eu fiz essa pro ano novo:
são silvestre= Corre muito rápido durante um tempo
cold wind=é como uma life drain só q tira hits bastante altos
fire elemental attack=exori flam com áreas bem expandidas e dano altíssimo
wind elemental attack=sonar de banshee só que vermelho
Water Elemental attack=bubblebeam com áreas grandes e hits fortes
Earth elemental attack=nuvens de fumaça de área iugual ue ]
sao silvestre
attackType = ATTACK_NONE
animationEffect = NM_ANI_NONE
hitEffect = NM_ME_NONE
damageEffect = NM_ME_MAGIC_POISEN
animationColor = BLACK
offensive = false
drawblood = false
GreatHasteObject = 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}
ret = doTargetMagic(cid, centerpos, GreatHasteObject:ordered())
if(ret) then
speed = getSpeed(cid)
time = 100000 --in seconds
addspeed = (speed*10.7)-12
changeSpeed(cid, addspeed, time)
end
return ret
end
cold wind
area = {
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 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},
{2, 2, 2, 0, 0, 1, 0, 0, 3, 3, 3},
{1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1},
{2, 2, 2, 0, 1, 1, 1, 0, 3, 3, 3},
{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 4, 1, 4, 0, 1, 0, 0},
{0, 1, 0, 0, 4, 1, 4, 0, 0, 1, 0},
{1, 0, 0, 0, 4, 1, 4, 0, 0, 0, 1}
}
attackType = ATTACK_PHYSICAL
needDirection = false
areaEffect = NM_ME_MAGIC_BLOOD
animationEffect = NM_ANI_NONE
hitEffect = NM_ME_HIT_AREA
damageEffect = NM_ME_DRAW_BLOOD
animationColor = RED
offensive = true
drawblood = true
YetiPowerObject = 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}
YetiPowerObject.minDmg = 1500
YetiPowerObject.maxDmg = 200000
return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, YetiPowerObject:ordered())
end
wind elemental attack
area = {
{0, 0, 0, 0, 0, 1, 0, 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},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{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, 0, 1, 0, 0, 0, 0, 0},
}
attackType = ATTACK_FIRE
needDirection = false
areaEffect = NM_ME_SOUND_RED
animationEffect = NM_ANI_NONE
hitEffect = NM_ME_EXPLOSION_DAMAGE
damageEffect = NM_ME_SOUND_RED
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 * 8 + maglv * 250) * 1.3 - 30
-- UltimateExplosionObject.maxDmg = (level * 8 + maglv * 250) * 2.0
UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 2.3 - 30
UltimateExplosionObject.maxDmg = (level * 8 + maglv * 250) * 3.0
end
return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
end
earth elemental attack
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, 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, 0, 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, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
attackType = ATTACK_POISON
needDirection = false
areaEffect = 20
animationEffect = NM_ANI_NONE
hitEffect = NM_ME_POISEN
damageEffect = 20
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) * 1.5 - 30
PoisonStormObject.maxDmg = (level * 8 + maglv * 250) * 2
return doAreaExMagic(cid, centerpos, needDirection, areaEffect, area, PoisonStormObject:ordered(),
2000, 1, SubPoisonStormObject1:ordered(),
2000, 2, SubPoisonStormObject2:ordered(),
2000, 10, SubPoisonStormObject3:ordered(),
3)
end
fire elemental attack
area = {
{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 1, 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, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1},
{1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1},
{1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 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, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0}
}
attackType = ATTACK_FIRE
needDirection = false
areaEffect = NM_ME_FIRE_AREA
animationEffect = NM_ANI_NONE
hitEffect = NM_ME_FIRE_AREA
damageEffect = NM_ME_HITBY_FIRE
animationColor = FIRE
offensive = true
drawblood = false
FireWaveObject = 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}
FireWaveObject.minDmg = 1
FireWaveObject.maxDmg = 999999999
return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, FireWaveObject:ordered())
end
water elemental attack
area = {
{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, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}
}
attackType = ATTACK_ENERGY
needDirection = false
areaEffect = NM_ME_LOOSE_ENERGY
animationEffect = NM_ANI_NONE
hitEffect = NM_ME_LOOSE_ENERGY
damageEffect = NM_ME_LOOSE_ENERGY
animationColor = LIGHT_BLUE
offensive = true
drawblood = true
EnergyWaveObject = 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}
EnergyWaveObject.minDmg = (level * 5 + maglv * 6) * 1.3
EnergyWaveObject.maxDmg = (level * 5 + maglv * 6) * 1.7
return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, EnergyWaveObject:ordered())
end
são esssas ñ postei as tags pq aí vocês escolhem a mana o ml e as voc