TH

Water Beam Modificado

Por theloy, 25 de nov. de 2007 em Globalevents e Spells

script
4
1.4k
theloyT
25 de novembro de 2007 às 00:16

30%Me

70%apellmos

 

são 8 diferentes formas q essa spell ira ser lançada é uma sequencia tipow 8 rajadas de agua.Parece com a chuva de meteoros do colex soh q essa é inferior.

 

abra data/spells/spells.xml e digite:

<instant name="Water Beam" words="water beam" lvl="20" maglv="15" mana="50" soul="0" exhaustion="1" prem="1" enabled="1" script="water beam.lua"><vocation id="2"/><vocation id="1"/><vocation id="3"/><vocation id="4"/><vocation id="6"/><vocation id="5"/><vocation id="7"/><vocation id="8"/><vocation id="9"/><vocation id="10"/><vocation id="11"/><vocation id="12"/></instant>

 

salve.Deixe do jeito que quiser.Se o seu ot ja tiver n presisa colocar isso apenas o script

agora vá em data/spells/scripts abra um arkivo apague tudo e digite:

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_EFFECT,  10)
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -1.1, 0)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 10)
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -1.1, 0)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_EFFECT,  10)
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -1.1, 0)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 10)
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -1.1, 0)

local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_EFFECT,  10)
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -1.1, 0)

local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 10)
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -1.1, 0)

local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_EFFECT,  10)
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -1.1, 0)

local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 10)
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -1.1, 0)



arr1 = {
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{1, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0},
{1, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 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, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 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, 1, 1, 2, 1, 1, 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, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 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},
}


arr3 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0},
{1, 0, 1, 0, 1, 0, 1, 2, 1, 0, 1, 0, 1, 0, 1},
{0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}


arr4 = {
{0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
}

arr5 = {
{0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 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, 1, 2, 1, 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, 1, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 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, 1, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 1, 1, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 1, 1, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}

arr7 = {
{1, 1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1},
{1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0},
{1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1},
{1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0},
{1, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0},
{1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1},
{1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0},
{1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1},
{1, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0},
}

arr8 = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1},
{1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1},
{1, 0, 1, 0, 1, 0, 0, 2, 0, 0, 1, 0, 1, 0, 1},
{1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1},
{1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
}






local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
local area5 = createCombatArea(arr5)
local area6 = createCombatArea(arr6)
local area7 = createCombatArea(arr7)
local area8 = createCombatArea(arr8)


setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)
setCombatArea(combat6, area6)
setCombatArea(combat7, area7)
setCombatArea(combat8, area8)




local function onCastSpell1(parameters)
doCombat(parameters.cid, 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



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 }
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 250, parameters)
addEvent(onCastSpell3, 500, parameters)
addEvent(onCastSpell4, 750, parameters)
addEvent(onCastSpell5, 1000, parameters)
addEvent(onCastSpell6, 1250, parameters)
addEvent(onCastSpell7, 1500, parameters)
addEvent(onCastSpell8, 1750, parameters)


end

 

salve como water beam.lua

pronto divirta-se pode editar como quiser.

h3onlineH
27 de novembro de 2007 às 14:19

Pow cara parabens mmtmtmt boa!!!

to adorando seu trabalho aki no xtibia

1 mês depois...
babylocoB
06 de dezembro de 2007 às 14:46

poderia posta ss ficaria bem melhor é tem gente q so bota no serv se tiver ss =D

DarksasukeD
07 de dezembro de 2007 às 14:17

akspakspoaksaposk

issu n tem nada a ver com o script do colex =D

o meteor invocation do colex se baseia em randons =xxx

ex: cada vez que você lança a magia sai de um jeito...

a sua não... pois saem 8 de uma vez(mesma invocação)

=P

sem contar que vc soh mudo a area -.-"

tenta mudar o tempo entre elas e td mais xPPP

Nota? 3,0