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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
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Top Posters In This Topic

Postado

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

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