Bruno5 0 Postado Janeiro 8, 2007 Share Postado Janeiro 8, 2007 (editado) eu fiz essa pro ano novo: são silvestre= Corre muito rápido durante um tempo cold wind=é como uma life drain só q tira hits bastante altos fire elemental attack=exori flam com áreas bem expandidas e dano altíssimo wind elemental attack=sonar de banshee só que vermelho Water Elemental attack=bubblebeam com áreas grandes e hits fortes Earth elemental attack=nuvens de fumaça de área iugual ue ] sao silvestre attackType = ATTACK_NONE animationEffect = NM_ANI_NONE hitEffect = NM_ME_NONE damageEffect = NM_ME_MAGIC_POISEN animationColor = BLACK offensive = false drawblood = false GreatHasteObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0) function onCast(cid, creaturePos, level, maglv, var) centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z} ret = doTargetMagic(cid, centerpos, GreatHasteObject:ordered()) if(ret) then speed = getSpeed(cid) time = 100000 --in seconds addspeed = (speed*10.7)-12 changeSpeed(cid, addspeed, time) end return ret end cold wind area = { {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {2, 2, 2, 0, 0, 1, 0, 0, 3, 3, 3}, {1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1}, {2, 2, 2, 0, 1, 1, 1, 0, 3, 3, 3}, {0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0}, {0, 0, 1, 0, 4, 1, 4, 0, 1, 0, 0}, {0, 1, 0, 0, 4, 1, 4, 0, 0, 1, 0}, {1, 0, 0, 0, 4, 1, 4, 0, 0, 0, 1} } attackType = ATTACK_PHYSICAL needDirection = false areaEffect = NM_ME_MAGIC_BLOOD animationEffect = NM_ANI_NONE hitEffect = NM_ME_HIT_AREA damageEffect = NM_ME_DRAW_BLOOD animationColor = RED offensive = true drawblood = true YetiPowerObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0) function onCast(cid, creaturePos, level, maglv, var) centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z} YetiPowerObject.minDmg = 1500 YetiPowerObject.maxDmg = 200000 return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, YetiPowerObject:ordered()) end wind elemental attack area = { {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, } attackType = ATTACK_FIRE needDirection = false areaEffect = NM_ME_SOUND_RED animationEffect = NM_ANI_NONE hitEffect = NM_ME_EXPLOSION_DAMAGE damageEffect = NM_ME_SOUND_RED animationColor = RED offensive = true drawblood = true UltimateExplosionObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0) function onCast(cid, creaturePos, level, maglv, var) centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z} n = tonumber(var) -- try to convert it to a number if n ~= nil then -- bugged -- ultimateExplosionObject.minDmg = var+0 -- UltimateExplosionObject.maxDmg = var+0 UltimateExplosionObject.minDmg = 0 UltimateExplosionObject.maxDmg = 0 else -- UltimateExplosionObject.minDmg = (level * 8 + maglv * 250) * 1.3 - 30 -- UltimateExplosionObject.maxDmg = (level * 8 + maglv * 250) * 2.0 UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 2.3 - 30 UltimateExplosionObject.maxDmg = (level * 8 + maglv * 250) * 3.0 end return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered()) end earth elemental attack area = { {0, 0, 0, 0, 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, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } attackType = ATTACK_POISON needDirection = false areaEffect = 20 animationEffect = NM_ANI_NONE hitEffect = NM_ME_POISEN damageEffect = 20 animationColor = GREEN offensive = true needDirection = false drawblood = false minDmg = 20 maxDmg = 20 PoisonStormObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, minDmg, maxDmg) SubPoisonStormObject1 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 15, 15) SubPoisonStormObject2 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 10, 10) SubPoisonStormObject3 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 5, 5) function onCast(cid, creaturePos, level, maglv, var) centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z} PoisonStormObject.minDmg = (level * 2 + maglv * 3) * 1.5 - 30 PoisonStormObject.maxDmg = (level * 8 + maglv * 250) * 2 return doAreaExMagic(cid, centerpos, needDirection, areaEffect, area, PoisonStormObject:ordered(), 2000, 1, SubPoisonStormObject1:ordered(), 2000, 2, SubPoisonStormObject2:ordered(), 2000, 10, SubPoisonStormObject3:ordered(), 3) end fire elemental attack area = { {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0}, {1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1}, {1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1}, {1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1}, {0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0} } attackType = ATTACK_FIRE needDirection = false areaEffect = NM_ME_FIRE_AREA animationEffect = NM_ANI_NONE hitEffect = NM_ME_FIRE_AREA damageEffect = NM_ME_HITBY_FIRE animationColor = FIRE offensive = true drawblood = false FireWaveObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0) function onCast(cid, creaturePos, level, maglv, var) centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z} FireWaveObject.minDmg = 1 FireWaveObject.maxDmg = 999999999 return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, FireWaveObject:ordered()) end water elemental attack area = { {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0} } attackType = ATTACK_ENERGY needDirection = false areaEffect = NM_ME_LOOSE_ENERGY animationEffect = NM_ANI_NONE hitEffect = NM_ME_LOOSE_ENERGY damageEffect = NM_ME_LOOSE_ENERGY animationColor = LIGHT_BLUE offensive = true drawblood = true EnergyWaveObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0) function onCast(cid, creaturePos, level, maglv, var) centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z} EnergyWaveObject.minDmg = (level * 5 + maglv * 6) * 1.3 EnergyWaveObject.maxDmg = (level * 5 + maglv * 6) * 1.7 return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, EnergyWaveObject:ordered()) end são esssas ñ postei as tags pq aí vocês escolhem a mana o ml e as voc Editado Janeiro 30, 2007 por Bruno5 Link para o comentário Compartilhar em outros sites More sharing options...
skynagerloas 1 Postado Janeiro 10, 2007 Share Postado Janeiro 10, 2007 Veio é ruim ficar sem coments mais olha aqui. Pra começa vc deveria ter feito dentro de cods pra fica mais faciu intendimento. Segundo vc poderia ter colocado como fazer dentro do actions.xml e talz na prox tenta explica melhor abraço Link para o comentário Compartilhar em outros sites More sharing options...
morgado4ever 2 Postado Janeiro 17, 2007 Share Postado Janeiro 17, 2007 post sux mas as magias rox.. precisava falar oq elas fazem pra galera pegar xD Link para o comentário Compartilhar em outros sites More sharing options...
crawzinhuh 0 Postado Setembro 1, 2007 Share Postado Setembro 1, 2007 nao gostei topico mal explicado e essas magias quase td mundo tem so q com nomes dferents Link para o comentário Compartilhar em outros sites More sharing options...
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