Qual A versao 8.50 ou 8.40?
info
Grupo: Campones
Registrado: 30/06/09
Posts: 51
Reputação: +2
Char no Tibia: Assassin of Shadow

8.50
^^
info
Grupo: Conde
Registrado: 07/05/08
Posts: 612
Reputação: +12
Char no Tibia: leviana luciferiana

a meu ver o que esta errado e o END no final do script que nao esta fechando nada.
e a função ja foi fechada antes então tudos que estiver abaixo dela nao sera executada.
info
Grupo: Campones
Registrado: 30/06/09
Posts: 51
Reputação: +2
Char no Tibia: Assassin of Shadow

queria que vc arrumasse essa aki pra funcionar tambem \/
local area = createCombatArea(AREA_SQUARE1X1)function onCastSpell(cid, var)
local target = getCreatureTarget(cid)
doSendDistanceShoot(getCreaturePosition(cid),{x = getCreaturePosition(cid).x - math.random(4,6), y = getCreaturePosition(cid).y - 5, z = getCreaturePosition(cid).z},CONST_ANI_FLAMMINGARROW)
for x = 1, 10 do
addEvent(furyAttackTarget,200*x+500,cid,target,{x = getCreaturePosition(target).x + math.random(-1,1), y = getCreaturePosition(target).y + math.random(-1,1), z = getCreaturePosition(target).z})
end
end
function furyAttackTarget(cid,target,pos)
if isCreature(cid) == TRUE and isCreature(target) == TRUE then
doSendDistanceShoot({x = getCreaturePosition(target).x - math.random(4,6), y = getCreaturePosition(target).y - 5, z = getCreaturePosition(target).z},pos,CONST_ANI_FIRE)
doAreaCombatHealth(cid,COMBAT_FIREDAMAGE,pos,area,(-(getPlayerLevel(cid)*getPlayerMagLevel(cid))/5)+50,(-(getPlayerLevel(cid)*getPlayerMagLevel(cid))/5)-50,CONST_ME_HITBYFIRE)
end
end
ela da o recente bug do nao gasta mana nem da exaust ela e magia target entao acho que e facil arrumar!
marcyzius ainda nao pegou a spell velho!
info
Grupo: Campones
Registrado: 30/06/09
Posts: 51
Reputação: +2
Char no Tibia: Assassin of Shadow

bug do end resolvido mais mesmo assim a spell continua com o poblema de nao gastar mana nem dar exausted ja configurei ela pra funcionar na versao 8.42+ soq mesmo assim continua dando esse bug!
to precisando de 1 help urgente!
ta ai a script da spell alguem consegue ver aonde esta o bug?
local combat = createCombatObject()setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 4)
function getCombatFormulas(cid, lv, maglv)
local formula_min = -((lv*0.25 + maglv*3) * 5.6)
local formula_max = -((lv*0.25 + maglv*3) * 6.0)
if(formula_max < formula_min) then
local tmp = formula_max
formula_max = formula_min
formula_min = tmp
end
return formula_min, formula_max
end
local area = createCombatArea(AREA_METEOR1)
setCombatArea(combat, area)
setCombatCallback(combat, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombatFormulas")
function onCastSpell(param)
doCombat(param.cid, param.combat, param.var)
end
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 4)
function getCombatFormulas(cid, lv, maglv)
local formula_min = -((lv*0.25 + maglv*3) * 5.6)
local formula_max = -((lv*0.25 + maglv*3) * 6.0)
if(formula_max < formula_min) then
local tmp = formula_max
formula_max = formula_min
formula_min = tmp
end
return formula_min, formula_max
end
local area2 = createCombatArea(AREA_METEOR1)
setCombatArea(combat2, area2)
function onCastSpell(param)
doCombat(param.cid, param.combat2, param.var)
end
setCombatCallback(combat2, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombatFormulas")
function onCastSpell(cid, var)
local param = {cid=cid, combat2=combat2, var=var}
addEvent(onCastSpell2, 200, param)
position = getCreaturePosition(cid)
hitpos = {x = position.x - math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
end



info
Grupo: Campones
Registrado: 30/06/09
Posts: 51
Reputação: +2
Char no Tibia: Assassin of Shadow
queria saber aonde ta o erro nessa spell e queria saber se alguem pode me repassar ela certinho sem bug!
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 4)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -2.2, -150, -2.5, 1)
arr = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
}
local area = createCombatArea(arr)
setCombatArea(combat, area)
function onCastSpell(cid, var)
return doCombat(cid, combat, var)
end
position = getCreaturePosition(cid)
hitpos = {x = position.x - math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x - math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x + math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y + math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y - math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
hitpos = {x = position.x + math.random(1, 7), y = position.y - math.random(1, 7), z = position.z}
doSendDistanceShoot(hitpos, {x = position.x - math.random(1, 3), y = position.y + math.random(1, 3), z = position.z}, 3)
end