Ir para conteúdo

(Resolvido)[SQLite] -=[TFS]=- 0.4 8.60 Combat Weapon

Featured Replies

  • Respostas 15
  • Visualizações 277
  • Created
  • Última resposta

Top Posters In This Topic

Most Popular Posts

  • Mateus Robeerto
    Mateus Robeerto

    local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE) setCombatParam(combat1, COMBAT_PARA

  • function onUseWeapon(cid, var) local damageTypes = { [COMBAT_PHYSICALDAMAGE] = {min = 50, max = 100}, [COMBAT_FIREDAMAGE] = {min = 30, max = 60}, [COMBAT_ICEDAMAGE] = {min

Postado
  • Diretor

function onUseWeapon(cid, var)
    local damageTypes = {
        COMBAT_PHYSICALDAMAGE,
        COMBAT_FIREDAMAGE,
        COMBAT_ICEDAMAGE,
        COMBAT_POISONDAMAGE,
        COMBAT_DEATHDAMAGE,
        COMBAT_ENERGYDAMAGE,
        COMBAT_HOLYDAMAGE,
        COMBAT_LIFEDRAIN,
        COMBAT_MANADRAIN,
        COMBAT_DROWNDAMAGE
    }

    local combat = createCombatObject()
    
    local randomDamageType = damageTypes[math.random(1, #damageTypes)]
    setCombatParam(combat, COMBAT_PARAM_TYPE, randomDamageType)
    setCombatFormula(combat, COMBAT_FORMULA_DAMAGE, -100, -200) -- Ajuste os valores de dano mínimo e máximo conforme necessário

    local area = createCombatArea({
        {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
        {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
        {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
        {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
        {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
        {1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},
        {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
        {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
        {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
        {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1}
    })

    setCombatArea(combat, area)
    doCombat(cid, combat, var)
end
 

Postado
  • Diretor

function onUseWeapon(cid, var)
    local damageTypes = {
        COMBAT_PHYSICALDAMAGE,
        COMBAT_FIREDAMAGE,
        COMBAT_ICEDAMAGE,
        COMBAT_POISONDAMAGE,
        COMBAT_DEATHDAMAGE,
        COMBAT_ENERGYDAMAGE,
        COMBAT_HOLYDAMAGE,
        COMBAT_LIFEDRAIN,
        COMBAT_MANADRAIN,
        COMBAT_DROWNDAMAGE
    }

    -- Escolha aleatoriamente um tipo de dano da lista
    local randomDamageType = damageTypes[math.random(1, #damageTypes)]

    local combat = createCombatObject()
    setCombatParam(combat, COMBAT_PARAM_TYPE, randomDamageType)

    -- Defina o mínimo e máximo de dano conforme necessário
    local minDamage = 100
    local maxDamage = 200

    -- Gere um valor de dano aleatório
    local randomDamage = math.random(minDamage, maxDamage)

    -- Configure o combate para causar o dano aleatório
    setCombatFormula(combat, COMBAT_FORMULA_DAMAGE, -randomDamage, -randomDamage)

    -- Execute o combate
    doCombat(cid, combat, var)
end
 

Postado
  • Solução
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDSWORD)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -5.0, -1000000000, -5.0, -1000000000)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_PHYSICALDAMAG)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDSWORD)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -5.0, -1000000000, -5.0, -1000000000)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_FIREDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDSWORD)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -5.0, -1000000000, -5.0, -1000000000)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_ICEDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDSWORD)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -5.0, -1000000000, -5.0, -1000000000)

local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_POISONDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDSWORD)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -5.0, -1000000000, -5.0, -1000000000)

local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_DEATHDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDSWORD)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -5.0, -1000000000, -5.0, -1000000000)

local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDSWORD)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -5.0, -1000000000, -5.0, -1000000000)

local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, CONST_ME_DROWNDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDSWORD)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -5.0, -1000000000, -5.0, -1000000000)

local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_LIFEDRAIN)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, CONST_ME_LIFEDRAIN)
setCombatParam(combat9, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDSWORD)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -5.0, -1000000000, -5.0, -1000000000)

local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, CONST_ME_MANADRAIN)
setCombatParam(combat10, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDSWORD)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -5.0, -1000000000, -5.0, -1000000000)

local area = createCombatArea({
    {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
    {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
    {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
    {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
    {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
    {1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 0},
    {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
    {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
    {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
    {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0}
})

setCombatArea(combat1, area)
setCombatArea(combat2, area)
setCombatArea(combat3, area)
setCombatArea(combat4, area)
setCombatArea(combat5, area)
setCombatArea(combat6, area)
setCombatArea(combat7, area)
setCombatArea(combat8, area)
setCombatArea(combat9, area)
setCombatArea(combat10, area)

function onUseWeapon(cid, var)
    local randomCombat = math.random(1, 10)

    if randomCombat == 1 then
        return doCombat(cid, combat1, var)
    elseif randomCombat == 2 then
        return doCombat(cid, combat2, var)
    elseif randomCombat == 3 then
        return doCombat(cid, combat3, var)
    elseif randomCombat == 4 then
        return doCombat(cid, combat4, var)
    elseif randomCombat == 5 then
        return doCombat(cid, combat5, var)
    elseif randomCombat == 6 then
        return doCombat(cid, combat6, var)
    elseif randomCombat == 7 then
        return doCombat(cid, combat7, var)
    elseif randomCombat == 8 then
        return doCombat(cid, combat8, var)
    elseif randomCombat == 9 then
        return doCombat(cid, combat9, var)
    else
        return doCombat(cid, combat10, var)
    end
end

 

Participe da conversa

Você pode postar agora e se cadastrar mais tarde. Se você tem uma conta, faça o login para postar com sua conta.

Visitante
Responder

Quem Está Navegando 0

  • Nenhum usuário registrado visualizando esta página.

Estatísticas dos Fóruns

  • Tópicos 96.9k
  • Posts 519.6k

Informação Importante

Confirmação de Termo