Spoiler
local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 218) local arr1 = { {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, 2, 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 combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 219) local arr2 = { {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}, } local area2 = createCombatArea(arr2) setCombatArea(combat2, area2) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 217) 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}, } local area3 = createCombatArea(arr3) setCombatArea(combat3, area3) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 216) local arr4 = { {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, 2, 0}, } local area4 = createCombatArea(arr4) setCombatArea(combat4, area4) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_HITCOLOR, COLOR_PINK) setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -400.0, 0, -450.0, 0) local arr5 = { {0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 1, 1, 1, 1, 1, 1, 0, 0}, {1, 1, 1, 1, 1, 1, 1, 2, 0}, {1, 1, 1, 1, 1, 1, 1, 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_PINK) setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -400.0, 0, -450.0, 0) local arr6 = { {0, 0, 0, 0, 0, 0 ,0, 0}, {0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1}, {2, 1, 1, 1, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 1}, {0, 0, 0, 0, 0, 0, 0, 0}, } local area6 = createCombatArea(arr6) setCombatArea(combat6, area6) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_HITCOLOR, COLOR_PINK) setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -400.0, 0, -450.0, 0) local arr7 = { {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, 1, 1, 1}, {0, 0, 1, 1, 1}, } local area7 = createCombatArea(arr7) setCombatArea(combat7, area7) local combat8 = createCombatObject() setCombatParam(combat8, COMBAT_PARAM_HITCOLOR, COLOR_PINK) setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -400.0, 0, -450.0, 0) local arr8 = { {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, 1, 1, 1}, {0, 0, 1, 1, 1}, {0, 0, 0, 2, 0}, } local area8 = createCombatArea(arr8) setCombatArea(combat8, area8) function bk3(cid) if getCreatureLookDirection(cid) == 1 then doCombat(cid, combat1, numberToVariant(cid)) doCombat(cid, combat5, numberToVariant(cid)) doPlayerSay(cid, 'MORRA!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 3 then doCombat(cid, combat2, numberToVariant(cid)) doCombat(cid, combat6, numberToVariant(cid)) doPlayerSay(cid, 'MORRA!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 0 then doCombat(cid, combat3, numberToVariant(cid)) doCombat(cid, combat7, numberToVariant(cid)) doPlayerSay(cid, 'MORRA!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 2 then doCombat(cid, combat4, numberToVariant(cid)) doCombat(cid, combat8, numberToVariant(cid)) doPlayerSay(cid, 'MORRA!', TALKTYPE_ORANGE_1) end end function bk2(cid) addEvent(bk3,500,cid) end function bk1(cid) addEvent(bk2,500,cid) end function onCastSpell(cid, var) if exhaustion.check(cid, 13107) == TRUE then doPlayerSendCancel(cid, "Podera usar novamente dentro de 5 segundos.") doSendMagicEffect(getCreaturePosition(cid), 2) return false end addEvent(bk3,500,cid) exhaustion.set(cid, 13107, 5.0) return true end






info
Grupo: Campones
Registrado: 28/07/13
Posts: 54
Reputação: 0
Gênero: Masculino
Char no Tibia: Careconaldo
Eu ia postar na área de suporte scripting, mas quando tento entrar na seção da erro, então se estiver na área errada, me desculpe.
Eu estava mexendo nas magias do meu servidor e gostaria de mudar 1 coisa nessa magia
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 218)
local arr1 = {
{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, 2, 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 combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 219)
local arr2 = {
{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},
}
local area2 = createCombatArea(arr2)
setCombatArea(combat2, area2)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 217)
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},
}
local area3 = createCombatArea(arr3)
setCombatArea(combat3, area3)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 216)
local arr4 = {
{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, 2, 0},
}
local area4 = createCombatArea(arr4)
setCombatArea(combat4, area4)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_HITCOLOR, COLOR_PINK)
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -400.0, 0, -450.0, 0)
local arr5 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 2, 0},
{1, 1, 1, 1, 1, 1, 1, 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_PINK)
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -400.0, 0, -450.0, 0)
local arr6 = {
{0, 0, 0, 0, 0, 0 ,0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1},
{2, 1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 0, 0},
}
local area6 = createCombatArea(arr6)
setCombatArea(combat6, area6)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_HITCOLOR, COLOR_PINK)
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -400.0, 0, -450.0, 0)
local arr7 = {
{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, 1, 1, 1},
{0, 0, 1, 1, 1},
}
local area7 = createCombatArea(arr7)
setCombatArea(combat7, area7)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_HITCOLOR, COLOR_PINK)
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -400.0, 0, -450.0, 0)
local arr8 = {
{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, 1, 1, 1},
{0, 0, 1, 1, 1},
{0, 0, 0, 2, 0},
}
local area8 = createCombatArea(arr8)
setCombatArea(combat8, area8)
function bk3(cid)
if getCreatureLookDirection(cid) == 1 then
doCombat(cid, combat1, numberToVariant(cid))
doCombat(cid, combat5, numberToVariant(cid))
doPlayerSay(cid, 'MORRA!', TALKTYPE_ORANGE_1)
elseif getCreatureLookDirection(cid) == 3 then
doCombat(cid, combat2, numberToVariant(cid))
doCombat(cid, combat6, numberToVariant(cid))
doPlayerSay(cid, 'MORRA!', TALKTYPE_ORANGE_1)
elseif getCreatureLookDirection(cid) == 0 then
doCombat(cid, combat3, numberToVariant(cid))
doCombat(cid, combat7, numberToVariant(cid))
doPlayerSay(cid, 'MORRA!', TALKTYPE_ORANGE_1)
elseif getCreatureLookDirection(cid) == 2 then
doCombat(cid, combat4, numberToVariant(cid))
doCombat(cid, combat8, numberToVariant(cid))
doPlayerSay(cid, 'MORRA!', TALKTYPE_ORANGE_1)
end
end
function bk2(cid)
doPlayerSay(cid, 'Seu desgracado!', TALKTYPE_ORANGE_1)
addEvent(bk3,500,cid)
end
function bk1(cid)
doPlayerSay(cid, 'Nao zombe comigo!', TALKTYPE_ORANGE_1)
addEvent(bk2,500,cid)
end
function onCastSpell(cid, var)
if exhaustion.check(cid, 13107) == TRUE then
doPlayerSendCancel(cid, "Podera usar novamente dentro de 5 segundos.")
doSendMagicEffect(getCreaturePosition(cid), 2)
return false
end
addEvent(bk1,500,cid)
exhaustion.set(cid, 13107, 5.0)
return true
end
O que eu quero é tirar essas falas que aparecem antes da magia ser executada ( Seu desgracado! - Nao zombe comigo! ) deixando apenas o Morra.
Tentei mexer no script, mas sou muito leigo nesse assunto e não tive sucesso, se puderem me ajudar, desde já Obrigado.