SF

Magia Bem Diferente..

Por sfmlarl, 19 de jan. de 2008 em Globalevents e Spells

4
1.4k
sfmlarlS
19 de janeiro de 2008 às 13:02

Essa magia eu vi ae na net, n sei onde, mais sei de quem.

Tambem não sei se ja postaram aqui, se ja, desculpa, so queria ajuda ^^

 

La vai>

x = math.random(6715,6718)

value = 1

value2 = 0

 

local combat1 = createCombatObject()

setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat1, COMBAT_PARAM_EFFECT, 2)

setCombatParam(combat1, COMBAT_PARAM_CREATEITEM, 6966)

setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -3, 0, 4, 0)

 

local combat2 = createCombatObject()

setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_NONE)

setCombatParam(combat2, COMBAT_PARAM_CREATEITEM, 6715)

setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, 3, 0, 3, 0)

 

local combat3 = createCombatObject()

setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_NONE)

setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 3, 0, 1, 0)

 

local combat4 = createCombatObject()

setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_NONE)

setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, 4, 0, 2, 0)

 

local combat5 = createCombatObject()

setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat5, COMBAT_PARAM_EFFECT, 34)

setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, 7, 0, 5, 0)

 

local combat6 = createCombatObject()

setCombatParam(combat6, COMBAT_PARAM_EFFECT, 34)

setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, 6, 0, 8, 0)

 

 

local combat7 = createCombatObject()

setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_NONE)

setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_NONE)

setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, 5, 0, 9, 0)

local condition7 = createConditionObject(CONDITION_DROWN)

setConditionParam(condition7, CONDITION_PARAM_DELAYED, 1)

addDamageCondition(condition7, 10, 5000, -10)

setCombatCondition(combat7, condition7)

 

local combat8 = createCombatObject()

setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_NONE)

setCombatParam(combat8, COMBAT_PARAM_EFFECT, CONST_ME_NONE)

setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, 4, 0, 2, 0)

 

 

local 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, 1, 1, 1, 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, 0, 0, 0, 0, 1, 0, 0, 0, 0},

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

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

}

 

 

local 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, 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, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

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

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

}

 

 

 

local 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, 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 arr4 = {

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

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

{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},

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

}

 

local arr5 = {

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

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

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

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

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

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

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

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

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

}

 

local arr6 = {

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

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

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

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

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

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

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

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

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

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

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

}

 

local 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, 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, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

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

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

}

 

local 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, 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, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

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

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

}

 

 

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)

mayNotMove(parameters.cid, value)

end

 

local function onCastSpell3(parameters)

local position = getCreaturePosition(parameters.cid)

 

doSendDistanceShoot(position, {x = position.x - 5, y = position.y - 0, z = position.z}, CONST_ANI_SNOWBALL)

doSendDistanceShoot(position, {x = position.x + 5, y = position.y - 0, z = position.z}, CONST_ANI_SNOWBALL)

doSendDistanceShoot(position, {x = position.x + 5, y = position.y - 3, z = position.z}, CONST_ANI_SNOWBALL)

doSendDistanceShoot(position, {x = position.x + 0, y = position.y - 5, z = position.z}, CONST_ANI_SNOWBALL)

doSendDistanceShoot(position, {x = position.x - 5, y = position.y - 3, z = position.z}, CONST_ANI_SNOWBALL)

doSendDistanceShoot(position, {x = position.x - 5, y = position.y + 3, z = position.z}, CONST_ANI_SNOWBALL)

doSendDistanceShoot(position, {x = position.x + 0, y = position.y + 5, z = position.z}, CONST_ANI_SNOWBALL)

doSendDistanceShoot(position, {x = position.x + 5, y = position.y + 3, z = position.z}, CONST_ANI_SNOWBALL)

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)

doSetCreatureLight(parameters.cid, 5, 101, 60000)

end

 

local function onCastSpell8(parameters)

doCombat(parameters.cid, parameters.combat8, parameters.var)

mayNotMove(parameters.cid, value2)

end

 

 

 

function onCastSpell(cid, var, position)

local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat4 = combat4, combat5 = combat5, combat6 = combat6, combat7 = combat7, combat8 = combat8 }

addEvent(onCastSpell1, 0, parameters)

addEvent(onCastSpell2, 0, parameters)

addEvent(onCastSpell3, 800, parameters)

addEvent(onCastSpell4, 800, parameters)

addEvent(onCastSpell5, 1200, parameters)

addEvent(onCastSpell6, 1800, parameters)

addEvent(onCastSpell7, 2000, parameters)

addEvent(onCastSpell8, 2100, parameters)

 

end

 

 

Pra colok no spell.xml, crio que a maioria sabe e ate porque, cada OT vem com sua vocations diferentes..

 

droid1ic7hq4.jpg

 

droid2dy2ug7.jpg

 

droid3qk2ye5.jpg

 

droid4fz1vl7.jpg

 

droid5kr5tf5.jpg

 

Creditos ao que creio ser o criador,

 

Droid4

 

Testado em forgoten

2 semanas depois...
PedretzP
30 de janeiro de 2008 às 17:30

Boa na teoria mas o gelo demora muito para desaparecer...

Editado Janeiro 30 por Pdro

leandrocoreL
04 de fevereiro de 2008 às 10:56

:smile_positivo: tirando o gelo que demora pra sumi o resto ta otimo :rolleyes:

3 semanas depois...
kruxduduK
22 de fevereiro de 2008 às 18:21

Realmene o gelo demora bastante pra sumir!

Mas fico boa

Aprovada.