bpm91
Advanced OT User
- Joined
- May 23, 2019
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recently helped me make this script here in the forum, but I found something. Whenever the arrow goes to the monster it has 2 equal effects, for example, when I hit the arrow it works 100% correct, when I miss the arrow it appears blood and poff.
How to make sure that poff does not get blood when leaving? what would be the correct ...
Just an observation, the fire that appears above has nothing to do with it, it's just a coincidence of the facts.



How to make sure that poff does not get blood when leaving? what would be the correct ...
Just an observation, the fire that appears above has nothing to do with it, it's just a coincidence of the facts.
LUA:
local bowid = 13480
local condition = createConditionObject(CONDITION_FIRE)
setConditionParam(condition, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition, 1, 2000, -30)
addDamageCondition(condition, 1, 2000, -29)
addDamageCondition(condition, 1, 2000, -28)
addDamageCondition(condition, 1, 2000, -27)
addDamageCondition(condition, 1, 2000, -26)
addDamageCondition(condition, 1, 2000, -25)
addDamageCondition(condition, 1, 2000, -24)
addDamageCondition(condition, 1, 2000, -23)
addDamageCondition(condition, 1, 2000, -22)
addDamageCondition(condition, 1, 2000, -21)
addDamageCondition(condition, 1, 2000, -20)
addDamageCondition(condition, 1, 2000, -19)
addDamageCondition(condition, 1, 2000, -18)
addDamageCondition(condition, 1, 2000, -17)
addDamageCondition(condition, 1, 2000, -16)
addDamageCondition(condition, 1, 2000, -15)
addDamageCondition(condition, 1, 2000, -14)
addDamageCondition(condition, 1, 2000, -13)
addDamageCondition(condition, 1, 2000, -12)
addDamageCondition(condition, 1, 2000, -11)
addDamageCondition(condition, 1, 2000, -10)
addDamageCondition(condition, 1, 2000, -9)
addDamageCondition(condition, 1, 2000, -8)
addDamageCondition(condition, 1, 2000, -7)
addDamageCondition(condition, 1, 2000, -6)
addDamageCondition(condition, 1, 2000, -5)
addDamageCondition(condition, 1, 2000, -4)
addDamageCondition(condition, 1, 2000, -3)
addDamageCondition(condition, 1, 2000, -2)
addDamageCondition(condition, 1, 2000, -1)
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0, 0, 1, 0)
function onUseWeapon(cid, var)
local slotleft = getPlayerSlotItem(cid, CONST_SLOT_LEFT)
local slotright = getPlayerSlotItem(cid, CONST_SLOT_RIGHT)
local target = getCreatureTarget(cid)
local distance_effect = CONST_ANI_ARROW
if slotleft.itemid == bowid or slotright.itemid == bowid then
distance_effect = CONST_ANI_FLAMMINGARROW
doTargetCombatCondition(cid, target, condition, CONST_ME_FIRE)
end
doSendDistanceShoot(getThingPosition(cid), getThingPosition(target), distance_effect)
return doCombat(cid, combat, var)
end


