RA

New Spell By Gladiador Negro

Por raalgusto, 25 de jan. de 2009 em Globalevents e Spells

otserv
tibia
script
9
1.9k
raalgustoR
25 de janeiro de 2009 às 23:00

Bom Gente Vamos Ao Trabalho :yes:

 

Vá em data/spells/scripts do seu ot e crie um arquivo chamado "drink wave" E cole isto nele.

 

local combat1 = createCombatObject()

local combat2 = createCombatObject()

local combat3 = createCombatObject()

local combat4 = createCombatObject()

local combat5 = createCombatObject()

local combat6 = createCombatObject()

local combat7 = createCombatObject()

 

local combat1 = createCombatObject()

setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_STUN)

setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.5, -1, -0.1, -1)

local condition1 = createConditionObject(CONDITION_PARALYZE)

setConditionParam(condition1, CONDITION_PARAM_TICKS, 20000)

--setConditionParam(condition1, CONDITION_PARAM_SPEED, -500)

setConditionFormula(condition1, -0.40, 0, -0.40, 0)

setCombatCondition(combat1, condition1)

 

local combat2 = createCombatObject()

setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)

setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)

setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.5, -1, -0.1, -1)

local condition2 = createConditionObject(CONDITION_ENERGY)

setConditionParam(condition2, CONDITION_PARAM_DELAYED, 1)

addDamageCondition(condition2, 4000, 4000, -4000)

setCombatCondition(combat2, condition2)

 

local combat3 = createCombatObject()

setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)

setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_GIANTICE)

setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.5, -1, -0.1, -1)

local condition3 = createConditionObject(CONDITION_FIRE)

setConditionParam(condition3, CONDITION_PARAM_DELAYED, 1)

addDamageCondition(condition3, 4000, 4000, -4000)

setCombatCondition(combat3, condition3)

 

local combat4 = createCombatObject()

setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)

setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_BIGCLOUDS)

setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.5, -1, -0.1, -1)

local condition4 = createConditionObject(CONDITION_POISON)

setConditionParam(condition4, CONDITION_PARAM_DELAYED, 1)

addDamageCondition(condition4, 4000, 4000, -4000)

setCombatCondition(combat4, condition4)

 

local combat5 = createCombatObject()

setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)

setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)

setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.5, -1, -0.1, -1)

local condition5 = createConditionObject(CONDITION_CURSED)

setConditionParam(condition5, CONDITION_PARAM_DELAYED, 1)

addDamageCondition(condition5, 4000, 4000, -4000)

setCombatCondition(combat5, condition5)

 

local combat6 = createCombatObject()

setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)

setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA)

setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.5, -1, -0.1, -1)

local condition6 = createConditionObject(CONDITION_FREEZING)

setConditionParam(condition6, CONDITION_PARAM_DELAYED, 1)

addDamageCondition(condition6, 4000, 4000, -4000)

setCombatCondition(combat6, condition6)

 

local combat7 = createCombatObject()

setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)

setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_YELLOWENERGY)

setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -0.5, -1, -0.1, -1)

local condition7 = createConditionObject(CONDITION_DAZZLED)

setConditionParam(condition7, CONDITION_PARAM_DELAYED, 1)

addDamageCondition(condition7, 4000, 4000, -4000)

setCombatCondition(combat7, condition7)

 

arr1 = {

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 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},

{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},

{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, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

}

 

arr2 = {

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 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},

{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},

{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, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

}

 

arr3 = {

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 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},

{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},

{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, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

}

 

arr4 = {

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 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},

{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},

{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, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

}

 

arr5 = {

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 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},

{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},

{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, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

}

 

arr6 = {

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 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},

{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},

{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, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

}

 

arr7 = {

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 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},

{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},

{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, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

}

 

local area1 = createCombatArea(arr1)

local area2 = createCombatArea(arr2)

local area3 = createCombatArea(arr3)

local area4 = createCombatArea(arr4)

local area5 = createCombatArea(arr5)

local area6 = createCombatArea(arr6)

local area7 = createCombatArea(arr7)

setCombatArea(combat1, area1)

setCombatArea(combat2, area2)

setCombatArea(combat3, area3)

setCombatArea(combat4, area4)

setCombatArea(combat5, area5)

setCombatArea(combat6, area6)

setCombatArea(combat7, area7)

 

local function onCastSpell1(parameters)

doCombat(parameters.cid, parameters.combat1, parameters.var)

end

 

local function onCastSpell2(parameters)

doCombat(parameters.cid, parameters.combat2, parameters.var)

end

 

local function onCastSpell3(parameters)

doCombat(parameters.cid, parameters.combat3, parameters.var)

end

 

local function onCastSpell4(parameters)

doCombat(parameters.cid, parameters.combat4, parameters.var)

end

 

local function onCastSpell5(parameters)

doCombat(parameters.cid, parameters.combat5, parameters.var)

end

 

local function onCastSpell6(parameters)

doCombat(parameters.cid, parameters.combat6, parameters.var)

end

 

local function onCastSpell7(parameters)

doCombat(parameters.cid, parameters.combat7, parameters.var)

end

 

function onCastSpell(cid, var)

local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6, combat7 = combat7 }

addEvent(onCastSpell1, 1, parameters)

addEvent(onCastSpell2, 2, parameters)

addEvent(onCastSpell3, 3, parameters)

addEvent(onCastSpell4, 4, parameters)

addEvent(onCastSpell5, 5, parameters)

addEvent(onCastSpell7, 6, parameters)

addEvent(onCastSpell6, 7, parameters)

 

end

 

Agora Vá Em Spells XML e Cole Isto

 

</instant>

<instant name="Drink Wave" words="Icebarg" lvl="250" mana="3000" direction="1" exhaustion="1000" needlearn="0" script="attack/drink wave.lua">

<vocation name="Sorcerer" />

<vocation name="Master Sorcerer" />

<vocation name="Druid" />

<vocation name="Elder Druid" />

 

Mas Atençao Esta Magia Soh Funfa Em Ot Sql.Vou Explicar A Magia Ela Ira Arranca 300 ou 400 (Com Player) Mais O Efeito Arrancara 4000 + 4000 :lol: .Ahh Nao Preciso Explicar Mais Voces Já Intenderam. :ouch:

Fuizzz Pessoal :tussor:

thaleeesT
27 de janeiro de 2009 às 07:48

vou testar..

 

vlws ae

FrezzaF
27 de janeiro de 2009 às 18:53

Adiciona SS!!!

 

Ai sim eu vou baixar *-*

 

Gratz!

MimowM
28 de janeiro de 2009 às 00:25

Não gosto de magias que de mais de 2 HITS, foge um pouco do mundo TIBIA!

Mas cada um tem sua opnião ne.

 

 

Flws.

murilo777M
28 de janeiro de 2009 às 00:49

Seria uma copia do exevo san condition ?

Soh ke mais Power...

 

Ridiculo x.x

raalgustoR
28 de janeiro de 2009 às 18:57

Olá Obrigado Por Seus Posts Pessoal

Murilo777 Postei Essa Magia Com A itençao De Que As Pessoas Gostassem

Se Voce Nao Gosta o Problema nao Eh Meu.

ZaforZ
30 de janeiro de 2009 às 23:05

Ficou estranho...

Além do damage exagerado

Poe SS ¬¬

06 de fevereiro de 2009 às 21:11

Adicione SS, daí fica mais confiavel ou talvez até mais charmoso. :party:

3 semanas depois...
kzandoK
24 de fevereiro de 2009 às 04:41

Bahhh coloca uma ss ai e me fala qual a versão que posso usar essa magia :icon_idea: