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Spell que gira em sua volta


jvcasarin

Pergunta

Bom gente, eu tava vendo o script Frozen Orb do @@Night Wolf eu pedi pra ele editar a spell, pra orb seguir o player que castou a spell, ele disse pra ver o script do Maxwellden, mas não achei nada, então resolvi criar um tópico pedindo pra que alguém possa resolver esse meu pedido, ai vai o tópico do Frozen Orb do xWhiteWolf:

Então eu gostaria que os efeitos da magia, seguissem o player que castou a spell, e que retirassem aquele orb em baixo do player, ficou estranho kkkkk.

Bom os efeitos continuariam girando em volta do player, e os danos seriam causados ao redor do player, e não no local de onde ele castou.

Bom, é isso!

Obrigado desde já!

 

 

#RESOLVIDO

 

Script:

 

 

 

 

local config = {
velocidade = 350, -- intervalo entre os giros (quanto menor, mais rapido)
hits = 24, -- quantos hits vai dar
msg
= "Frozen Orb", -- msg ao soltar a spell
key
= 13871, -- storage que sera utilizado pro cooldown
cooldown
= 3, -- tempo em segundos de cooldown entre um uso da spell e outro.
effect1 = 36, -- efeito de distancia que vai ficar rodando
effect3
= 37, -- efeito ao castar a spell
effect4
= 43 -- efeito ao acertar a roda no player
}
--[[Note que a velocidade multiplicada pelo numero de hits deve dar algo proximo de 8550 pra que a magia nao fique ruim ou um efeito acabe antes do outro.
Nos valores que eu utilizei eles dao 8400, oque ja eh considerado perto pois temos 200 milisegundos iniciais,
8550 eh o tempo que o item sera removido e coincide com o tempo de duracao do efeito 56 (config.effect2)]]

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 255)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1, -10, -1, -20, 5, 5, 1.4, 2.1)
function onTargetCreature(cid, target)
doSendMagicEffect(getCreaturePosition(target), config.effect4)
end
setCombatCallback(combat, 4, "onTargetCreature")

local arr = {
{1, 1, 1},
{1, 3, 1}, -- area que vai acertar a spell enquanto estiver rodando
{1, 1, 1},
}

local area = createCombatArea(arr)
setCombatArea(combat, area)

function initEffect(position)
for i = 0, 3 do
local pos = {x = position.x, y = position.y, z = position.z}
local dir = getPosByDir(pos, i)
doSendDistanceShoot(position, dir, config.effect1)
end
return true
end

function middleEffect(uid, param, lim, count)
n = count or 0
if isCreature(uid) and n < lim then
for i = 0, 3 do
local pos = {x = getCreaturePosition(uid).x, y = getCreaturePosition(uid).y, z = getCreaturePosition(uid).z}
local pos2 = {x = getCreaturePosition(uid).x, y = getCreaturePosition(uid).y, z = getCreaturePosition(uid).z}
local dir = getPosByDir(pos, i)
local dir2 = getPosByDir(pos2, i + 1 <= 3 and i + 1 or 0)
doSendDistanceShoot(dir, dir2, config.effect1)
end
doCombat(uid, combat, {
pos = getCreaturePosition(uid),
type = 2
})
addEvent(middleEffect, config.velocidade, uid, param, lim, n + 1)
end
return true
end

function endEffect(uid)
if isCreature(uid) then
for i = 0, 3 do
local pos = {x = getCreaturePosition(uid).x, y = getCreaturePosition(uid).y, z = getCreaturePosition(uid).z}
local dir = getPosByDir(pos, i)
doSendDistanceShoot(dir, getCreaturePosition(uid), config.effect1)
end
end
return true
end

function onCastSpell(cid, var)
if getPlayerStorageValue(cid, config.key) - os.time() <= 0 then
setPlayerStorageValue(cid, config.key, os.time() + config.cooldown)
local position = getCreaturePosition(cid)
doCreatureSay(cid, config.msg, 20)
addEvent(endEffect, 8.55 * 1000, uid)
doSendMagicEffect(position, config.effect3)
initEffect(position)
addEvent(middleEffect, 200, cid, var, config.hits)
else
doPlayerSendCancel(cid, "You're exhausted.")
end
return true
end

 

 

 

Crédito:

xWhiteWolf

Editado por jvcasarin
Link de outro fórum removido.
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3 respostass a esta questão

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  • 0

 

Ta ai amigo, esse seria o arquivo de script da spell (copia e cola um bloco de notas na pasta spells/attack e cola isso dentro). Essa esta com efeito e dano de FIRE, mas tem como trocar, caso precise de algo mais específico, é só postar aqui que eu tento ajudar. Testa ai e ve se é isso oque você queria.

-- Spell by Ghun
-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2},
{1}}))
setCombatFormula(combat0_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat0_Brush = {CONST_ANI_FIRE,0,1}


-- Areas/Combat for 100ms
local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat1_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat1_Brush,createCombatArea({{0, 2},
{1, 0}}))
setCombatFormula(combat1_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat1_Brush = {CONST_ANI_FIRE,-1,1}


-- Areas/Combat for 200ms
local combat2_Brush = createCombatObject()
setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat2_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat2_Brush,createCombatArea({{1, 2}}))
setCombatFormula(combat2_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat2_Brush = {CONST_ANI_FIRE,-1,0}


-- Areas/Combat for 300ms
local combat3_Brush = createCombatObject()
setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat3_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat3_Brush,createCombatArea({{1, 0},
{0, 2}}))
setCombatFormula(combat3_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat3_Brush = {CONST_ANI_FIRE,-1,-1}


-- Areas/Combat for 400ms
local combat4_Brush = createCombatObject()
setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat4_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat4_Brush,createCombatArea({{1},
{2}}))
setCombatFormula(combat4_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat4_Brush = {CONST_ANI_FIRE,0,-1}


-- Areas/Combat for 500ms
local combat5_Brush = createCombatObject()
setCombatParam(combat5_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat5_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat5_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat5_Brush,createCombatArea({{0, 1},
{2, 0}}))
setCombatFormula(combat5_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat5_Brush = {CONST_ANI_FIRE,1,-1}


-- Areas/Combat for 600ms
local combat6_Brush = createCombatObject()
setCombatParam(combat6_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat6_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat6_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat6_Brush,createCombatArea({{2, 1}}))
setCombatFormula(combat6_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat6_Brush = {CONST_ANI_FIRE,1,0}


-- Areas/Combat for 700ms
local combat7_Brush = createCombatObject()
setCombatParam(combat7_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat7_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat7_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat7_Brush,createCombatArea({{2, 0},
{0, 1}}))
setCombatFormula(combat7_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat7_Brush = {CONST_ANI_FIRE,1,1}


-- Areas/Combat for 800ms
local combat8_Brush = createCombatObject()
setCombatParam(combat8_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat8_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat8_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat8_Brush,createCombatArea({{2},
{1}}))
setCombatFormula(combat8_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat8_Brush = {CONST_ANI_FIRE,0,1}


-- Areas/Combat for 900ms
local combat9_Brush = createCombatObject()
setCombatParam(combat9_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat9_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat9_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat9_Brush,createCombatArea({{0, 2},
{1, 0}}))
setCombatFormula(combat9_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat9_Brush = {CONST_ANI_FIRE,-1,1}


-- Areas/Combat for 1000ms
local combat10_Brush = createCombatObject()
setCombatParam(combat10_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat10_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat10_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat10_Brush,createCombatArea({{1, 2}}))
setCombatFormula(combat10_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat10_Brush = {CONST_ANI_FIRE,-1,0}


-- Areas/Combat for 1100ms
local combat11_Brush = createCombatObject()
setCombatParam(combat11_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat11_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat11_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat11_Brush,createCombatArea({{1, 0},
{0, 2}}))
setCombatFormula(combat11_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat11_Brush = {CONST_ANI_FIRE,-1,-1}


-- Areas/Combat for 1200ms
local combat12_Brush = createCombatObject()
setCombatParam(combat12_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat12_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat12_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat12_Brush,createCombatArea({{1},
{2}}))
setCombatFormula(combat12_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat12_Brush = {CONST_ANI_FIRE,0,-1}


-- Areas/Combat for 1300ms
local combat13_Brush = createCombatObject()
setCombatParam(combat13_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat13_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat13_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat13_Brush,createCombatArea({{0, 1},
{2, 0}}))
setCombatFormula(combat13_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat13_Brush = {CONST_ANI_FIRE,1,-1}


-- Areas/Combat for 1400ms
local combat14_Brush = createCombatObject()
setCombatParam(combat14_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat14_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat14_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat14_Brush,createCombatArea({{2, 1}}))
setCombatFormula(combat14_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat14_Brush = {CONST_ANI_FIRE,1,0}


-- Areas/Combat for 1500ms
local combat15_Brush = createCombatObject()
setCombatParam(combat15_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat15_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat15_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat15_Brush,createCombatArea({{2, 0},
{0, 1}}))
setCombatFormula(combat15_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat15_Brush = {CONST_ANI_FIRE,1,1}
Ajudei!? Deixa aquele REP+ ae tio! =P

 

 

 

Dá esse erro aqui no distrô:

 

[17:32:32.237] [Warning - Event::loadScript] Event onCastSpell not found (data/spells/scripts/frozenorb.lua)

RESOLVIDO! SCRIPT NO POST!

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  • 0

Ta ai amigo, esse seria o arquivo de script da spell (copia e cola um bloco de notas na pasta spells/attack e cola isso dentro). Essa esta com efeito e dano de FIRE, mas tem como trocar, caso precise de algo mais específico, é só postar aqui que eu tento ajudar. Testa ai e ve se é isso oque você queria.

-- Spell by Ghun
-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2},
{1}}))
setCombatFormula(combat0_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat0_Brush = {CONST_ANI_FIRE,0,1}


-- Areas/Combat for 100ms
local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat1_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat1_Brush,createCombatArea({{0, 2},
{1, 0}}))
setCombatFormula(combat1_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat1_Brush = {CONST_ANI_FIRE,-1,1}


-- Areas/Combat for 200ms
local combat2_Brush = createCombatObject()
setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat2_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat2_Brush,createCombatArea({{1, 2}}))
setCombatFormula(combat2_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat2_Brush = {CONST_ANI_FIRE,-1,0}


-- Areas/Combat for 300ms
local combat3_Brush = createCombatObject()
setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat3_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat3_Brush,createCombatArea({{1, 0},
{0, 2}}))
setCombatFormula(combat3_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat3_Brush = {CONST_ANI_FIRE,-1,-1}


-- Areas/Combat for 400ms
local combat4_Brush = createCombatObject()
setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat4_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat4_Brush,createCombatArea({{1},
{2}}))
setCombatFormula(combat4_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat4_Brush = {CONST_ANI_FIRE,0,-1}


-- Areas/Combat for 500ms
local combat5_Brush = createCombatObject()
setCombatParam(combat5_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat5_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat5_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat5_Brush,createCombatArea({{0, 1},
{2, 0}}))
setCombatFormula(combat5_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat5_Brush = {CONST_ANI_FIRE,1,-1}


-- Areas/Combat for 600ms
local combat6_Brush = createCombatObject()
setCombatParam(combat6_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat6_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat6_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat6_Brush,createCombatArea({{2, 1}}))
setCombatFormula(combat6_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat6_Brush = {CONST_ANI_FIRE,1,0}


-- Areas/Combat for 700ms
local combat7_Brush = createCombatObject()
setCombatParam(combat7_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat7_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat7_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat7_Brush,createCombatArea({{2, 0},
{0, 1}}))
setCombatFormula(combat7_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat7_Brush = {CONST_ANI_FIRE,1,1}


-- Areas/Combat for 800ms
local combat8_Brush = createCombatObject()
setCombatParam(combat8_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat8_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat8_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat8_Brush,createCombatArea({{2},
{1}}))
setCombatFormula(combat8_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat8_Brush = {CONST_ANI_FIRE,0,1}


-- Areas/Combat for 900ms
local combat9_Brush = createCombatObject()
setCombatParam(combat9_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat9_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat9_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat9_Brush,createCombatArea({{0, 2},
{1, 0}}))
setCombatFormula(combat9_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat9_Brush = {CONST_ANI_FIRE,-1,1}


-- Areas/Combat for 1000ms
local combat10_Brush = createCombatObject()
setCombatParam(combat10_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat10_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat10_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat10_Brush,createCombatArea({{1, 2}}))
setCombatFormula(combat10_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat10_Brush = {CONST_ANI_FIRE,-1,0}


-- Areas/Combat for 1100ms
local combat11_Brush = createCombatObject()
setCombatParam(combat11_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat11_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat11_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat11_Brush,createCombatArea({{1, 0},
{0, 2}}))
setCombatFormula(combat11_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat11_Brush = {CONST_ANI_FIRE,-1,-1}


-- Areas/Combat for 1200ms
local combat12_Brush = createCombatObject()
setCombatParam(combat12_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat12_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat12_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat12_Brush,createCombatArea({{1},
{2}}))
setCombatFormula(combat12_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat12_Brush = {CONST_ANI_FIRE,0,-1}


-- Areas/Combat for 1300ms
local combat13_Brush = createCombatObject()
setCombatParam(combat13_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat13_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat13_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat13_Brush,createCombatArea({{0, 1},
{2, 0}}))
setCombatFormula(combat13_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat13_Brush = {CONST_ANI_FIRE,1,-1}


-- Areas/Combat for 1400ms
local combat14_Brush = createCombatObject()
setCombatParam(combat14_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat14_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat14_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat14_Brush,createCombatArea({{2, 1}}))
setCombatFormula(combat14_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat14_Brush = {CONST_ANI_FIRE,1,0}


-- Areas/Combat for 1500ms
local combat15_Brush = createCombatObject()
setCombatParam(combat15_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat15_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat15_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat15_Brush,createCombatArea({{2, 0},
{0, 1}}))
setCombatFormula(combat15_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35)
local dfcombat15_Brush = {CONST_ANI_FIRE,1,1}
Ajudei!? Deixa aquele REP+ ae tio! =P
Editado por ghun007
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