Bom trabalho gostei muito , mais não sei se foi a primeira criada, já que eu no KINGDOM age, quando trabalhava lá, já tinha feito, a hell fire, que era uma ue que deixava fields de fogo, tirando +- 400 a cada pisada e com burn de 100 , e a Storm Dust , mesma coisa só que em Energy, e isso já faz um ano, se quiser eu tenho até provas =)
Fora isso gostei da iniciativa de libera a spell =)
Exatamente igual =), você usou a fire bomb com os efeitos, ou fez tudo sozinho? , tipow eu olhei na fb pra fazer a fusão dos code, como o Conde falou, soh sumona os field, mais se configura, da o dano =), pena que o dano pega também em quem fez a ue =) pelo menos esse erro dá no meu , se você consertar manda pm pra fala como arruma XD
Tá ai as minhas, acho que deve ser quaase a mesma coisa =)
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_FIRE_AREA animationEffect = NM_ANI_FIRE hitEffect = NM_ME_FIRE_AREA damageEffect = NM_ME_HITBY_FIRE animationColor = 193 offensive = true drawblood = false minDmg = 500 maxDmg = 700 PoisonBombObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0) SubPoisonBombObject1 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, minDmg, maxDmg) SubPoisonBombObject2 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 100, 250) SubPoisonBombObject3 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 200, 230) SubPoisonBombObject4 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 280, 300) SubPoisonBombObject5 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 90, 30) function onCast(cid, creaturePos, level, maglv, var) centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z} return doAreaGroundMagic(cid, centerpos, needDirection, areaEffect, area, PoisonBombObject:ordered(), 0, 1, SubPoisonBombObject1:ordered(), 2000, 2, SubPoisonBombObject2:ordered(), 2000, 3, SubPoisonBombObject3:ordered(), 2000, 4, SubPoisonBombObject4:ordered(), 2000, 5, SubPoisonBombObject5:ordered(), 5, 60000, 1492, 1000, 6, SubPoisonBombObject2:ordered(), 1, 60000, 1492, 0, 25000, 1492, 3) end
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_ENERGYneedDirection = falseareaEffect = NM_ME_NONEanimationEffect = NM_ANI_ENERGYhitEffect = NM_ME_ENERGY_DAMAGEdamageEffect = NM_ME_ENERGY_DAMAGEanimationColor = LIGHT_BLUEoffensive = truedrawblood = false minDmg = 500 maxDmg = 700 PoisonBombObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0) SubPoisonBombObject1 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, minDmg, maxDmg) SubPoisonBombObject2 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 100, 250) SubPoisonBombObject3 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 200, 230) SubPoisonBombObject4 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 280, 300) SubPoisonBombObject5 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 90, 30) function onCast(cid, creaturePos, level, maglv, var) centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z} return doAreaGroundMagic(cid, centerpos, needDirection, areaEffect, area, PoisonBombObject:ordered(), 0, 1, SubPoisonBombObject1:ordered(), 2000, 2, SubPoisonBombObject2:ordered(), 2000, 3, SubPoisonBombObject3:ordered(), 2000, 4, SubPoisonBombObject4:ordered(), 2000, 5, SubPoisonBombObject5:ordered(), 5, 60000, 1491, 1000, 6, SubPoisonBombObject2:ordered(), 1, 60000, 1491, 0, 25000, 1491, 3) end
Tá ai, pelo menos os ID's tavam 7.6 , se não funcionar é soh modificar pra 7.8
espero ter ajudado, ou sei lá contribudo com algo lOl