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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
Link para o comentário
https://xtibia.com/forum/topic/38153-umas-magias-do-meu-ot-espero-que-gostem/
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Veio é ruim ficar sem coments mais olha aqui.

Pra começa vc deveria ter feito dentro de cods pra fica mais faciu intendimento.

Segundo vc poderia ter colocado como fazer dentro do actions.xml e talz na prox tenta explica melhor abraço

Link para o comentário
https://xtibia.com/forum/topic/38153-umas-magias-do-meu-ot-espero-que-gostem/#findComment-216461
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