HE

Exevo Mas Res Tera

Por hellnoob, 02 de jul. de 2008 em Globalevents e Spells

script
5
1.5k
hellnoobH
02 de julho de 2008 às 21:44

Vamos...

 

1.Abra a pasta data/spells/scripts,copie e cole um aquivo qualquer e renomeie para fury of nature.Apague tudo dentro dele e substitua por:

 

 

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 28)
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, 39)
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, 52)
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, 53)
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

 

Agora volte e abra o spells.XML e adicione esta tag:

 

<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>

 

 

Espero que tenham gostado;)

Editado Julho 4 por hellnoob

04 de julho de 2008 às 00:51

28675521ba9.png

 

Reprovo por falta de atenção do criador do tópico por criar um tópico que tem o conteúdo do post TOTALMENTE diferente do título.

E também esse conteúdo do tutorial é de outro tutorial seu que eu a´rpvei.

Mais atenção da proxima.

Não é só fazer tutoriais, mas sim tutoriais legal e bem explicados.

 

Mais atenção!

 

Abraços

05 de julho de 2008 às 14:17

reportadocopyym3.png

 

pico em seção incorreta.

RedZLR
10 de julho de 2008 às 17:52

Não irei aprovar para Tutoriais pois você não explicou nada, apenas colocou a magia que é muita boa por sinal. Parabéns e continue contribuindo com o XTibia.

 

Magia "Aprovada"

NaivN
10 de julho de 2008 às 18:02

//reportado por ripping,

vc COPIOU a magia.

Naiv