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Postado

Eu criei essa spell com o spellcreator:

giphy.gif

 

Mas tem 2 problemas com ela:

Ta healando em vez de dar dano :facepalm: , deveria dar dano de holy.

Quando uso a spell, ela continua disparando do lugar inicial que foi usada, e eu gostaria que ela seguisse o jogador conforme fosse atirando.

 

Alguem por favor arruma ela pra mim?

 

Aqui a spell:

-- SpellCreator generated.

-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 1, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1},
{1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1}}))
setCombatFormula(combat0_Brush, COMBAT_FORMULA_SKILL, 15, 10, 15, 10)
local dfcombat0_Brush = {CONST_ANI_HOLY,4,4,3,5,3,-2,3,-1,4,1,5,-2,4,-5,0,-5,3,-4,-3,-4,-5,-2,0,-3,-4,0,-4,2,-3,3,-3,4,0,5,1,3,-1,3,-2,-2,-1,0,1,1,1,-2,5,3,5,5,-5,4,-5,-5}local combat0_Brush_3 = createCombatObject()
setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat0_Brush_3,createCombatArea({{1, 1, 1},
{0, 2, 1},
{1, 1, 0}}))
setCombatFormula(combat0_Brush_3, COMBAT_FORMULA_SKILL, 15, 5, 15, 5)

-- Areas/Combat for 500ms
local combat5_Brush_3 = createCombatObject()
setCombatParam(combat5_Brush_3, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat5_Brush_3,createCombatArea({{1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1},
{1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1},
{1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 1, 0, 2, 0, 1, 1, 1, 1},
{1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 0},
{0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1},
{1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1}}))
setCombatFormula(combat5_Brush_3, COMBAT_FORMULA_SKILL, 15, 5, 15, 5)local combat5_Brush_2 = createCombatObject()
setCombatParam(combat5_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatParam(combat5_Brush_2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat5_Brush_2,createCombatArea({{0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0},
{0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 0},
{0, 1, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 0, 1, 0, 1, 1, 1, 1, 0, 0, 1},
{1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}}))
setCombatFormula(combat5_Brush_2, COMBAT_FORMULA_SKILL, 0, 0, 0, 0)
local dfcombat5_Brush_2 = {CONST_ANI_HOLY,4,3,2,1,2,4,-1,2,5,-5,-4,-5,-5,2,3,5,5,1,1,-4,-4,-3,3,-4,0,4,-4,0,-2,-3,2,-1,-3,4,-3,1,-2,-5,3,-2,4,-1,0,-2,-4,-2,-1,-1,0,-1,1,-1,1,0,0,1,1,1,-1,1,-1,0,-5,5}

-- Areas/Combat for 1000ms
local combat10_Brush = createCombatObject()
setCombatParam(combat10_Brush, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatParam(combat10_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat10_Brush,createCombatArea({{1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 2, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0},
{0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1}}))
setCombatFormula(combat10_Brush, COMBAT_FORMULA_SKILL, 15, 10, 15, 10)
local dfcombat10_Brush = {CONST_ANI_HOLY,5,5,-5,5,-5,-5,5,-5,3,-2,3,1,5,1,3,3,1,4,-4,4,-4,-1,-3,-4,0,-5,3,-4,5,-2,-1,-3,2,-2,-3,1,-3,3,-1,3,-1,4,0,5,2,5,1,3,-5,0,-5,-3,-2,-2,2,-5,4,0,-1,1}local combat10_Brush_3 = createCombatObject()
setCombatParam(combat10_Brush_3, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat10_Brush_3,createCombatArea({{1, 1, 1, 0, 0, 0},
{1, 2, 1, 0, 0, 0},
{0, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 1},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1}}))
setCombatFormula(combat10_Brush_3, COMBAT_FORMULA_SKILL, 15, 5, 15, 5)

-- Areas/Combat for 1500ms
local combat15_Brush_2 = createCombatObject()
setCombatParam(combat15_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatParam(combat15_Brush_2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat15_Brush_2,createCombatArea({{0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0},
{1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0},
{1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1}}))
setCombatFormula(combat15_Brush_2, COMBAT_FORMULA_SKILL, 0, 0, 0, 0)
local dfcombat15_Brush_2 = {CONST_ANI_HOLY,5,5,3,5,0,5,-3,4,3,3,0,3,-5,3,-2,2,5,1,3,1,-5,1,-4,0,5,-1,-2,-1,-5,-1,0,-2,3,-2,5,-3,-3,-3,-5,-4,2,-4,4,-5,0,-5,-3,-4}local combat15_Brush_3 = createCombatObject()
setCombatParam(combat15_Brush_3, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat15_Brush_3,createCombatArea({{1, 1, 1, 1, 1, 0, 1, 1, 1, 0, 1},
{0, 1, 0, 0, 1, 1, 1, 0, 1, 1, 1},
{1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1},
{0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0},
{1, 0, 1, 1, 1, 3, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0},
{1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1},
{1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 0}}))
setCombatFormula(combat15_Brush_3, COMBAT_FORMULA_SKILL, 15, 5, 15, 5)

-- =============== 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,dfcombat0_Brush,startPos)
RunPart(combat0_Brush_3,cid,var)
addEvent(RunPart,500,combat5_Brush_3,cid,var)
addEvent(RunPart,500,combat5_Brush_2,cid,var,dfcombat5_Brush_2,startPos)
addEvent(RunPart,1000,combat10_Brush,cid,var,dfcombat10_Brush,startPos)
addEvent(RunPart,1000,combat10_Brush_3,cid,var)
addEvent(RunPart,1500,combat15_Brush_2,cid,var,dfcombat15_Brush_2,startPos)
addEvent(RunPart,1500,combat15_Brush_3,cid,var)
return true
end

 

E agora um pedido, eu gostaria que vocês criassem pra mim uma spell que curasse 500 de mana e 500 de hp em 10 turnos com intervalo de 0,5s entre os turnos.

 

Agradeço desde já. 

Editado por Murilosky (veja o histórico de edições)

Postado

Ai Mano Eu Fis Uma Nova Magia Pra VC Com Os Msm Efeito Msm Area Onde vai Acerta, E Eu testei Funciono Certinho.

local scom1 = createCombatObject()

 local scom2 = createCombatObject()
 local scom3 = createCombatObject()
 local scom4 = createCombatObject()
 local scom5 = createCombatObject()
 local scom6 = createCombatObject()
 
 local combat1 = createCombatObject()
 setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
 setCombatParam(combat1, COMBAT_PARAM_EFFECT, 39)
 setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -17.5, -145, -17.5, 20)
 
 local combat2 = createCombatObject()
 setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
 setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.0, -0, -0.0, 0)
 
 local combat3 = createCombatObject()
 setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
 setCombatParam(combat3, COMBAT_PARAM_EFFECT, 39)
 setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -17.5, -145, -17.5, 20)
 
 local combat4 = createCombatObject()
 setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
 setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.0, -0, -0.0, 0)
 
 local combat5 = createCombatObject()
 setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
 setCombatParam(combat5, COMBAT_PARAM_EFFECT, 39)
 setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -17.5, -145, -17.5, 20)
 
 local combat6 = createCombatObject()
 setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
 setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.0, -0, -0.0, 0)
 
 arr1 = {
 {1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0},
 {0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 1},
 {1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
 {0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 3, 1, 0, 0, 1, 0},
 {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
 {1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1},
 {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
 {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
 {0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1},
 }
 
 arr2 = {
 {1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0},
 {0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 1},
 {1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
 {0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 3, 1, 0, 0, 1, 0},
 {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
 {1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1},
 {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
 {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
 {0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1},
 }
 
 arr3 = {
 {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1},
 {0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0},
 {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1},
 {1, 0, 0, 1, 1, 1, 1, 0, 1, 0, 0},
 {0, 0, 0, 0, 1, 3, 1, 0, 0, 1, 0},
 {0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0},
 {0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0},
 {0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0},
 {0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
 {1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0},
 }
 
 arr4 = {
 {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1},
 {0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0},
 {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1},
 {1, 0, 0, 1, 1, 1, 1, 0, 1, 0, 0},
 {0, 0, 0, 0, 1, 3, 1, 0, 0, 1, 0},
 {0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0},
 {0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0},
 {0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0},
 {0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
 {1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0},
 }
 
 arr5 = {
 {1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1},
 {0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0},
 {0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0},
 {0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 1},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
 {1, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1},
 {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
 {1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1},
 }
 
 arr6 = {
 {1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1},
 {0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0},
 {0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
 {1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0},
 {0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 1},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
 {1, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1},
 {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
 {1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1},
 }
 
 
 
 local area1 = createCombatArea(arr1)
 local area2 = createCombatArea(arr2)
 local area3 = createCombatArea(arr3)
 local area4 = createCombatArea(arr4)
 local area5 = createCombatArea(arr5)
 local area6 = createCombatArea(arr6)
 setCombatArea(scom1, area1)
 setCombatArea(scom2, area2)
 setCombatArea(scom3, area3)
 setCombatArea(scom4, area4)
 setCombatArea(scom5, area5)
 setCombatArea(scom6, area6)
 
 function onTargetTile(cid, pos)
 local p = getThingPos(cid)
 local basep = {x = p.x + 0, y = p.y - 0, z = p.z}
 doCombat(cid,combat1,positionToVariant(pos))
 end
 
 function onTargetTile2(cid, pos)
 local p1 = getThingPos(cid)
 local basep1 = {x = p1.x - 0, y = p1.y + 0, z = p1.z}
 doSendDistanceShoot(basep1, pos, 30)
 doCombat(cid,combat2,positionToVariant(pos))
 end
 
 function onTargetTile3(cid, pos)
 local p2 = getThingPos(cid)
 local basep2 = {x = p2.x + 0, y = p2.y - 0, z = p2.z}
 doCombat(cid,combat3,positionToVariant(pos))
 end
 
 function onTargetTile4(cid, pos)
 local p3 = getThingPos(cid)
 local basep3 = {x = p3.x - 0, y = p3.y + 0, z = p3.z}
 doSendDistanceShoot(basep3, pos, 30)
 doCombat(cid,combat4,positionToVariant(pos))
 end
 
 function onTargetTile5(cid, pos)
 local p4 = getThingPos(cid)
 local basep4 = {x = p4.x + 0, y = p4.y - 0, z = p4.z}
 doCombat(cid,combat5,positionToVariant(pos))
 end
 
 function onTargetTile6(cid, pos)
 local p5 = getThingPos(cid)
 local basep5 = {x = p5.x - 0, y = p5.y + 0, z = p5.z}
 doSendDistanceShoot(basep5, pos, 30)
 doCombat(cid,combat6,positionToVariant(pos))
 end
 
 setCombatCallback(scom1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
 setCombatCallback(scom2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")
 setCombatCallback(scom3, CALLBACK_PARAM_TARGETTILE, "onTargetTile3")
 setCombatCallback(scom4, CALLBACK_PARAM_TARGETTILE, "onTargetTile4")
 setCombatCallback(scom5, CALLBACK_PARAM_TARGETTILE, "onTargetTile5")
 setCombatCallback(scom6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6")
 
 local function onCastSpell1(parameters)
 doCombat(parameters.cid, scom1, parameters.var)
 end
 
 local function onCastSpell2(parameters)
 doCombat(parameters.cid, scom2, parameters.var)
 end
 
 local function onCastSpell3(parameters)
 doCombat(parameters.cid, scom3, parameters.var)
 end
 
 local function onCastSpell4(parameters)
 doCombat(parameters.cid, scom4, parameters.var)
 end
 
 local function onCastSpell5(parameters)
 doCombat(parameters.cid, scom5, parameters.var)
 end
 
 local function onCastSpell6(parameters)
 doCombat(parameters.cid, scom6, parameters.var)
 end
 
 function onCastSpell(cid, var)
 local parameters = { cid = cid, var = var}
 addEvent(onCastSpell1, 0, parameters)
 addEvent(onCastSpell2, 250, parameters)
 addEvent(onCastSpell3, 500, parameters)
 addEvent(onCastSpell4, 750, parameters)
 addEvent(onCastSpell5, 1000, parameters)
 addEvent(onCastSpell6, 1250, parameters)
 
 return TRUE
 end

Postado

local config = {
    hp = 500,             --Quantia de HP que irá ser curada a cada turno.
    mana = 500,           --Quantia de mana que irá ser curada a cada turno.
    interval = 500,       --Intervalo de tempo, em milésimos. 1000 - 1 segundo
    turns = 10,           --Quantos turnos a spell durará.
}
local function heal(cid, turn)
    if isCreature(cid) then
        if turn <= 0 then
            return true
        end
        doCreatureAddHealth(cid, config.hp)
        doCreatureAddMana(cid, config.mana)
        addEvent(heal, config.interval, cid, turn - 1)
    end
end
function onCastSpell(cid, var)
    heal(cid, config.turns)
    return true
end

não respondo pms solicitando suporte em programação/scripting

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