Postado Março 1, 2018 7 anos Alguem sabe alguma function pra usar aqui? quero que quem usar essa magia só possa andar depois de 1 seg ou 2 local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1, -10, -1, -20, 5, 5, 1.4, 2.1) local combat_2 = createCombatObject() setCombatParam(combat_2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatFormula(combat_2, COMBAT_FORMULA_LEVELMAGIC, -1, -10, -1, -20, 5, 5, 1.4, 2.1) local combat_3 = createCombatObject() setCombatParam(combat_3, COMBAT_PARAM_TYPE, CONST_ME_MORTAREA) setCombatParam(combat_3, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatFormula(combat_3, COMBAT_FORMULA_LEVELMAGIC, -1, -10, -1, -20, 5, 5, 1.4, 2.1) local combat_4 = createCombatObject() setCombatParam(combat_4, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat_4, COMBAT_PARAM_EFFECT, 69) setCombatParam(combat_4, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY) setCombatFormula(combat_4, COMBAT_FORMULA_LEVELMAGIC, -1, -10, -1, -20, 5, 5, 1.4, 2.1) local combat_5 = createCombatObject() setCombatParam(combat_5, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat_5, COMBAT_PARAM_EFFECT, CONST_ANI_ENERGY) setCombatFormula(combat_5, COMBAT_FORMULA_LEVELMAGIC, -1, -10, -1, -20, 5, 5, 1.4, 2.1) setCombatArea(combat_5,createCombatArea({{0, 0, 0, 0}, {0, 0, 0, 1}, {0, 0, 0, 1}, {0, 0, 0, 1}, {0, 0, 0, 3}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}})) function onCastSpell(cid, var, time) local mninja = {lookType = 49, lookHead = 0, lookBody = 0, lookLegs = 0, lookFeet = 0, lookTypeEx = 0, lookAddons = 3} local fninja = {lookType = 49, lookHead = 0, lookBody = 0, lookLegs = 0, lookFeet = 0, lookTypeEx = 0, lookAddons = 3} local sex = getPlayerSex(cid) if sex == 0 then doSetCreatureOutfit(cid, mninja, 200) else doSetCreatureOutfit(cid, fninja, 200) end direction = getCreatureLookDirection(cid) if direction == SOUTH then doCombat (cid, combat, var) elseif direction == NORTH then doCombat (cid, combat_2, var) elseif direction == EAST then doCombat (cid, combat_3, var) doCombat (cid, combat_5, var) elseif direction == WEST then doCombat (cid, combat_4, var) else return false end return true end
Postado Março 1, 2018 7 anos @Jeanzim Acho que seria assim: Mostrar conteúdo oculto local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1, -10, -1, -20, 5, 5, 1.4, 2.1) local combat_2 = createCombatObject() setCombatParam(combat_2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatFormula(combat_2, COMBAT_FORMULA_LEVELMAGIC, -1, -10, -1, -20, 5, 5, 1.4, 2.1) local combat_3 = createCombatObject() setCombatParam(combat_3, COMBAT_PARAM_TYPE, CONST_ME_MORTAREA) setCombatParam(combat_3, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatFormula(combat_3, COMBAT_FORMULA_LEVELMAGIC, -1, -10, -1, -20, 5, 5, 1.4, 2.1) local combat_4 = createCombatObject() setCombatParam(combat_4, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat_4, COMBAT_PARAM_EFFECT, 69) setCombatParam(combat_4, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY) setCombatFormula(combat_4, COMBAT_FORMULA_LEVELMAGIC, -1, -10, -1, -20, 5, 5, 1.4, 2.1) local combat_5 = createCombatObject() setCombatParam(combat_5, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat_5, COMBAT_PARAM_EFFECT, CONST_ANI_ENERGY) setCombatFormula(combat_5, COMBAT_FORMULA_LEVELMAGIC, -1, -10, -1, -20, 5, 5, 1.4, 2.1) setCombatArea(combat_5,createCombatArea({{0, 0, 0, 0}, {0, 0, 0, 1}, {0, 0, 0, 1}, {0, 0, 0, 1}, {0, 0, 0, 3}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}})) function onCastSpell(cid, var, time) local mninja = {lookType = 49, lookHead = 0, lookBody = 0, lookLegs = 0, lookFeet = 0, lookTypeEx = 0, lookAddons = 3} local fninja = {lookType = 49, lookHead = 0, lookBody = 0, lookLegs = 0, lookFeet = 0, lookTypeEx = 0, lookAddons = 3} local sex = getPlayerSex(cid) if sex == 0 then doSetCreatureOutfit(cid, mninja, 200) else doSetCreatureOutfit(cid, fninja, 200) end direction = getCreatureLookDirection(cid) if direction == SOUTH then doCombat (cid, combat, var) elseif direction == NORTH then doCombat (cid, combat_2, var) elseif direction == EAST then doCombat (cid, combat_3, var) doCombat (cid, combat_5, var) elseif direction == WEST then doCombat (cid, combat_4, var) else return false end addEvent(doCreatureSetNoMove(cid), 2000) return true end Testa ai. Editado Março 1, 2018 7 anos por gabriel28 (veja o histórico de edições)
Postado Março 1, 2018 7 anos @Jeanzim Você quer que ele fique parado enquanto usa a magia ou fique parado depois de usar a magia? Apareceu algum erro no executável? Com esse script, depois que usasse a magia, ficasse sem se mover?
Postado Março 1, 2018 7 anos Autor depois que usasse a magia ficaria certo tempo sem poder andar .. tipo soltei a magia ai fico 2 seg sem poder se mover.. hehe nenhum erro no executavel ..
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