A Fúria Da Natureza , Magia 8.1

Naiv
Por Naiv
em Globalevents e Spells

Naiv

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Campones
Campones

INFOS

Grupo: CamponesRegistrado: 05/10/07Posts: 66

Olá denovo . Venho aqui mostrar uma nova magia . Exevo Dragon Aqua da versão 8.1 .

A Magia de um " Exevo Gran Mas Tera " Só que com novos componentes . .

Aqui vai a descrição script. xml :

 

1º Vá na pasta do seu Ot : data / spells /spells e em instant spells adicione isto :

<instant name="Fury of Nature" words="exevo mas res tera" lvl="90" maglv="40" manapercent="85" soul="0" exhaustion="0" prem="1" enabled="1" script="fury of nature.lua"><vocation id="2"/><vocation id="6"/></instant>

Está adiocionado o " corpo " da spell . Sem o script ela não funciona .

Então adicione ISTO no data / spells / script

Copie qualquer arquivo , cole , retire tudo e adicione isto .

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

 

Pronto , a magia já funcionará para seu OtServ 8.1

 

 

Lembrando que é só OT 8.1!!!!

 

Créditos :

80% homer of #### ( htmlstaff )

20% Me por concertar o bug das paredes de pedra que não sumiam e adicionar mais força a magia .

 

 

 

Obrigado , NaiV .

"Legends die, leaders disappear, but we fighters still remain..."

Hieizin

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Campones
Campones

INFOS

Grupo: CamponesRegistrado: 01/06/06Posts: 22

ou cara.. no meu antigo server as paredes sumiam sim.... so q demoravam...

e esse negocio de adicionar dano eh ruim pq a magia ta forte...

mas msms assim vlw

ankaros

avatar
Campones
Campones

INFOS

Grupo: CamponesRegistrado: 15/12/07Posts: 45Char no Tibia: Knight Kromax

Até que eh boa

 

mas sei la,ja vi melhores. :x

Ththt

?
avatar
Conde
Conde

INFOS

Grupo: CondeRegistrado: 26/07/07Posts: 540Char no Tibia: Keni Daro

aff

ja tem uma magia postada igualzinha a essa aqui

¬¬

voce praticamente copio a magia

 

link

Olá XTibiano:

Sua assinatura estava com um problema na TAG SPOILER e foi movida para a parte "Sobre mim".
Agradecemos a sua compreensão.

Atenciosamente,
JV Chequer

Mapper123

Banido
avatar
Banidos
Banidos

INFOS

Grupo: BanidosRegistrado: 11/05/08Posts: 377Char no Tibia: Demons Of Solera

ripping?pode da ban em cara

 

Ou mais eu gostei da magia

~~Area Assinatura~~

Meu fan?entao use!




~~Outfit~~



Meu char No tibia

~~Com dsm~~



OT qui eu vo jogar!!




Naiv

avatar
Campones
Campones

INFOS

Grupo: CamponesRegistrado: 05/10/07Posts: 66

Por favor , lembrem - se de uma coisa . NÃO COPIO NADA DE NINGUÉM !

Apenas aprimoro , para um uso diferente , que a magia fique a gosto diferenciado .

Obrigado , NaiV .

"Legends die, leaders disappear, but we fighters still remain..."

Ththt

?
avatar
Conde
Conde

INFOS

Grupo: CondeRegistrado: 26/07/07Posts: 540Char no Tibia: Keni Daro

eu tava vendo o topico verdadeiro.. e ta igualzinho ao seu¬¬

se n tiveh igual ta superrrrrr parecido ¬¬

Olá XTibiano:

Sua assinatura estava com um problema na TAG SPOILER e foi movida para a parte "Sobre mim".
Agradecemos a sua compreensão.

Atenciosamente,
JV Chequer

Skyblade

avatar
Campones
Campones

INFOS

Grupo: CamponesRegistrado: 20/06/08Posts: 76Char no Tibia: Yahuu

tipow

sei lah

essa magia ateh q tah massinha

soh q se tu adicionar um tempo nelas ateh q fika massa

agora fika largando uma atras da otra fika meio escroto vc n entende qual tah largando

 

se foce pra dar nota daria um 7

 

mas parabens pela iniciativa... :smile_positivo:

ºº A erva é mais importante pra quem não conhece ela ºº

ºº Nós olhamos pra ela e falamos... A erva...ºº

Bob Marley



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