Anakin
podia ser Anakin Kenobi
anakin e o primeiro nome de um nick de um cara de um forum
#Topic
os monstros sao bo]ns
mas se não acha que e muito ter 18000 de hp
e arrume o tpc
colodado quotes
falous
info
Grupo: Conde
Registrado: 18/12/07
Posts: 941
Reputação: +24

Anakin
podia ser Anakin Kenobi
anakin e o primeiro nome de um nick de um cara de um forum
#Topic
os monstros sao bo]ns
mas se não acha que e muito ter 18000 de hp
e arrume o tpc
colodado quotes
falous
ok
oO...
Da uma ageitadinha no seu tópICo
Coloka os monstros em quote as magias tbm
Mas blz Mosters taum legais!!
Só falta melhora o tpc ta mto bagunçado!
ok
Ta Taum Ruim Assim Galera Comenta ai =]
Poderia ser um monstro tipo uma serpente gigante, ficaria legal..
Seu otario faz bixos novos e nao copia dos otros -.-" esses bixos tem no Cruzader OT noob fdp
Affffff....Eu que so o Dono Di Cruzader Ot
Votem Ai Galera
info
Grupo: Campones
Registrado: 05/01/07
Posts: 61
Reputação: +3
Char no Tibia: Gaby Slayer

Lilith massa ![]()
info
Grupo: Campones
Registrado: 13/02/08
Posts: 29
Reputação: 0
awe galera novos montros ai
1 Anakim
<monster name="Anakim" nameDescription="a anakim" race="blood" experience="8000" speed="200" manacost="0">
<health now="18000" max="18000"/>
<look type="278" head="114" body="114" legs="114" feet="114" corpse="3128"/>
<targetchange interval="2000" chance="5"/>
<strategy attack="100" defense="0"/>
<flags>
<flag summonable="0"/>
<flag attackable="1"/>
<flag hostile="1"/>
<flag illusionable="1"/>
<flag convinceable="0"/>
<flag pushable="0"/>
<flag canpushitems="1"/>
<flag staticattack="50"/>
<flag lightlevel="0"/>
<flag lightcolor="0"/>
<flag targetdistance="1"/>
<flag runonhealth="100"/>
</flags>
<attacks>
<attack name="melee" interval="1800" min="200" max="-800"/>
<attack name="anakim sd" interval="2000" chance="40" min="-1000" max="-2500"/>
<attack name="Great Energy Beam" interval="5000" chance="20" min="-500" max="-1200"/>
<attack name="orshabaal berserk" interval="5000" chance="55"/>
</attacks>
<defenses armor="60" defense="62">
<defense name="light healing" interval="3000" chance="65" min="500" max="800"/>
</defenses>
<immunities>
<immunity physical="0"/>
<immunity energy="0"/>
<immunity fire="1"/>
<immunity poison="0"/>
<immunity lifedrain="0"/>
<immunity paralyze="0"/>
<immunity outfit="0"/>
<immunity drunk="1"/>
<immunity invisible="1"/>
</immunities>
<voices interval="2000" chance="5">
<voice sentence="I Am The King Of Darkness"/>
<voice sentence="Come On"/>
</voices>
<loot>
<item id="2148" countmax="100" chance1="100000" chancemax="0"/>
<item id="2407" chance="20000"/>
<item id="7730" chance="2222"/>
<item id="2474" chance="5000"/>
<item id="2546" countmax="20" chance1="4000" chancemax="0"/>
<item id="1987" chance="100000">
<inside>
<item id="2148" countmax="80" chance1="100000" chancemax="0"/>
<item id="6433" chance="1000"/>
<item id="2145" countmax="3" chance1="1538" chancemax="0"/>
</inside>
</item>
</loot>
</monster>
2 Lilith
<monster name="Lilith" nameDescription="a lilith" race="blood" experience="8000" speed="250" manacost="0">
<health now="18000" max="18000"/>
<look type="279" head="114" body="114" legs="114" feet="114" corpse="3128"/>
<targetchange interval="2000" chance="5"/>
<strategy attack="100" defense="0"/>
<flags>
<flag summonable="0"/>
<flag attackable="1"/>
<flag hostile="1"/>
<flag illusionable="1"/>
<flag convinceable="0"/>
<flag pushable="0"/>
<flag canpushitems="1"/>
<flag staticattack="50"/>
<flag lightlevel="0"/>
<flag lightcolor="0"/>
<flag targetdistance="1"/>
<flag runonhealth="100"/>
</flags>
<attacks>
<attack name="melee" interval="1500" min="500" max="-1200"/>
<attack name="lilith exori" interval="2000" chance="40" min="-1200" max="-3000"/>
<attack name="Great Energy Beam" interval="5000" chance="20" min="-500" max="-1200"/>
<attack name="orshabaal berserk" interval="5000" chance="55"/>
</attacks>
<defenses armor="60" defense="62">
<defense name="light healing" interval="3000" chance="65" min="500" max="800"/>
</defenses>
<immunities>
<immunity physical="0"/>
<immunity energy="0"/>
<immunity fire="1"/>
<immunity poison="0"/>
<immunity lifedrain="0"/>
<immunity paralyze="0"/>
<immunity outfit="0"/>
<immunity drunk="1"/>
<immunity invisible="1"/>
</immunities>
<voices interval="2000" chance="5">
<voice sentence=""/>
<voice sentence=""/>
</voices>
<loot>
<item id="2148" countmax="100" chance1="100000" chancemax="0"/>
<item id="2407" chance="20000"/>
<item id="7730" chance="2222"/>
<item id="2474" chance="5000"/>
<item id="2546" countmax="20" chance1="4000" chancemax="0"/>
<item id="1987" chance="100000">
<inside>
<item id="2148" countmax="80" chance1="100000" chancemax="0"/>
<item id="6433" chance="1000"/>
<item id="2145" countmax="3" chance1="1538" chancemax="0"/>
</inside>
</item>
</loot>
</monster>
Dpois vc vai em data/spell/scripts/monsters e adiciona essas magias
1 Anakim sd
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC , -3.5, -150, -2.5, -150)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC , -3.5, -100, -2.5, -150)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC , -3.5, -150, -2.5, -150)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC , -3.5, -150, -2.5, -150)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC , -3.5, -150, -2.5, -150)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC , -3.5, -150, -2.5, -150)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC , -3.5, -150, -2.5, -150)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC , -3.5, -150, -2.5, -150)
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat9, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC , -3.5, -150, -2.5, -150)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat10, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC , -3.5, -150, -2.5, -150)
local combat11 = createCombatObject()
setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat11, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat11, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC , -3.5, -150, -2.5, -150)
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, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 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, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 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, 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, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 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, 0, 0, 0, 0, 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, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr5 = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 0},
{0, 1, 1, 1, 0, 2, 0, 0, 1, 0, 0},
{1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0},
{1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 1},
{1, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0},
{0, 0, 0, 1, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 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, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 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, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
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, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 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, 0, 0, 0, 0, 0, 0},
}
arr8 = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr9 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 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, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr10 = {
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
}
arr11 = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{1, 1, 1, 1, 0, 2, 0, 1, 1, 1, 1},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 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)
local area9 = createCombatArea(arr9)
local area10 = createCombatArea(arr10)
local area11 = createCombatArea(arr11)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)
setCombatArea(combat6, area6)
setCombatArea(combat7, area7)
setCombatArea(combat8, area8)
setCombatArea(combat9, area9)
setCombatArea(combat10, area10)
setCombatArea(combat11, area11)
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
local function onCastSpell9(parameters)
doCombat(parameters.cid, parameters.combat9, parameters.var)
end
local function onCastSpell10(parameters)
doCombat(parameters.cid, parameters.combat10, parameters.var)
end
local function onCastSpell11(parameters)
doCombat(parameters.cid, parameters.combat11, 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, combat9 = combat9, combat10 = combat10, combat11 = combat11 }
addEvent(onCastSpell1, 100, parameters)
addEvent(onCastSpell2, 400, parameters)
addEvent(onCastSpell3, 700, parameters)
addEvent(onCastSpell4, 1000, parameters)
addEvent(onCastSpell5, 1300, parameters)
addEvent(onCastSpell6, 1600, parameters)
addEvent(onCastSpell7, 1900, parameters)
addEvent(onCastSpell8, 2200, parameters)
addEvent(onCastSpell9, 2500, parameters)
addEvent(onCastSpell10, 2900, parameters)
addEvent(onCastSpell11, 3200, parameters)
end
2 Lilith exori
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -2.3, -170, -1.9, -180)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -2.3, -170, -1.9, -180)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -2.3, -170, -1.9, -180)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_ICEAREA)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -2.3, -170, -1.9, -180)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -2.3, -170, -1.9, -180)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -2.3, -170, -1.9, -180)
arr1 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 2, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{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},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 2, 1, 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},
}
arr3 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 2, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 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, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 1, 0, 0, 2, 0, 0, 1, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr5 = {
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
}
arr6 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 2, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 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)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)
setCombatArea(combat6, area6)
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
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6 }
addEvent(onCastSpell1, 100, parameters)
addEvent(onCastSpell2, 250, parameters)
addEvent(onCastSpell3, 400, parameters)
addEvent(onCastSpell4, 550, parameters)
addEvent(onCastSpell5, 700, parameters)
addEvent(onCastSpell6, 800, parameters)
end
e no spells.xml adicione assim
Espero que gostem =]
Ai as SS dos monsters
Anakim
http://img120.imageshack.us/my.php?image=cru4ab2.jpg
Lilith
http://img120.imageshack.us/my.php?image=cru5cb9.jpg
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Editado Julho 4 por jucaloko