Postado Julho 31, 2014 10 anos local weapon1 = createCombatObject() local weapon2 = createCombatObject() local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 44) setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WEAPONTYPE) function onGetFormulaValues(cid, level, maglevel) min = (level*4) + (level*3) max = (level*4) +(level*3) +500 return -min, -max end setCombatCallback(combat1, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues") local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 34) setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WEAPONTYPE) function onGetFormulaValues(cid, level, maglevel) min = (level*4) + (level*3) max = (level*4) +(level*3) +500 return -min, -max end setCombatCallback(combat2, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues") local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 34) setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WEAPONTYPE) function onGetFormulaValues(cid, level, maglevel) min = (level*4) + (level*3) max = (level*4) +(level*3) +500 return -min, -max end setCombatCallback(combat3, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues") local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 66) function onGetFormulaValues(cid, level, maglevel) min = (level*4) + (level*3) max = (level*4) +(level*3) +500 return -min, -max end setCombatCallback(combat4, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues") local 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, 1, 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, 1, 0, 1, 2, 1, 0, 1, 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, 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} } local 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, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 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} } local 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, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 2, 0, 1, 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, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } local 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, 1, 0, 0, 0, 1, 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, 1, 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 area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) local area3 = createCombatArea(arr3) local area4 = createCombatArea(arr4) setCombatArea(weapon1, area1) setCombatArea(weapon2, area2) setCombatArea(combat3, area3) setCombatArea(combat4, area4) function onTargetTile(cid, pos) doCombat(cid,combat1,positionToVariant(pos)) end function onTargetTile2(cid, pos) doCombat(cid,combat2,positionToVariant(pos)) end setCombatCallback(weapon1, CALLBACK_PARAM_TARGETTILE, "onTargetTile") setCombatCallback(weapon2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2") local function onCastSpell1(parameters) return isCreature(parameters.cid) and doCombat(parameters.cid, weapon1, parameters.var) end local function onCastSpell2(parameters) return isCreature(parameters.cid) and doCombat(parameters.cid, weapon2, parameters.var) end local function onCastSpell3(parameters) return isCreature(parameters.cid) and doCombat(parameters.cid, parameters.combat3, parameters.var) end local function onCastSpell4(parameters) return isCreature(parameters.cid) and doCombat(parameters.cid, parameters.combat4, parameters.var) end function onCastSpell(cid, var) local parameters = {cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4 } addEvent(onCastSpell1, 200, parameters) addEvent(onCastSpell2, 400, parameters) addEvent(onCastSpell3, 500, parameters) addEvent(onCastSpell4, 400, parameters) return true end
Postado Julho 31, 2014 10 anos Autor Pode me explicar o que fez? pois tenho umas 6 spells que dão o mesmo problema.
Postado Julho 31, 2014 10 anos Repare que onde era local function onCastSpell1(parameters) doCombat(parameters.cid, weapon1, parameters.var) end agora é local function onCastSpell1(parameters) return isCreature(parameters.cid) and doCombat(parameters.cid, weapon1, parameters.var) end foi colocado uma checagem para caso houver um caster, executar a spell
Participe da conversa
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