Postado Outubro 15, 2014 10 anos Olá, tenho uma wand editada, onde cada hit tem dano diferente, eu gostaria que ao mesmo tempo, adicionasse a condição do ataque, como por exemplo, ataque de fogo, deixa condição de fogo... Tentei utilizar o mesmo script de um bolt que adiciona a condição de fogo: Mostrar conteúdo oculto local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_BLOCKARMOR, 1) setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_INFERNALBOLT) setCombatFormula(combat, COMBAT_FORMULA_SKILL, 1, 0, 1, 0) local condition = createConditionObject(CONDITION_FIRE) setConditionParam(condition, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition, 50, 2000, -75) setCombatCondition(combat, condition) function onUseWeapon(cid, var) return doCombat(cid, combat, var) end Aqui, o script da wand: Mostrar conteúdo oculto local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, 43) setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, 36) setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3700) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 31) setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 37) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3900) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 5) setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 3) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3800) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 17) setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 10) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3900) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, 1) setCombatParam(combat5, COMBAT_PARAM_EFFECT, 35) setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 18) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3800) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat6, COMBAT_PARAM_EFFECT, 48) setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 4) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3900) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE) setCombatParam(combat7, COMBAT_PARAM_EFFECT, 45) setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 38) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3900) function onUseWeapon(cid, var) lucky = math.random(1, 7) if lucky == 1 then return doCombat(cid, combat, var) elseif lucky == 2 then return doCombat(cid, combat2, var) elseif lucky == 3 then return doCombat(cid, combat3, var) elseif lucky == 4 then return doCombat(cid, combat4, var) elseif lucky == 5 then return doCombat(cid, combat5, var) elseif lucky == 6 then return doCombat(cid, combat6, var) elseif lucky == 7 then return doCombat(cid, combat7, var) end end Pegando só como exemplo o combat 3, que é sobre o fogo, eu tentei da seguinte maneira: local condition3 = createConditionObject(CONDITION_BURNING) // Tentei com CONDITION_FIRE também. setConditionParam(condition, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition, 50, 2000, -75) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 5) setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 3) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3800) setCombatCondition(combat3, condition3) Tentei com a condition depois do combat também, mas mesmo assim não adiciona-se o efeito de burning no alvo.. Editado Outubro 15, 2014 10 anos por M47r1x (veja o histórico de edições)
Postado Outubro 15, 2014 10 anos Solução local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, 43) setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, 36) setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3700) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 31) setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 37) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3900) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 5) setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 3) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3800) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 17) setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 10) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3900) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, 1) setCombatParam(combat5, COMBAT_PARAM_EFFECT, 35) setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 18) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3800) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat6, COMBAT_PARAM_EFFECT, 48) setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 4) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3900) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE) setCombatParam(combat7, COMBAT_PARAM_EFFECT, 45) setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 38) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -3900) local condition = createConditionObject(CONDITION_FIRE) setConditionParam(condition, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition, 50, 2000, -75) setCombatCondition(combat3, condition) function onUseWeapon(cid, var) lucky = math.random(1, 7) if lucky == 1 then return doCombat(cid, combat, var) elseif lucky == 2 then return doCombat(cid, combat2, var) elseif lucky == 3 then return doCombat(cid, combat3, var) elseif lucky == 4 then return doCombat(cid, combat4, var) elseif lucky == 5 then return doCombat(cid, combat5, var) elseif lucky == 6 then return doCombat(cid, combat6, var) elseif lucky == 7 then return doCombat(cid, combat7, var) end end The medieval RpG Server [RpG] OLDWORLD OPEN TIBIA
Postado Outubro 15, 2014 10 anos Em 15/10/2014 em 21:31, M47r1x disse: eu gostaria que ao mesmo tempo, adicionasse a condição do ataque, como por exemplo, ataque de fogo, deixa condição de fogo... O script acima só dará ao player a condição de fogo, não dará as dos outros elementos. Mas ok. The corrupt fear us. The honest support us. The heroic join us.
Postado Outubro 16, 2014 10 anos Autor Em 15/10/2014 em 23:49, Suicide disse: O script acima só dará ao player a condição de fogo, não dará as dos outros elementos. Mas ok. Sim, depois foi só seguir o exemplo que deu certo, segue abaixo: local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, 43) setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, 36) setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1700) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 31) setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 37) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1900) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 5) setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 3) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1800) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 17) setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 10) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1900) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, 1) setCombatParam(combat5, COMBAT_PARAM_EFFECT, 35) setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 18) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1800) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat6, COMBAT_PARAM_EFFECT, 48) setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 4) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1900) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE) setCombatParam(combat7, COMBAT_PARAM_EFFECT, 45) setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 38) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1900) local condition1 = createConditionObject(CONDITION_FREEZING) setConditionParam(condition1, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition1, 50, 2000, -75) setCombatCondition(combat, condition1) local condition2 = createConditionObject(CONDITION_DAZZLED) setConditionParam(condition2, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition2, 50, 2000, -75) setCombatCondition(combat2, condition2) local condition3 = createConditionObject(CONDITION_FIRE) setConditionParam(condition3, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition3, 50, 2000, -75) setCombatCondition(combat3, condition3) local condition4 = createConditionObject(CONDITION_CURSED) setConditionParam(condition4, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition4, 50, 2000, -75) setCombatCondition(combat4, condition4) local condition5 = createConditionObject(CONDITION_BLEEDING) setConditionParam(condition5, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition5, 50, 2000, -75) setCombatCondition(combat5, condition5) local condition6 = createConditionObject(CONDITION_ENERGY) setConditionParam(condition6, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition6, 50, 2000, -75) setCombatCondition(combat6, condition6) local condition7 = createConditionObject(CONDITION_POISON) setConditionParam(condition7, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition7, 50, 2000, -75) setCombatCondition(combat7, condition7) function onUseWeapon(cid, var) lucky = math.random(1, 7) if lucky == 1 then return doCombat(cid, combat, var) elseif lucky == 2 then return doCombat(cid, combat2, var) elseif lucky == 3 then return doCombat(cid, combat3, var) elseif lucky == 4 then return doCombat(cid, combat4, var) elseif lucky == 5 then return doCombat(cid, combat5, var) elseif lucky == 6 then return doCombat(cid, combat6, var) elseif lucky == 7 then return doCombat(cid, combat7, var) end end Editado Outubro 16, 2014 10 anos por M47r1x (veja o histórico de edições)
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