Postado Setembro 10, 2023 1 ano 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 Setembro 10, 2023 1 ano 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 Setembro 10, 2023 1 ano 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
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