PE

[ Fury Of Nature ]rox

Por pedr0, 03 de mar. de 2008 em Globalevents e Spells

script
otserv
32
7.6k
pedr0P
03 de março de 2008 às 12:06

=============================================

Autor: Nagzul

Nome: Fury of Nature

Servidor Testado: Evolutions 0.7.8 [8.0] [8.1]

=============================================

 

Descrição: Magia que convoca as forças da natureza para cria-lá por isso pode ser muito poderosa e efetiva contra adversários, porém consome quase toda a mana de quem usa.

Instalando:

Va na pasta data/spells/scripts de seu otserv e copie qualquer arquivo .lua e renomeie para fury of nature. Abra o arquivo e apague tudo oque estiver nele e então coloque:

 

Código:

local combat1 = createCombatObject()

setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)

setCombatParam(combat1, COMBAT_PARAM_EFFECT, 14)

setCombatParam(combat1, COMBAT_PARAM_CREATEITEM, 1499)

setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)

local combat2 = createCombatObject()

setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)

setCombatParam(combat2, COMBAT_PARAM_EFFECT, 8)

setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -5.2, -180, -5.3, -120)

local combat3 = createCombatObject()

setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_HEALING)

setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)

setCombatParam(combat3, COMBAT_PARAM_AGGRESSIVE, 0)

setCombatParam(combat3, COMBAT_PARAM_TARGETCASTERORTOPMOST, 1)

setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0.6, -30, 1.2, 0)

local condition3 = createConditionObject(CONDITION_FOOD)

setConditionParam(condition3, CONDITION_PARAM_TICKS, 20000)

setConditionParam(condition3, CONDITION_PARAM_HEALTHGAIN, 100)

setCombatCondition(combat3, condition3)

local combat4 = createCombatObject()

setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)

setCombatParam(combat4, COMBAT_PARAM_EFFECT, 8)

setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)

local combat5 = createCombatObject()

setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)

setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)

setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)

local acombat6 = createCombatObject()

local combat6 = createCombatObject()

setCombatParam(combat6, COMBAT_PARAM_EFFECT, 34)

setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 11)

setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)

 

local combat7 = createCombatObject()

setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)

setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)

setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)

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_POISONDAMAGE)

setCombatParam(combat8, COMBAT_PARAM_EFFECT, 20)

setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)

local condition8 = createConditionObject(CONDITION_POISON)

setConditionParam(condition8, CONDITION_PARAM_DELAYED, 1)

addDamageCondition(condition8, 1, 3000, -50)

addDamageCondition(condition8, 1, 3000, -49)

addDamageCondition(condition8, 1, 3000, -48)

addDamageCondition(condition8, 1, 3000, -47)

addDamageCondition(condition8, 1, 3000, -46)

addDamageCondition(condition8, 1, 3000, -45)

addDamageCondition(condition8, 1, 3000, -44)

addDamageCondition(condition8, 1, 3000, -43)

addDamageCondition(condition8, 1, 3000, -42)

addDamageCondition(condition8, 1, 3000, -41)

addDamageCondition(condition8, 1, 3000, -40)

addDamageCondition(condition8, 1, 3000, -39)

addDamageCondition(condition8, 1, 3000, -38)

addDamageCondition(condition8, 1, 3000, -37)

addDamageCondition(condition8, 1, 3000, -36)

addDamageCondition(condition8, 1, 3000, -35)

addDamageCondition(condition8, 1, 3000, -34)

addDamageCondition(condition8, 1, 3000, -33)

addDamageCondition(condition8, 1, 3000, -32)

addDamageCondition(condition8, 1, 3000, -31)

addDamageCondition(condition8, 1, 3000, -30)

addDamageCondition(condition8, 1, 3000, -29)

addDamageCondition(condition8, 1, 3000, -28)

addDamageCondition(condition8, 1, 3000, -27)

addDamageCondition(condition8, 1, 3000, -26)

addDamageCondition(condition8, 1, 3000, -25)

addDamageCondition(condition8, 1, 3000, -24)

addDamageCondition(condition8, 1, 3000, -23)

addDamageCondition(condition8, 1, 3000, -22)

addDamageCondition(condition8, 1, 3000, -21)

addDamageCondition(condition8, 1, 3000, -20)

addDamageCondition(condition8, 1, 3000, -19)

addDamageCondition(condition8, 1, 3000, -18)

addDamageCondition(condition8, 1, 3000, -17)

addDamageCondition(condition8, 1, 3000, -16)

addDamageCondition(condition8, 1, 3000, -15)

addDamageCondition(condition8, 1, 3000, -14)

addDamageCondition(condition8, 1, 3000, -13)

addDamageCondition(condition8, 1, 3000, -12)

addDamageCondition(condition8, 1, 3000, -11)

addDamageCondition(condition8, 1, 3000, -10)

addDamageCondition(condition8, 1, 3000, -9)

addDamageCondition(condition8, 1, 3000, -8)

addDamageCondition(condition8, 1, 3000, -7)

addDamageCondition(condition8, 1, 3000, -6)

addDamageCondition(condition8, 2, 3000, -5)

addDamageCondition(condition8, 3, 3000, -4)

addDamageCondition(condition8, 5, 3000, -3)

addDamageCondition(condition8, 10, 3000, -2)

addDamageCondition(condition8, 20, 3000, -1)

setCombatCondition(combat8, condition8)

 

local arr1 = {

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

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

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

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

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

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

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

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

}

 

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

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

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

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

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

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

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

{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 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(acombat6, area6)

setCombatArea(combat7, area7)

setCombatArea(combat8, area8)

function onTargetTile6(cid, pos)

doCombat(cid,combat6,positionToVariant(pos))

end

setCombatCallback(acombat6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6")

 

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.acombat6, parameters.var)

end

local function onCastSpell7(parameters)

doCombat(parameters.cid, parameters.combat7, parameters.var)

doSetCreatureLight(parameters.cid, 9, 101, 60000)

end

local function onCastSpell8(parameters)

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

end

 

function onCastSpell(cid, var, position)

local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, acombat6 = acombat6, combat7 = combat7, combat8 = combat8 }

addEvent(onCastSpell1, 0, parameters)

addEvent(onCastSpell2, 200, parameters)

addEvent(onCastSpell3, 400, parameters)

addEvent(onCastSpell4, 600, parameters)

addEvent(onCastSpell5, 800, parameters)

addEvent(onCastSpell6, 1000, parameters)

addEvent(onCastSpell7, 1200, parameters)

addEvent(onCastSpell8, 1400, parameters)

 

end

 

Salve e feche.

 

Agora vá em data/spell e abra o arquivo spells.xml e acrescente a seguinte tag:

 

Código:

 

<instant name="Fury of Nature" words="exevo mas res tera" lvl="90" maglv="40" manapercent="85" soul="0" exhaustion="1" prem="1" enabled="1" script="fury of nature.lua"><vocation id="2"/><vocation id="6"/></instant>

 

Salve e feche. Para testa-lá é só dizer "exevo mas res tera" com um char druid ou elder druid que irá conjurar a magia

 

~~Aki O Video Da Magia~~

 

Video Aki <-----

 

 

Espero que tenham gostado.

Editado Novembro 21 por pedr0

kloxdamiK
03 de março de 2008 às 14:08

Parece c boa vo testa aki, seria melhor 1 SS mais blz :smile_positivo:

dps falo o q eu axei

 

flw :icon1:

frankliF
03 de março de 2008 às 17:39

Rox + eu n garanto q eh a melhor =D

03 de março de 2008 às 18:28

Legal mais posta uma ss...

Editado Março 3 por maximusot

gornickiG
03 de março de 2008 às 19:05

Bom Magia muito boa em efeitos mas porem o script esta bem estranho tente arrumar os espaços comfeço q fiquei cego qndo olhei para ele

Editado Março 3 por gornicki

pedr0P
03 de março de 2008 às 21:43

Brigada Pelos Coment.........

Ja Tem Tudo Video..

Bem Explicado...

So Comenta........

Editado Março 16 por pedr0

SliferxDS
08 de março de 2008 às 19:44

Muito bom.

XnoneX
10 de março de 2008 às 11:29

o video foi muito rapido

podia ter coloka ss

 

mas pelo q eu vi a magia parece legal

:smile_positivo:

FAG10F
10 de março de 2008 às 15:28

Testei e aprovei muito boa a spell e os movimentos xD

 

ateh

Pedro MenezesP
10 de março de 2008 às 16:29

WOW spell muito da hora :D

Gostei :D

xDandrezinhoX
12 de março de 2008 às 00:01

nota 10!

tibiaehnoisT
12 de março de 2008 às 21:18

So Novo Em Ot

Mais A Magia Eh Muito Legal paremsbs

pqppqpP
13 de março de 2008 às 20:01

Rox a lot

=)

vlw

 

Ótimo trabalho

DaNDaNrOxXD
14 de março de 2008 às 01:10

Magic muito loca! Tópico bem explicado e tudo mais, está de parabéns :D

15 de março de 2008 às 00:02

Muito Bom =)

Gostei ;D