Postado Agosto 16, 2016 8 anos Autor 9 horas atrás, MaTTch disse: Poste o script pra eu ver de que forma você botou isso... Acabei apagando tudo, você poderia me passar o script completo, junto com a tag XML? Agradeço desde já.
Postado Abril 22, 2017 8 anos Em 15/08/2016 ás 18:21, Eduardo Perez disse: Boa noite Galera, tudo bem? Estou fazendo umas magias diferenciadas para meu servidor, e estou precisando de uma em particular - a Meteor Storm. Como funcionaria? A magia é bem simples, precisaria que ela funcionasse de maneira parecida com o comando /x 3, porém ao contrário, ao invés de começar do personagem, começar dos cantos da tela, até chegar no inicio da área da magia (representado pelo número 2 na matriz abaixo) {0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0}, {0, 0, 0, 2, 1, 1, 1, 2, 0, 0, 0}, {0, 0, 2, 1, 1, 1, 1, 1, 2, 0, 0}, {0, 2, 1, 1, 1, 1, 1, 1, 1, 2, 0}, {2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2}, {2, 1, 1, 1, 1, 3, 1, 1, 1, 1, 2}, {2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2}, {0, 2, 1, 1, 1, 1, 1, 1, 1, 2, 0}, {0, 0, 2, 1, 1, 1, 1, 1, 2, 0, 0}, {0, 0, 0, 2, 1, 1, 1, 2, 0, 0, 0}, {0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 0}, } Bom dia, tudo bem? sou um pouco novo no forum então não vou poder formatar legal, mas acredito que é assim, você só editara os efeitos, formulas e algumas coisinhas pois eu fiz na pressa OBS: não quero credito algum :] -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOCKHIT) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat0_Brush,createCombatArea( {{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}} )) setCombatFormula(combat0_Brush, COMBAT_FORMULA_LEVELMAGIC, 0, 0, 0, 0) local dfcombat0_Brush = {CONST_ANI_EXPLOSION,1,5,0,5,-1,5,-2,4,-3,3,-4,2,-5,1,1,-5,0,-5,-1,-5,-2,-4,-3,-3,-4,-2,-5,-1,-5,0,2,-4,3,-3,4,-2,5,-1,5,0,5,1,4,2,3,3,2,4} -- Areas/Combat for 400ms local combat4_Brush = createCombatObject() setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOCKHIT) setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat4_Brush,createCombatArea({{0, 0, 0, 1, 1, 1, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 1, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 1, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 2, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 1, 0, 0, 0, 1, 0, 0}, {0, 0, 0, 1, 1, 1, 0, 0, 0}})) setCombatFormula(combat4_Brush, COMBAT_FORMULA_LEVELMAGIC, 0, 0, 0, 0) local dfcombat4_Brush = {CONST_ANI_EXPLOSION,1,4,0,4,-1,4,2,3,3,2,4,1,4,0,4,-1,3,-2,2,-3,1,-4,0,-4,-1,-4,-2,-3,-3,-2,-4,-1,-4,0,-4,1,-3,2,-2,3} -- Areas/Combat for 700ms local combat7_Brush = createCombatObject() setCombatParam(combat7_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOCKHIT) setCombatParam(combat7_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat7_Brush,createCombatArea({{0, 0, 1, 1, 1, 0, 0}, {0, 1, 0, 0, 0, 1, 0}, {1, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 2, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 0, 1, 0}, {0, 0, 1, 1, 1, 0, 0}})) setCombatFormula(combat7_Brush, COMBAT_FORMULA_LEVELMAGIC, 0, 0, 0, 0) local dfcombat7_Brush = {CONST_ANI_EXPLOSION,1,3,0,3,-1,3,-2,2,-3,1,-3,0,-3,-1,-2,-2,-1,-3,0,-3,1,-3,2,-2,3,-1,3,0,3,1,2,2} -- Areas/Combat for 1000ms local combat10_Brush = createCombatObject() setCombatParam(combat10_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOCKHIT) setCombatParam(combat10_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat10_Brush,createCombatArea({{0, 1, 1, 1, 0}, {1, 0, 0, 0, 1}, {1, 0, 2, 0, 1}, {1, 0, 0, 0, 1}, {0, 1, 1, 1, 0}})) setCombatFormula(combat10_Brush, COMBAT_FORMULA_LEVELMAGIC, 0, 0, 0, 0) local dfcombat10_Brush = {CONST_ANI_EXPLOSION,1,2,0,2,-1,2,-2,1,-2,0,-2,-1,-1,-2,0,-2,1,-2,2,-1,2,0,2,1} -- Areas/Combat for 1200ms local combat12_Brush = createCombatObject() setCombatParam(combat12_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOCKHIT) setCombatParam(combat12_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat12_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) setCombatFormula(combat12_Brush, COMBAT_FORMULA_LEVELMAGIC, 0, 0, 0, 0) local dfcombat12_Brush = {CONST_ANI_EXPLOSION,1,1,0,1,-1,1,-1,0,-1,-1,0,-1,1,-1,1,0} -- =============== 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) addEvent(RunPart,400,combat4_Brush,cid,var,dfcombat4_Brush,startPos) addEvent(RunPart,700,combat7_Brush,cid,var,dfcombat7_Brush,startPos) addEvent(RunPart,1000,combat10_Brush,cid,var,dfcombat10_Brush,startPos) addEvent(RunPart,1200,combat12_Brush,cid,var,dfcombat12_Brush,startPos) return true end
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