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songs spell

foxkbt

Member
Joined
Sep 29, 2009
Messages
290
Reaction score
7
Location
Salvador
i need to that spell set the user"cid" dont move

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 19)
setCombatParam(combat1, COMBAT_PARAM_AGGRESSIVE, false)

local condition1 = createConditionObject(CONDITION_DRUNK)
setConditionParam(condition1, CONDITION_PARAM_TICKS, 10000)
setCombatCondition(combat1, condition1)

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, 2, 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)
setCombatArea(combat1, area1)

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

function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, condition1 = condition1}
addEvent(onCastSpell1, 100, parameters)
addEvent(onCastSpell1, 500, parameters)
addEvent(onCastSpell1, 1000, parameters)
addEvent(onCastSpell1, 1500, parameters)
addEvent(onCastSpell1, 2000, parameters)
addEvent(onCastSpell1, 2500, parameters)
addEvent(onCastSpell1, 3000, parameters)
addEvent(onCastSpell1, 3500, parameters)
addEvent(onCastSpell1, 4000, parameters)
addEvent(onCastSpell1, 4500, parameters)
addEvent(onCastSpell1, 5000, parameters)
addEvent(onCastSpell1, 5500, parameters)
addEvent(onCastSpell1, 6000, parameters)
addEvent(onCastSpell1, 6500, parameters)
addEvent(onCastSpell1, 7000, parameters)
addEvent(onCastSpell1, 7500, parameters)
addEvent(onCastSpell1, 8000, parameters)
addEvent(onCastSpell1, 8500, parameters)
addEvent(onCastSpell1, 9500, parameters)
addEvent(onCastSpell1, 9000, parameters)
addEvent(onCastSpell1, 9500, parameters)
addEvent(onCastSpell1, 10000, parameters)
addEvent(onCastSpell1, 10500, parameters)
addEvent(onCastSpell1, 11000, parameters)
addEvent(onCastSpell1, 11500, parameters)
addEvent(onCastSpell1, 12000, parameters)
addEvent(onCastSpell1, 12500, parameters)
addEvent(onCastSpell1, 13000, parameters)
addEvent(onCastSpell1, 13500, parameters)
addEvent(onCastSpell1, 14000, parameters)
addEvent(onCastSpell1, 14500, parameters)
addEvent(onCastSpell1, 15000, parameters)
addEvent(onCastSpell1, 15500, parameters)
addEvent(onCastSpell1, 16000, parameters)
addEvent(onCastSpell1, 16500, parameters)
addEvent(onCastSpell1, 17000, parameters)
addEvent(onCastSpell1, 17500, parameters)
addEvent(onCastSpell1, 18000, parameters)
addEvent(onCastSpell1, 18500, parameters)
addEvent(onCastSpell1, 19000, parameters)
addEvent(onCastSpell1, 19500, parameters)
addEvent(onCastSpell1, 20000, parameters)
addEvent(onCastSpell1, 20500, parameters)
addEvent(onCastSpell1, 21000, parameters)
addEvent(onCastSpell1, 21500, parameters)
addEvent(onCastSpell1, 22000, parameters)
addEvent(onCastSpell1, 22500, parameters)
addEvent(onCastSpell1, 23000, parameters)
addEvent(onCastSpell1, 23500, parameters)
addEvent(onCastSpell1, 24000, parameters)
addEvent(onCastSpell1, 24500, parameters)
addEvent(onCastSpell1, 25000, parameters)
addEvent(onCastSpell1, 25500, parameters)
addEvent(onCastSpell1, 26000, parameters)
addEvent(onCastSpell1, 26500, parameters)
addEvent(onCastSpell1, 27000, parameters)
addEvent(onCastSpell1, 27500, parameters)
addEvent(onCastSpell1, 28000, parameters)
addEvent(onCastSpell1, 28500, parameters)
addEvent(onCastSpell1, 29000, parameters)
addEvent(onCastSpell1, 29500, parameters)
addEvent(onCastSpell1, 30000, parameters)

return true
end

thx :peace:
 
Code:
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_SOUND_RED)
setCombatParam(combat1, COMBAT_PARAM_AGGRESSIVE, FALSE)

local condition1 = createConditionObject(CONDITION_DRUNK)
setConditionParam(condition1, CONDITION_PARAM_TICKS, 10000)
setCombatCondition(combat1, condition1)

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, 2, 1, 1, 1},
	{1, 1, 1, 1, 1, 1, 1},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 0, 1, 1, 1, 0, 0}
}
setCombatArea(combat1, createCombatArea(arr1))

local function onCastSpell1(parameters)
	return isPlayer(parameters.cid) == TRUE and doCombat(parameters.cid, parameters.combat1, parameters.var)
end

function onCastSpell(cid, var)
	local parameters = {cid = cid, var = var, combat1 = combat1, condition1 = condition1}
	for i = 1, 61 do
		addEvent(onCastSpell1, i == 1 and 100 or i * 500 - 500, parameters)
	end
	return true
end
 
our
it really helped me understand more things and reduce my script
but what I really wanted was that the user of the technique does not move until the end effect

thanks
 
edited from Cykotitan's:
Code:
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_SOUND_RED)
setCombatParam(combat1, COMBAT_PARAM_AGGRESSIVE, FALSE)

local condition1 = createConditionObject(CONDITION_DRUNK)
setConditionParam(condition1, CONDITION_PARAM_TICKS, 10000)
setCombatCondition(combat1, condition1)

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, 2, 1, 1, 1},
	{1, 1, 1, 1, 1, 1, 1},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 0, 1, 1, 1, 0, 0}
}
setCombatArea(combat1, createCombatArea(arr1))

local function onCastSpell1(parameters)
	return isPlayer(parameters.cid) == TRUE and doCombat(parameters.cid, parameters.combat1, parameters.var) and doCreatureSetNoMove(parameters.cid, true)
end

local function onFinishSpell1(parameters)
	return isPlayer(parameters.cid) == TRUE and doCreatureSetNoMove(parameters.cid, false)
end

function onCastSpell(cid, var)
	local parameters = {cid = cid, var = var, combat1 = combat1, condition1 = condition1}
	for i = 1, 61 do
		addEvent(onCastSpell1, i == 1 and 100 or i * 500 - 500, parameters)
	end
	addEvent(onFinishSpell1, 30000, parameters)
	return true
end
 
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