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Olá estou aqui mais uma vez para pedir  :D  novamente, eu queria pedir uma spell que caia de cima e quando bater no chão saia um efeito e hit no player, ou uma que venha para dentro do player como se estivesse carregando e depois fosse jogada para fora e batesse nos players ao seu alcance não sei se é pedir muito mais se puderem me ajudem obrigado :)

pedir.jpg

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  • sim, é só desenhar as areas e colocar addEvent... segue esse exemplo aqui: local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(comb

  • é só editar as áreas: e no final vc muda quantas vezes vc quer que isso aconteça e de quanto em quanto tempo:   addEvent(onCastSpell1, 500, parameters) -- faz a area 1 em 0,5 segundo addEv

Postado

toda vez que vc quiser uma magia que caia do céu vc pode se basear no meteor cast que o jovial deixou pra nós, esse é um exemplo da magia editada um pouquinho:
 

local water = {490, 491, 492, 493}


local combat = createCombatObject()


local meteor = createCombatObject()
setCombatParam(meteor, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(meteor, COMBAT_PARAM_EFFECT, 43)
setCombatFormula(meteor, COMBAT_FORMULA_LEVELMAGIC, -9.0, -30, -10.0, 4)


local stun = createConditionObject(CONDITION_PARALYZE)
setConditionParam(stun, CONDITION_PARAM_TICKS, 5000)
setConditionFormula(stun, -0.8, 0, -0.9, 0)
setCombatCondition(meteor, stun)




local meteor_water = createCombatObject()
setCombatParam(meteor_water, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(meteor_water, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)
setCombatFormula(meteor, COMBAT_FORMULA_LEVELMAGIC, -9.0, -30, -10.0, 4)


combat_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, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 3, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}


local combat_area = createCombatArea(combat_arr)
setCombatArea(combat, combat_area)


local function meteorCast(p)
doCombat(p.cid, p.combat, positionToVariant(p.pos))
end


local function stunEffect(cid)
doSendMagicEffect(getThingPos(cid), CONST_ME_STUN)
end


function onTargetTile(cid, pos)
if (math.random(0, 0) == 0) then
local ground = getThingfromPos({x = pos.x, y = pos.y, z = pos.z, stackpos = 0})
if (isInArray(water, ground.itemid) == TRUE) then
local newpos = {x = pos.x - 7, y = pos.y - 6, z = pos.z}
doSendDistanceShoot(newpos, pos, CONST_ANI_ICE)
addEvent(meteorCast, 200, {cid = cid, pos = pos, combat = meteor_water})
else
local newpos = {x = pos.x - 7, y = pos.y - 6, z = pos.z}
doSendDistanceShoot(newpos, pos, CONST_ANI_ICE)
addEvent(meteorCast, 200, {cid = cid,pos = pos, combat = meteor})
end
end
end


setCombatCallback(combat, CALLBACK_PARAM_TARGETTILE, "onTargetTile")


function onCastSpell(cid, var)
return doCombat(cid, combat, var)
end
<instant name="exori mas frigo" words="exori mas frigo" lvl="150" mana="1200" prem="1" range="7" needtarget="1" blockwalls="1" exhaustion="2000" needlearn="0" event="script" value="attack/gelo do ceu.lua">
<vocation id="2"/>
<vocation id="6"/>
</instant>

Todos os meus trabalhos importantes estão na seção "Sobre mim" no meu perfil; Dá uma passada lá!

"Há três caminhos para o fracasso: não ensinar o que se sabe, não praticar o que se ensina, e não perguntar o que se ignora." - São Beda

I7Pm6ih.png

(obg ao @Beeny por fazer essa linda sign <3)

Postado
  • Autor

Vc sabe fazer uma que entre para dentro do player depois saia?

pedir.jpg

Postado

sim, é só desenhar as areas e colocar addEvent... segue esse exemplo aqui:

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -4, -70, -3, -90, 2, 2, 1, 4)


local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -4, -70, -3, -90, 2, 2, 1, 4)


local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -4, -70, -3, -90, 2, 2, 1, 4)


local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -4, -70, -3, -90, 2, 2, 1, 4)


local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -4, -70, -3, -90, 2, 2, 1, 4)


local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -4, -70, -3, -90, 2, 2, 1, 4)


local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -4, -70, -3, -90, 2, 2, 1, 4)


local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -4, -70, -3, -90, 2, 2, 1, 4)






arr1 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 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, 0, 0, 0, 0, 0, 0},
}


arr2 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 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, 0, 0, 0, 0, 0, 0},
}


arr3 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 0, 0, 0, 0, 0, 0},
}


arr4 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}


arr5 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}


arr6 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0},
}


arr7 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}


arr8 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 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, 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, 0, 0, 0, 0, 0, 0},
}




local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
local area5 = createCombatArea(arr5)
local area6 = createCombatArea(arr6)
local area7 = createCombatArea(arr7)
local area8 = createCombatArea(arr8)




setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)
setCombatArea(combat6, area6)
setCombatArea(combat7, area7)
setCombatArea(combat8, area8)




local function onCastSpell1(parameters)
doCombat(parameters.cid, parameters.combat1, parameters.var)
end


local function onCastSpell2(parameters)
doCombat(parameters.cid, parameters.combat2, parameters.var)
end


local function onCastSpell3(parameters)
doCombat(parameters.cid, parameters.combat3, parameters.var)
end


local function onCastSpell4(parameters)
doCombat(parameters.cid, parameters.combat4, parameters.var)
end


local function onCastSpell5(parameters)
doCombat(parameters.cid, parameters.combat5, parameters.var)
end


local function onCastSpell6(parameters)
doCombat(parameters.cid, parameters.combat6, parameters.var)
end


local function onCastSpell7(parameters)
doCombat(parameters.cid, parameters.combat7, parameters.var)
end


local function onCastSpell8(parameters)
doCombat(parameters.cid, parameters.combat8, parameters.var)
end




function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6, combat7 = combat7 , combat8 = combat8 }
--local nor = doCreatureSetLookDirection(cid, 0)
--local sul = doCreatureSetLookDirection(cid, 2)
--local les = doCreatureSetLookDirection(cid, 1)
--local oes =  doCreatureSetLookDirection(cid, 3)
--addEvent(sul, 90)
addEvent(onCastSpell1, 100, parameters)
addEvent(onCastSpell2, 200, parameters)
addEvent(onCastSpell3, 300, parameters)
addEvent(onCastSpell4, 400, parameters)
addEvent(onCastSpell5, 500, parameters)
addEvent(onCastSpell6, 600, parameters)
addEvent(onCastSpell7, 700, parameters)
addEvent(onCastSpell8, 800, parameters) --1
addEvent(onCastSpell1, 900, parameters)
addEvent(onCastSpell2, 1000, parameters)
addEvent(onCastSpell3, 1200, parameters)
addEvent(onCastSpell4, 1400, parameters)
addEvent(onCastSpell5, 1500, parameters)
addEvent(onCastSpell6, 1600, parameters)
addEvent(onCastSpell7, 1700, parameters)
addEvent(onCastSpell8, 1800, parameters) --2
addEvent(onCastSpell1, 1900, parameters)
addEvent(onCastSpell2, 2000, parameters)
addEvent(onCastSpell3, 2100, parameters)
addEvent(onCastSpell4, 2200, parameters)
addEvent(onCastSpell5, 2300, parameters)
addEvent(onCastSpell6, 2400, parameters)
addEvent(onCastSpell7, 2500, parameters)
addEvent(onCastSpell8, 2600, parameters) --3
addEvent(onCastSpell1, 2700, parameters)
addEvent(onCastSpell2, 2800, parameters)
addEvent(onCastSpell3, 2900, parameters)
addEvent(onCastSpell4, 3000, parameters)
addEvent(onCastSpell5, 3100, parameters)
addEvent(onCastSpell6, 3200, parameters)
addEvent(onCastSpell7, 3300, parameters)
addEvent(onCastSpell8, 3400, parameters) --4
addEvent(onCastSpell1, 3500, parameters)
addEvent(onCastSpell2, 3600, parameters)
addEvent(onCastSpell3, 3700, parameters)
addEvent(onCastSpell4, 3800, parameters)
addEvent(onCastSpell5, 3900, parameters)
addEvent(onCastSpell6, 4000, parameters)
addEvent(onCastSpell7, 4100, parameters)
addEvent(onCastSpell8, 4200, parameters) --5
addEvent(onCastSpell1, 4300, parameters)
addEvent(onCastSpell2, 4400, parameters)
addEvent(onCastSpell3, 4500, parameters)
addEvent(onCastSpell4, 4600, parameters)
addEvent(onCastSpell5, 4700, parameters)
addEvent(onCastSpell6, 4800, parameters)
addEvent(onCastSpell7, 4900, parameters)
addEvent(onCastSpell8, 5000, parameters) --6
addEvent(onCastSpell1, 5100, parameters)
addEvent(onCastSpell2, 5200, parameters)
addEvent(onCastSpell3, 5300, parameters)
addEvent(onCastSpell4, 5400, parameters)
addEvent(onCastSpell5, 5500, parameters)
addEvent(onCastSpell6, 5600, parameters)
addEvent(onCastSpell7, 5700, parameters)
addEvent(onCastSpell8, 5800, parameters) --7
addEvent(onCastSpell1, 5900, parameters)
addEvent(onCastSpell2, 6000, parameters)
return true
end

Todos os meus trabalhos importantes estão na seção "Sobre mim" no meu perfil; Dá uma passada lá!

"Há três caminhos para o fracasso: não ensinar o que se sabe, não praticar o que se ensina, e não perguntar o que se ignora." - São Beda

I7Pm6ih.png

(obg ao @Beeny por fazer essa linda sign <3)

Postado
  • Autor

Obrigado cara todas ficaram legais demais so que eu pensei na segunda tipo o efeito da magia entrando e depois saindo entende?

pedir.jpg

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