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Spells sem efeito


frankmizere007

Pergunta

Olá não sei se estou na área correta se não estiver me desculpem .

estou com um probleminha o player solta a magia no caso kamehameha tira a vida mais não mostra o efeito .

alguém pode me ajudar agradeço desde ja

ll.png

ll.png.68d7ca81c97af40b72bb32103c92090d.png

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Lua da magia kamehameha  @Deadpool

 

 

 

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 128)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr1 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{1, 2, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
 
local area1 = createCombatArea(arr1)
setCombatArea(combat1, area1)
 
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 129)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr2 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 2},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
 
local area2 = createCombatArea(arr2)
setCombatArea(combat2, area2)
 
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 129)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr3 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 1, 1, 0, 0, 2},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
 
local area3 = createCombatArea(arr3)
setCombatArea(combat3, area3)
 
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 130)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr4 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 2},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
 
local area4 = createCombatArea(arr4)
setCombatArea(combat4, area4)
 
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 130)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr5 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{2, 1, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
 
local area5 = createCombatArea(arr5)
setCombatArea(combat5, area5)
 
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 129)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr6 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 2, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
 
local area6 = createCombatArea(arr6)
setCombatArea(combat6, area6)
 
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 129)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr7 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{2, 0, 0, 1, 1, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
 
local area7 = createCombatArea(arr7)
setCombatArea(combat7, area7)
 
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 128)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr8 = {
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{2, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
}
 
local area8 = createCombatArea(arr8)
setCombatArea(combat8, area8)
 
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, 133)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
 
local arr9 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 2, 0},
{0, 0, 0, 1, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
 
local area9 = createCombatArea(arr9)
setCombatArea(combat9, area9)
 
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 132)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr10 = {
{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, 1, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
 
local area10 = createCombatArea(arr10)
setCombatArea(combat10, area10)
 
 
local combat11 = createCombatObject()
setCombatParam(combat11, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat11, COMBAT_PARAM_EFFECT, 132)
setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr11 = {
{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, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
 
local area11 = createCombatArea(arr11)
setCombatArea(combat11, area11)
 
local combat12 = createCombatObject()
setCombatParam(combat12, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat12, COMBAT_PARAM_EFFECT, 131)
setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr12 = {
{0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
 
local area12 = createCombatArea(arr12)
setCombatArea(combat12, area12)
 
local combat13 = createCombatObject()
setCombatParam(combat13, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat13, COMBAT_PARAM_EFFECT, 131)
setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr13 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 1, 0},
{0, 0, 0, 2, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
 
local area13 = createCombatArea(arr13)
setCombatArea(combat13, area13)
 
local combat14 = createCombatObject()
setCombatParam(combat14, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat14, COMBAT_PARAM_EFFECT, 132)
setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr14 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
 
local area14 = createCombatArea(arr14)
setCombatArea(combat14, area14)
 
local combat15 = createCombatObject()
setCombatParam(combat15, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat15, COMBAT_PARAM_EFFECT, 132)
setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr15 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 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, 0, 0, 0, 0},
}
 
local area15 = createCombatArea(arr15)
setCombatArea(combat15, area15)
 
local combat16 = createCombatObject()
setCombatParam(combat16, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)
setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat16, COMBAT_PARAM_EFFECT, 133)
setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)
 
local arr16 = {
{0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
 
local area16 = createCombatArea(arr16)
setCombatArea(combat16, area16)
 

function k5(cid)
    if getCreatureLookDirection(cid) == 1 then
        doCombat(cid, combat1, numberToVariant(cid))
        doCombat(cid, combat2, numberToVariant(cid))
        doCombat(cid, combat3, numberToVariant(cid))
        doCombat(cid, combat4, numberToVariant(cid))
        doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) 
    elseif getCreatureLookDirection(cid) == 2 then
        doCombat(cid, combat13, numberToVariant(cid))
        doCombat(cid, combat14, numberToVariant(cid))
        doCombat(cid, combat15, numberToVariant(cid))
        doCombat(cid, combat16, numberToVariant(cid))
        doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1)
    elseif getCreatureLookDirection(cid) == 3 then
        doCombat(cid, combat5, numberToVariant(cid))
        doCombat(cid, combat6, numberToVariant(cid))
        doCombat(cid, combat7, numberToVariant(cid))
        doCombat(cid, combat8, numberToVariant(cid))
        doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1)
    elseif getCreatureLookDirection(cid) == 0 then   
        doCombat(cid, combat9, numberToVariant(cid))
        doCombat(cid, combat10, numberToVariant(cid))
        doCombat(cid, combat11, numberToVariant(cid))
        doCombat(cid, combat12, numberToVariant(cid))
        doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) 
    end
end
 
function k4(cid)       
    doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1)                 
    addEvent(k5,100,cid)
end 
function k3(cid)       
    doPlayerSay(cid, 'Ha!', TALKTYPE_ORANGE_1)                 
    addEvent(k4,100,cid)
end
function k2(cid)       
    doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1)                 
    addEvent(k3,100,cid)
end
function k1(cid)       
    doPlayerSay(cid, 'Ka!', TALKTYPE_ORANGE_1)                 
    addEvent(k2,100,cid)
end
  
function onCastSpell(cid, var)
      addEvent(k1,0,cid)
return true
end

Editado por frankmizere007
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  • 0
Em 10/09/2016 at 13:04, Deadpool disse:

Posta o .lua da magia.

local combat1 = createCombatObject()

setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat1, COMBAT_PARAM_EFFECT, 128)

setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr1 = {

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

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

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

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

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

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

}

 

local area1 = createCombatArea(arr1)

setCombatArea(combat1, area1)

 

local combat2 = createCombatObject()

setCombatParam(combat2, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat2, COMBAT_PARAM_EFFECT, 129)

setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr2 = {

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

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

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

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

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

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

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

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

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

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

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

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

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

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

}

 

local area2 = createCombatArea(arr2)

setCombatArea(combat2, area2)

 

local combat3 = createCombatObject()

setCombatParam(combat3, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat3, COMBAT_PARAM_EFFECT, 129)

setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr3 = {

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

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

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

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

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

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

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

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

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

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

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

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

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

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

}

 

local area3 = createCombatArea(arr3)

setCombatArea(combat3, area3)

 

local combat4 = createCombatObject()

setCombatParam(combat4, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat4, COMBAT_PARAM_EFFECT, 130)

setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr4 = {

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

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

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

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

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

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

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

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

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

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

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

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

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

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

}

 

local area4 = createCombatArea(arr4)

setCombatArea(combat4, area4)

 

local combat5 = createCombatObject()

setCombatParam(combat5, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat5, COMBAT_PARAM_EFFECT, 130)

setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr5 = {

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

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

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

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

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

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

}

 

local area5 = createCombatArea(arr5)

setCombatArea(combat5, area5)

 

local combat6 = createCombatObject()

setCombatParam(combat6, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat6, COMBAT_PARAM_EFFECT, 129)

setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr6 = {

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

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

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

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

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

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

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

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

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

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

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

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

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

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

}

 

local area6 = createCombatArea(arr6)

setCombatArea(combat6, area6)

 

local combat7 = createCombatObject()

setCombatParam(combat7, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat7, COMBAT_PARAM_EFFECT, 129)

setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr7 = {

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

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

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

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

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

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

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

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

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

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

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

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

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

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

}

 

local area7 = createCombatArea(arr7)

setCombatArea(combat7, area7)

 

local combat8 = createCombatObject()

setCombatParam(combat8, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat8, COMBAT_PARAM_EFFECT, 128)

setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr8 = {

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

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

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

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

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

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

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

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

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

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

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

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

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

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

}

 

local area8 = createCombatArea(arr8)

setCombatArea(combat8, area8)

 

local combat9 = createCombatObject()

setCombatParam(combat9, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat9, COMBAT_PARAM_EFFECT, 133)

setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

 

local arr9 = {

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

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

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

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

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

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

}

 

local area9 = createCombatArea(arr9)

setCombatArea(combat9, area9)

 

local combat10 = createCombatObject()

setCombatParam(combat10, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat10, COMBAT_PARAM_EFFECT, 132)

setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr10 = {

{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, 1, 0, 0},

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

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

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

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

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

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

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

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

}

 

local area10 = createCombatArea(arr10)

setCombatArea(combat10, area10)

 

 

local combat11 = createCombatObject()

setCombatParam(combat11, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat11, COMBAT_PARAM_EFFECT, 132)

setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr11 = {

{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, 0, 0, 0},

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

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

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

}

 

local area11 = createCombatArea(arr11)

setCombatArea(combat11, area11)

 

local combat12 = createCombatObject()

setCombatParam(combat12, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat12, COMBAT_PARAM_EFFECT, 131)

setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr12 = {

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

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

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

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

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

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

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

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

}

 

local area12 = createCombatArea(arr12)

setCombatArea(combat12, area12)

 

local combat13 = createCombatObject()

setCombatParam(combat13, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat13, COMBAT_PARAM_EFFECT, 131)

setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr13 = {

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

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

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

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

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

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

}

 

local area13 = createCombatArea(arr13)

setCombatArea(combat13, area13)

 

local combat14 = createCombatObject()

setCombatParam(combat14, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat14, COMBAT_PARAM_EFFECT, 132)

setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr14 = {

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

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

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

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

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

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

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

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

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

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

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

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

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

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

}

 

local area14 = createCombatArea(arr14)

setCombatArea(combat14, area14)

 

local combat15 = createCombatObject()

setCombatParam(combat15, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat15, COMBAT_PARAM_EFFECT, 132)

setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr15 = {

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

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

}

 

local area15 = createCombatArea(arr15)

setCombatArea(combat15, area15)

 

local combat16 = createCombatObject()

setCombatParam(combat16, COMBAT_PARAM_HITCOLOR, COLOR_TEAL)

setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat16, COMBAT_PARAM_EFFECT, 133)

setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0)

 

local arr16 = {

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

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

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

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

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

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

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

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

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

}

 

local area16 = createCombatArea(arr16)

setCombatArea(combat16, area16)

 

function k5(cid)

    if getCreatureLookDirection(cid) == 1 then

        doCombat(cid, combat1, numberToVariant(cid))

        doCombat(cid, combat2, numberToVariant(cid))

        doCombat(cid, combat3, numberToVariant(cid))

        doCombat(cid, combat4, numberToVariant(cid))

        doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) 

    elseif getCreatureLookDirection(cid) == 2 then

        doCombat(cid, combat13, numberToVariant(cid))

        doCombat(cid, combat14, numberToVariant(cid))

        doCombat(cid, combat15, numberToVariant(cid))

        doCombat(cid, combat16, numberToVariant(cid))

        doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1)

    elseif getCreatureLookDirection(cid) == 3 then

        doCombat(cid, combat5, numberToVariant(cid))

        doCombat(cid, combat6, numberToVariant(cid))

        doCombat(cid, combat7, numberToVariant(cid))

        doCombat(cid, combat8, numberToVariant(cid))

        doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1)

    elseif getCreatureLookDirection(cid) == 0 then   

        doCombat(cid, combat9, numberToVariant(cid))

        doCombat(cid, combat10, numberToVariant(cid))

        doCombat(cid, combat11, numberToVariant(cid))

        doCombat(cid, combat12, numberToVariant(cid))

        doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) 

    end

end

 

function k4(cid)       

    doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1)                 

    addEvent(k5,100,cid)

end 

function k3(cid)       

    doPlayerSay(cid, 'Ha!', TALKTYPE_ORANGE_1)                 

    addEvent(k4,100,cid)

end

function k2(cid)       

    doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1)                 

    addEvent(k3,100,cid)

end

function k1(cid)       

    doPlayerSay(cid, 'Ka!', TALKTYPE_ORANGE_1)                 

    addEvent(k2,100,cid)

end

  

function onCastSpell(cid, var)

      addEvent(k1,0,cid)

return true

end

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