Postado Julho 23, 2014 11 anos 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
Postado Julho 24, 2014 11 anos Autor Concerteza não da certo pois, não adianta colocar só a condition de paralyze, tem que colocar onde ela vai aparecer up
Postado Julho 26, 2014 11 anos Autor Cara, não funciona. Isso ai vai dar paralyze no proprio player. UP, quase 10 dias tentando ajuda XD Editado Julho 25, 2014 11 anos por Disturbbed (veja o histórico de edições)
Postado Julho 26, 2014 11 anos 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 (obg ao @Beeny por fazer essa linda sign <3)
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