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[Crio] Peça Sua Spell Aqui


CoGames

Pergunta

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 Cogames
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  • 0

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},

}

 

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{0,0,0,0,0,0,0,0,0,0,0},

{0,0,0,0,0,0,0,0,0,0,0},

{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

 

___________________________________________________

3330a1db2b814683b76f07c86e7dbe80.0.gif

 

________________________________________________________

 

1567272.png

 

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 :D!

Editado por XxJapanxX
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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 por Kryzed
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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 por KennyxD
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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+ :]

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@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 =//

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vo pedi mais uma ta ?

nome "meteoro da paixao" :p

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 por Daninhozica
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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+ :]

 

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@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 por lucasy1995
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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 :]

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@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?

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