Postado Junho 26, 2014 11 anos galera o scripter ta a sim ele solta so vai um kamehameha quero colocar para ser 3 um do lado do outro scripter a baixo local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 149) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat1, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr1 = { {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}, } local area1 = createCombatArea(arr1) setCombatArea(combat1, area1) local combat10 = createCombatObject() setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat10, COMBAT_PARAM_EFFECT, 81) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat10, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr10 = { {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 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, 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}, } local area10 = createCombatArea(arr10) setCombatArea(combat10, area10) local combat100 = createCombatObject() setCombatParam(combat100, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat100, COMBAT_PARAM_EFFECT, 82) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat100, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr100 = { {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 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, 1, 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}, } local area100 = createCombatArea(arr100) setCombatArea(combat100, area100) local combat1000 = createCombatObject() setCombatParam(combat1000, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1000, COMBAT_PARAM_EFFECT, 83) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat1000, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr1000 = { {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {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, 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}, } local area1000 = createCombatArea(arr1000) setCombatArea(combat1000, area1000) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 149) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat2, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr2 = { {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}, } local area2 = createCombatArea(arr2) setCombatArea(combat2, area2) local combat20 = createCombatObject() setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat20, COMBAT_PARAM_EFFECT, 83) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat20, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr20 = { {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 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, 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}, } local area20 = createCombatArea(arr20) setCombatArea(combat20, area20) local combat200 = createCombatObject() setCombatParam(combat200, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat200, COMBAT_PARAM_EFFECT, 82) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat200, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr200 = { {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {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, 1, 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}, } local area200 = createCombatArea(arr200) setCombatArea(combat200, area200) local combat2000 = createCombatObject() setCombatParam(combat2000, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2000, COMBAT_PARAM_EFFECT, 81) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat2000, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr2000 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 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, 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}, } local area2000 = createCombatArea(arr2000) setCombatArea(combat2000, area2000) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 149) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat3, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr3 = { {0, 0, 0, 0, 0}, {0, 0, 0, 2, 0}, {0, 0, 0, 1, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, } local area3 = createCombatArea(arr3) setCombatArea(combat3, area3) local combat30 = createCombatObject() setCombatParam(combat30, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat30, COMBAT_PARAM_EFFECT, 86) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat30, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr30 = { {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}, } local area30 = createCombatArea(arr30) setCombatArea(combat30, area30) local combat300 = createCombatObject() setCombatParam(combat300, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat300, COMBAT_PARAM_EFFECT, 85) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat300, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr300 = { {0, 0, 2, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 1, 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}, } local area300 = createCombatArea(arr300) setCombatArea(combat300, area300) local combat3000 = createCombatObject() setCombatParam(combat3000, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3000, COMBAT_PARAM_EFFECT, 84) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat3000, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr3000 = { {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, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, } local area3000 = createCombatArea(arr3000) setCombatArea(combat3000, area3000) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 149) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat4, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr4 = { {0, 0, 0, 0, 0}, {0, 0, 0, 1, 0}, {0, 0, 0, 2, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, } local area4 = createCombatArea(arr4) setCombatArea(combat4, area4) local combat40 = createCombatObject() setCombatParam(combat40, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat40, COMBAT_PARAM_EFFECT, 84) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat40, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr40 = { {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}, } local area40 = createCombatArea(arr40) setCombatArea(combat40, area40) local combat400 = createCombatObject() setCombatParam(combat400, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat400, COMBAT_PARAM_EFFECT, 85) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat400, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr400 = { {0, 0, 0, 0, 0, 0}, {0, 0, 1, 0, 0, 0}, {0, 0, 1, 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, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, } local area400 = createCombatArea(arr400) setCombatArea(combat400, area400) local combat4000 = createCombatObject() setCombatParam(combat4000, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4000, COMBAT_PARAM_EFFECT, 86) function bbk(cid, level, maglevel) local min = -(level * 6.9+ maglevel * 12 +50) local max = -(level * 6.9+ maglevel * 13 +50) return min, max end setCombatCallback(combat4000, CALLBACK_PARAM_LEVELMAGICVALUE, "bbk") local arr4000 = { {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, 2, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, } local area4000 = createCombatArea(arr4000) setCombatArea(combat4000, area4000) function gonb(cid) if getCreatureLookDirection(cid) == 1 then doCombat(cid, combat1, numberToVariant(cid)) doCombat(cid, combat10, numberToVariant(cid)) doCombat(cid, combat100, numberToVariant(cid)) doCombat(cid, combat1000, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 2 then doCombat(cid, combat4, numberToVariant(cid)) doCombat(cid, combat40, numberToVariant(cid)) doCombat(cid, combat400, numberToVariant(cid)) doCombat(cid, combat4000, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 3 then doCombat(cid, combat2, numberToVariant(cid)) doCombat(cid, combat20, numberToVariant(cid)) doCombat(cid, combat200, numberToVariant(cid)) doCombat(cid, combat2000, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 0 then doCombat(cid, combat3, numberToVariant(cid)) doCombat(cid, combat30, numberToVariant(cid)) doCombat(cid, combat300, numberToVariant(cid)) doCombat(cid, combat3000, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) end end function bbbd(cid) doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1) addEvent(gonb,900,cid) end function bbbs(cid) doPlayerSay(cid, 'Ha!', TALKTYPE_ORANGE_1) addEvent(bbbd,900,cid) end function bbba(cid) doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1) addEvent(bbbs,900,cid) end function bbb(cid) doPlayerSay(cid, 'Ka!', TALKTYPE_ORANGE_1) addEvent(bbba,900,cid) end function bigbangk(cid) doPlayerSay(cid, 'Big Bang!', TALKTYPE_ORANGE_1) addEvent(bbb,900,cid) end function onCastSpell(cid, var) addEvent(bigbangk,0,cid) return true end Editado Junho 26, 2014 11 anos por joseanpereira (veja o histórico de edições) ELITE GLOBAL serve em construção galera curta nossa pagina no facebook e fique por dentro de tudo e do dia da Extreia facebook = https://www.facebook.com/pages/Elite-global/361726520654949
Postado Junho 26, 2014 11 anos Amigo, procure usar um nos tópicos, isso facilitará a quem for ajuda-lo, procure ser legível e manter uma boa organização. Fazendo spoiler: [.spoiler] CONTEÚDO [./spoiler] Retire os "." Entenda tudo sobre VPS, DEDICADOS & HOSPEDAGENS. => Clique aqui Global Full Download 10.9x - TFS 1.2/FERUMBRAS/KRAILOS. => Clique aqui Muitos querem aquilo que você tem, mas vão desistir quando souberem o preço que você pagou. lu.lukinha [email protected]
Postado Junho 26, 2014 11 anos O tópico foi movido para a área correta, preste mais atenção da próxima vez! Leia as regras do fórum: http://tibiaking.com/forum/topic/1281-regras-gerais/?p=7680 Este tópico foi movido: De: "OTServ → Suporte OTServ → Suporte de Scripts" Para: "OTServ → Suporte OTServ → Suporte de Servidores Derivados" Ajudei = REP+ Não dou suporte por PM qualquer dúvida procure no fórum,caso não encontre oque procura crie um tópico. [email protected]" /> | TFS 0.4 DEV | %5Bcreaturescript%5D Icones no minimap com descrição%5Btalkaction%5D Adicionar ou remover VIP do player.%5Bcreaturescripts%5D Senha para porta%5Btalkaction%5D Mandar mensagem para pasta do servidorMapa Evento War Castle%5Baction%5D Canoa em MovimentoTeleport Scroll System%5Bcreaturescripts%5D Recompensa por level para X vocations%5Btalkaction%5D Adicionar X item para o player%5Btalkactions%5D Adicionar item para todos players online%5Baction%5D Item que teleporta o player para house[action+movement] Passaporte para entrar no barco
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