CO

[Crio] Peça Sua Spell Aqui

Por CoGames, 11 de dez. de 2011 em Scripts

otserv
tibia
129
19.3k
CoGamesC
15 de dezembro de 2011 às 17:36

#EDIT

 

Comentário Removido!

Editado Dezembro 15 por Cogames

15 de dezembro de 2011 às 18:04

@cogames, mais é pra poke tibia mesmo haha, se puder fazer agradeco.

KryzedK
15 de dezembro de 2011 às 18:06

Não intendi nada.

Mais vai uma dica: Você tem que ajudar por gostar de ajudar e por saber que está fazendo o certo, é claro que existem pessoas mal agradecidas e sem respeito, mais para isso a solução é simples, ignore-as.

Eu vi um pouco do seu trabalho no início do Tópico e é um belo trabalho, não se deixe abater por uns e outros que não tem consideração.

CoGamesC
15 de dezembro de 2011 às 20:21

@UP

Tipo, eu so meio novato ainda no XTibia, mas comecei fasendo esse post, ai eu ficava toda ora atualizando a pagina pra ve se abria um comment e etc... ai eu ficava mais tempo no XTibia quem em qualquer lugar...

____________________________________________________________________________________________________________________

@srboones

Eu não sei fazer spells para poketibia =//, só tive uma vez um servidor poketibia mas era um bem normalzão!

fpalexF
15 de dezembro de 2011 às 22:04

Nome:Boma

Cara queria uma otra spell, que quando o player fala o nome da spell, ele planta uma bomba no chão e explodi por 30 segundos, te dou rep++, cara e vlw por me ajudar na otra spell vc eh mt gente boa e eu ja te dei o rep+ clown.gif

versão do meu ot eh 8.60

Editado Dezembro 15 por mage alex

KennyConradK
16 de dezembro de 2011 às 10:02

bom mano tipo quero so que vc edita 1 spell pra min sem mexer nos hits dela quero que vc coloque ela pra heala o player que usa ela somente o player que usa a magia n heala envolta n ai tipo se vai colocar pra ela executar 2 açoes =)

quero que heala de 300 a 1500 no maximo a spell ta ai embaixo ^^

 

local combat = createCombatObject()

setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)

setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA)

setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -19.1, -50, -19.2, -50)

 

local arr = {

{1, 1, 1},

{1, 2, 1},

{1, 1, 1}

}

 

local area = createCombatArea(arr)

setCombatArea(combat, area)

 

function onCastSpell(cid, var)

return doCombat(cid, combat, var)

end

 

bom mano tipo quero so que vc edita 1 spell pra min sem mexer nos hits dela quero que vc coloque ela pra heala o player que usa ela somente o player que usa a magia n heala envolta n ai tipo se vai colocar pra ela executar 2 açoes =)

quero que heala de 300 a 1500 no maximo a spell ta ai embaixo ^^

 

local combat = createCombatObject()

setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)

setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA)

setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -19.1, -50, -19.2, -50)

 

local arr = {

{1, 1, 1},

{1, 2, 1},

{1, 1, 1}

}

 

local area = createCombatArea(arr)

setCombatArea(combat, area)

 

function onCastSpell(cid, var)

return doCombat(cid, combat, var)

end

japavrb15J
16 de dezembro de 2011 às 11:23

sabe fazer spells pra pokemon?

 

________________________________________

 

vc so saber mexe com spellmaker?

 

__________________________________________

 

kero 1 spell q vai girando no boneco tipó

 

kero 1 area de +/-

 

{0,0,0,0,0,0,0,0,0,0,0},

{0,0,0,0,1,1,1,0,0,0,0},

{0,0,0,1,1,1,1,1,0,0,0},

{0,0,1,1,1,1,1,1,1,0,0},

{0,1,1,1,1,1,1,1,1,1,0},

{0,1,1,1,1,2,1,1,1,1,0},

{0,1,1,1,1,1,1,1,1,1,0},

{0,0,1,1,1,1,1,1,1,0,0},

{0,0,0,1,1,1,1,1,0,0,0},

{0,0,0,0,1,1,1,0,0,0,0},

{0,0,0,0,0,0,0,0,0,0,0},

}

 

kd sqm 1 efeito diferente

e quero q ele va rodando +/- numa velocidade de

300-600-900 etc

axo q vc sabe oq fazer :]

vale rep+

CoGamesC
16 de dezembro de 2011 às 11:39

@UP

Não uso SpellMaker, eu faço por script mesmo, sem programa nenhum!

Não sei fazer spells para pokemon, pois não sei os efeitos deles e etc...

 

Aqui está sua Spell:

 

 

 

--Spell by CoGames

local combat1 = createCombatObject()

setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatParam(combat1, COMBAT_PARAM_EFFECT, 42)

setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)

 

local combat2 = createCombatObject()

setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatParam(combat2, COMBAT_PARAM_EFFECT, 42)

setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)

 

local combat3 = createCombatObject()

setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatParam(combat3, COMBAT_PARAM_EFFECT, 42)

setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)

 

local combat4 = createCombatObject()

setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatParam(combat4, COMBAT_PARAM_EFFECT, 42)

setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)

 

local combat5 = createCombatObject()

setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatParam(combat5, COMBAT_PARAM_EFFECT, 41)

setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)

 

local combat6 = createCombatObject()

setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatParam(combat6, COMBAT_PARAM_EFFECT, 41)

setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)

 

local combat7 = createCombatObject()

setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatParam(combat7, COMBAT_PARAM_EFFECT, 41)

setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)

 

local combat8 = createCombatObject()

setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatParam(combat8, COMBAT_PARAM_EFFECT, 41)

setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)

 

arr1 = {

{0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0},

{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0},

{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1},

{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1},

{0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1},

{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},

}

 

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, 0, 3, 0, 1, 1, 1, 1},

{0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1},

{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1},

{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1},

{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0},

{0, 0, 0, 0, 0, 0, 1, 1, 1, 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, 0, 3, 0, 0, 0, 0, 0},

{1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0},

{1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},

{1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},

{0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},

{0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0},

}

 

 

arr4 = {

{0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0},

{0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0},

{1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0},

{1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0},

{1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0},

{1, 1, 1, 1, 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, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0},

{0, 0, 0, 0, 0, 0, 0, 1, 1, 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},

}

 

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, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 3, 0, 1, 1, 0, 0},

{0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0},

{0, 0, 0, 1, 1, 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},

}

 

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, 1, 1, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 1, 1, 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},

}

 

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, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 3, 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},

}

 

 

 

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)

setCombatArea(combat1, area1)

setCombatArea(combat2, area2)

setCombatArea(combat3, area3)

setCombatArea(combat4, area4)

setCombatArea(combat5, area5)

setCombatArea(combat6, area6)

setCombatArea(combat7, area7)

setCombatArea(combat8, area8)

 

local function onCastSpell1(parameters)

doCombat(parameters.cid, combat1, parameters.var)

end

 

local function onCastSpell2(parameters)

doCombat(parameters.cid, combat2, parameters.var)

end

local function onCastSpell3(parameters)

doCombat(parameters.cid, combat3, parameters.var)

end

 

local function onCastSpell4(parameters)

doCombat(parameters.cid, combat4, parameters.var)

end

 

local function onCastSpell5(parameters)

doCombat(parameters.cid, combat5, parameters.var)

end

 

local function onCastSpell6(parameters)

doCombat(parameters.cid, combat6, parameters.var)

end

local function onCastSpell7(parameters)

doCombat(parameters.cid, combat7, parameters.var)

end

 

local function onCastSpell8(parameters)

doCombat(parameters.cid, combat8, parameters.var)

end

 

 

function onCastSpell(cid, var)

local parameters = { cid = cid, var = var}

addEvent(onCastSpell1, 100, parameters)

addEvent(onCastSpell2, 600, parameters)

addEvent(onCastSpell3, 800, parameters)

addEvent(onCastSpell4, 1000, parameters)

addEvent(onCastSpell5, 100, parameters)

addEvent(onCastSpell6, 600, parameters)

addEvent(onCastSpell7, 800, parameters)

addEvent(onCastSpell8, 1000, parameters)

 

return TRUE

end

 

 

 

Nem vo mais pedi REP+ --'

 

________________________________________________________________________________________________________

@mage alex

Puts cara, eu lembro que já tinha feito uma spell dessas, mas esqueci onde ta =//

Editado Dezembro 16 por Cogames

japavrb15J
16 de dezembro de 2011 às 11:42

sabe mexer com spells de pokemon??

 

____________________________________

 

Vc sabe mexer com scripts ,sprites ou so spellmaker?

 

________________________________________

 

kero 1 spell q tipo gire no player

e va girando aumentando o sqm ate o que eu kero vo por a area

\/ ese e a area total q no final kero 1 explosao com effect 39

{0,0,0,0,0,0,0,0,0,0,0},

{0,0,0,0,1,1,1,0,0,0,0},

{0,0,0,1,1,1,1,1,0,0,0},

{0,0,1,1,1,1,1,1,1,0,0},

{0,1,1,1,1,1,1,1,1,1,0},

{0,1,1,1,1,2,1,1,1,1,0},

{0,1,1,1,1,1,1,1,1,1,0},

{0,0,1,1,1,1,1,1,1,0,0},

{0,0,0,1,1,1,1,1,0,0,0},

{0,0,0,0,1,1,1,0,0,0,0},

{0,0,0,0,0,0,0,0,0,0,0},

}

 

kero q va girando ate acabar a area e dps uma explosion..

sabe fzzer?

ganha rep+

 

 

_________________________________________________________

 

 

 

afdcc664393c479ea4e0fd7ff690db43.0.gif

 

Editado Dezembro 16 por XxJapanxX

CoGamesC
16 de dezembro de 2011 às 11:43

@UP, já fis sua spell em cima do teu comment!

japavrb15J
16 de dezembro de 2011 às 11:49

malz eu n vi

mas vc n entendeu...

 

spellmaker eu kiz dizer n programa

mas sim q faz spell...

 

e otra os pell ne exatamente oq eu tentei dizer

 

kero kd skm girando 1 elemento diferente

vai se pelomenos umas 55 areas diferentes effects

 

e no final uma explosion com effect 39

o script vai se bem enorme

eu to com preguiça de fazer... mas eu sei fzer

e to te ajudano pra da rep+ :D

se puder fzer

poupa meu tempo ^^

CoGamesC
16 de dezembro de 2011 às 12:59

puts mano, tbm to sem tempo pra fase scripts altonas =// mas tentei fase um aqui, da uma olhada:

 

 

 

 

--By CoGames

local combat1 = createCombatObject()

setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatParam(combat1, COMBAT_PARAM_EFFECT, 17)

setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -99.9, 99999, -99.9, 99999)

 

local distcombat1 = createCombatObject()

setCombatParam(distcombat1, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatParam(distcombat1, COMBAT_PARAM_EFFECT, 17)

setCombatParam(distcombat1, COMBAT_PARAM_DISTANCEEFFECT, 27)

setCombatFormula(distcombat1, COMBAT_FORMULA_LEVELMAGIC, -99.9, 99999, -99.9, 99999)

 

local function onCastSpell1(parameters)

doCombat(parameters.cid, distcombat1, parameters.var)

end

 

function onCastSpell(cid, var)

local parameters = { cid = cid, var = var}

addEvent(onCastSpell1, 100, parameters)

addEvent(onCastSpell1, 200, parameters)

addEvent(onCastSpell1, 300, parameters)

addEvent(onCastSpell1, 400, parameters)

addEvent(onCastSpell1, 500, parameters)

addEvent(onCastSpell1, 600, parameters)

addEvent(onCastSpell1, 700, parameters)

addEvent(onCastSpell1, 800, parameters)

addEvent(onCastSpell1, 900, parameters)

addEvent(onCastSpell1, 1000, parameters)

addEvent(onCastSpell1, 1100, parameters)

addEvent(onCastSpell1, 1200, parameters)

addEvent(onCastSpell1, 1300, parameters)

addEvent(onCastSpell1, 1400, parameters)

addEvent(onCastSpell1, 1500, parameters)

addEvent(onCastSpell1, 1600, parameters)

addEvent(onCastSpell1, 1700, parameters)

addEvent(onCastSpell1, 1800, parameters)

addEvent(onCastSpell1, 1900, parameters)

addEvent(onCastSpell1, 2000, parameters)

addEvent(onCastSpell1, 2100, parameters)

addEvent(onCastSpell1, 2200, parameters)

addEvent(onCastSpell1, 2300, parameters)

addEvent(onCastSpell1, 2400, parameters)

addEvent(onCastSpell1, 2500, parameters)

addEvent(onCastSpell1, 2600, parameters)

addEvent(onCastSpell1, 2700, parameters)

addEvent(onCastSpell1, 2800, parameters)

addEvent(onCastSpell1, 2900, parameters)

addEvent(onCastSpell1, 3000, parameters)

addEvent(onCastSpell1, 3100, parameters)

addEvent(onCastSpell1, 3200, parameters)

addEvent(onCastSpell1, 3300, parameters)

addEvent(onCastSpell1, 3400, parameters)

addEvent(onCastSpell1, 3500, parameters)

addEvent(onCastSpell1, 3600, parameters)

addEvent(onCastSpell1, 3700, parameters)

addEvent(onCastSpell1, 3800, parameters)

addEvent(onCastSpell1, 3900, parameters)

addEvent(onCastSpell1, 4000, parameters)

addEvent(onCastSpell1, 4100, parameters)

addEvent(onCastSpell1, 4200, parameters)

addEvent(onCastSpell1, 4300, parameters)

addEvent(onCastSpell1, 4400, parameters)

addEvent(onCastSpell1, 4500, parameters)

addEvent(onCastSpell1, 4600, parameters)

addEvent(onCastSpell1, 4700, parameters)

addEvent(onCastSpell1, 4800, parameters)

addEvent(onCastSpell1, 4900, parameters)

addEvent(onCastSpell1, 5100, parameters)

addEvent(onCastSpell1, 5200, parameters)

addEvent(onCastSpell1, 5300, parameters)

addEvent(onCastSpell1, 5400, parameters)

addEvent(onCastSpell1, 5500, parameters)

addEvent(onCastSpell1, 5600, parameters)

addEvent(onCastSpell1, 5700, parameters)

addEvent(onCastSpell1, 5800, parameters)

addEvent(onCastSpell1, 5900, parameters)

addEvent(onCastSpell1, 6000, parameters)

addEvent(onCastSpell1, 6100, parameters)

addEvent(onCastSpell1, 6200, parameters)

addEvent(onCastSpell1, 6300, parameters)

addEvent(onCastSpell1, 6400, parameters)

addEvent(onCastSpell1, 6500, parameters)

addEvent(onCastSpell1, 6600, parameters)

addEvent(onCastSpell1, 6700, parameters)

addEvent(onCastSpell1, 6800, parameters)

addEvent(onCastSpell1, 6900, parameters)

addEvent(onCastSpell1, 7000, parameters)

addEvent(onCastSpell1, 7100, parameters)

addEvent(onCastSpell1, 7200, parameters)

addEvent(onCastSpell1, 7300, parameters)

addEvent(onCastSpell1, 7400, parameters)

addEvent(onCastSpell1, 7500, parameters)

addEvent(onCastSpell1, 7600, parameters)

addEvent(onCastSpell1, 7700, parameters)

addEvent(onCastSpell1, 7800, parameters)

addEvent(onCastSpell1, 7900, parameters)

addEvent(onCastSpell1, 8000, parameters)

addEvent(onCastSpell1, 8100, parameters)

addEvent(onCastSpell1, 8200, parameters)

addEvent(onCastSpell1, 8300, parameters)

addEvent(onCastSpell1, 8400, parameters)

addEvent(onCastSpell1, 8500, parameters)

addEvent(onCastSpell1, 8600, parameters)

addEvent(onCastSpell1, 8700, parameters)

addEvent(onCastSpell1, 8800, parameters)

addEvent(onCastSpell1, 8900, parameters)

addEvent(onCastSpell1, 9000, parameters)

addEvent(onCastSpell1, 9100, parameters)

addEvent(onCastSpell1, 9200, parameters)

addEvent(onCastSpell1, 9300, parameters)

addEvent(onCastSpell1, 9400, parameters)

addEvent(onCastSpell1, 9500, parameters)

addEvent(onCastSpell1, 9600, parameters)

addEvent(onCastSpell1, 9700, parameters)

addEvent(onCastSpell1, 9800, parameters)

addEvent(onCastSpell1, 9900, parameters)

addEvent(onCastSpell1, 10000, parameters)

end

 

 

16 de dezembro de 2011 às 13:49

cara, vc poderia mudar tudo isso:

 

 

addEvent(onCastSpell1, 100, parameters)

addEvent(onCastSpell1, 200, parameters)

addEvent(onCastSpell1, 300, parameters)

addEvent(onCastSpell1, 400, parameters)

addEvent(onCastSpell1, 500, parameters)

addEvent(onCastSpell1, 600, parameters)

addEvent(onCastSpell1, 700, parameters)

addEvent(onCastSpell1, 800, parameters)

addEvent(onCastSpell1, 900, parameters)

addEvent(onCastSpell1, 1000, parameters)

addEvent(onCastSpell1, 1100, parameters)

addEvent(onCastSpell1, 1200, parameters)

addEvent(onCastSpell1, 1300, parameters)

addEvent(onCastSpell1, 1400, parameters)

addEvent(onCastSpell1, 1500, parameters)

addEvent(onCastSpell1, 1600, parameters)

addEvent(onCastSpell1, 1700, parameters)

addEvent(onCastSpell1, 1800, parameters)

addEvent(onCastSpell1, 1900, parameters)

addEvent(onCastSpell1, 2000, parameters)

addEvent(onCastSpell1, 2100, parameters)

addEvent(onCastSpell1, 2200, parameters)

addEvent(onCastSpell1, 2300, parameters)

addEvent(onCastSpell1, 2400, parameters)

addEvent(onCastSpell1, 2500, parameters)

addEvent(onCastSpell1, 2600, parameters)

addEvent(onCastSpell1, 2700, parameters)

addEvent(onCastSpell1, 2800, parameters)

addEvent(onCastSpell1, 2900, parameters)

addEvent(onCastSpell1, 3000, parameters)

addEvent(onCastSpell1, 3100, parameters)

addEvent(onCastSpell1, 3200, parameters)

addEvent(onCastSpell1, 3300, parameters)

addEvent(onCastSpell1, 3400, parameters)

addEvent(onCastSpell1, 3500, parameters)

addEvent(onCastSpell1, 3600, parameters)

addEvent(onCastSpell1, 3700, parameters)

addEvent(onCastSpell1, 3800, parameters)

addEvent(onCastSpell1, 3900, parameters)

addEvent(onCastSpell1, 4000, parameters)

addEvent(onCastSpell1, 4100, parameters)

addEvent(onCastSpell1, 4200, parameters)

addEvent(onCastSpell1, 4300, parameters)

addEvent(onCastSpell1, 4400, parameters)

addEvent(onCastSpell1, 4500, parameters)

addEvent(onCastSpell1, 4600, parameters)

addEvent(onCastSpell1, 4700, parameters)

addEvent(onCastSpell1, 4800, parameters)

addEvent(onCastSpell1, 4900, parameters)

addEvent(onCastSpell1, 5100, parameters)

addEvent(onCastSpell1, 5200, parameters)

addEvent(onCastSpell1, 5300, parameters)

addEvent(onCastSpell1, 5400, parameters)

addEvent(onCastSpell1, 5500, parameters)

addEvent(onCastSpell1, 5600, parameters)

addEvent(onCastSpell1, 5700, parameters)

addEvent(onCastSpell1, 5800, parameters)

addEvent(onCastSpell1, 5900, parameters)

addEvent(onCastSpell1, 6000, parameters)

addEvent(onCastSpell1, 6100, parameters)

addEvent(onCastSpell1, 6200, parameters)

addEvent(onCastSpell1, 6300, parameters)

addEvent(onCastSpell1, 6400, parameters)

addEvent(onCastSpell1, 6500, parameters)

addEvent(onCastSpell1, 6600, parameters)

addEvent(onCastSpell1, 6700, parameters)

addEvent(onCastSpell1, 6800, parameters)

addEvent(onCastSpell1, 6900, parameters)

addEvent(onCastSpell1, 7000, parameters)

addEvent(onCastSpell1, 7100, parameters)

addEvent(onCastSpell1, 7200, parameters)

addEvent(onCastSpell1, 7300, parameters)

addEvent(onCastSpell1, 7400, parameters)

addEvent(onCastSpell1, 7500, parameters)

addEvent(onCastSpell1, 7600, parameters)

addEvent(onCastSpell1, 7700, parameters)

addEvent(onCastSpell1, 7800, parameters)

addEvent(onCastSpell1, 7900, parameters)

addEvent(onCastSpell1, 8000, parameters)

addEvent(onCastSpell1, 8100, parameters)

addEvent(onCastSpell1, 8200, parameters)

addEvent(onCastSpell1, 8300, parameters)

addEvent(onCastSpell1, 8400, parameters)

addEvent(onCastSpell1, 8500, parameters)

addEvent(onCastSpell1, 8600, parameters)

addEvent(onCastSpell1, 8700, parameters)

addEvent(onCastSpell1, 8800, parameters)

addEvent(onCastSpell1, 8900, parameters)

addEvent(onCastSpell1, 9000, parameters)

addEvent(onCastSpell1, 9100, parameters)

addEvent(onCastSpell1, 9200, parameters)

addEvent(onCastSpell1, 9300, parameters)

addEvent(onCastSpell1, 9400, parameters)

addEvent(onCastSpell1, 9500, parameters)

addEvent(onCastSpell1, 9600, parameters)

addEvent(onCastSpell1, 9700, parameters)

addEvent(onCastSpell1, 9800, parameters)

addEvent(onCastSpell1, 9900, parameters)

addEvent(onCastSpell1, 10000, parameters)

 

 

por isso:

 

for i = 1, 100 do
addEvent(onCastSpell1, 100*i, parameters)
end

 

Não to querendo criticar, mas quanto mais você aprender melhor vão ser os seus scripts.

 

Siga o meu tutorial sobre loops: http://www.xtibia.co...60632-loopings/

Editado Dezembro 16 por Demonbholder

CoGamesC
16 de dezembro de 2011 às 15:15

@Demonbholder

Mas não entendo uma coisa, pra que diminui o script se ele ficará a mesma coisa? O mesmo efeito?

16 de dezembro de 2011 às 16:09

Pesa mais, usa mais memória.

 

Eu trabalho em um projeto, onde, por exemplo, um script desses nunca seria incorporado justamente por poder ser muito menor.

 

Siga o meu conselho e aprenda sobre loops.