Magia é baseada em um combo nas wars.
Vamos ao code
Coloque issu na pasta data\spells\scripts\custom
crie um arquivo com nome : fury combo.lua
coloque isto la dentro.
---------------------------Made by Mkshiwa-----
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local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_BLOCKARMOR, FALSE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.5, 0, -0.6, 0)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_BLOCKARMOR, FALSE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.5, 0, -0.6, 0)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_BLOCKARMOR, FALSE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.5, 0, -0.6, 0)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_BLOCKARMOR, FALSE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.5, 0, -0.6, 0)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_BLOCKARMOR, FALSE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.5, 0, -0.6, 0)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_BLOCKARMOR, FALSE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.5, 0, -0.6, 0)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_BLOCKARMOR, FALSE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -0.5, 0, -0.6, 0)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_BLOCKARMOR, FALSE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -0.5, 0, -0.6, 0)
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_BLOCKARMOR, FALSE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat9, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -0.5, 0, -0.6, 0)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_BLOCKARMOR, FALSE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat10, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -0.5, 0, -0.6, 0)
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
local function onCastSpell9(parameters)
doCombat(parameters.cid, parameters.combat9, parameters.var)
end
local function onCastSpell10(parameters)
doCombat(parameters.cid, parameters.combat10, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat, combat7 = combat7, combat8 = combat8, combat9 = combat9, combat10 = combat10}
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 150, parameters)
addEvent(onCastSpell3, 300, parameters)
addEvent(onCastSpell4, 450, parameters)
addEvent(onCastSpell5, 600, parameters)
addEvent(onCastSpell6, 750, parameters)
addEvent(onCastSpell7, 900, parameters)
addEvent(onCastSpell8, 1050, parameters)
addEvent(onCastSpell9, 1200, parameters)
addEvent(onCastSpell10, 1350, parameters)
end
E isto dentro da spells.xml
<instant name="Fury Combo" words="sudden combo" lvl="7" soul="0" mana="20"
prem="1" range="4" needtarget="1" exhaustion="1000" blockwalls="1" needlearn="0"
script="custom/fury combo.lua">
<vocation name="druid"/>
<vocation name="elder druid"/>
<vocation name="sorcerer"/>
<vocation name="master sorcerer"/>
Quando falar no tibia inicia a magia.
Level necessário para ae magia.
Quanto a magia vai gastar de soul.
Quanto de mana prescisa para a magia.
O resto voces ja sabem
Como pedido a SS