poopsiedoodle
Gibe moni plos
Whenever I use my custom waves facing one direction, it hits in the exact opposite direction. Here are the scripts:
and
Code:
<instant group="attack" name="Water Wave" words="exevo hydro hur" lvl="18" maglv="3" mana="30" exhaustion="1000" prem="0" needlearn="0" direction="1" blockwalls="0" aggressive="1" script="custom/Water Wave.lua">
<vocation name="Druid"/>
<vocation name="Elder Druid"/>
<vocation name="JackofallTrades"/>
</instant>
and
Code:
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BUBBLES)
setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLICE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2},
{1}}))
function getDmg_Brush(cid, level, maglevel)
return (10+level*maglevel+100)*-1,(20+level*maglevel+300)*-1
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local con_Drowning__combat0_Brush = createConditionObject(0+CONDITION_DROWN)
addDamageCondition(con_Drowning__combat0_Brush, 20, 100, -20)
setCombatCondition(combat0_Brush, con_Drowning__combat0_Brush)
local dfcombat0_Brush = {CONST_ANI_SMALLICE,0,1}
-- Areas/Combat for 100ms
local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BUBBLES)
setCombatParam(combat1_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLICE)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatArea(combat1_Brush,createCombatArea({{2},
{0},
{1}}))
function getDmg_Brush(cid, level, maglevel)
return (10+level*maglevel+100)*-1,(20+level*maglevel+300)*-1
end
setCombatCallback(combat1_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local con_Drowning__combat1_Brush = createConditionObject(0+CONDITION_DROWN)
addDamageCondition(con_Drowning__combat1_Brush, 20, 100, -20)
setCombatCondition(combat1_Brush, con_Drowning__combat1_Brush)
local dfcombat1_Brush = {CONST_ANI_SMALLICE,0,2}
-- Areas/Combat for 200ms
local combat2_Brush = createCombatObject()
setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BUBBLES)
setCombatParam(combat2_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLICE)
setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatArea(combat2_Brush,createCombatArea({{0, 2, 0},
{0, 0, 0},
{0, 0, 0},
{1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
return (10+level*maglevel+100)*-1,(20+level*maglevel+300)*-1
end
setCombatCallback(combat2_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local con_Drowning__combat2_Brush = createConditionObject(0+CONDITION_DROWN)
addDamageCondition(con_Drowning__combat2_Brush, 20, 100, -20)
setCombatCondition(combat2_Brush, con_Drowning__combat2_Brush)
local dfcombat2_Brush = {CONST_ANI_SMALLICE,1,3,0,3,-1,3}
-- Areas/Combat for 300ms
local combat3_Brush = createCombatObject()
setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BUBBLES)
setCombatParam(combat3_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLICE)
setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatArea(combat3_Brush,createCombatArea({{0, 2, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
return (10+level*maglevel+100)*-1,(20+level*maglevel+300)*-1
end
setCombatCallback(combat3_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local con_Drowning__combat3_Brush = createConditionObject(0+CONDITION_DROWN)
addDamageCondition(con_Drowning__combat3_Brush, 20, 100, -20)
setCombatCondition(combat3_Brush, con_Drowning__combat3_Brush)
local dfcombat3_Brush = {CONST_ANI_SMALLICE,1,4,0,4,-1,4}
-- Areas/Combat for 400ms
local combat4_Brush = createCombatObject()
setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_BUBBLES)
setCombatParam(combat4_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLICE)
setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatArea(combat4_Brush,createCombatArea({{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},
{1, 1, 1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
return (10+level*maglevel+100)*-1,(20+level*maglevel+300)*-1
end
setCombatCallback(combat4_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local con_Drowning__combat4_Brush = createConditionObject(0+CONDITION_DROWN)
addDamageCondition(con_Drowning__combat4_Brush, 20, 100, -20)
setCombatCondition(combat4_Brush, con_Drowning__combat4_Brush)
local dfcombat4_Brush = {CONST_ANI_SMALLICE,2,5,1,5,0,5,-1,5,-2,5}
-- =============== 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)
addEvent(RunPart,100,combat1_Brush,cid,var,dfcombat1_Brush,startPos)
addEvent(RunPart,200,combat2_Brush,cid,var,dfcombat2_Brush,startPos)
addEvent(RunPart,300,combat3_Brush,cid,var,dfcombat3_Brush,startPos)
addEvent(RunPart,400,combat4_Brush,cid,var,dfcombat4_Brush,startPos)
return true
end
Last edited: