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Postado
local combatpremium = createCombatObject()
setCombatParam(combatpremium, COMBAT_PARAM_EFFECT, 14)
setCombatParam(combatpremium, COMBAT_PARAM_AGGRESSIVE, 0)

local conditionpremium = createConditionObject(CONDITION_HASTE)
setConditionParam(conditionpremium, CONDITION_PARAM_TICKS, 36000)
setConditionFormula(conditionpremium, 0.4, -24, 0.5, -24)
setCombatCondition(combatpremium, conditionpremium)

local speed = createConditionObject(CONDITION_PARALYZE)
setConditionParam(speed, CONDITION_PARAM_TICKS, 10000)
setConditionFormula(condition, -0.9, 0, -0.9, 0)
setCombatCondition(combatpremium, speed)




function onCastSpell(cid, var)

if getPlayerLookDir(cid) == 0 then
pos1 = {x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y +3, z=getCreaturePosition(cid).z}    
pos2 = {x=getCreaturePosition(cid).x -1, y=getCreaturePosition(cid).y +3, z=getCreaturePosition(cid).z}
pos3 = {x=getCreaturePosition(cid).x +1, y=getCreaturePosition(cid).y +3, z=getCreaturePosition(cid).z}
elseif getPlayerLookDir(cid) == 1 then
pos1 = {x=getCreaturePosition(cid).x -3, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z}    
pos2 = {x=getCreaturePosition(cid).x -3, y=getCreaturePosition(cid).y +1, z=getCreaturePosition(cid).z}
pos3 = {x=getCreaturePosition(cid).x -3, y=getCreaturePosition(cid).y -1, z=getCreaturePosition(cid).z}
elseif getPlayerLookDir(cid) == 2 then
pos1 = {x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y -3, z=getCreaturePosition(cid).z}    
pos2 = {x=getCreaturePosition(cid).x -1, y=getCreaturePosition(cid).y -3, z=getCreaturePosition(cid).z}
pos3 = {x=getCreaturePosition(cid).x +1, y=getCreaturePosition(cid).y -3, z=getCreaturePosition(cid).z}
elseif getPlayerLookDir(cid) == 3 then
pos1 = {x=getCreaturePosition(cid).x +3, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z}    
pos2 = {x=getCreaturePosition(cid).x +3, y=getCreaturePosition(cid).y +1, z=getCreaturePosition(cid).z}
pos3 = {x=getCreaturePosition(cid).x +3, y=getCreaturePosition(cid).y -1, z=getCreaturePosition(cid).z}
end
doSendDistanceShoot(getPlayerLookPos(cid), pos1, 40)
doSendDistanceShoot(getPlayerLookPos(cid), pos2, 40)
doSendDistanceShoot(getPlayerLookPos(cid), pos3, 40)
return doCombat(cid, combatpremium, var)


end

Testa ae mim fala ver se deu certo pq nao tenho como testa

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Most Popular Posts

  • local combatpremium = createCombatObject() setCombatParam(combatpremium, COMBAT_PARAM_EFFECT, 14) setCombatParam(combatpremium, COMBAT_PARAM_AGGRESSIVE, 0) local conditionpremium = createConditionOb

  • se o player tiver olhando pro norte os efeitos vão pras posições {x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y +3, z=getCreaturePosition(cid).z},     {x=getCreaturePosition(cid).x -1

  • eu testei antes de postar, adiciona o resto das posições que vai funcionar :3

Postado
local combatpremium = createCombatObject()
setCombatParam(combatpremium, COMBAT_PARAM_EFFECT, 14)
setCombatParam(combatpremium, COMBAT_PARAM_AGGRESSIVE, 0)


local conditionpremium = createConditionObject(CONDITION_HASTE)
setConditionParam(conditionpremium, CONDITION_PARAM_TICKS, 36000)
setConditionFormula(conditionpremium, 0.4, -24, 0.5, -24)
setCombatCondition(combatpremium, conditionpremium)


local gelocondition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(gelocondition, CONDITION_PARAM_TICKS, 10000)   
setConditionFormula(gelocondition, -0.9, 0, -0.9, 0)  


function canEffect(pos, pz, proj) -- Night Wolf based on Nord
if getTileThingByPos({x = pos.x, y = pos.y, z = pos.z, stackpos = 0}).itemid == 0 then return false end
if getTilePzInfo(pos) and not pz then return false end
local n = not proj and 3 or 2
for i = 0, 255 do
pos.stackpos = i
local tile = getTileThingByPos(pos)
if tile.itemid ~= 0 and not isCreature(tile.uid) then
if hasProperty(tile.uid, n) or hasProperty(tile.uid, 7) then
return false
end
end
end
return true
end




function onCastSpell(cid, var)


if getPlayerLookDir(cid) == 0 then
effectpos = {
{x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y +3, z=getCreaturePosition(cid).z},    
{x=getCreaturePosition(cid).x -1, y=getCreaturePosition(cid).y +3, z=getCreaturePosition(cid).z},
{x=getCreaturePosition(cid).x +1, y=getCreaturePosition(cid).y +3, z=getCreaturePosition(cid).z}
}
conditionpos = {
{x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y +3, z=getCreaturePosition(cid).z},    
{x=getCreaturePosition(cid).x -1, y=getCreaturePosition(cid).y +3, z=getCreaturePosition(cid).z},
{x=getCreaturePosition(cid).x +1, y=getCreaturePosition(cid).y +3, z=getCreaturePosition(cid).z}
}
elseif getPlayerLookDir(cid) == 1 then
effectpos = {
{x=getCreaturePosition(cid).x -3, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z},    
{x=getCreaturePosition(cid).x -3, y=getCreaturePosition(cid).y +1, z=getCreaturePosition(cid).z},
{x=getCreaturePosition(cid).x -3, y=getCreaturePosition(cid).y -1, z=getCreaturePosition(cid).z},
}
conditionpos = {
{x=getCreaturePosition(cid).x -3, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z},    
{x=getCreaturePosition(cid).x -3, y=getCreaturePosition(cid).y +1, z=getCreaturePosition(cid).z},
{x=getCreaturePosition(cid).x -3, y=getCreaturePosition(cid).y -1, z=getCreaturePosition(cid).z},
}
elseif getPlayerLookDir(cid) == 2 then
effectpos = {
{x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y -3, z=getCreaturePosition(cid).z},    
{x=getCreaturePosition(cid).x -1, y=getCreaturePosition(cid).y -3, z=getCreaturePosition(cid).z},
{x=getCreaturePosition(cid).x +1, y=getCreaturePosition(cid).y -3, z=getCreaturePosition(cid).z}
}
conditionpos = {
{x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y -3, z=getCreaturePosition(cid).z},    
{x=getCreaturePosition(cid).x -1, y=getCreaturePosition(cid).y -3, z=getCreaturePosition(cid).z},
{x=getCreaturePosition(cid).x +1, y=getCreaturePosition(cid).y -3, z=getCreaturePosition(cid).z}
}
elseif getPlayerLookDir(cid) == 3 then
effectpos = {
{x=getCreaturePosition(cid).x +3, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z},    
{x=getCreaturePosition(cid).x +3, y=getCreaturePosition(cid).y +1, z=getCreaturePosition(cid).z},
{x=getCreaturePosition(cid).x +3, y=getCreaturePosition(cid).y -1, z=getCreaturePosition(cid).z}
}
conditionpos = {
{x=getCreaturePosition(cid).x +3, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z},    
{x=getCreaturePosition(cid).x +3, y=getCreaturePosition(cid).y +1, z=getCreaturePosition(cid).z},
{x=getCreaturePosition(cid).x +3, y=getCreaturePosition(cid).y -1, z=getCreaturePosition(cid).z}
}
end
---------- efeito -----------
for _, ePos in ipairs(effectpos) do
if canEffect (ePos) then
doSendDistanceShoot(getPlayerLookPos(cid), ePos, 40)
end
end
---------- condition -------------
for _, cPos in ipairs(conditionpos) do
local mob = getTopCreature(cPos).uid
    if canEffect (cPos) and mob ~= 0 and isCreature(mob) then
doAddCondition(mob, gelocondition)
end
end
------------------------


return doCombat(cid, combatpremium, var)
end

só adiciona na table conditionpos o resto dos sqms atrás do player que vão causar a condition

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)

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