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Problem z czarem - 0.35

marian1

O RLY?
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Bry,
Zrobilem sobie taki oto czar:
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TARGETCASTERORTOPMOST, true)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)

local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 20000)
setConditionFormula(condition, -0.9, 0, -0.9, 0)
setCombatCondition(combat1, condition)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 31)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -7.0, -70, -6.5, -70)

arr1 = {
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 3, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0}
}

arr2 = {
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 3, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0}
}

local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)

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

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

function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2}

addEvent(onCastSpell1, 10, parameters)
addEvent(onCastSpell2, 1000, parameters)
return true
end
I mam taki problem ze paralizuje on tylko potworki a inni gracze maja tylko napisane 'you're paralized' ale moga normalnie chodzic. Co mozna na to poradzic?
 
Dodalem i to samo. nadal Pokazuje sie 'You are paralyzed' oraz ikonka od parala ale gracze normalnie moga biegac. Na moby dziala normalnie.
 
Code:
local arr1 = {
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 3, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0}
}

local arr2 = {
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 3, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0}
}

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

local combat1, area1 = createCombatObject(), createCombatArea(arr1)
setCombatArea(combat1, area1)
setCombatParam(combat1, COMBAT_PARAM_AGGRESSIVE, TRUE)

setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatCondition(combat1, condition)

local combat2, area2 = createCombatObject(), createCombatArea(arr2)
setCombatArea(combat2, area2)
setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, TRUE)

setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 31)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -7.0, -70, -6.5, -70)


function onCastDelayedSpell(parameters)
	doCombat(parameters.cid, combat2, parameters.var)
end

function onCastSpell(cid, var)
	addEvent(onCastDelayedSpell, 1000, { cid = cid, var = var })
	return doCombat(cid, combat1, var)
end

nie wiem czemu tak, ale łap, może zadziała. przy okazji wytłumacz jaki efekt chcesz osiągnąć tym czarem, być może uda się go machnąć bez potrzeby dwóch combatów i eventu. aha, jeden event usunąłem, bo 10ms i tak jest wywoływany dopiero po 100- to raz, a dwa- szkoda marnować schedulera na 100ms czaru, lol.
 
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