Postado Janeiro 8, 2015 10 anos Autor Mas ele pegou a aréa do novo ataque? Se pegou o problema é na sprite mas ai desculpa não sei como resolver de pokemons. ei no programa tinha isso numa aba chamada xml onde coloco? <instant name="Default" words="default" lvl="1" maglv="1" mana="25" exhaustion="1000" prem="0" needlearn="0" blockwalls="0" aggressive="1" event="script" value="Default.lua"> <vocation id="1"/> <vocation id="2"/> <vocation id="3"/> <vocation id="4"/> <vocation id="5"/> <vocation id="6"/> <vocation id="7"/> <vocation id="8"/> </instant> e tinha isso na aba script onde coloco? -- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat0_Brush,createCombatArea({{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, 1, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 1, 2, 1, 0, 1, 0, 1}, {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, 1, 0, 0, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")local combat0_Brush_3 = createCombatObject() setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, 241) setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat0_Brush_3,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 1, 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, 1, 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}, {1, 0, 1, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush_3(cid, level, maglevel) return (600)*-1,(8000)*-1 end setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat0_Brush_7 = createCombatObject() setCombatParam(combat0_Brush_7, COMBAT_PARAM_EFFECT, 254) setCombatParam(combat0_Brush_7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatArea(combat0_Brush_7,createCombatArea({{1, 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, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0}})) function getDmg_Brush_7(cid, level, maglevel) return (300)*-1,(3000)*-1 end setCombatCallback(combat0_Brush_7, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_7") -- Areas/Combat for 4500ms local combat45_Brush_8 = createCombatObject() setCombatParam(combat45_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat45_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat45_Brush_8,createCombatArea({{1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat45_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8")local combat45_Brush_5 = createCombatObject() setCombatParam(combat45_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat45_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat45_Brush_5,createCombatArea({{3}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat45_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 300ms local combat3_Brush_5 = createCombatObject() setCombatParam(combat3_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat3_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat3_Brush_5,createCombatArea({{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1}, {1, 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, 2, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat3_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 500ms local combat5_Brush_2 = createCombatObject() setCombatParam(combat5_Brush_2, COMBAT_PARAM_EFFECT, 128) setCombatParam(combat5_Brush_2, COMBAT_PARAM_TYPE, COMBAT_UNDEFINEDDAMAGE) setCombatArea(combat5_Brush_2,createCombatArea({{0, 0, 0, 0, 1, 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}, {1, 0, 1, 0, 2, 0, 1, 0, 1}, {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, 1, 0, 0, 0, 0}})) function getDmg_Brush_2(cid, level, maglevel) return (900)*-1,(1500)*-1 end setCombatCallback(combat5_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 900ms local combat9_Brush_4 = createCombatObject() setCombatParam(combat9_Brush_4, COMBAT_PARAM_EFFECT, CONST_ME_ICEAREA) setCombatParam(combat9_Brush_4, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat9_Brush_4,createCombatArea({{0, 1, 1, 1, 1, 0}, {1, 0, 0, 0, 0, 1}, {1, 0, 2, 0, 0, 1}, {1, 0, 0, 0, 0, 1}, {0, 1, 1, 1, 1, 0}})) function getDmg_Brush_4(cid, level, maglevel) return (200)*-1,(5500)*-1 end setCombatCallback(combat9_Brush_4, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_4") -- Areas/Combat for 1500ms local combat15_Brush_6 = createCombatObject() setCombatParam(combat15_Brush_6, COMBAT_PARAM_EFFECT, 267) setCombatParam(combat15_Brush_6, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat15_Brush_6,createCombatArea({{0, 0, 0, 0, 1, 0, 1, 0, 0}, {1, 0, 1, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 2, 1, 1, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1}})) function getDmg_Brush_6(cid, level, maglevel) return (3500)*-1,(3600)*-1 end setCombatCallback(combat15_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6") -- Areas/Combat for 1600ms local combat16_Brush_5 = createCombatObject() setCombatParam(combat16_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat16_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat16_Brush_5,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 1, 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, 3, 0, 0, 0, 0, 1}, {1, 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, 1, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat16_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 2400ms local combat24_Brush_7 = createCombatObject() setCombatParam(combat24_Brush_7, COMBAT_PARAM_EFFECT, 254) setCombatParam(combat24_Brush_7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatArea(combat24_Brush_7,createCombatArea({{0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 2, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 1, 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, 1, 0, 0, 0, 0, 1, 0}})) function getDmg_Brush_7(cid, level, maglevel) return (300)*-1,(3000)*-1 end setCombatCallback(combat24_Brush_7, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_7") -- Areas/Combat for 3100ms local combat31_Brush_8 = createCombatObject() setCombatParam(combat31_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat31_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat31_Brush_8,createCombatArea({{0, 0, 1, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 2, 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, 1, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 1, 0, 0, 1, 0, 0}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat31_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8") -- Areas/Combat for 3700ms local combat37_Brush_8 = createCombatObject() setCombatParam(combat37_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat37_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat37_Brush_8,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 1, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 3, 0, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 1, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 0, 1, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat37_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8") -- =============== CORE FUNCTIONS =============== local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part if (isCreature(cid)) then doCombat(cid, c, var) if (dirList ~= nil) then -- Emit distance effects local i = 2; while (i < #dirList) do doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList,y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1]) i = i + 2 end end end end function onCastSpell(cid, var) local startPos = getCreaturePosition(cid) RunPart(combat0_Brush,cid,var) RunPart(combat0_Brush_3,cid,var) RunPart(combat0_Brush_7,cid,var) addEvent(RunPart,4500,combat45_Brush_8,cid,var) addEvent(RunPart,4500,combat45_Brush_5,cid,var) addEvent(RunPart,300,combat3_Brush_5,cid,var) addEvent(RunPart,500,combat5_Brush_2,cid,var) addEvent(RunPart,900,combat9_Brush_4,cid,var) addEvent(RunPart,1500,combat15_Brush_6,cid,var) addEvent(RunPart,1600,combat16_Brush_5,cid,var) addEvent(RunPart,2400,combat24_Brush_7,cid,var) addEvent(RunPart,3100,combat31_Brush_8,cid,var) addEvent(RunPart,3700,combat37_Brush_8,cid,var) return true end
Postado Janeiro 8, 2015 10 anos Coloque o código da spell em pokemon moves.lua, de data/lib. Depois, configure adequadamente em configuration.lua. Por exemplo, eu gostaria de adicionar a spell "Electricball" no meu servidor. Primeiro, eu escreveria o script. Depois, iria no arquivo que mencionei (pokemon moves.lua) e colocaria, abaixo do bloco de código referente as spells Reflect e Magic Coat, if spell == "Magic Coat" then eff = 11 else eff = 135 end doSendMagicEffect(getThingPosWithDebug(cid), eff) setPlayerStorageValue(cid, 21099, 1) o código da spell que quero adicionar (no caso, Electricball): elseif spell == "Electricball" then doSendDistanceShoot(getThingPos(cid), getThingPos(target), 40) addEvent(doDanoWithProtect, 200, cid, ELECTRICDAMAGE, getThingPos(target), waba, min, max, 48) Ficando: if spell == "Magic Coat" then eff = 11 else eff = 135 end doSendMagicEffect(getThingPosWithDebug(cid), eff) setPlayerStorageValue(cid, 21099, 1) elseif spell == "Electricball" then doSendDistanceShoot(getThingPos(cid), getThingPos(target), 40) addEvent(doDanoWithProtect, 200, cid, ELECTRICDAMAGE, getThingPos(target), waba, min, max, 48) Salvaria o arquivo. Depois, poderia ir em configuration.lua e alterar os pokémons com a spell que adicionei. ps: isso se seu servidor for PDA, claro. E nossa, definitivamente, não use esse programa para criar spells pra PDA. É bem diferente. Editado Janeiro 8, 2015 10 anos por zipter98 (veja o histórico de edições) não respondo pms solicitando suporte em programação/scripting
Postado Janeiro 8, 2015 10 anos ei no programa tinha isso numa aba chamada xml onde coloco? <instant name="Default" words="default" lvl="1" maglv="1" mana="25" exhaustion="1000" prem="0" needlearn="0" blockwalls="0" aggressive="1" event="script" value="Default.lua"> <vocation id="1"/> <vocation id="2"/> <vocation id="3"/> <vocation id="4"/> <vocation id="5"/> <vocation id="6"/> <vocation id="7"/> <vocation id="8"/> </instant> e tinha isso na aba script onde coloco? -- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat0_Brush,createCombatArea({{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, 1, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 1, 2, 1, 0, 1, 0, 1}, {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, 1, 0, 0, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")local combat0_Brush_3 = createCombatObject() setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, 241) setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat0_Brush_3,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 1, 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, 1, 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}, {1, 0, 1, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush_3(cid, level, maglevel) return (600)*-1,(8000)*-1 end setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat0_Brush_7 = createCombatObject() setCombatParam(combat0_Brush_7, COMBAT_PARAM_EFFECT, 254) setCombatParam(combat0_Brush_7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatArea(combat0_Brush_7,createCombatArea({{1, 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, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0}})) function getDmg_Brush_7(cid, level, maglevel) return (300)*-1,(3000)*-1 end setCombatCallback(combat0_Brush_7, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_7") -- Areas/Combat for 4500ms local combat45_Brush_8 = createCombatObject() setCombatParam(combat45_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat45_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat45_Brush_8,createCombatArea({{1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat45_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8")local combat45_Brush_5 = createCombatObject() setCombatParam(combat45_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat45_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat45_Brush_5,createCombatArea({{3}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat45_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 300ms local combat3_Brush_5 = createCombatObject() setCombatParam(combat3_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat3_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat3_Brush_5,createCombatArea({{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1}, {1, 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, 2, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat3_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 500ms local combat5_Brush_2 = createCombatObject() setCombatParam(combat5_Brush_2, COMBAT_PARAM_EFFECT, 128) setCombatParam(combat5_Brush_2, COMBAT_PARAM_TYPE, COMBAT_UNDEFINEDDAMAGE) setCombatArea(combat5_Brush_2,createCombatArea({{0, 0, 0, 0, 1, 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}, {1, 0, 1, 0, 2, 0, 1, 0, 1}, {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, 1, 0, 0, 0, 0}})) function getDmg_Brush_2(cid, level, maglevel) return (900)*-1,(1500)*-1 end setCombatCallback(combat5_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 900ms local combat9_Brush_4 = createCombatObject() setCombatParam(combat9_Brush_4, COMBAT_PARAM_EFFECT, CONST_ME_ICEAREA) setCombatParam(combat9_Brush_4, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat9_Brush_4,createCombatArea({{0, 1, 1, 1, 1, 0}, {1, 0, 0, 0, 0, 1}, {1, 0, 2, 0, 0, 1}, {1, 0, 0, 0, 0, 1}, {0, 1, 1, 1, 1, 0}})) function getDmg_Brush_4(cid, level, maglevel) return (200)*-1,(5500)*-1 end setCombatCallback(combat9_Brush_4, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_4") -- Areas/Combat for 1500ms local combat15_Brush_6 = createCombatObject() setCombatParam(combat15_Brush_6, COMBAT_PARAM_EFFECT, 267) setCombatParam(combat15_Brush_6, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat15_Brush_6,createCombatArea({{0, 0, 0, 0, 1, 0, 1, 0, 0}, {1, 0, 1, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 2, 1, 1, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1}})) function getDmg_Brush_6(cid, level, maglevel) return (3500)*-1,(3600)*-1 end setCombatCallback(combat15_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6") -- Areas/Combat for 1600ms local combat16_Brush_5 = createCombatObject() setCombatParam(combat16_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat16_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat16_Brush_5,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 1, 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, 3, 0, 0, 0, 0, 1}, {1, 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, 1, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat16_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 2400ms local combat24_Brush_7 = createCombatObject() setCombatParam(combat24_Brush_7, COMBAT_PARAM_EFFECT, 254) setCombatParam(combat24_Brush_7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatArea(combat24_Brush_7,createCombatArea({{0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 2, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 1, 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, 1, 0, 0, 0, 0, 1, 0}})) function getDmg_Brush_7(cid, level, maglevel) return (300)*-1,(3000)*-1 end setCombatCallback(combat24_Brush_7, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_7") -- Areas/Combat for 3100ms local combat31_Brush_8 = createCombatObject() setCombatParam(combat31_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat31_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat31_Brush_8,createCombatArea({{0, 0, 1, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 2, 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, 1, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 1, 0, 0, 1, 0, 0}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat31_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8") -- Areas/Combat for 3700ms local combat37_Brush_8 = createCombatObject() setCombatParam(combat37_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat37_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat37_Brush_8,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 1, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 3, 0, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 1, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 0, 1, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat37_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8") -- =============== CORE FUNCTIONS =============== local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part if (isCreature(cid)) then doCombat(cid, c, var) if (dirList ~= nil) then -- Emit distance effects local i = 2; while (i < #dirList) do doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList,y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1]) i = i + 2 end end end end function onCastSpell(cid, var) local startPos = getCreaturePosition(cid) RunPart(combat0_Brush,cid,var) RunPart(combat0_Brush_3,cid,var) RunPart(combat0_Brush_7,cid,var) addEvent(RunPart,4500,combat45_Brush_8,cid,var) addEvent(RunPart,4500,combat45_Brush_5,cid,var) addEvent(RunPart,300,combat3_Brush_5,cid,var) addEvent(RunPart,500,combat5_Brush_2,cid,var) addEvent(RunPart,900,combat9_Brush_4,cid,var) addEvent(RunPart,1500,combat15_Brush_6,cid,var) addEvent(RunPart,1600,combat16_Brush_5,cid,var) addEvent(RunPart,2400,combat24_Brush_7,cid,var) addEvent(RunPart,3100,combat31_Brush_8,cid,var) addEvent(RunPart,3700,combat37_Brush_8,cid,var) return true end Da uma olhada no que o zipter falou não manjo muito sobre serv pokemon.. mas sobre oque voce me respondeu o exemplo que ele deu ai é que o nome da magia dele e default e para ele soltar ela ele o pokemon tem que escrever "Default" no move isso eu acho.. ta vendo ali no final ond ta event = script e depois value=default.lua ? o default.lua e o nome do script que ele vai pushar então o script que voce que tem que estar la dentro
Postado Janeiro 8, 2015 10 anos Autor Coloque o código da spell em pokemon moves.lua, de data/lib. Depois, configure adequadamente em configuration.lua. Por exemplo, eu gostaria de adicionar a spell "Electricball" no meu servidor. Primeiro, eu escreveria o script. Depois, iria no arquivo que mencionei (pokemon moves.lua) e colocaria, abaixo do bloco de código referente as spells Reflect e Magic Coat, if spell == "Magic Coat" then eff = 11 else eff = 135 end doSendMagicEffect(getThingPosWithDebug(cid), eff) setPlayerStorageValue(cid, 21099, 1) o código da spell que quero adicionar (no caso, Electricball): elseif spell == "Electricball" then doSendDistanceShoot(getThingPos(cid), getThingPos(target), 40) addEvent(doDanoWithProtect, 200, cid, ELECTRICDAMAGE, getThingPos(target), waba, min, max, 48) Ficando: if spell == "Magic Coat" then eff = 11 else eff = 135 end doSendMagicEffect(getThingPosWithDebug(cid), eff) setPlayerStorageValue(cid, 21099, 1) elseif spell == "Electricball" then doSendDistanceShoot(getThingPos(cid), getThingPos(target), 40) addEvent(doDanoWithProtect, 200, cid, ELECTRICDAMAGE, getThingPos(target), waba, min, max, 48) Salvaria o arquivo. Depois, poderia ir em configuration.lua e alterar os pokémons com a spell que adicionei. ps: isso se seu servidor for PDA, claro. E nossa, definitivamente, não use esse programa para criar spells pra PDA. É bem diferente. ei o codigo da spell ´´e esse? -- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat0_Brush,createCombatArea({{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, 1, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 1, 2, 1, 0, 1, 0, 1}, {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, 1, 0, 0, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")local combat0_Brush_3 = createCombatObject() setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, 241) setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat0_Brush_3,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 1, 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, 1, 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}, {1, 0, 1, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush_3(cid, level, maglevel) return (600)*-1,(8000)*-1 end setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat0_Brush_7 = createCombatObject() setCombatParam(combat0_Brush_7, COMBAT_PARAM_EFFECT, 254) setCombatParam(combat0_Brush_7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatArea(combat0_Brush_7,createCombatArea({{1, 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, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0}})) function getDmg_Brush_7(cid, level, maglevel) return (300)*-1,(3000)*-1 end setCombatCallback(combat0_Brush_7, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_7") -- Areas/Combat for 4500ms local combat45_Brush_8 = createCombatObject() setCombatParam(combat45_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat45_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat45_Brush_8,createCombatArea({{1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat45_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8")local combat45_Brush_5 = createCombatObject() setCombatParam(combat45_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat45_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat45_Brush_5,createCombatArea({{3}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat45_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 300ms local combat3_Brush_5 = createCombatObject() setCombatParam(combat3_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat3_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat3_Brush_5,createCombatArea({{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1}, {1, 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, 2, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat3_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 500ms local combat5_Brush_2 = createCombatObject() setCombatParam(combat5_Brush_2, COMBAT_PARAM_EFFECT, 128) setCombatParam(combat5_Brush_2, COMBAT_PARAM_TYPE, COMBAT_UNDEFINEDDAMAGE) setCombatArea(combat5_Brush_2,createCombatArea({{0, 0, 0, 0, 1, 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}, {1, 0, 1, 0, 2, 0, 1, 0, 1}, {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, 1, 0, 0, 0, 0}})) function getDmg_Brush_2(cid, level, maglevel) return (900)*-1,(1500)*-1 end setCombatCallback(combat5_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 900ms local combat9_Brush_4 = createCombatObject() setCombatParam(combat9_Brush_4, COMBAT_PARAM_EFFECT, CONST_ME_ICEAREA) setCombatParam(combat9_Brush_4, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat9_Brush_4,createCombatArea({{0, 1, 1, 1, 1, 0}, {1, 0, 0, 0, 0, 1}, {1, 0, 2, 0, 0, 1}, {1, 0, 0, 0, 0, 1}, {0, 1, 1, 1, 1, 0}})) function getDmg_Brush_4(cid, level, maglevel) return (200)*-1,(5500)*-1 end setCombatCallback(combat9_Brush_4, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_4") -- Areas/Combat for 1500ms local combat15_Brush_6 = createCombatObject() setCombatParam(combat15_Brush_6, COMBAT_PARAM_EFFECT, 267) setCombatParam(combat15_Brush_6, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat15_Brush_6,createCombatArea({{0, 0, 0, 0, 1, 0, 1, 0, 0}, {1, 0, 1, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 2, 1, 1, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1}})) function getDmg_Brush_6(cid, level, maglevel) return (3500)*-1,(3600)*-1 end setCombatCallback(combat15_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6") -- Areas/Combat for 1600ms local combat16_Brush_5 = createCombatObject() setCombatParam(combat16_Brush_5, COMBAT_PARAM_EFFECT, 230) setCombatParam(combat16_Brush_5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat16_Brush_5,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 1, 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, 3, 0, 0, 0, 0, 1}, {1, 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, 1, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0}})) function getDmg_Brush_5(cid, level, maglevel) return (500)*-1,(2000)*-1 end setCombatCallback(combat16_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") -- Areas/Combat for 2400ms local combat24_Brush_7 = createCombatObject() setCombatParam(combat24_Brush_7, COMBAT_PARAM_EFFECT, 254) setCombatParam(combat24_Brush_7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatArea(combat24_Brush_7,createCombatArea({{0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 2, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 1, 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, 1, 0, 0, 0, 0, 1, 0}})) function getDmg_Brush_7(cid, level, maglevel) return (300)*-1,(3000)*-1 end setCombatCallback(combat24_Brush_7, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_7") -- Areas/Combat for 3100ms local combat31_Brush_8 = createCombatObject() setCombatParam(combat31_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat31_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat31_Brush_8,createCombatArea({{0, 0, 1, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 2, 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, 1, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 1, 0, 0, 1, 0, 0}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat31_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8") -- Areas/Combat for 3700ms local combat37_Brush_8 = createCombatObject() setCombatParam(combat37_Brush_8, COMBAT_PARAM_EFFECT, 79) setCombatParam(combat37_Brush_8, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatArea(combat37_Brush_8,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 1, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 3, 0, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 1, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 0, 1, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush_8(cid, level, maglevel) return (500)*-1,(800)*-1 end setCombatCallback(combat37_Brush_8, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_8") -- =============== CORE FUNCTIONS =============== local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part if (isCreature(cid)) then doCombat(cid, c, var) if (dirList ~= nil) then -- Emit distance effects local i = 2; while (i < #dirList) do doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList,y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1]) i = i + 2 end end end end function onCastSpell(cid, var) local startPos = getCreaturePosition(cid) RunPart(combat0_Brush,cid,var) RunPart(combat0_Brush_3,cid,var) RunPart(combat0_Brush_7,cid,var) addEvent(RunPart,4500,combat45_Brush_8,cid,var) addEvent(RunPart,4500,combat45_Brush_5,cid,var) addEvent(RunPart,300,combat3_Brush_5,cid,var) addEvent(RunPart,500,combat5_Brush_2,cid,var) addEvent(RunPart,900,combat9_Brush_4,cid,var) addEvent(RunPart,1500,combat15_Brush_6,cid,var) addEvent(RunPart,1600,combat16_Brush_5,cid,var) addEvent(RunPart,2400,combat24_Brush_7,cid,var) addEvent(RunPart,3100,combat31_Brush_8,cid,var) addEvent(RunPart,3700,combat37_Brush_8,cid,var) return true end
Postado Janeiro 8, 2015 10 anos Não. As spells do PDA são escritas de maneira diferente das de Tibia. Recomendaria criar um tópico na seção de suporte de scripting solicitando que alguém faça sua spell, ou senão, pedir aqui mesmo. não respondo pms solicitando suporte em programação/scripting
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