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craigmabbit

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Tudo que craigmabbit postou

  1. deu erro luasetCombatParam> this function can only be used while loading the script
  2. Spell que heala X tempo e heala conforme lv do player se o player é lv 10 heal igual 10 se o player for lv 100 heal igual a 100
  3. alguem pode me ajudar com uma action de quando der use na alavanca mudar a voc por 24horas, depois que passar as 24horas ele retornar a voc que era antes ?
  4. não seria uma spell faz o player andar 10 sqm norma estilo mochila a jato mas se estiver algo que não deixe ele passar como uma parede ele começa a tomar hit
  5. deu o mesmo erro
  6. <luagetthingposition> thing not found <luagetcreaturelookdirection> creature not found
  7. não deu
  8. craigmabbit

    Erro Em Spell

    eu errei uma coisa, dscp <instant name="Super Hell Granade" words="Super Hell Granade" needTarget="1" lvl="200" maglv="130" mana="10000" soul="0" exhaustion="1" prem="0" enabled="1" script="scripts/super hell granade.lua"> <vocation name="shenron"/><vocation name="shenron2"/><vocation name="shenron3"/><vocation name="shenron4"/><vocation name="shenron5"/><vocation name="shenron Gt"/><vocation name="shenron2 Gt"/><vocation name="shenron3 Gt"/><vocation name="shenron4 Gt"/><vocation name="shenron5 Gt"/><vocation name="shenron6 Gt"/> </instant>
  9. craigmabbit

    Erro Em Spell

    <instant name="Super Hell Granade" words="Super Hell Granade" direction="1" lvl="200" maglv="130" mana="10000" soul="0" exhaustion="1" prem="0" enabled="1" script="scripts/super hell granade.lua"> <vocation name="shenron"/><vocation name="shenron2"/><vocation name="shenron3"/><vocation name="shenron4"/><vocation name="shenron5"/><vocation name="shenron Gt"/><vocation name="shenron2 Gt"/><vocation name="shenron3 Gt"/><vocation name="shenron4 Gt"/><vocation name="shenron5 Gt"/><vocation name="shenron6 Gt"/> </instant> tenta assim se não der manda o erro que da no console
  10. craigmabbit

    Erro Em Spell

    cara é simples muda o final pra esse
  11. alguem pode me ajudar a por dopushcreature, ou domove nessa spell -- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_Fire_Wave = createCombatObject() setCombatParam(combat0_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat0_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat0_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat0_Cannon = createCombatObject() setCombatParam(combat0_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat0_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Cannon,createCombatArea({{0, 2, 0}, {1, 0, 1}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat0_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat0_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat0_Cannon, con___combat0_Cannon) -- Areas/Combat for 200ms local combat2_Fire_Wave = createCombatObject() setCombatParam(combat2_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat2_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat2_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat2_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat2_Cannon = createCombatObject() setCombatParam(combat2_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat2_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat2_Cannon,createCombatArea({{1, 0, 1}, {0, 2, 0}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat2_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat2_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat2_Cannon, con___combat2_Cannon) -- Areas/Combat for 100ms local combat1_Fire_Wave = createCombatObject() setCombatParam(combat1_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat1_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat1_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat1_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat1_Cannon = createCombatObject() setCombatParam(combat1_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat1_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat1_Cannon,createCombatArea({{1, 2, 1}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat1_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat1_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat1_Cannon, con___combat1_Cannon) -- Areas/Combat for 400ms local combat4_Fire_Wave = createCombatObject() setCombatParam(combat4_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat4_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat4_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat4_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat4_Cannon = createCombatObject() setCombatParam(combat4_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat4_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat4_Cannon,createCombatArea({{1, 0, 1}, {0, 0, 0}, {0, 0, 0}, {0, 2, 0}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat4_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat4_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat4_Cannon, con___combat4_Cannon) -- Areas/Combat for 300ms local combat3_Fire_Wave = createCombatObject() setCombatParam(combat3_Fire_Wave, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) setCombatParam(combat3_Fire_Wave, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat3_Fire_Wave,createCombatArea({{2}})) function getDmg_Fire_Wave(cid, level, maglevel) return (30)*-1,(120)*-1 end setCombatCallback(combat3_Fire_Wave, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire_Wave")local combat3_Cannon = createCombatObject() setCombatParam(combat3_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat3_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat3_Cannon,createCombatArea({{1, 0, 1}, {0, 0, 0}, {0, 2, 0}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat3_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat3_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat3_Cannon, con___combat3_Cannon) -- Areas/Combat for 500ms local combat5_Cannon = createCombatObject() setCombatParam(combat5_Cannon, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatParam(combat5_Cannon, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat5_Cannon,createCombatArea({{1, 0, 1}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 2, 0}})) function getDmg_Cannon(cid, level, maglevel) return (30)*-1,(60)*-1 end setCombatCallback(combat5_Cannon, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Cannon") local con___combat5_Cannon = createConditionObject(0+CONDITION_FIRE) setCombatCondition(combat5_Cannon, con___combat5_Cannon) -- =============== CORE FUNCTIONS =============== local function RunPart(c,cid,var,dirList,dirEmitPos,startDir) -- Part if (isCreature(cid)) then doCombat(cid, c, var) if (dirList ~= nil) then -- Emit distance effects local i = 2; while (i < #dirList) do if (startDir == 0) then -- N doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1]) elseif (startDir == 2) then -- S doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x+dirList[i],y=dirEmitPos.y+dirList[i+1],z=dirEmitPos.z},dirList[1]) elseif (startDir == 1) then -- E doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x+dirList[i+1],y=dirEmitPos.y+dirList[i],z=dirEmitPos.z},dirList[1]) else -- W / Something weird happened doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i+1],y=dirEmitPos.y-dirList[i],z=dirEmitPos.z},dirList[1]) end i = i + 2 end end end end function onCastSpell(cid, var) local startPos = getCreaturePosition(cid) local startDir = getCreatureLookDirection(cid) RunPart(combat0_Fire_Wave,cid,var) RunPart(combat0_Cannon,cid,var) addEvent(RunPart,200,combat2_Fire_Wave,cid,var) addEvent(RunPart,200,combat2_Cannon,cid,var) addEvent(RunPart,100,combat1_Fire_Wave,cid,var) addEvent(RunPart,100,combat1_Cannon,cid,var) addEvent(RunPart,400,combat4_Fire_Wave,cid,var) addEvent(RunPart,400,combat4_Cannon,cid,var) addEvent(RunPart,300,combat3_Fire_Wave,cid,var) addEvent(RunPart,300,combat3_Cannon,cid,var) addEvent(RunPart,500,combat5_Cannon,cid,var) doSendAnimatedText(getThingPos(cid), "Cannon", 192) return FALSE end
  12. uma spell que o player anda 10 sqm e quando o player estiver andando e parar em qual parade ele começa a tomar hit até a spell acabar
  13. @Eskylo funciono obrigado, REP+
  14. não funcionou e não acusa erro
  15. a magia funciona perfeitamente, mas o distanceshoot não lança o efeito
  16. fiz uma função pra a spell só funciona com certo item, mas ela funciona com o item e sem o item alguem pode me ajudar, ai vai o script eu achei o bug no doCombat, mas como eu usei docombat em addevent, não sei como fazer pra funcionar
  17. sim cara não mencionei nada, só dei um exemplo
  18. bom é bem simples é tipo aquelas spells de OT Pokemon que usam mais de 1 sprites pra certas direçoes que são assim cima e baixo 1 efeito e direita e esquerda outro efeito se alguem poder me ajudar, muito obrigado
  19. PODE FECHAR
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