Venho Postar Algumas Spells De Direção que muitas pessoas não conseguem achar.
#Créditos :
Eu não sei quem fez por isso não vou postar créditos.
Solarbeam :
local combat, effect, area, words, dir = {}, {94, 93, 95, 86, 88, 87, 91, 93, 92, 89, 88, 90}, { { {2}, {1} }, { {2}, {0}, {1}, {1} }, { {2}, {0}, {0}, {0}, {1} }, { {1, 2} }, { {1, 1, 1, 0, 2} }, { {1, 0, 0, 0, 0, 2} }, { {1}, {2} }, { {1}, {1}, {0}, {2} }, { {1}, {0}, {0}, {0}, {2} }, { {2, 1} }, { {2, 0, 1, 1, 1} }, { {2, 0, 0, 0, 0, 1} } }, {'Solarbeam'}, { [0] = {1, 3}, [1] = {4, 6}, [2] = {7, 9}, [3] = {10, 12} } for i = 1, 12 do table.insert(combat, createCombatObject()) setCombatParam(combat[i], COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat[i], COMBAT_PARAM_EFFECT, effect[i]) setCombatFormula(combat[i], COMBAT_FORMULA_LEVELMAGIC, -7, 0, -8, 0) setCombatArea(combat[i], createCombatArea(area[i])) end function onCastSpell(cid, var) for i = 1, #words do doCreatureSay(cid, words[i], TALKTYPE_SAY) end local d = getCreatureLookDirection(cid) for i = dir[d][1], dir[d][2] do doCombat(cid, combat[i], numberToVariant(cid)) end return true end
As outras são iguais só muda effects :
Water Gun :
{74, 75, 76, 69, 70, 71, 77, 75, 78, 72, 70, 73}
Ice Beam :
{99, 105, 103, 96, 104, 100, 98, 105, 102, 97, 104, 101}
E vocês Sabem aquela magia que cai pedras do céu , também vou postar :
#Créditos : Jovial
--Spell by Jovial local water = {490, 491, 492, 493, 4608, 4609, 4610, 4611, 4612, 4613, 4614, 4615, 4616, 4617, 4618, 4619, 4620, 4621, 4622, 4623, 4624, 4625} local combat = createCombatObject() local meteor = createCombatObject() setCombatParam(meteor, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(meteor, COMBAT_PARAM_EFFECT, 34) setCombatFormula(meteor, COMBAT_FORMULA_LEVELMAGIC, -4.6, -200, -4.2, -200) local stun = createConditionObject(CONDITION_PARALYZE) setConditionParam(stun, CONDITION_PARAM_TICKS, 5000) setConditionFormula(stun, -0.8, 0, -0.9, 0) setCombatCondition(meteor, stun) local meteor_water = createCombatObject() setCombatParam(meteor_water, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(meteor_water, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY) setCombatFormula(meteor_water, COMBAT_FORMULA_LEVELMAGIC, -4.6, -200, -4.2, -200) combat_arr = { {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {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, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 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}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0} } local combat_area = createCombatArea(combat_arr) setCombatArea(combat, combat_area) local function meteorCast(p) doCombat(p.cid, p.combat, positionToVariant(p.pos)) end local function stunEffect(cid) doSendMagicEffect(getThingPos(cid), CONST_ME_STUN) end function onTargetTile(cid, pos) if (math.random(0, 1) == 1) then local ground = getThingfromPos({x = pos.x, y = pos.y, z = pos.z, stackpos = 0}) if (isInArray(water, ground.itemid) == TRUE) then local newpos = {x = pos.x - 7, y = pos.y - 6, z = pos.z} doSendDistanceShoot(newpos, pos, 11) addEvent(meteorCast, 200, {cid = cid, pos = pos, combat = meteor_water}) else local newpos = {x = pos.x - 7, y = pos.y - 6, z = pos.z} doSendDistanceShoot(newpos, pos, 11) addEvent(meteorCast, 200, {cid = cid,pos = pos, combat = meteor}) end end end setCombatCallback(combat, CALLBACK_PARAM_TARGETTILE, "onTargetTile") function onCastSpell(cid, var) return doCombat(cid, combat, var) end
Por Favor , Agradeçam