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Vê aí. Tá na mesma ordem que eu coloquei lá em cima.

 

1.

 

Spoiler

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 0)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -130.3, 1, -150.3, 1)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 0)

local arr1 = {
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{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},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1}
}

local arr2 = {
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 3, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1}
}

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, 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 area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)

local function onCastSpell1(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, parameters.combat1, parameters.var)
end

local function onCastSpell2(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, parameters.combat2, parameters.var)
end

local function onCastSpell3(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, parameters.combat3, parameters.var)
end

function onCastSpell(cid, var)

if isPlayer(cid) and exhaustion.check(cid, 120) then
doPlayerSendCancel(cid, "You are exhausted.")
doSendMagicEffect(getPlayerPosition(cid), 2)
return FALSE
end

local parameters = {cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3}
local positions = {
[1] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[2] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+3, z=getCreaturePosition(cid).z},
[3] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+2, z=getCreaturePosition(cid).z},
[4] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y+1, z=getCreaturePosition(cid).z},
[5] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z},
[6] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-1, z=getCreaturePosition(cid).z},
[7] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-2, z=getCreaturePosition(cid).z},
[8] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-3, z=getCreaturePosition(cid).z},
[9] = {x=getCreaturePosition(cid).x+4, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[10] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[11] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+3, z=getCreaturePosition(cid).z},
[12] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+2, z=getCreaturePosition(cid).z},
[13] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y+1, z=getCreaturePosition(cid).z},
[14] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y, z=getCreaturePosition(cid).z},
[15] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-1, z=getCreaturePosition(cid).z},
[16] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-2, z=getCreaturePosition(cid).z},
[17] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-3, z=getCreaturePosition(cid).z},
[18] = {x=getCreaturePosition(cid).x-4, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[19] = {x=getCreaturePosition(cid).x+3, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[20] = {x=getCreaturePosition(cid).x+2, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[21] = {x=getCreaturePosition(cid).x+1, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[22] = {x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[23] = {x=getCreaturePosition(cid).x-1, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[24] = {x=getCreaturePosition(cid).x-2, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[25] = {x=getCreaturePosition(cid).x-3, y=getCreaturePosition(cid).y+4, z=getCreaturePosition(cid).z},
[26] = {x=getCreaturePosition(cid).x+3, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[27] = {x=getCreaturePosition(cid).x+2, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[28] = {x=getCreaturePosition(cid).x+1, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[29] = {x=getCreaturePosition(cid).x, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[30] = {x=getCreaturePosition(cid).x-1, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[31] = {x=getCreaturePosition(cid).x-2, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
[32] = {x=getCreaturePosition(cid).x-3, y=getCreaturePosition(cid).y-4, z=getCreaturePosition(cid).z},
}

local function Efect1()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect2()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect3()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect4()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local function Efect5()
for i=1, #positions do
doSendDistanceShoot(positions[i], getCreaturePosition(cid), 17)
end
end

local position = {x=getPlayerPosition(cid).x+1, y=getPlayerPosition(cid).y+1, z=getPlayerPosition(cid).z}
doSendMagicEffect(position, 0)
exhaustion.set(cid, 120, 2)
addEvent(onCastSpell1, 1, parameters)
addEvent(onCastSpell2, 250, parameters)
addEvent(onCastSpell3, 200, parameters)
addEvent(Efect1, 100)
addEvent(Efect2, 200)
addEvent(Efect3, 300)
addEvent(Efect4, 400)
addEvent(Efect5, 500)
return true
end

 

 

2.

 

Spoiler

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 358)
setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, 210)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -40.2, 1, -40.2, 1)

function onCastSpell(cid, var)
    local waittime = 20 -- Tempo de exhaustion
    local storages = 115829

    if isPlayer(cid) then 
        return true 
    end
    
    if exhaustion.check(cid, storages) then
        return doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Aguarde " .. exhaustion.get(cid, storages) .. " segundos para usar a spell novamente.")
    end
    
    local target = getCreatureTarget(cid)
    local storage = 102053
    if isPlayer(target) then
        if getPlayerStorageValue(target, storage) == 1 then
            setPlayerStorageValue(target, storage, 0)
            exhaustion.set(cid, storage, waittime)
        else 
            doPlayerSendTextMessage(cid, 20, "O Player já está sem Buff.")
        end
    else
        doPlayerSendTextMessage(cid, 20, "Você só pode usar este poder em Players, pois monstros não tem Buff.")
    end
end

 

 

 

3. 

 

Spoiler

local stor = 12240 -- storage para a spell
local waittime = 60 -- tempo de cooldown segundos

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 134)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -20.1, 1, -10.6, 1)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -20.4, 1, -10.5, 1)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 20)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -20.3, 1, -10.5, 1)


arr1 = {
	{3}
}

arr2 = {
	{3}
}

arr3 = {
	{0, 0, 0},
	{0, 3, 0},
	{0, 0, 0}
}

arr4 = {
	{3}
}

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
 
function onCastSpell1(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, parameters.combat1, parameters.var)
end
 
function onCastSpell2(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, parameters.combat2, parameters.var)
end

function onCastSpell3(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, parameters.combat3, parameters.var)
end

function onCastSpell4(parameters)
    return isPlayer(parameters.cid) and doCombat(parameters.cid, parameters.combat4, parameters.var)
end

function onCastSpell(cid, var)
    local parameters = {cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4}
    local position = {x=getPlayerPosition(cid).x, y=getPlayerPosition(cid).y, z=getPlayerPosition(cid).z}
    addEvent(onCastSpell1, 200, parameters)
    addEvent(onCastSpell2, 400, parameters)
    addEvent(onCastSpell3, 600, parameters)
    addEvent(onCastSpell4, 800, parameters)
    exhaustion.set(cid, stor, waittime)
return TRUE
end 

 

 

 

4. 

 

Spoiler

function getTime(s)
        local n = math.floor(s / 60)
        s = s - (60 * n)
        return n, s
end

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 1)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 1)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -12.0, 0, -10.3, 0)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 214)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -60.2, 1, -60.2, 1)

arr1 = {
{0, 0, 0},
{0, 3, 0},
{0, 0, 0},
}

arr3 = {
{0, 1, 1, 1, 0},
{1, 1, 1, 1, 1},
{1, 1, 3, 1, 1},
{1, 1, 1, 1, 1},
{0, 1, 1, 1, 0},
}

local area1 = createCombatArea(arr1)
setCombatArea(combat1, area1)
local area2 = createCombatArea(arr2)
setCombatArea(combat2, area2)

local function onCastSpell1(parameters)
doCombat(parameters.cid, parameters.combat1, parameters.var)
end

local function onCastSpell2(parameters)
doCombat(parameters.cid, parameters.combat2, parameters.var)
end
local parameters = {cid = cid, var = var, combat1 = combat1, combat2 = combat2}

function onCastSpell(cid, var)
local pos = getPlayerPosition(cid)
local storage = 15456
addEvent(onCastSpell1, 0, parameters)

-- Configs --

local tempo = 2 -- tempo em segundos para acontecer a explosão.
local cd = 5 -- tempo em segundos para usar a explosão.

-- daki para baixo , não mexer --
if os.time()-getPlayerStorageValue(cid, storage) <= cd then
        minutes,seconds = getTime(cd-(os.time()-getPlayerStorageValue(cid, storage)))
return doPlayerSendTextMessage(cid, 27, "Tera que esperar " .. minutes .." minutos e ".. seconds .. " segundos para conseguir colocar uma outra bomba!")
end

local i = 0 
local tempo2 = 0
while i <= tempo-1 do
addEvent(doSendAnimatedText, 0+tempo2, pos, "Jutsu!", 108)
tempo2 = tempo2+2000
i = i+1
end
addEvent(onCastSpell2, 1000*tempo, parameters)
addEvent(onCastSpell3, 1000*tempo, parameters)
addEvent(doSendAnimatedText, 1000*tempo, pos, "Explosion!", TEXTCOLOR_RED)
setPlayerStorageValue(cid, storage, os.time()+cd)
return true
end

 

 

 

 

 

 

 

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