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-- SpellCreator generated.

-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat0_Brush,createCombatArea({{3}}))


-- Areas/Combat for 100ms
local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat1_Brush,createCombatArea({{3}}))


-- Areas/Combat for 200ms
local combat2_Brush = createCombatObject()
setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat2_Brush,createCombatArea({{3}}))


-- Areas/Combat for 300ms
local combat3_Brush = createCombatObject()
setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat3_Brush,createCombatArea({{3}}))


-- Areas/Combat for 400ms
local combat4_Brush = createCombatObject()
setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat4_Brush,createCombatArea({{3}}))


-- Areas/Combat for 500ms
local combat5_Brush = createCombatObject()
setCombatParam(combat5_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat5_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat5_Brush,createCombatArea({{3}}))


-- Areas/Combat for 600ms
local combat6_Brush = createCombatObject()
setCombatParam(combat6_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat6_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat6_Brush,createCombatArea({{3}}))


-- Areas/Combat for 700ms
local combat7_Brush = createCombatObject()
setCombatParam(combat7_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat7_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat7_Brush,createCombatArea({{3}}))


-- Areas/Combat for 800ms
local combat8_Brush = createCombatObject()
setCombatParam(combat8_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat8_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat8_Brush,createCombatArea({{3}}))


-- Areas/Combat for 900ms
local combat9_Brush = createCombatObject()
setCombatParam(combat9_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat9_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat9_Brush,createCombatArea({{3}}))


-- Areas/Combat for 1000ms
local combat10_Brush = createCombatObject()
setCombatParam(combat10_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat10_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat10_Brush,createCombatArea({{3}}))


-- =============== 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 target = getCreatureTarget(cid)
local startPos = getCreaturePosition(cid)
  
    RunPart(combat0_Brush,cid,var)
    doCreatureSetNoMove(target, 1)
    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)
    addEvent(RunPart,600,combat6_Brush,cid,var)
    addEvent(RunPart,700,combat7_Brush,cid,var)
    addEvent(RunPart,800,combat8_Brush,cid,var)
    addEvent(RunPart,900,combat9_Brush,cid,var)
    addEvent(RunPart,1000,combat10_Brush,cid,var)
    addEvent(doCreatureSetNoMove, 2*1000, target, false)
    return true
end

Testa agora, foi um erro meu.

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Postado
  • Autor
17 minutos atrás, Luan Zero disse:

Testa assim. 

  Ocultar conteúdo

-- SpellCreator generated.

-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat0_Brush,createCombatArea({{3}}))


-- Areas/Combat for 100ms
local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat1_Brush,createCombatArea({{3}}))


-- Areas/Combat for 200ms
local combat2_Brush = createCombatObject()
setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat2_Brush,createCombatArea({{3}}))


-- Areas/Combat for 300ms
local combat3_Brush = createCombatObject()
setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat3_Brush,createCombatArea({{3}}))


-- Areas/Combat for 400ms
local combat4_Brush = createCombatObject()
setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat4_Brush,createCombatArea({{3}}))


-- Areas/Combat for 500ms
local combat5_Brush = createCombatObject()
setCombatParam(combat5_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat5_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat5_Brush,createCombatArea({{3}}))


-- Areas/Combat for 600ms
local combat6_Brush = createCombatObject()
setCombatParam(combat6_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat6_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat6_Brush,createCombatArea({{3}}))


-- Areas/Combat for 700ms
local combat7_Brush = createCombatObject()
setCombatParam(combat7_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat7_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat7_Brush,createCombatArea({{3}}))


-- Areas/Combat for 800ms
local combat8_Brush = createCombatObject()
setCombatParam(combat8_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat8_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat8_Brush,createCombatArea({{3}}))


-- Areas/Combat for 900ms
local combat9_Brush = createCombatObject()
setCombatParam(combat9_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat9_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat9_Brush,createCombatArea({{3}}))


-- Areas/Combat for 1000ms
local combat10_Brush = createCombatObject()
setCombatParam(combat10_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MIRRORVERTICAL)
setCombatParam(combat10_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE)
setCombatArea(combat10_Brush,createCombatArea({{3}}))


-- =============== 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 target = getCreatureTarget(cid)
    
    local function No_Move_Target()
    if isCreature(target) then
    doCreatureSetNoMove(target, 0)
    end
    return TRUE
    end

    
    local startPos = getCreaturePosition(cid)
    RunPart(combat0_Brush,cid,var)
    doCreatureSetNoMove(target, 1)
    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)
    addEvent(RunPart,600,combat6_Brush,cid,var)
    addEvent(RunPart,700,combat7_Brush,cid,var)
    addEvent(RunPart,800,combat8_Brush,cid,var)
    addEvent(RunPart,900,combat9_Brush,cid,var)
    addEvent(RunPart,1000,combat10_Brush,cid,var)
    addEvent(doCreatureSetNoMove, 2*1000, target, false)
    return true
end

 

em vez desse pode me mandar um script que apareça o effect de numero 58 no player e ele fique parado por 2 seg?

seria de grande ajuda!

Postado
Spoiler

local tempo = 2 -- tempo do paralyze em segundos
local effect = 58 -- efeito que vai sair ao redor do player
local exausted = 8 -- exhausted em segundos
local storage = 13098 -- storage do exausted

local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, tempo*1000)
setConditionParam(condition, CONDITION_PARAM_SPEED, -5000)

function onCastSpell(cid, var)
local target = getCreatureTarget(cid)

local function Efect()
if not isCreature(target) then return true end
local positions = {
[1] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[2] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[3] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[4] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[5] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[6] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[7] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[8] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z}
}
for i=1, #positions do
if isWalkable(positions) then
doSendMagicEffect(positions, effect)
end
end
end

local function No_Move_Target()
if isCreature(target) then
doCreatureSetNoMove(target, 0)
end
return TRUE
end

if isPlayer(cid) and exhaustion.check(cid, storage) == TRUE then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Aguarde " .. exhaustion.get(cid, storage) .. " segundos para usar novamente.")
return false
end

exhaustion.set(cid, storage, exausted)
doCreatureSetNoMove(target, 1)
doAddCondition(target, condition)
addEvent(No_Move_Target, tempo*1000)
local t = 0
while t <= tempo*1000 do
addEvent(Efect, t)
t = t+300
end
return true
end

pronto

Postado
  • Autor
3 minutos atrás, Luan Zero disse:
  Ocultar conteúdo

local tempo = 2 -- tempo do paralyze em segundos
local effect = 58 -- efeito que vai sair ao redor do player
local exausted = 8 -- exhausted em segundos
local storage = 13098 -- storage do exausted

local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, tempo*1000)
setConditionParam(condition, CONDITION_PARAM_SPEED, -5000)

function onCastSpell(cid, var)
local target = getCreatureTarget(cid)

local function Efect()
if not isCreature(target) then return true end
local positions = {
[1] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[2] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[3] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[4] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[5] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[6] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[7] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z},
[8] = {x=getCreaturePosition(target).x+2, y=getCreaturePosition(target).y+1, z=getCreaturePosition(target).z}
}
for i=1, #positions do
if isWalkable(positions) then
doSendMagicEffect(positions, effect)
end
end
end

local function No_Move_Target()
if isCreature(target) then
doCreatureSetNoMove(target, 0)
end
return TRUE
end

if isPlayer(cid) and exhaustion.check(cid, storage) == TRUE then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_ORANGE, "Aguarde " .. exhaustion.get(cid, storage) .. " segundos para usar novamente.")
return false
end

exhaustion.set(cid, storage, exausted)
doCreatureSetNoMove(target, 1)
doAddCondition(target, condition)
addEvent(No_Move_Target, tempo*1000)
local t = 0
while t <= tempo*1000 do
addEvent(Efect, t)
t = t+300
end
return true
end

pronto

Funcionou só não está  saindo o effect :/

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