Postado Fevereiro 7, 2018 7 anos Pessoal estou utilizando esse script aqui mas ele não está aplicando o getCreatureNoMove no target script: Spoiler -- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 600ms local combat6_Brush = createCombatObject() setCombatParam(combat6_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat6_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat6_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 500ms local combat5_Brush = createCombatObject() setCombatParam(combat5_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat5_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat5_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 400ms local combat4_Brush = createCombatObject() setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat4_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 300ms local combat3_Brush = createCombatObject() setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat3_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 200ms local combat2_Brush = createCombatObject() setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat2_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 100ms local combat1_Brush = createCombatObject() setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat1_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat0_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- =============== 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[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1]) i = i + 2 end end end end function onCastSpell(cid, var) doCreatureSetNoMove(getCreatureTarget(cid), true) local startPos = getCreaturePosition(cid) addEvent(RunPart,600,combat6_Brush,cid,var) addEvent(RunPart,500,combat5_Brush,cid,var) addEvent(RunPart,400,combat4_Brush,cid,var) addEvent(RunPart,300,combat3_Brush,cid,var) addEvent(RunPart,200,combat2_Brush,cid,var) addEvent(RunPart,100,combat1_Brush,cid,var) addEvent(doCreatureSetNoMove, 2000, getCreatureTarget(cid), false) RunPart(combat0_Brush,cid,var) return true end
Postado Fevereiro 7, 2018 7 anos -- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 600ms local combat6_Brush = createCombatObject() setCombatParam(combat6_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat6_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat6_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 500ms local combat5_Brush = createCombatObject() setCombatParam(combat5_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat5_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat5_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 400ms local combat4_Brush = createCombatObject() setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat4_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 300ms local combat3_Brush = createCombatObject() setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat3_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 200ms local combat2_Brush = createCombatObject() setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat2_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 100ms local combat1_Brush = createCombatObject() setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat1_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat0_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- =============== 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[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1]) i = i + 2 end end end end function onCastSpell(cid, var) doCreatureSetNoMove(var, true) local startPos = getCreaturePosition(cid) addEvent(RunPart,600,combat6_Brush,cid,var) addEvent(RunPart,500,combat5_Brush,cid,var) addEvent(RunPart,400,combat4_Brush,cid,var) addEvent(RunPart,300,combat3_Brush,cid,var) addEvent(RunPart,200,combat2_Brush,cid,var) addEvent(RunPart,100,combat1_Brush,cid,var) addEvent(doCreatureSetNoMove, 2000, var, false) RunPart(combat0_Brush,cid,var) return true end Te ajudei ?? Que tal fazer uma contribuição ?
Postado Fevereiro 7, 2018 7 anos Autor 2 horas atrás, DboExplorer disse: -- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 600ms local combat6_Brush = createCombatObject() setCombatParam(combat6_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat6_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat6_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 500ms local combat5_Brush = createCombatObject() setCombatParam(combat5_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat5_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat5_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 400ms local combat4_Brush = createCombatObject() setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat4_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 300ms local combat3_Brush = createCombatObject() setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat3_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 200ms local combat2_Brush = createCombatObject() setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat2_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 100ms local combat1_Brush = createCombatObject() setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat1_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BLOODYSTEPS) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_NONE) setCombatArea(combat0_Brush,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) -- =============== 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[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1]) i = i + 2 end end end end function onCastSpell(cid, var) doCreatureSetNoMove(var, true) local startPos = getCreaturePosition(cid) addEvent(RunPart,600,combat6_Brush,cid,var) addEvent(RunPart,500,combat5_Brush,cid,var) addEvent(RunPart,400,combat4_Brush,cid,var) addEvent(RunPart,300,combat3_Brush,cid,var) addEvent(RunPart,200,combat2_Brush,cid,var) addEvent(RunPart,100,combat1_Brush,cid,var) addEvent(doCreatureSetNoMove, 2000, var, false) RunPart(combat0_Brush,cid,var) return true end Continua com o mesmo erro.
Postado Fevereiro 7, 2018 7 anos usando em monstro ou player? Te ajudei ?? Que tal fazer uma contribuição ?
Postado Fevereiro 7, 2018 7 anos Autor 3 minutos atrás, DboExplorer disse: usando em monstro ou player? testei só em mostro mas quero que funcione nos dois
Participe da conversa
Você pode postar agora e se cadastrar mais tarde. Se você tem uma conta, faça o login para postar com sua conta.