Varianek
New Member
- Joined
- Nov 4, 2020
- Messages
- 16
- Reaction score
- 2
Hi, I'm using SpellCreator to new spells. Spells work nice in ots but I have logs in tfs 0.4 tibia 8.60. Why? Where is the problem?
Lua:
[12:34:32.632] [Error - Spell Interface]
[12:34:32.642] data/spells/scripts/attack/test1.lua
[12:34:32.642] Description:
[12:34:32.642] (luaSetCombatCondition) Condition not found
[12:34:32.642] [Error - Spell Interface]
[12:34:32.642] data/spells/scripts/attack/test1.lua
[12:34:32.642] Description:
[12:34:32.642] (luaCreateConditionObject) Condition not found
[12:34:32.622] [Error - Spell Interface]
[12:34:32.622] data/spells/scripts/attack/test2.lua
[12:34:32.622] Description:
[12:34:32.622] (luaCreateConditionObject) Condition not found
[12:34:32.622] [Error - Spell Interface]
[12:34:32.622] data/spells/scripts/attack/test2.lua
[12:34:32.622] Description:
[12:34:32.622] (luaSetCombatCondition) Condition not found
Lua:
-- SpellCreator generated.
-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 0},
{1, 0, 1, 2, 1, 0, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0}}))
function getDmg_Brush(cid, level, maglevel)
return (1000)*-1,(2000)*-1
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local con___combat0_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY+CONDITION_LIGHT)
addDamageCondition(con___combat0_Brush, 3, 1000, -1000)
setCombatCondition(combat0_Brush, con___combat0_Brush)
local dfcombat0_Brush = {CONST_ANI_ENERGY,1,1,0,1,-1,1,-1,0,-1,-1,0,-1,1,-1,1,0,1,2,-1,2,-1,-2,1,-2,-2,-1,-2,1,2,1,2,-1,3,0,-3,0,0,3,0,-3}local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_SOUND_BLUE)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 2, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0}}))
function getDmg_Brush_2(cid, level, maglevel)
return (1000)*-1,(2000)*-1
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local con___combat0_Brush_2 = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY)
setCombatCondition(combat0_Brush_2, con___combat0_Brush_2)
local dfcombat0_Brush_2 = {CONST_ANI_LARGEROCK,0,2,-2,0,0,-2,2,0}
-- Areas/Combat for 200ms
local combat2_Brush = createCombatObject()
setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)
setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat2_Brush,createCombatArea({{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 3, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0}}))
function getDmg_Brush(cid, level, maglevel)
return (1000)*-1,(2000)*-1
end
setCombatCallback(combat2_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local con___combat2_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY+CONDITION_LIGHT)
addDamageCondition(con___combat2_Brush, 3, 1000, -1000)
setCombatCondition(combat2_Brush, con___combat2_Brush)
local dfcombat2_Brush = {CONST_ANI_ENERGY,-2,0,0,-2,2,0,0,2,0,0}
-- Areas/Combat for 300ms
local combat3_Brush_2 = createCombatObject()
setCombatParam(combat3_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_SOUND_BLUE)
setCombatParam(combat3_Brush_2, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatArea(combat3_Brush_2,createCombatArea({{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 2, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0}}))
function getDmg_Brush_2(cid, level, maglevel)
return (1000)*-1,(2000)*-1
end
setCombatCallback(combat3_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local con___combat3_Brush_2 = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY)
setCombatCondition(combat3_Brush_2, con___combat3_Brush_2)
local dfcombat3_Brush_2 = {CONST_ANI_LARGEROCK,2,0,0,2,-2,0,0,-2}
-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
if (isCreature(cid)) then
doCombat(cid, c, var)
if (dirList ~= nil) then -- Emit distance effects
local i = 2;
while (i < #dirList) do
doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
i = i + 2
end
end
end
end
function onCastSpell(cid, var)
local startPos = getCreaturePosition(cid)
RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)
addEvent(RunPart,200,combat2_Brush,cid,var,dfcombat2_Brush,startPos)
addEvent(RunPart,300,combat3_Brush_2,cid,var,dfcombat3_Brush_2,startPos)
return true
end
Lua:
-- SpellCreator generated.
-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_STONES)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 0},
{1, 0, 1, 2, 1, 0, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0}}))
function getDmg_Brush(cid, level, maglevel)
return (1000)*-1,(2000)*-1
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local con___combat0_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY+CONDITION_LIGHT)
addDamageCondition(con___combat0_Brush, 3, 1000, -1000)
setCombatCondition(combat0_Brush, con___combat0_Brush)local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_POFF)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 2, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0}}))
function getDmg_Brush_2(cid, level, maglevel)
return (1000)*-1,(2000)*-1
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local con___combat0_Brush_2 = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY)
setCombatCondition(combat0_Brush_2, con___combat0_Brush_2)
local dfcombat0_Brush_2 = {CONST_ANI_LARGEROCK,0,2,-2,0,0,-2,2,0}
-- Areas/Combat for 200ms
local combat2_Brush = createCombatObject()
setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_STONES)
setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat2_Brush,createCombatArea({{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 3, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0}}))
function getDmg_Brush(cid, level, maglevel)
return (1000)*-1,(2000)*-1
end
setCombatCallback(combat2_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local con___combat2_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY+CONDITION_LIGHT)
addDamageCondition(con___combat2_Brush, 3, 1000, -1000)
setCombatCondition(combat2_Brush, con___combat2_Brush)
-- Areas/Combat for 300ms
local combat3_Brush_2 = createCombatObject()
setCombatParam(combat3_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_POFF)
setCombatParam(combat3_Brush_2, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatArea(combat3_Brush_2,createCombatArea({{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 2, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0}}))
function getDmg_Brush_2(cid, level, maglevel)
return (1000)*-1,(2000)*-1
end
setCombatCallback(combat3_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local con___combat3_Brush_2 = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY)
setCombatCondition(combat3_Brush_2, con___combat3_Brush_2)
local dfcombat3_Brush_2 = {CONST_ANI_LARGEROCK,2,0,0,2,-2,0,0,-2}
-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
if (isCreature(cid)) then
doCombat(cid, c, var)
if (dirList ~= nil) then -- Emit distance effects
local i = 2;
while (i < #dirList) do
doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
i = i + 2
end
end
end
end
function onCastSpell(cid, var)
local startPos = getCreaturePosition(cid)
RunPart(combat0_Brush,cid,var)
RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)
addEvent(RunPart,200,combat2_Brush,cid,var)
addEvent(RunPart,300,combat3_Brush_2,cid,var,dfcombat3_Brush_2,startPos)
return true
end