editei uma genkidama...
ficou bem melhor, ela usa 1° mana drain e depois um atk de energia...
em data/spells/scripts/ copie qualquer arquivo, cole e renomeie pra genkidama e coloque issu dentro.
local combat1 = createCombatObject()setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 12)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -1.2, -50, -1.2, -0)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 12)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.2, -50, -1.2, -0)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 12)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.2, -50, -1.2, -0)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 12)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1.2, -50, -1.2, -0)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 12)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -1.2, -50, -1.2, -0)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 12)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -1.2, -50, -1.2, -0)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 12)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -1.2, -50, -1.2, -0)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 12)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -1.2, -50, -1.2, -0)
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -1.2, -50, -1.2, -0)
arr1 = {
{1, 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, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 2, 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},
{1, 0, 0, 0, 1, 0, 0, 0, 1}
}
arr2 = {
{1, 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, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 2, 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},
{1, 0, 0, 0, 1, 0, 0, 0, 1}
}
arr3 = {
{0, 0, 0, 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, 1, 0, 0, 2, 0, 0, 1, 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, 0, 0, 0}
}
arr4 = {
{0, 0, 0, 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, 1, 0, 0, 2, 0, 0, 1, 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, 0, 0, 0}
}
arr5 = {
{0, 0, 0, 0, 0, 0, 0, 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, 0, 0},
{0, 0, 1, 0, 2, 0, 1, 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, 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, 1, 0, 1, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 2, 0, 1, 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, 0, 0},
{0, 0, 0, 0, 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, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 2, 1, 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}
}
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, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 2, 1, 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}
}
arr9 = {
{0, 0, 1, 0, 1, 0, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{1, 0, 1, 1, 1, 1, 1, 0, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 2, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 0, 1, 1, 1, 1, 1, 0, 1},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 0, 1, 0, 1, 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)
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)
local function onCastSpell1(parameters)
doCombat(parameters.cid, parameters.combat1, parameters.var)
mayNotMove(parameters.cid, 1)
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)
doCreatureSay(parameters.cid, "break", 1)
end
local function onCastSpell9(parameters)
doCombat(parameters.cid, parameters.combat9, parameters.var)
end
function onCastSpell(cid, var)
doSendAnimatedText(getPlayerPosition(cid), "GenkiDama", TEXTCOLOR_ORANGE)
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6, combat7 = combat7, combat8 = combat8, combat9 = combat9 }
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)
addEvent(onCastSpell9, 1600, parameters)
end
GenkiDama= renomeie para o nome da sua magia...
agora vá para data/spells/spells.xml e coloque isso:
<instant name="genkidama" words="genkidama" lvl="80" maglv="48" mana="800" soul="0" exhaustion="1" prem="1" enabled="1" script="genkidama.lua"><vocation id="1"/><vocation id="5"/></instant>
genkidama=mude pro que vc vai dezer pra soltar a magia e pronto!!!
ai está sua genkidama...
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