Amigo, por favor posta o erro completo, ou tira print
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Grupo: Herói
Registrado: 14/12/10
Posts: 3.6k
Reputação: +846
Gênero: Masculino

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Grupo: Visconde
Registrado: 10/02/11
Posts: 377
Reputação: +78

Amigo, por favor posta o erro completo, ou tira print
editei la em cima
info
Grupo: Herói
Registrado: 14/12/10
Posts: 3.6k
Reputação: +846
Gênero: Masculino

Posta o script completo por favor.
info
Grupo: Visconde
Registrado: 10/02/11
Posts: 377
Reputação: +78

eu posto mas sao 515 linhas kkkk
-- Areas/Combat for 0ms
local combat1_lv1 = createCombatObject()
setCombatParam(combat1_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat1_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat1_lv1,createCombatArea({
{1, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 1}}))
local dfcombat1_lv1 = {CONST_ANI_FIRE,3,3,-3,3,-3,-3,3,-3}
-- Areas/Combat for 200ms
local combat2_lv1 = createCombatObject()
setCombatParam(combat2_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat2_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat2_lv1,createCombatArea({
{0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0}}))
local dfcombat2_lv1 = {CONST_ANI_FIRE,2,3,-3,2,-2,-3,3,-2}
-- Areas/Combat for 400ms
local combat3_lv1 = createCombatObject()
setCombatParam(combat3_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat3_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat3_lv1,createCombatArea({
{0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 2, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0}}))
local dfcombat3_lv1 = {CONST_ANI_FIRE,1,3,-3,1,-1,-3,3,-1}
-- Areas/Combat for 600ms
local combat4_lv1 = createCombatObject()
setCombatParam(combat4_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat4_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat4_lv1,createCombatArea({
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 2, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0}}))
local dfcombat4_lv1 = {CONST_ANI_FIRE,0,3,-3,0,0,-3,3,0}
-- Areas/Combat for 800ms
local combat5_lv1 = createCombatObject()
setCombatParam(combat5_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat5_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat5_lv1,createCombatArea({
{0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0}}))
local dfcombat5_lv1 = {CONST_ANI_FIRE,-1,3,-3,-1,1,-3,3,1}
-- Areas/Combat for 1000ms
local combat6_lv1 = createCombatObject()
setCombatParam(combat6_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat6_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat6_lv1,createCombatArea({
{0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0}}))
local dfcombat6_lv1 = {CONST_ANI_FIRE,-2,3,-3,-2,2,-3,3,2}
-- Areas/Combat for 1200ms
local combat7_lv1 = createCombatObject()
setCombatParam(combat7_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat7_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat7_lv1,createCombatArea({
{1, 0, 0, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 0, 0, 1}}))
local dfcombat7_lv1 = {CONST_ANI_FIRE,2,2,-2,2,-2,-2,2,-2}
-- Areas/Combat for 1400ms
local combat8_lv1 = createCombatObject()
setCombatParam(combat8_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat8_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat8_lv1,createCombatArea({
{0, 1, 0, 0, 0},
{0, 0, 0, 0, 1},
{0, 0, 2, 0, 0},
{1, 0, 0, 0, 0},
{0, 0, 0, 1, 0}}))
local dfcombat8_lv1 = {CONST_ANI_FIRE,1,2,-2,1,-1,-2,2,-1}
-- Areas/Combat for 1600ms
local combat9_lv1 = createCombatObject()
setCombatParam(combat9_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat9_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat9_lv1,createCombatArea({
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 2, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0}}))
local dfcombat9_lv1 = {CONST_ANI_FIRE,0,2,-2,0,0,-2,2,0}
-- Areas/Combat for 1800ms
local combat10_lv1 = createCombatObject()
setCombatParam(combat10_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat10_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat10_lv1,createCombatArea({
{0, 0, 0, 1, 0},
{1, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 0, 0, 1},
{0, 1, 0, 0, 0}}))
local dfcombat10_lv1 = {CONST_ANI_FIRE,-1,2,-2,-1,1,-2,2,1}
-- Areas/Combat for 2000ms
local combat11_lv1 = createCombatObject()
setCombatParam(combat11_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat11_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat11_lv1,createCombatArea({
{1, 0, 1},
{0, 2, 0},
{1, 0, 1}}))
local dfcombat1_lv1 = {CONST_ANI_FIRE,1,1,-1,1,-1,-1,1,-1}
-- Areas/Combat for 2200ms
local combat12_lv1 = createCombatObject()
setCombatParam(combat12_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat12_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat12_lv1,createCombatArea({
{0, 1, 0},
{1, 2, 1},
{0, 1, 0}}))
local dfcombat12_lv1 = {CONST_ANI_FIRE,0,1,-1,0,0,-1,1,0}
-- Areas/Combat for 2700ms
local combat13_lv1 = createCombatObject()
setCombatParam(combat13_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat13_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat13_lv1,createCombatArea({
{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
local dfcombat13_lv1 = {CONST_ANI_FIRE,1,-1,1,0,1,1,0,1,-1,1,-1,0,-1,-1,0,-1}
-- Areas/Combat for 3000ms
local combat14_lv1 = createCombatObject()
setCombatParam(combat14_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat14_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat14_lv1,createCombatArea({
{0, 1, 1, 1, 0},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{0, 1, 1, 1, 0}}))
local dfcombat14_lv1 = {CONST_ANI_FIRE,1,2,0,2,-1,2,-2,1,-2,0,-2,-1,-1,-2,0,-2,1,-2,2,-1,2,0,2,1}
-- Areas/Combat for 3300ms
local combat15_lv1 = createCombatObject()
setCombatParam(combat15_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat15_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat15_lv1,createCombatArea({
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 0, 0}}))
local dfcombat15_lv1 = {CONST_ANI_FIRE,1,3,0,3,-1,3,-2,2,-3,1,-3,0,-3,-1,-2,-2,-1,-3,0,-3,1,-3,2,-2,3,-1,3,0,3,1,2,2}
-- Areas/Combat for 3600ms
local combat16_lv1 = createCombatObject()
setCombatParam(combat16_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat16_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat16_lv1,createCombatArea({
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0}}))
local dfcombat16_lv1 = {CONST_ANI_FIRE,1,4,0,4,-1,4,-2,3,-3,2,-4,1,-4,0,-4,-1,-3,-2,-2,-3,-1,-4,0,-4,1,-4,2,-3,3,-2,4,-1,4,0,4,1,3,2,2,3}
-- Lv2
local combat0_lv2 = createCombatObject()
setCombatParam(combat0_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat0_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat0_lv2,createCombatArea({
{1, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 1}}))
local dfcombat0_lv2 = {47,3,3,-3,3,-3,-3,3,-3}
-- Areas/Combat for 200ms
local combat2_lv2 = createCombatObject()
setCombatParam(combat2_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat2_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat2_lv2,createCombatArea({
{0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0}}))
local dfcombat2_lv2 = {47,2,3,-3,2,-2,-3,3,-2}
-- Areas/Combat for 400ms
local combat4_lv2 = createCombatObject()
setCombatParam(combat4_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat4_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat4_lv2,createCombatArea({
{0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 2, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0}}))
local dfcombat4_lv2 = {47,1,3,-3,1,-1,-3,3,-1}
-- Areas/Combat for 600ms
local combat6_lv2 = createCombatObject()
setCombatParam(combat6_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat6_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat6_lv2,createCombatArea({
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 2, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0}}))
local dfcombat6_lv2 = {47,0,3,-3,0,0,-3,3,0}
-- Areas/Combat for 800ms
local combat8_lv2 = createCombatObject()
setCombatParam(combat8_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat8_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat8_lv2,createCombatArea({
{0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0}}))
local dfcombat8_lv2 = {47,-1,3,-3,-1,1,-3,3,1}
-- Areas/Combat for 1000ms
local combat10_lv2 = createCombatObject()
setCombatParam(combat10_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat10_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat10_lv2,createCombatArea({
{0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0}}))
local dfcombat10_lv2 = {47,-2,3,-3,-2,2,-3,3,2}
-- Areas/Combat for 1200ms
local combat12_lv2 = createCombatObject()
setCombatParam(combat12_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat12_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat12_lv2,createCombatArea({
{1, 0, 0, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 0, 0, 1}}))
local dfcombat12_lv2 = {47,2,2,-2,2,-2,-2,2,-2}
-- Areas/Combat for 1400ms
local combat14_lv2 = createCombatObject()
setCombatParam(combat14_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat14_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat14_lv2,createCombatArea({
{0, 1, 0, 0, 0},
{0, 0, 0, 0, 1},
{0, 0, 2, 0, 0},
{1, 0, 0, 0, 0},
{0, 0, 0, 1, 0}}))
local dfcombat14_lv2 = {47,1,2,-2,1,-1,-2,2,-1}
-- Areas/Combat for 1600ms
local combat16_lv2 = createCombatObject()
setCombatParam(combat16_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat16_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat16_lv2,createCombatArea({
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 2, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0}}))
local dfcombat16_lv2 = {47,0,2,-2,0,0,-2,2,0}
-- Areas/Combat for 1800ms
local combat18_lv2 = createCombatObject()
setCombatParam(combat18_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat18_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat18_lv2,createCombatArea({
{0, 0, 0, 1, 0},
{1, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 0, 0, 1},
{0, 1, 0, 0, 0}}))
local dfcombat18_lv2 = {47,-1,2,-2,-1,1,-2,2,1}
-- Areas/Combat for 2000ms
local combat20_lv2 = createCombatObject()
setCombatParam(combat20_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat20_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat20_lv2,createCombatArea({
{1, 0, 1},
{0, 2, 0},
{1, 0, 1}}))
local dfcombat20_lv2 = {47,1,1,-1,1,-1,-1,1,-1}
-- Areas/Combat for 2200ms
local combat22_lv2 = createCombatObject()
setCombatParam(combat22_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat22_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat22_lv2,createCombatArea({
{0, 1, 0},
{1, 2, 1},
{0, 1, 0}}))
local dfcombat22_lv2 = {47,0,1,-1,0,0,-1,1,0}
-- Areas/Combat for 2700ms
local combat27_lv2 = createCombatObject()
setCombatParam(combat27_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat27_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat27_lv2,createCombatArea({
{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
local dfcombat27_lv2 = {47,1,-1,1,0,1,1,0,1,-1,1,-1,0,-1,-1,0,-1}
-- Areas/Combat for 3000ms
local combat30_lv2 = createCombatObject()
setCombatParam(combat30_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat30_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat30_lv2,createCombatArea({
{0, 1, 1, 1, 0},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{0, 1, 1, 1, 0}}))
local dfcombat30_lv2 = {47,1,2,0,2,-1,2,-2,1,-2,0,-2,-1,-1,-2,0,-2,1,-2,2,-1,2,0,2,1}
-- Areas/Combat for 3300ms
local combat33_lv2 = createCombatObject()
setCombatParam(combat33_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat33_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat33_lv2,createCombatArea({
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 0, 0}}))
local dfcombat33_lv2 = {47,1,3,0,3,-1,3,-2,2,-3,1,-3,0,-3,-1,-2,-2,-1,-3,0,-3,1,-3,2,-2,3,-1,3,0,3,1,2,2}
-- Areas/Combat for 3600ms
local combat36_lv2 = createCombatObject()
setCombatParam(combat36_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat36_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat36_lv2,createCombatArea({
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0}}))
local dfcombat36_lv2 = {47,1,4,0,4,-1,4,-2,3,-3,2,-4,1,-4,0,-4,-1,-3,-2,-2,-3,-1,-4,0,-4,1,-4,2,-3,3,-2,4,-1,4,0,4,1,3,2,2,3}
-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
if (isCreature(cid)) then
doCombat(cid, c, var)
if (dirList ~= nil) then -- Emit distance effects
local i = 2;
while (i < #dirList) do
doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList,y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
i = i + 2
end
end
end
end
function onCastSpell(cid, var)
local startPos = getCreaturePosition(cid)
local spell_storage = 1243545
if getPlayerStorageValue(cid, spell_storage) < 100 then
RunPart(combat1_lv1,cid,var,dfcombat1_lv1,startPos)
addEvent(RunPart,200,combat2_lv1,cid,var,dfcombat2_lv1,startPos)
addEvent(RunPart,400,combat3_lv1,cid,var,dfcombat3_lv1,startPos)
addEvent(RunPart,600,combat4_lv1,cid,var,dfcombat4_lv1,startPos)
addEvent(RunPart,800,combat5_lv1,cid,var,dfcombat5_lv1,startPos)
addEvent(RunPart,1000,combat6_lv1,cid,var,dfcombat6_lv1,startPos)
addEvent(RunPart,1200,combat7_lv1,cid,var,dfcombat7_lv1,startPos)
addEvent(RunPart,1400,combat8_lv1,cid,var,dfcombat8_lv1,startPos)
addEvent(RunPart,1600,combat9_lv1,cid,var,dfcombat9_lv1,startPos)
addEvent(RunPart,1800,combat10_lv1,cid,var,dfcombat10_lv1,startPos)
addEvent(RunPart,2000,combat11_lv1,cid,var,dfcombat11_lv1,startPos)
addEvent(RunPart,2200,combat12_lv1,cid,var,dfcombat12_lv1,startPos)
addEvent(RunPart,2700,combat13_lv1,cid,var,dfcombat13_lv1,startPos)
addEvent(RunPart,3000,combat14_lv1,cid,var,dfcombat14_lv1,startPos)
addEvent(RunPart,3300,combat15_lv1,cid,var,dfcombat15_lv1,startPos)
addEvent(RunPart,3600,combat16_lv1,cid,var,dfcombat16_lv1,startPos)
setPlayerStorageValue(cid, spell_storage, getPlayerStorageValue(cid, spell_storage)+1)
elseif getPlayerStorageValue(cid, spell_storage) == 100 then
RunPart(combat0_lv2,cid,var,dfcombat0_lv2,startPos)
addEvent(RunPart,200,combat2_lv2,cid,var,dfcombat2_lv2,startPos)
addEvent(RunPart,400,combat4_lv2,cid,var,dfcombat4_lv2,startPos)
addEvent(RunPart,600,combat6_lv2,cid,var,dfcombat6_lv2,startPos)
addEvent(RunPart,800,combat8_lv2,cid,var,dfcombat8_lv2,startPos)
addEvent(RunPart,1000,combat10_lv2,cid,var,dfcombat10_lv2,startPos)
addEvent(RunPart,1200,combat12_lv2,cid,var,dfcombat12_lv2,startPos)
addEvent(RunPart,1400,combat14_lv2,cid,var,dfcombat14_lv2,startPos)
addEvent(RunPart,1600,combat16_lv2,cid,var,dfcombat16_lv2,startPos)
addEvent(RunPart,1800,combat18_lv2,cid,var,dfcombat18_lv2,startPos)
addEvent(RunPart,2000,combat20_lv2,cid,var,dfcombat20_lv2,startPos)
addEvent(RunPart,2200,combat22_lv2,cid,var,dfcombat22_lv2,startPos)
addEvent(RunPart,2700,combat27_lv2,cid,var,dfcombat27_lv2,startPos)
addEvent(RunPart,3000,combat30_lv2,cid,var,dfcombat30_lv2,startPos)
addEvent(RunPart,3300,combat33_lv2,cid,var,dfcombat33_lv2,startPos)
addEvent(RunPart,3600,combat36_lv2,cid,var,dfcombat36_lv2,startPos)
setPlayerStorageValue(cid, spell_storage, getPlayerStorageValue(cid, spell_storage)+1)
doPlayerSendTextMessage(cid, 22, "Your Fire teste advanced to level 2")
elseif getPlayerStorageValue(cid, spell_storage) > 100 then
RunPart(combat0_lv2,cid,var,dfcombat0_lv2,startPos)
addEvent(RunPart,200,combat2_lv2,cid,var,dfcombat2_lv2,startPos)
addEvent(RunPart,400,combat4_lv2,cid,var,dfcombat4_lv2,startPos)
addEvent(RunPart,600,combat6_lv2,cid,var,dfcombat6_lv2,startPos)
addEvent(RunPart,800,combat8_lv2,cid,var,dfcombat8_lv2,startPos)
addEvent(RunPart,1000,combat10_lv2,cid,var,dfcombat10_lv2,startPos)
addEvent(RunPart,1200,combat12_lv2,cid,var,dfcombat12_lv2,startPos)
addEvent(RunPart,1400,combat14_lv2,cid,var,dfcombat14_lv2,startPos)
addEvent(RunPart,1600,combat16_lv2,cid,var,dfcombat16_lv2,startPos)
addEvent(RunPart,1800,combat18_lv2,cid,var,dfcombat18_lv2,startPos)
addEvent(RunPart,2000,combat20_lv2,cid,var,dfcombat20_lv2,startPos)
addEvent(RunPart,2200,combat22_lv2,cid,var,dfcombat22_lv2,startPos)
addEvent(RunPart,2700,combat27_lv2,cid,var,dfcombat27_lv2,startPos)
addEvent(RunPart,3000,combat30_lv2,cid,var,dfcombat30_lv2,startPos)
addEvent(RunPart,3300,combat33_lv2,cid,var,dfcombat33_lv2,startPos)
addEvent(RunPart,3600,combat36_lv2,cid,var,dfcombat36_lv2,startPos)
setPlayerStorageValue(cid, spell_storage, getPlayerStorageValue(cid, spell_storage)+1)
end
return TRUE
end
info
Grupo: Lorde
Registrado: 22/07/12
Posts: 2.2k
Reputação: +453
Char no Tibia: Kissy

Use assim .
-- Areas/Combat for 0ms
local combat1_lv1 = createCombatObject()
setCombatParam(combat1_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat1_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat1_lv1,createCombatArea({
{1, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 1}}))
local dfcombat1_lv1 = {CONST_ANI_FIRE,3,3,-3,3,-3,-3,3,-3}
-- Areas/Combat for 200ms
local combat2_lv1 = createCombatObject()
setCombatParam(combat2_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat2_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat2_lv1,createCombatArea({
{0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0}}))
local dfcombat2_lv1 = {CONST_ANI_FIRE,2,3,-3,2,-2,-3,3,-2}
-- Areas/Combat for 400ms
local combat3_lv1 = createCombatObject()
setCombatParam(combat3_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat3_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat3_lv1,createCombatArea({
{0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 2, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0}}))
local dfcombat3_lv1 = {CONST_ANI_FIRE,1,3,-3,1,-1,-3,3,-1}
-- Areas/Combat for 600ms
local combat4_lv1 = createCombatObject()
setCombatParam(combat4_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat4_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat4_lv1,createCombatArea({
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 2, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0}}))
local dfcombat4_lv1 = {CONST_ANI_FIRE,0,3,-3,0,0,-3,3,0}
-- Areas/Combat for 800ms
local combat5_lv1 = createCombatObject()
setCombatParam(combat5_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat5_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat5_lv1,createCombatArea({
{0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0}}))
local dfcombat5_lv1 = {CONST_ANI_FIRE,-1,3,-3,-1,1,-3,3,1}
-- Areas/Combat for 1000ms
local combat6_lv1 = createCombatObject()
setCombatParam(combat6_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat6_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat6_lv1,createCombatArea({
{0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0}}))
local dfcombat6_lv1 = {CONST_ANI_FIRE,-2,3,-3,-2,2,-3,3,2}
-- Areas/Combat for 1200ms
local combat7_lv1 = createCombatObject()
setCombatParam(combat7_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat7_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat7_lv1,createCombatArea({
{1, 0, 0, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 0, 0, 1}}))
local dfcombat7_lv1 = {CONST_ANI_FIRE,2,2,-2,2,-2,-2,2,-2}
-- Areas/Combat for 1400ms
local combat8_lv1 = createCombatObject()
setCombatParam(combat8_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat8_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat8_lv1,createCombatArea({
{0, 1, 0, 0, 0},
{0, 0, 0, 0, 1},
{0, 0, 2, 0, 0},
{1, 0, 0, 0, 0},
{0, 0, 0, 1, 0}}))
local dfcombat8_lv1 = {CONST_ANI_FIRE,1,2,-2,1,-1,-2,2,-1}
-- Areas/Combat for 1600ms
local combat9_lv1 = createCombatObject()
setCombatParam(combat9_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat9_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat9_lv1,createCombatArea({
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 2, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0}}))
local dfcombat9_lv1 = {CONST_ANI_FIRE,0,2,-2,0,0,-2,2,0}
-- Areas/Combat for 1800ms
local combat10_lv1 = createCombatObject()
setCombatParam(combat10_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat10_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat10_lv1,createCombatArea({
{0, 0, 0, 1, 0},
{1, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 0, 0, 1},
{0, 1, 0, 0, 0}}))
local dfcombat10_lv1 = {CONST_ANI_FIRE,-1,2,-2,-1,1,-2,2,1}
-- Areas/Combat for 2000ms
local combat11_lv1 = createCombatObject()
setCombatParam(combat11_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat11_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat11_lv1,createCombatArea({
{1, 0, 1},
{0, 2, 0},
{1, 0, 1}}))
local dfcombat1_lv1 = {CONST_ANI_FIRE,1,1,-1,1,-1,-1,1,-1}
-- Areas/Combat for 2200ms
local combat12_lv1 = createCombatObject()
setCombatParam(combat12_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat12_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat12_lv1,createCombatArea({
{0, 1, 0},
{1, 2, 1},
{0, 1, 0}}))
local dfcombat12_lv1 = {CONST_ANI_FIRE,0,1,-1,0,0,-1,1,0}
-- Areas/Combat for 2700ms
local combat13_lv1 = createCombatObject()
setCombatParam(combat13_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat13_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat13_lv1,createCombatArea({
{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
local dfcombat13_lv1 = {CONST_ANI_FIRE,1,-1,1,0,1,1,0,1,-1,1,-1,0,-1,-1,0,-1}
-- Areas/Combat for 3000ms
local combat14_lv1 = createCombatObject()
setCombatParam(combat14_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat14_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat14_lv1,createCombatArea({
{0, 1, 1, 1, 0},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{0, 1, 1, 1, 0}}))
local dfcombat14_lv1 = {CONST_ANI_FIRE,1,2,0,2,-1,2,-2,1,-2,0,-2,-1,-1,-2,0,-2,1,-2,2,-1,2,0,2,1}
-- Areas/Combat for 3300ms
local combat15_lv1 = createCombatObject()
setCombatParam(combat15_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat15_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat15_lv1,createCombatArea({
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 0, 0}}))
local dfcombat15_lv1 = {CONST_ANI_FIRE,1,3,0,3,-1,3,-2,2,-3,1,-3,0,-3,-1,-2,-2,-1,-3,0,-3,1,-3,2,-2,3,-1,3,0,3,1,2,2}
-- Areas/Combat for 3600ms
local combat16_lv1 = createCombatObject()
setCombatParam(combat16_lv1, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(combat16_lv1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat16_lv1,createCombatArea({
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0}}))
local dfcombat16_lv1 = {CONST_ANI_FIRE,1,4,0,4,-1,4,-2,3,-3,2,-4,1,-4,0,-4,-1,-3,-2,-2,-3,-1,-4,0,-4,1,-4,2,-3,3,-2,4,-1,4,0,4,1,3,2,2,3}
-- Lv2
local combat0_lv2 = createCombatObject()
setCombatParam(combat0_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat0_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat0_lv2,createCombatArea({
{1, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 1}}))
local dfcombat0_lv2 = {47,3,3,-3,3,-3,-3,3,-3}
-- Areas/Combat for 200ms
local combat2_lv2 = createCombatObject()
setCombatParam(combat2_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat2_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat2_lv2,createCombatArea({
{0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0}}))
local dfcombat2_lv2 = {47,2,3,-3,2,-2,-3,3,-2}
-- Areas/Combat for 400ms
local combat4_lv2 = createCombatObject()
setCombatParam(combat4_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat4_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat4_lv2,createCombatArea({
{0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 2, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0}}))
local dfcombat4_lv2 = {47,1,3,-3,1,-1,-3,3,-1}
-- Areas/Combat for 600ms
local combat6_lv2 = createCombatObject()
setCombatParam(combat6_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat6_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat6_lv2,createCombatArea({
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 2, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0}}))
local dfcombat6_lv2 = {47,0,3,-3,0,0,-3,3,0}
-- Areas/Combat for 800ms
local combat8_lv2 = createCombatObject()
setCombatParam(combat8_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat8_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat8_lv2,createCombatArea({
{0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0}}))
local dfcombat8_lv2 = {47,-1,3,-3,-1,1,-3,3,1}
-- Areas/Combat for 1000ms
local combat10_lv2 = createCombatObject()
setCombatParam(combat10_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat10_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat10_lv2,createCombatArea({
{0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0}}))
local dfcombat10_lv2 = {47,-2,3,-3,-2,2,-3,3,2}
-- Areas/Combat for 1200ms
local combat12_lv2 = createCombatObject()
setCombatParam(combat12_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat12_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat12_lv2,createCombatArea({
{1, 0, 0, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 0, 0, 1}}))
local dfcombat12_lv2 = {47,2,2,-2,2,-2,-2,2,-2}
-- Areas/Combat for 1400ms
local combat14_lv2 = createCombatObject()
setCombatParam(combat14_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat14_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat14_lv2,createCombatArea({
{0, 1, 0, 0, 0},
{0, 0, 0, 0, 1},
{0, 0, 2, 0, 0},
{1, 0, 0, 0, 0},
{0, 0, 0, 1, 0}}))
local dfcombat14_lv2 = {47,1,2,-2,1,-1,-2,2,-1}
-- Areas/Combat for 1600ms
local combat16_lv2 = createCombatObject()
setCombatParam(combat16_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat16_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat16_lv2,createCombatArea({
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 2, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0}}))
local dfcombat16_lv2 = {47,0,2,-2,0,0,-2,2,0}
-- Areas/Combat for 1800ms
local combat18_lv2 = createCombatObject()
setCombatParam(combat18_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat18_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat18_lv2,createCombatArea({
{0, 0, 0, 1, 0},
{1, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 0, 0, 1},
{0, 1, 0, 0, 0}}))
local dfcombat18_lv2 = {47,-1,2,-2,-1,1,-2,2,1}
-- Areas/Combat for 2000ms
local combat20_lv2 = createCombatObject()
setCombatParam(combat20_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat20_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat20_lv2,createCombatArea({
{1, 0, 1},
{0, 2, 0},
{1, 0, 1}}))
local dfcombat20_lv2 = {47,1,1,-1,1,-1,-1,1,-1}
-- Areas/Combat for 2200ms
local combat22_lv2 = createCombatObject()
setCombatParam(combat22_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat22_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat22_lv2,createCombatArea({
{0, 1, 0},
{1, 2, 1},
{0, 1, 0}}))
local dfcombat22_lv2 = {47,0,1,-1,0,0,-1,1,0}
-- Areas/Combat for 2700ms
local combat27_lv2 = createCombatObject()
setCombatParam(combat27_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat27_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat27_lv2,createCombatArea({
{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
local dfcombat27_lv2 = {47,1,-1,1,0,1,1,0,1,-1,1,-1,0,-1,-1,0,-1}
-- Areas/Combat for 3000ms
local combat30_lv2 = createCombatObject()
setCombatParam(combat30_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat30_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat30_lv2,createCombatArea({
{0, 1, 1, 1, 0},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{0, 1, 1, 1, 0}}))
local dfcombat30_lv2 = {47,1,2,0,2,-1,2,-2,1,-2,0,-2,-1,-1,-2,0,-2,1,-2,2,-1,2,0,2,1}
-- Areas/Combat for 3300ms
local combat33_lv2 = createCombatObject()
setCombatParam(combat33_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat33_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat33_lv2,createCombatArea({
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 0, 0}}))
local dfcombat33_lv2 = {47,1,3,0,3,-1,3,-2,2,-3,1,-3,0,-3,-1,-2,-2,-1,-3,0,-3,1,-3,2,-2,3,-1,3,0,3,1,2,2}
-- Areas/Combat for 3600ms
local combat36_lv2 = createCombatObject()
setCombatParam(combat36_lv2, COMBAT_PARAM_EFFECT, 69)
setCombatParam(combat36_lv2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat36_lv2,createCombatArea({
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0}}))
local dfcombat36_lv2 = {47,1,4,0,4,-1,4,-2,3,-3,2,-4,1,-4,0,-4,-1,-3,-2,-2,-3,-1,-4,0,-4,1,-4,2,-3,3,-2,4,-1,4,0,4,1,3,2,2,3}
-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
if (isCreature(cid)) then
doCombat(cid, c, var)
if (dirList ~= nil) then -- Emit distance effects
local i = 2;
while (i < #dirList) do
doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList,y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
i = i + 2
end
end
end
end
function onCastSpell(cid, var, startPos)
local startPos = getCreaturePosition(cid)
local spell_storage = 1243545
if getPlayerStorageValue(cid, spell_storage) < 100 then
RunPart(combat1_lv1,cid,var,dfcombat1_lv1,startPos)
addEvent(RunPart,200,combat2_lv1,cid,var,dfcombat2_lv1,startPos)
addEvent(RunPart,400,combat3_lv1,cid,var,dfcombat3_lv1,startPos)
addEvent(RunPart,600,combat4_lv1,cid,var,dfcombat4_lv1,startPos)
addEvent(RunPart,800,combat5_lv1,cid,var,dfcombat5_lv1,startPos)
addEvent(RunPart,1000,combat6_lv1,cid,var,dfcombat6_lv1,startPos)
addEvent(RunPart,1200,combat7_lv1,cid,var,dfcombat7_lv1,startPos)
addEvent(RunPart,1400,combat8_lv1,cid,var,dfcombat8_lv1,startPos)
addEvent(RunPart,1600,combat9_lv1,cid,var,dfcombat9_lv1,startPos)
addEvent(RunPart,1800,combat10_lv1,cid,var,dfcombat10_lv1,startPos)
addEvent(RunPart,2000,combat11_lv1,cid,var,dfcombat11_lv1,startPos)
addEvent(RunPart,2200,combat12_lv1,cid,var,dfcombat12_lv1,startPos)
addEvent(RunPart,2700,combat13_lv1,cid,var,dfcombat13_lv1,startPos)
addEvent(RunPart,3000,combat14_lv1,cid,var,dfcombat14_lv1,startPos)
addEvent(RunPart,3300,combat15_lv1,cid,var,dfcombat15_lv1,startPos)
addEvent(RunPart,3600,combat16_lv1,cid,var,dfcombat16_lv1,startPos)
setPlayerStorageValue(cid, spell_storage, getPlayerStorageValue(cid, spell_storage)+1)
elseif getPlayerStorageValue(cid, spell_storage) == 100 then
addEvent(RunPart,200,combat2_lv2,cid,var,dfcombat2_lv2,startPos)
addEvent(RunPart,400,combat4_lv2,cid,var,dfcombat4_lv2,startPos)
addEvent(RunPart,600,combat6_lv2,cid,var,dfcombat6_lv2,startPos)
addEvent(RunPart,800,combat8_lv2,cid,var,dfcombat8_lv2,startPos)
addEvent(RunPart,1000,combat10_lv2,cid,var,dfcombat10_lv2,startPos)
addEvent(RunPart,1200,combat12_lv2,cid,var,dfcombat12_lv2,startPos)
addEvent(RunPart,1400,combat14_lv2,cid,var,dfcombat14_lv2,startPos)
addEvent(RunPart,1600,combat16_lv2,cid,var,dfcombat16_lv2,startPos)
addEvent(RunPart,1800,combat18_lv2,cid,var,dfcombat18_lv2,startPos)
addEvent(RunPart,2000,combat20_lv2,cid,var,dfcombat20_lv2,startPos)
addEvent(RunPart,2200,combat22_lv2,cid,var,dfcombat22_lv2,startPos)
addEvent(RunPart,2700,combat27_lv2,cid,var,dfcombat27_lv2,startPos)
addEvent(RunPart,3000,combat30_lv2,cid,var,dfcombat30_lv2,startPos)
addEvent(RunPart,3300,combat33_lv2,cid,var,dfcombat33_lv2,startPos)
setPlayerStorageValue(cid, spell_storage, getPlayerStorageValue(cid, spell_storage)+1)
doPlayerSendTextMessage(cid, 22, "Your Fire teste advanced to level 2")
elseif getPlayerStorageValue(cid, spell_storage) > 100 then
addEvent(RunPart,200,combat2_lv2,cid,var,dfcombat2_lv2,startPos)
addEvent(RunPart,400,combat4_lv2,cid,var,dfcombat4_lv2,startPos)
addEvent(RunPart,600,combat6_lv2,cid,var,dfcombat6_lv2,startPos)
addEvent(RunPart,800,combat8_lv2,cid,var,dfcombat8_lv2,startPos)
addEvent(RunPart,1000,combat10_lv2,cid,var,dfcombat10_lv2,startPos)
addEvent(RunPart,1200,combat12_lv2,cid,var,dfcombat12_lv2,startPos)
addEvent(RunPart,1400,combat14_lv2,cid,var,dfcombat14_lv2,startPos)
addEvent(RunPart,1600,combat16_lv2,cid,var,dfcombat16_lv2,startPos)
addEvent(RunPart,1800,combat18_lv2,cid,var,dfcombat18_lv2,startPos)
addEvent(RunPart,2000,combat20_lv2,cid,var,dfcombat20_lv2,startPos)
addEvent(RunPart,2200,combat22_lv2,cid,var,dfcombat22_lv2,startPos)
addEvent(RunPart,2700,combat27_lv2,cid,var,dfcombat27_lv2,startPos)
addEvent(RunPart,3000,combat30_lv2,cid,var,dfcombat30_lv2,startPos)
addEvent(RunPart,3300,combat33_lv2,cid,var,dfcombat33_lv2,startPos)
setPlayerStorageValue(cid, spell_storage, getPlayerStorageValue(cid, spell_storage)+1)
end
return TRUE
end
info
Grupo: Visconde
Registrado: 10/02/11
Posts: 377
Reputação: +78

vlw
ja entendi o pq do erro tb =)
+ rep
duvida sanada
ja reportei =)



info
Grupo: Visconde
Registrado: 10/02/11
Posts: 377
Reputação: +78
gente eu to tendo um erro aqui q n sei como arrumar
o erro q aparece é esse
a parte do erro é essa \/
function onCastSpell(cid, var)
local startPos = getCreaturePosition(cid)
local spell_storage = 1243545
if getPlayerStorageValue(cid, spell_storage) < 100 then
RunPart(combat1_lv1,cid,var,dfcombat1_lv1,startPos)
addEvent(RunPart,200,combat2_lv1,cid,var,dfcombat2_lv1,startPos)
addEvent(RunPart,400,combat3_lv1,cid,var,dfcombat3_lv1,startPos)
addEvent(RunPart,600,combat4_lv1,cid,var,dfcombat4_lv1,startPos)
addEvent(RunPart,800,combat5_lv1,cid,var,dfcombat5_lv1,startPos)
addEvent(RunPart,1000,combat6_lv1,cid,var,dfcombat6_lv1,startPos)
addEvent(RunPart,1200,combat7_lv1,cid,var,dfcombat7_lv1,startPos)
addEvent(RunPart,1400,combat8_lv1,cid,var,dfcombat8_lv1,startPos)
addEvent(RunPart,1600,combat9_lv1,cid,var,dfcombat9_lv1,startPos)
addEvent(RunPart,1800,combat10_lv1,cid,var,dfcombat10_lv1,startPos)
addEvent(RunPart,2000,combat11_lv1,cid,var,dfcombat11_lv1,startPos)
addEvent(RunPart,2200,combat12_lv1,cid,var,dfcombat12_lv1,startPos)
addEvent(RunPart,2700,combat13_lv1,cid,var,dfcombat13_lv1,startPos)
addEvent(RunPart,3000,combat14_lv1,cid,var,dfcombat14_lv1,startPos)
addEvent(RunPart,3300,combat15_lv1,cid,var,dfcombat15_lv1,startPos)
addEvent(RunPart,3600,combat16_lv1,cid,var,dfcombat16_lv1,startPos)
setPlayerStorageValue(cid, spell_storage, getPlayerStorageValue(cid, spell_storage)+1)
elseif getPlayerStorageValue(cid, spell_storage) == 100 then
RunPart(combat0_lv2,cid,var,dfcombat0_lv2,startPos)
addEvent(RunPart,200,combat2_lv2,cid,var,dfcombat2_lv2,startPos)
addEvent(RunPart,400,combat4_lv2,cid,var,dfcombat4_lv2,startPos)
addEvent(RunPart,600,combat6_lv2,cid,var,dfcombat6_lv2,startPos)
addEvent(RunPart,800,combat8_lv2,cid,var,dfcombat8_lv2,startPos)
addEvent(RunPart,1000,combat10_lv2,cid,var,dfcombat10_lv2,startPos)
addEvent(RunPart,1200,combat12_lv2,cid,var,dfcombat12_lv2,startPos)
addEvent(RunPart,1400,combat14_lv2,cid,var,dfcombat14_lv2,startPos)
addEvent(RunPart,1600,combat16_lv2,cid,var,dfcombat16_lv2,startPos)
addEvent(RunPart,1800,combat18_lv2,cid,var,dfcombat18_lv2,startPos)
addEvent(RunPart,2000,combat20_lv2,cid,var,dfcombat20_lv2,startPos)
addEvent(RunPart,2200,combat22_lv2,cid,var,dfcombat22_lv2,startPos)
addEvent(RunPart,2700,combat27_lv2,cid,var,dfcombat27_lv2,startPos)
addEvent(RunPart,3000,combat30_lv2,cid,var,dfcombat30_lv2,startPos)
addEvent(RunPart,3300,combat33_lv2,cid,var,dfcombat33_lv2,startPos)
addEvent(RunPart,3600,combat36_lv2,cid,var,dfcombat36_lv2,startPos)
setPlayerStorageValue(cid, spell_storage, getPlayerStorageValue(cid, spell_storage)+1)
doPlayerSendTextMessage(cid, 22, "Your teste advanced to level 2")
elseif getPlayerStorageValue(cid, spell_storage) > 100 then
RunPart(combat0_lv2,cid,var,dfcombat0_lv2,startPos)
addEvent(RunPart,200,combat2_lv2,cid,var,dfcombat2_lv2,startPos)
addEvent(RunPart,400,combat4_lv2,cid,var,dfcombat4_lv2,startPos)
addEvent(RunPart,600,combat6_lv2,cid,var,dfcombat6_lv2,startPos)
addEvent(RunPart,800,combat8_lv2,cid,var,dfcombat8_lv2,startPos)
addEvent(RunPart,1000,combat10_lv2,cid,var,dfcombat10_lv2,startPos)
addEvent(RunPart,1200,combat12_lv2,cid,var,dfcombat12_lv2,startPos)
addEvent(RunPart,1400,combat14_lv2,cid,var,dfcombat14_lv2,startPos)
addEvent(RunPart,1600,combat16_lv2,cid,var,dfcombat16_lv2,startPos)
addEvent(RunPart,1800,combat18_lv2,cid,var,dfcombat18_lv2,startPos)
addEvent(RunPart,2000,combat20_lv2,cid,var,dfcombat20_lv2,startPos)
addEvent(RunPart,2200,combat22_lv2,cid,var,dfcombat22_lv2,startPos)
addEvent(RunPart,2700,combat27_lv2,cid,var,dfcombat27_lv2,startPos)
addEvent(RunPart,3000,combat30_lv2,cid,var,dfcombat30_lv2,startPos)
addEvent(RunPart,3300,combat33_lv2,cid,var,dfcombat33_lv2,startPos)
addEvent(RunPart,3600,combat36_lv2,cid,var,dfcombat36_lv2,startPos)
setPlayerStorageValue(cid, spell_storage, getPlayerStorageValue(cid, spell_storage)+1)
end
return TRUE
end
alguem ai pode me ajudar
Editado Março 13 por rohfagundes