Jump to content

frankmizere007

Campones
  • Content Count

    26
  • Joined

  • Last visited

About frankmizere007

Perfil

  • Gênero
    Masculino

Informações

  • Char no Tibia
    Knightzin
  • Forma que conheci o xTibia
    Sites de Busca
  • Sou
    Hoster

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. qual base esta ultilizando? quantos golds sao necessario pra derrubar precisa de mais informçoes
  2. • Olá venho por meio deste tópico procurar pessoas para me ajudar na formação de um Servidor de Dbz Low Rate, Mapa não muito grande no inicio, com intuito de não só ser Level-Up ou PkTeam, e sim RPG também sempre fui fã de jogos RPG e o que sempre me chamou atenção no Tibia é a sua capacidade de entreter. Quero pessoas que saibam trabalhar em equipe e tenha uma fácil convivência, tenha a noção ao ingressar que isso é uma responsabilidade a partir do momento que você decide entrar, espero que entenda que ideias novas são bem vindas e todo trabalho já é um passo a diante. Vou deixar como base, um "aperitivo" de como funcionaria o Servidor, mais detalhado que o Texto e sem blablabla. Exp rate: 30x (Inicial) Skill Rate: Low! Discutível para a equipe. ML Rate: Low! Discutível para a equipe. Loot Rate: Low! Discutível para a equipe. Versão: 8.60 (Incluindo o que há novo, e criando cada vez mais algo novo.) Dedicado 24/7 Online (Servidor no Brasil ou Fora, será decido entre a Equipe.) Mapa Atualizado Sempre (E acada update com mais novidades e RPG.) • Novamente, isso sera apenas um aperitivo para vocês, resumindo tudo, o servidor sera Low rate, nada de item VIP, isso é um saco, nada de itens no shop apenas o basico, tenho algumas coisas em mente para ser diferente de todos os outros Servidores, e dar algo ao Publico exclusivo e único. Há, tudo saira do meu bolso, não precisa pensar "ele vai pedir dinheiro pra equipe" Preciso de pessoas com tempo livre, boa vontade e criatividade! Quero fazer um servidor que possa entreter e prender os jogadores de TODOS OS GOSTOS, Os que gostam do bom e velho RPG, com quests contendo histórias, e fazendo sentido! Sem esquecer do bom e velho PVP! Atualizações constantes mesmo depois de pronto, mas como não adianta só projetar e projetar, também procuro pessoas com qualificações especificas que tenham a condição de me ajudar, no caso Mappers , Sprites , Designer de Marketing, também Programadores. Caso Você queira se juntar a uma boa equipe e ainda estiver interessado em colaborar para a criação de um servidor Comprometido ao entretenimento de todos, preencha o formulário abaixo; Nome: Idade: Cidade/Estado: As suas melhores Funções: O faz você de diferente do outro que ira se candidatar? Skype: (Caso tenha) Envie por Mensagem Privada. Obrigado!
  3. Ola amiguinhos ! Preciso de um help de vçs estou com um problemaço tipo eu mato um poke e nao aparece corpo nem loot isso acontece com todos ! errors q da são esses agradeço desde ja ^^
  4. Quando vou compilar da este error alguém pode ajudar-me ! otserv.cpp: In function ‘bool argumentsHandler(StringVec)’: otserv.cpp:167:16: warning: statement has no effect [-Wunused-value] Imagem do error !
  5. [31/7/2016 14:7:24] [Error - GlobalEvent Interface] [31/7/2016 14:7:24] data/globalevents/scripts/viewers.lua:onThink [31/7/2016 14:7:24] Description: [31/7/2016 14:7:24] data/globalevents/scripts/viewers.lua:4: attempt to call global 'getPlayerSpectators' (a nil value) [31/7/2016 14:7:24] stack traceback: [31/7/2016 14:7:24] data/globalevents/scripts/viewers.lua:4: in function <data/globalevents/scripts/viewers.lua:1> [31/7/2016 14:7:24] [Error - GlobalEvents::think] Couldn't execute event: viewers [31/7/2016 14:7:34] [Error - GlobalEvent Interface] [31/7/2016 14:7:34] data/globalevents/scripts/viewers.lua:onThink [31/7/2016 14:7:34] Description: [31/7/2016 14:7:34] data/globalevents/scripts/viewers.lua:4: attempt to call global 'getPlayerSpectators' (a nil value) [31/7/2016 14:7:34] stack traceback: [31/7/2016 14:7:34] data/globalevents/scripts/viewers.lua:4: in function <data/globalevents/scripts/viewers.lua:1> [31/7/2016 14:7:34] [Error - GlobalEvents::think] Couldn't execute event: viewers Alguém para dar uma luz no cast do OTX?
  6. Ola amiguinhos do xtibia preciso de uma peguana ajuda de vçs eu comprei uma maquina linux dai compilei sem error mais quando fica on nao consigo logar aqui esta a print! poderiam me ajudar? Agradecido
  7. Site: dbzdangers.servegame.com Informações: » Servidor Dedicado » 24 Horas Online » Mapa Editado » Use o cliente auto laucher para logar » Varias Vocações » Free Vocaçoes : Goku, Vegeta, Piccolo, Android 17, Gohan, Trunks, Cell, Freeza, Majin Boo, Broly, Android 18, Uub, Goten, Chibi Trunks, Cooler, Dende, Tsuful, Bardock, Kuririn, Pan, Kaio, Videl, Janemba, Tenshinhan, Jenk, Raditz, Android 16, Turles, Botamo, Wiss, Hitto, Kyabe, C13, Champa Bulma e Vados. Vips: Shenron, Vegetto, Tapion, Kame, Kagome, King Vegeta, Zaiko, Chilled , Goku black ,Zamatsu e Android 8. ~/~ » EXP Rate: 300x Inicial (com stages, terminando em 5x) » KI rate: 5x » SKILL rate: 10x Acesse e divirta-se! Promoção double points (até dia 11/10), somente para manter o dedicado online (sem fins lucrativos). Site: dbzdangers.servegame.com By: Equipe Dbz Dangers
  8. Estou com um projeto de Dragonball z ele ja esta on mais vou melhora-lo inovar e preciso de uma equipe com progamador e scripter ! estou com uns pequenos problemas a resolver caso interesse chega no pm pra melhor dialogo!
  9. Preciso de um progamador ! estou com um projeto de serve dbz ! interessados pm! Estou com um projeto de Dragonball z ele ja esta on mais vou melhora-lo inovar e preciso de uma equipe com progamador e scripter ! estou com uns pequenos problemas a resolver caso interesse chega no pm pra melhor dialogo!
  10. Auguem pode ajudar-me com este error q da no exe do serve preciso disso urgentemente [error -spell interface] in a timer event called from: data/spells/scripts/lvl100/bomb.lua:onCastSpell Description: <luaDoCombat> Creature not found
  11. local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 128) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr1 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {1, 2, 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_HITCOLOR, COLOR_TEAL) setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 129) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 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, 1, 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}, } local area2 = createCombatArea(arr2) setCombatArea(combat2, area2) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 129) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 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}, {0, 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, 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}, } local area3 = createCombatArea(arr3) setCombatArea(combat3, area3) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 130) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 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}, {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}, {0, 0, 0, 0, 0, 0}, } local area4 = createCombatArea(arr4) setCombatArea(combat4, area4) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat5, COMBAT_PARAM_EFFECT, 130) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr5 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {2, 1, 0, 0, 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_TEAL) setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat6, COMBAT_PARAM_EFFECT, 129) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr6 = { {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 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, 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}, } local area6 = createCombatArea(arr6) setCombatArea(combat6, area6) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat7, COMBAT_PARAM_EFFECT, 129) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr7 = { {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {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, 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}, } local area7 = createCombatArea(arr7) setCombatArea(combat7, area7) local combat8 = createCombatObject() setCombatParam(combat8, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat8, COMBAT_PARAM_EFFECT, 128) setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr8 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 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, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 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 area8 = createCombatArea(arr8) setCombatArea(combat8, area8) local combat9 = createCombatObject() setCombatParam(combat9, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat9, COMBAT_PARAM_EFFECT, 133) setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr9 = { {0, 0, 0, 0, 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}, } local area9 = createCombatArea(arr9) setCombatArea(combat9, area9) local combat10 = createCombatObject() setCombatParam(combat10, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat10, COMBAT_PARAM_EFFECT, 132) setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr10 = { {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, 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}, } local area10 = createCombatArea(arr10) setCombatArea(combat10, area10) local combat11 = createCombatObject() setCombatParam(combat11, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat11, COMBAT_PARAM_EFFECT, 132) setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr11 = { {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, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, } local area11 = createCombatArea(arr11) setCombatArea(combat11, area11) local combat12 = createCombatObject() setCombatParam(combat12, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat12, COMBAT_PARAM_EFFECT, 131) setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr12 = { {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, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, } local area12 = createCombatArea(arr12) setCombatArea(combat12, area12) local combat13 = createCombatObject() setCombatParam(combat13, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat13, COMBAT_PARAM_EFFECT, 131) setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr13 = { {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, 0, 0}, } local area13 = createCombatArea(arr13) setCombatArea(combat13, area13) local combat14 = createCombatObject() setCombatParam(combat14, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat14, COMBAT_PARAM_EFFECT, 132) setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr14 = { {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, 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}, } local area14 = createCombatArea(arr14) setCombatArea(combat14, area14) local combat15 = createCombatObject() setCombatParam(combat15, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat15, COMBAT_PARAM_EFFECT, 132) setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr15 = { {0, 0, 0, 0, 0, 0}, {0, 0, 1, 0, 0, 0}, {0, 0, 1, 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 area15 = createCombatArea(arr15) setCombatArea(combat15, area15) local combat16 = createCombatObject() setCombatParam(combat16, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat16, COMBAT_PARAM_EFFECT, 133) setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr16 = { {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, 2, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, } local area16 = createCombatArea(arr16) setCombatArea(combat16, area16) function k5(cid) if getCreatureLookDirection(cid) == 1 then doCombat(cid, combat1, numberToVariant(cid)) doCombat(cid, combat2, numberToVariant(cid)) doCombat(cid, combat3, numberToVariant(cid)) doCombat(cid, combat4, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 2 then doCombat(cid, combat13, numberToVariant(cid)) doCombat(cid, combat14, numberToVariant(cid)) doCombat(cid, combat15, numberToVariant(cid)) doCombat(cid, combat16, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 3 then doCombat(cid, combat5, numberToVariant(cid)) doCombat(cid, combat6, numberToVariant(cid)) doCombat(cid, combat7, numberToVariant(cid)) doCombat(cid, combat8, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 0 then doCombat(cid, combat9, numberToVariant(cid)) doCombat(cid, combat10, numberToVariant(cid)) doCombat(cid, combat11, numberToVariant(cid)) doCombat(cid, combat12, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) end end function k4(cid) doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1) addEvent(k5,100,cid) end function k3(cid) doPlayerSay(cid, 'Ha!', TALKTYPE_ORANGE_1) addEvent(k4,100,cid) end function k2(cid) doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1) addEvent(k3,100,cid) end function k1(cid) doPlayerSay(cid, 'Ka!', TALKTYPE_ORANGE_1) addEvent(k2,100,cid) end function onCastSpell(cid, var) addEvent(k1,0,cid) return true end
  12. Lua da magia kamehameha @Deadpool local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 128) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr1 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {1, 2, 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_HITCOLOR, COLOR_TEAL) setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 129) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 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, 1, 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}, } local area2 = createCombatArea(arr2) setCombatArea(combat2, area2) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 129) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 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}, {0, 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, 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}, } local area3 = createCombatArea(arr3) setCombatArea(combat3, area3) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 130) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 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}, {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}, {0, 0, 0, 0, 0, 0}, } local area4 = createCombatArea(arr4) setCombatArea(combat4, area4) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat5, COMBAT_PARAM_EFFECT, 130) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr5 = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {2, 1, 0, 0, 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_TEAL) setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat6, COMBAT_PARAM_EFFECT, 129) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr6 = { {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 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, 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}, } local area6 = createCombatArea(arr6) setCombatArea(combat6, area6) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat7, COMBAT_PARAM_EFFECT, 129) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr7 = { {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {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, 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}, } local area7 = createCombatArea(arr7) setCombatArea(combat7, area7) local combat8 = createCombatObject() setCombatParam(combat8, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat8, COMBAT_PARAM_EFFECT, 128) setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr8 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 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, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 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 area8 = createCombatArea(arr8) setCombatArea(combat8, area8) local combat9 = createCombatObject() setCombatParam(combat9, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat9, COMBAT_PARAM_EFFECT, 133) setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr9 = { {0, 0, 0, 0, 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}, } local area9 = createCombatArea(arr9) setCombatArea(combat9, area9) local combat10 = createCombatObject() setCombatParam(combat10, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat10, COMBAT_PARAM_EFFECT, 132) setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr10 = { {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, 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}, } local area10 = createCombatArea(arr10) setCombatArea(combat10, area10) local combat11 = createCombatObject() setCombatParam(combat11, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat11, COMBAT_PARAM_EFFECT, 132) setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr11 = { {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, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, } local area11 = createCombatArea(arr11) setCombatArea(combat11, area11) local combat12 = createCombatObject() setCombatParam(combat12, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat12, COMBAT_PARAM_EFFECT, 131) setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr12 = { {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, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, } local area12 = createCombatArea(arr12) setCombatArea(combat12, area12) local combat13 = createCombatObject() setCombatParam(combat13, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat13, COMBAT_PARAM_EFFECT, 131) setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr13 = { {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, 0, 0}, } local area13 = createCombatArea(arr13) setCombatArea(combat13, area13) local combat14 = createCombatObject() setCombatParam(combat14, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat14, COMBAT_PARAM_EFFECT, 132) setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr14 = { {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, 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}, } local area14 = createCombatArea(arr14) setCombatArea(combat14, area14) local combat15 = createCombatObject() setCombatParam(combat15, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat15, COMBAT_PARAM_EFFECT, 132) setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr15 = { {0, 0, 0, 0, 0, 0}, {0, 0, 1, 0, 0, 0}, {0, 0, 1, 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 area15 = createCombatArea(arr15) setCombatArea(combat15, area15) local combat16 = createCombatObject() setCombatParam(combat16, COMBAT_PARAM_HITCOLOR, COLOR_TEAL) setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat16, COMBAT_PARAM_EFFECT, 133) setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, -250.0, 0, -300.0, 0) local arr16 = { {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, 2, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, } local area16 = createCombatArea(arr16) setCombatArea(combat16, area16) function k5(cid) if getCreatureLookDirection(cid) == 1 then doCombat(cid, combat1, numberToVariant(cid)) doCombat(cid, combat2, numberToVariant(cid)) doCombat(cid, combat3, numberToVariant(cid)) doCombat(cid, combat4, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 2 then doCombat(cid, combat13, numberToVariant(cid)) doCombat(cid, combat14, numberToVariant(cid)) doCombat(cid, combat15, numberToVariant(cid)) doCombat(cid, combat16, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 3 then doCombat(cid, combat5, numberToVariant(cid)) doCombat(cid, combat6, numberToVariant(cid)) doCombat(cid, combat7, numberToVariant(cid)) doCombat(cid, combat8, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) elseif getCreatureLookDirection(cid) == 0 then doCombat(cid, combat9, numberToVariant(cid)) doCombat(cid, combat10, numberToVariant(cid)) doCombat(cid, combat11, numberToVariant(cid)) doCombat(cid, combat12, numberToVariant(cid)) doPlayerSay(cid, 'Haa!', TALKTYPE_ORANGE_1) end end function k4(cid) doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1) addEvent(k5,100,cid) end function k3(cid) doPlayerSay(cid, 'Ha!', TALKTYPE_ORANGE_1) addEvent(k4,100,cid) end function k2(cid) doPlayerSay(cid, 'Me!', TALKTYPE_ORANGE_1) addEvent(k3,100,cid) end function k1(cid) doPlayerSay(cid, 'Ka!', TALKTYPE_ORANGE_1) addEvent(k2,100,cid) end function onCastSpell(cid, var) addEvent(k1,0,cid) return true end
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...