Step Records 1 Postado Agosto 5, 2021 Share Postado Agosto 5, 2021 Olá, estou com um problema com o script, ou seja, quando um pokémon usa um feitiço, este feitiço não bate e o pior de tudo é que quando colo o script no 2º ataque, eles têm a mesma aparência, alguém poderia ajudar eu com isso? versão é Pokeaimar Level System. Blizzard/Moves Spoiler MOVES["Blizzard"] = { description = "Blizzard deals damage and has a 10% chance of freezing the opponent.", category = MOVE_CATEGORY.SPECIAL, clientIconId = 11779, iconId = 13405, dType = DAMAGE_TYPE_ICE, functionName = "Blizzard", type = SKILLS_TYPES.AREA, requiredEnergy = 0, requiredLevel = 50, damage = 110, damageType = ELEMENT_ICE, effect = EFFECT_ICEBERG, projectile = PROJECTILE_ICE, areaName = "bigArea", area = bigArea, cooldownTime = 27, cooldownStorage = 15088 } Blizzard Scipts Spoiler local SKILL_NAME = "Blizzard" local SKILL_AREAS = { createCombatArea(Blizzard), createCombatArea(Blizzard) } local rand = 30 / #SKILL_AREAS local combats = {} for i, skillArea in ipairs(SKILL_AREAS) do combats[i] = createCombatObject() onTargetCreature_Blizzard = function(cid, target) doSkillDamage(cid, target, SKILL_NAME) if (not isCreature(target)) then return end -- Defeated if (not doPokemonSpecialAbilityCheck(target, POKEMON_SPECIAL_ABILITY_IDS.SHIELD_DUST, nil) and getRandom(0, 100) <= (doPokemonSpecialAbilityCheck(cid, POKEMON_SPECIAL_ABILITY_IDS.SERENA_GRACE, nil) and (rand * 2) or rand)) then doCreatureAddStatus(target, CREATURE_STATUS_FLINCH, nil, cid) end end function fallProjectile(cid, pos) if not isCreature(cid) then return true end local apos = pos local frompos = {x=apos.x-7,y=apos.y-6,z=apos.z} doSendDistanceShoot(frompos, pos, 36) end function sendEff(cid, pos) if not isCreature(cid) then return true end local apos = pos doSendMagicEffect(apos, EFFECT_ICEBERG_TWO) end function onCastSpell(cid, var) local t = {} local posic = getThingPos(cid) for x = -6, 6 do for y = -7, 8 do local posi = {x = posic.x + x, y = posic.y-5 + y, z = posic.z, stackpos = 0} table.insert(t, posi) end end for v = 1, #t do if (#t >= 1) then local random = math.random(1, #t) addEvent(fallProjectile, v * 12, cid, t[random]) addEvent(sendEff, v * 14, cid, t[random]) end end return true end end local function doSpell(cid, combat, var) if (isCreature(cid)) then doCombat(cid, combat, var) end end function onCastSpell(cid, var) for i, combat in ipairs(combats) do addEvent(doSpell, 500 * (i - 1) + 1, cid, combat, var) end return true end Shadow Storm moves Spoiler MOVES["Shadow Storm"] = { description = "Shadow Storm deals damage and has a 30% chance of causing the target to flinch.", category = MOVE_CATEGORY.PHYSICAL, clientIconId = 28779, iconId = 0, dType = DAMAGE_TYPE_GHOST, functionName = "ShadowStorm", type = SKILLS_TYPES.AREA, requiredEnergy = 0, requiredLevel = 25, damage = 38, damageType = ELEMENT_GHOST, effect = EFFECT_SHADOW_STORM, areaName = "bigArea", area = bigArea, cooldownTime = 50, cooldownStorage = 15241 } Shadow storm Scripts Spoiler local SKILL_NAME = "Shadow Storm" local SKILL_AREAS = { createCombatArea(ShadowStorm), createCombatArea(ShadowStorm) } local rand = 30 / #SKILL_AREAS local combats = {} for i, skillArea in ipairs(SKILL_AREAS) do combats[i] = createCombatObject() onTargetCreature_ShadowStorm = function(cid, target) doSkillDamage(cid, target, SKILL_NAME) if (not isCreature(target)) then return end -- Defeated if (not doPokemonSpecialAbilityCheck(target, POKEMON_SPECIAL_ABILITY_IDS.SHIELD_DUST, nil) and getRandom(0, 100) <= (doPokemonSpecialAbilityCheck(cid, POKEMON_SPECIAL_ABILITY_IDS.SERENA_GRACE, nil) and (rand * 2) or rand)) then doCreatureAddStatus(target, CREATURE_STATUS_FLINCH, nil, cid) end end onTargetTile_ShadowStorm = function(cid, position) position.x = position.x + math.random(0, 2) position.y = position.y + math.random(0, 2) doSendDistanceShoot(getSkyPosition(position), position, PROJECTILE_NIGHT_SHADE) addEvent(doSendMagicEffect, 150, position, EFFECT_SHADOW_STORM) end setCombatCallback(combats[i], CALLBACK_PARAM_TARGETCREATURE, "onTargetCreature_ShadowStorm") setCombatCallback(combats[i], CALLBACK_PARAM_TARGETTILE, "onTargetTile_ShadowStorm") setCombatArea(combats[i], skillArea) end local function doSpell(cid, combat, var) if (isCreature(cid)) then doCombat(cid, combat, var) end end function onCastSpell(cid, var) for i, combat in ipairs(combats) do addEvent(doSpell, 500 * (i - 1) + 1, cid, combat, var) end return true end function fallProjectile(cid, pos) if not isCreature(cid) then return true end local apos = pos local frompos = {x=apos.x-7,y=apos.y-6,z=apos.z} doSendDistanceShoot(frompos, pos, 15) end function sendEff(cid, pos) if not isCreature(cid) then return true end local apos = pos doSendMagicEffect(apos, EFFECT_SHADOW_STORM) end function onCastSpell(cid, var) local t = {} local posic = getThingPos(cid) for x = -6, 6 do for y = -7, 8 do local posi = {x = posic.x + x, y = posic.y-5 + y, z = posic.z, stackpos = 0} table.insert(t, posi) end end for v = 1, #t do if (#t >= 1) then local random = math.random(1, #t) addEvent(fallProjectile, v * 12, cid, t[random]) addEvent(sendEff, v * 14, cid, t[random]) end end return true end Link para o comentário Compartilhar em outros sites More sharing options...
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