Por xXxLordxXx, 25 de mai. de 2008 em Globalevents e Spells
info
Grupo: Campones
Registrado: 04/03/08
Posts: 33
Reputação: 0
Primeiro Va em data, spells, scripts, e fassa um arquivo .lua com um nome Great Bomb Damager, Clique Duas Vezes Nele E Apague Tudo Que Tem La e Bote:
local combat = createCombatObject()setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -0.8, -100, -0.8, -100) local arr = { {0, 0, 0, 0, 1, 0, 0, 0, 0} {0, 0, 0, 1, 1, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 1, 3, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 1, 1, 0, 0, 0} {0, 0, 0, 0, 1, 0, 0, 0, 0} } setCombatCondition(combat, condition) local condition = createConditionObject(CONDITION_FIRE) setConditionParam(condition, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition, 1, 3000, -1000) addDamageCondition(condition, 2, 3000, -500) addDamageCondition(condition, 3, 3000, -500) addDamageCondition(condition, 4, 3000, -1000) addDamageCondition(condition, 5, 3000, -60) addDamageCondition(condition, 6, 3000, -60) addDamageCondition(condition, 7, 3000, -100) addDamageCondition(condition, 8, 3000, -100) addDamageCondition(condition, 9, 3000, -100) addDamageCondition(condition, 10, 3000, -100) addDamageCondition(condition, 11, 3000, -100) addDamageCondition(condition, 12, 3000, -100) addDamageCondition(condition, 13, 3000, -100) addDamageCondition(condition, 14, 3000, -100) addDamageCondition(condition, 15, 3000, -100) addDamageCondition(condition, 16, 3000, -100) addDamageCondition(condition, 17, 3000, -100) addDamageCondition(condition, 18, 3000, -100) addDamageCondition(condition, 19, 3000, -100) addDamageCondition(condition, 20, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -100) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99) addDamageCondition(condition, 1, 3000, -99
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -0.8, -100, -0.8, -100)
local arr = {
{0, 0, 0, 0, 1, 0, 0, 0, 0}
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 3, 1, 1, 1, 1},
{0, 0, 0, 1, 1, 1, 0, 0, 0}
}
setCombatCondition(combat, condition)
local condition = createConditionObject(CONDITION_FIRE)
setConditionParam(condition, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition, 1, 3000, -1000)
addDamageCondition(condition, 2, 3000, -500)
addDamageCondition(condition, 3, 3000, -500)
addDamageCondition(condition, 4, 3000, -1000)
addDamageCondition(condition, 5, 3000, -60)
addDamageCondition(condition, 6, 3000, -60)
addDamageCondition(condition, 7, 3000, -100)
addDamageCondition(condition, 8, 3000, -100)
addDamageCondition(condition, 9, 3000, -100)
addDamageCondition(condition, 10, 3000, -100)
addDamageCondition(condition, 11, 3000, -100)
addDamageCondition(condition, 12, 3000, -100)
addDamageCondition(condition, 13, 3000, -100)
addDamageCondition(condition, 14, 3000, -100)
addDamageCondition(condition, 15, 3000, -100)
addDamageCondition(condition, 16, 3000, -100)
addDamageCondition(condition, 17, 3000, -100)
addDamageCondition(condition, 18, 3000, -100)
addDamageCondition(condition, 19, 3000, -100)
addDamageCondition(condition, 20, 3000, -100)
addDamageCondition(condition, 1, 3000, -100)
addDamageCondition(condition, 1, 3000, -99)
addDamageCondition(condition, 1, 3000, -99
info
Grupo: Campones
Registrado: 04/03/08
Posts: 33
Reputação: 0
Primeiro Va em data, spells, scripts, e fassa um arquivo .lua com um nome Great Bomb Damager, Clique Duas Vezes Nele E Apague Tudo Que Tem La e Bote: