Postado Julho 17, 2015 10 anos Tenta essa local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 128) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr1 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {1, 2, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, } local area1 = createCombatArea(arr1) setCombatArea(combat1, area1) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 129) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr2 = { {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 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, 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, 0, 0, 0, 0, 0}, } local area2 = createCombatArea(arr2) setCombatArea(combat2, area2) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 129) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 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}, {0, 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, 1, 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, 0, 0, 0, 0, 0}, } local area3 = createCombatArea(arr3) setCombatArea(combat3, area3) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 130) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr4 = { {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {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, 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, 0, 0, 0, 0, 0}, } local area4 = createCombatArea(arr4) setCombatArea(combat4, area4) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat5, COMBAT_PARAM_EFFECT, 130) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr5 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {2, 1, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, } local area5 = createCombatArea(arr5) setCombatArea(combat5, area5) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat6, COMBAT_PARAM_EFFECT, 129) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr6 = { {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 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, 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, 0, 0, 0, 0, 0}, } local area6 = createCombatArea(arr6) setCombatArea(combat6, area6) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat7, COMBAT_PARAM_EFFECT, 129) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr7 = { {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {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, 1, 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, 0, 0, 0, 0}, } local area7 = createCombatArea(arr7) setCombatArea(combat7, area7) local combat8 = createCombatObject() setCombatParam(combat8, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat8, COMBAT_PARAM_EFFECT, 128) setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr8 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 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, 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, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, } local area8 = createCombatArea(arr8) setCombatArea(combat8, area8) local combat9 = createCombatObject() setCombatParam(combat9, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat9, COMBAT_PARAM_EFFECT, 133) setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr9 = { {0, 0, 0, 0, 0}, {0, 0, 0, 2, 0}, {0, 0, 0, 1, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, } local area9 = createCombatArea(arr9) setCombatArea(combat9, area9) local combat10 = createCombatObject() setCombatParam(combat10, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat10, COMBAT_PARAM_EFFECT, 132) setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr10 = { {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, 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}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, } local area10 = createCombatArea(arr10) setCombatArea(combat10, area10) local combat11 = createCombatObject() setCombatParam(combat11, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat11, COMBAT_PARAM_EFFECT, 132) setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr11 = { {0, 0, 2, 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, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, } local area11 = createCombatArea(arr11) setCombatArea(combat11, area11) local combat12 = createCombatObject() setCombatParam(combat12, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat12, COMBAT_PARAM_EFFECT, 131) setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr12 = { {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, 0, 0}, {0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, } local area12 = createCombatArea(arr12) setCombatArea(combat12, area12) local combat13 = createCombatObject() setCombatParam(combat13, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat13, COMBAT_PARAM_EFFECT, 131) setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr13 = { {0, 0, 0, 0, 0}, {0, 0, 0, 1, 0}, {0, 0, 0, 2, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, } local area13 = createCombatArea(arr13) setCombatArea(combat13, area13) local combat14 = createCombatObject() setCombatParam(combat14, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat14, COMBAT_PARAM_EFFECT, 132) setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr14 = { {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}, {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, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, } local area14 = createCombatArea(arr14) setCombatArea(combat14, area14) local combat15 = createCombatObject() setCombatParam(combat15, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat15, COMBAT_PARAM_EFFECT, 132) setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr15 = { {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, 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}, } local area15 = createCombatArea(arr15) setCombatArea(combat15, area15) local combat16 = createCombatObject() setCombatParam(combat16, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat16, COMBAT_PARAM_EFFECT, 133) setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr16 = { {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}, {0, 0, 2, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, } local area16 = createCombatArea(arr16) setCombatArea(combat16, area16) function k5(cid) if getCreatureLookDirection(cid) == 1 then doCombat(cid, combat1, numberToVariant(cid)) doCombat(cid, combat2, numberToVariant(cid)) doCombat(cid, combat3, numberToVariant(cid)) doCombat(cid, combat4, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 2 then doCombat(cid, combat13, numberToVariant(cid)) doCombat(cid, combat14, numberToVariant(cid)) doCombat(cid, combat15, numberToVariant(cid)) doCombat(cid, combat16, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 3 then doCombat(cid, combat5, numberToVariant(cid)) doCombat(cid, combat6, numberToVariant(cid)) doCombat(cid, combat7, numberToVariant(cid)) doCombat(cid, combat8, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 0 then doCombat(cid, combat9, numberToVariant(cid)) doCombat(cid, combat10, numberToVariant(cid)) doCombat(cid, combat11, numberToVariant(cid)) doCombat(cid, combat12, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) end end function k4(cid) doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1) addEvent(k5,100,cid) end function k3(cid) doPlayerSay(cid, 'Ha!', TALKTYPE_ORANGE_1) addEvent(k4,100,cid) end function k2(cid) doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1) addEvent(k3,100,cid) end function k1(cid) doPlayerSay(cid, 'Ka!', TALKTYPE_ORANGE_1) addEvent(k2,100,cid) end function onCastSpell(cid, var) addEvent(k1,0,cid) return true end @EDIT Se funcionar, porem, não aparecer nada você precisa editar a source para aparecer o effect. Editado Julho 17, 2015 10 anos por Bualeq (veja o histórico de edições)
Postado Julho 22, 2015 10 anos eo seguinte estou com o msm ploblema soque tem um seguinte erro a sua sorçe esta com max de 68 effects entao o limite e 68 nao 255 por isso nao sai deixa eu ver o seu deve ser DBO KOJACK 8.60 né entao esse ta com erro nas sourçer tem que mecher nelas vei ate hoje nao consigui mais tem um cara que consiguiu usando outra sourçer pq aquele serve ja vem montado nao sei como edita queria saber se alguem poder deixa ai as instruçoes para nois ajuda agradeço
Postado Julho 22, 2015 10 anos Autor eo seguinte estou com o msm ploblema soque tem um seguinte erro a sua sorçe esta com max de 68 effects entao o limite e 68 nao 255 por isso nao sai deixa eu ver o seu deve ser DBO KOJACK 8.60 né entao esse ta com erro nas sourçer tem que mecher nelas vei ate hoje nao consigui mais tem um cara que consiguiu usando outra sourçer pq aquele serve ja vem montado nao sei como edita queria saber se alguem poder deixa ai as instruçoes para nois ajuda agradeço Segue esse tutorial ai http://www.tibiaking.com/forum/topic/45033-aumentar-effects-z-na-source-ate-256/ esse tutorial sao dos efeitos /z Pra colocar no /x é só fazer o mesmo procedimento effect z no caso são as distance effect effect x são as magic effect Editado Julho 22, 2015 10 anos por seminu (veja o histórico de edições)
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