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Postado

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

 

 

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Postado
-- 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 ?

Doar

Postado
  • 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.

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