Dois tópicos iguais.
Reportado para fechar.
Por CoGames, 10 de dez. de 2011 em Globalevents e Spells
info
Grupo: Campones
Registrado: 04/12/11
Posts: 67
Reputação: +4

Dois tópicos iguais.
Reportado para fechar.
info
Grupo: Artesão
Registrado: 08/11/11
Posts: 116
Reputação: +29
Gênero: Masculino

Foi mal, axo q apertei duas vezes!
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Grupo: Herói
Registrado: 22/04/11
Posts: 2.5k
Reputação: +293
Gênero: Masculino
Char no Tibia: Thyn Zare

Cuidado, o outro moderador já te alertou em 10% por causa disso.
Evite double topic.
info
Grupo: Artesão
Registrado: 08/11/11
Posts: 116
Reputação: +29
Gênero: Masculino

foi mal mano, o site tava bugado, ele n abria mais a pagina ai eu apertei mais uma vez -.-
Queria sabe como faz pra tira esses alertas?
Aqui está as minhas novas magias!
@AnyurCT
esse foi o meu primeiro double tópic ;x, ninguém me alertou por double tópic e sim por outras coisas...
info
Grupo: Campones
Registrado: 12/11/11
Posts: 44
Reputação: +15
Gênero: Masculino
Char no Tibia: ;-;

Testei Mano Mata Bazir de One Hit Como Tiro Isso Para Parar de HITA TANTO' !!
Só Da Uma Olhada (You deal 205999 damage to a training.)No Fusion !!! Qe isso !![]()
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Grupo: Artesão
Registrado: 08/11/11
Posts: 116
Reputação: +29
Gênero: Masculino

E so abaixa os número mano!
Por exemplo:
De: setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
Para: setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -7, -10, -7, -12)
info
Grupo: Campones
Registrado: 09/11/11
Posts: 2
Reputação: 0
Char no Tibia: Vc Se Fudeu

Ficou perfeito no meu ot!!!
Testei todas e funcionou todas!!!
Valeu mesmo ai!
info
Grupo: Campones
Registrado: 04/11/11
Posts: 43
Reputação: +29
Char no Tibia: SoLaMento

Uma dica muito importante para voce....
NUNCA se eskeça do return true
no final do seu script
a magia ira fikar sem exaust
é uma parte fundamental.
é so uma dica
escute se kiser
aprendi com os melhores
@Jedian,Lordbug.
flw :]
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Grupo: Artesão
Registrado: 08/11/11
Posts: 116
Reputação: +29
Gênero: Masculino

Ai mano, n entendi oq vc quiz diser =//
O return true ja ta nas magia e.e
return TRUE
end
Não vi nenhuma magia minha sem isso =//
Editado Dezembro 24 por Cogames
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Grupo: Campones
Registrado: 04/11/11
Posts: 43
Reputação: +29
Char no Tibia: SoLaMento

function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 1000, parameters)
addEvent(onCastSpell2, 2000, parameters)
addEvent(onCastSpell3, 2800, parameters)
addEvent(onCastSpell4, 3400, parameters)
addEvent(onCastSpell5, 3800, parameters)
addEvent(onCastSpell6, 4000, parameters)
addEvent(onCastSpell7, 4100, parameters)
addEvent(onCastSpell8, 4200, parameters)
addEvent(onCastSpell9, 4300, parameters)
addEvent(onCastSpell10, 4400, parameters)
addEvent(onCastSpell11, 4500, parameters)
addEvent(onCastSpell12, 4700, parameters)
addEvent(onCastSpell13, 5100, parameters)
addEvent(onCastSpell14, 5700, parameters)
addEvent(onCastSpell15, 6500, parameters)
addEvent(onCastSpell16, 7500, parameters)
addEvent(onCastSpell17, 8500, parameters)
end
/\ tipico das suas magias
cade o return true antes do end?
OBS : nem todas estao com return true
a moral da historia é nunca se eskeça dela
Editado Dezembro 24 por XxJapanxX
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Grupo: Artesão
Registrado: 08/11/11
Posts: 116
Reputação: +29
Gênero: Masculino

ai mano, mas se e so pra testa a magia, n precisa de return true =//, so precisa do efeito pra mostra
Alem disso, quem ira colocar em seu servidor a magia, concerteza sabera que tem que por return true, pq quem n sabe entao pelo amor de deus, agora vo te q ate faze isso pros cara -.-
Ai mano, vo desisti de fica no XTibia, to disendo meu adeus! n vo ganha nada fazendo topicos no xtibia o mesmo ¬¬
Editado Dezembro 25 por Cogames
cara perfeitoo manoo Parabenns veio Maiis aii nao entendo como faze esses bang nao tem como se posta un video fazendo uma magia só? tipow quando eu vo na spellls .. eu crio la ai abro o ot e fala ki da erro n sei oq eh
Editado Janeiro 24 por Osama11
info
Grupo: Campones
Registrado: 26/01/12
Posts: 11
Reputação: +1
Char no Tibia: Sou mapper e scripter

Cara sou scripter e sei fazer magia mais nao tudo tipo,queria Forca fenix (axei aki no xtibia mais era pra 8.1 e nao funfo o meus ots sao 8.50 e 8.60 entao preciso dela pq a minha fiko bugada e EXPELIARMUS TB) ajuda ae suas spells fikaram massa =) REP +
info
Grupo: Campones
Registrado: 29/04/08
Posts: 35
Reputação: +3
Char no Tibia: Roya Latex

CoGames .. muito bom kara !
tu é fera mesmo ! Tu tem uma baita paciencia hein ?!
Parabéns .. meu REP+ !
e não desista do Xtibia não mano.. tu ganha o agradeçimento, elogio de todos..e a fama ! uhuahus
///edit
putz..fui da o REP+ e já usei o meu hj .. na hora q libera..eu garanto o seu ! ![]()
Editado Janeiro 27 por GabrielOts
info
Grupo: Artesão
Registrado: 08/11/11
Posts: 116
Reputação: +29
Gênero: Masculino
Olá Galera XTibiana, hoje resolvi postar algumas spells novas que eu fiz!
Script Sobre: Spells.
Erros ou Bugs: Não, nenhum erro e nenhum bug, testei em 2 otservers 8.4, em um 8.54 e em um 8.6.
Créditos: 100% CoGames.
Rep+ Para: CoGames xD
Screen Shot: Com certeza!
Agora vamos as spells:
Primeiro, não se esqueça que em cada magia, tem que escrever em data/spells/spells.xml as seguintes palavras:
<instant name="Nome da Magia" words="Palavra que faz a Magia" lvl="Nível" mana="Mana" prem="1" needweapon="0" exhaustion="Tempo de espera para fazer a magia" needlearn="0" script="nomedoarquivo.lua">
<vocation name="Vocação" />
</instant>
Hora das magias:
Hyakka: Tem um mega efeito de gelo junto com neve que gira em torno do jogador!
SS:
Vá em data/spells/scripts, copie e cole um arquivo.lua e renomeie-o para Hyakka, dentro cole:
--Hyakka by CoGames
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 42)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 42)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 42)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 42)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 41)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 41)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 41)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 41)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -399.5, -399975, -399.5, -399975)
arr1 = {
{0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr2 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0},
}
arr3 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0},
}
arr4 = {
{0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr5 = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr6 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr7 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr8 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 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)
local area8 = createCombatArea(arr8)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)
setCombatArea(combat6, area6)
setCombatArea(combat7, area7)
setCombatArea(combat8, area8)
local function onCastSpell1(parameters)
doCombat(parameters.cid, combat1, parameters.var)
end
local function onCastSpell2(parameters)
doCombat(parameters.cid, combat2, parameters.var)
end
local function onCastSpell3(parameters)
doCombat(parameters.cid, combat3, parameters.var)
end
local function onCastSpell4(parameters)
doCombat(parameters.cid, combat4, parameters.var)
end
local function onCastSpell5(parameters)
doCombat(parameters.cid, combat5, parameters.var)
end
local function onCastSpell6(parameters)
doCombat(parameters.cid, combat6, parameters.var)
end
local function onCastSpell7(parameters)
doCombat(parameters.cid, combat7, parameters.var)
end
local function onCastSpell8(parameters)
doCombat(parameters.cid, combat8, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 100, parameters)
addEvent(onCastSpell2, 600, parameters)
addEvent(onCastSpell3, 800, parameters)
addEvent(onCastSpell4, 1000, parameters)
addEvent(onCastSpell5, 100, parameters)
addEvent(onCastSpell6, 600, parameters)
addEvent(onCastSpell7, 800, parameters)
addEvent(onCastSpell8, 1000, parameters)
return TRUE
end
Fusion: Tem um efeito de gelo, combinando com um attack de ninja.
SS:
---Fusion by CoGames
local combat1 = createCombatObject()
local combat2 = createCombatObject()
local combat3 = createCombatObject()
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_ASSASSIN)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -199.5, -199975, -199.5, -199975)
local condition1 = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition1, CONDITION_PARAM_TICKS, 20000)
--setConditionParam(condition1, CONDITION_PARAM_SPEED, -500)
setConditionFormula(condition1, -07, 0, -08, 0)
setCombatCondition(combat1, condition1)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_GIANTICE)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -199.5, -199975, -199.5, -199975)
local condition2 = createConditionObject(CONDITION_CURSED)
setConditionParam(condition2, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition2, 10, 2000, -250)
setCombatCondition(combat2, condition2)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_ICETORNADO)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -199.5, -199975, -199.5, -199975)
local condition3 = createConditionObject(CONDITION_DAZZLED)
setConditionParam(condition3, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition3, 10, 2000, -250)
setCombatCondition(combat3, condition3)
arr1 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 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},
{0, 0, 0, 1, 1, 3, 1, 1, 0, 0, 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, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 3, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 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},
{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},
{0, 1, 1, 1, 1, 3, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
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
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3 }
addEvent(onCastSpell1, 1, parameters)
addEvent(onCastSpell2, 2, parameters)
addEvent(onCastSpell3, 3, parameters)
return true
end
Xtreme Xtar: Uma combinação de flechas para baixo com um efeito parecido com teleport.
SS:
-- Xtreme Xtar by CoGames
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -2.3, -284, -3, -340)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -2.3, -284, -3, -340)
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat11 = createCombatObject()
setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat11, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat12 = createCombatObject()
setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat12, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat13 = createCombatObject()
setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat13, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat14 = createCombatObject()
setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat14, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat15 = createCombatObject()
setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat15, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat16 = createCombatObject()
setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat16, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
arr1 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr2 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr3 = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr4 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 3, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr5 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 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, 0, 3, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr6 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 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, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr7 = {
{0, 0, 0, 0, 0, 0, 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, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr8 = {
{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, 0, 1, 0, 1, 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},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr9 = {
{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, 0, 1, 0, 1, 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},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr10 = {
{0, 0, 0, 0, 0, 0, 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, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr11 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 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, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr12 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 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, 0, 3, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr13 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 3, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr14 = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr15 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr16 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 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)
local area8 = createCombatArea(arr8)
local area9 = createCombatArea(arr9)
local area10 = createCombatArea(arr10)
local area11 = createCombatArea(arr11)
local area12 = createCombatArea(arr12)
local area13 = createCombatArea(arr13)
local area14 = createCombatArea(arr14)
local area15 = createCombatArea(arr15)
local area16 = createCombatArea(arr16)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)
setCombatArea(combat6, area6)
setCombatArea(combat7, area7)
setCombatArea(combat8, area8)
setCombatArea(combat9, area9)
setCombatArea(combat10, area10)
setCombatArea(combat11, area11)
setCombatArea(combat12, area12)
setCombatArea(combat13, area13)
setCombatArea(combat14, area14)
setCombatArea(combat15, area15)
setCombatArea(combat16, area16)
local function onCastSpell1(parameters)
doCombat(parameters.cid, combat1, parameters.var)
end
local function onCastSpell2(parameters)
doCombat(parameters.cid, combat2, parameters.var)
end
local function onCastSpell3(parameters)
doCombat(parameters.cid, combat3, parameters.var)
end
local function onCastSpell4(parameters)
doCombat(parameters.cid, combat4, parameters.var)
end
local function onCastSpell5(parameters)
doCombat(parameters.cid, combat5, parameters.var)
end
local function onCastSpell6(parameters)
doCombat(parameters.cid, combat6, parameters.var)
end
local function onCastSpell7(parameters)
doCombat(parameters.cid, combat7, parameters.var)
end
local function onCastSpell8(parameters)
doCombat(parameters.cid, combat8, parameters.var)
end
local function onCastSpell9(parameters)
doCombat(parameters.cid, combat9, parameters.var)
end
local function onCastSpell10(parameters)
doCombat(parameters.cid, combat10, parameters.var)
end
local function onCastSpell11(parameters)
doCombat(parameters.cid, combat11, parameters.var)
end
local function onCastSpell12(parameters)
doCombat(parameters.cid, combat12, parameters.var)
end
local function onCastSpell13(parameters)
doCombat(parameters.cid, combat13, parameters.var)
end
local function onCastSpell14(parameters)
doCombat(parameters.cid, combat14, parameters.var)
end
local function onCastSpell15(parameters)
doCombat(parameters.cid, combat15, parameters.var)
end
local function onCastSpell16(parameters)
doCombat(parameters.cid, combat16, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 100, parameters)
addEvent(onCastSpell2, 300, parameters)
addEvent(onCastSpell3, 500, parameters)
addEvent(onCastSpell4, 700, parameters)
addEvent(onCastSpell5, 900, parameters)
addEvent(onCastSpell6, 1100, parameters)
addEvent(onCastSpell7, 1300, parameters)
addEvent(onCastSpell8, 1500, parameters)
addEvent(onCastSpell9, 1700, parameters)
addEvent(onCastSpell10, 1900, parameters)
addEvent(onCastSpell11, 2100, parameters)
addEvent(onCastSpell12, 2300, parameters)
addEvent(onCastSpell13, 2500, parameters)
addEvent(onCastSpell14, 2700, parameters)
addEvent(onCastSpell15, 2900, parameters)
addEvent(onCastSpell15, 3100, parameters)
addEvent(onCastSpell16, 3200, parameters)
end
Igeb: Explosão azul acompanhada com uma explosão vermelha.
SS:
--Igeb by CoGames
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 30)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -4.6, -150, -5.4, 170)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 29)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -4.6, -150, -5.4, 170)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 29)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -4.6, -150, -5.4, 170)
arr1 = {
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0},
{1, 1, 1, 2, 1, 1, 1},
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0},
}
arr2 = {
{1, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 1},
}
arr3 = {
{0, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 2, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0},
{0, 1, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0},
}
local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
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
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3 }
addEvent(onCastSpell1, 100, parameters)
addEvent(onCastSpell2, 500, parameters)
addEvent(onCastSpell3, 500, parameters)
end
Crux Divina: Uma explosão de death para baixo.
SS:
-- Crux Divina by CoGames
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -2.3, -284, -3, -340)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -2.3, -284, -3, -340)
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat11 = createCombatObject()
setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat11, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240)
local combat12 = createCombatObject()
setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat12, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat13 = createCombatObject()
setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat13, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat14 = createCombatObject()
setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat14, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat15 = createCombatObject()
setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat15, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat16 = createCombatObject()
setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat16, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat17 = createCombatObject()
setCombatParam(combat17, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat17, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat17, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat18 = createCombatObject()
setCombatParam(combat18, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat18, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat18, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat19 = createCombatObject()
setCombatParam(combat19, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat19, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat19, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat20 = createCombatObject()
setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat20, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat20, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat21 = createCombatObject()
setCombatParam(combat21, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat21, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat21, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat22 = createCombatObject()
setCombatParam(combat22, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat22, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat22, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
local combat23 = createCombatObject()
setCombatParam(combat23, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat23, COMBAT_PARAM_EFFECT, 17)
setCombatFormula(combat23, COMBAT_FORMULA_LEVELMAGIC, -2.3, -584, -3, -740)
arr1 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr2 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr3 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr4 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr5 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr6 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr7 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr8 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr9 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr10 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr11 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr12 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr13 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr14 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr15 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr16 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr17 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 3, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr18 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 3, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr19 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 3, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr20 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 3, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr21 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr22 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr23 = {
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 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)
local area8 = createCombatArea(arr8)
local area9 = createCombatArea(arr9)
local area10 = createCombatArea(arr10)
local area11 = createCombatArea(arr11)
local area12 = createCombatArea(arr12)
local area13 = createCombatArea(arr13)
local area14 = createCombatArea(arr14)
local area15 = createCombatArea(arr15)
local area16 = createCombatArea(arr16)
local area17 = createCombatArea(arr17)
local area18 = createCombatArea(arr18)
local area19 = createCombatArea(arr19)
local area20 = createCombatArea(arr20)
local area21 = createCombatArea(arr21)
local area22 = createCombatArea(arr22)
local area23 = createCombatArea(arr23)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)
setCombatArea(combat6, area6)
setCombatArea(combat7, area7)
setCombatArea(combat8, area8)
setCombatArea(combat9, area9)
setCombatArea(combat10, area10)
setCombatArea(combat11, area11)
setCombatArea(combat12, area12)
setCombatArea(combat13, area13)
setCombatArea(combat14, area14)
setCombatArea(combat15, area15)
setCombatArea(combat16, area16)
setCombatArea(combat17, area17)
setCombatArea(combat18, area18)
setCombatArea(combat19, area19)
setCombatArea(combat20, area20)
setCombatArea(combat21, area21)
setCombatArea(combat22, area22)
setCombatArea(combat23, area23)
local function onCastSpell1(parameters)
doCombat(parameters.cid, combat1, parameters.var)
end
local function onCastSpell2(parameters)
doCombat(parameters.cid, combat2, parameters.var)
end
local function onCastSpell3(parameters)
doCombat(parameters.cid, combat3, parameters.var)
end
local function onCastSpell4(parameters)
doCombat(parameters.cid, combat4, parameters.var)
end
local function onCastSpell5(parameters)
doCombat(parameters.cid, combat5, parameters.var)
end
local function onCastSpell6(parameters)
doCombat(parameters.cid, combat6, parameters.var)
end
local function onCastSpell7(parameters)
doCombat(parameters.cid, combat7, parameters.var)
end
local function onCastSpell8(parameters)
doCombat(parameters.cid, combat8, parameters.var)
end
local function onCastSpell9(parameters)
doCombat(parameters.cid, combat9, parameters.var)
end
local function onCastSpell10(parameters)
doCombat(parameters.cid, combat10, parameters.var)
end
local function onCastSpell11(parameters)
doCombat(parameters.cid, combat11, parameters.var)
end
local function onCastSpell12(parameters)
doCombat(parameters.cid, combat12, parameters.var)
end
local function onCastSpell13(parameters)
doCombat(parameters.cid, combat13, parameters.var)
end
local function onCastSpell14(parameters)
doCombat(parameters.cid, combat14, parameters.var)
end
local function onCastSpell15(parameters)
doCombat(parameters.cid, combat15, parameters.var)
end
local function onCastSpell16(parameters)
doCombat(parameters.cid, combat16, parameters.var)
end
local function onCastSpell17(parameters)
doCombat(parameters.cid, combat17, parameters.var)
end
local function onCastSpell18(parameters)
doCombat(parameters.cid, combat18, parameters.var)
end
local function onCastSpell19(parameters)
doCombat(parameters.cid, combat19, parameters.var)
end
local function onCastSpell20(parameters)
doCombat(parameters.cid, combat20, parameters.var)
end
local function onCastSpell21(parameters)
doCombat(parameters.cid, combat21, parameters.var)
end
local function onCastSpell22(parameters)
doCombat(parameters.cid, combat22, parameters.var)
end
local function onCastSpell23(parameters)
doCombat(parameters.cid, combat23, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 100, parameters)
addEvent(onCastSpell2, 300, parameters)
addEvent(onCastSpell3, 500, parameters)
addEvent(onCastSpell4, 700, parameters)
addEvent(onCastSpell5, 900, parameters)
addEvent(onCastSpell6, 1100, parameters)
addEvent(onCastSpell7, 1600, parameters)
addEvent(onCastSpell8, 2600, parameters)
addEvent(onCastSpell9, 2900, parameters)
addEvent(onCastSpell10, 3200, parameters)
addEvent(onCastSpell11, 5200, parameters)
addEvent(onCastSpell12, 5500, parameters)
addEvent(onCastSpell13, 5800, parameters)
addEvent(onCastSpell14, 6100, parameters)
addEvent(onCastSpell15, 6400, parameters)
addEvent(onCastSpell16, 6500, parameters)
addEvent(onCastSpell17, 6600, parameters)
addEvent(onCastSpell18, 6700, parameters)
addEvent(onCastSpell19, 6800, parameters)
addEvent(onCastSpell20, 6900, parameters)
addEvent(onCastSpell21, 7000, parameters)
addEvent(onCastSpell22, 7100, parameters)
addEvent(onCastSpell23, 7200, parameters)
end
Spinnalicious: Um conjunto de combos e efeitos bombas.
SS:
--Spinnalicious by CoGames
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 45)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 43)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.3, -54, -3, -100)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 39)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.3, -54, -3, -100)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 45)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 43)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 39)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat11 = createCombatObject()
setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat11, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat12 = createCombatObject()
setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat12, COMBAT_PARAM_EFFECT, 45)
setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat13 = createCombatObject()
setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat13, COMBAT_PARAM_EFFECT, 43)
setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat14 = createCombatObject()
setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat14, COMBAT_PARAM_EFFECT, 39)
setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat15 = createCombatObject()
setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat15, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat16 = createCombatObject()
setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat16, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local combat17 = createCombatObject()
setCombatParam(combat17, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat17, COMBAT_PARAM_EFFECT, 5)
setCombatFormula(combat17, COMBAT_FORMULA_LEVELMAGIC, -1, -100, -2, -200)
local condition2 = createConditionObject(CONDITION_ENERGY)
setConditionParam(condition2, CONDITION_PARAM_DELAYED, 0.5)
addDamageCondition(condition2, 100, 200, -50)
setCombatCondition(combat1, condition2)
setCombatCondition(combat2, condition2)
setCombatCondition(combat3, condition2)
setCombatCondition(combat4, condition2)
setCombatCondition(combat6, condition2)
setCombatCondition(combat7, condition2)
setCombatCondition(combat8, condition2)
setCombatCondition(combat9, condition2)
setCombatCondition(combat10, condition2)
setCombatCondition(combat11, condition2)
setCombatCondition(combat12, condition2)
setCombatCondition(combat13, condition2)
setCombatCondition(combat14, condition2)
setCombatCondition(combat15, condition2)
setCombatCondition(combat16, condition2)
setCombatCondition(combat17, condition2)
arr1 = {
{0, 0, 0, 0, 0, 0, 0, 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},
{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, 0, 2, 0, 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},
{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, 0, 0, 0, 0, 0, 0, 0}
}
arr2 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr3 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 2, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr4 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr5 = {
{0, 0, 0, 0, 0, 0, 0, 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},
{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, 0, 2, 0, 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},
{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, 0, 0, 0, 0, 0, 0, 0}
}
arr6 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr7 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 2, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr8 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr9 = {
{0, 0, 0, 0, 0, 0, 0, 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},
{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, 0, 2, 0, 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},
{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, 0, 0, 0, 0, 0, 0, 0}
}
arr10 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr11 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 2, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr12 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr13 = {
{0, 0, 0, 0, 0, 0, 0, 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},
{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, 0, 2, 0, 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},
{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, 0, 0, 0, 0, 0, 0, 0}
}
arr14 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr15 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 2, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr16 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr17 = {
{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, 2, 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}
}
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)
local area8 = createCombatArea(arr8)
local area9 = createCombatArea(arr9)
local area10 = createCombatArea(arr10)
local area11 = createCombatArea(arr11)
local area12 = createCombatArea(arr12)
local area13 = createCombatArea(arr13)
local area14 = createCombatArea(arr14)
local area15 = createCombatArea(arr15)
local area16 = createCombatArea(arr16)
local area17 = createCombatArea(arr17)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)
setCombatArea(combat6, area6)
setCombatArea(combat7, area7)
setCombatArea(combat8, area8)
setCombatArea(combat9, area9)
setCombatArea(combat10, area10)
setCombatArea(combat11, area11)
setCombatArea(combat12, area12)
setCombatArea(combat13, area13)
setCombatArea(combat14, area14)
setCombatArea(combat15, area15)
setCombatArea(combat16, area16)
setCombatArea(combat17, area17)
local function onCastSpell1(parameters)
doCombat(parameters.cid, combat1, parameters.var)
end
local function onCastSpell2(parameters)
doCombat(parameters.cid, combat2, parameters.var)
end
local function onCastSpell3(parameters)
doCombat(parameters.cid, combat3, parameters.var)
end
local function onCastSpell4(parameters)
doCombat(parameters.cid, combat4, parameters.var)
end
local function onCastSpell5(parameters)
doCombat(parameters.cid, combat5, parameters.var)
end
local function onCastSpell6(parameters)
doCombat(parameters.cid, combat6, parameters.var)
end
local function onCastSpell7(parameters)
doCombat(parameters.cid, combat7, parameters.var)
end
local function onCastSpell8(parameters)
doCombat(parameters.cid, combat8, parameters.var)
end
local function onCastSpell9(parameters)
doCombat(parameters.cid, combat9, parameters.var)
end
local function onCastSpell10(parameters)
doCombat(parameters.cid, combat10, parameters.var)
end
local function onCastSpell11(parameters)
doCombat(parameters.cid, combat11, parameters.var)
end
local function onCastSpell12(parameters)
doCombat(parameters.cid, combat12, parameters.var)
end
local function onCastSpell13(parameters)
doCombat(parameters.cid, combat13, parameters.var)
end
local function onCastSpell14(parameters)
doCombat(parameters.cid, combat14, parameters.var)
end
local function onCastSpell15(parameters)
doCombat(parameters.cid, combat15, parameters.var)
end
local function onCastSpell16(parameters)
doCombat(parameters.cid, combat16, parameters.var)
end
local function onCastSpell17(parameters)
doCombat(parameters.cid, combat17, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 1000, parameters)
addEvent(onCastSpell2, 2000, parameters)
addEvent(onCastSpell3, 2800, parameters)
addEvent(onCastSpell4, 3400, parameters)
addEvent(onCastSpell5, 3800, parameters)
addEvent(onCastSpell6, 4000, parameters)
addEvent(onCastSpell7, 4100, parameters)
addEvent(onCastSpell8, 4200, parameters)
addEvent(onCastSpell9, 4300, parameters)
addEvent(onCastSpell10, 4400, parameters)
addEvent(onCastSpell11, 4500, parameters)
addEvent(onCastSpell12, 4700, parameters)
addEvent(onCastSpell13, 5100, parameters)
addEvent(onCastSpell14, 5700, parameters)
addEvent(onCastSpell15, 6500, parameters)
addEvent(onCastSpell16, 7500, parameters)
addEvent(onCastSpell17, 8500, parameters)
end
Tosion Xtreme: Vários efeitos rodando o jogador.
SS:
--Tosion Xtreme by CoGames
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 45)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -7.1, -700, -7.3, -800)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 50)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -7.1, -700, -7.3, -800)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 54)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -7.1, -700, -7.3, -800)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 24)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.1, -10, -0.3, -15)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 40)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -7.1, -700, -7.3, -800)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 42)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -7.1, -700, -7.3, -800)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 43)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -7.1, -700, -7.3, -800)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 44)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -7.1, -700, -7.3, -800)
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, 30)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -7.1, -700, -7.3, -800)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 27)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -7.1, -700, -7.3, -800)
local arr1 = {
{0, 0, 0,},
{0, 2, 0,},
{0, 0, 1,},
{0, 0, 0,},
}
local arr2 = {
{0, 0, 0,},
{0, 2, 0,},
{0, 1, 0,},
{0, 0, 0,},
}
local arr3 = {
{0, 0, 0,},
{0, 2, 0,},
{1, 0, 0,},
{0, 0, 0,},
}
local arr4 = {
{0, 0, 0,},
{0, 3, 0,},
{0, 0, 0,},
{0, 0, 0,},
}
local arr5 = {
{1, 1, 1,},
{1, 2, 1,},
{1, 1, 1,},
{1, 1, 1,},
}
local arr6 = {
{1, 1, 1,},
{1, 2, 1,},
{1, 1, 1,},
{1, 1, 1,},
}
local arr7 = {
{1, 1, 1,},
{1, 2, 1,},
{1, 1, 1,},
{1, 1, 1,},
}
local arr8 = {
{0, 1, 0,},
{1, 2, 1,},
{0, 1, 0,},
{0, 0, 0,},
}
local arr9 = {
{0, 2, 0,},
{0, 3, 0,},
{0, 2, 0,},
{0, 2, 0,},
}
local arr10 = {
{0, 0, 0,},
{3, 2, 3,},
{0, 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)
local area8 = createCombatArea(arr8)
local area9 = createCombatArea(arr9)
local area10 = createCombatArea(arr10)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)
setCombatArea(combat6, area6)
setCombatArea(combat7, area7)
setCombatArea(combat8, area8)
setCombatArea(combat9, area9)
setCombatArea(combat10, area10)
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
local function onCastSpell8(parameters)
doCombat(parameters.cid, parameters.combat8, parameters.var)
end
local function onCastSpell9(parameters)
doCombat(parameters.cid, parameters.combat9, parameters.var)
end
local function onCastSpell10(parameters)
doCombat(parameters.cid, parameters.combat10, 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,combat8 = combat8,combat9 = combat9,combat10 = combat10 }
doSendAnimatedText(getThingPos(cid), "TOSION XTREME!", TEXTCOLOR_BLUE)
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 200, parameters)
addEvent(onCastSpell3, 400, parameters)
addEvent(onCastSpell4, 600, parameters)
addEvent(onCastSpell5, 800, parameters)
addEvent(onCastSpell6, 1000, parameters)
addEvent(onCastSpell7, 1200, parameters)
addEvent(onCastSpell8, 1400, parameters)
addEvent(onCastSpell9, 1600, parameters)
addEvent(onCastSpell10, 1800, parameters)
end
E então, estas são as minhas novas spells, espero que gostem! Não se esqueçam de que se gostar, mande um REP+, não quebra o dedo e faz bem