Detadragon

DragonBoster
em NPCs, monsters e raids

DragonBoster

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Artesão
Artesão

INFOS

Grupo: ArtesãoRegistrado: 03/09/06Posts: 127

Tava afim de criar alguns monstros pa dividir com voces

e para voces darem suas opinioes sobre eles :)

 

Ps:. Eu sei como eh chato aqueles posts sem ss e sem graça

por isso de agora em diante sempre que puder postarei videos =)

 

1º Monster:

DetaDragon

Experience= 3000

Health= 3600

Summons=1 Dragon/1 Fire elemental

Attaks= Melee (Min:103;Max:297) ; Deta Dragon FireAttack 70% chance (min: 150 ; max:200) ; Dragon Fireball (min:150 max:190)

 

Voce tem suas opções, ou pegar o script aqui mesmo ou baixar ele no final da página, com a spell junta.

 

SCRIPT DO MONSTER:

 

<?xml version="1.0" encoding="UTF-8"?>
<monster name="Deta Dragon" nameDescription="a deta dragon" race="blood" experience="3000" speed="150" manacost="0">
 <health now="3600" max="3600"/>
 <look type="39" head="20" body="30" legs="40" feet="50" corpse="2881"/>
 <targetchange interval="2000" chance="5"/>
 <strategy attack="100" defense="0"/>
 <flags>
<flag summonable="0"/>
<flag attackable="1"/>
<flag hostile="1"/>
<flag illusionable="1"/>
<flag convinceable="0"/>
<flag pushable="0"/>
<flag canpushitems="1"/>
<flag staticattack="50"/>
<flag lightlevel="0"/>
<flag lightcolor="0"/>
<flag targetdistance="1"/>
<flag runonhealth="210"/>
 </flags>
 <attacks>
<attack name="melee" interval="2000" min="-103" max="-297"/>
<attack name="detadragon fireattack" interval="6000" chance="70" min="-150" max="-200"/>
<attack name="dragon fireball" interval="6000" chance="80" min="-150" max="-190"/>
<attack name="detadragon focusexplosion" interval="6000" chance="70" min="-150" max="-200"/>
 </attacks>
 <defenses armor="32" defense="34">
<defense name="ultimate healing" interval="6000" chance="70" min="30" max="190"/>
 </defenses>
 <immunities>
<immunity physical="0"/>
<immunity energy="0"/>
<immunity fire="1"/>
<immunity poison="1"/>
<immunity lifedrain="0"/>
<immunity paralyze="1"/>
<immunity outfit="0"/>
<immunity drunk="1"/>
<immunity invisible="1"/>
 </immunities>
<summons max="2">
<summon name="Dragon" interval="1000" chance="9" max="1"/>
<summon name="Fire elemental" interval="1000" chance="9" max="1"/>
 </summons>
 <voices interval="2000" chance="5">
<voice sentence="GROARRRRRRRR"/>
<voice sentence="BURNNNNNNN!"/>
 </voices>
 <loot>
<item id="2148" countmax="100" chance1="100000" chancemax="0"/>
<item id="2672" countmax="5" chance1="20000" chancemax="0"/>
<item id="2033" chance="1818"/>
<item id="1976" chance="3333"/>
<item id="2409" chance="5000"/>
<item id="7402" chance="1500"/>
 <item id="2492" chance="733"/>
<item id="2414" chance="1000"/>
<item id="2547" countmax="5" chance1="2222" chancemax="0"/>
<item id="2795" countmax="1" chance1="6666" chancemax="0"/>
<item id="1987" chance="50000">
  <inside>
	<item id="5919" countmax="1" chance1="1000" chancemax="0"/>
	<item id="2149" countmax="2" chance1="893" chancemax="0"/>
	<item id="7407" chance="1428"/>
	<item id="2146" countmax="2" chance1="3222" chancemax="0"/>
	<item id="2533" chance="2333"/>
  </inside>
</item>
 </loot>
</monster>

 

Spells:

 

Detadragon fireattack

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, 2.0, -150, 1.6, -200)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, 0, -150, 0, -200)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0, -150, 0, -200)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, 0, -150, 0, -200)

local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, 0, -300, 0, -500)

arr1 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 1, 0, 0, 0, 1, 0, 1, 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},
{1, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 1, 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, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 1, 0, 2, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 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, 0, 0, 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, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 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},
{0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},
}

arr4 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 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, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 1, 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, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 1, 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)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)

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

function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5 }
addEvent(onCastSpell1, 500, parameters)
addEvent(onCastSpell2, 1000, parameters)
addEvent(onCastSpell3, 1500, parameters)
addEvent(onCastSpell4, 2000, parameters)
addEvent(onCastSpell5, 2500, parameters)

end

 

Detadragon focusexplosion

 

local storevalue = 2578 -- value where exhausted is saved
local exhausttime = 1 -- 1 second exhaustion
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PARAM_EFFECT)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, 27)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0, -100, 0, -300)


function onCastSpell(cid, var)
local pAccess = getPlayerAccess(cid) -- Returns the player's access
if (isPlayer(cid) == TRUE and pAccess < 3) then
	if (exhaust(cid, storevalue, exhausttime) == 1) then
		return doCombat(cid, combat, var)
	else
		doPlayerSendCancel(cid, "You are exhausted.")
	end
else
	return doCombat(cid, combat, var)
end		
end

 

Pack completo com as spells:

Pack Detadragon:

<a href="http://www.speedyshare.com/201868544.html" target="_blank">http://www.speedyshare.com/201868544.html</a>

 

Scan:

 

post-25489-1192303740_thumb.jpg

 

 

Nao esquecer de por as tags nos spells.xml na parte

 

<!-- instant monster spells -->

 

<instant name="detadragon focusexplosion" words="detadragon focusexplosion" needtarget="1" enabled="0"  exhaustion="1" script="monsters/detadragon focusexplosion.lua"></instant>

<instant name="detadragon fireattack" words="detadragon fireattack"  enabled="0"  exhaustion="1" script="monsters/detadragon fireattack.lua"></instant>

 

Resultado Final:

 

Bye :thumbsupsmiley:



Mapping since 2005

flokos

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Campones
Campones

INFOS

Grupo: CamponesRegistrado: 27/06/07Posts: 44Char no Tibia: Kaussidon

Poiseh...

 

O melhor de tudo é que e sen exageiros.

 

A parte du video ate q fico legal mas custei a le o que o seu carinha nu tibia dizia,axu q so meiu cego o,o


"O impossível é aquilo que ninguém faz...até que alguém faça"
(Lair Ribeiro)


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Fiz Algo que vc gostou muito?
Então Coloke minha FãnBar Oras Bolas, Afinal e para issu que serve =]

maximusot

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Barão
Barão

INFOS

Grupo: BarãoRegistrado: 05/03/07Posts: 219

Gostei vo coloca no meu ot

o video nao consegui le quase nda



CLIQUE AKI DEPOIS CLIQUE NO CLICK AQUI DA SEGUNDA LINHA NÃO DEMORA NEM 1 MINUTO


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MEUS TRABALHOS

Yosef002

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INFOS

Grupo: CamponesRegistrado: 21/10/05Posts: 48Char no Tibia: Angel Yosef

ae

Ta bonsinho, mas recomendo q bote os loots, se num a pessoa n sabe se ta balanceado.

 

ps: ta meio pelas dos detragons...

 

^^

Atenciosamente,

Yuminir

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Historias:

http://www.xtibia.com/forum/Parvndia-Histo...930#entry599930 <- Parvândia

http://www.xtibia.com/forum/index.php?showtopic=57539 <- As orbs

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