Armagedon (8.10)

lordvortexx
em Globalevents e Spells

lordvortexx

Mapper
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Campones
Campones

INFOS

Grupo: CamponesRegistrado: 10/12/08Posts: 40Char no Tibia: Lord Vortexx

Primeiro va em data\spells\scripts copie qualquer arquivo cole abra-o apague oq esta dentro e cole issu no lugar

local combat1 = createCombatObject()

setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)

setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -4.0, -400, -3.2, -400)

 

local combat2 = createCombatObject()

setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)

setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -4.0, -400, -3.2, -400)

 

local combat3 = createCombatObject()

setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)

setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -4.0, -400, -3.2, -400)

 

local combat4 = createCombatObject()

setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)

setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -4.0, -400, -3.2, -400)

 

local combat5 = createCombatObject()

setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)

setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -4.0, -400, -3.2, -400)

 

local combat6 = createCombatObject()

setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)

setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -4.0, -400, -3.2, -400)

 

local combat7 = createCombatObject()

setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)

setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -4.0, -400, -3.2, -400)

 

local combat8 = createCombatObject()

setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat8, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)

setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -4.0, -400, -3.2, -400)

 

 

 

arr1 = {

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

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

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

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

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

{0, 1, 0, 1, 0, 1, 1, 2, 0, 0, 1, 0, 1, 0, 0},

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

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

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

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

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

}

 

arr2 = {

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

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

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

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

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

{0, 1, 0, 0, 0, 0, 0, 2, 0, 0, 0, 1, 0, 1, 0},

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

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

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

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

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

}

 

arr3 = {

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

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

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

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

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

{0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0},

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

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

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

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

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

}

 

arr4 = {

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

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

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

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

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

{0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0},

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

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

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

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

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

}

 

arr5 = {

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

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

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

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

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

{0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0},

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

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

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

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

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

}

 

arr6 = {

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

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

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

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

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

{0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0},

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

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

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

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

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

}

 

arr7 = {

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

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

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

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

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

{0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0},

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

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

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

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

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

}

 

arr8 = {

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

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

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

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

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

{0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0},

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

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

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

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

{0, 0, 0, 0, 0, 0, 0, 0, 1, 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(combat6, area6)

setCombatArea(combat7, area7)

setCombatArea(combat8, area8)

 

 

 

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.combat6, parameters.var)

end

 

local function onCastSpell7(parameters)

doCombat(parameters.cid, parameters.combat7, parameters.var)

end

 

local function onCastSpell8(parameters)

doCombat(parameters.cid, parameters.combat8, parameters.var)

end

 

 

function onCastSpell(cid, var)

 

local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6, combat7 = combat7, combat8 = combat8 }

 

addEvent(onCastSpell1, 100, parameters)

addEvent(onCastSpell2, 400, parameters)

addEvent(onCastSpell3, 800, parameters)

addEvent(onCastSpell4, 1200, parameters)

addEvent(onCastSpell5, 1600, parameters)

addEvent(onCastSpell6, 2000, parameters)

addEvent(onCastSpell7, 2400, parameters)

addEvent(onCastSpell8, 2800, parameters)

 

end

 

Salve como armagedon e fexe

 

 

Agora va em data\spells abra o arquivo spells e cole issu

 

<instant name="Armagedon" words="armagedon" aggressive="1" direction="0" lvl="150" maglv="70" mana="1400" soul="0" exhaustion="1" prem="0" enabled="1" script="armagedon.lua"><vocation id="6"/></instant>

 

Flwz ate a proxima

SkyLite

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INFOS

Grupo: CamponesRegistrado: 06/01/09Posts: 28Char no Tibia: Akinael Pegada

ss

6662597

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Artesão

INFOS

Grupo: ArtesãoRegistrado: 11/01/09Posts: 117Char no Tibia: GOD Tower

Colok uma SS bem legal ai kra.. xD

CLIKA AKI E UPA MEU DRAGAO PLZ C KISER TER O SEU E AKI TBM!!!


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lordvortexx

Mapper
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Campones
Campones

INFOS

Grupo: CamponesRegistrado: 10/12/08Posts: 40Char no Tibia: Lord Vortexx

Os efeitos dessa magia sao os efeitos da SS repetido + umas 7 vezes

 

SS

59651.jpg

 

 

Flwz

The Dark Knight

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INFOS

Grupo: CamponesRegistrado: 28/01/09Posts: 17Char no Tibia: Knight Mort

Bom só não acha que devira ter um 3º efeito para concluir aonde não acerta e diminuir o atk um poko?

Eu fiz isso! Obrigado e até a próxima!

 

 

 

Sem Mais,

Dark Knight!

thedarkknight216743.jpg

 

"O mundo gira e vacilão roda!"

Não sei quem fez.

 

"Só existem 2 coisas infinitas, a Idiotice(estupidez, o adjetivo que preferir) humana e o universo, e ao que diz respeito ao universo não estou certo sobre tal"

Albert Einstein