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  1. elseif spell == "Ground Crusher" or spell == "Magnitude" then
  2.    
  3.    
  4.         local magnitudeOutfitTable = {
  5.             ["Ursaring"] = 1492,
  6.             ["Mega Swampert"] = 666,
  7.         }
  8.        
  9.         local pokeName -- inicia sem valor
  10.         if isMega(cid) then -- checa se é mega
  11.             pokeName = getPlayerStorageValue(cid, storages.isMega) -- pega o nome do mega no storage
  12.         else -- se não for mega
  13.             pokeName = getCreatureName(cid) -- pega o nome do poke
  14.         end
  15.        
  16.         local magnitudeOutfit = magnitudeOutfitTable[pokeName] or nil --pega outfit da table, se tiver
  17.        
  18.        
  19.         local pos = getThingPosWithDebug(cid)
  20.         local areas = {rock1, rock2, rock3, rock4, rock5}
  21.         local ret = {}
  22.         ret.id = 0
  23.         ret.cd = 12
  24.         ret.eff = 0
  25.         ret.check = 0
  26.         ret.spell = spell
  27.         ret.cond = "Stun"
  28.        
  29.         local function endMove(cid, pokeName)
  30.             if isCreature(cid) then
  31.                 doRemoveCondition(cid, CONDITION_OUTFIT)
  32.                
  33.                 -- ISSO AQUI FAZ VOLTAR PRA OUTFIT DE MEGA
  34.                 if isMega(cid) then
  35.                     doSetCreatureOutfit(cid, {lookType = megasConf[pokeName].out}, -1)
  36.                 end
  37.             end
  38.         end
  39.        
  40.         if magnitudeOutfit then -- se tiver outfit de animação, usar
  41.             doSetCreatureOutfit(cid, {lookType = magnitudeOutfit}, -1)
  42.         end
  43.        
  44.         stopNow(cid, 16*360)
  45.         addEvent(endMove, 16*360, cid, pokeName)
  46.         ----
  47.         for i = 0, 4 do
  48.             addEvent(doMoveInArea2, i*350, cid, 100, areas[i+1], GROUNDDAMAGE, min, max, spell, ret)
  49.             addEvent(doMoveInArea2, i*360, cid, 100, areas[i+1], GROUNDDAMAGE, 0, 0, spell, ret)
  50.         end
  51.         for i = 4, 8 do
  52.             local a = i-3
  53.             addEvent(doMoveInArea2, i*350, cid, 100, areas[a], GROUNDDAMAGE, min, max, spell, ret)
  54.             addEvent(doMoveInArea2, i*360, cid, 100, areas[a], GROUNDDAMAGE, 0, 0, spell, ret)
  55.         end
  56.         for i = 8, 12 do
  57.             local a = i-7
  58.             addEvent(doMoveInArea2, i*350, cid, 100, areas[a], GROUNDDAMAGE, min, max, spell, ret)
  59.             addEvent(doMoveInArea2, i*360, cid, 100, areas[a], GROUNDDAMAGE, 0, 0, spell, ret)
  60.         end
  61.         for i = 12, 16 do
  62.             local a = i-11
  63.             addEvent(doMoveInArea2, i*350, cid, 100, areas[a], GROUNDDAMAGE, min, max, spell, ret)
  64.             addEvent(doMoveInArea2, i*360, cid, 100, areas[a], GROUNDDAMAGE, 0, 0, spell, ret)
  65.         end
  66.         for i = 16, 20 do
  67.             local a = i-15
  68.             addEvent(doMoveInArea2, i*350, cid, 100, areas[a], GROUNDDAMAGE, min, max, spell, ret)
  69.             addEvent(doMoveInArea2, i*360, cid, 100, areas[a], GROUNDDAMAGE, 0, 0, spell, ret)
  70.         end
  71.        
  72.        
  73.        
  74.     elseif isInArray({"Last Resort", "Poisonous Progression"}, spell) then
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