Postado Setembro 3, 2016 8 anos Eae galera o titulo diz tudo Script Spoiler local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -45.2, 1, -45.2, 1) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) arr1 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 1, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr2 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 1, 0, 0, 0}, {0, 0, 0, 0, 0} } arr3 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 0, 0, 0} } arr4 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 1, 0}, {0, 0, 0, 0, 0} } arr5 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 1, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr6 = { {0, 0, 0, 0, 0}, {0, 0, 0, 1, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr7 = { {0, 0, 0, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr8 = { {0, 0, 1, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr9 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) local area3 = createCombatArea(arr3) local area4 = createCombatArea(arr4) local area5 = createCombatArea(arr5) local area6 = createCombatArea(arr6) local area7 = createCombatArea(arr7) setCombatArea(combat1, area1) setCombatArea(combat2, area2) setCombatArea(combat3, area3) setCombatArea(combat4, area4) setCombatArea(combat5, area5) setCombatArea(combat6, area6) setCombatArea(combat7, area7) setCombatArea(combat8, area8) setCombatArea(combat9, area9) local function onCastSpell1(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var) end local function onCastSpell2(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat2, parameters.var) end local function onCastSpell3(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat3, parameters.var) end local function onCastSpell4(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat4, parameters.var) end local function onCastSpell5(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat5, parameters.var) end local function onCastSpell6(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat6, parameters.var) end local function onCastSpell7(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat7, parameters.var) end local function onCastSpell8(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat8, parameters.var) end local function onCastSpell9(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat9, parameters.var) end function onCastSpell(cid, var) local position1 = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z} local parameters = { cid = cid, var = var} addEvent(onCastSpell1, 900, parameters) addEvent(onCastSpell2, 1000, parameters) addEvent(onCastSpell3, 2000, parameters) addEvent(onCastSpell4, 3000, parameters) addEvent(onCastSpell5, 4000, parameters) addEvent(onCastSpell6, 5000, parameters) addEvent(onCastSpell7, 6000, parameters) addEvent(onCastSpell8, 6000, parameters) addEvent(onCastSpell9, 9000, parameters) doSendMagicEffect(position1, 181) doSendMagicEffect(position1, 234) return TRUE end galera o Distance nao ta indo queria que o Distance rodasse eu dps acertaria o player mas nao apareçe tipo esse spell funciona assim o player ussa e a Distance gira envolta de min depois esse distance sobe pra cima e dps quando cair vai na direçao do player que eu targetei dai antes dele cair por 1 segundo antes dele cair apareçe o effect doSendMagicEffect(position1, 181) depois de 2 segundos apareçe doSendMagicEffect(position1, 234) erro http://prntscr.com/cdqhka Editado Setembro 3, 2016 8 anos por ZikaLord (veja o histórico de edições) O rei de seu proprio destino é aquele que luta pela gloria do amanhã! Discord : ZoR#9373
Postado Setembro 3, 2016 8 anos 1 minuto atrás, ZikaLord disse: Eae galera o titulo diz tudo Script Mostrar conteúdo oculto local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -45.2, 1, -45.2, 1) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 0) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) arr1 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 1, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr2 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 1, 0, 0, 0}, {0, 0, 0, 0, 0} } arr3 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 0, 0, 0} } arr4 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 1, 0}, {0, 0, 0, 0, 0} } arr5 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 1, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr6 = { {0, 0, 0, 0, 0}, {0, 0, 0, 1, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr7 = { {0, 0, 0, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr8 = { {0, 0, 1, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr9 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) local area3 = createCombatArea(arr3) local area4 = createCombatArea(arr4) local area5 = createCombatArea(arr5) local area6 = createCombatArea(arr6) local area7 = createCombatArea(arr7) setCombatArea(combat1, area1) setCombatArea(combat2, area2) setCombatArea(combat3, area3) setCombatArea(combat4, area4) setCombatArea(combat5, area5) setCombatArea(combat6, area6) setCombatArea(combat7, area7) setCombatArea(combat8, area8) setCombatArea(combat9, area9) local function onCastSpell1(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var) end local function onCastSpell2(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat2, parameters.var) end local function onCastSpell3(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat3, parameters.var) end local function onCastSpell4(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat4, parameters.var) end local function onCastSpell5(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat5, parameters.var) end local function onCastSpell6(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat6, parameters.var) end local function onCastSpell7(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat7, parameters.var) end local function onCastSpell8(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat8, parameters.var) end local function onCastSpell9(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat9, parameters.var) end function onCastSpell(cid, var) local position1 = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z} local parameters = { cid = cid, var = var} addEvent(onCastSpell1, 900, parameters) addEvent(onCastSpell2, 1000, parameters) addEvent(onCastSpell3, 2000, parameters) addEvent(onCastSpell4, 3000, parameters) addEvent(onCastSpell5, 4000, parameters) addEvent(onCastSpell6, 5000, parameters) addEvent(onCastSpell7, 6000, parameters) addEvent(onCastSpell8, 6000, parameters) addEvent(onCastSpell9, 9000, parameters) doSendMagicEffect(position1, 181) doSendMagicEffect(position1, 234) return TRUE end galera o Distance nao ta indo queria que o Distance rodasse eu dps acertaria o player mas nao apareçe tipo esse spell funciona assim o player ussa e a Distance gira envolta de min depois esse distance sobe pra cima e dps quando cair vai na direçao do player que eu targetei dai antes dele cair por 1 segundo antes dele cair apareçe o effect doSendMagicEffect(position1, 181) depois de 2 segundos apareçe doSendMagicEffect(position1, 234) mano eu ja vi vc perguntando essa script muitas vezes vei nada ver isso ai , se vc quer que gire em vc não pode ser distance tem que ser setCombatParam(combat1, COMBAT_PARAM_EFFECT, 0) '-'
Postado Setembro 3, 2016 8 anos Autor 31 minutos atrás, miliandro disse: mano eu ja vi vc perguntando essa script muitas vezes vei nada ver isso ai , se vc quer que gire em vc não pode ser distance tem que ser setCombatParam(combat1, COMBAT_PARAM_EFFECT, 0) '-' cara eu coloquei os effect normal agora pode ajudar agora? Spoiler local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 91)setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -45.2, 1, -45.2, 1) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 242)setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 83)setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 229) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat8 = createCombatObject() setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat8, COMBAT_PARAM_EFFECT, 229) setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) arr1 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 1, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr2 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 1, 0, 0, 0}, {0, 0, 0, 0, 0} } arr3 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 0, 0, 0} } arr4 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 1, 0}, {0, 0, 0, 0, 0} } arr5 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 1, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr6 = { {0, 0, 0, 0, 0}, {0, 0, 0, 1, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr7 = { {0, 0, 0, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr8 = { {0, 0, 1, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr9 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) local area3 = createCombatArea(arr3) local area4 = createCombatArea(arr4) local area5 = createCombatArea(arr5) local area6 = createCombatArea(arr6) local area7 = createCombatArea(arr7) setCombatArea(combat1, area1) setCombatArea(combat2, area2) setCombatArea(combat3, area3) setCombatArea(combat4, area4) setCombatArea(combat5, area5) setCombatArea(combat6, area6) setCombatArea(combat7, area7) setCombatArea(combat8, area8) setCombatArea(combat9, area9) local function onCastSpell1(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var) end local function onCastSpell2(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat2, parameters.var) end local function onCastSpell3(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat3, parameters.var) end local function onCastSpell4(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat4, parameters.var) end local function onCastSpell5(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat5, parameters.var) end local function onCastSpell6(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat6, parameters.var) end local function onCastSpell7(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat7, parameters.var) end local function onCastSpell8(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat8, parameters.var) end local function onCastSpell9(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat9, parameters.var) end function onCastSpell(cid, var) local position1 = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z} local parameters = { cid = cid, var = var} addEvent(onCastSpell1, 50, parameters) addEvent(onCastSpell2, 50, parameters) addEvent(onCastSpell3, 50, parameters) addEvent(onCastSpell4, 50, parameters) addEvent(onCastSpell5, 50, parameters) addEvent(onCastSpell6, 50, parameters) addEvent(onCastSpell7, 50, parameters) addEvent(onCastSpell8, 60, parameters) addEvent(onCastSpell9, 90, parameters) doSendMagicEffect(position1, 28) doSendMagicEffect(position1, 233) return TRUE end queria que cada addEvent(onCastSpell1, 50, parameters) tenha 1 tempo certa os efeitos ate o 9 seriam devagar dps normal e tem como voçe colocar tipo 1 tempo entre o 28 e o 233 de 1 segundo? O rei de seu proprio destino é aquele que luta pela gloria do amanhã! Discord : ZoR#9373
Postado Setembro 3, 2016 8 anos 46 minutos atrás, ZikaLord disse: cara eu coloquei os effect normal agora pode ajudar agora? Ocultar conteúdo local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 91)setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -45.2, 1, -45.2, 1) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 242)setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 83)setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 229) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) local combat8 = createCombatObject() setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat8, COMBAT_PARAM_EFFECT, 229) setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -1.2, 1, -1.2, 1) arr1 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 1, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr2 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 1, 0, 0, 0}, {0, 0, 0, 0, 0} } arr3 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 0, 0, 0} } arr4 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 1, 0}, {0, 0, 0, 0, 0} } arr5 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 1, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr6 = { {0, 0, 0, 0, 0}, {0, 0, 0, 1, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr7 = { {0, 0, 0, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr8 = { {0, 0, 1, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } arr9 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 3, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) local area3 = createCombatArea(arr3) local area4 = createCombatArea(arr4) local area5 = createCombatArea(arr5) local area6 = createCombatArea(arr6) local area7 = createCombatArea(arr7) setCombatArea(combat1, area1) setCombatArea(combat2, area2) setCombatArea(combat3, area3) setCombatArea(combat4, area4) setCombatArea(combat5, area5) setCombatArea(combat6, area6) setCombatArea(combat7, area7) setCombatArea(combat8, area8) setCombatArea(combat9, area9) local function onCastSpell1(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var) end local function onCastSpell2(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat2, parameters.var) end local function onCastSpell3(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat3, parameters.var) end local function onCastSpell4(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat4, parameters.var) end local function onCastSpell5(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat5, parameters.var) end local function onCastSpell6(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat6, parameters.var) end local function onCastSpell7(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat7, parameters.var) end local function onCastSpell8(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat8, parameters.var) end local function onCastSpell9(parameters) return isPlayer(parameters.cid) and doCombat(parameters.cid, combat9, parameters.var) end function onCastSpell(cid, var) local position1 = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z} local parameters = { cid = cid, var = var} addEvent(onCastSpell1, 50, parameters) addEvent(onCastSpell2, 50, parameters) addEvent(onCastSpell3, 50, parameters) addEvent(onCastSpell4, 50, parameters) addEvent(onCastSpell5, 50, parameters) addEvent(onCastSpell6, 50, parameters) addEvent(onCastSpell7, 50, parameters) addEvent(onCastSpell8, 60, parameters) addEvent(onCastSpell9, 90, parameters) doSendMagicEffect(position1, 28) doSendMagicEffect(position1, 233) return TRUE end queria que cada addEvent(onCastSpell1, 50, parameters) tenha 1 tempo certa os efeitos ate o 9 seriam devagar dps normal e tem como voçe colocar tipo 1 tempo entre o 28 e o 233 de 1 segundo? Mano , só é aumentar onde tem 50 coloca 50 no outro 100 no outro 150 etc... se você colocar todos 50 vai sair tudo ao mesmo tempo já o 28 e o 233 eu não sei
Participe da conversa
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