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 .