Titulo - Shooting Of Demon
Otserv testado - Snowz Tyranic 8.60 versão 3.1
Tipo De Script - Spell
Eae Galera, Tudo Encima ? =P
Bom to aqui para compartilhar mais uma magia com vcs o nome dela é "shooting of demon" ela solta um tiro com varios efeitos, e assim evaporando o alvo (ou quase). Bom chega e papo e vamos à spell
Primeiramente vamos em Data/Spells/Attack Copiamos qualquer arquivo.lua Abra-o e Apague Tudo que Há la dentro Enseguida Adicione o Seguinte Script :
local acombat1 = createCombatObject() local acombat2 = createCombatObject() local acombat3 = createCombatObject() local acombat4 = createCombatObject() local acombat5 = createCombatObject() local acombat6 = createCombatObject() local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 28) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 43) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.5, 1.0, -0.9, 10) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 3) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 6) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.5, 1.0, -0.9, 10) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 29) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 50) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.5, 1.0, -0.9, 10) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 30) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 49) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.5, 1.0, -0.9, 10) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 32) setCombatParam(combat5, COMBAT_PARAM_EFFECT, 11) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.5, 1.0, -0.9, 10) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 34) setCombatParam(combat6, COMBAT_PARAM_EFFECT, 52) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.5, 1.0, -0.9, 10) 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, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 3, 1, 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} } 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, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 3, 1, 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}, } 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, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 3, 1, 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}, } 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, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 3, 1, 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}, } 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, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 3, 1, 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}, } 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, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 3, 1, 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}, } local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) local area3 = createCombatArea(arr3) local area4 = createCombatArea(arr4) local area5 = createCombatArea(arr5) local area6 = createCombatArea(arr6) setCombatArea(combat1, area1) setCombatArea(combat2, area2) setCombatArea(combat3, area3) setCombatArea(combat4, area4) setCombatArea(combat5, area5) setCombatArea(combat6, area6) function onTargetTile(cid, pos) doCombat(cid,combat1,positionToVariant(pos)) end function onTargetTile2(cid, pos) doCombat(cid,combat2,positionToVariant(pos)) end function onTargetTile3(cid, pos) doCombat(cid,combat3,positionToVariant(pos)) end function onTargetTile4(cid, pos) doCombat(cid,combat4,positionToVariant(pos)) end function onTargetTile5(cid, pos) doCombat(cid,combat5,positionToVariant(pos)) end function onTargetTile6(cid, pos) doCombat(cid,combat6,positionToVariant(pos)) end setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile") setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2") setCombatCallback(acombat3, CALLBACK_PARAM_TARGETTILE, "onTargetTile3") setCombatCallback(acombat4, CALLBACK_PARAM_TARGETTILE, "onTargetTile4") setCombatCallback(acombat5, CALLBACK_PARAM_TARGETTILE, "onTargetTile5") setCombatCallback(acombat6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6") local function onCastSpell1(parameters) doCombat(parameters.cid, acombat1, parameters.var) end local function onCastSpell2(parameters) doCombat(parameters.cid, acombat2, parameters.var) end local function onCastSpell3(parameters) doCombat(parameters.cid, acombat3, parameters.var) end local function onCastSpell4(parameters) doCombat(parameters.cid, acombat4, parameters.var) end local function onCastSpell5(parameters) doCombat(parameters.cid, acombat5, parameters.var) end local function onCastSpell6(parameters) doCombat(parameters.cid, acombat6, parameters.var) end function onCastSpell(cid, var) local parameters = { cid = cid, var = var} addEvent(onCastSpell1, 100, parameters) addEvent(onCastSpell2, 900, parameters) addEvent(onCastSpell3, 1200, parameters) addEvent(onCastSpell4, 1500, parameters) addEvent(onCastSpell5, 1800, parameters) addEvent(onCastSpell6, 2100, parameters) return TRUE end
Salve e feche, Renomeie o Arquivo para "Shooting Of Demon"
Enseguida Vamos la em Data/Spells/Spells.XML e adicionamos a seguinte tag:
<instant name="Shooting Of Demon" words="Shooting Of Demon" lvl="400" mana="350" prem="1" range="4" casterTargetOrDirection="1" needlearn="1" blockwalls="1" exhaustion="2000" event="script" value="attack/Shooting Of Demon.lua"> <vocation name="Paladin"/> <vocation name="Royal Paladin"/> </instant>
Salve e feche. Pronto magia pronta xD
Espero que tenham Gostado =P, Sugestoes, Duvidas e Criticas postem abaixo.
Agora como é de lei um pequeno video mostrando a magic:
Créditos - CurseOfNightmare OBS: Se postarem em outros lugares favor colocar meus creditos