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James Montana

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Witam, poszukuje skrypta na exure vite,exure, exure gran tak aby jego % odnawiana hp zaleza? od magic lvl'a oraz lvla.

2. Wie kto? jak zrobi?, przy czarze kilku falowym, aby czar zosta? w miejscu w kt?rym go kto? u?yje a nie bieg? za graczem ci?gle?
 

Ciamciaj Bigos

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Odp: Skrypt na exury lecz?ce

[lua]local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 13)

local function damageFormula(cid)
local level = getPlayerLevel(cid)
local mlvl = getPlayerMagLevel(cid)
local heal = (level/2)+mlvl

return heal
end

function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, }
doCreatureAddHealth(cid, damageFormula(cid))
doCombat(parameters.cid, parameters.combat1, parameters.var)
return true
end[/lua]
 

Saiyans King

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Odp: Skrypt na exury lecz?ce

2.
[lua]local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

arr = {
{1, 1, 1},
{1, 2, 1},
{1, 1, 1},
}

setCombatArea(combat1, createCombatArea(arr))
arr = {
{0, 1, 1, 1, 0},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{0, 1, 1, 1, 0},
}

setCombatArea(combat2, createCombatArea(arr))
arr = {
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 0, 0},
}

setCombatArea(combat3, createCombatArea(arr))
arr = {
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
}

setCombatArea(combat4, createCombatArea(arr))

local function castCombatSpell(cid, combat, pos)
if(isCreature(cid)) then
doCombat(cid, combat, positionToVariant(pos))
end
end

function onCastSpell(cid, var)
local pos = getCreaturePosition(cid)
addEvent(castCombatSpell, 200, cid, combat1, pos)
addEvent(castCombatSpell, 400, cid, combat2, pos)
addEvent(castCombatSpell, 600, cid, combat3, pos)
addEvent(castCombatSpell, 800, cid, combat4, pos)
return true
end[/lua]
[MENTION=15656]edi[/MENTION]t
wybacz za funkcje isCreatureCastable - ju? poprawi?em.
 
Last edited:

James Montana

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Odp: Skrypt na exury lecz?ce

[lua]local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 13)

local function damageFormula(cid)
local level = getPlayerLevel(cid)
local mlvl = getPlayerMagLevel(cid)
local heal = (level/2)+mlvl

return heal
end

function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, }
doCreatureAddHealth(cid, damageFormula(cid))
doCombat(parameters.cid, parameters.combat1, parameters.var)
return true
end[/lua]

Dzi?kuje :)

2.
[lua]local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

arr = {
{1, 1, 1},
{1, 2, 1},
{1, 1, 1},
}

setCombatArea(combat1, createCombatArea(arr))
arr = {
{0, 1, 1, 1, 0},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{0, 1, 1, 1, 0},
}

setCombatArea(combat2, createCombatArea(arr))
arr = {
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 0, 0},
}

setCombatArea(combat3, createCombatArea(arr))
arr = {
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
}

setCombatArea(combat4, createCombatArea(arr))

local function castCombatSpell(cid, combat, pos)
if(isCreatureCastable(cid)) then
doCombat(cid, combat, positionToVariant(pos))
end
end

function onCastSpell(cid, var)
local pos = getCreaturePosition(cid)
addEvent(castCombatSpell, 200, cid, combat1, pos)
addEvent(castCombatSpell, 400, cid, combat2, pos)
addEvent(castCombatSpell, 600, cid, combat3, pos)
addEvent(castCombatSpell, 800, cid, combat4, pos)
return true
end[/lua]
Nie zabardzo rozumiem idei tego skryptu,
1. Uzywaj?c tego spella nie pojawia si? ?aden efekt
2. Nie widze nic w zwi?zku z tym aby spell sta? w miejscu w kt?rym go rzucono
Mo?e zle mnie zrozumiales?
Chodzi mi o to ze gdy gracz uzyje czaru to czar zostaje w tym miejscu nawet gdy gracz wejdzie po schodach w g?re to spell dalej jest na dole i tam si? pojawia.
 

Saiyans King

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Odp: Skrypt na exury lecz?ce

Nie zabardzo rozumiem idei tego skryptu,
2. Nie widze nic w zwi?zku z tym aby spell sta? w miejscu w kt?rym go rzucono
Mo?e zle mnie zrozumiales?
Chodzi mi o to ze gdy gracz uzyje czaru to czar zostaje w tym miejscu nawet gdy gracz wejdzie po schodach w g?re to spell dalej jest na dole i tam si? pojawia.
[lua]local function castCombatSpell(cid, combat, pos)
if(isCreatureCastable(cid)) then
doCombat(cid, combat, positionToVariant(pos))
end
end

function onCastSpell(cid, var)
local pos = getCreaturePosition(cid)
addEvent(castCombatSpell, 200, cid, combat1, pos)
addEvent(castCombatSpell, 400, cid, combat2, pos)
addEvent(castCombatSpell, 600, cid, combat3, pos)
addEvent(castCombatSpell, 800, cid, combat4, pos)
return true
end[/lua]
Tutaj jest fragment kt?ry za to odpowiada, mo?e na przysz?o?? chocia? przetestuj zanim napiszesz recenzje.
 

James Montana

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Odp: Skrypt na exury lecz?ce

[lua]local function castCombatSpell(cid, combat, pos)
if(isCreatureCastable(cid)) then
doCombat(cid, combat, positionToVariant(pos))
end
end

function onCastSpell(cid, var)
local pos = getCreaturePosition(cid)
addEvent(castCombatSpell, 200, cid, combat1, pos)
addEvent(castCombatSpell, 400, cid, combat2, pos)
addEvent(castCombatSpell, 600, cid, combat3, pos)
addEvent(castCombatSpell, 800, cid, combat4, pos)
return true
end[/lua]
Tutaj jest fragment kt?ry za to odpowiada, mo?e na przysz?o?? chocia? przetestuj zanim napiszesz recenzje.

Dzi?kuje co bardzo, mam pytanie, czy jest taka mo?liwo?? aby po wej?ciu do protection zone czar stawa? i aby dalej nie pojawialy si? efekty?
 

Saiyans King

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Odp: Skrypt na exury lecz?ce

Dzi?kuje co bardzo, mam pytanie, czy jest taka mo?liwo?? aby po wej?ciu do protection zone czar stawa? i aby dalej nie pojawialy si? efekty?
Za to odpowiada?a funkcja isCreatureCastable:
[lua]function isCreatureCastable(cid)
return isCreature(cid) and not getTilePzInfo(getCreaturePosition(cid))
end[/lua]

mo?esz to sobie tak napisa?:
[lua]local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

arr = {
{1, 1, 1},
{1, 2, 1},
{1, 1, 1},
}

setCombatArea(combat1, createCombatArea(arr))
arr = {
{0, 1, 1, 1, 0},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{0, 1, 1, 1, 0},
}

setCombatArea(combat2, createCombatArea(arr))
arr = {
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 0, 0},
}

setCombatArea(combat3, createCombatArea(arr))
arr = {
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
}

setCombatArea(combat4, createCombatArea(arr))

local function castCombatSpell(cid, combat, pos)
if(isCreature(cid) and not getTilePzInfo(getCreaturePosition(cid))) then
doCombat(cid, combat, positionToVariant(pos))
end
end

function onCastSpell(cid, var)
local pos = getCreaturePosition(cid)
addEvent(castCombatSpell, 200, cid, combat1, pos)
addEvent(castCombatSpell, 400, cid, combat2, pos)
addEvent(castCombatSpell, 600, cid, combat3, pos)
addEvent(castCombatSpell, 800, cid, combat4, pos)
return true
end[/lua]
 

James Montana

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Odp: Skrypt na exury lecz?ce

Za to odpowiada?a funkcja isCreatureCastable:
[lua]function isCreatureCastable(cid)
return isCreature(cid) and not getTilePzInfo(getCreaturePosition(cid))
end[/lua]

mo?esz to sobie tak napisa?:
[lua]local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 13)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1.0, 0, -1.1, 0)

arr = {
{1, 1, 1},
{1, 2, 1},
{1, 1, 1},
}

setCombatArea(combat1, createCombatArea(arr))
arr = {
{0, 1, 1, 1, 0},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{0, 1, 1, 1, 0},
}

setCombatArea(combat2, createCombatArea(arr))
arr = {
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 0, 0},
}

setCombatArea(combat3, createCombatArea(arr))
arr = {
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
}

setCombatArea(combat4, createCombatArea(arr))

local function castCombatSpell(cid, combat, pos)
if(isCreature(cid) and not getTilePzInfo(getCreaturePosition(cid))) then
doCombat(cid, combat, positionToVariant(pos))
end
end

function onCastSpell(cid, var)
local pos = getCreaturePosition(cid)
addEvent(castCombatSpell, 200, cid, combat1, pos)
addEvent(castCombatSpell, 400, cid, combat2, pos)
addEvent(castCombatSpell, 600, cid, combat3, pos)
addEvent(castCombatSpell, 800, cid, combat4, pos)
return true
end[/lua]

Doda?em to do mojego skryptu, i niestety nie dzia?a wiesz mo?e co jest nie tak? nizej wysylam same funkcje

-- =============== CORE FUNCTIONS ===============
local function castCombatSpell(cid, combat, pos)
if(isCreature(cid) and not getTilePzInfo(getCreaturePosition(cid))) then
doCombat(cid, combat, positionToVariant(pos))
end
end
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,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)
addEvent(RunPart,600,combat6_Brush,cid,var)
addEvent(RunPart,500,combat5_Brush,cid,var)
addEvent(RunPart,400,combat4_Brush_2,cid,var)
addEvent(RunPart,300,combat3_Brush,cid,var)
addEvent(RunPart,200,combat2_Brush_2,cid,var)
RunPart(combat0_Brush_2,cid,var)
RunPart(combat0_Brush,cid,var)
addEvent(RunPart,800,combat8_Brush_2,cid,var)
addEvent(RunPart,900,combat9_Brush,cid,var)
addEvent(RunPart,900,combat9_Brush_2,cid,var)
addEvent(RunPart,1100,combat11_Brush,cid,var)
return true
end


---------- Tre?? dodana o 13:01 ----------
[MENTION=86455]Saiyans King[/MENTION]
Dzia?a mi jedynie gdy wejde do depo to czar ju? si? "wy??cza?"
Ale gdy puszcze czar i biegne to on razem ze mn? :/
 

Saiyans King

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Odp: Skrypt na exury lecz?ce

[lua]-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,pos,dirList,dirEmitPos) -- Part
if (isCreature(cid) and not getTilePzInfo(getCreaturePosition(cid))) then
doCombat(cid,c,positionToVariant(pos))
if (dirList ~= nil) then -- Emit distance effects
local i = 2;
while (i < #dirList) do
doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList,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)
addEvent(RunPart,600,combat6_Brush,cid,startPos)
addEvent(RunPart,500,combat5_Brush,cid,startPos)
addEvent(RunPart,400,combat4_Brush_2,cid,startPos)
addEvent(RunPart,300,combat3_Brush,cid,startPos)
addEvent(RunPart,200,combat2_Brush_2,cid,startPos)
RunPart(combat0_Brush_2,cid,startPos)
RunPart(combat0_Brush,cid,startPos)
addEvent(RunPart,800,combat8_Brush_2,cid,startPos)
addEvent(RunPart,900,combat9_Brush,cid,startPos)
addEvent(RunPart,900,combat9_Brush_2,cid,startPos)
addEvent(RunPart,1100,combat11_Brush,cid,startPos)
return true
end[/lua]
 

James Montana

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Odp: Skrypt na exury lecz?ce

[MENTION=86455]Saiyans King[/MENTION]
Chodzi mi o to ze gdy gracz uzyje czaru to czar zostaje w tym miejscu nawet gdy gracz wejdzie po schodach w g?re to spell dalej jest na dole i tam si? pojawia.
Dzia?a, dzi?kuje ci. Jest mo?e mozliwosc aby spell znika? (zatrzymywa?) si? tylko po wej?ciu do pz? Bo teraz gdy wchodz? po schodach na g?re gdzie nie ma pz spell znika (Zatrzymuje si?)
 

Saiyans King

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Odp: Skrypt na exury lecz?ce

[MENTION=86455]Saiyans King[/MENTION]

Dzia?a, dzi?kuje ci. Jest mo?e mozliwosc aby spell znika? (zatrzymywa?) si? tylko po wej?ciu do pz? Bo teraz gdy wchodz? po schodach na g?re gdzie nie ma pz spell znika (Zatrzymuje si?)
Musia?by? edytowa? source silnika a mianowicie w combat.cpp przy funkcji: ReturnValue Combat::canDoCombat(const Creature* caster, const Tile* tile, bool isAggressive)
[cpp]if(caster->getPosition().z < tile->getPosition().z)
return RET_FIRSTGODOWNSTAIRS;

if(caster->getPosition().z > tile->getPosition().z)
return RET_FIRSTGOUPSTAIRS;[/cpp]
usun?? to i skompilowa?.
 
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