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Magia por x Reset's


Nosifero

Pergunta

Olá galera tudo bem? Estou procurando uma forma de fazer, ou até mesmo inventar, tenho um sistema de reset muito bom meu servidor! Ele não usa storage segue-se abaixo o modelo do que estou usando.

--[[ <(Advanced Reset System 2.0)>

           Autor: MarcelloMkez. Contato: (marcello_dirt@[member=Hotmail].com)
           Versão: 2.0
           Testado em: 8.50 e 8.60
           TFS: 0.3.6 and 0.4.0
           Fórum: http://www.xtibia.com/forum/topic/142463-advanced-reset-system-20/

       -=[Características]=-
        ~( Versão 2.0 )~

       - Resets agora Armazenados na DataBase; (Sem Valor de Storage)
       - Instala o System e cria a Tabela de Resets com o comando "/installreset";
       - Resets no Look do jogador ex: 22:10 You see Marcello [Reset 2] (Level 8). He is an elder druid.;
       - [sTAGES] para "Premium Account" e "Free Account";  ]] 

--=[Functions]=--

-- installReset()'                    [instala o Sistema.]
-- tableResetInstall()'               [Verifica Se o Sistema ja foi instaladao.]
-- nowReseting()'                     [Verifica, retorna o erro ou reseta.]
-- getPlayerReset(cid)'               [Pega numero de resets do player.]
-- checLevelStageReset(cid)'          [Verifica o Level para Resetar.]
-- newReset(cid)'                     [Verifica todas as Condições de Reset.]
-- addValue(value)'                   [Adiciona numero de resets.]

--=[Comandos de Jogadores]=--
--  "/installreset"   -- Só será usado uma vez, para instalar o sistema.
--  "!resetar"        -- Para Resetar.

function onSay(cid, words, param)

            if words =="!resetar" then

--[ Condições de Reset ] --
local coNdConf = {

needPz = true,                  -- Precisa estar em Pz pra resetar?               [true, false]
needPa = false,                 -- Precisa ser Premium Account Pra resetar?       [true, false]
withe = false,                  -- Players com Pk Withe podem resetar?            [true, false]
red = false,                    -- Players com Pk Red pode resetar?               [true, false]
battle = false,                 -- Players precisão estar sem battle pra resetar? [true, false]
teleport = true,                -- Teleportar Player para o templo após resetar?  [true, false]
look = true,                   -- Aparecer Resets no Look do Player?             [true, false]
pid = getPlayerGUID(cid),       -- Não Mexer.


--[ Configurações do Reset ] --
resetConf = {

Level = 350,                    -- Level Necessário para Resetar.                         [Valor]
backLvl = 8,                    -- Level que voltará após o Reset.                        [Valor]
time = 5,                       -- Tempo para o Player deslogar ao resetar, em segundos.  [Valor]

  },
}
          --[[>> STAGES <<]]--
x=true;X=true -- Não Mexer.
local stage = {Abilitar = {x}, Desabilitar = {},     --<< Abilitar Stages?? >>--            [{x};{}]

--      [RESETS]    |  [PREMMY]  |   [FREE]
 stage1= {resets= 4,  premmy= 330, free= 350},
 stage2= {resets= 9,  premmy= 340, free= 355},     -- EXPLICANDO e Configurando stages. (Se estiver Abilitado [Abilitar = {x}])
 stage3= {resets= 14, premmy= 355, free= 360},     -- resets = Número de resets para o Stage;
 stage4= {resets= 19, premmy= 360, free= 365},     -- premmy = Level necessário para Premium Accounts;
 stage5= {resets= 24, premmy= 370, free= 380},     -- free    = Level necessário para Free Accounts;
 stage6= {resets= 29, premmy= 380, free= 390},       -- Coloque em Ordem...
 stage7= {resets= 35, premmy= 400, free= 410},     -- [OBS: MARQUE UM "X" PARA ABILITAR OU DESABILITAR OS STAGES]
 stage8= {resets= 40, premmy= 410, free= 440},     -- EX: para desabilitar mude: Abilitar = {}, Desabilitar = {x}
 stage9= {resets= 45, premmy= 450, free= 450},
 stage10={resets= 50, premmy= 465, free= 465},

}
        --[[>> FIM STAGES <<]]--

--=[Pega Valor de Resets]=--
function getPlayerReset(cid)
local qr = db.getResult("SELECT `reset` FROM `players` WHERE `id`= "..coNdConf.pid..";")
rss = qr:getDataInt("reset", coNdConf.pid)
if rss < 0 then
rss = 0
end
return rss
end

local success = "                   ~~ Sucesso! ~~ \nVocê tem agora "..(getPlayerReset(cid)+1).." resets. \nVocê será deslogado em "..coNdConf.resetConf.time.." segundos." ;err = doPlayerSendTextMessage
local qrt = db.getResult("SELECT `reset` FROM `players` WHERE `id`= "..coNdConf.pid..";");rss_db = qrt:getDataInt("reset", coNdConf.pid)
local lvl_query = "UPDATE `players` SET `level` = "..(coNdConf.resetConf.backLvl)..", `experience` = 0 WHERE `id`= " .. coNdConf.pid .. ";"
local reset_query = "UPDATE `players` SET `reset` = "..(getPlayerReset(cid)+(1)).." WHERE `id`= " .. coNdConf.pid .. ";"
local nolook_query = "UPDATE `players` SET `description` = '' WHERE `players`.`id`= " .. coNdConf.pid .. ";"
local look_query = "UPDATE `players` SET `description` = ' [Reset "..(getPlayerReset(cid)+(1)).."]' WHERE `players`.`id`= " .. coNdConf.pid .. ";"

--=[Reseta]=--
function addValue(value)
if coNdConf.look == false then
  doRemoveCreature(cid)
 db.executeQuery(lvl_query);db.executeQuery(reset_query);db.executeQuery(nolook_query)
else
  doRemoveCreature(cid)
   db.executeQuery(lvl_query);db.executeQuery(reset_query);db.executeQuery(look_query)
  return LUA_NO_ERROR
 end
end

function nowReseting()
if (getPlayerLevel(cid) < coNdConf.resetConf.Level) then
  doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "- Level Necessário Para o Reset ["..coNdConf.resetConf.Level.."]. Faltam "..coNdConf.resetConf.Level-getPlayerLevel(cid).." level's para você Resetar. -")
  return true
end
if getPlayerLevel(cid) >= coNdConf.resetConf.Level and (coNdConf.teleport == false) then
      doPlayerPopupFYI(cid, success)
      addEvent(addValue, coNdConf.resetConf.time*1000, value)
    else
      doPlayerPopupFYI(cid, success)
      addEvent(doTeleportThing, coNdConf.resetConf.time*900, cid, getTownTemplePosition(getPlayerTown(cid)))
      addEvent(addValue, coNdConf.resetConf.time*1000, value)
  return true
 end
end

--[sTAGES Nao mexer em nada.]--
function checkLevelStageReset(cid)

local stages = {
    {resets= stage.stage1.resets, premmy= stage.stage1.premmy, free= stage.stage1.free},
    {resets= stage.stage2.resets, premmy= stage.stage2.premmy, free= stage.stage2.free},
    {resets= stage.stage3.resets, premmy= stage.stage3.premmy, free= stage.stage3.free},
    {resets= stage.stage4.resets, premmy= stage.stage4.premmy, free= stage.stage4.free},
    {resets= stage.stage5.resets, premmy= stage.stage5.premmy, free= stage.stage5.free},
    {resets= stage.stage6.resets, premmy= stage.stage6.premmy, free= stage.stage6.free},
    {resets= stage.stage7.resets, premmy= stage.stage7.premmy, free= stage.stage7.free},
    {resets= stage.stage8.resets, premmy= stage.stage8.premmy, free= stage.stage8.free},
    {resets= stage.stage9.resets, premmy= stage.stage9.premmy, free= stage.stage9.free},
    {resets=stage.stage10.resets, premmy=stage.stage10.premmy, free=stage.stage10.free},
}
    local resets = getPlayerReset(cid)
        for i, tab in ipairs(stages) do
            if resets <= tab.resets then
                coNdConf.resetConf.Level = isPremium(cid) and tab.premmy or tab.free
                break
            end
        end
if (getPlayerLevel(cid) < coNdConf.resetConf.Level) then
err(cid, MESSAGE_STATUS_CONSOLE_BLUE, "- Level Necessário Para o Reset ["..coNdConf.resetConf.Level.."]. Faltam "..coNdConf.resetConf.Level-getPlayerLevel(cid).." level's para você Resetar. -")
return TRUE
end

  if getPlayerLevel(cid) >= coNdConf.resetConf.Level and (coNdConf.teleport == false) then
     doPlayerPopupFYI(cid, success)
     addEvent(addValue, coNdConf.resetConf.time*1000, value)
   else
   doPlayerPopupFYI(cid, success)
   addEvent(addValue, coNdConf.resetConf.time*1000, value)
   addEvent(doTeleportThing, coNdConf.resetConf.time*900, cid, getTownTemplePosition(getPlayerTown(cid)))
    return true
  end
end
    function newReset(cid)
    if(coNdConf.needPz == true) and (getTilePzInfo(getCreaturePosition(cid)) == LUA_ERROR) then
     err(cid,MESSAGE_STATUS_CONSOLE_BLUE,"- Você Precisa estar em Protection Zone Para Resetar. -") return TRUE end
    if(coNdConf.needPa == true) and not isPremium(cid) then
     err(cid,MESSAGE_STATUS_CONSOLE_BLUE,"- Você Precisa ser Premium Account para Resetar. -") return TRUE end
    if(coNdConf.withe == false) and (getCreatureSkullType(cid) == 3) then
     err(cid,MESSAGE_STATUS_CONSOLE_BLUE,"- Você não pode resetar em condições de PK Withe. -") return TRUE end
    if(coNdConf.red == false) and (getCreatureSkullType(cid) == 4) then
     err(cid,MESSAGE_STATUS_CONSOLE_BLUE,"- Você não pode resetar em condições de PK Red. -") return TRUE end
    if(coNdConf.battle == true) and (getCreatureCondition(cid, CONDITION_INFIGHT) == TRUE) then
     err(cid,MESSAGE_STATUS_CONSOLE_BLUE,"- Você Precisa estar sem Battle para Resetar. -") return TRUE end

local xy = {true,false}
table.insert(stage.Abilitar, false)
table.insert(stage.Desabilitar, false)
if stage.Abilitar[1] == xy[1] and stage.Desabilitar[1] == xy[2] then
checkLevelStageReset(cid)
elseif stage.Abilitar[1] == xy[2] and stage.Desabilitar[1] == xy[1] then
nowReseting()
else
doPlayerPopupFYI(cid, "LUA_ERROR; Configure corretamente o Sistema de STAGES!")
end
return true
end
    function tableResetInstall()
     print(not rss_db  and LUA_ERROR or "Tabela de Resets: Instalada ... [success] ")
     addEvent(newReset, 1000, cid)
     return false
     end
    if tableResetInstall() then
  end
end
    --=[install System]=--
       function installReset()
        if db.executeQuery("ALTER TABLE `players` ADD reset INT(11) NOT NULL DEFAULT 0;") then
                print("[MarcelloMkez] -= Advanced Reset System 2.0 por DataBase =- Instalado com sucesso!")
                return TRUE
        end
        print('[Advanced Reset System/MarcelloMkez] Não foi possível instalar o Sistema.')
        return FALSE
     end
        local tt = {
           "Preparando Instalação...",
           "Instalando: TableReset Db...",
           "Instalando: getPlayerReset()...",
           "Instalando: addValue()...",
           "Instalando: checkLevelStageReset()...",
           "Instalando: newReset() and nowReseting()...",
           "Finalizando Instalação...",
           "...",
           success = {
           "Iniciando...",
           "function: TableReset Db...    [success]",
           "function: getPlayerReset()...    [success]",
           "function: addValue(value)...       [success]",
           "function: checkLevelStageReset()... [success]",
           "function: newReset() and nowReseting()...     [success]",
           "Fim da Instalação.  ",
           "by: ~~ MarcelloMkez ~~              \nContato: marcello_dirt@[member=Hotmail].com",
           inst = {"MarcelloMkez","Advanced Reset System 2.0 por DataBase"

           },

         },

        }
     if words == "/installreset" and getPlayerAccess(cid) >= 3 then
            function install()
            if installReset() then
                print(""..tt.success[7].."")
                   doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE,""..tt.success[8].."")
                doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "["..tt.success.inst[1].."] -="..tt.success.inst[2].."=- Instalado com sucesso!")
           else
                print("["..tt.success.inst[1].."]  FALHA NA INSTALAÇÃO! [O sistema ja foi instalado].")
                  doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "["..tt.success.inst[1].."] FALHA NA INSTALAÇÃO! [O sistema ja foi instalado].")
            end
            return 1
        end
          function concl(cid)
            local typetx = MESSAGE_STATUS_CONSOLE_BLUE
                print(""..tt.success[7].."")
                 print(""..tt[8].."")
                doPlayerSendTextMessage(cid, typetx,""..tt.success[7].."")
                doPlayerSendTextMessage(cid, typetx,""..tt[8].."")
                addEvent(install, 1000,cid)
            end
            function finall(cid)
                local typetx = MESSAGE_STATUS_CONSOLE_BLUE
                print(""..tt.success[6].."")
                print(""..tt[7].."")
                doPlayerSendTextMessage(cid, typetx,""..tt.success[6].."")
                doPlayerSendTextMessage(cid, typetx,""..tt[7].."")
                addEvent(concl, 3000,cid)
            end
             function installDd(cid)
               local typetx = MESSAGE_STATUS_CONSOLE_BLUE
                print(""..tt.success[5].."")
                print(""..tt[6].."")
                doPlayerSendTextMessage(cid, typetx,""..tt.success[5].."")
                doPlayerSendTextMessage(cid, typetx,""..tt[6].."")
                addEvent(finall, 1000,cid)
            end
            function installCc(cid)
               local typetx = MESSAGE_STATUS_CONSOLE_BLUE
                print(""..tt.success[4].."")
                print(""..tt[5].."")
                doPlayerSendTextMessage(cid, typetx,""..tt.success[4].."")
                doPlayerSendTextMessage(cid, typetx,""..tt[5].."")
              addEvent(installDd, 1000,cid)
            end
            function installBb(cid)
               local typetx = MESSAGE_STATUS_CONSOLE_BLUE
                print(""..tt.success[3].."")
                print(""..tt[4].."")
                doPlayerSendTextMessage(cid, typetx,""..tt.success[3].."")
              doPlayerSendTextMessage(cid, typetx,""..tt[4].."")
            addEvent(installCc, 1000,cid)
            end
            function installAa(cid)
              local typetx = MESSAGE_STATUS_CONSOLE_BLUE
                print(""..tt.success[2].."")
                print(""..tt[3].."")
                doPlayerSendTextMessage(cid, typetx,""..tt.success[2].."")
                doPlayerSendTextMessage(cid, typetx,""..tt[3].."")
                addEvent(installBb, 1000,cid)
            end
            function toInstall()
              local typetx = MESSAGE_STATUS_CONSOLE_BLUE
                print(""..tt.success[1].."")
                print(""..tt[2].."")
                doPlayerSendTextMessage(cid, typetx,""..tt.success[1].."")
                doPlayerSendTextMessage(cid, typetx,""..tt[2].."")
               addEvent(installAa, 1000,cid)
              end
            function preparation()
              local typetx = MESSAGE_STATUS_CONSOLE_BLUE
               print(""..tt[1].."")
             doPlayerSendTextMessage(cid, typetx,""..tt[1].."")
            addEvent(toInstall, 3000,cid)
        end
            if preparation() then
            end
        end
return 1
end
--=[by: MarcelloMkez]=-- 

Nesse caso queria sabe se é possível fazer para que player. Use apenas uma Spell se caso ele tenha 1 reset ou mais. Pois meus conhecimentos não são amplos para inventar algo assim :/ ( Já testei alguns outros comandos mais não deram certo.)

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-- Areas/Combat for 0ms

function getPlayerReset(cid)

local qr = db.getResult("SELECT `reset` FROM `players` WHERE `id`= ".. getPlayerGUID(cid).. ";") <--

rss = qr:getDataInt("reset", cid)

if rss < 0 then

rss = 0

end

return rss

end

 

 

local combat0_Brush = createCombatObject()

setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)

setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)

setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatArea(combat0_Brush,createCombatArea({{2}}))

function getDmg_Brush(cid, level, maglevel)

return (80)*-1,(180)*-10

end

setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")

local dfcombat0_Brush = {CONST_ANI_SMALLICE}local combat0_Brush_2 = createCombatObject()

setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_GREEN)

setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush_2,createCombatArea({{2}}))

function getDmg_Brush_2(cid, level, maglevel)

return (80)*-1,(180)*-12

end

setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")local combat0_Brush_3 = createCombatObject()

setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)

setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush_3,createCombatArea({{1, 0, 0, 0, 1},

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

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

function getDmg_Brush_3(cid, level, maglevel)

return (86)*-1,(200)*-10

end

setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat0_Brush_2 = createCombatObject()

setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)

setCombatParam(combat0_Brush_2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDCLUB)

setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush_2,createCombatArea({{2}}))

function getDmg_Brush_2(cid, level, maglevel)

return (80)*-1,(200)*-10

end

setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")

local dfcombat0_Brush_2 = {CONST_ANI_WHIRLWINDCLUB}local combat0_Brush = createCombatObject()

setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_SMALLCLOUDS)

setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_THROWINGKNIFE)

setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush,createCombatArea({{2}}))

function getDmg_Brush(cid, level, maglevel)

return (95)*-1,(210)*-10

end

setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")

local dfcombat0_Brush = {CONST_ANI_SMALLEARTH}local combat0_Brush_6 = createCombatObject()

setCombatParam(combat0_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)

setCombatParam(combat0_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush_6,createCombatArea({{0, 1, 1, 1, 0},

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

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

function getDmg_Brush_6(cid, level, maglevel)

return (100)*-1,(290)*-10

end

setCombatCallback(combat0_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")

 

 

-- Areas/Combat for 900ms

local combat9_Brush_6 = createCombatObject()

setCombatParam(combat9_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)

setCombatParam(combat9_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat9_Brush_6,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},

{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},

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

function getDmg_Brush_6(cid, level, maglevel)

return (100)*-1,(290)*-11

end

setCombatCallback(combat9_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat9_Brush_3 = createCombatObject()

setCombatParam(combat9_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)

setCombatParam(combat9_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat9_Brush_3,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},

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

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

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

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

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

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

function getDmg_Brush_3(cid, level, maglevel)

return (86)*-1,(200)*-10

end

setCombatCallback(combat9_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")

 

 

-- Areas/Combat for 400ms

local combat4_Brush_6 = createCombatObject()

setCombatParam(combat4_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)

setCombatParam(combat4_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat4_Brush_6,createCombatArea({{0, 1, 1, 1, 1, 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, 1, 1, 1, 1, 0}}))

function getDmg_Brush_6(cid, level, maglevel)

return (100)*-1,(290)*-10

end

setCombatCallback(combat4_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat4_Brush_3 = createCombatObject()

setCombatParam(combat4_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)

setCombatParam(combat4_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat4_Brush_3,createCombatArea({{1, 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, 1}}))

function getDmg_Brush_3(cid, level, maglevel)

return (86)*-1,(200)*-7

end

setCombatCallback(combat4_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_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)

if getPlayerReset(cid) < 1 then

doPlayerSendCancel(cid, "You can't cast this spell.")

return true

end

local startPos = getCreaturePosition(cid)

RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)

RunPart(combat0_Brush_2,cid,var)

RunPart(combat0_Brush_3,cid,var)

RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)

RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)

RunPart(combat0_Brush_6,cid,var)

addEvent(RunPart,900,combat9_Brush_6,cid,var)

addEvent(RunPart,900,combat9_Brush_3,cid,var)

addEvent(RunPart,400,combat4_Brush_6,cid,var)

addEvent(RunPart,400,combat4_Brush_3,cid,var)

return true

end

 

Editado por Kemix
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No código da spell, abaixo de:
function onCastSpell(cid, var)
coloque:
if getPlayerReset(cid) < 1 then
    doPlayerSendCancel(cid, "You can't cast this spell.")
    return true
end

 

Editado por zipter98
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No código da spell, abaixo de:
function onCastSpell(cid, var)
coloque:
if getPlayerReset(cid) < 1 then
    doPlayerSendCancel(cid, "You can't cast this spell.")
    return true
end

 

 

Aparece o seguinte erro

post-334468-0-37913600-1450224591_thumb.png

 

 

Magia que queria usar era essa, acho que coloquei certinho no script!

 

-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)
setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
	return (80)*-1,(180)*-10 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_SMALLICE}local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_GREEN)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (80)*-1,(180)*-12 
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")local combat0_Brush_3 = createCombatObject()
setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)
setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush_3,createCombatArea({{1, 0, 0, 0, 1},
{0, 1, 2, 1, 0},
{1, 0, 0, 0, 1}}))
function getDmg_Brush_3(cid, level, maglevel)
	return (86)*-1,(200)*-10 
end
setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDCLUB)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (80)*-1,(200)*-10 
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat0_Brush_2 = {CONST_ANI_WHIRLWINDCLUB}local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_SMALLCLOUDS)
setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_THROWINGKNIFE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
	return (95)*-1,(210)*-10 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_SMALLEARTH}local combat0_Brush_6 = createCombatObject()
setCombatParam(combat0_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)
setCombatParam(combat0_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush_6,createCombatArea({{0, 1, 1, 1, 0},
{1, 0, 2, 0, 1},
{0, 1, 1, 1, 0}}))
function getDmg_Brush_6(cid, level, maglevel)
	return (100)*-1,(290)*-10 
end
setCombatCallback(combat0_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")

-- Areas/Combat for 900ms
local combat9_Brush_6 = createCombatObject()
setCombatParam(combat9_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)
setCombatParam(combat9_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat9_Brush_6,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},
{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},
{1, 0, 0, 0, 0, 0, 0, 0, 1}}))
function getDmg_Brush_6(cid, level, maglevel)
	return (100)*-1,(290)*-11 
end
setCombatCallback(combat9_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat9_Brush_3 = createCombatObject()
setCombatParam(combat9_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)
setCombatParam(combat9_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat9_Brush_3,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 2, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1}}))
function getDmg_Brush_3(cid, level, maglevel)
	return (86)*-1,(200)*-10
end
setCombatCallback(combat9_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")

-- Areas/Combat for 400ms
local combat4_Brush_6 = createCombatObject()
setCombatParam(combat4_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)
setCombatParam(combat4_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat4_Brush_6,createCombatArea({{0, 1, 1, 1, 1, 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, 1, 1, 1, 1, 0}}))
function getDmg_Brush_6(cid, level, maglevel)
	return (100)*-1,(290)*-10 
end
setCombatCallback(combat4_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat4_Brush_3 = createCombatObject()
setCombatParam(combat4_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)
setCombatParam(combat4_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat4_Brush_3,createCombatArea({{1, 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, 1}}))
function getDmg_Brush_3(cid, level, maglevel)
	return (86)*-1,(200)*-7 
end
setCombatCallback(combat4_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_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[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
				i = i + 2
			end		
		end
	end
end

function onCastSpell(cid, var)
	if getPlayerReset(cid) < 1 then
    doPlayerSendCancel(cid, "You can't cast this spell.")
    return true
end
	local startPos = getCreaturePosition(cid)
	RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
	RunPart(combat0_Brush_2,cid,var)
	RunPart(combat0_Brush_3,cid,var)
	RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)
	RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
	RunPart(combat0_Brush_6,cid,var)
	addEvent(RunPart,900,combat9_Brush_6,cid,var)
	addEvent(RunPart,900,combat9_Brush_3,cid,var)
	addEvent(RunPart,400,combat4_Brush_6,cid,var)
	addEvent(RunPart,400,combat4_Brush_3,cid,var)
	return true
end
Editado por Nosifero
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Você precisa declarar a função:

function getPlayerReset(cid)
local qr = db.getResult("SELECT `reset` FROM `players` WHERE `id`= "..coNdConf.pid..";")
rss = qr:getDataInt("reset", coNdConf.pid)
if rss < 0 then
rss = 0
end
return rss
end

no arquivo que deseja chamar a função getPlayerReset(cid). Aconselho a colocar no global.lua, assim não é necessário por em todos os arquivos desejados.

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Você precisa declarar a função:

function getPlayerReset(cid)
local qr = db.getResult("SELECT `reset` FROM `players` WHERE `id`= "..coNdConf.pid..";")
rss = qr:getDataInt("reset", coNdConf.pid)
if rss < 0 then
rss = 0
end
return rss
end

no arquivo que deseja chamar a função getPlayerReset(cid). Aconselho a colocar no global.lua, assim não é necessário por em todos os arquivos desejados.

Não entendi muito, meu servidor não tem nenhum script chamado Global.lua :omg:

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-- Areas/Combat for 0ms

function getPlayerReset(cid)

local qr = db.getResult("SELECT `reset` FROM `players` WHERE `id`= cid;")

rss = qr:getDataInt("reset", cid)

if rss < 0 then

rss = 0

end

return rss

end

 

local combat0_Brush = createCombatObject()

setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)

setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)

setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatArea(combat0_Brush,createCombatArea({{2}}))

function getDmg_Brush(cid, level, maglevel)

return (80)*-1,(180)*-10

end

setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")

local dfcombat0_Brush = {CONST_ANI_SMALLICE}local combat0_Brush_2 = createCombatObject()

setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_GREEN)

setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush_2,createCombatArea({{2}}))

function getDmg_Brush_2(cid, level, maglevel)

return (80)*-1,(180)*-12

end

setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")local combat0_Brush_3 = createCombatObject()

setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)

setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush_3,createCombatArea({{1, 0, 0, 0, 1},

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

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

function getDmg_Brush_3(cid, level, maglevel)

return (86)*-1,(200)*-10

end

setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat0_Brush_2 = createCombatObject()

setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)

setCombatParam(combat0_Brush_2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDCLUB)

setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush_2,createCombatArea({{2}}))

function getDmg_Brush_2(cid, level, maglevel)

return (80)*-1,(200)*-10

end

setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")

local dfcombat0_Brush_2 = {CONST_ANI_WHIRLWINDCLUB}local combat0_Brush = createCombatObject()

setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_SMALLCLOUDS)

setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_THROWINGKNIFE)

setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush,createCombatArea({{2}}))

function getDmg_Brush(cid, level, maglevel)

return (95)*-1,(210)*-10

end

setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")

local dfcombat0_Brush = {CONST_ANI_SMALLEARTH}local combat0_Brush_6 = createCombatObject()

setCombatParam(combat0_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)

setCombatParam(combat0_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush_6,createCombatArea({{0, 1, 1, 1, 0},

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

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

function getDmg_Brush_6(cid, level, maglevel)

return (100)*-1,(290)*-10

end

setCombatCallback(combat0_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")

 

-- Areas/Combat for 900ms

local combat9_Brush_6 = createCombatObject()

setCombatParam(combat9_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)

setCombatParam(combat9_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat9_Brush_6,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},

{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},

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

function getDmg_Brush_6(cid, level, maglevel)

return (100)*-1,(290)*-11

end

setCombatCallback(combat9_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat9_Brush_3 = createCombatObject()

setCombatParam(combat9_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)

setCombatParam(combat9_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat9_Brush_3,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},

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

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

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

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

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

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

function getDmg_Brush_3(cid, level, maglevel)

return (86)*-1,(200)*-10

end

setCombatCallback(combat9_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")

 

-- Areas/Combat for 400ms

local combat4_Brush_6 = createCombatObject()

setCombatParam(combat4_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)

setCombatParam(combat4_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat4_Brush_6,createCombatArea({{0, 1, 1, 1, 1, 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, 1, 1, 1, 1, 0}}))

function getDmg_Brush_6(cid, level, maglevel)

return (100)*-1,(290)*-10

end

setCombatCallback(combat4_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat4_Brush_3 = createCombatObject()

setCombatParam(combat4_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)

setCombatParam(combat4_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat4_Brush_3,createCombatArea({{1, 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, 1}}))

function getDmg_Brush_3(cid, level, maglevel)

return (86)*-1,(200)*-7

end

setCombatCallback(combat4_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_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)

if getPlayerReset(cid) < 1 then

doPlayerSendCancel(cid, "You can't cast this spell.")

return true

end

local startPos = getCreaturePosition(cid)

RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)

RunPart(combat0_Brush_2,cid,var)

RunPart(combat0_Brush_3,cid,var)

RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)

RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)

RunPart(combat0_Brush_6,cid,var)

addEvent(RunPart,900,combat9_Brush_6,cid,var)

addEvent(RunPart,900,combat9_Brush_3,cid,var)

addEvent(RunPart,400,combat4_Brush_6,cid,var)

addEvent(RunPart,400,combat4_Brush_3,cid,var)

return true

end

 

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@@Nosifero, em que diretório está seu arquivo do reset?

ele fica em talkactions

-- Areas/Combat for 0ms
function getPlayerReset(cid)
local qr = db.getResult("SELECT `reset` FROM `players` WHERE `id`= cid;")
rss = qr:getDataInt("reset", cid)
if rss < 0 then
rss = 0
end
return rss
end

local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)
setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
	return (80)*-1,(180)*-10 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_SMALLICE}local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_GREEN)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (80)*-1,(180)*-12 
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")local combat0_Brush_3 = createCombatObject()
setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)
setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush_3,createCombatArea({{1, 0, 0, 0, 1},
{0, 1, 2, 1, 0},
{1, 0, 0, 0, 1}}))
function getDmg_Brush_3(cid, level, maglevel)
	return (86)*-1,(200)*-10 
end
setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDCLUB)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (80)*-1,(200)*-10 
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat0_Brush_2 = {CONST_ANI_WHIRLWINDCLUB}local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_SMALLCLOUDS)
setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_THROWINGKNIFE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
	return (95)*-1,(210)*-10 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_SMALLEARTH}local combat0_Brush_6 = createCombatObject()
setCombatParam(combat0_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)
setCombatParam(combat0_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush_6,createCombatArea({{0, 1, 1, 1, 0},
{1, 0, 2, 0, 1},
{0, 1, 1, 1, 0}}))
function getDmg_Brush_6(cid, level, maglevel)
	return (100)*-1,(290)*-10 
end
setCombatCallback(combat0_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")

-- Areas/Combat for 900ms
local combat9_Brush_6 = createCombatObject()
setCombatParam(combat9_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)
setCombatParam(combat9_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat9_Brush_6,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},
{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},
{1, 0, 0, 0, 0, 0, 0, 0, 1}}))
function getDmg_Brush_6(cid, level, maglevel)
	return (100)*-1,(290)*-11 
end
setCombatCallback(combat9_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat9_Brush_3 = createCombatObject()
setCombatParam(combat9_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)
setCombatParam(combat9_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat9_Brush_3,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 2, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1}}))
function getDmg_Brush_3(cid, level, maglevel)
	return (86)*-1,(200)*-10
end
setCombatCallback(combat9_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")

-- Areas/Combat for 400ms
local combat4_Brush_6 = createCombatObject()
setCombatParam(combat4_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)
setCombatParam(combat4_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat4_Brush_6,createCombatArea({{0, 1, 1, 1, 1, 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, 1, 1, 1, 1, 0}}))
function getDmg_Brush_6(cid, level, maglevel)
	return (100)*-1,(290)*-10 
end
setCombatCallback(combat4_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat4_Brush_3 = createCombatObject()
setCombatParam(combat4_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)
setCombatParam(combat4_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat4_Brush_3,createCombatArea({{1, 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, 1}}))
function getDmg_Brush_3(cid, level, maglevel)
	return (86)*-1,(200)*-7 
end
setCombatCallback(combat4_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_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[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
				i = i + 2
			end		
		end
	end
end

function onCastSpell(cid, var)
if getPlayerReset(cid) < 1 then
    doPlayerSendCancel(cid, "You can't cast this spell.")
    return true
end
	local startPos = getCreaturePosition(cid)
	RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
	RunPart(combat0_Brush_2,cid,var)
	RunPart(combat0_Brush_3,cid,var)
	RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)
	RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
	RunPart(combat0_Brush_6,cid,var)
	addEvent(RunPart,900,combat9_Brush_6,cid,var)
	addEvent(RunPart,900,combat9_Brush_3,cid,var)
	addEvent(RunPart,400,combat4_Brush_6,cid,var)
	addEvent(RunPart,400,combat4_Brush_3,cid,var)
	return true
end

o que senhor mudo?

 

post-334468-0-32483000-1450278541_thumb.png

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-- Areas/Combat for 0ms

function getPlayerReset(cid)

local qr = db.getResult("SELECT `reset` FROM `players` WHERE `id`= `cid`;") -- mudei isso

rss = qr:getDataInt("reset", cid)

if rss < 0 then

rss = 0

end

return rss

end

 

 

local combat0_Brush = createCombatObject()

setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)

setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)

setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatArea(combat0_Brush,createCombatArea({{2}}))

function getDmg_Brush(cid, level, maglevel)

return (80)*-1,(180)*-10

end

setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")

local dfcombat0_Brush = {CONST_ANI_SMALLICE}local combat0_Brush_2 = createCombatObject()

setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_GREEN)

setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush_2,createCombatArea({{2}}))

function getDmg_Brush_2(cid, level, maglevel)

return (80)*-1,(180)*-12

end

setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")local combat0_Brush_3 = createCombatObject()

setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)

setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush_3,createCombatArea({{1, 0, 0, 0, 1},

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

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

function getDmg_Brush_3(cid, level, maglevel)

return (86)*-1,(200)*-10

end

setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat0_Brush_2 = createCombatObject()

setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)

setCombatParam(combat0_Brush_2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDCLUB)

setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush_2,createCombatArea({{2}}))

function getDmg_Brush_2(cid, level, maglevel)

return (80)*-1,(200)*-10

end

setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")

local dfcombat0_Brush_2 = {CONST_ANI_WHIRLWINDCLUB}local combat0_Brush = createCombatObject()

setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_SMALLCLOUDS)

setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_THROWINGKNIFE)

setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush,createCombatArea({{2}}))

function getDmg_Brush(cid, level, maglevel)

return (95)*-1,(210)*-10

end

setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")

local dfcombat0_Brush = {CONST_ANI_SMALLEARTH}local combat0_Brush_6 = createCombatObject()

setCombatParam(combat0_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)

setCombatParam(combat0_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat0_Brush_6,createCombatArea({{0, 1, 1, 1, 0},

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

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

function getDmg_Brush_6(cid, level, maglevel)

return (100)*-1,(290)*-10

end

setCombatCallback(combat0_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")

 

 

-- Areas/Combat for 900ms

local combat9_Brush_6 = createCombatObject()

setCombatParam(combat9_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)

setCombatParam(combat9_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat9_Brush_6,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},

{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},

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

function getDmg_Brush_6(cid, level, maglevel)

return (100)*-1,(290)*-11

end

setCombatCallback(combat9_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat9_Brush_3 = createCombatObject()

setCombatParam(combat9_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)

setCombatParam(combat9_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat9_Brush_3,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},

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

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

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

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

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

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

function getDmg_Brush_3(cid, level, maglevel)

return (86)*-1,(200)*-10

end

setCombatCallback(combat9_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")

 

 

-- Areas/Combat for 400ms

local combat4_Brush_6 = createCombatObject()

setCombatParam(combat4_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)

setCombatParam(combat4_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat4_Brush_6,createCombatArea({{0, 1, 1, 1, 1, 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, 1, 1, 1, 1, 0}}))

function getDmg_Brush_6(cid, level, maglevel)

return (100)*-1,(290)*-10

end

setCombatCallback(combat4_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat4_Brush_3 = createCombatObject()

setCombatParam(combat4_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)

setCombatParam(combat4_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatArea(combat4_Brush_3,createCombatArea({{1, 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, 1}}))

function getDmg_Brush_3(cid, level, maglevel)

return (86)*-1,(200)*-7

end

setCombatCallback(combat4_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_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)

if getPlayerReset(cid) < 1 then

doPlayerSendCancel(cid, "You can't cast this spell.")

return true

end

local startPos = getCreaturePosition(cid)

RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)

RunPart(combat0_Brush_2,cid,var)

RunPart(combat0_Brush_3,cid,var)

RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)

RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)

RunPart(combat0_Brush_6,cid,var)

addEvent(RunPart,900,combat9_Brush_6,cid,var)

addEvent(RunPart,900,combat9_Brush_3,cid,var)

addEvent(RunPart,400,combat4_Brush_6,cid,var)

addEvent(RunPart,400,combat4_Brush_3,cid,var)

return true

end

Editado por Kemix
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-- Areas/Combat for 0ms
function getPlayerReset(cid)
local qr = db.getResult("SELECT `reset` FROM `players` WHERE `id`= ".. getPlayerGUID(cid).. ";") <--
rss = qr:getDataInt("reset", cid)
if rss < 0 then
rss = 0
end
return rss
end


local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)
setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
return (80)*-1,(180)*-10 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_SMALLICE}local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_GREEN)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
return (80)*-1,(180)*-12 
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")local combat0_Brush_3 = createCombatObject()
setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)
setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush_3,createCombatArea({{1, 0, 0, 0, 1},
{0, 1, 2, 1, 0},
{1, 0, 0, 0, 1}}))
function getDmg_Brush_3(cid, level, maglevel)
return (86)*-1,(200)*-10 
end
setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDCLUB)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
return (80)*-1,(200)*-10 
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat0_Brush_2 = {CONST_ANI_WHIRLWINDCLUB}local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_SMALLCLOUDS)
setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_THROWINGKNIFE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
return (95)*-1,(210)*-10 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_SMALLEARTH}local combat0_Brush_6 = createCombatObject()
setCombatParam(combat0_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)
setCombatParam(combat0_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush_6,createCombatArea({{0, 1, 1, 1, 0},
{1, 0, 2, 0, 1},
{0, 1, 1, 1, 0}}))
function getDmg_Brush_6(cid, level, maglevel)
return (100)*-1,(290)*-10 
end
setCombatCallback(combat0_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")


-- Areas/Combat for 900ms
local combat9_Brush_6 = createCombatObject()
setCombatParam(combat9_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)
setCombatParam(combat9_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat9_Brush_6,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},
{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},
{1, 0, 0, 0, 0, 0, 0, 0, 1}}))
function getDmg_Brush_6(cid, level, maglevel)
return (100)*-1,(290)*-11 
end
setCombatCallback(combat9_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat9_Brush_3 = createCombatObject()
setCombatParam(combat9_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)
setCombatParam(combat9_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat9_Brush_3,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 2, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1}}))
function getDmg_Brush_3(cid, level, maglevel)
return (86)*-1,(200)*-10
end
setCombatCallback(combat9_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")


-- Areas/Combat for 400ms
local combat4_Brush_6 = createCombatObject()
setCombatParam(combat4_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS)
setCombatParam(combat4_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat4_Brush_6,createCombatArea({{0, 1, 1, 1, 1, 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, 1, 1, 1, 1, 0}}))
function getDmg_Brush_6(cid, level, maglevel)
return (100)*-1,(290)*-10 
end
setCombatCallback(combat4_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat4_Brush_3 = createCombatObject()
setCombatParam(combat4_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN)
setCombatParam(combat4_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat4_Brush_3,createCombatArea({{1, 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, 1}}))
function getDmg_Brush_3(cid, level, maglevel)
return (86)*-1,(200)*-7 
end
setCombatCallback(combat4_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_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[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
i = i + 2
end 
end
end
end


function onCastSpell(cid, var)
if getPlayerReset(cid) < 1 then
    doPlayerSendCancel(cid, "You can't cast this spell.")
    return true
end
local startPos = getCreaturePosition(cid)
RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
RunPart(combat0_Brush_2,cid,var)
RunPart(combat0_Brush_3,cid,var)
RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)
RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
RunPart(combat0_Brush_6,cid,var)
addEvent(RunPart,900,combat9_Brush_6,cid,var)
addEvent(RunPart,900,combat9_Brush_3,cid,var)
addEvent(RunPart,400,combat4_Brush_6,cid,var)
addEvent(RunPart,400,combat4_Brush_3,cid,var)
return true
end

Funciono, porem existe pequeno errinho, pois o player que não tem reset acaba falando o spell e gastando a mana kkkkkk ( A spell não sai, não da nado nem animações, mais teoricamente ele pode fica treinado ml dai.. kkkk

 

 

-- Areas/Combat for 0ms
function getPlayerReset(cid)
local qr = db.getResult("SELECT `reset` FROM `players` WHERE `id`= ".. getPlayerGUID(cid).. ";")
rss = qr:getDataInt("reset", cid)
if rss < 0 then
rss = 0
end
return rss
end

foi preciso remover o <--

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Mude:

function onCastSpell(cid, var)
if getPlayerReset(cid) < 1 then
    doPlayerSendCancel(cid, "You can't cast this spell.")
    return true
end

Para:

function onCastSpell(cid, var)
if getPlayerReset(cid) < 1 then
    doPlayerSendCancel(cid, "You can't cast this spell.")
    return false
end
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Já aproveitando o topico pessoal, saberiam dizer por que diabos, meu evento WOE não sumona os guardinhas? Aparece o seguinte erro

 

post-334468-0-50093800-1450293863_thumb.png

Erro está em alguma coisa aqui sera pessoal?

dofile("./_woe.lua")

local delays = 60

local guards_price = 30000	--30k

function onUse(cid, item, fromPosition, itemEx, toPosition)
	Woe.getInfo()
	if item.actionid == Castle.banderas then
		if Woe.isTime() then
			if Woe.isStarted() then
				if infoLua[2] == getPlayerGuildId(cid) then
					doTeleportThing(cid, Castle.guildEntry, false)
				else
					doPlayerSendCancel(cid, "You are not member of ".. Woe.guildName() ..".")
				end
			end
		else
			if infoLua[2] == getPlayerGuildId(cid) then
				doTeleportThing(cid, Castle.guildEntry, false)
			else
				doPlayerSendCancel(cid, "You are not member of ".. Woe.guildName() ..".")
			end
		end
	elseif (item.uid == 3134) then
		if not Woe.isStarted() or (infoLua[2] ~= getPlayerGuildId(cid)) or (getPlayerGuildLevel(cid) ~= GUILDLEVEL_LEADER) then
			return true
		end
		if (getPlayerMoney(cid) < guards_price) then
			return doPlayerSendCancel(cid, "Not enough money.")
		end
		local varDelay = getGlobalStorageValue(24503)
		if (varDelay < 0) or ((os.time() - varDelay) >= delays) then
			if Woe.check() then
				Woe.summon()
				doPlayerRemoveMoney(cid, guards_price)
			else
				doPlayerSendCancel(cid, "There are still guards alive.")
			end
		else
			doPlayerSendCancel(cid, "Delay no listo.")
		end
	end
	return true
end

 

Mude:

function onCastSpell(cid, var)
if getPlayerReset(cid) < 1 then
    doPlayerSendCancel(cid, "You can't cast this spell.")
    return true
end

Para:

function onCastSpell(cid, var)
if getPlayerReset(cid) < 1 then
    doPlayerSendCancel(cid, "You can't cast this spell.")
    return false
end

Perfeito amigo!

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