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lukinha017

[7.6] 4 novas magias (SS)

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lukinha017    0
lukinha017

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Nome: 4 novas magias boas

Versão: 7.6

Tipo do script: Spell

Servidor Testado: Yurots

Autor: lukinha017

 

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Vou ensinar passa-a-passa como colocar as magias em seu OTServer, elas são para leveis meio avançado, criativas e são feitas por mim :P

 

1° - Vá até spells\instant copie um arquivo e cole ele 4 vezes.

2° - Renomeie eles para : cross deadly ; squall explosive ; skull of death ; arrow rain .

 

3° - Vai abrindo 1 por 1, apague o que estava e cole isso :

 

 

 

cross deadly (soccer)

 

area = {

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

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

}

 

attackType = ATTACK_PHYSICAL

needDirection = false

areaEffect = NM_ME_MORT_AREA

animationEffect = NM_ANI_SUDDENDEATH

 

hitEffect = NM_ME_MORT_AREA

damageEffect = NM_ME_MORT_AREA

animationColor = RED

offensive = true

drawblood = true

 

GreatEnergyBeamObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)

 

function onCast(cid, creaturePos, level, maglv, var)

centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}

n = tonumber(var) -- try to convert it to a number

if n ~= nil then

-- bugged

-- GreatEnergyBeamObject.minDmg = var+0

-- GreatEnergyBeamObject.maxDmg = var+0

 

GreatEnergyBeamObject.minDmg = 0

GreatEnergyBeamObject.maxDmg = 0

else

GreatEnergyBeamObject.minDmg = (level * 2 + maglv * 3) * 2.7 - 30

GreatEnergyBeamObject.maxDmg = (level * 2 + maglv * 3) * 3.5

end

 

return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, GreatEnergyBeamObject:ordered())

end

 

squall explosive (kina)

 

area = {

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

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

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

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

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

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

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

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

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

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

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

}

 

attackType = ATTACK_PHYSICAL

needDirection = false

areaEffect = NM_ME_EXPLOSION_AREA

animationEffect = NM_ANI_NONE

 

hitEffect = NM_ME_EXPLOSION_DAMAGE

damageEffect = NM_ME_DRAW_BLOOD

animationColor = RED

offensive = true

drawblood = true

 

UltimateExplosionObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)

 

function onCast(cid, creaturePos, level, maglv, var)

centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}

n = tonumber(var) -- try to convert it to a number

if n ~= nil then

-- bugged

-- ultimateExplosionObject.minDmg = var+0

-- UltimateExplosionObject.maxDmg = var+0

 

UltimateExplosionObject.minDmg = 0

UltimateExplosionObject.maxDmg = 0

else

UltimateExplosionObject.minDmg = (level * 3 + maglv * 2) * 2.2 - 30

UltimateExplosionObject.maxDmg = (level * 3 + maglv * 2) * 3.3

end

 

return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())

end

 

skull of death (druid)

 

area = {

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

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

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

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

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

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

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

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

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

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

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

}

 

attackType = ATTACK_POISON

needDirection = false

areaEffect = NM_ME_POISEN_RINGS

animationEffect = NM_ANI_NONE

 

hitEffect = NM_ME_POISEN

damageEffect = NM_ME_POISEN_RINGS

animationColor = GREEN

offensive = true

needDirection = false

drawblood = false

minDmg = 20

maxDmg = 20

 

PoisonStormObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, minDmg, maxDmg)

SubPoisonStormObject1 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 15, 15)

SubPoisonStormObject2 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 10, 10)

SubPoisonStormObject3 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 5, 5)

 

function onCast(cid, creaturePos, level, maglv, var)

centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}

 

PoisonStormObject.minDmg = (level * 2 + maglv * 3) * 2.1 - 30

PoisonStormObject.maxDmg = (level * 2 + maglv * 3) * 2.8

 

return doAreaExMagic(cid, centerpos, needDirection, areaEffect, area, PoisonStormObject:ordered(),

2000, 1, SubPoisonStormObject1:ordered(),

2000, 2, SubPoisonStormObject2:ordered(),

2000, 10, SubPoisonStormObject3:ordered(),

3)

end

 

arrow rain (pally)

 

area = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

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

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

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

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

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

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

 

attackType = ATTACK_ENERGY

needDirection = false

areaEffect = NM_ME_ENERGY_AREA

animationEffect = NM_ANI_NONE

 

hitEffect = NM_ME_EXPLOSION_DAMAGE

damageEffect = NM_ME_ENERGY_DAMAGE

animationColor = RED

offensive = true

drawblood = true

 

GreatEnergyBeamObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)

 

function onCast(cid, creaturePos, level, maglv, var)

centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}

GreatEnergyBeamObject.minDmg = (level * 2 + maglv *2) * 2.8

GreatEnergyBeamObject.maxDmg = (level * 2 + maglv *2)

 

return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, GreatEnergyBeamObject:ordered())

end

 

4° - Agora na pasta spells cole isso no arquivo spells.xml, na parte dos instant:

 

<spell name="Cruzada" words="cross deadly" maglv="40" mana="900" enabled="1"><vocation id="1" /><vocation id="5" /></spell>

<spell name="Impacto" words="squall explosive" maglv="7" mana="120" enabled="1"><vocation id="4" /><vocation id="8" /></spell>

<spell name="Caveira poison" words="skull of death" maglv="35" mana="600" enabled="1"><vocation id="2" /><vocation id="6" /></spell>

<spell name="Chuva de Flecha" words="arrow rain" maglv="20" mana="300" enabled="1"><vocation id="3" /><vocation id="7" /></spell>

 

-->Nome da magia para comprar(Obs: Muda só se não começar com todos.)

--->Magic Level necessario

--->Vocação que pode usar(Obs: Só muda se saber o que tá fazendo.)

--->Mana que será utilizada

 

Veja como elas são :

 

cross deadly - squall explosive

 

mag1.jpg

 

skull of death - arrow rain

 

mag2.jpg

 

Espero ter ajudado, Obrigado

Editado por lukinha017

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