AK

[Resolvido] Modificação em SPELL

Por Akame, 28 de jul. de 2018 em Resolvidos

4
1.2k
AkameA
28 de julho de 2018 às 19:21

Olá, eu queria fazer uma modificação nesse script pra não só tomar dano. Quero que dano e deixe o player lento

Spoiler

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, COLOR_BLACK)
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -7, 2, -8, 3)

local combat2 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, COLOR_BLACK)
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -5, 2, -4, 3)

local combat3 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, COLOR_BLACK)
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -2, 4, -6, 2)

local combat4 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, COLOR_BLACK)
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(comba4, COMBAT_FORMULA_LEVELMAGIC, -3, 2, -4, 5)

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

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

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

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

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)

local function onCastSpell1(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, combat1, parameters.var)
end

local function onCastSpell2(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, combat2, parameters.var)
end

local function onCastSpell3(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, combat3, parameters.var)
end

local function onCastSpell4(parameters)
return isCreature(parameters.cid) and doCombat(parameters.cid, combat4, parameters.var)
end

function onCastSpell(cid, var)
local parameters = {cid = cid, var = var}
local posi = getCreaturePosition(cid)
---------------- explosion1 --------------------
addEvent(doSendMagicEffect, 10, {x = posi.x+2, y = posi.y, z = posi.z}, 111)
addEvent(doSendMagicEffect, 10, {x = posi.x+1, y = posi.y, z = posi.z}, 111)
addEvent(doSendMagicEffect, 10, {x = posi.x+1, y = posi.y+1, z = posi.z}, 111)
addEvent(doSendMagicEffect, 10, {x = posi.x+2, y = posi.y+1, z = posi.z}, 111)
---------------------------------------------------
addEvent(doSendMagicEffect, 100, {x = posi.x+3, y = posi.y+2, z = posi.z}, 108)
---------------- segundo tempo --------------------
addEvent(doSendMagicEffect, 650, {x = posi.x+3, y = posi.y+2, z = posi.z}, 108)
---------------- terceiro tempo --------------------
addEvent(doSendMagicEffect, 1200, {x = posi.x+3, y = posi.y+2, z = posi.z}, 108)
---------------- quarto tempo --------------------
addEvent(doSendMagicEffect, 1800, {x = posi.x+3, y = posi.y+2, z = posi.z}, 108)
---------------- quinto tempo --------------------
addEvent(doSendMagicEffect, 2200, {x = posi.x+3, y = posi.y+2, z = posi.z}, 108)
---------------- explosion --------------------
addEvent(doSendMagicEffect, 2600, {x = posi.x+2, y = posi.y, z = posi.z}, 111)
addEvent(doSendMagicEffect, 2600, {x = posi.x+1, y = posi.y, z = posi.z}, 111)
addEvent(doSendMagicEffect, 2600, {x = posi.x+1, y = posi.y+1, z = posi.z}, 111)
addEvent(doSendMagicEffect, 2600, {x = posi.x+2, y = posi.y+1, z = posi.z}, 111)
addEvent(onCastSpell1, 100, parameters)
addEvent(onCastSpell2, 200, parameters)
addEvent(onCastSpell3, 300, parameters)
addEvent(onCastSpell4, 400, parameters)
return TRUE
end

 

xSONYxX
28 de julho de 2018 às 20:19
Melhor resposta

Só adicionar

20000 é o tempo em milissegundos, ou seja, a cada 1000 = 1s



local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 20000)
setConditionFormula(condition, -0.9, 0, -0.9, 0)

 

 

setCombatCondition(combat1, condition)
setCombatCondition(combat2, condition)
setCombatCondition(combat3, condition)
setCombatCondition(combat4, condition)

AkameA
28 de julho de 2018 às 21:33
1 hora atrás, xSONYx disse:

Só adicionar

20000 é o tempo em milissegundos, ou seja, a cada 1000 = 1s

 

  Mostrar conteúdo oculto

 

 


local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 20000)
setConditionFormula(condition, -0.9, 0, -0.9, 0)

 

 

setCombatCondition(combat1, condition)
setCombatCondition(combat2, condition)
setCombatCondition(combat3, condition)
setCombatCondition(combat4, condition)
 

 

 

Thanks!

xSONYxX
29 de julho de 2018 às 13:35
A questão neste tópico de suporte foi respondida e/ou o autor do tópico resolveu o problema. Este tópico está fechado e foi movido para Suporte - Resolvidos. Se você tiver outras dúvidas, crie um novo tópico.