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[TFS 0.4/8.60] NPC que aumenta a velocidade de upar todas as skill no trainer em 40% durante 7 dias!
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Pergunta
Clarym 2
Iae
Bom, fiz uma spell mas não sei como dar a ultima editada nela, então peço que alguém me ajude
É uma magia que fica causando dano em área por 6 segundos, mas quando o jogador ativa a magia e começa a andar, a magia não acompanha ele, bom, se alguém souber, queria que ela o acompanhasse
Aqui a magia:
-- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 6000ms local combat60_Brush = createCombatObject() setCombatParam(combat60_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat60_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat60_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat60_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con_paralyze__combat60_Brush = createConditionObject(0+CONDITION_PARALYZE) setCombatCondition(combat60_Brush, con_paralyze__combat60_Brush) -- Areas/Combat for 5500ms local combat55_Brush = createCombatObject() setCombatParam(combat55_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat55_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat55_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat55_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con_paralyze__combat55_Brush = createConditionObject(0+CONDITION_PARALYZE) setCombatCondition(combat55_Brush, con_paralyze__combat55_Brush) -- Areas/Combat for 5000ms local combat50_Brush = createCombatObject() setCombatParam(combat50_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat50_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat50_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat50_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con_paralyze__combat50_Brush = createConditionObject(0+CONDITION_PARALYZE) setCombatCondition(combat50_Brush, con_paralyze__combat50_Brush) -- Areas/Combat for 4500ms local combat45_Brush = createCombatObject() setCombatParam(combat45_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat45_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat45_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat45_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con_paralyze__combat45_Brush = createConditionObject(0+CONDITION_PARALYZE) setCombatCondition(combat45_Brush, con_paralyze__combat45_Brush) -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con_paralyze__combat0_Brush = createConditionObject(0+CONDITION_PARALYZE) setCombatCondition(combat0_Brush, con_paralyze__combat0_Brush) -- Areas/Combat for 500ms local combat5_Brush = createCombatObject() setCombatParam(combat5_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat5_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat5_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat5_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con_paralyze__combat5_Brush = createConditionObject(0+CONDITION_PARALYZE) setCombatCondition(combat5_Brush, con_paralyze__combat5_Brush) -- Areas/Combat for 1000ms local combat10_Brush = createCombatObject() setCombatParam(combat10_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat10_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat10_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat10_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con_paralyze__combat10_Brush = createConditionObject(0+CONDITION_PARALYZE) setCombatCondition(combat10_Brush, con_paralyze__combat10_Brush) -- Areas/Combat for 1500ms local combat15_Brush = createCombatObject() setCombatParam(combat15_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat15_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat15_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat15_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con_paralyze__combat15_Brush = createConditionObject(0+CONDITION_PARALYZE) setCombatCondition(combat15_Brush, con_paralyze__combat15_Brush) -- Areas/Combat for 2000ms local combat20_Brush = createCombatObject() setCombatParam(combat20_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat20_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat20_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat20_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con_paralyze__combat20_Brush = createConditionObject(0+CONDITION_PARALYZE) setCombatCondition(combat20_Brush, con_paralyze__combat20_Brush) -- Areas/Combat for 2500ms local combat25_Brush = createCombatObject() setCombatParam(combat25_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat25_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat25_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat25_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con_paralyze__combat25_Brush = createConditionObject(0+CONDITION_PARALYZE) setCombatCondition(combat25_Brush, con_paralyze__combat25_Brush) -- Areas/Combat for 3000ms local combat30_Brush = createCombatObject() setCombatParam(combat30_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat30_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat30_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat30_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con_paralyze__combat30_Brush = createConditionObject(0+CONDITION_PARALYZE) setCombatCondition(combat30_Brush, con_paralyze__combat30_Brush) -- Areas/Combat for 3500ms local combat35_Brush = createCombatObject() setCombatParam(combat35_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat35_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat35_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat35_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con_paralyze__combat35_Brush = createConditionObject(0+CONDITION_PARALYZE) setCombatCondition(combat35_Brush, con_paralyze__combat35_Brush) -- Areas/Combat for 4000ms local combat40_Brush = createCombatObject() setCombatParam(combat40_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat40_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat40_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (500)*-1,(1000)*-1 end setCombatCallback(combat40_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con_paralyze__combat40_Brush = createConditionObject(0+CONDITION_PARALYZE) setCombatCondition(combat40_Brush, con_paralyze__combat40_Brush) -- =============== 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[i],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) addEvent(RunPart,6000,combat60_Brush,cid,var) addEvent(RunPart,5500,combat55_Brush,cid,var) addEvent(RunPart,5000,combat50_Brush,cid,var) addEvent(RunPart,4500,combat45_Brush,cid,var) RunPart(combat0_Brush,cid,var) addEvent(RunPart,500,combat5_Brush,cid,var) addEvent(RunPart,1000,combat10_Brush,cid,var) addEvent(RunPart,1500,combat15_Brush,cid,var) addEvent(RunPart,2000,combat20_Brush,cid,var) addEvent(RunPart,2500,combat25_Brush,cid,var) addEvent(RunPart,3000,combat30_Brush,cid,var) addEvent(RunPart,3500,combat35_Brush,cid,var) addEvent(RunPart,4000,combat40_Brush,cid,var) return true endRep+
Editado por ClarymLink para o comentário
https://xtibia.com/forum/topic/236805-ajuda-editar-spell/Compartilhar em outros sites
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