ST

Banshee Sonar Colorido

Por Stalon, 24 de abr. de 2006 em Globalevents e Spells

otserv
tibia
14
3.5k
StalonS
24 de abril de 2006 às 19:31

Tao ai as cores ;):

Sao simples mais sao legais!

Azul

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_BLUE

    animationEffect = NM_ANI_NONE

    hitEffect = NM_ME_EXPLOSION_DAMAGE

    damageEffect = NM_ME_SOUND_BLUE

    animationColor = BLUE

    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 * 2 + maglv * 2) * 1.3 - 30

     -- UltimateExplosionObject.maxDmg = (level * 2 + maglv * 2) * 2.0

UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 2.3 - 30

  UltimateExplosionObject.maxDmg = (level * 2 + maglv * 3) * 3.0

    end

    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())

    end

ROXO

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_PURPLE

    animationEffect = NM_ANI_NONE

    hitEffect = NM_ME_EXPLOSION_DAMAGE

    damageEffect = NM_ME_SOUND_PURPLE

    animationColor = PURPLE

    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 * 2 + maglv * 2) * 1.3 - 30

     -- UltimateExplosionObject.maxDmg = (level * 2 + maglv * 2) * 2.0

UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 2.3 - 30

  UltimateExplosionObject.maxDmg = (level * 2 + maglv * 3) * 3.0

    end

    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())

    end

AMARELO

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_YELLOW

    animationEffect = NM_ANI_NONE

    hitEffect = NM_ME_EXPLOSION_DAMAGE

    damageEffect = NM_ME_SOUND_YELLOW

    animationColor = YELLOW

    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 * 2 + maglv * 2) * 1.3 - 30

     -- UltimateExplosionObject.maxDmg = (level * 2 + maglv * 2) * 2.0

UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 2.3 - 30

  UltimateExplosionObject.maxDmg = (level * 2 + maglv * 3) * 3.0

    end

    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())

    end

BRANCA

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_WHITE

    animationEffect = NM_ANI_NONE

    hitEffect = NM_ME_EXPLOSION_DAMAGE

    damageEffect = NM_ME_SOUND_WHITE

    animationColor = WHITE

    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 * 2 + maglv * 2) * 1.3 - 30

     -- UltimateExplosionObject.maxDmg = (level * 2 + maglv * 2) * 2.0

UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 2.3 - 30

  UltimateExplosionObject.maxDmg = (level * 2 + maglv * 3) * 3.0

    end

    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())

    end

ESQUECI DA VERMELHA xD

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 * 2 + maglv * 2) * 1.3 - 30

    -- UltimateExplosionObject.maxDmg = (level * 2 + maglv * 2) * 2.0

UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 2.3 - 30

  UltimateExplosionObject.maxDmg = (level * 2 + maglv * 3) * 3.0

    end

    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())

    end

Editado Abril 25 por Stalon

franlineF
25 de abril de 2006 às 18:08

Ae muito bem cotinue assim spells muito boas as suas xDD :) flw

StalonS
25 de abril de 2006 às 18:28

Vlw franline to pensando em mais umas aqui! :icon1:

2 meses depois...
13 de junho de 2006 às 11:17

Mto legal ^^

JvchequerJ
13 de junho de 2006 às 12:37

muitu bom cara,achei criativo e interessante procure aperfeiçoar as spells que vc se tornara um otimo psell maker,mais que ja é

3 semanas depois...
DemetriusD
30 de junho de 2006 às 10:05

eheehhe legal, elas podem ser usada tbm na criação de novas criaturas, talvez um bardo du mal xD

BoRoMiRB
30 de junho de 2006 às 13:10

Loka... Mais tipo... se vc criou sozinho... parabens... mais se crio pelo spell maker... LoL ... pq eh soh muda as cores.... xD ... mais fiko legal... e deve ter dado trabalho por tudu isso...

BurdokzB
04 de julho de 2006 às 22:18

podia ser uma sortida né?

e com danos diferentes

sria rox=]

vlw pela magia, mtu rox

JulianJ
05 de julho de 2006 às 00:00

Legalzinho mas eu ja sabia dessa :bigsmile: :bye:

3 semanas depois...
Mu de AriesM
24 de julho de 2006 às 17:57

isso eh velho =P

mas valeu mesmo assim, tem quem não sabia

4 meses depois...
28 de novembro de 2006 às 07:31

Velho, tentei a roxa aqui mas não foi =/

29 de novembro de 2006 às 20:07

muito doido vei....eu vo ver c eu consigu outra cor aki...vlw ae

:bye:

KenzoK
02 de dezembro de 2006 às 18:19

Simples e facil u.u

//Kenzo

1 ano depois...
BrunoB
08 de maio de 2008 às 17:14

Post antigo hein!