Postado Agosto 13, 2018 6 anos A base do servidor é um global mesmo. TFS 0.4; O erro que esta surgindo: Érror - [spell interface] In a timer event called from: ****/fury.lua:onCastSpell Description: <LuaInterface::LuaDoCombat>Combat not found Você tem o código disponível? Se tiver publique-o aqui: -- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 5500ms local exausted = 20 -- exhausted em segundos local storage = 32603 -- storage do exausted local combat55_ = createCombatObject() setCombatParam(combat55_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat55_, COMBAT_PARAM_AGGRESSIVE, false) local condition55 = createConditionObject(CONDITION_HASTE) setConditionParam(condition55, CONDITION_PARAM_TICKS, 500) setConditionFormula(condition55, 0.3, -24, 0.3, -24) setCombatCondition(combat55_, condition55) -- Areas/Combat for 5000ms local combat50_ = createCombatObject() setCombatParam(combat50_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat50_, COMBAT_PARAM_AGGRESSIVE, false) local condition50 = createConditionObject(CONDITION_HASTE) setConditionParam(condition50, CONDITION_PARAM_TICKS, 500) setConditionFormula(condition50, 0.3, -24, 0.3, -24) setCombatCondition(combat50_, condition50) -- Areas/Combat for 4500ms local combat45_ = createCombatObject() setCombatParam(combat45_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat45_, COMBAT_PARAM_AGGRESSIVE, false) local condition45 = createConditionObject(CONDITION_HASTE) setConditionParam(condition45, CONDITION_PARAM_TICKS, 500) setConditionFormula(condition45, 0.3, -24, 0.3, -24) setCombatCondition(combat45_, condition45) -- Areas/Combat for 0ms local combat0_ = createCombatObject() setCombatParam(combat0_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat0_, COMBAT_PARAM_AGGRESSIVE, false) local condition0 = createConditionObject(CONDITION_HASTE) setConditionParam(condition0, CONDITION_PARAM_TICKS, 500) setConditionFormula(condition0, 0.3, -24, 0.3, -24) setCombatCondition(combat0_, condition0) -- Areas/Combat for 500ms local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, false) local condition = createConditionObject(CONDITION_HASTE) setConditionParam(condition, CONDITION_PARAM_TICKS, 500) setConditionFormula(condition, 0.3, -24, 0.3, -24) setCombatCondition(combat, condition) -- Areas/Combat for 1000ms local combat10_ = createCombatObject() setCombatParam(combat10_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat10_, COMBAT_PARAM_AGGRESSIVE, false) local condition10 = createConditionObject(CONDITION_HASTE) setConditionParam(condition10, CONDITION_PARAM_TICKS, 500) setConditionFormula(condition10, 0.3, -24, 0.3, -24) setCombatCondition(combat10_, condition10) -- Areas/Combat for 1500ms local combat15_ = createCombatObject() setCombatParam(combat15_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat15_, COMBAT_PARAM_AGGRESSIVE, false) local condition15 = createConditionObject(CONDITION_HASTE) setConditionParam(condition15, CONDITION_PARAM_TICKS, 500) setConditionFormula(condition15, 0.3, -24, 0.3, -24) setCombatCondition(combat15_, condition15) -- Areas/Combat for 2000ms local combat20_ = createCombatObject() setCombatParam(combat20_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat20_, COMBAT_PARAM_AGGRESSIVE, false) local condition20 = createConditionObject(CONDITION_HASTE) setConditionParam(condition20, CONDITION_PARAM_TICKS, 500) setConditionFormula(condition20, 0.3, -24, 0.3, -24) setCombatCondition(combat20_, condition20) -- Areas/Combat for 2500ms local combat25_ = createCombatObject() setCombatParam(combat25_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat25_, COMBAT_PARAM_AGGRESSIVE, false) local condition25 = createConditionObject(CONDITION_HASTE) setConditionParam(condition25, CONDITION_PARAM_TICKS, 500) setConditionFormula(condition25, 0.3, -24, 0.3, -24) setCombatCondition(combat25_, condition25) -- Areas/Combat for 3000ms local combat30_ = createCombatObject() setCombatParam(combat30_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat30_, COMBAT_PARAM_AGGRESSIVE, false) local condition30 = createConditionObject(CONDITION_HASTE) setConditionParam(condition30, CONDITION_PARAM_TICKS, 500) setConditionFormula(condition30, 0.3, -24, 0.3, -24) setCombatCondition(combat30_, condition30) -- Areas/Combat for 3500ms local combat35_ = createCombatObject() setCombatParam(combat35_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat35_, COMBAT_PARAM_AGGRESSIVE, false) local condition35 = createConditionObject(CONDITION_HASTE) setConditionParam(condition35, CONDITION_PARAM_TICKS, 500) setConditionFormula(condition35, 0.3, -24, 0.3, -24) setCombatCondition(combat35_, condition35) -- Areas/Combat for 4000ms local combat40_ = createCombatObject() setCombatParam(combat40_, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, false) local condition40 = createConditionObject(CONDITION_HASTE) setConditionParam(condition40, CONDITION_PARAM_TICKS, 500) setConditionFormula(condition40, 0.3, -24, 0.3, -24) setCombatCondition(combat40_, condition40) -- =============== 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) 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) local startPos = getCreaturePosition(cid) addEvent(RunPart,5500,combat55_,cid,var) addEvent(RunPart,5000,combat50_,cid,var) addEvent(RunPart,4500,combat45_,cid,var) RunPart(combat0_,cid,var) addEvent(RunPart,500,combat5_,cid,var) addEvent(RunPart,1000,combat10_,cid,var) addEvent(RunPart,1500,combat15_,cid,var) addEvent(RunPart,2000,combat20_,cid,var) addEvent(RunPart,2500,combat25_,cid,var) addEvent(RunPart,3000,combat30_,cid,var) addEvent(RunPart,3500,combat35_,cid,var) addEvent(RunPart,4000,combat40_,cid,var) return doCombat(cid, combat, var) end É para o meu servidor e ficarei bem grato com rep +
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