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ghun007

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  1. Ta ai amigo, esse seria o arquivo de script da spell (copia e cola um bloco de notas na pasta spells/attack e cola isso dentro). Essa esta com efeito e dano de FIRE, mas tem como trocar, caso precise de algo mais específico, é só postar aqui que eu tento ajudar. Testa ai e ve se é isso oque você queria. -- Spell by Ghun -- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat0_Brush,createCombatArea({{2}, {1}})) setCombatFormula(combat0_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat0_Brush = {CONST_ANI_FIRE,0,1} -- Areas/Combat for 100ms local combat1_Brush = createCombatObject() setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat1_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat1_Brush,createCombatArea({{0, 2}, {1, 0}})) setCombatFormula(combat1_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat1_Brush = {CONST_ANI_FIRE,-1,1} -- Areas/Combat for 200ms local combat2_Brush = createCombatObject() setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat2_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat2_Brush,createCombatArea({{1, 2}})) setCombatFormula(combat2_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat2_Brush = {CONST_ANI_FIRE,-1,0} -- Areas/Combat for 300ms local combat3_Brush = createCombatObject() setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat3_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat3_Brush,createCombatArea({{1, 0}, {0, 2}})) setCombatFormula(combat3_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat3_Brush = {CONST_ANI_FIRE,-1,-1} -- Areas/Combat for 400ms local combat4_Brush = createCombatObject() setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat4_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat4_Brush,createCombatArea({{1}, {2}})) setCombatFormula(combat4_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat4_Brush = {CONST_ANI_FIRE,0,-1} -- Areas/Combat for 500ms local combat5_Brush = createCombatObject() setCombatParam(combat5_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat5_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat5_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat5_Brush,createCombatArea({{0, 1}, {2, 0}})) setCombatFormula(combat5_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat5_Brush = {CONST_ANI_FIRE,1,-1} -- Areas/Combat for 600ms local combat6_Brush = createCombatObject() setCombatParam(combat6_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat6_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat6_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat6_Brush,createCombatArea({{2, 1}})) setCombatFormula(combat6_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat6_Brush = {CONST_ANI_FIRE,1,0} -- Areas/Combat for 700ms local combat7_Brush = createCombatObject() setCombatParam(combat7_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat7_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat7_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat7_Brush,createCombatArea({{2, 0}, {0, 1}})) setCombatFormula(combat7_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat7_Brush = {CONST_ANI_FIRE,1,1} -- Areas/Combat for 800ms local combat8_Brush = createCombatObject() setCombatParam(combat8_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat8_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat8_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat8_Brush,createCombatArea({{2}, {1}})) setCombatFormula(combat8_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat8_Brush = {CONST_ANI_FIRE,0,1} -- Areas/Combat for 900ms local combat9_Brush = createCombatObject() setCombatParam(combat9_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat9_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat9_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat9_Brush,createCombatArea({{0, 2}, {1, 0}})) setCombatFormula(combat9_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat9_Brush = {CONST_ANI_FIRE,-1,1} -- Areas/Combat for 1000ms local combat10_Brush = createCombatObject() setCombatParam(combat10_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat10_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat10_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat10_Brush,createCombatArea({{1, 2}})) setCombatFormula(combat10_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat10_Brush = {CONST_ANI_FIRE,-1,0} -- Areas/Combat for 1100ms local combat11_Brush = createCombatObject() setCombatParam(combat11_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat11_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat11_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat11_Brush,createCombatArea({{1, 0}, {0, 2}})) setCombatFormula(combat11_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat11_Brush = {CONST_ANI_FIRE,-1,-1} -- Areas/Combat for 1200ms local combat12_Brush = createCombatObject() setCombatParam(combat12_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat12_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat12_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat12_Brush,createCombatArea({{1}, {2}})) setCombatFormula(combat12_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat12_Brush = {CONST_ANI_FIRE,0,-1} -- Areas/Combat for 1300ms local combat13_Brush = createCombatObject() setCombatParam(combat13_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat13_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat13_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat13_Brush,createCombatArea({{0, 1}, {2, 0}})) setCombatFormula(combat13_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat13_Brush = {CONST_ANI_FIRE,1,-1} -- Areas/Combat for 1400ms local combat14_Brush = createCombatObject() setCombatParam(combat14_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat14_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat14_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat14_Brush,createCombatArea({{2, 1}})) setCombatFormula(combat14_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat14_Brush = {CONST_ANI_FIRE,1,0} -- Areas/Combat for 1500ms local combat15_Brush = createCombatObject() setCombatParam(combat15_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat15_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat15_Brush, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatArea(combat15_Brush,createCombatArea({{2, 0}, {0, 1}})) setCombatFormula(combat15_Brush, COMBAT_FORMULA_LEVELMAGIC, 25, 25, 35, 35) local dfcombat15_Brush = {CONST_ANI_FIRE,1,1} Ajudei!? Deixa aquele REP+ ae tio! =P
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