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Banshee Sonar Colorido


Stalon

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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

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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...

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