Por lukinhox, 01 de fev. de 2010 em Globalevents e Spells
info
Grupo: Campones
Registrado: 13/10/09
Posts: 4
Reputação: 0
Bem Eu Vou Ser Bem Direto
Va Em Desktop\Seu Ot\data\spells\scripts
Copie Qualquer Script E Renomei Para "elementos.lua"
Apage Tudo Oque Tiver Escrito Nele E Cole
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_HOLYDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.4, -2, -0.5, -1) local condition1 = createConditionObject(CONDITION_DAZZLED) setConditionParam(condition1, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition1, 10, 2000, -250) setCombatCondition(combat1, condition1) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.4, -2, -0.5, -1) local condition2 = createConditionObject(CONDITION_DAZZLED) setConditionParam(condition2, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition2, 10, 2000, -250) setCombatCondition(combat2, condition2) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.7, -3, -1.3, -2) local condition3 = createConditionObject(CONDITION_DAZZLED) setConditionParam(condition3, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition3, 10, 2000, -250) setCombatCondition(combat3, condition3) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.7, -3, -1.3, -2) local condition4 = createConditionObject(CONDITION_DAZZLED) setConditionParam(condition4, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition4, 10, 2000, -250) setCombatCondition(combat4, condition5) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ANI_HOLY) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.3, -1, -0.5, -1) local condition5 = createConditionObject(CONDITION_PARALYZE) setConditionParam(condition5, CONDITION_PARAM_TICKS, 20000) --setConditionParam(condition5, CONDITION_PARAM_SPEED, -500) setConditionFormula(condition5, -0.8, 0, -0.8, 0) setCombatCondition(combat5, condition5) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.3, -1, -0.5, -1) local condition6 = createConditionObject(CONDITION_PARALYZE) setConditionParam(condition6, CONDITION_PARAM_TICKS, 20000) --setConditionParam(condition6, CONDITION_PARAM_SPEED, -500) setConditionFormula(condition6, -0.8, 0, -0.8, 0) setCombatCondition(combat6, condition6) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_GIANTICE) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -0.3, -1, -0.5, -1) local condition7 = createConditionObject(CONDITION_PARALYZE) setConditionParam(condition7, CONDITION_PARAM_TICKS, 20000) --setConditionParam(condition7, CONDITION_PARAM_SPEED, -500) setConditionFormula(condition7, -0.8, 0, -0.8, 0) setCombatCondition(combat7, condition7) arr1 = { {1, 0, 0, 1, 0, 0, 1}, {0, 1, 0, 1, 0, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 0, 1, 0, 1, 0}, {1, 0, 0, 1, 0, 0, 1} } arr2 = { {1, 0, 0, 1, 0, 0, 1}, {0, 1, 0, 1, 0, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 0, 1, 0, 1, 0}, {1, 0, 0, 1, 0, 0, 1} } arr3 = { {1, 0, 0, 1, 0, 0, 1}, {0, 1, 0, 1, 0, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 0, 1, 0, 1, 0}, {1, 0, 0, 1, 0, 0, 1} } arr4 = { {1, 0, 0, 1, 0, 0, 1}, {0, 1, 0, 1, 0, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 0, 1, 0, 1, 0}, {1, 0, 0, 1, 0, 0, 1} } arr5 = { {1, 0, 0, 1, 0, 0, 1}, {0, 1, 0, 1, 0, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 0, 1, 0, 1, 0}, {1, 0, 0, 1, 0, 0, 1} } arr6 = { {1, 0, 0, 1, 0, 0, 1}, {0, 1, 0, 1, 0, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 0, 1, 0, 1, 0}, {1, 0, 0, 1, 0, 0, 1} } arr7 = { {1, 0, 0, 1, 0, 0, 1}, {0, 1, 0, 1, 0, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {1, 1, 1, 3, 1, 1, 1}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 0, 1, 0, 1, 0}, {1, 0, 0, 1, 0, 0, 1} } 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 area6 = createCombatArea(arr6) 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(onCastSpell6, 6, parameters) addEvent(onCastSpell7, 7, parameters) end
local combat1 = createCombatObject()
local combat2 = createCombatObject()
local combat3 = createCombatObject()
local combat4 = createCombatObject()
local combat5 = createCombatObject()
local combat6 = createCombatObject()
local combat7 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.4, -2, -0.5, -1)
local condition1 = createConditionObject(CONDITION_DAZZLED)
setConditionParam(condition1, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition1, 10, 2000, -250)
setCombatCondition(combat1, condition1)
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.4, -2, -0.5, -1)
local condition2 = createConditionObject(CONDITION_DAZZLED)
setConditionParam(condition2, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition2, 10, 2000, -250)
setCombatCondition(combat2, condition2)
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.7, -3, -1.3, -2)
local condition3 = createConditionObject(CONDITION_DAZZLED)
setConditionParam(condition3, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition3, 10, 2000, -250)
setCombatCondition(combat3, condition3)
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.7, -3, -1.3, -2)
local condition4 = createConditionObject(CONDITION_DAZZLED)
setConditionParam(condition4, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition4, 10, 2000, -250)
setCombatCondition(combat4, condition5)
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ANI_HOLY)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.3, -1, -0.5, -1)
local condition5 = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition5, CONDITION_PARAM_TICKS, 20000)
--setConditionParam(condition5, CONDITION_PARAM_SPEED, -500)
setConditionFormula(condition5, -0.8, 0, -0.8, 0)
setCombatCondition(combat5, condition5)
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.3, -1, -0.5, -1)
local condition6 = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition6, CONDITION_PARAM_TICKS, 20000)
--setConditionParam(condition6, CONDITION_PARAM_SPEED, -500)
setConditionFormula(condition6, -0.8, 0, -0.8, 0)
setCombatCondition(combat6, condition6)
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_GIANTICE)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -0.3, -1, -0.5, -1)
local condition7 = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition7, CONDITION_PARAM_TICKS, 20000)
--setConditionParam(condition7, CONDITION_PARAM_SPEED, -500)
setConditionFormula(condition7, -0.8, 0, -0.8, 0)
setCombatCondition(combat7, condition7)
arr1 = {
{1, 0, 0, 1, 0, 0, 1},
{0, 1, 0, 1, 0, 1, 0},
{0, 0, 1, 1, 1, 0, 0},
{1, 1, 1, 3, 1, 1, 1},
{1, 0, 0, 1, 0, 0, 1}
}
arr2 = {
arr3 = {
arr4 = {
arr5 = {
arr6 = {
arr7 = {
local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
local area5 = createCombatArea(arr5)
local area6 = createCombatArea(arr6)
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)
local function onCastSpell3(parameters)
doCombat(parameters.cid, parameters.combat3, parameters.var)
local function onCastSpell4(parameters)
doCombat(parameters.cid, parameters.combat4, parameters.var)
local function onCastSpell5(parameters)
doCombat(parameters.cid, parameters.combat5, parameters.var)
local function onCastSpell6(parameters)
doCombat(parameters.cid, parameters.combat6, parameters.var)
local function onCastSpell7(parameters)
doCombat(parameters.cid, parameters.combat7, parameters.var)
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(onCastSpell6, 6, parameters)
addEvent(onCastSpell7, 7, parameters)
Depois De Ter Feito Isto Va Em
Desktop\Ots\Seu Ot\data\spells\spells.xml
Procure Pela Linha <!-- Attack Spells -->
E Em Baixo Coloque
<instant name="Elements Enforced" words="Elemento'S" lvl="5000" mana="7500" prem="1" needweapon="1" exhaustion="2000" needlearn="0" script="elementos.lua"> <vocation name="Knight"/> <vocation name="Elite Knight"/> <vocation name="Sorcerer"/> <vocation name="Master Sorcerer"/> <vocation name="Druid"/> <vocation name="Elder Druid"/> <vocation name="Paladin"/> <vocation name="Royal Paladin"/> </instant>
<instant name="Elements Enforced" words="Elemento'S" lvl="5000" mana="7500" prem="1" needweapon="1" exhaustion="2000" needlearn="0" script="elementos.lua">
<vocation name="Knight"/>
<vocation name="Elite Knight"/>
<vocation name="Sorcerer"/>
<vocation name="Master Sorcerer"/>
<vocation name="Druid"/>
<vocation name="Elder Druid"/>
<vocation name="Paladin"/>
<vocation name="Royal Paladin"/>
</instant>
Bem E Isso , Espero Que Voces Tenhao Gostado =D
Grupo: Conde
Registrado: 29/04/09
Posts: 904
Reputação: +389
Char no Tibia: Jabuti Selvagem
Sinceramente, não gosto desse tipo de magias, são bem zuadas e lagam, mas quem sabe em um ot 9999x :]
info
Grupo: Campones
Registrado: 13/10/09
Posts: 4
Reputação: 0
Bem Eu Vou Ser Bem Direto
Va Em Desktop\Seu Ot\data\spells\scripts
Copie Qualquer Script E Renomei Para "elementos.lua"
Apage Tudo Oque Tiver Escrito Nele E Cole
Depois De Ter Feito Isto Va Em
Desktop\Ots\Seu Ot\data\spells\spells.xml
Procure Pela Linha <!-- Attack Spells -->
E Em Baixo Coloque
Bem E Isso , Espero Que Voces Tenhao Gostado =D