frankmizere007 1 Postado Setembro 10, 2016 Share Postado Setembro 10, 2016 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 Link para o comentário https://xtibia.com/forum/topic/242137-spells-sem-efeito/ Compartilhar em outros sites More sharing options...
0 Deadpool 862 Postado Setembro 10, 2016 Share Postado Setembro 10, 2016 Posta o .lua da magia. Link para o comentário https://xtibia.com/forum/topic/242137-spells-sem-efeito/#findComment-1703872 Compartilhar em outros sites More sharing options...
0 Administrador Administrador 1437 Postado Setembro 12, 2016 Administrador Share Postado Setembro 12, 2016 Tópico movido para Suporte Otserv. Link para o comentário https://xtibia.com/forum/topic/242137-spells-sem-efeito/#findComment-1704058 Compartilhar em outros sites More sharing options...
0 frankmizere007 1 Postado Setembro 16, 2016 Autor Share Postado Setembro 16, 2016 (editado) 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 Setembro 16, 2016 por frankmizere007 Link para o comentário https://xtibia.com/forum/topic/242137-spells-sem-efeito/#findComment-1704265 Compartilhar em outros sites More sharing options...
0 frankmizere007 1 Postado Setembro 17, 2016 Autor Share Postado Setembro 17, 2016 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 Link para o comentário https://xtibia.com/forum/topic/242137-spells-sem-efeito/#findComment-1704279 Compartilhar em outros sites More sharing options...
Pergunta
frankmizere007 1
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
Link para o comentário
https://xtibia.com/forum/topic/242137-spells-sem-efeito/Compartilhar em outros sites
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