E o que vc quer? colocar as direção certa? posta o script.
- Fórum
- OTServ
- Recursos
- Scripting
- Globalevents e Spells
- [Ajuda] Spell com direção.
5
1.5k
04 de fevereiro de 2017 às 21:27
info
Grupo: Visconde
Registrado: 09/08/10
Posts: 314
Reputação: +19
Char no Tibia: não tenho

04 de fevereiro de 2017 às 21:40
Tipo, eu peguei como base uma aqui, que o poder é tipo esse, ele só n tem esse esquema de avançar e dar dano, eu "conseguir" fazer ela certa pra um só lado, mas ele continua pra todos os lados, não é isso que quero kk
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 20)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr1 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 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},
}
local area1 = createCombatArea(arr1)
setCombatArea(combat1, area1)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 20)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr10 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 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},
}
local area10 = createCombatArea(arr10)
setCombatArea(combat10, area10)
local combat100 = createCombatObject()
setCombatParam(combat100, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat100, COMBAT_PARAM_EFFECT, 20)
setCombatFormula(combat100, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr100 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 2, 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},
}
local area100 = createCombatArea(arr100)
setCombatArea(combat100, area100)
local combat1000 = createCombatObject()
setCombatParam(combat1000, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat1000, COMBAT_PARAM_EFFECT, 20)
setCombatFormula(combat1000, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr1000 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 0, 2, 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},
}
local area1000 = createCombatArea(arr1000)
setCombatArea(combat1000, area1000)
local combat10000 = createCombatObject()
setCombatParam(combat10000, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat10000, COMBAT_PARAM_EFFECT, 131)
setCombatFormula(combat10000, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr10000 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 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},
}
local area10000 = createCombatArea(arr10000)
setCombatArea(combat10000, area10000)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 171)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.0, 0, -0.0, 0)
local arr2 = {
{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, 2, 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 combat20 = createCombatObject()
setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat20, COMBAT_PARAM_EFFECT, 131)
setCombatFormula(combat20, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr20 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 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, 1, 1, 1},
{2, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 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},
}
local area20 = createCombatArea(arr20)
setCombatArea(combat20, area20)
local combat200 = createCombatObject()
setCombatParam(combat200, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat200, COMBAT_PARAM_EFFECT, 131)
setCombatFormula(combat200, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr200 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{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, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
local area200 = createCombatArea(arr200)
setCombatArea(combat200, area200)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 172)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.0, 0, -0.0, 0)
local arr3 = {
{0, 0, 0, 0, 0, 0, 0, 1, 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, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
local area3 = createCombatArea(arr3)
setCombatArea(combat3, area3)
local combat30 = createCombatObject()
setCombatParam(combat30, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat30, COMBAT_PARAM_EFFECT, 131)
setCombatFormula(combat30, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr30 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 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},
}
local area30 = createCombatArea(arr30)
setCombatArea(combat30, area30)
local combat300 = createCombatObject()
setCombatParam(combat300, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat300, COMBAT_PARAM_EFFECT, 131)
setCombatFormula(combat300, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr300 = {
{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, 0, 0},
{0, 0, 0, 0, 0, 0},
}
local area300 = createCombatArea(arr300)
setCombatArea(combat300, area300)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT,173)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.0, 0, -0.0, 0)
local arr4 = {
{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},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 2, 0},
}
local area4 = createCombatArea(arr4)
setCombatArea(combat4, area4)
local combat40 = createCombatObject()
setCombatParam(combat40, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat40, COMBAT_PARAM_EFFECT, 131)
setCombatFormula(combat40, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr40 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 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},
}
local area40 = createCombatArea(arr40)
setCombatArea(combat40, area40)
local combat400 = createCombatObject()
setCombatParam(combat400, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat400, COMBAT_PARAM_EFFECT, 131)
setCombatFormula(combat400, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr400 = {
{0, 0, 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 area400 = createCombatArea(arr400)
setCombatArea(combat400, area400)
function raiden(cid)
if getPlayerLookDir(cid) == 1 then
doCombat(cid, combat1, numberToVariant(cid))
doCombat(cid, combat10, numberToVariant(cid))
doCombat(cid, combat100, numberToVariant(cid))
doCombat(cid, combat1000, numberToVariant(cid))
doCombat(cid, combat10000, numberToVariant(cid))
end
end
function onCastSpell(cid, var)
local waittime = 3 -- Tempo de exhaustion
local storage = 115828
if exhaustion.check(cid, storage) then
doPlayerSendTextMessage(cid, 26, "Aguarde " .. exhaustion.get(cid, storage) .. " segundos para usar a spell novamente.")
return false
end
addEvent(raiden,0,cid)
exhaustion.set(cid, storage, waittime)
doPlayerSay(cid, 'Raiden!', TALKTYPE_ORANGE_1)
return true
end
@nociam entendeu como funciona?
09 de fevereiro de 2017 às 21:43
Tenta o seguinte: no próprio SpellCreator, vai em Spell>Properties e marca agressive e directional. Depois cola a tag no data>spells>spells.xml.
Se já tentaste, peço perdão. Abraço.
info
Grupo: Visconde
Registrado: 09/08/10
Posts: 314
Reputação: +19
Char no Tibia: não tenho

10 de fevereiro de 2017 às 08:18
Eu consegui fazer a spell, porém eu gostaria que ela fosse avançando, igual esse vídeo.
00:50
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 225)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.0, 0, -0.0, 0)
local arr1 = {
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 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, 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},
}
local area1 = createCombatArea(arr1)
setCombatArea(combat1, area1)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 131)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr10 = {
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 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, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 2},
{1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 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 combat100 = createCombatObject()
setCombatParam(combat100, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat100, COMBAT_PARAM_EFFECT, 54)
setCombatFormula(combat100, COMBAT_FORMULA_LEVELMAGIC, -0.0, 0, -0.0, 0)
local arr100 = {
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 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, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 2},
{1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
}
local area100 = createCombatArea(arr100)
setCombatArea(combat100, area100)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 225)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.0, 0, -0.0, 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, 0, 0, 0, 0, 0},
{3, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 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 combat20 = createCombatObject()
setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat20, COMBAT_PARAM_EFFECT, 131)
setCombatFormula(combat20, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr20 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 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, 1, 1, 1},
{0, 1, 1, 1, 1, 1},
{2, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
local area20 = createCombatArea(arr20)
setCombatArea(combat20, area20)
local combat200 = createCombatObject()
setCombatParam(combat200, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat200, COMBAT_PARAM_EFFECT, 54)
setCombatFormula(combat200, COMBAT_FORMULA_LEVELMAGIC, -0.0, 0, -0.0, 0)
local arr200 = {
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 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, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 0},
{3, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
}
local area200 = createCombatArea(arr200)
setCombatArea(combat200, area200)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 225)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.0, 0, -0.0, 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, 2, 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, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 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 combat30 = createCombatObject()
setCombatParam(combat30, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat30, COMBAT_PARAM_EFFECT, 131)
setCombatFormula(combat30, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr30 = {
{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, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 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, 0, 0, 0, 0, 0},
}
local area30 = createCombatArea(arr30)
setCombatArea(combat30, area30)
local combat300 = createCombatObject()
setCombatParam(combat300, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat300, COMBAT_PARAM_EFFECT, 54)
setCombatFormula(combat300, COMBAT_FORMULA_LEVELMAGIC, -0.0, 0, -0.0, 0)
local arr300 = {
{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, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 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, 0, 0, 0, 0, 0},
}
local area300 = createCombatArea(arr300)
setCombatArea(combat300, area300)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 225)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.0, 0, -0.0, 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, 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, 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},
}
local area4 = createCombatArea(arr4)
setCombatArea(combat4, area4)
local combat40 = createCombatObject()
setCombatParam(combat40, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat40, COMBAT_PARAM_EFFECT, 131)
setCombatFormula(combat40, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -8.1, 0)
local arr40 = {
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 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, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 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},
}
local area40 = createCombatArea(arr40)
setCombatArea(combat40, area40)
local combat400 = createCombatObject()
setCombatParam(combat400, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat400, COMBAT_PARAM_EFFECT, 54)
setCombatFormula(combat400, COMBAT_FORMULA_LEVELMAGIC, -0.0, 0, -0.0, 0)
local arr400 = {
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 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, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 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},
}
local area400 = createCombatArea(arr400)
setCombatArea(combat400, area400)
function harete(cid)
if getPlayerLookDir(cid) == 1 then
doCombat(cid, combat1, numberToVariant(cid))
doCombat(cid, combat10, numberToVariant(cid))
doCombat(cid, combat100, numberToVariant(cid))
doPlayerSay(cid, '', TALKTYPE_ORANGE_1)
elseif getPlayerLookDir(cid) == 2 then
doCombat(cid, combat4, numberToVariant(cid))
doCombat(cid, combat40, numberToVariant(cid))
doCombat(cid, combat400, numberToVariant(cid))
doPlayerSay(cid, '', TALKTYPE_ORANGE_1)
elseif getPlayerLookDir(cid) == 3 then
doCombat(cid, combat2, numberToVariant(cid))
doCombat(cid, combat20, numberToVariant(cid))
doCombat(cid, combat200, numberToVariant(cid))
doPlayerSay(cid, '', TALKTYPE_ORANGE_1)
elseif getPlayerLookDir(cid) == 0 then
doCombat(cid, combat3, numberToVariant(cid))
doCombat(cid, combat30, numberToVariant(cid))
doCombat(cid, combat300, numberToVariant(cid))
doPlayerSay(cid, '', TALKTYPE_ORANGE_1)
end
end
function onCastSpell(cid, var)
local waittime = 3 -- Tempo de exhaustion
local storage = 115826
if exhaustion.check(cid, storage) then
doPlayerSendTextMessage(cid, 26, "Aguarde " .. exhaustion.get(cid, storage) .. " segundos para usar a spell novamente.")
return false
end
harete(cid)
doPlayerSay(cid, 'Okamaitachi!', TALKTYPE_ORANGE_1)
exhaustion.set(cid, storage, waittime)
return true
end





info
Grupo: Visconde
Registrado: 09/08/10
Posts: 314
Reputação: +19
Char no Tibia: não tenho
Galera, to tentando fazer uma spell aqui sem sucesso, baixei o spell creator e piorou, muito confuso esse programa, pegei uns gifs pra melhor compreensão.
http://imgur.com/utMQq9x
http://imgur.com/WXqsrEw
http://imgur.com/IOmCVPk
http://imgur.com/NrlM8fP
Desde já obrigado!
Editado Fevereiro 4 por diarmaint