=============================================
Autor: Nagzul
Nome: Fury of Nature
Servidor Testado: Evolutions 0.7.8 [8.0] [8.1]
=============================================
Descrição: Magia que convoca as forças da natureza para cria-lá por isso pode ser muito poderosa e efetiva contra adversários, porém consome quase toda a mana de quem usa.
Instalando:
Va na pasta data/spells/scripts de seu otserv e copie qualquer arquivo .lua e renomeie para fury of nature. Abra o arquivo e apague tudo oque estiver nele e então coloque:
Código:
local combat1 = createCombatObject()setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 14)
setCombatParam(combat1, COMBAT_PARAM_CREATEITEM, 1499)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 8)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -5.2, -180, -5.3, -120)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_HEALING)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
setCombatParam(combat3, COMBAT_PARAM_AGGRESSIVE, 0)
setCombatParam(combat3, COMBAT_PARAM_TARGETCASTERORTOPMOST, 1)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0.6, -30, 1.2, 0)
local condition3 = createConditionObject(CONDITION_FOOD)
setConditionParam(condition3, CONDITION_PARAM_TICKS, 20000)
setConditionParam(condition3, CONDITION_PARAM_HEALTHGAIN, 100)
setCombatCondition(combat3, condition3)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 8)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)
local acombat6 = createCombatObject()
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 34)
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 11)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)
local condition7 = createConditionObject(CONDITION_DROWN)
setConditionParam(condition7, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition7, 10, 5000, -10)
setCombatCondition(combat7, condition7)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 20)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)
local condition8 = createConditionObject(CONDITION_POISON)
setConditionParam(condition8, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition8, 1, 3000, -50)
addDamageCondition(condition8, 1, 3000, -49)
addDamageCondition(condition8, 1, 3000, -48)
addDamageCondition(condition8, 1, 3000, -47)
addDamageCondition(condition8, 1, 3000, -46)
addDamageCondition(condition8, 1, 3000, -45)
addDamageCondition(condition8, 1, 3000, -44)
addDamageCondition(condition8, 1, 3000, -43)
addDamageCondition(condition8, 1, 3000, -42)
addDamageCondition(condition8, 1, 3000, -41)
addDamageCondition(condition8, 1, 3000, -40)
addDamageCondition(condition8, 1, 3000, -39)
addDamageCondition(condition8, 1, 3000, -38)
addDamageCondition(condition8, 1, 3000, -37)
addDamageCondition(condition8, 1, 3000, -36)
addDamageCondition(condition8, 1, 3000, -35)
addDamageCondition(condition8, 1, 3000, -34)
addDamageCondition(condition8, 1, 3000, -33)
addDamageCondition(condition8, 1, 3000, -32)
addDamageCondition(condition8, 1, 3000, -31)
addDamageCondition(condition8, 1, 3000, -30)
addDamageCondition(condition8, 1, 3000, -29)
addDamageCondition(condition8, 1, 3000, -28)
addDamageCondition(condition8, 1, 3000, -27)
addDamageCondition(condition8, 1, 3000, -26)
addDamageCondition(condition8, 1, 3000, -25)
addDamageCondition(condition8, 1, 3000, -24)
addDamageCondition(condition8, 1, 3000, -23)
addDamageCondition(condition8, 1, 3000, -22)
addDamageCondition(condition8, 1, 3000, -21)
addDamageCondition(condition8, 1, 3000, -20)
addDamageCondition(condition8, 1, 3000, -19)
addDamageCondition(condition8, 1, 3000, -18)
addDamageCondition(condition8, 1, 3000, -17)
addDamageCondition(condition8, 1, 3000, -16)
addDamageCondition(condition8, 1, 3000, -15)
addDamageCondition(condition8, 1, 3000, -14)
addDamageCondition(condition8, 1, 3000, -13)
addDamageCondition(condition8, 1, 3000, -12)
addDamageCondition(condition8, 1, 3000, -11)
addDamageCondition(condition8, 1, 3000, -10)
addDamageCondition(condition8, 1, 3000, -9)
addDamageCondition(condition8, 1, 3000, -8)
addDamageCondition(condition8, 1, 3000, -7)
addDamageCondition(condition8, 1, 3000, -6)
addDamageCondition(condition8, 2, 3000, -5)
addDamageCondition(condition8, 3, 3000, -4)
addDamageCondition(condition8, 5, 3000, -3)
addDamageCondition(condition8, 10, 3000, -2)
addDamageCondition(condition8, 20, 3000, -1)
setCombatCondition(combat8, condition8)
local arr1 = {
{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 1, 0, 0, 2, 0, 0, 1, 0, 1, 0, 0},
{0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},
}
local 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, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 1, 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, 1, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 1, 1, 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},
}
local 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, 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, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
local arr4 = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
}
local arr5 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
local arr6 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 3, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
local 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, 1, 1, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 1, 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, 1, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 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},
}
local 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, 1, 1, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 1, 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, 1, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 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},
}
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(acombat6, area6)
setCombatArea(combat7, area7)
setCombatArea(combat8, area8)
function onTargetTile6(cid, pos)
doCombat(cid,combat6,positionToVariant(pos))
end
setCombatCallback(acombat6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6")
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.acombat6, parameters.var)
end
local function onCastSpell7(parameters)
doCombat(parameters.cid, parameters.combat7, parameters.var)
doSetCreatureLight(parameters.cid, 9, 101, 60000)
end
local function onCastSpell8(parameters)
doCombat(parameters.cid, parameters.combat8, parameters.var)
end
function onCastSpell(cid, var, position)
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, acombat6 = acombat6, combat7 = combat7, combat8 = combat8 }
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 200, parameters)
addEvent(onCastSpell3, 400, parameters)
addEvent(onCastSpell4, 600, parameters)
addEvent(onCastSpell5, 800, parameters)
addEvent(onCastSpell6, 1000, parameters)
addEvent(onCastSpell7, 1200, parameters)
addEvent(onCastSpell8, 1400, parameters)
end
Salve e feche.
Agora vá em data/spell e abra o arquivo spells.xml e acrescente a seguinte tag:
Código:
<instant name="Fury of Nature" words="exevo mas res tera" lvl="90" maglv="40" manapercent="85" soul="0" exhaustion="1" prem="1" enabled="1" script="fury of nature.lua"><vocation id="2"/><vocation id="6"/></instant>
Salve e feche. Para testa-lá é só dizer "exevo mas res tera" com um char druid ou elder druid que irá conjurar a magia
~~Aki O Video Da Magia~~
Espero que tenham gostado.