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meubk

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  1. - procuro algum projeto diferenciado, sou scripter, manjo bem tbem em c++, mapper, cliente maker, web designer, tudo em relação a tibia eu sei bem ! bom se eu gostar do projeto ajudo, qualquer coisa skype: millerdomingues
  2. - teste as duas versões, alguma deve funcionar .
  3. healthLostMana.lua : local config = { voc = {1, 5, 2, 6}, -- quais vocação perde dano quando n tem mana seconds = 1, -- a cada quantos segundos vai perder dano damage = 1 -- quanto de dano ira perder } function startManaHealth(cid, seconds, damage) if not isCreature(cid) then return true end if getCreatureMana(cid) == 0 then doCreatureAddHealth(cid, -damage) end addEvent(startManaHealth, 1000 * seconds, cid, seconds, damage) end function onLogin(cid) if isInArray(config.voc, getPlayerVocation(cid)) then startManaHealth(cid, config.seconds, config.damage) end return true end tag: <event type="login" name="healthLostMana" event="script" value="healthLostMana.lua"/> as configurações ta no script, vc pode escolher se só algumas vocações vão ter este problema kk e os segundos e dano ...
  4. - cria um arquivo inv.lua e cola o script: local configInv = { ["19:00"] = {nome = "The Demon Invasion", pos = {x=32369, y=32167, z=7}, monster = {"50 Demon", "200 Dragon"}}, } local timenopvp = 30 -- em minutos function onThink(interval, lastExecution) local hours = tostring(os.date("%X")):sub(1, 5) local tb = configInv[hours] if tb then function startInvasion() doBroadcastMessage(tb.nome .. " iníciou.") for _,x in pairs(tb.monster) do for s = 1, tonumber(x:match("%d+")) do doSummonCreature(x:match("%s(.+)"), tb.pos) end end setWorldType(WORLD_TYPE_NO_PVP) addEvent(setWorldType, 1000 * 60 * timenopvp, WORLD_TYPE_PVP) end doBroadcastMessage(tb.nome .. " ira iníciar em 5 minutos.") addEvent(startInvasion, 1000 * 60 * 5) end return true end tag no xml: <globalevent name="Invasao" interval="60" event="script" value="inv.lua"/>
  5. fica no xml da pasta moviments amigo ^^
  6. local configInv = { ["19:00"] = {nome = "The Demon Invasion", pos = {x=32369, y=32167, z=7}, monster = {"50 Demon", "200 Dragon"}}, } local timenopvp = 30 -- em minutos function onThink(interval, lastExecution) local day = tonumber(os.date():sub(1,2)) local hours = tostring(os.date("%X")):sub(1, 5) if configInv[hours] then if getGlobalStorageValue(95474) == day then return true end doBroadcastMessage(hours .. " - " .. tb.nome .. " iníciou.") for _,x in pairs(tb.monster) do for s = 1, tonumber(x:match("%d+")) do doSummonCreature(x:match("%s(.+)"), tb.pos) end end setWorldType(WORLD_TYPE_NO_PVP) addEvent(setWorldType, 1000 * 60 * timenopvp, WORLD_TYPE_PVP) setGlobalStorageValue(95474, day) end return true end bom as configuração ta no inicio o tempo de no-pvp em minutos e a tabela para vc escolhe a posição do evento e qntos montros vai aparecer e o nome da invasão, lembra de seprar cada monstro por virgula tipo: {"50 Dragon", "20 Demon", "10 Amazon"} e sempre entre aspas
  7. quais são os montros q ira invadir e quantos monstros, por quanto tempo o server vai ficar no-pvp ?
  8. sim, 2x, 3x, 4x, 5x, tanto faz, dps faço por porcentagem
  9. ta certo ué, o cara que ataco mais , ganha mais exp u.u
  10. foi arrumado a função isSummon, foi trocado a ordem de quando a experiencia premium e a exp do ring era alterado dando bug nos montros fazendo com q eles não dava toda exp acho q só
  11. - versão sem bugs e você pode configurar do teu jeito local configSpell = { exaust = 40, -- tempo de exaustão st = 19020, -- não mexe level = 150, -- level para usar min = 1000, -- ataque minimo max = 2000, -- ataque maximo voc = {1, 5}, -- vocações mana = 800, -- mana } -- SPELL EVIL SPIRIT BY: XOTSERVX -- function isWalkable(pos, creature, proj, pz)-- by Nord if getTileThingByPos({x = pos.x, y = pos.y, z = pos.z, stackpos = 0}).itemid == 0 then return false end if getTopCreature(pos).uid > 0 and creature then return false end if getTileInfo(pos).protection and pz then return false, true end local n = not proj and 3 or 2 for i = 0, 255 do pos.stackpos = i local tile = getTileThingByPos(pos) if tile.itemid ~= 0 and not isCreature(tile.uid) then if hasProperty(tile.uid, n) or hasProperty(tile.uid, 7) then return false end end end return true end function getPosDirs(p, dir) return dir == 1 and {x=p.x-1, y=p.y, z=p.z} or dir == 2 and {x=p.x-1, y=p.y+1, z=p.z} or dir == 3 and {x=p.x, y=p.y+1, z=p.z} or dir == 4 and {x=p.x+1, y=p.y+1, z=p.z} or dir == 5 and {x=p.x+1, y=p.y, z=p.z} or dir == 6 and {x=p.x+1, y=p.y-1, z=p.z} or dir == 7 and {x=p.x, y=p.y-1, z=p.z} or dir == 8 and {x=p.x-1, y=p.y-1, z=p.z} end function posIgual(pos1, pos2) return pos1.x == pos2.x and pos1.y == pos2.y and pos1.z == pos2.z and true or false end effect = 34 distance = 31 damage = COMBAT_DEATHDAMAGE evilspirit = { walk = function (cid, min, max, pos, rounds, ultimapos) if rounds == 0 then return true end if not isCreature(cid) then return true end posdisp = {} for _, dir in pairs({1, 5, 7, 3}) do if isWalkable(getPosDirs(pos, dir)) and not posIgual(getPosDirs(pos, dir), getThingPos(cid)) and not posIgual(getPosDirs(pos, dir), ultimapos) then table.insert(posdisp, getPosDirs(pos, dir)) end end if #posdisp < 1 then return true end posesc = posdisp[math.random(1, #posdisp)] ultimapos = pos doSendDistanceShoot(pos, posesc, distance) if min > 0 then min = -min max = -max end doAreaCombatHealth(cid, damage, posesc, 0, min, max, effect) addEvent(evilspirit.walk, 140, cid, min, max, posesc, rounds - 1, ultimapos) end } function onSay(cid, word) if getPlayerAccess(cid) < 3 then if getPlayerLevel(cid) < configSpell.level then return doPlayerSendCancel(cid, "You need level " .. configSpell.level .. " to use this spell.") end if not isInArray(configSpell.voc, getPlayerVocation(cid)) then return doPlayerSendCancel(cid, "Your vocation dont use this spell.") end if exhaustion.check(cid, configSpell.st) then return doPlayerSendCancel(cid, "You is exhausted.") end if getCreatureMana(cid) < configSpell.mana then return doPlayerSendCancel(cid, "You dont have mana.") end doCreatureAddMana(cid, -configSpell.mana) exhaustion.set(cid, configSpell.st, configSpell.exaust) end evilspirit.walk(cid, configSpell.min, configSpell.max, getThingPos(cid), 40, {x=1, y=1, z=1}) for i = 1, 13 do addEvent(evilspirit.walk, i * math.random(300, 500), cid, configSpell.min, configSpell.max, getThingPos(cid), 40, {x=1, y=1, z=1}) end return true end talkaction: <talkaction words="evil spirit" filter="word-spaced" event="script" value="evilspirit.lua"/>
  12. - Flechas de todos elementos vão cair do céu ! rs local configSpell = { exaust = 40, -- tempo de exaustão st = 19020, -- não mexe level = 150, -- level para usar min = 500, -- ataque minimo max = 1000, -- ataque maximo voc = {3, 7}, -- vocações mana = 600, -- mana } function elementalArrowAttack(cid, min, max) local tipos = { [1] = {distance = 32, efeito = 11, damage = COMBAT_ENERGYDAMAGE}, [2] = {distance = 33, efeito = 6, damage = COMBAT_FIREDAMAGE}, [3] = {distance = 34, efeito = 43, damage = COMBAT_ICEDAMAGE}, [4] = {distance = 39, efeito = 8, damage = COMBAT_EARTHDAMAGE}, } if not isCreature(cid) then return true end local tipoarrow = tipos[math.random(1, 4)] local pos = getThingPos(cid) local novapos = {x = pos.x + math.random(-4, 4), y = pos.y + math.random(-4, 4), z = pos.z} local distancepos = {x = novapos.x, y = pos.y - 8, z = pos.z} doSendDistanceShoot(distancepos, novapos, tipoarrow.distance) doAreaCombatHealth(cid, tipoarrow.damage, novapos, 0, -min, -max, tipoarrow.efeito) end function onSay(cid) local min, max = configSpell.min, configSpell.max if getPlayerAccess(cid) < 3 then if getPlayerLevel(cid) < configSpell.level then return doPlayerSendCancel(cid, "You need level " .. configSpell.level .. " to use this spell.") end if not isInArray(configSpell.voc, getPlayerVocation(cid)) then return doPlayerSendCancel(cid, "Your vocation dont use this spell.") end if exhaustion.check(cid, configSpell.st) then return doPlayerSendCancel(cid, "You is exhausted.") end if getCreatureMana(cid) < configSpell.mana then return doPlayerSendCancel(cid, "You dont have mana.") end doCreatureAddMana(cid, -configSpell.mana) exhaustion.set(cid, configSpell.st, configSpell.exaust) end doSendDistanceShoot(getThingPos(cid), {x = getThingPos(cid).x, y = getThingPos(cid).y - 8, z = getThingPos(cid).z}, 2) for x = 1, 12 do for i = 1, 50 do addEvent(elementalArrowAttack, 300 * i, cid, min, max) end end return true end talkaction: <talkaction words="elemental arrow" filter="word-spaced" event="script" value="elementalarrow.lua"/> configure do seu jeito
  13. mais adriano vc usa stages ? parece q tinha um bug nos stages, e sua versão é a 3.0 ?
  14. local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 50) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -1.3, -0, -1, -0) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 15) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.3, -0, -1, -0) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 28) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.3, -0, -1, -0) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 182) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -110.2, 1, -100.2, 1) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat5, COMBAT_PARAM_EFFECT, 134) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -110.2, 1, -100.2, 1) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat6, COMBAT_PARAM_EFFECT, 182) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -100.2, 1, -100.2, 1) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat7, COMBAT_PARAM_EFFECT, 134) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -110.2, 1, -100.2, 1) local combat8 = createCombatObject() setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat8, COMBAT_PARAM_EFFECT, 182) setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -110.2, 1, -100.2, 1) local combat9 = createCombatObject() setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat9, COMBAT_PARAM_EFFECT, 134) setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -110.2, 1, -100.2, 1) local combat10 = createCombatObject() setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat10, COMBAT_PARAM_EFFECT, 182) setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -110.2, 1, -100.2, 1) local combat11 = createCombatObject() setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat11, COMBAT_PARAM_EFFECT, 134) setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -110.2, 1, -100.2, 1) local combat12 = createCombatObject() setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat12, COMBAT_PARAM_EFFECT, 182) setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, -110.2, 1, -100.2, 1) local combat13 = createCombatObject() setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat13, COMBAT_PARAM_EFFECT, 134) setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -110.2, 1, -100.2, 1) arr1 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } arr2 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 3, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } arr3 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 3, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } arr4 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } arr5 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } arr6 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } arr7 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } arr8 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } arr9 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } arr10 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } arr11 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } arr12 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } arr13 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) local area3 = createCombatArea(arr3) local area4 = createCombatArea(arr4) local area5 = createCombatArea(arr5) local area6 = createCombatArea(arr6) local area7 = createCombatArea(arr7) local area8 = createCombatArea(arr8) local area9 = createCombatArea(arr9) local area10 = createCombatArea(arr10) local area11 = createCombatArea(arr11) local area12 = createCombatArea(arr12) local area13 = createCombatArea(arr13) setCombatArea(combat1, area1) setCombatArea(combat2, area2) setCombatArea(combat3, area3) setCombatArea(combat4, area4) setCombatArea(combat5, area5) setCombatArea(combat6, area6) setCombatArea(combat7, area7) setCombatArea(combat8, area8) setCombatArea(combat9, area9) setCombatArea(combat10, area10) setCombatArea(combat11, area11) setCombatArea(combat12, area12) setCombatArea(combat13, area13) local function onCastSpell1(parameters) if not isCreature(parameters.cid) then return true end doCombat(parameters.cid, combat1, parameters.var) end local function onCastSpell2(parameters) if not isCreature(parameters.cid) then return true end doCombat(parameters.cid, combat2, parameters.var) end local function onCastSpell3(parameters) if not isCreature(parameters.cid) then return true end doCombat(parameters.cid, combat3, parameters.var) end local function onCastSpell4(parameters) if not isCreature(parameters.cid) then return true end doCombat(parameters.cid, combat4, parameters.var) end local function onCastSpell5(parameters) if not isCreature(parameters.cid) then return true end doCombat(parameters.cid, combat5, parameters.var) end local function onCastSpell6(parameters) if not isCreature(parameters.cid) then return true end doCombat(parameters.cid, combat6, parameters.var) end local function onCastSpell7(parameters) if not isCreature(parameters.cid) then return true end doCombat(parameters.cid, combat7, parameters.var) end local function onCastSpell8(parameters) if not isCreature(parameters.cid) then return true end doCombat(parameters.cid, combat8, parameters.var) end local function onCastSpell9(parameters) if not isCreature(parameters.cid) then return true end doCombat(parameters.cid, combat9, parameters.var) end local function onCastSpell10(parameters) if not isCreature(parameters.cid) then return true end doCombat(parameters.cid, combat10, parameters.var) end local function onCastSpell11(parameters) if not isCreature(parameters.cid) then return true end doCombat(parameters.cid, combat11, parameters.var) end local function onCastSpell12(parameters) if not isCreature(parameters.cid) then return true end doCombat(parameters.cid, combat12, parameters.var) end local function onCastSpell13(parameters) if not isCreature(parameters.cid) then return true end doCombat(parameters.cid, combat13, parameters.var) end function onCastSpell(cid, var) local parameters = { cid = cid, var = var} addEvent(onCastSpell1, 000, parameters) addEvent(onCastSpell2, 100, parameters) addEvent(onCastSpell3, 200, parameters) addEvent(onCastSpell4, 800, parameters) addEvent(onCastSpell5, 900, parameters) addEvent(onCastSpell6, 1000, parameters) addEvent(onCastSpell7, 1100, parameters) addEvent(onCastSpell8, 1200, parameters) addEvent(onCastSpell9, 1300, parameters) addEvent(onCastSpell10, 1400, parameters) addEvent(onCastSpell11, 1500, parameters) addEvent(onCastSpell12, 1600, parameters) addEvent(onCastSpell13, 1700, parameters) end
  15. alguém testa pra min, atualizei o script ja esta arrumado, desculpa abandonar o script
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