LE

Ajuda Mudar Spell

Por Leofeli, 27 de nov. de 2021 em Scripts

4
1.6k
LeofeliL
27 de novembro de 2021 às 12:16

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 

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)
    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.

DeadpoolD
27 de novembro de 2021 às 15:53
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

 

 

LeofeliL
27 de novembro de 2021 às 16:18

Obrigado, funcionou direitinho, vou dar uma olhada para ver onde você mudou e tentar aprender, vllw.

JulianoZNJ
02 de dezembro de 2021 às 20:36

Tópico movido de Scripting > Recursos > OTServ > Globalevents e Spells para Suporte > OTServ > Scripts.

Fique atento às regras do fórum.