CoGames 29 Postado Dezembro 11, 2011 Share Postado Dezembro 11, 2011 (editado) Olá Galera, este post serve para você pedir a magia que você queira para seu otserver! Como Pedir: Nome: NOME DA MAGIA Efeito: Ice com Earth girando em torno do player (EXEMPLO) HIT: Mais ou Menos 900 (EXEMPLO) Etc... Respondo seu pedido em até 10 min se eu tiver online no XTibia! Não se esqueça, se tiver muitos pedindo, esperem, eu não sou um milhão! E também não se esqueça de que se gostar, REP+ Editado Dezembro 11, 2011 por Cogames Link para o comentário Compartilhar em outros sites More sharing options...
0 japavrb15 29 Postado Dezembro 16, 2011 Share Postado Dezembro 16, 2011 (editado) cara tu sabe faze ou ta sem tempo? eu tentei fazer mas tem algo errado tem algum limite de linhas pra script? pq fico enorme n se asuste com o tamanho abaxao -- 1400 linhas-- local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 1) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -40.0, -57, -10.0, -160) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 2) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 3) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 4) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat5, COMBAT_PARAM_EFFECT, 5) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat6, COMBAT_PARAM_EFFECT, 6) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(combat7, COMBAT_PARAM_EFFECT, 7) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat8 = createCombatObject() setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_LIFEDRAIN) setCombatParam(combat8, COMBAT_PARAM_EFFECT, 8) setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -10.0, -17, -2.6, -30) local combat9 = createCombatObject() setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat9, COMBAT_PARAM_EFFECT, 9) setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -40.0, -57, -10.0, -160) local combat10 = createCombatObject() setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat10, COMBAT_PARAM_EFFECT, 10) setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat11 = createCombatObject() setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat11, COMBAT_PARAM_EFFECT, 11) setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat12 = createCombatObject() setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN) setCombatParam(combat12, COMBAT_PARAM_EFFECT, 12) setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat13 = createCombatObject() setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat13, COMBAT_PARAM_EFFECT, 13) setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat14 = createCombatObject() setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat14, COMBAT_PARAM_EFFECT, 14) setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat15 = createCombatObject() setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(combat15, COMBAT_PARAM_EFFECT, 15) setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat16 = createCombatObject() setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_LIFEDRAIN) setCombatParam(combat16, COMBAT_PARAM_EFFECT, 16) setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, -10.0, -17, -2.6, -30) local combat17 = createCombatObject() setCombatParam(combat17, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat17, COMBAT_PARAM_EFFECT, 17) setCombatFormula(combat17, COMBAT_FORMULA_LEVELMAGIC, -40.0, -57, -10.0, -160) local combat18 = createCombatObject() setCombatParam(combat18, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat18, COMBAT_PARAM_EFFECT, 18) setCombatFormula(combat18, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat19 = createCombatObject() setCombatParam(combat19, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat19, COMBAT_PARAM_EFFECT, 19) setCombatFormula(combat19, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat20 = createCombatObject() setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN) setCombatParam(combat20, COMBAT_PARAM_EFFECT, 20) setCombatFormula(combat20, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat21 = createCombatObject() setCombatParam(combat21, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat21, COMBAT_PARAM_EFFECT, 21) setCombatFormula(combat21, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat22 = createCombatObject() setCombatParam(combat22, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat22, COMBAT_PARAM_EFFECT, 22) setCombatFormula(combat22, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat23 = createCombatObject() setCombatParam(combat23, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(combat23, COMBAT_PARAM_EFFECT, 23) setCombatFormula(combat23, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat24 = createCombatObject() setCombatParam(combat24, COMBAT_PARAM_TYPE, COMBAT_LIFEDRAIN) setCombatParam(combat24, COMBAT_PARAM_EFFECT, 24) setCombatFormula(combat24, COMBAT_FORMULA_LEVELMAGIC, -10.0, -17, -2.6, -30) local combat25 = createCombatObject() setCombatParam(combat25, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat25, COMBAT_PARAM_EFFECT, 25) setCombatFormula(combat25, COMBAT_FORMULA_LEVELMAGIC, -40.0, -57, -10.0, -160) local combat26 = createCombatObject() setCombatParam(combat26, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat26, COMBAT_PARAM_EFFECT, 26) setCombatFormula(combat26, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat27 = createCombatObject() setCombatParam(combat27, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat27, COMBAT_PARAM_EFFECT, 27) setCombatFormula(combat27, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat28 = createCombatObject() setCombatParam(combat28, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN) setCombatParam(combat28, COMBAT_PARAM_EFFECT, 28) setCombatFormula(combat28, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat29 = createCombatObject() setCombatParam(combat29, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat29, COMBAT_PARAM_EFFECT, 29) setCombatFormula(combat29, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat30 = createCombatObject() setCombatParam(combat30, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat30, COMBAT_PARAM_EFFECT, 30) setCombatFormula(combat30, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat31 = createCombatObject() setCombatParam(combat31, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(combat31, COMBAT_PARAM_EFFECT, 31) setCombatFormula(combat31, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat32 = createCombatObject() setCombatParam(combat32, COMBAT_PARAM_TYPE, COMBAT_LIFEDRAIN) setCombatParam(combat32, COMBAT_PARAM_EFFECT, 32) setCombatFormula(combat32, COMBAT_FORMULA_LEVELMAGIC, -10.0, -17, -2.6, -30) local combat33 = createCombatObject() setCombatParam(combat33, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat33, COMBAT_PARAM_EFFECT, 33) setCombatFormula(combat33, COMBAT_FORMULA_LEVELMAGIC, -40.0, -57, -10.0, -160) local combat34 = createCombatObject() setCombatParam(combat34, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat34, COMBAT_PARAM_EFFECT, 34) setCombatFormula(combat34, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat35 = createCombatObject() setCombatParam(combat35, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat35, COMBAT_PARAM_EFFECT, 35) setCombatFormula(combat35, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat36 = createCombatObject() setCombatParam(combat36, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN) setCombatParam(combat36, COMBAT_PARAM_EFFECT, 36) setCombatFormula(combat36, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat37 = createCombatObject() setCombatParam(combat37, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat37, COMBAT_PARAM_EFFECT, 37) setCombatFormula(combat37, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat38 = createCombatObject() setCombatParam(combat38, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat38, COMBAT_PARAM_EFFECT, 38) setCombatFormula(combat38, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat39 = createCombatObject() setCombatParam(combat39, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(combat39, COMBAT_PARAM_EFFECT, 39) setCombatFormula(combat39, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat40 = createCombatObject() setCombatParam(combat40, COMBAT_PARAM_TYPE, COMBAT_LIFEDRAIN) setCombatParam(combat40, COMBAT_PARAM_EFFECT, 40) setCombatFormula(combat40, COMBAT_FORMULA_LEVELMAGIC, -10.0, -17, -2.6, -30) local combat41 = createCombatObject() setCombatParam(combat41, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat41, COMBAT_PARAM_EFFECT, 41) setCombatFormula(combat41, COMBAT_FORMULA_LEVELMAGIC, -40.0, -57, -10.0, -160) local combat42 = createCombatObject() setCombatParam(combat42, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat42, COMBAT_PARAM_EFFECT, 42) setCombatFormula(combat42, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat43 = createCombatObject() setCombatParam(combat43, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat43, COMBAT_PARAM_EFFECT, 43) setCombatFormula(combat43, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat44 = createCombatObject() setCombatParam(combat44, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN) setCombatParam(combat44, COMBAT_PARAM_EFFECT, 44) setCombatFormula(combat44, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat45 = createCombatObject() setCombatParam(combat45, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat45, COMBAT_PARAM_EFFECT, 45) setCombatFormula(combat45, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat46 = createCombatObject() setCombatParam(combat46, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat46, COMBAT_PARAM_EFFECT, 46) setCombatFormula(combat46, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat47 = createCombatObject() setCombatParam(combat47, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(combat47, COMBAT_PARAM_EFFECT, 47) setCombatFormula(combat47, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat48 = createCombatObject() setCombatParam(combat48, COMBAT_PARAM_TYPE, COMBAT_LIFEDRAIN) setCombatParam(combat48, COMBAT_PARAM_EFFECT, 48) setCombatFormula(combat48, COMBAT_FORMULA_LEVELMAGIC, -10.0, -17, -2.6, -30) local combat49 = createCombatObject() setCombatParam(combat49, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat49, COMBAT_PARAM_EFFECT, 49) setCombatFormula(combat49, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat50 = createCombatObject() setCombatParam(combat50, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN) setCombatParam(combat50, COMBAT_PARAM_EFFECT, 50) setCombatFormula(combat50, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat51 = createCombatObject() setCombatParam(combat51, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat51, COMBAT_PARAM_EFFECT, 51) setCombatFormula(combat51, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat52 = createCombatObject() setCombatParam(combat52, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat52, COMBAT_PARAM_EFFECT, 52) setCombatFormula(combat52, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) local combat53 = createCombatObject() setCombatParam(combat53, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(combat53, COMBAT_PARAM_EFFECT, 53) setCombatFormula(combat53, COMBAT_FORMULA_LEVELMAGIC, -60.0, -57, -10.0, -100) 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}, {0,0,0,0,1,0,0,0,0,0,0}, {0,0,0,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,1,0,0,0,0,0}, {0,0,0,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,1,0,0,0,0}, {0,0,0,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,2,1,0,0,0,0}, {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}, } 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}, {0,0,0,0,0,2,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,2,0,0,0,0,0}, {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}, {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}, {0,0,0,0,0,2,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,1,2,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,1,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0}, 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{0,0,0,0,0,0,0,0,0,0,0}, } arr34 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,1,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, } arr35 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,1,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, } arr36 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,1,0,0}, {0,0,0,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, } arr37 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,2,0,0,1,0,0}, {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}, } arr38 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,0,0,1,0,0}, {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}, } arr39 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,1,0,0}, {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}, } arr40 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, } arr41 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, } arr42 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, } arr43 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, } arr44 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, } arr45 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, } arr46 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, } arr47 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, } arr48 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, } arr49 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,1,0,0,0,0,0,0,0,0}, {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}, } arr50 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,2,0,0,0,0,0}, {0,0,1,0,0,0,0,0,0,0,0}, {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}, } arr51 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,1,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, } arr52 = { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, } arr53 = { {0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0}, {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) local area24 = createCombatArea(arr24) local area25 = createCombatArea(arr25) local area26 = createCombatArea(arr26) local area27 = createCombatArea(arr27) local area28 = createCombatArea(arr28) local area29 = createCombatArea(arr29) local area30 = createCombatArea(arr30) local area31 = createCombatArea(arr31) local area32 = createCombatArea(arr32) local area33 = createCombatArea(arr33) local area34 = createCombatArea(arr34) local area35 = createCombatArea(arr35) local area36 = createCombatArea(arr36) local area37 = createCombatArea(arr37) local area38 = createCombatArea(arr38) local area39 = createCombatArea(arr39) local area40 = createCombatArea(arr40) local area41 = createCombatArea(arr41) local area42 = createCombatArea(arr42) local area43 = createCombatArea(arr43) local area44 = createCombatArea(arr44) local area45 = createCombatArea(arr45) local area46 = createCombatArea(arr46) local area47 = createCombatArea(arr47) local area48 = createCombatArea(arr48) local area49 = createCombatArea(arr49) local area50 = createCombatArea(arr50) local area51 = createCombatArea(arr51) local area52 = createCombatArea(arr52) local area53 = createCombatArea(arr53) 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) setCombatArea(combat24, area24) setCombatArea(combat25, area25) setCombatArea(combat26, area26) setCombatArea(combat27, area27) setCombatArea(combat28, area28) setCombatArea(combat29, area29) setCombatArea(combat30, area30) setCombatArea(combat31, area31) setCombatArea(combat32, area32) setCombatArea(combat33, area33) setCombatArea(combat34, area34) setCombatArea(combat35, area35) setCombatArea(combat36, area36) setCombatArea(combat37, area37) setCombatArea(combat38, area38) setCombatArea(combat39, area39) setCombatArea(combat40, area40) setCombatArea(combat41, area41) setCombatArea(combat42, area42) setCombatArea(combat43, area43) setCombatArea(combat44, area44) setCombatArea(combat45, area45) setCombatArea(combat46, area46) setCombatArea(combat47, area47) setCombatArea(combat48, area48) setCombatArea(combat49, area49) setCombatArea(combat50, area50) setCombatArea(combat51, area51) setCombatArea(combat52, area52) setCombatArea(combat53, area53) 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 local function onCastSpell11(parameters) doCombat(parameters.cid, parameters.combat11, parameters.var) end local function onCastSpell12(parameters) doCombat(parameters.cid, parameters.combat12, parameters.var) end local function onCastSpell13(parameters) doCombat(parameters.cid, parameters.combat13, parameters.var) end local function onCastSpell14(parameters) doCombat(parameters.cid, parameters.combat14, parameters.var) end local function onCastSpell15(parameters) doCombat(parameters.cid, parameters.combat15, parameters.var) end local function onCastSpell16(parameters) doCombat(parameters.cid, parameters.combat16, parameters.var) end local function onCastSpell17(parameters) doCombat(parameters.cid, parameters.combat17, parameters.var) end local function onCastSpell18(parameters) doCombat(parameters.cid, parameters.combat18, parameters.var) end local function onCastSpell19(parameters) doCombat(parameters.cid, parameters.combat19, parameters.var) end local function onCastSpell20(parameters) doCombat(parameters.cid, parameters.combat20, parameters.var) end local function onCastSpell21(parameters) doCombat(parameters.cid, parameters.combat21, parameters.var) end local function onCastSpell22(parameters) doCombat(parameters.cid, parameters.combat22, parameters.var) end local function onCastSpell23(parameters) doCombat(parameters.cid, parameters.combat23, parameters.var) end local function onCastSpell24(parameters) doCombat(parameters.cid, parameters.combat24, parameters.var) end local function onCastSpell25(parameters) doCombat(parameters.cid, parameters.combat25, parameters.var) end local function onCastSpell26(parameters) doCombat(parameters.cid, parameters.combat26, parameters.var) end local function onCastSpell27(parameters) doCombat(parameters.cid, parameters.combat27, parameters.var) end local function onCastSpell28(parameters) doCombat(parameters.cid, parameters.combat28, parameters.var) end local function onCastSpell29(parameters) doCombat(parameters.cid, parameters.combat29, parameters.var) end local function onCastSpell30(parameters) doCombat(parameters.cid, parameters.combat30, parameters.var) end local function onCastSpell31(parameters) doCombat(parameters.cid, parameters.combat31, parameters.var) end local function onCastSpell32(parameters) doCombat(parameters.cid, parameters.combat32, parameters.var) end local function onCastSpell33(parameters) doCombat(parameters.cid, parameters.combat33, parameters.var) end local function onCastSpell34(parameters) doCombat(parameters.cid, parameters.combat34, parameters.var) end local function onCastSpell35(parameters) doCombat(parameters.cid, parameters.combat35, parameters.var) end local function onCastSpell36(parameters) doCombat(parameters.cid, parameters.combat36, parameters.var) end local function onCastSpell37(parameters) doCombat(parameters.cid, parameters.combat37, parameters.var) end local function onCastSpell38(parameters) doCombat(parameters.cid, parameters.combat38, parameters.var) end local function onCastSpell39(parameters) doCombat(parameters.cid, parameters.combat39, parameters.var) end local function onCastSpell40(parameters) doCombat(parameters.cid, parameters.combat40, parameters.var) end local function onCastSpell41(parameters) doCombat(parameters.cid, parameters.combat41, parameters.var) end local function onCastSpell42(parameters) doCombat(parameters.cid, parameters.combat42, parameters.var) end local function onCastSpell43(parameters) doCombat(parameters.cid, parameters.combat43, parameters.var) end local function onCastSpell44(parameters) doCombat(parameters.cid, parameters.combat44, parameters.var) end local function onCastSpell45(parameters) doCombat(parameters.cid, parameters.combat45, parameters.var) end local function onCastSpell46(parameters) doCombat(parameters.cid, parameters.combat46, parameters.var) end local function onCastSpell47(parameters) doCombat(parameters.cid, parameters.combat47, parameters.var) end local function onCastSpell48(parameters) doCombat(parameters.cid, parameters.combat48, parameters.var) end local function onCastSpell49(parameters) doCombat(parameters.cid, parameters.combat49, parameters.var) end local function onCastSpell50(parameters) doCombat(parameters.cid, parameters.combat50, parameters.var) end local function onCastSpell51(parameters) doCombat(parameters.cid, parameters.combat51, parameters.var) end local function onCastSpell52(parameters) doCombat(parameters.cid, parameters.combat52, parameters.var) end local function onCastSpell53(parameters) doCombat(parameters.cid, parameters.combat53, 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 , combat11 = combat11 , combat12 = combat12 , combat13 = combat13 , combat14 = combat14 , combat15 = combat15 , combat16 = combat16 , combat17 = combat17 , combat18 = combat18 , combat19 = combat19 , combat20 = combat20 , combat21 = combat21 , combat22 = combat22 , combat23 = combat23 , combat24 = combat24 , combat25 = combat25 , combat26 = combat26 , combat27 = combat27 , combat28 = combat28 , combat29 = combat29 , combat30 = combat30 , combat31 = combat31 , combat32 = combat32 , combat33 = combat33 , combat34 = combat34 , combat35 = combat35 , combat36 = combat36 , combat37 = combat37 , combat38 = combat38 , combat39 = combat39 , combat40 = combat40 , combat41 = combat41 , combat42 = combat42 , combat43 = combat43 , combat44 = combat44 , combat45 = combat45 , combat46 = combat46 , combat47 = combat47 , combat48 = combat48 , combat49 = combat49 , combat50 = combat50 , combat51 = combat51 , combat52 = combat52 , combat53 = combat53 } 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(onCastSpell16, 3100, parameters) addEvent(onCastSpell17, 3300, parameters) addEvent(onCastSpell18, 3500, parameters) addEvent(onCastSpell19, 3700, parameters) addEvent(onCastSpell20, 3900, parameters) addEvent(onCastSpell21, 4200, parameters) addEvent(onCastSpell22, 4400, parameters) addEvent(onCastSpell23, 4600, parameters) addEvent(onCastSpell24, 4800, parameters) addEvent(onCastSpell25, 5000, parameters) addEvent(onCastSpell26, 5200, parameters) addEvent(onCastSpell27, 5400, parameters) addEvent(onCastSpell28, 5600, parameters) addEvent(onCastSpell29, 5800, parameters) addEvent(onCastSpell30, 6000, parameters) addEvent(onCastSpell31, 6200, parameters) addEvent(onCastSpell32, 6400, parameters) addEvent(onCastSpell33, 6600, parameters) addEvent(onCastSpell34, 6800, parameters) addEvent(onCastSpell35, 7000, parameters) addEvent(onCastSpell36, 7200, parameters) addEvent(onCastSpell37, 7400, parameters) addEvent(onCastSpell38, 7600, parameters) addEvent(onCastSpell39, 7800, parameters) addEvent(onCastSpell40, 8000, parameters) addEvent(onCastSpell40, 8200, parameters) addEvent(onCastSpell41, 8400, parameters) addEvent(onCastSpell42, 8600, parameters) addEvent(onCastSpell43, 8800, parameters) addEvent(onCastSpell44, 9000, parameters) addEvent(onCastSpell45, 9200, parameters) addEvent(onCastSpell46, 9400, parameters) addEvent(onCastSpell47, 9600, parameters) addEvent(onCastSpell48, 9800, parameters) addEvent(onCastSpell49, 10000, parameters) addEvent(onCastSpell50, 10200, parameters) addEvent(onCastSpell51, 10400, parameters) addEvent(onCastSpell52, 10600, parameters) addEvent(onCastSpell53, 10800, parameters) return true end __________________________________________________ se alguem puder me ajudar '-' REP+... uns 5 ___________________________________________________ ________________________________________________________ Ei Você aí! Ei Você que está lendo minha assinatura! Gostou do meu post? Então... Me da REP +!! e Upa o Terrible(meu pet) também ! Editado Dezembro 16, 2011 por XxJapanxX Link para o comentário Compartilhar em outros sites More sharing options...
0 KennyConrad 5 Postado Dezembro 17, 2011 Share Postado Dezembro 17, 2011 pow nen me ajudo com a minha spell -.- Link para o comentário Compartilhar em outros sites More sharing options...
0 CoGames 29 Postado Dezembro 17, 2011 Autor Share Postado Dezembro 17, 2011 @KennyxD Como posso responde a sua pergunta se eu n entendi ela? Link para o comentário Compartilhar em outros sites More sharing options...
0 Matheusrittes 0 Postado Dezembro 17, 2011 Share Postado Dezembro 17, 2011 nome: Revolution Exori Efeito: igual o exori mas gran do yurots mas todo de gelo Hit:quero que seja conforme o level tipo level 200 hit 2k lvl 1k hit 7k e assim por diante.. Link para o comentário Compartilhar em outros sites More sharing options...
0 Kryzed 0 Postado Dezembro 18, 2011 Share Postado Dezembro 18, 2011 (editado) Bom, o pedido que vou fazer é meio ousado, acho que quem saberia desenvolver esse Script perfeitamente era o JeDiAn porque já vi um Script dele parecido, mais vamos lá. Eu queria um Scrip assim, 7 itens (colar de preferencia) esses 7 colares terião a seguinte função, cada colar serviria pro player subir 1 andar. Ex: Scarf: o cara usa fly em 1 andar. Crystal Nechlace: o cara usa fly em 2 andares, e assim vai. Não precisa ser um Script merabolante, pois eu vou editar no apa cada andar com aquele chão invisível para que os players possam caçar nesses locais e possam fazer War. Pedidos adicionais: o colar funciona ao clicar com botão direito e que não de para usa-los enquanto está em battle ou protection zone, e queria pedir também que para quando o cara desativar o colar ele voltace no chão que está abaixo dele, Ex: O colar que sobe 2 andares, o cara clicaria 2x para subir 2 andares e clicaria 2x para descer 2 andares. Eu sei que é um Script muito difícil, mais se voces conceguirem desenvolver mudaria a história dos otservers de tibia, principalmente o meu, pois já tenho as Sprites das asas para por no lugar dos colares. Abradeço desde já. E se voces me incinarem a mandar esse tal REP+ eu mando oque der pra mandar. EDIT@ Queria pedir também pra que quando o cara subir ele só possa descer se não estiver battle. Editado Dezembro 18, 2011 por Kryzed Link para o comentário Compartilhar em outros sites More sharing options...
0 KennyConrad 5 Postado Dezembro 18, 2011 Share Postado Dezembro 18, 2011 (editado) a para neh se cria spell mesmo mano ? -.- ta bom entao faz o seguinte entra no radbr cria 1 drunou ou pede alguem pra usar a magia divinidade-ja que vc vai ver '-' oq eu quero + mano eu quero que vc edite minha spell para heala o player que usar ela somente o player que usar ela igual no radbr os cara usa essa magia ai ela bate em quem ta envolta da magia e heala o player que uso ela dai quero que heala de 500 a 1300 somente e n é pra mexer no hit dela n a spell ta aki tenta dnv ai -'' local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA) setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -19.1, -50, -19.2, -50) local arr = { {1, 1, 1}, {1, 2, 1}, {1, 1, 1} } local area = createCombatArea(arr) setCombatArea(combat, area) function onCastSpell(cid, var) return doCombat(cid, combat, var) end Editado Dezembro 18, 2011 por KennyxD Link para o comentário Compartilhar em outros sites More sharing options...
0 japavrb15 29 Postado Dezembro 18, 2011 Share Postado Dezembro 18, 2011 toma aew. local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 49) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -6000.0, -5007, -1000.0, -10000) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 39) setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, false) setCombatParam(combat2, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) setHealingFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, 0, 5007, 0, 10000) 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}, {0,0,0,0,1,1,1,0,0,0,0}, {0,0,0,0,1,3,1,0,0,0,0}, {0,0,0,0,1,1,1,0,0,0,0}, {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}, } 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}, } local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) setCombatArea(combat1, area1) setCombatArea(combat2, area2) function onCastSpell(cid, var) addEvent(doCombat, 100, cid, combat1, var) addEvent(doCombat, 600, cid, combat2, var) return true end em spells.xml poe na aprte de healing spells :] e o script na pasta de attack ficaria +/- asim <!-- Healing Spells --> <instant name="Exevo Exura" words="Exevo Exura" lvl="500" mana="700" aggressive="1" prem="0" exhaustion="1000" selftarget="1" script="attack/kamehameha.lua"> </instant> eu colokei na parte de healing spells n sei se precisa.. gosto?deu certo? rep+ :] Link para o comentário Compartilhar em outros sites More sharing options...
0 CoGames 29 Postado Dezembro 18, 2011 Autor Share Postado Dezembro 18, 2011 @Mateusrittes Essa foi fácil, só foi trocar os efeitos! local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, ICEDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, 43) setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -7.5, -15, -7.5, -18) local arr = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0}, {0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0}, {0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 2, 1, 1, 1, 1, 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, 1, 0, 0, 1, 0, 0, 1, 0, 0}, {0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } local area = createCombatArea(arr) setCombatArea(combat, area) function onCastSpell(cid, var) return doCombat(cid, combat, var) end Não testei mas tenho certeza que vai funcionar ! _____________________________________________________________________________________________________ @Kryzed Tópico feito para pedido de spells e não de scripts =// _____________________________________________________________________________________________________ @KennyxD @UP Respondeu sua pergunta! _____________________________________________________________________________________________________ @Donos ou Moderadores do XTibia Favor, fechem o tópico, desisti de fazer spells para outros, pois estou em provas (RECUPERAÇÃO) e estou mais tempo no pc do que nos livros =// Link para o comentário Compartilhar em outros sites More sharing options...
0 keroserfelizz 8 Postado Dezembro 18, 2011 Share Postado Dezembro 18, 2011 nome da magia:serimonia Uma magia que cria seu monstro dependendo lvl e um monstor diferente Ajuda plx Link para o comentário Compartilhar em outros sites More sharing options...
0 686175 18 Postado Dezembro 18, 2011 Share Postado Dezembro 18, 2011 (editado) vo pedi mais uma ta ? nome "meteoro da paixao" vem uma bola de fogo do ceu e quando chega no chao da uma explosao enorme daqueles coraçaozinho quero que hita holy hit : em torno de 2 a 5k Editado Dezembro 18, 2011 por Daninhozica Link para o comentário Compartilhar em outros sites More sharing options...
0 lucasy1995 1 Postado Dezembro 19, 2011 Share Postado Dezembro 19, 2011 tem como vc criar uma magia q tipo, exevo gran mas vis de free e exevo gran mas vis de vip? soh q a msm magia, mas se vc usar um item q te da um storage vc da um upgrade na magia e pode lancar exevo gran mas vis com upgrade. Link para o comentário Compartilhar em outros sites More sharing options...
0 japavrb15 29 Postado Dezembro 19, 2011 Share Postado Dezembro 19, 2011 mano como diz o topico [crio] peça sua spell aki nao é peça seu script ake é so pra spell. pra pidir script faça um topico pedindo ou procure no xtibia concerteza tera 1 sistema dese :] @Daninhozica pronto estou com seu spell :] crie 1 arquivo meteor.lua em data/spells/scripts/attack e desmancha tudoe poe iso dentro \/ local spellConfig = { {effect = CONST_ME_FIREATTACK, area = createCombatArea({ {1, 0, 1}, {0, 2, 0}, {0, 1, 0}}) }, {effect = CONST_ME_HEARTS, area = createCombatArea({ {0, 1, 0, 0, 0}, {1, 0, 0, 1, 0}, {0, 0, 2, 0, 0}, {0, 0, 1, 0, 1}, {1, 0, 0, 1, 0}}) }, {effect = CONST_ME_FIREATTACK, area = createCombatArea({ {0, 0, 1, 0, 1}, {1, 0, 0, 0, 1}, {0, 0, 2, 1, 0}, {0, 1, 0, 0, 1}, {1, 0, 1, 0, 0}}) }, {effect = CONST_ME_HEARTS, area = createCombatArea({ {0, 0, 1, 0, 1}, {1, 0, 0, 0, 1}, {0, 0, 2, 1, 0}, {0, 1, 0, 0, 1}, {1, 0, 1, 0, 0}}) }, {effect = CONST_ME_HEARTS, area = createCombatArea({ {0, 0, 1, 0, 1, 0, 0}, {0, 0, 0, 0, 0, 1, 0}, {1, 0, 0, 0, 0, 0, 1}, {0, 0, 1, 2, 1, 0, 0}, {1, 0, 0, 0, 0, 0, 1}, {0, 0, 1, 0, 0, 0, 0}, {0, 0, 1, 0, 1, 0, 0}}) }, {effect = CONST_ME_HITBYFIRE, area = createCombatArea({ {0, 0, 1, 0, 1, 0, 0}, {0, 1, 0, 1, 0, 1, 0}, {1, 0, 1, 0, 0, 0, 1}, {0, 0, 0, 2, 1, 0, 0}, {0, 1, 0, 0, 0, 0, 1}, {1, 0, 0, 1, 0, 1, 0}, {0, 0, 1, 0, 1, 0, 0}}) }, {effect = CONST_ME_HEARTS, area = createCombatArea({ {0, 0, 1, 0, 1, 0, 0}, {0, 1, 0, 1, 0, 1, 0}, {1, 0, 1, 0, 0, 0, 1}, {0, 0, 0, 2, 1, 0, 0}, {0, 1, 0, 0, 0, 0, 1}, {1, 0, 0, 1, 0, 1, 0}, {0, 0, 1, 0, 1, 0, 0}}) } } local combats = {} for k, config in ipairs(spellConfig) do combats[k] = createCombatObject() onTargetTile = function(cid, pos) local basePos = getThingPosition(cid) local fromPos = {x=basePos.x-6, y=basePos.y-8, z=basePos.z} doSendDistanceShoot(fromPos, pos, CONST_ANI_FIRE) end setCombatCallback(combats[k], CALLBACK_PARAM_TARGETTILE, "onTargetTile") setCombatParam(combats[k], COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combats[k], COMBAT_PARAM_EFFECT, config.effect) setCombatFormula(combats[k], COMBAT_FORMULA_LEVELMAGIC, -0.593, -50, -0.929, -100) setCombatArea(combats[k], config.area) end local function castingSpellTime(p) if(isCreature(p[1]) == TRUE) then doCombat(unpack(p)) end end function onCastSpell(cid, var) for k, combat in ipairs(combats) do addEvent(castingSpellTime, (250*k), {cid, combat, var}) end return true end e va em data/spells/spells.xml e poe iso na tag de attack spells <instant name="Meteor Rain" words="meteor rain" lvl="800" mana="860" prem="1" exhaustion="2000" needlearn="0" event="script" value="attack/meteor.lua"/> gosto? rep+ :] Link para o comentário Compartilhar em outros sites More sharing options...
0 lucasy1995 1 Postado Dezembro 19, 2011 Share Postado Dezembro 19, 2011 (editado) @EDIT: entao XxJapanxX, andei procurando no forum mas n achei um parecido, o mais parecido foi o que equipa um item ai muda de spell, mas queria q fosse por storage msm =s, se vc puder me indicar um link fico grato vlw Editado Dezembro 19, 2011 por lucasy1995 Link para o comentário Compartilhar em outros sites More sharing options...
0 japavrb15 29 Postado Dezembro 19, 2011 Share Postado Dezembro 19, 2011 s eu poso te dar a parte do spell... e a parte do script? kkkk pense desse jeito é mais 1 script de actions,movements que 1 spell '-' toma vá nese topico tem+/- oque vc kér link:http://www.xtibia.com/forum/topic/140163-magia-com-storage/ sua magia akew acustuma nao kkk va em data/movements/movements.xml adiciona essa tag em ring <movevent type="Equip" itemid="2123" slot="ring" event="script" value="script.lua"/> <movevent type="DeEquip" itemid="2123" slot="ring" event="script" value="script.lua"/> o id 2123 é o ring of the sky se pdoe troca pra qlqr um.... ai dps va em data/movements/scripts cria 1 script xamado script.lua e coloka iso dentro function onEquip(cid, item, slot) return doPlayerLearnInstantSpell(cid, "Hells Core") end function onDeEquip(cid, item, slot) if getPlayerLearnedInstantSpell(cid, "Hells Core") then doPlayerUnlearnInstantSpell(cid, "Hells Core") else return 0 end return TRUE end o hells core = exevo gran mas flam poe o nome da sua magia depois vá em data/spells/spells.xml e bota onde ta hells core needlearn="0" muda pra needlearn="1" gosto? Rep+ :] se precisa de uma magia vip pode pedir q eu faço sso dizer como kér :] Link para o comentário Compartilhar em outros sites More sharing options...
0 CoGames 29 Postado Dezembro 19, 2011 Autor Share Postado Dezembro 19, 2011 @ALL Acho que tão tudo sego, 3 pediram pra mim faze script depois de eu ter dito que não vou mais fazer o tópico -.- Algum moderador pelo amor de deus pode fechar o tópico fazendo favor? Link para o comentário Compartilhar em outros sites More sharing options...
Pergunta
CoGames 29
Olá Galera, este post serve para você pedir a magia que você queira para seu otserver!
Como Pedir:
Nome: NOME DA MAGIA
Efeito: Ice com Earth girando em torno do player (EXEMPLO)
HIT: Mais ou Menos 900 (EXEMPLO)
Etc...
Respondo seu pedido em até 10 min se eu tiver online no XTibia!
Não se esqueça, se tiver muitos pedindo, esperem, eu não sou um milhão!
E também não se esqueça de que se gostar, REP+
Editado por CogamesLink para o comentário
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CoGames
Olá Galera, este post serve para você pedir a magia que você queira para seu otserver! Como Pedir: Nome: NOME DA MAGIA Efeito: Ice com Earth girando em torno do player (EXEMPLO) HIT: Mais ou
jedian1
² Te aconselho a aprender algumas funções novas em LUA, pra melhorar, por exemplo a doAreaCombatHealth, com um conhecimento nas fórmulas de magias, você pode resumir uma magia comum com um hit apena
japavrb15
malz eu n vi mas vc n entendeu... spellmaker eu kiz dizer n programa mas sim q faz spell... e otra os pell ne exatamente oq eu tentei dizer kero kd skm girando 1 elemento diferente vai
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