Postado Fevereiro 28, 2015 10 anos Vai balanceando nessa parte aqui deles setCombatFormula(combat4_Brush, COMBAT_FORMULA_LEVELMAGIC, -50.0, -52, -54.0, -55)
Postado Fevereiro 28, 2015 10 anos Kra Muito Obrigado Mesmo Isso Que eu Queria Mais Nao Sabia Fazer REP + Para Vocess ,Mais Ai Pode me dizer como Eu Diminuo o Dano Desse Troço Ficou Muito Forte. Abraços! De boas bro, faz oque o cara disse, só não recomendo por uma arma de kina com dano baseado em ML ! )
Postado Fevereiro 28, 2015 10 anos De boas bro, faz oque o cara disse, só não recomendo por uma arma de kina com dano baseado em ML ! ) Kkkkk, com certeza... Se quiser sua dúvida tirada, mande PM com os links, e não com a dúvida (outros podem ter a mesma dúvida, e o fórum serve para ser usado). Tópicos: [FAQ] BBCODE [LIB] Constant [RME] Administrando bordas. [TALK] Broadcast Editável. [TALK] Sugest. [TALK] Checkpoint. [MOVE] Pântano pegajoso. [ACTION] Piggy Bank. (Cassino). [GLOBAL] Uptime Ad. [C0DE] Consertando 'Invalid Password' [PROGRAM] Quest Maker
Postado Março 1, 2015 10 anos Autor Mais 1 Ajudinha essa script local combat0_Brush = createCombatObject() -- frostsetCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK)setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLICE)setCombatFormula(combat0_Brush, COMBAT_FORMULA_LEVELMAGIC, -50.0, -52, -54.0, -55)setCombatArea(combat0_Brush,createCombatArea({{1, 1, 1},{1, 3, 1},{1, 1, 1}}))local combat1_Brush = createCombatObject() -- holysetCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)setCombatParam(combat1_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_HOLY)setCombatFormula(combat1_Brush, COMBAT_FORMULA_LEVELMAGIC, -50.0, -52, -54.0, -55)setCombatArea(combat1_Brush,createCombatArea({{1, 1, 1},{1, 3, 1},{1, 1, 1}}))local combat2_Brush = createCombatObject() -- deathsetCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)setCombatParam(combat2_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)setCombatFormula(combat2_Brush, COMBAT_FORMULA_LEVELMAGIC, -50.0, -52, -54.0, -55)setCombatArea(combat2_Brush,createCombatArea({{1, 1, 1},{1, 3, 1},{1, 1, 1}}))local combat3_Brush = createCombatObject() -- energysetCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)setCombatParam(combat3_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)setCombatFormula(combat3_Brush, COMBAT_FORMULA_LEVELMAGIC, -50.0, -52, -54.0, -55)setCombatArea(combat3_Brush,createCombatArea({{1, 1, 1},{1, 3, 1},{1, 1, 1}}))local combat4_Brush = createCombatObject() -- firesetCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)setCombatParam(combat4_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)setCombatFormula(combat4_Brush, COMBAT_FORMULA_LEVELMAGIC, -50.0, -52, -54.0, -55)setCombatArea(combat4_Brush,createCombatArea({{1, 1, 1},{1, 3, 1},{1, 1, 1}}))local combat5_Brush = createCombatObject() -- terasetCombatParam(combat5_Brush, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)setCombatParam(combat5_Brush, COMBAT_PARAM_EFFECT, CONST_ME_CARNIPHILA)setCombatParam(combat5_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_EARTH)setCombatFormula(combat5_Brush, COMBAT_FORMULA_LEVELMAGIC, -50.0, -52, -54.0, -55)setCombatArea(combat5_Brush,createCombatArea({{1, 1, 1},{1, 3, 1},{1, 1, 1}}))local function RunPart(c,cid,var,dirList,dirEmitPos) -- Partif (isCreature(cid)) thendoCombat(cid, c, var)if (dirList ~= nil) then -- Emit distance effectslocal i = 2;while (i < #dirList) dodoSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList,y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])i = i + 2endendendendfunction onUseWeapon(cid, var)local startPos = getCreaturePosition(cid)RunPart(combat0_Brush,cid,var)addEvent(RunPart,100,combat1_Brush,cid,var)addEvent(RunPart,200,combat2_Brush,cid,var)addEvent(RunPart,300,combat3_Brush,cid,var)addEvent(RunPart,400,combat4_Brush,cid,var)addEvent(RunPart,500,combat5_Brush,cid,var)return trueend Quando Voce Ataca a animaçao que ela faz é de uma spear queria modificar ! OBG http://imgur.com/Y4TvmLr Em Breve Um Servidor Bem Editado Mais Com XP A Pedido Do Povo mapname-Baldora's Map MapAuthor-Mohab XP-???
Postado Março 1, 2015 10 anos local combat0_Brush = createCombatObject() -- frost setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK) setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SPEAR) setCombatFormula(combat0_Brush, COMBAT_FORMULA_LEVELMAGIC, -50.0, -52, -54.0, -55) setCombatArea(combat0_Brush,createCombatArea({{1, 1, 1}, {1, 3, 1}, {1, 1, 1}})) local combat1_Brush = createCombatObject() -- holy setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE) setCombatParam(combat1_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SPEAR) setCombatFormula(combat1_Brush, COMBAT_FORMULA_LEVELMAGIC, -50.0, -52, -54.0, -55) setCombatArea(combat1_Brush,createCombatArea({{1, 1, 1}, {1, 3, 1}, {1, 1, 1}})) local combat2_Brush = createCombatObject() -- death setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat2_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SPEAR) setCombatFormula(combat2_Brush, COMBAT_FORMULA_LEVELMAGIC, -50.0, -52, -54.0, -55) setCombatArea(combat2_Brush,createCombatArea({{1, 1, 1}, {1, 3, 1}, {1, 1, 1}})) local combat3_Brush = createCombatObject() -- energy setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT) setCombatParam(combat3_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SPEAR) setCombatFormula(combat3_Brush, COMBAT_FORMULA_LEVELMAGIC, -50.0, -52, -54.0, -55) setCombatArea(combat3_Brush,createCombatArea({{1, 1, 1}, {1, 3, 1}, {1, 1, 1}})) local combat4_Brush = createCombatObject() -- fire setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK) setCombatParam(combat4_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SPEAR) setCombatFormula(combat4_Brush, COMBAT_FORMULA_LEVELMAGIC, -50.0, -52, -54.0, -55) setCombatArea(combat4_Brush,createCombatArea({{1, 1, 1}, {1, 3, 1}, {1, 1, 1}})) local combat5_Brush = createCombatObject() -- tera setCombatParam(combat5_Brush, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(combat5_Brush, COMBAT_PARAM_EFFECT, CONST_ME_CARNIPHILA) setCombatParam(combat5_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SPEAR) setCombatFormula(combat5_Brush, COMBAT_FORMULA_LEVELMAGIC, -50.0, -52, -54.0, -55) setCombatArea(combat5_Brush,createCombatArea({{1, 1, 1}, {1, 3, 1}, {1, 1, 1}})) 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[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1]) i = i + 2 end end end end function onUseWeapon(cid, var) local startPos = getCreaturePosition(cid) RunPart(combat0_Brush,cid,var) addEvent(RunPart,100,combat1_Brush,cid,var) addEvent(RunPart,200,combat2_Brush,cid,var) addEvent(RunPart,300,combat3_Brush,cid,var) addEvent(RunPart,400,combat4_Brush,cid,var) addEvent(RunPart,500,combat5_Brush,cid,var) return true end Assim?
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