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Bangue

Exori Do Amor..

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Bangue    0
Bangue

Bom Fiz Para Minha Namorada...E Fiz Essa Magia E Ela Gosto...Bom Vo Posta..Para Os Apaixonados =]

 

vá em data/spells/scripts, copie qualquer arquivo de lá e renomeie para Exori Do Amor, agora apague tudo o que tem dentro e cole isso:

 

 local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HEARTS)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -0.6, -30, -1.2, 0)

local arr = {
{1, 1, 1},
{1, 2, 1},
{1, 1, 1}
}

local area = createCombatArea(arr)
setCombatArea(combat, area)

function onCastSpell(cid, var)
return doCombat(cid, combat, var)
end

 

salve e agora saia da pasta scripts e abra o arquivo spells.xml, procure a lista <!-- instant spells --> e cole isso:

 

<instant name="Exori Do Amor" words="Exori Love" lvl="35" maglv="5" manapercent="80" soul="0" exhaustion="1" prem="1" enabled="1" script="Exori Do Amor.lua"><vocation id="4"/><vocation id="8"/></instant>

 

Espero Ter Contribuido :P (Y)

:style: :style: :style: :style:

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LaB OrA    0
LaB OrA

Obrigado pela contribuição.

 

Aprovado.

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Mock    32
Mock

ah q coisa fofa ;P

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xkdull    0
xkdull

ta namorando, ta namorando.

;x

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malokeroserve    0
malokeroserve

aki nao gosteinaom issu ai eu ja tinha feitu antes ¬¬

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rafa78    0
rafa78

+ Bom obrigado pela contribuiçao

-Aprovado-

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Tunico    0
Tunico

vvai ve o cara tava apaixonado e criou isso ae :errm:

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demonlight    0
demonlight

tirei os danos, e fiz umas alterações... virou uma magia pra zoar no meu ot --> exevo gran mas gay

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kakovr    0
kakovr

legal ^^ funfa e eh maneiro :lol:

vlw :)

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zoiodoido    0
zoiodoido

AUSHEiuHASeiuASHeiuas

Que Lindo kkkkkkkk

:P

Nota 9

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caips    0
caips

velho aki no meu OT, essa magia fiz uns x O.o

n eh coração n

X em vermelho O.o

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Pancini    0
Pancini

Parabens Continue assim!

Aprovado e Obrigado por Contribuir

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Bangue    0
Bangue

Obrigado ..

N Proxima Tento Fazer Melhor ..

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LoucK    0
LoucK

Ótimo,usei e "amei" uHAHUSHUHEa

 

falando sério.. essa magia é muito fodinha ahuHHA

 

nota 10 !

 

viva o amor !

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Striker_Sky    0
Striker_Sky

Boa sua magia aproved. !^^ ^^

 

 

:style:

 

Flws ae boa sorte

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grund    0
grund

vo encina uma magia boa pra 8.0 ^^ vai data speel script

 

 

local combat1 = createCombatObject()

setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)

setCombatParam(combat1, COMBAT_PARAM_EFFECT, 14)

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, 8)

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, 8)

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, 34)

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

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Soul Hunter    0
Soul Hunter

Pocha paresce ser bem romantico xD

 

mas tem um porem, posta uma SS pls! xD

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Addicted    1
Addicted

Bem legal, parabéns!

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eu182vina    0
eu182vina

Nuss cara, adorei essa magia xDD

Feiz sucesso no meu ot, hehehe

 

Vlw cara =DD

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Demoniac Johnny    0
Demoniac Johnny

Uma magia de ataque?!?

Nossa se é para os apaixonados, você deveria fazer ela curar não acha?? xD

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