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Lismae Foke

Solaris

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Lismae Foke    0
Lismae Foke

Autor:

orzeleagle

Retirado: OtLand

 

 

Vai no pasta spells/spells.xml e coloque isso:

 

<instant name="solaris" words="solaris" lvl="16" mana="20" prem="0" range="5" casterTargetOrDirection="1" blockwalls="1" exhaustion="2000" needlearn="0" script="solaris.lua">

<vocation name="Sorcerer"/>

<vocation name="Master Sorcerer"/>

<vocation name="Druid"/>

<vocation name="Elder Druid"/>

</instant>

Vai no pasta spells/scripts e coloque isso:

 

local acombat1 = createCombatObject()

local acombat2 = createCombatObject()

local acombat3 = createCombatObject()

local acombat4 = createCombatObject()

local acombat5 = createCombatObject()

local acombat6 = createCombatObject()

local acombat7 = createCombatObject()

local acombat8 = createCombatObject()

local combat1 = createCombatObject()

setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat1, COMBAT_PARAM_EFFECT, 39)

setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 30)

setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)

local combat2 = createCombatObject()

setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat2, COMBAT_PARAM_EFFECT, 39)

setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 30)

setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)

local combat3 = createCombatObject()

setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat3, COMBAT_PARAM_EFFECT, 39)

setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 30)

setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)

local combat4 = createCombatObject()

setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat4, COMBAT_PARAM_EFFECT, 39)

setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 30)

setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)

local combat5 = createCombatObject()

setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat5, COMBAT_PARAM_EFFECT, 34)

setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 9)

setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)

local combat6 = createCombatObject()

setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat6, COMBAT_PARAM_EFFECT, 34)

setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 9)

setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)

local combat7 = createCombatObject()

setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat7, COMBAT_PARAM_EFFECT, 34)

setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 9)

setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)

local combat8 = createCombatObject()

setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat8, COMBAT_PARAM_EFFECT, 49)

setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, 30)

setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -0.0, -80, -0, -127)

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, 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}

}

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},

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

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

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

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

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

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

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

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

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

}

arr4 = {

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

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

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

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

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

}

arr5 = {

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

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

{0, 0, 0, 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}

}

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

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

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

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

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

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

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

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

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

}

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, 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}

}

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(acombat1, area1)

setCombatArea(acombat2, area2)

setCombatArea(acombat3, area3)

setCombatArea(acombat4, area4)

setCombatArea(acombat5, area5)

setCombatArea(acombat6, area6)

setCombatArea(acombat7, area7)

setCombatArea(acombat8, area8)

function onTargetTile(cid, pos)

doCombat(cid,combat1,positionToVariant(pos))

end

function onTargetTile2(cid, pos)

doCombat(cid,combat2,positionToVariant(pos))

end

function onTargetTile3(cid, pos)

doCombat(cid,combat3,positionToVariant(pos))

end

function onTargetTile4(cid, pos)

doCombat(cid,combat4,positionToVariant(pos))

end

function onTargetTile5(cid, pos)

doCombat(cid,combat5,positionToVariant(pos))

end

function onTargetTile6(cid, pos)

doCombat(cid,combat6,positionToVariant(pos))

end

function onTargetTile7(cid, pos)

doCombat(cid,combat7,positionToVariant(pos))

end

function onTargetTile8(cid, pos)

doCombat(cid,combat8,positionToVariant(pos))

end

setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")

setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")

setCombatCallback(acombat3, CALLBACK_PARAM_TARGETTILE, "onTargetTile3")

setCombatCallback(acombat4, CALLBACK_PARAM_TARGETTILE, "onTargetTile4")

setCombatCallback(acombat5, CALLBACK_PARAM_TARGETTILE, "onTargetTile5")

setCombatCallback(acombat6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6")

setCombatCallback(acombat7, CALLBACK_PARAM_TARGETTILE, "onTargetTile7")

setCombatCallback(acombat8, CALLBACK_PARAM_TARGETTILE, "onTargetTile8")

local function onCastSpell1(parameters)

doCombat(parameters.cid, acombat1, parameters.var)

end

local function onCastSpell2(parameters)

doCombat(parameters.cid, acombat2, parameters.var)

end

local function onCastSpell3(parameters)

doCombat(parameters.cid, acombat3, parameters.var)

end

local function onCastSpell4(parameters)

doCombat(parameters.cid, acombat4, parameters.var)

end

local function onCastSpell5(parameters)

doCombat(parameters.cid, acombat5, parameters.var)

end

local function onCastSpell6(parameters)

doCombat(parameters.cid, acombat6, parameters.var)

end

local function onCastSpell7(parameters)

doCombat(parameters.cid, acombat7, parameters.var)

end

local function onCastSpell8(parameters)

doCombat(parameters.cid, acombat8, parameters.var)

end

function onCastSpell(cid, var)

local parameters = { cid = cid, var = var}

addEvent(onCastSpell1, 300, parameters)

addEvent(onCastSpell2, 600, parameters)

addEvent(onCastSpell3, 900, parameters)

addEvent(onCastSpell4, 1200, parameters)

addEvent(onCastSpell5, 450, parameters)

addEvent(onCastSpell6, 750, parameters)

addEvent(onCastSpell7, 1050, parameters)

addEvent(onCastSpell8, 0, parameters)

end

 

a3dccd5863.jpg

Editado por Lismae Foke
informações pedida pelo moderador da sessão

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Lwkass    1
Lwkass

Legal a magia,

 

Aprovado

Editado por Lwkass

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Lismae Foke    0
Lismae Foke

Vlw Lwkass

 

Agr eu vou criar mais magias para pode postar na OTBR =D

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Renanziinhu    0
Renanziinhu

Magia está Otima mais maan..

 

mais entre:

addEvent(onCastSpell8, 0, parameters)

end

 

deixe assim:

addEvent(onCastSpell8, 0, parameters)

return TRUE

end

 

assim sua magia nao ficará sem exausted ^^

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poover    0
poover

Muito boa mesmo essa magia!

Obrigado por conpartilhar ela com a gente =DOiaeuMae

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