Postado Fevereiro 11, 2015 10 anos Autor eu quero assim area. arr1 = { {0, 0, 1, 1, 1, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 3, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, } O efeito só irá aparece pra Fica bonito pra ser o efeito pow. Editei Pedido Coloquei O video. Administração é a arte de criar os caminhos que levam a humanidade à excelência de suas realizações.
Postado Fevereiro 11, 2015 10 anos eu quero assim area. arr1 = { {0, 0, 1, 1, 1, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 3, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, } O efeito só irá aparece pra Fica bonito pra ser o efeito pow. Editei Pedido Coloquei O video. Tenta ai [CREDITOS: WODBO]: creio que seja assim local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 68) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr1 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {1, 1, 1, 0, 0, 0, 0}, {1, 1, 1, 2, 0, 0, 0}, {1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, } local area1 = createCombatArea(arr1) setCombatArea(combat1, area1) local combat10 = createCombatObject() setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat10, COMBAT_PARAM_EFFECT, 54) setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr10 = { {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, 0}, } local area10 = createCombatArea(arr10) setCombatArea(combat10, area10) local combat100 = createCombatObject() setCombatParam(combat100, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat100, COMBAT_PARAM_EFFECT, 48) setCombatFormula(combat100, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr100 = { {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, 0}, } local area100 = createCombatArea(arr100) setCombatArea(combat100, area100) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 48) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr2 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1}, {0, 0, 0, 2, 1, 1, 1}, {0, 0, 0, 0, 1, 1, 1}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, } local area2 = createCombatArea(arr2) setCombatArea(combat2, area2) local combat20 = createCombatObject() setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat20, COMBAT_PARAM_EFFECT, 54) setCombatFormula(combat20, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr20 = { {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, 0}, } local area20 = createCombatArea(arr20) setCombatArea(combat20, area20) local combat200 = createCombatObject() setCombatParam(combat200, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat200, COMBAT_PARAM_EFFECT, 68) setCombatFormula(combat200, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr200 = { {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, 0}, } local area200 = createCombatArea(arr200) setCombatArea(combat200, area200) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 19) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 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, 2, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, } local area3 = createCombatArea(arr3) setCombatArea(combat3, area3) local combat30 = createCombatObject() setCombatParam(combat30, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat30, COMBAT_PARAM_EFFECT, 18) setCombatFormula(combat30, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr30 = { {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, 0}, } local area30 = createCombatArea(arr30) setCombatArea(combat30, area30) local combat300 = createCombatObject() setCombatParam(combat300, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat300, COMBAT_PARAM_EFFECT, 26) setCombatFormula(combat300, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr300 = { {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, 0}, } local area300 = createCombatArea(arr300) setCombatArea(combat300, area300) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 26) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr4 = { arr1 = { {0, 0, 1, 1, 1, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 1, 1, 1, 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}, } local area4 = createCombatArea(arr4) setCombatArea(combat4, area4) local combat40 = createCombatObject() setCombatParam(combat40, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat40, COMBAT_PARAM_EFFECT, 18) setCombatFormula(combat40, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr40 = { 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, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, } local area40 = createCombatArea(arr40) setCombatArea(combat40, area40) local combat400 = createCombatObject() setCombatParam(combat400, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat400, COMBAT_PARAM_EFFECT, 19) setCombatFormula(combat400, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr400 = { {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, 0}, } local area400 = createCombatArea(arr400) setCombatArea(combat400, area400) function ha(cid) if getCreatureLookDirection(cid) == 1 then doCombat(cid, combat1, numberToVariant(cid)) doCombat(cid, combat10, numberToVariant(cid)) doCombat(cid, combat100, numberToVariant(cid)) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 2 then doCombat(cid, combat4, numberToVariant(cid)) doCombat(cid, combat40, numberToVariant(cid)) doCombat(cid, combat400, numberToVariant(cid)) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 3 then doCombat(cid, combat2, numberToVariant(cid)) doCombat(cid, combat20, numberToVariant(cid)) doCombat(cid, combat200, numberToVariant(cid)) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 0 then doCombat(cid, combat3, numberToVariant(cid)) doCombat(cid, combat30, numberToVariant(cid)) doCombat(cid, combat300, numberToVariant(cid)) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) end end function ma2(cid) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) addEvent(ha,0,cid) end function ha2(cid) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) addEvent(ma2,0,cid) end function ma(cid) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) addEvent(ha2,0,cid) end function ka(cid) doPlayerSay(cid, 'NOMEDAMAGIA', TALKTYPE_ORANGE_1) addEvent(ma,0,cid) end function onCastSpell(cid, var) addEvent(ka,0,cid) end Agora editar o doPlayerSay(cid, 'NOMEDAMAGIA', TALKTYPE_ORANGE_1) ... e os efeitos =V Editado Fevereiro 11, 2015 10 anos por Vinicius Xxgamexx (veja o histórico de edições) Ando devagar, porque já tive pressa. E levo esse sorriso, porque já chorei demais... ________________________________________________________________________________ Minhas Sprites: Mega Metagross Mega Abomasnow Pack de Shinys [Posso atualizá-lo com novos shinys a qualquer momento] Tutoriais: [Completo] Criando e adicionando um novo Pokémon [Actions] Criando quest no RME Editores Lua/Xml/Sync Entre outros: Editores Win/Mac/Linux
Postado Fevereiro 11, 2015 10 anos Autor Tenta ai [CREDITOS: WODBO]: creio que seja assim local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 68) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr1 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {1, 1, 1, 0, 0, 0, 0}, {1, 1, 1, 2, 0, 0, 0}, {1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, } local area1 = createCombatArea(arr1) setCombatArea(combat1, area1) local combat10 = createCombatObject() setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat10, COMBAT_PARAM_EFFECT, 54) setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr10 = { {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, 0}, } local area10 = createCombatArea(arr10) setCombatArea(combat10, area10) local combat100 = createCombatObject() setCombatParam(combat100, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat100, COMBAT_PARAM_EFFECT, 48) setCombatFormula(combat100, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr100 = { {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, 0}, } local area100 = createCombatArea(arr100) setCombatArea(combat100, area100) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 48) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr2 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1}, {0, 0, 0, 2, 1, 1, 1}, {0, 0, 0, 0, 1, 1, 1}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, } local area2 = createCombatArea(arr2) setCombatArea(combat2, area2) local combat20 = createCombatObject() setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat20, COMBAT_PARAM_EFFECT, 54) setCombatFormula(combat20, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr20 = { {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, 0}, } local area20 = createCombatArea(arr20) setCombatArea(combat20, area20) local combat200 = createCombatObject() setCombatParam(combat200, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat200, COMBAT_PARAM_EFFECT, 68) setCombatFormula(combat200, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr200 = { {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, 0}, } local area200 = createCombatArea(arr200) setCombatArea(combat200, area200) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 19) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 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, 2, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, } local area3 = createCombatArea(arr3) setCombatArea(combat3, area3) local combat30 = createCombatObject() setCombatParam(combat30, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat30, COMBAT_PARAM_EFFECT, 18) setCombatFormula(combat30, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr30 = { {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, 0}, } local area30 = createCombatArea(arr30) setCombatArea(combat30, area30) local combat300 = createCombatObject() setCombatParam(combat300, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat300, COMBAT_PARAM_EFFECT, 26) setCombatFormula(combat300, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr300 = { {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, 0}, } local area300 = createCombatArea(arr300) setCombatArea(combat300, area300) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 26) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr4 = { arr1 = { {0, 0, 1, 1, 1, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 1, 1, 1, 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}, } local area4 = createCombatArea(arr4) setCombatArea(combat4, area4) local combat40 = createCombatObject() setCombatParam(combat40, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat40, COMBAT_PARAM_EFFECT, 18) setCombatFormula(combat40, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr40 = { 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, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, } local area40 = createCombatArea(arr40) setCombatArea(combat40, area40) local combat400 = createCombatObject() setCombatParam(combat400, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat400, COMBAT_PARAM_EFFECT, 19) setCombatFormula(combat400, COMBAT_FORMULA_LEVELMAGIC, -50.0, 0, -100.0, 0) local arr400 = { {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, 0}, } local area400 = createCombatArea(arr400) setCombatArea(combat400, area400) function ha(cid) if getCreatureLookDirection(cid) == 1 then doCombat(cid, combat1, numberToVariant(cid)) doCombat(cid, combat10, numberToVariant(cid)) doCombat(cid, combat100, numberToVariant(cid)) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 2 then doCombat(cid, combat4, numberToVariant(cid)) doCombat(cid, combat40, numberToVariant(cid)) doCombat(cid, combat400, numberToVariant(cid)) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 3 then doCombat(cid, combat2, numberToVariant(cid)) doCombat(cid, combat20, numberToVariant(cid)) doCombat(cid, combat200, numberToVariant(cid)) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 0 then doCombat(cid, combat3, numberToVariant(cid)) doCombat(cid, combat30, numberToVariant(cid)) doCombat(cid, combat300, numberToVariant(cid)) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) end end function ma2(cid) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) addEvent(ha,0,cid) end function ha2(cid) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) addEvent(ma2,0,cid) end function ma(cid) doPlayerSay(cid, '', TALKTYPE_ORANGE_1) addEvent(ha2,0,cid) end function ka(cid) doPlayerSay(cid, 'NOMEDAMAGIA', TALKTYPE_ORANGE_1) addEvent(ma,0,cid) end function onCastSpell(cid, var) addEvent(ka,0,cid) end Agora editar o doPlayerSay(cid, 'NOMEDAMAGIA', TALKTYPE_ORANGE_1) ... e os efeitos =V Nao é assim n pow eu acho. e nao funfou nehum erro. eu acho que é mas ou meno assim tipo. local x = { Local 1 do efeito 1 Local 2 do efeito 2 Local 3 do efeito 3 Local 4 do efeito 4 Local 5 do efeito 5 Local 6 do efeito 6 [0] = {x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z} [1] = {x=p.x+4, y=p.y+1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z}, [2] = {x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z} [3] ={x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z} } local y = { 1 2 3 4 5 6 -- efeito [0] = 100,100,100,100,100,100, -- /\ [1] = 100,100,100,100,100,100, -- >> [2] = 100,100,100,100,100,100, -- \/ [3] = 100,100,100,100,100,100 -- << } Acho que eu quero só é na parte do efeito o local sabe. Administração é a arte de criar os caminhos que levam a humanidade à excelência de suas realizações.
Postado Fevereiro 11, 2015 10 anos Nao é assim n pow eu acho. e nao funfou nehum erro. eu acho que é mas ou meno assim tipo. local x = { Local 1 do efeito 1 Local 2 do efeito 2 Local 3 do efeito 3 Local 4 do efeito 4 Local 5 do efeito 5 Local 6 do efeito 6 [0] = {x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z} [1] = {x=p.x+4, y=p.y+1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z}, [2] = {x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z} [3] ={x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z},{x=p.x+2, y=p.y-1, z=p.z} } local y = { 1 2 3 4 5 6 -- efeito [0] = 100,100,100,100,100,100, -- /\ [1] = 100,100,100,100,100,100, -- >> [2] = 100,100,100,100,100,100, -- \/ [3] = 100,100,100,100,100,100 -- << } Acho que eu quero só é na parte do efeito o local sabe. Não sou bom com script irei procurar um script maker backup para poder não dar error aqui, assim que possivel te passo só não posso garantir que passo hoje... Ando devagar, porque já tive pressa. E levo esse sorriso, porque já chorei demais... ________________________________________________________________________________ Minhas Sprites: Mega Metagross Mega Abomasnow Pack de Shinys [Posso atualizá-lo com novos shinys a qualquer momento] Tutoriais: [Completo] Criando e adicionando um novo Pokémon [Actions] Criando quest no RME Editores Lua/Xml/Sync Entre outros: Editores Win/Mac/Linux
Postado Fevereiro 12, 2015 10 anos Autor Não sou bom com script irei procurar um script maker backup para poder não dar error aqui, assim que possivel te passo só não posso garantir que passo hoje... Aguardado... Não sou bom com script irei procurar um script maker backup para poder não dar error aqui, assim que possivel te passo só não posso garantir que passo hoje... Aguardado... Up Administração é a arte de criar os caminhos que levam a humanidade à excelência de suas realizações.
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