatDist, numberToVariant(target)) return TRUE end end setCombatCallback(combat1, CALLBACK_PARAM_TARGETCREATURE, "onTargetCreature") function onTargetTile(cid, pos) doCombat(cid,combat1,positionToVariant(pos)) end setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile") function onTargetTile(cid, pos) doCombat(cid,combat2,positionToVariant(pos)) end setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile") if getResets(cid) < 0 then doPlayerSendTextMessage(cid,20,"Voce nao possui reset suficiente para usar esta magia.") doSendMagicEffect(getCreaturePosition(cid), 2) return TRUE end function onCastSpell(creature, variant) local exhaustEnd = creature:getStorageValue(exhausted_storagevalue) if os.time() < exhaustEnd then creature:sendCancelMessage('O Cooldown não está pronto.') return true end local function spell4(cid) local creature = Player(cid) combat1:execute(creature, variant) end local function spell3(cid) local creature = Player(cid) addEvent(spell4, 200, cid) return combat2:execute(creature, variant) end local function spell2(cid) local creature = Player(cid) addEvent(spell3, 200, cid) return combat2:execute(creature, variant) end local function spell1(cid) local creature = Player(cid) addEvent(spell2, 750, cid) return combat2:execute(creature, variant) end local cid = creature:getId() addEvent(spell1, 200, cid) creature:say("Exevo Gran Mas Shadow!", TALKTYPE_MONSTER_YELL) addEvent(cooldown, 35000, cid) creature:setStorageValue(exhausted_storagevalue, os.time() + exhausted_seconds) return true end Você tem alguma imagem que possa auxiliar no problema? 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