meubk 257 Postado Janeiro 4, 2011 Share Postado Janeiro 4, 2011 (editado) Moves System Pokemon O meu script de moves, foi atualizado, por enquanto está com esses pokemons, eu estárei adicionando os 151, aos pouco não tenha pressa e acompanhe todos dias avera atualização. Novidades : 1 - Hita todos da Area2 - Somente 1 script para todos atks 3 - sistema de critico 4 - sistema de confuso 5 - sistema de paralizado 6 - sistema de sleep 7 - sistema de envenenado Crie um arquivo com nome de moves.lua e cole o new script : function getTime(s) local n = math.floor(s / 600) s = s - (600 * n) return n, s end function getCreaturesInRange(position, radiusx, radiusy, showMonsters, showPlayers) local creaturesList = {} for x = -radiusx, radiusx do for y = -radiusy, radiusy do if not (x == 0 and y == 0) then creature = getTopCreature({x = position.x+x, y = position.y+y, z = position.z, stackpos = STACKPOS_TOP_CREATURE}) if (creature.type == 1 and showPlayers == 1) or (creature.type == 2 and showMonsters == 1) then table.insert(creaturesList, creature.uid) end end end end return creaturesList end -- CONDITIONS function Confused(inconfuse, rounds) if rounds == 0 then return false end if not inconfuse then return false end local c = {[1] = {x = 1, y = 0}, [2] = {x = 0, y = 1}, [3] = {x = -1, y = 0}, [4] = {x = 0, y = -1}} local p = getCreaturePosition(inconfuse) doSendMagicEffect(p, 31) local s = math.random(4) doTeleportThing(inconfuse, {x = p.x + c[s].x, y = p.y + c[s].y, z = p.z}) return addEvent(Confused, 400, inconfuse, rounds-1) end local paralize = createConditionObject(CONDITION_PARALYZE) setConditionParam(paralize, CONDITION_PARAM_TICKS, 5*1000) setConditionFormula(paralize, -0.7, 0, -0.8, 0) function Paralize(inparalize) doSendAnimatedText(getCreaturePosition(inparalize), "PAZ", 210) doAddCondition(inparalize , paralize) return true end local sleep = createConditionObject(CONDITION_PARALYZE) setConditionParam(sleep, CONDITION_PARAM_TICKS, 5*1000) setConditionFormula(sleep, -1.7, 0, -1.8, 0) function Sleep(insleep) doAddCondition(insleep , sleep) p = getCreaturePosition(insleep) doSendAnimatedText(p, "SLEEP", 154) for i = 1, 5 do if i == 1 then doSendMagicEffect(p, 32) else addEvent(doSendMagicEffect, i * 1000, p, 32) end end return true end function Poison(inpoison, ef, rounds) if rounds == 0 then return false end if not inpoison then return false end local p = getCreaturePosition(inpoison) doAreaCombatHealth(pet, COMBAT_EARTHDAMAGE, p, 0, -5, -10, ef) return addEvent(Poison, 800, inpoison, ef, rounds-1) end -- END CONDITIONS function getPosToStorm(posdecay) b = {x = posdecay.x-20, y = posdecay.y-20, z = posdecay.z} return b end local area1 = createCombatArea{ {0, 1, 1, 1, 0}, {1, 1, 1, 1, 1}, {1, 1, 2, 1, 1}, {1, 1, 1, 1, 1}, {0, 1, 1, 1, 0} } local area2 = createCombatArea{ {0, 0, 0, 0, 0}, {0, 1, 1, 1, 0}, {0, 1, 2, 1, 0}, {0, 1, 1, 1, 0}, {0, 0, 0, 0, 0} } local area3 = createCombatArea{ {0, 0, 1, 0, 0}, {0, 1, 1, 1, 0}, {1, 1, 2, 1, 1}, {0, 1, 1, 1, 0}, {0, 0, 1, 0, 0} } local areadirecion1 = { [2] = createCombatArea{ {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 2, 0, 0} }, [3] = createCombatArea{ {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {2, 1, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} }, [0] = createCombatArea{ {0, 0, 2, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} }, [1] = createCombatArea{ {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 1, 2}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } } local areadirecion2 = { [2] = createCombatArea{ {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 2, 0, 0} }, [3] = createCombatArea{ {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {2, 1, 1, 1, 1}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} }, [0] = createCombatArea{ {0, 0, 2, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0} }, [1] = createCombatArea{ {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {1, 1, 1, 1, 2}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} } } local areadirecion3 = { [2] = createCombatArea{ {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 2, 0, 0} }, [3] = createCombatArea{ {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {2, 1, 1, 1, 1, 1, 1, 1, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0} }, [0] = createCombatArea{ {0, 0, 2, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 0, 0} }, [1] = createCombatArea{ {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 1, 1, 1, 1, 1, 1, 1, 2}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0} } } local areadirecion4 = { [2] = createCombatArea{ {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 1, 1, 1, 0}, {0, 0, 1, 0, 0}, {0, 0, 2, 0, 0} }, [3] = createCombatArea{ {0, 0, 0, 0, 0}, {0, 0, 1, 0, 0}, {2, 1, 1, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 0, 0, 0} }, [0] = createCombatArea{ {0, 0, 2, 0, 0}, {0, 0, 1, 0, 0}, {0, 1, 1, 1, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} }, [1] = createCombatArea{ {0, 0, 0, 0, 0}, {0, 0, 1, 0, 0}, {0, 0, 1, 1, 2}, {0, 0, 1, 0, 0}, {0, 0, 0, 0, 0} } } local d = { ["Bulbasaur"] = { ["m1"] = {atk = "Quick Attack", minlvl = 20, st = 2000, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "Razor Leaf", minlvl = 20, st = 2001, cd = 3, min = 100, max = 200, damage = COMBAT_EARTHDAMAGE, target = true, pz = false}, ["m3"] = {atk = "Vine Whip", minlvl = 20, st = 2002, cd = 3, min = 100, max = 200, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m4"] = {atk = "Headbutt", minlvl = 20, st = 2003, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m5"] = {atk = "Leech Seed", minlvl = 20, st = 2004, cd = 3, min = 100, max = 200, damage = COMBAT_EARTHDAMAGE, target = true, pz = false}, ["m6"] = {atk = "Solar Beam", minlvl = 20, st = 2005, cd = 3, min = 200, max = 400, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m7"] = {atk = "Stun Spore", minlvl = 20, st = 2006, cd = 3, min = 0, max = 0, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m8"] = {atk = "Poison Powder", minlvl = 20, st = 2007, cd = 3, min = 0, max = 0, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m9"] = {atk = "Sleep Powder", minlvl = 20, st = 2008, cd = 3, min = 0, max = 0, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, }, ["Ivysaur"] = { ["m1"] = {atk = "Quick Attack", minlvl = 40, st = 2009, cd = 3, min = 300, max = 400, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "Razor Leaf", minlvl = 40, st = 2010, cd = 3, min = 300, max = 400, damage = COMBAT_EARTHDAMAGE, target = true, pz = false}, ["m3"] = {atk = "Vine Whip", minlvl = 40, st = 2011, cd = 3, min = 300, max = 440, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m4"] = {atk = "Headbutt", minlvl = 40, st = 2012, cd = 3, min = 300, max = 400, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m5"] = {atk = "Leech Seed", minlvl = 40, st = 2013, cd = 3, min =300, max = 400, damage = COMBAT_EARTHDAMAGE, target = true, pz = false}, ["m6"] = {atk = "Solar Beam", minlvl = 40, st = 2014, cd = 3, min = 300, max = 400, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m7"] = {atk = "Stun Spore", minlvl = 40, st = 2015, cd = 3, min = 0, max = 0, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m8"] = {atk = "Poison Powder", minlvl = 40, st = 2016, cd = 3, min = 0, max = 0, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m9"] = {atk = "Sleep Powder", minlvl = 20, st = 2017, cd = 3, min = 0, max = 0, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, }, ["Venusaur"] = { ["m1"] = {atk = "Quick Attack", minlvl = 80, st = 2018, cd = 3, min = 1000, max = 2000, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "Razor Leaf", minlvl = 80, st = 2019, cd = 3, min = 1000, max = 2000, damage = COMBAT_EARTHDAMAGE, target = true, pz = false}, ["m3"] = {atk = "Vine Whip", minlvl = 80, st = 2020, cd = 3, min = 1000, max = 2000, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m4"] = {atk = "Headbutt", minlvl = 80, st = 2021, cd = 3, min = 1000, max = 2000, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m5"] = {atk = "Leech Seed", minlvl = 80, st = 2022, cd = 3, min = 1000, max = 2000, damage = COMBAT_EARTHDAMAGE, target = true, pz = false}, ["m6"] = {atk = "Solar Beam", minlvl = 80, st = 2023, cd = 3, min = 1000, max = 2000, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m7"] = {atk = "Stun Spore", minlvl = 80, st = 2024, cd = 3, min = 0, max = 0, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m8"] = {atk = "Poison Powder", minlvl = 80, st = 2025, cd = 3, min = 0, max = 0, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m9"] = {atk = "Sleep Powder", minlvl = 20, st = 2026, cd = 3, min = 0, max = 0, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m10"] = {atk = "Leaf Storm", minlvl = 80, st = 2027, cd = 3, min = 1000, max = 2000, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, }, ["Charmander"] = { ["m1"] = {atk = "Scratch", minlvl = 20, st = 2028, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "Ember", minlvl = 20, st = 2029, cd = 3, min = 100, max = 200, damage = COMBAT_FIREDAMAGE, target = false, pz = false}, ["m3"] = {atk = "Flamethrower", minlvl = 20, st = 2030, cd = 3, min = 100, max = 200, damage = COMBAT_FIREDAMAGE, target = false, pz = false}, ["m4"] = {atk = "Fire Ball", minlvl = 20, st = 2031, cd = 3, min = 100, max = 200, damage = COMBAT_FIREDAMAGE, target = true, pz = false}, ["m5"] = {atk = "Fire Blast", minlvl = 20, st = 2032, cd = 3, min = 100, max = 200, damage = COMBAT_FIREDAMAGE, target = false, pz = false}, ["m6"] = {atk = "Rage", minlvl = 20, st = 2033, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m7"] = {atk = "Fire Fang", minlvl = 20, st = 2034, cd = 3, min = 100, max = 200, damage = COMBAT_FIREDAMAGE, target = true, pz = false}, }, ["Charmeleon"] = { ["m1"] = {atk = "Scratch", minlvl = 40, st = 2035, cd = 3, min = 300, max = 400, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "Ember", minlvl = 40, st = 2036, cd = 3, min = 300, max = 400, damage = COMBAT_FIREDAMAGE, target = false, pz = false}, ["m3"] = {atk = "Flamethrower", minlvl = 40, st = 2037, cd = 3, min = 400, max = 500, damage = COMBAT_FIREDAMAGE, target = false, pz = false}, ["m4"] = {atk = "Fire Ball", minlvl = 40, st = 2038, cd = 3, min = 300, max =400, damage = COMBAT_FIREDAMAGE, target = true, pz = false}, ["m5"] = {atk = "Fire Blast", minlvl = 40, st = 2039, cd = 3, min = 300, max = 400, damage = COMBAT_FIREDAMAGE, target = false, pz = false}, ["m6"] = {atk = "Rage", minlvl = 40, st = 2040, cd = 3, min = 100, max = 300, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m7"] = {atk = "Fire Fang", minlvl = 40, st = 2041, cd = 3, min = 400, max = 800, damage = COMBAT_FIREDAMAGE, target = true, pz = false}, }, ["Charizard"] = { ["m1"] = {atk = "Dragon Claw", minlvl = 80, st = 2042, cd = 3, min = 1000, max = 2000, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "Ember", minlvl = 80, st = 2043, cd = 3, min = 1000, max = 2000, damage = COMBAT_FIREDAMAGE, target = false, pz = false}, ["m3"] = {atk = "Flamethrower", minlvl = 80, st = 2044, cd = 3, min = 1000, max = 2000, damage = COMBAT_FIREDAMAGE, target = false, pz = false}, ["m4"] = {atk = "Fire Ball", minlvl = 80, st = 2045, cd = 3, min = 1000, max = 2000, damage = COMBAT_FIREDAMAGE, target = true, pz = false}, ["m5"] = {atk = "Fire Blast", minlvl = 80, st = 2046, cd = 3, min = 1000, max = 2000, damage = COMBAT_FIREDAMAGE, target = false, pz = false}, ["m6"] = {atk = "Rage", minlvl = 80, st = 2047, cd = 3, min = 1000, max = 2000, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m7"] = {atk = "Magma Storm", minlvl = 80, st = 2048, cd = 3, min = 1000, max = 2000, damage = COMBAT_FIREDAMAGE, target = false, pz = false}, ["m8"] = {atk = "Wing Attack", minlvl = 80, st = 2049, cd = 3, min = 1000, max = 2000, damage = COMBAT_PHYSICALDAMAGE, target = false, pz = false}, }, ["Squirtle"] = { ["m1"] = {atk = "Headbutt", minlvl = 20, st = 2050, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "Bubbles", minlvl = 20, st = 2051, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = true, pz = false}, ["m3"] = {atk = "Water Gun", minlvl = 20, st = 2052, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = false, pz = false}, ["m4"] = {atk = "Waterball", minlvl = 20, st = 2053, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = true, pz = false}, ["m5"] = {atk = "Aqua Tail", minlvl = 20, st = 2054, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = false, pz = false}, ["m6"] = {atk = "Hydro Cannon", minlvl = 20, st = 2055, cd = 3, min = 200, max = 400, damage = COMBAT_ICEDAMAGE, target = false, pz = false}, ["m7"] = {atk = "Harden", minlvl = 20, st = 2056, cd = 60, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = false, pz = true}, ["m8"] = {atk = "Surf", minlvl = 20, st = 2057, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = false, pz = false}, }, ["Wartortle"] = { ["m1"] = {atk = "Headbutt", minlvl = 40, st = 2058, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "Bubbles", minlvl = 40, st = 2059, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = true, pz = false}, ["m3"] = {atk = "Water Gun", minlvl = 40, st = 2060, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = false, pz = false}, ["m4"] = {atk = "Waterball", minlvl = 40, st = 2061, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = true, pz = false}, ["m5"] = {atk = "Aqua Tail", minlvl = 40, st = 2062, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = false, pz = false}, ["m6"] = {atk = "Hydro Cannon", minlvl = 40, st = 2063, cd = 3, min = 200, max = 400, damage = COMBAT_ICEDAMAGE, target = false, pz = false}, ["m7"] = {atk = "Harden", minlvl = 40, st = 2064, cd = 60, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = false, pz = true}, ["m8"] = {atk = "Surf", minlvl = 40, st = 2065, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = false, pz = false}, }, ["Blastoise"] = { ["m1"] = {atk = "Headbutt", minlvl = 40, st = 2066, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "Bubbles", minlvl = 40, st = 2067, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = true, pz = false}, ["m3"] = {atk = "Water Gun", minlvl = 40, st = 2068, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = false, pz = false}, ["m4"] = {atk = "Waterball", minlvl = 40, st = 2069, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = true, pz = false}, ["m5"] = {atk = "Aqua Tail", minlvl = 40, st = 2070, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = false, pz = false}, ["m6"] = {atk = "Hydro Cannon", minlvl = 40, st = 2071, cd = 3, min = 200, max = 400, damage = COMBAT_ICEDAMAGE, target = false, pz = false}, ["m7"] = {atk = "Harden", minlvl = 40, st = 2072, cd = 60, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = false, pz = true}, ["m8"] = {atk = "Surf", minlvl = 40, st = 2073, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = false, pz = false}, ["m9"] = {atk = "Hydropump", minlvl = 40, st = 2074, cd = 3, min = 100, max = 200, damage = COMBAT_ICEDAMAGE, target = false, pz = false}, }, ["Caterpie"] = { ["m1"] = {atk = "Headbutt", minlvl = 1, st = 2075, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "String Shot", minlvl = 1, st = 2076, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m3"] = {atk = "Bug Bite", minlvl = 1, st = 2077, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, }, ["Metapod"] = { ["m1"] = {atk = "Headbutt", minlvl = 10, st = 2078, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "String Shot", minlvl = 10, st = 2079, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m3"] = {atk = "Bug Bite", minlvl = 10, st = 2080, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m4"] = {atk = "Harden", minlvl = 10, st = 2081, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = false, pz = true}, }, ["Butterfree"] = { ["m1"] = {atk = "Headbutt", minlvl = 30, st = 2082, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "Whirlwind", minlvl = 30, st = 2083, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = false, pz = false}, ["m3"] = {atk = "Super Sonic", minlvl = 30, st = 2084, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m4"] = {atk = "Stun Spore", minlvl = 30, st = 2085, cd = 3, min = 0, max = 0, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m5"] = {atk = "Poison Powder", minlvl = 30, st = 2086, cd = 3, min = 0, max = 0, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m6"] = {atk = "Sleep Powder", minlvl = 30, st = 2087, cd = 3, min = 0, max = 0, damage = COMBAT_EARTHDAMAGE, target = false, pz = false}, ["m7"] = {atk = "Psybeam", minlvl = 30, st = 2088, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = false, pz = false}, ["m8"] = {atk = "Confusion", minlvl = 30, st = 2089, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = false, pz = false}, }, ["Weedle"] = { ["m1"] = {atk = "Horn Attack", minlvl = 1, st = 2090, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "String Shot", minlvl = 1, st = 2091, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m3"] = {atk = "Poison Sting", minlvl = 1, st = 2092, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, }, ["Kakuna"] = { ["m1"] = {atk = "Bug Bite", minlvl = 10, st = 2093, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "String Shot", minlvl = 10, st = 2094, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m3"] = {atk = "Poison Sting", minlvl = 10, st = 2095, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m4"] = {atk = "Harden", minlvl = 10, st = 2096, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = true}, }, ["Beedrill"] = { ["m1"] = {atk = "Fury Cutter", minlvl = 10, st = 2097, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m2"] = {atk = "String Shot", minlvl = 10, st = 2098, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m3"] = {atk = "Poison Sting", minlvl = 10, st = 2099, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m4"] = {atk = "Pin Missile", minlvl = 10, st = 2100, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m5"] = {atk = "Rage", minlvl = 10, st = 2101, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, ["m6"] = {atk = "Strafe", minlvl = 10, st = 2102, cd = 3, min = 100, max = 200, damage = COMBAT_PHYSICALDAMAGE, target = true, pz = false}, }, } function onSay(cid, words, param) if #getCreatureSummons(cid) == 0 then return doPlayerSendCancel(cid, "You do not have any pokemon.") end local poke = d[getCreatureName(getCreatureSummons(cid)[1])][words] if not poke then return true end local storage = poke.st local exst = 16265 local cdexst = 0.5 local cd = math.ceil(poke.cd/2) local pet = getCreatureSummons(cid)[1] local target = getCreatureTarget(cid) local look = getCreatureLookDir(pet) local position = getThingPos(pet) if getTilePzInfo(getCreaturePosition(pet)) and poke.pz == false then return doPlayerSendCancel(cid, "Not Attack in protection zone.") end if getPlayerLevel(cid) < poke.minlvl then return doPlayerSendTextMessage(cid, 19, "Your need level "..poke.minlvl.." to use " ..poke.atk..".") end if os.time()-getPlayerStorageValue(cid, storage) <= cd then minutes,seconds = getTime(cd-(os.time()-getPlayerStorageValue(cid, storage))) return doPlayerSendTextMessage(cid, 27, "Wait "..seconds.." seconds to use "..poke.atk..".") end if target == 0 and poke.target then return doPlayerSendTextMessage(cid, 19, "This Pokemon Attack need any target.") end if os.time()-getPlayerStorageValue(cid, exst) <= cdexst then minutes,seconds = getTime(cdexst-(os.time()-getPlayerStorageValue(cid, exst))) return doPlayerSendCancel(cid, "Poke exhausted") end local critico = math.random(100) < 10 and 2 or 1 --ATTACKS if poke.atk == "Quick Attack" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 1 then return doPlayerSendCancel(cid, "Target is far away.") end doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 148) elseif poke.atk == "Razor Leaf" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 5 then return doPlayerSendCancel(cid, "Target is far away.") end doSendDistanceShoot(getCreaturePosition(pet), getCreaturePosition(target), 4) doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 79) elseif poke.atk == "Vine Whip" then local effects = { [0] = 80, [1] = 83, [2] = 81, [3] = 82 } doAreaCombatHealth(pet, poke.damage, getThingPos(pet), areadirecion1[look], -poke.min, -poke.max * critico, effects[look]) elseif poke.atk == "Headbutt" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 1 then return doPlayerSendCancel(cid, "Target is far away.") end doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 111) elseif poke.atk == "Leech Seed" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 5 then return doPlayerSendCancel(cid, "Target is far away.") end doSendDistanceShoot(getCreaturePosition(pet), getCreaturePosition(target), 6) doSendAnimatedText(getCreaturePosition(target), "POISON", 66) addEvent(Poison, 500, target, 45, 5) elseif poke.atk == "Solar Beam" then local a = { [0] = {x = 0, y = -1, effect={[1]=94,[2]=93,[3]=93,[4]=95}}, [1] = {x = 1, y = 0, effect={[1]=86,[2]=88,[3]=88,[4]=87}}, [2] = {x = 0, y = 1, effect={[1]=91,[2]=93,[3]=93,[4]=92}}, [3] = {x = -1, y = 0, effect={[1]=89,[2]=88,[3]=88,[4]=90}} } for i = 1,4 do doSendMagicEffect({x = position.x + a[look].x*i, y = position.y + a[look].y*i, z = position.z}, a[look].effect[i]) end doAreaCombatHealth(pet, poke.damage, getThingPos(pet), areadirecion2[look], -poke.min, -poke.max * critico, 59) elseif poke.atk == "Stun Spore" then local d = getCreaturesInRange(getThingPos(pet), 1, 1, 1, 0) for _,pid in pairs(d) do Paralize(pid) end doAreaCombatHealth(pet, poke.damage, getThingPos(pet), area2, -poke.min, -poke.max * critico, 85) elseif poke.atk == "Poison Powder" then local d = getCreaturesInRange(getThingPos(pet), 1, 1, 1, 0) for _,pid in pairs(d) do doSendAnimatedText(getCreaturePosition(pid), "POISON", 66) Poison(pid, 8, 5) end doAreaCombatHealth(pet, poke.damage, getThingPos(pet), area2, -poke.min, -poke.max * critico, 84) elseif poke.atk == "Sleep Powder" then local d = getCreaturesInRange(getThingPos(pet), 1, 1, 1, 0) for _,pid in pairs(d) do Sleep(pid) end doAreaCombatHealth(pet, poke.damage, getThingPos(pet), area2, -poke.min, -poke.max * critico, 27) elseif poke.atk == "Leaf Storm" then local d = getCreaturesInRange(getThingPos(pet), 3, 3, 1, 0) for _,pid in pairs(d) do for i = 1, 4 do if i == 1 then addEvent(doAreaCombatHealth, 400, pet, poke.damage, getThingPos(pid), 0, -poke.min, -poke.max * critico, 79) doSendDistanceShoot(getPosToStorm(getCreaturePosition(pid)), getCreaturePosition(pid), 4) else addEvent(doAreaCombatHealth, i*800 ,pet, poke.damage, getThingPos(pid), 0, -poke.min, -poke.max * critico, 79) addEvent(doSendDistanceShoot, i*600, getPosToStorm(getCreaturePosition(pid)), getCreaturePosition(pid), 4) end end end elseif poke.atk == "Scratch" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 1 then return doPlayerSendCancel(cid, "Target is far away.") end doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 142) elseif poke.atk == "Ember" then doAreaCombatHealth(pet, poke.damage, getThingPos(pet), area2, -poke.min, -poke.max * critico, 15) elseif poke.atk == "Flamethrower" then local effects = { [0] = 55, [1] = 58, [2] = 56, [3] = 57 } doAreaCombatHealth(pet, poke.damage, getThingPos(pet), areadirecion1[look], -poke.min, -poke.max * critico, effects[look]) elseif poke.atk == "Fire Ball" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 5 then return doPlayerSendCancel(cid, "Target is far away.") end doSendDistanceShoot(getCreaturePosition(pet), getCreaturePosition(target), 3) doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 5) elseif poke.atk == "Fire Blast" then local a = { [0] = {x = 0, y = -1, effect= 60}, [1] = {x = 1, y = 0, effect= 61}, [2] = {x = 0, y = 1, effect= 62}, [3] = {x = -1, y = 0, effect= 63} } for i = 1,8 do if i == 1 then doSendMagicEffect({x = position.x + a[look].x*i, y = position.y + a[look].y*i, z = position.z}, a[look].effect) doAreaCombatHealth(pet, poke.damage, getThingPos(pet), areadirecion3[look], -poke.min, -poke.max * critico, 15) else addEvent(doSendMagicEffect, i*300, {x = position.x + a[look].x*i, y = position.y + a[look].y*i, z = position.z}, a[look].effect) addEvent(doAreaCombatHealth, i*300, pet, poke.damage, getThingPos(pet), areadirecion3[look], -poke.min, -poke.max * critico, 15) end end elseif poke.atk == "Rage" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 1 then return doPlayerSendCancel(cid, "Target is far away.") end for i = 1,4 do if i == 1 then doSendMagicEffect(position, 168) doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 142) else addEvent(doAreaCombatHealth, i*500, pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 142) end end elseif poke.atk == "Fire Fang" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 1 then return doPlayerSendCancel(cid, "Target is far away.") end doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 146) addEvent(doAreaCombatHealth, 200, pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 15) addEvent(doAreaCombatHealth, 400, pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 15) elseif poke.atk == "Dragon Claw" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 1 then return doPlayerSendCancel(cid, "Target is far away.") end doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 141) elseif poke.atk == "Magma Storm" then doAreaCombatHealth(pet, poke.damage, getThingPos(pet), area2, -poke.min, -poke.max * critico, 36) addEvent(doAreaCombatHealth, 800, pet, poke.damage, getThingPos(pet), area1, -poke.min, -poke.max * critico, 6) elseif poke.atk == "Wing Attack" then doAreaCombatHealth(pet, poke.damage, getThingPos(pet), area2, -poke.min, -poke.max * critico, 115) addEvent(doAreaCombatHealth, 500, pet, poke.damage, getThingPos(pet), area1, -poke.min, -poke.max * critico, 42) elseif poke.atk == "Bubbles" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 5 then return doPlayerSendCancel(cid, "Target is far away.") end doSendDistanceShoot(getCreaturePosition(pet), getCreaturePosition(target), 2) doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 68) elseif poke.atk == "Water Gun" then local a = { [0] = {x = 0, y = -1, effect={[1]=74,[2]=75,[3]=75,[4]=76}}, [1] = {x = 1, y = 0, effect={[1]=69,[2]=70,[3]=70,[4]=71}}, [2] = {x = 0, y = 1, effect={[1]=77,[2]=75,[3]=75,[4]=78}}, [3] = {x = -1, y = 0, effect={[1]=72,[2]=70,[3]=70,[4]=73}} } for i = 1,4 do doSendMagicEffect({x = position.x + a[look].x*i, y = position.y + a[look].y*i, z = position.z}, a[look].effect[i]) end doAreaCombatHealth(pet, poke.damage, getThingPos(pet), areadirecion2[look], -poke.min, -poke.max * critico, 59) elseif poke.atk == "Waterball" then for i = 1,5 do if i == 1 then addEvent(doAreaCombatHealth, 200 ,pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 68) doSendDistanceShoot(getPosToStorm(getCreaturePosition(target)), getCreaturePosition(target), 2) else addEvent(doAreaCombatHealth, i*700 ,pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 68) addEvent(doSendDistanceShoot, i*500, getPosToStorm(getCreaturePosition(target)), getCreaturePosition(target), 2) end end elseif poke.atk == "Aqua Tail" then doAreaCombatHealth(pet, poke.damage, getThingPos(pet), area2, -poke.min, -poke.max * critico, 160) elseif poke.atk == "Hydro Cannon" then local a = { [0] = {x = 0, y = -1, effect={[1]=74,[2]=75,[3]=75,[4]=75,[5]=75,[6]=75,[7]=75,[8]=76}}, [1] = {x = 1, y = 0, effect={[1]=69,[2]=70,[3]=70,[4]=70,[5]=70,[6]=70,[7]=70,[8]=71}}, [2] = {x = 0, y = 1, effect={[1]=77,[2]=75,[3]=75,[4]=75,[5]=75,[6]=75,[7]=75,[4]=78}}, [3] = {x = -1, y = 0, effect={[1]=72,[2]=70,[3]=70,[4]=70,[5]=70,[6]=70,[7]=70,[8]=73}} } for i = 1,8 do doSendMagicEffect({x = position.x + a[look].x*i, y = position.y + a[look].y*i, z = position.z}, a[look].effect[i]) end doAreaCombatHealth(pet, poke.damage, getThingPos(pet), areadirecion3[look], -poke.min, -poke.max * critico, 59) elseif poke.atk == "Harden" then function Harden(cid, rounds) if rounds == 0 then return false end if #getCreatureSummons(cid) == 0 then return false end doSendMagicEffect(getCreaturePosition(getCreatureSummons(cid)[1]), 144) return addEvent(Harden, 1000, cid, rounds-1) end addEvent(Harden, 500, cid, 40) elseif poke.atk == "Surf" then local a = { [0] = {x = 0, y = -1, effect= 66}, [1] = {x = 1, y = 0, effect= 67}, [2] = {x = 0, y = 1, effect= 64}, [3] = {x = -1, y = 0, effect= 65} } for i = 1,8 do if i == 1 then doSendMagicEffect({x = position.x + a[look].x*i, y = position.y + a[look].y*i, z = position.z}, a[look].effect) doAreaCombatHealth(pet, poke.damage, getThingPos(pet), areadirecion3[look], -poke.min, -poke.max * critico, 68) else addEvent(doSendMagicEffect, i*300, {x = position.x + a[look].x*i, y = position.y + a[look].y*i, z = position.z}, a[look].effect) addEvent(doAreaCombatHealth, i*300, pet, poke.damage, getThingPos(pet), areadirecion3[look], -poke.min, -poke.max * critico, 68) end end elseif poke.atk == "Hydropump" then local a = { [0] = {x = 0, y = -1, effect={[1]=74,[2]=75,[3]=75,[4]=75,[5]=75,[6]=75,[7]=75,[8]=76}}, [1] = {x = 1, y = 0, effect={[1]=69,[2]=70,[3]=70,[4]=70,[5]=70,[6]=70,[7]=70,[8]=71}}, [2] = {x = 0, y = 1, effect={[1]=77,[2]=75,[3]=75,[4]=75,[5]=75,[6]=75,[7]=75,[4]=78}}, [3] = {x = -1, y = 0, effect={[1]=72,[2]=70,[3]=70,[4]=70,[5]=70,[6]=70,[7]=70,[8]=73}} } for i = 1,8 do doSendMagicEffect({x = position.x + a[look].x*i, y = position.y + a[look].y*i, z = position.z}, a[look].effect[i]) end doAreaCombatHealth(pet, poke.damage, getThingPos(pet), areadirecion3[look], -poke.min, -poke.max * critico, 68) addEvent(doAreaCombatHealth, 400, pet, poke.damage, getThingPos(pet), areadirecion3[look], -poke.min, -poke.max * critico, 33) elseif poke.atk == "String Shot" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 5 then return doPlayerSendCancel(cid, "Target is far away.") end doSendDistanceShoot(getCreaturePosition(pet), getCreaturePosition(target), 23) doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 137) Paralize(target) elseif poke.atk == "Bug Bite" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 1 then return doPlayerSendCancel(cid, "Target is far away.") end doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 146) elseif poke.atk == "Whirlwind" then doAreaCombatHealth(pet, poke.damage, getThingPos(pet), areadirecion4[look], -poke.min, -poke.max * critico, 42) elseif poke.atk == "Super Sonic" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 5 then return doPlayerSendCancel(cid, "Target is far away.") end for i = 1, 3 do if i == 1 then doSendDistanceShoot(getCreaturePosition(pet), getCreaturePosition(target), 24) else addEvent(doSendDistanceShoot, i * 200, getCreaturePosition(pet), getCreaturePosition(target), 24) end end addEvent(doSendAnimatedText, 500, getCreaturePosition(target), "CONF", 210) addEvent(Confused, 500, target, 15) elseif poke.atk == "Psybeam" then local a = { [0] = {x = 0, y = -1, effect={[1]=108,[2]=109,[3]=109,[4]=108}}, [1] = {x = 1, y = 0, effect={[1]=106,[2]=107,[3]=107,[4]=106}}, [2] = {x = 0, y = 1, effect={[1]=109,[2]=108,[3]=108,[4]=109}}, [3] = {x = -1, y = 0, effect={[1]=107,[2]=106,[3]=106,[4]=107}} } for i = 1,4 do doSendMagicEffect({x = position.x + a[look].x*i, y = position.y + a[look].y*i, z = position.z}, a[look].effect[i]) end doAreaCombatHealth(pet, poke.damage, getThingPos(pet), areadirecion2[look], -poke.min, -poke.max * critico, 59) elseif poke.atk == "Confusion" then doAreaCombatHealth(pet, poke.damage, getThingPos(pet), area3, -poke.min, -poke.max * critico, 136) elseif poke.atk == "Horn Attack" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 1 then return doPlayerSendCancel(cid, "Target is far away.") end doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 111) elseif poke.atk == "Poison Sting" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 5 then return doPlayerSendCancel(cid, "Target is far away.") end doSendDistanceShoot(getCreaturePosition(pet), getCreaturePosition(target), 15) doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 9) elseif poke.atk == "Fury Cutter" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 1 then return doPlayerSendCancel(cid, "Target is far away.") end doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 110) addEvent(doAreaCombatHealth, 500, pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 110) elseif poke.atk == "Pin Missile" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 5 then return doPlayerSendCancel(cid, "Target is far away.") end for i = 1, 3 do if i == 1 then doSendDistanceShoot(getCreaturePosition(pet), getCreaturePosition(target), 13) doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 137) else addEvent(doSendDistanceShoot, i * 200, getCreaturePosition(pet), getCreaturePosition(target), 13) addEvent(doAreaCombatHealth, i * 200, pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, 137) end end elseif poke.atk == "Strafe" then if getDistanceBetween(getCreaturePosition(pet), getCreaturePosition(target)) > 1 then return doPlayerSendCancel(cid, "Target is far away.") end local dd = {142, 111, 110, 148} for i = 1,6 do af = math.random(4) if i == 1 then doAreaCombatHealth(pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, dd[af]) else addEvent(doAreaCombatHealth, i*500, pet, poke.damage, getThingPos(target), 0, -poke.min, -poke.max * critico, dd[af]) end end end -- END ATTACKS doPlayerSay(cid, getCreatureName(pet)..", use "..poke.atk..".", 1) setPlayerStorageValue(cid, storage, os.time()+cd) setPlayerStorageValue(cid, exst, os.time()+cdexst) local atknotcritic = {"Harden", "Poison Powder", "Sleep Powder", "Super Sonic", "Stun Spore"} if critico == 2 and not isInArray(atknotcritic, poke.atk) then doSendAnimatedText(getCreaturePosition(cid), "CRITICAL", 144) end return true end New Tag : <talkaction words="m1;m2;m3;m4;m5;m6;m7;m8;m9;m10;m11;m12" hide="yes" event="script" value="moves.lua"/> Pokemons Configurados [15/151] : #Bulbasaur #Ivysaur #Venusaur #Charmander #Charmeleon #Charizard #Squirtle #Wartortle #Blastoise #Caterpie #Metapod #Butterfree #Weedle #Kakuna #Beedrill Editado Fevereiro 8, 2011 por xotservx Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/ Compartilhar em outros sites More sharing options...
paulgrande 23 Postado Janeiro 5, 2011 Share Postado Janeiro 5, 2011 (editado) BOa cara fiko 10 repp+++ Editado Janeiro 5, 2011 por PaulGrande Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984742 Compartilhar em outros sites More sharing options...
phelipericardao 4 Postado Janeiro 5, 2011 Share Postado Janeiro 5, 2011 Paulgrande em 1 mais eutbm quero dizer que mais rep claro vlw muito ! Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984766 Compartilhar em outros sites More sharing options...
peewee 77 Postado Janeiro 5, 2011 Share Postado Janeiro 5, 2011 Gostei da sua atitude xotservx, eu havia ficado com raiva do seu comentário sobre sistema que eu havia editado, eu tinha falado se não gostou faça melhor. Pois bem você fez melhor, não foi igual alguns que falaram mal e não fizeram nada. Bem o que posso dizer Rep+ e meus parabéns. Bota os créditos do mock e mkalo senão depois vem alguém enchendo o saco. Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984856 Compartilhar em outros sites More sharing options...
rDs7008 47 Postado Janeiro 5, 2011 Share Postado Janeiro 5, 2011 (editado) aonde eu configuro o level para usar cada spell ? ----------------------- u.U esquece eu olhei direito e achei Editado Janeiro 5, 2011 por RicardoSohnn Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984862 Compartilhar em outros sites More sharing options...
meubk 257 Postado Janeiro 5, 2011 Autor Share Postado Janeiro 5, 2011 (editado) , isso aew Pewee, kkk Editado Janeiro 5, 2011 por xotservx Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984868 Compartilhar em outros sites More sharing options...
gabrsousa 0 Postado Janeiro 5, 2011 Share Postado Janeiro 5, 2011 Nossa cara te Amo =D rep + Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984885 Compartilhar em outros sites More sharing options...
fronzer 0 Postado Janeiro 5, 2011 Share Postado Janeiro 5, 2011 (editado) So n Consegui Aruma Os Atakes De Distancia , Mais Dps Do Uma Olhada ake. Vlw Ae Pelo Script , Nota 10 =D . Rep++ -------EDIT: Tem Como Colocar As Animaçoes Dos Poderes , Tipo o Razor Leaf , O Pokemon Taca Umas Folhas. Editado Janeiro 5, 2011 por fronzer Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984886 Compartilhar em outros sites More sharing options...
meubk 257 Postado Janeiro 5, 2011 Autor Share Postado Janeiro 5, 2011 ["Bulbasaur"] = {attackname = "Razor Leaf", level = 20, storage = 2000, cd = 5, atkmin = 20, atkmax = 40, range = 8, typeattack = "distance", effecta = 79 , effectd = 4, type = COMBAT_EARTHDAMAGE} tá aew o Razor leaf, em distancia o effectd = é o effeito de atirar, e o effecta = é o efeito de qndo acertar no monstro... fui. Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984899 Compartilhar em outros sites More sharing options...
gabrsousa 0 Postado Janeiro 5, 2011 Share Postado Janeiro 5, 2011 ow nao to conseguindo cria outra Ms para outro pokemon Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984926 Compartilhar em outros sites More sharing options...
meubk 257 Postado Janeiro 5, 2011 Autor Share Postado Janeiro 5, 2011 erro no console ? e qndo adc + atakes sempre tem que colocar uma virgula no final, vc está colocando.. exemplo : ["Bulbasaur"] = {attackname = "Quick Attack", level = 20, storage = 2000, cd = 5, atkmin = 20, atkmax = 40, range = 1, typeattack = "intarget", effecta = 111, type = COMBAT_PHYSICALDAMAGE}, ["Charmander"] = {attackname = "Scratch", level = 20, storage = 2001, cd = 5, atkmin = 20, atkmax = 40, range = 1, typeattack = "intarget", effecta = 111, type = COMBAT_PHYSICALDAMAGE}, ["Squirtle"] = {attackname = "Headbutt", level = 20, storage = 2002, cd = 5, atkmin = 20, atkmax = 40, range = 1, typeattack = "intarget", effecta = 141, type = COMBAT_PHYSICALDAMAGE} somente no ultimo naum precisará de virgula.. Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984930 Compartilhar em outros sites More sharing options...
xxxjucaxxx 0 Postado Janeiro 5, 2011 Share Postado Janeiro 5, 2011 - System M1 - Autor : XotservXTestado : TFS 0.3.6 , 8.54 Olá hoje venho trazer o sistema de moves de pokemon , por talk, feito por min, e ja vow manda um tutorial de editar function isSummon(uid) return uid ~= getCreatureMaster(uid) or false end function doSendMagicEffectInArea(pos,effect,area,cid) -- Function by mock local centro = {} centro.y = math.floor(table.getn(area)/2)+1 for y = 1, table.getn(area) do for x = 1, table.getn(area[y]) do if area[y][x] > 0 then centro.x = math.floor(table.getn(area[y])/2)+1 if type(effect) == 'table' then doSendMagicEffect({x=pos.x+x-centro.x,y=pos.y+y-centro.y,z= pos.z},(effect[area[y][x]] or 0),cid) else doSendMagicEffect({x=pos.x+x-centro.x,y=pos.y+y-centro.y,z= pos.z},effect or 0,cid) end end end end return true end function getTime(s) -- by : Mkalo. local n = math.floor(s / 60) s = s - (60 * n) return n, s end -- AREAS -- local arr1 = { {1, 1, 1}, {1, 0, 1}, {1, 1, 1}, } -- M1 System, by: XotserX. -- local pokes = { ["Bulbasaur"] = {attackname = "Quick Attack", level = 20, storage = 2000, cd = 5, atkmin = 20, atkmax = 40, range = 1, typeattack = "intarget", effecta = 111, type = COMBAT_PHYSICALDAMAGE} } function onSay(cid, words, param, target) if #getCreatureSummons(cid) == 0 then return doPlayerSendCancel(cid, "You do not have any pokemon.") end if getPlayerStorageValue(cid, 102032) == 1 then doPlayerSendCancel(cid, "Your pokemon is exhausted.") doSendMagicEffect(getCreaturePosition(cid), 2) return true end for i,x in pairs(pokes) do local storage = x.storage local cd = x.cd if getCreatureSummons(cid) ~= 0 then if not getTilePzInfo(getPlayerPosition(cid)) then if getCreatureName(getCreatureSummons(cid)[1]) == i then if getCreatureTarget(cid) ~= 0 then if not isSummon(getCreatureTarget(cid)) or not isPlayer(getCreatureTarget(cid)) then if getPlayerLevel(cid) >= x.level then if os.time()-getPlayerStorageValue(cid, storage) <= cd then minutes,seconds = getTime(cd-(os.time()-getPlayerStorageValue(cid, storage))) return doPlayerSendTextMessage(cid, 27, "You need to wait ".. seconds .. " seconds to use " ..x.attackname..".") end if x.typeattack == "distance" then if getDistanceBetween(getCreaturePosition(getCreatureSummons(cid)[1]), getCreaturePosition(getCreatureTarget(cid))) <= x.range then doSendDistanceShoot(getCreaturePosition(getCreatureSummons(cid)[1]), getCreaturePosition(getCreatureTarget(cid)), x.effectd) doSendMagicEffect(getCreaturePosition(getCreatureTarget(cid)), x.effecta) doAreaCombatHealth(getCreatureSummons(cid)[1], x.type, getCreaturePosition(getCreatureTarget(cid)), x.arr, -(x.atkmin+getPlayerLevel(cid)), -(x.atkmax+getPlayerLevel(cid)), x.effecta) doCreatureSay(cid, ""..i..", "..x.attackname..".", 1) setPlayerStorageValue(cid, storage, os.time()+cd) setPlayerStorageValue(cid, 102032, 1) addEvent(setPlayerStorageValue, 1*1000, cid, 102032, -1) else doPlayerSendCancel(cid, "Target is far away.") doSendMagicEffect(getCreaturePosition(cid), 2) end return true end if x.typeattack == "area" then if getDistanceBetween(getCreaturePosition(getCreatureSummons(cid)[1]), getCreaturePosition(getCreatureTarget(cid))) <= x.range then doSendMagicEffectInArea(getCreaturePosition(getCreatureSummons(cid)[1]),x.effecta,x.arr) doAreaCombatHealth(getCreatureSummons(cid)[1], x.type, getCreaturePosition(getCreatureTarget(cid)), x.arr, -(x.atkmin+getPlayerLevel(cid)), -(x.atkmax+getPlayerLevel(cid)), x.effecta) doCreatureSay(cid,""..i..", "..x.attackname..".", 1) setPlayerStorageValue(cid, storage, os.time()+cd) setPlayerStorageValue(cid, 102032, 1) addEvent(setPlayerStorageValue, 1*1000, cid, 102032, -1) else doPlayerSendCancel(cid, "Target is far away.") doSendMagicEffect(getCreaturePosition(cid), 2) end return true end if x.typeattack == "direcion" then if getDistanceBetween(getCreaturePosition(getCreatureSummons(cid)[1]), getCreaturePosition(getCreatureTarget(cid))) <= x.range then if getCreatureLookDir(getCreatureSummons(cid)[1]) == 0 then doSendMagicEffect(getPositionByDirection(getCreaturePosition(getCreatureSummons(cid)[1]), 0, 1),x.effectdir0) doAreaCombatHealth(getCreatureSummons(cid)[1], x.type, getCreaturePosition(getCreatureTarget(cid)), x.arr, -(x.atkmin+getPlayerLevel(cid)), -(x.atkmax+getPlayerLevel(cid)), x.effecta) setPlayerStorageValue(cid, storage, os.time()+cd) doCreatureSay(cid,""..i..", "..x.attackname..".", 1) setPlayerStorageValue(cid, 102032, 1) addEvent(setPlayerStorageValue, 1*1000, cid, 102032, -1) elseif getCreatureLookDir(getCreatureSummons(cid)[1]) == 1 then doSendMagicEffect(getPositionByDirection(getCreaturePosition(getCreatureSummons(cid)[1]), 1, 1),x.effectdir1) doAreaCombatHealth(getCreatureSummons(cid)[1], x.type, getCreaturePosition(getCreatureTarget(cid)), x.arr, -(x.atkmin+getPlayerLevel(cid)), -(x.atkmax+getPlayerLevel(cid)), x.effecta) setPlayerStorageValue(cid, storage, os.time()+cd) doCreatureSay(cid,""..i..", "..x.attackname..".", 1) setPlayerStorageValue(cid, 102032, 1) addEvent(setPlayerStorageValue, 1*1000, cid, 102032, -1) elseif getCreatureLookDir(getCreatureSummons(cid)[1]) == 2 then doSendMagicEffect(getPositionByDirection(getCreaturePosition(getCreatureSummons(cid)[1]), 2, 1),x.effectdir2) doAreaCombatHealth(getCreatureSummons(cid)[1], x.type, getCreaturePosition(getCreatureTarget(cid)), x.arr, -(x.atkmin+getPlayerLevel(cid)), -(x.atkmax+getPlayerLevel(cid)), x.effecta) setPlayerStorageValue(cid, storage, os.time()+cd) doCreatureSay(cid,""..i..", "..x.attackname..".", 1) setPlayerStorageValue(cid, 102032, 1) addEvent(setPlayerStorageValue, 1*1000, cid, 102032, -1) elseif getCreatureLookDir(getCreatureSummons(cid)[1]) == 3 then doSendMagicEffect(getPositionByDirection(getCreaturePosition(getCreatureSummons(cid)[1]), 3, 1),x.effectdir3) doAreaCombatHealth(getCreatureSummons(cid)[1], x.type, getCreaturePosition(getCreatureTarget(cid)), x.arr, -(x.atkmin+getPlayerLevel(cid)), -(x.atkmax+getPlayerLevel(cid)), x.effecta) setPlayerStorageValue(cid, storage, os.time()+cd) doCreatureSay(cid,""..i..", "..x.attackname..".", 1) setPlayerStorageValue(cid, 102032, 1) addEvent(setPlayerStorageValue, 1*1000, cid, 102032, -1) end else doPlayerSendCancel(cid, "Target is far away.") doSendMagicEffect(getCreaturePosition(cid), 2) end return true end if x.typeattack == "intarget" then if getDistanceBetween(getCreaturePosition(getCreatureSummons(cid)[1]), getCreaturePosition(getCreatureTarget(cid))) <= x.range then doSendMagicEffect(getCreaturePosition(getCreatureTarget(cid)), x.effecta) doAreaCombatHealth(getCreatureSummons(cid)[1], x.type, getCreaturePosition(getCreatureTarget(cid)), x.arr, -(x.atkmin+getPlayerLevel(cid)), -(x.atkmax+getPlayerLevel(cid)), x.effecta) doCreatureSay(cid, ""..i..", "..x.attackname..".", 1) setPlayerStorageValue(cid, storage, os.time()+cd) setPlayerStorageValue(cid, 102032, 1) addEvent(setPlayerStorageValue, 1*1000, cid, 102032, -1) else doPlayerSendCancel(cid, "Target is far away.") doSendMagicEffect(getCreaturePosition(cid), 2) end return true end else doPlayerSendTextMessage(cid, 27, "You need level "..x.level.." to use " ..x.attackname..".") doSendMagicEffect(getCreaturePosition(cid), 2) return true end else doPlayerSendCancel(cid, "Invalid Target.") doSendMagicEffect(getCreaturePosition(cid), 2) return true end else doPlayerSendCancel(cid, "Target not is avalied.") doSendMagicEffect(getCreaturePosition(cid), 2) return true end end else doPlayerSendCancel(cid, "Do not Attack in Protection Zone.") doSendMagicEffect(getCreaturePosition(cid), 2) return true end else doPlayerSendCancel(cid, "You need pokemon to use attacks.") doSendMagicEffect(getCreaturePosition(cid), 2) return true end end return true end Configurando : 1° para adicionar mais ataques é simples na parte de loca pokes = { vcs vão adicionar a magia.. Se o Ataque for de distancia : ["Bulbasaur"] = {attackname = "Quick Attack", level = 20, storage = 2000, cd = 5, atkmin = 20, atkmax = 40, range = 8, typeattack = "distance", effecta = 0 , effectd = 0, type = COMBAT_PHYSICALDAMAGE} -- distancia se for de area : ["Bulbasaur"] = {attackname = "Quick Attack", level = 20, storage = 2000, cd = 5, atkmin = 20, atkmax = 40, range = 8, typeattack = "area", arr = arr1, effecta = 0, type = COMBAT_PHYSICALDAMAGE} -- area se for de direção : ["Bulbasaur"] = {attackname = "Quick Attack", level = 20, storage = 2000, cd = 5, atkmin = 20, atkmax = 40, range = 1, typeattack = "direcion", effectdir0 = 0, effectdir1 = 0, effectdir2 = 0, effectdir3 = 0, type = COMBAT_PHYSICALDAMAGE} -- direcão se for de ataque em cima do target : ["Bulbasaur"] = {attackname = "Quick Attack", level = 20, storage = 2000, cd = 5, atkmin = 20, atkmax = 40, range = 1, typeattack = "intarget", effecta = 111, type = COMBAT_PHYSICALDAMAGE} Adicionando + areas para adicionar mais areas só colocar : local arr1 = { {1, 1, 1}, {1, 0, 1}, {1, 1, 1}, } local arr2 = { {1, 1, 1}, {1, 0, 1}, {1, 1, 1}, } sempre aumentando 1 , e depois na tag do ataque pra usar é só configurar no arr = arr1 ou arr = arr2 ... Storage e Cd lembrando que na tabela storage = 2000 cada attack tem que ter uam storage diferente e o cd = 5 é o coldoown pra cada attack, sendo 5 em segundos. Dano para configurar o dano é simples atkmin e atk max... Range range é a distancia ki pode tar pra faser o attaque, sendo 1 para intarget, e o numero de cada sqm do lado para area. attacktype possiveis tipos : "area", "distance", "intarget", "direcion" -- como assima. tá ai, se alguem for capaz de configurar ele, , seja feliz... para adicionar + m1 m2 m3 m4 , só copiar e colar tag : <talkaction words="m1" hide="yes" event="script" value="m1.lua"/> #Créditos Mock , pela função doSendMagicEffectInAreaMatheusMkalo pela função getTime(s) Fuiii... Ajudei REP+ 1 pergunta ... como fasso pra editar o effect tpw do flamethower que sera do 55 ao 58 para virar em todos cantos por exemplo svke ... que vc usa flamethower vai pra frente ai vc quer usar de costas ele so vai pra frente ... ate agora não consegui em nenhum script de m1 se poder me ajudar ! Mais O System Fico 10+ Parabens ! Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984937 Compartilhar em outros sites More sharing options...
victorbeico 0 Postado Janeiro 5, 2011 Share Postado Janeiro 5, 2011 Como eu faço pra por os pokes dos players só atacando com m1,m2,etc ? (sounoob ;s) Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984940 Compartilhar em outros sites More sharing options...
meubk 257 Postado Janeiro 5, 2011 Autor Share Postado Janeiro 5, 2011 crie dois monstros , no xml vc coloca o mesmo nome , mais no arquibo se bota bulbasaur, e bulbasaur2, o bulbasaur2 se deixa com ataques , ai vc refáz, os das hunts, e o bulbasaur se deixa sem atakes, pq ai no catch, qndo ele pegar, ele vai adc o bulbasaur , pq o corpse do bulbasaur2 é igual o do 1 , naum sei se da pra faser no catch da thalia, num sei se lá configura corpse, mais no do mkalo vai de boua... Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984949 Compartilhar em outros sites More sharing options...
gmharea 3 Postado Janeiro 5, 2011 Share Postado Janeiro 5, 2011 (editado) Fiko muito bom Ja dei +REP o problema é que eu num saco quanto mais ou menos tem hit de cada poke e quais os ataques e talz.. enfim, não saco de spells, mas foi uma grande contribuição pros scripters do fórum, podendo no futuro alguem lancar completo até o m5 []'s @edit tava tentando fazer umas, é mó dificil, não encontro as animações das magias, mas se alguem souber e quiser me dá uma forcinha com uma lista dos efeitos da magia e me ensinando como fazer, se aprender eu vou usar a maior parte do tempo vago para terminar e pode crer que eu posto aqui no fórum pra galera... Meu MSN: ~~~> Sou_tjs_de_coracao@hotmail.com <~~ Editado Janeiro 5, 2011 por GMHareaOT Link para o comentário https://xtibia.com/forum/topic/148814-talkactionsystem-moves-15151/#findComment-984972 Compartilhar em outros sites More sharing options...
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