bom, eu estava editando umas spells no meu ot serv
quando consegui terminar algumas
vamos logo ao quem enteressa:
Crusher Stomp ! crie um arquivo na sua pasta de spells/attack com o nome de crusher stomp.lua e cole isso dentro:
local combat1 = createCombatObject()setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 59)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -100, 50, -100, 50)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 127)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -7.0, 0, -7.1, 0)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 118)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -7.0, 0, -7.1, 0)
arr1 = {
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 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},
{1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1},
{1, 1, 1, 0, 0, 0, 2, 0, 0, 0, 1, 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},
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
}
arr2 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
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, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
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
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3 }
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 0, parameters)
addEvent(onCastSpell3, 0, parameters)
end
feito isso, agora abra seu arquivo spells.xml e coloque esse tag:
<instant name="crusher stomp" words="crusher stomp" lvl="100006" mana="20" prem="1" selftarget="1" blockwalls="1" exhaustion="2000" needlearn="0" event="script" value="attack/crusher stomp.lua"></instant>
bom está ai
agora vamos fazer ancient power, VOU LOGO AVISANDO ELA É DE TESTES, efim coloca quem quiser em seu ot
crie um arquivo na sua pasta spells/attack chamado acient power e cole isso dentro:
local combat1 = createCombatObject()setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 137)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 137)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 137)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 137)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 137)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 137)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 137)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 137)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, 18)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 18)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat11 = createCombatObject()
setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat11, COMBAT_PARAM_EFFECT, 18)
setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat12 = createCombatObject()
setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat12, COMBAT_PARAM_EFFECT, 18)
setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat13 = createCombatObject()
setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat13, COMBAT_PARAM_EFFECT, 18)
setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat14 = createCombatObject()
setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat14, COMBAT_PARAM_EFFECT, 18)
setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat15 = createCombatObject()
setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat15, COMBAT_PARAM_EFFECT, 18)
setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
local combat16 = createCombatObject()
setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat16, COMBAT_PARAM_EFFECT, 18)
setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, -0.8, 0, -1.3, 0)
arr1 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 2, 1, 0, 0, 0, 0}
}
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},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}
}
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, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 1, 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}
}
arr4 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 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, 2, 0, 0, 0, 0, 0}
}
arr5 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 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, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}
}
arr6 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 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, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}
}
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, 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, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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}
}
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, 0, 1, 2, 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, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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}
}
arr9 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0}
}
arr10 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}
}
arr11 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 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}
}
arr12 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 0, 0, 0},
{0, 0, 0, 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}
}
arr13 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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}
}
arr14 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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}
}
arr15 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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}
}
arr16 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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}
}
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)
local area9 = createCombatArea(arr9)
local area10 = createCombatArea(arr10)
local area11 = createCombatArea(arr11)
local area12 = createCombatArea(arr12)
local area13 = createCombatArea(arr13)
local area14 = createCombatArea(arr14)
local area15 = createCombatArea(arr15)
local area16 = createCombatArea(arr16)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)
setCombatArea(combat6, area6)
setCombatArea(combat7, area7)
setCombatArea(combat8, area8)
setCombatArea(combat9, area9)
setCombatArea(combat10, area10)
setCombatArea(combat11, area11)
setCombatArea(combat12, area12)
setCombatArea(combat13, area13)
setCombatArea(combat14, area14)
setCombatArea(combat15, area15)
setCombatArea(combat16, area16)
local function onCastSpell1(parameters)
doCombat(parameters.cid, combat1, parameters.var)
end
local function onCastSpell2(parameters)
doCombat(parameters.cid, combat2, parameters.var)
end
local function onCastSpell3(parameters)
doCombat(parameters.cid, combat3, parameters.var)
end
local function onCastSpell4(parameters)
doCombat(parameters.cid, combat4, parameters.var)
end
local function onCastSpell5(parameters)
doCombat(parameters.cid, combat5, parameters.var)
end
local function onCastSpell6(parameters)
doCombat(parameters.cid, combat6, parameters.var)
end
local function onCastSpell7(parameters)
doCombat(parameters.cid, combat7, parameters.var)
end
local function onCastSpell8(parameters)
doCombat(parameters.cid, combat8, parameters.var)
end
local function onCastSpell9(parameters)
doCombat(parameters.cid, combat9, parameters.var)
end
local function onCastSpell10(parameters)
doCombat(parameters.cid, combat10, parameters.var)
end
local function onCastSpell11(parameters)
doCombat(parameters.cid, combat11, parameters.var)
end
local function onCastSpell12(parameters)
doCombat(parameters.cid, combat12, parameters.var)
end
local function onCastSpell13(parameters)
doCombat(parameters.cid, combat13, parameters.var)
end
local function onCastSpell14(parameters)
doCombat(parameters.cid, combat14, parameters.var)
end
local function onCastSpell15(parameters)
doCombat(parameters.cid, combat15, parameters.var)
end
local function onCastSpell16(parameters)
doCombat(parameters.cid, combat16, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 300, parameters)
addEvent(onCastSpell3, 600, parameters)
addEvent(onCastSpell4, 900, parameters)
addEvent(onCastSpell5, 1200, parameters)
addEvent(onCastSpell6, 1500, parameters)
addEvent(onCastSpell7, 1800, parameters)
addEvent(onCastSpell8, 2100, parameters)
addEvent(onCastSpell9, 0, parameters)
addEvent(onCastSpell10, 300, parameters)
addEvent(onCastSpell11, 600, parameters)
addEvent(onCastSpell12, 900, parameters)
addEvent(onCastSpell13, 1200, parameters)
addEvent(onCastSpell14, 1500, parameters)
addEvent(onCastSpell15, 1800, parameters)
addEvent(onCastSpell16, 2100, parameters)
return TRUE
end
feito isso, agora abra seus spells.xml e coloque esse tag:
<instant name="ancient power" words="ancient power" lvl="12" mana="20000" prem="1" direction="1" blockwalls="1" exhaustion="2000" needlearn="0" event="script" value="attack/ancient power.lua"></instant>
essas spells crusher stomp e ancient power é só pra pokemons !
credits: 50% a mim e 50% a SvKe por ter feito as magias.