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Umas Magias Do Meu Ot Espero Que Gostem


Bruno5

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eu fiz essa pro ano novo:

 

são silvestre= Corre muito rápido durante um tempo

cold wind=é como uma life drain só q tira hits bastante altos

fire elemental attack=exori flam com áreas bem expandidas e dano altíssimo

wind elemental attack=sonar de banshee só que vermelho

Water Elemental attack=bubblebeam com áreas grandes e hits fortes

Earth elemental attack=nuvens de fumaça de área iugual ue ]

 

 

 

 

 

sao silvestre

 

attackType = ATTACK_NONE

animationEffect = NM_ANI_NONE

 

hitEffect = NM_ME_NONE

damageEffect = NM_ME_MAGIC_POISEN

animationColor = BLACK

offensive = false

drawblood = false

 

GreatHasteObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)

 

function onCast(cid, creaturePos, level, maglv, var)

centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}

ret = doTargetMagic(cid, centerpos, GreatHasteObject:ordered())

 

if(ret) then

  speed = getSpeed(cid)

  time = 100000  --in seconds

  addspeed = (speed*10.7)-12

 

  changeSpeed(cid, addspeed, time)

end

 

return ret

end 

 

cold wind

 

area = {

{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{2, 2, 2, 0, 0, 1, 0, 0, 3, 3, 3},

{1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1},

{2, 2, 2, 0, 1, 1, 1, 0, 3, 3, 3},

{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},

{0, 0, 1, 0, 4, 1, 4, 0, 1, 0, 0},

{0, 1, 0, 0, 4, 1, 4, 0, 0, 1, 0},

{1, 0, 0, 0, 4, 1, 4, 0, 0, 0, 1}

}

 

attackType = ATTACK_PHYSICAL

needDirection = false

areaEffect = NM_ME_MAGIC_BLOOD

animationEffect = NM_ANI_NONE

 

hitEffect = NM_ME_HIT_AREA

damageEffect = NM_ME_DRAW_BLOOD

animationColor = RED

offensive = true

drawblood = true

 

YetiPowerObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)

 

function onCast(cid, creaturePos, level, maglv, var)

centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}

YetiPowerObject.minDmg = 1500

YetiPowerObject.maxDmg = 200000

 

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

end 

 

wind elemental attack

 

area = {

    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

    {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},

    {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},

    {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},

    {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},

    {1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1},

    {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},

    {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},

    {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},

    {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},

    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

    }

 

    attackType = ATTACK_FIRE

    needDirection = false

    areaEffect = NM_ME_SOUND_RED

    animationEffect = NM_ANI_NONE

 

    hitEffect = NM_ME_EXPLOSION_DAMAGE

    damageEffect = NM_ME_SOUND_RED

    animationColor = RED

    offensive = true

    drawblood = true

 

    UltimateExplosionObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)

 

    function onCast(cid, creaturePos, level, maglv, var)

    centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}

    n = tonumber(var)  -- try to convert it to a number

    if n ~= nil then

    -- bugged

    -- ultimateExplosionObject.minDmg = var+0

    -- UltimateExplosionObject.maxDmg = var+0

 

    UltimateExplosionObject.minDmg = 0

    UltimateExplosionObject.maxDmg = 0

    else

    -- UltimateExplosionObject.minDmg = (level * 8 + maglv * 250) * 1.3 - 30

    -- UltimateExplosionObject.maxDmg = (level * 8 + maglv * 250) * 2.0

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

  UltimateExplosionObject.maxDmg = (level * 8 + maglv * 250) * 3.0

    end

 

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

    end

 

earth elemental attack

 

area = {

{0, 0, 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, 1, 1, 1, 1, 1, 0, 0, 0},

{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},

{0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0},

{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},

{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},

{0, 0, 0, 0, 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}

}

 

attackType = ATTACK_POISON

needDirection = false

areaEffect = 20

animationEffect = NM_ANI_NONE

 

hitEffect = NM_ME_POISEN

damageEffect = 20

animationColor = GREEN

offensive = true

needDirection = false

drawblood = false

minDmg = 20

maxDmg = 20

 

PoisonStormObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, minDmg, maxDmg)

SubPoisonStormObject1 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 15, 15)

SubPoisonStormObject2 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 10, 10)

SubPoisonStormObject3 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 5, 5)

 

function onCast(cid, creaturePos, level, maglv, var)

  centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}

 

PoisonStormObject.minDmg = (level * 2 + maglv * 3) * 1.5 - 30

  PoisonStormObject.maxDmg = (level * 8 + maglv * 250) * 2

 

  return doAreaExMagic(cid, centerpos, needDirection, areaEffect, area, PoisonStormObject:ordered(),

  2000, 1, SubPoisonStormObject1:ordered(),

  2000, 2, SubPoisonStormObject2:ordered(),

  2000, 10, SubPoisonStormObject3:ordered(),

  3)

end

 

fire elemental attack

 

area = {

{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0},

{1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1},

{1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1},

{1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1},

{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},

{1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1},

{1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1},

{1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1},

{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0}

}

 

attackType = ATTACK_FIRE

needDirection = false

areaEffect = NM_ME_FIRE_AREA

animationEffect = NM_ANI_NONE

 

hitEffect = NM_ME_FIRE_AREA

damageEffect = NM_ME_HITBY_FIRE

animationColor = FIRE

offensive = true

drawblood = false

 

FireWaveObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)

 

function onCast(cid, creaturePos, level, maglv, var)

centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}

FireWaveObject.minDmg = 1

FireWaveObject.maxDmg = 999999999

 

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

end 

 

water elemental attack

 

area = {

{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},

{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},

{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},

{1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1},

{1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1},

{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},

{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}

}

 

attackType = ATTACK_ENERGY

needDirection = false

areaEffect = NM_ME_LOOSE_ENERGY

animationEffect = NM_ANI_NONE

 

hitEffect = NM_ME_LOOSE_ENERGY

damageEffect = NM_ME_LOOSE_ENERGY

animationColor = LIGHT_BLUE

offensive = true

drawblood = true

 

EnergyWaveObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)

 

function onCast(cid, creaturePos, level, maglv, var)

centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}

EnergyWaveObject.minDmg = (level * 5 + maglv * 6) * 1.3

EnergyWaveObject.maxDmg = (level * 5 + maglv * 6) * 1.7

 

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

end 

 

são esssas ñ postei as tags pq aí vocês escolhem a mana o ml e as voc

Editado por Bruno5
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