
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






info
Grupo: Campones
Registrado: 31/01/08
Posts: 23
Reputação: 0
Char no Tibia: Cruel End
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) endAgora volte e abra o spells.XML e adicione esta tag:
Espero que tenham gostado;)
Editado Julho 4 por hellnoob