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: 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: 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
Postado Outubro 15, 2014 10 anos 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.
Postado Outubro 16, 2014 10 anos Autor 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)
Participe da conversa
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