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Skrypty & Kody druidek

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mariosen

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local arr = {



{

{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},

{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},

{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},

{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},

{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},

{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},

{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},

{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},

{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},

{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},

{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},

},



{

{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},

{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},

{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},

{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},

{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},

{1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1},

{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},

{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},

{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},

{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},

{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}

}



}



local combat = {}

for i = 1, 3 do

combat = createCombatObject()

end



setCombatArea(combat[1], createCombatArea(arr[1]))

setCombatParam(combat[1], COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)

setCombatArea(combat[2], createCombatArea(arr[2]))

setCombatParam(combat[2], COMBAT_PARAM_EFFECT, CONST_ME_POISONAREA)



function spellCallbackStorm(param)

if param.count > 0 or math.random(0, 1) == 1 then

doSendMagicEffect(param.pos, CONST_ME_HITBYPOISON)

doSendDistanceShoot({ x = param.pos.x - 7, y = param.pos.y - 7, z = param.pos.z}, param.pos, CONST_ANI_POISON)

addEvent(doSendMagicEffect, 50, param.pos, CONST_ME_GREEN_RINGS)

end



if(param.count < 3) then

param.count = param.count + 1

addEvent(spellCallbackStorm, math.random(0, 500), param)

end

end



function onTargetTile(cid, pos)

local param = {}

param.cid = cid

param.pos = pos

param.count = 0

spellCallbackStorm(param)

end



function onTargetTile2(cid, pos)

doCombat(cid, combat[3], positionToVariant(pos))

end



function onGetFormulaValues(cid, level, maglevel)

local min = -((level/8)+(maglevel*32))

local max = -((level/8)+(maglevel*35))

return min, max

end



setCombatCallback(combat[1], CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")

setCombatCallback(combat[1], CALLBACK_PARAM_TARGETTILE, "onTargetTile")

setCombatCallback(combat[2], CALLBACK_PARAM_TARGETTILE, "onTargetTile2")



function onCastSpell(cid, var)

doCombat(cid, combat[1], var)

doCombat(cid, combat[2], var)

return true

end


moze ktos zrobic tak aby im wiekszy lv i m lv to aby wiecej bic? troszke chyba poprawic trzeba tylko za bardzo nie wiem co ;/ bo koles 600 lv bije tyle samo co 800
 

Dubler

Lua Factory =)
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Odp: druidek

Code:
local min = -((level/8)+(maglevel*32))

local max = -((level/8)+(maglevel*35))
podmie? na:
Code:
local min = -((level/2)+(maglevel*32))

local max = -((level/2)+(maglevel*45))
 

mariosen

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Odp: druidek

czyli teraz atak bedzie zalezal od lvla jak i m lvla, tak?
 
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