[8.1] Hydra Head Rod!!!:D

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Zamknięty.

wojti124

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Sierpień 14, 2008
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Witam!
Zrobi?em Bro? Hydra Head Rod!
Wi?c w data/items/items.xml szukamy itemu - hydra head replica id to "7250" i wprowadzamy takie zmiany:
<item id="7250" article="a" name="hydra head rod" plural="hydra head rod">
<attribute key="weight" value="2100"/>
<attribute key="description" value="Troj glowa hydra atakuje."/>
<attribute key="weight" value="20"/>
<attribute key="attack" value="100"/>
<attribute key="hitChance" value="100"/>
<attribute key="weaponType" value="distance"/>
<attribute key="range" value="7"/>
</item>
Teraz w weapons/scripts/ robimy plik hydra head rod.lua
I wklejamy to:
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 54)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, 0, -1000, 0, -1500)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 27)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, 0, -1000, 0, -1500)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 28)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0, -1000, 0, -1500)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 25)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0, -1000, 0, -1500)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 51)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, 0, -1000, 0, -1500)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 49)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, 0, -1000, 0, -1500)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 29)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, 0, -1000, 0, -1500)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 16)
setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, 0, -1000, 0, -1500)
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, 31)
setCombatParam(combat9, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, 0, -1000, 0, -1500)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 54)
setCombatParam(combat10, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, 0, -1000, 0, -1500)
local combat11 = createCombatObject()
setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat11, COMBAT_PARAM_EFFECT, 30)
setCombatParam(combat11, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR)
setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, 0, -1000, 0, -1500)
local combat12 = createCombatObject()
setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat12, COMBAT_PARAM_EFFECT, 53)
setCombatParam(combat12, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR)
setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, 0, -1000, 0, -1500)
arr1 = {
{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, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 3, 1, 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, 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, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 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},
}
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, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 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},
}
arr4 = {
{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, 1, 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, 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},
}
arr5 = {
{1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 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, 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},
}
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, 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, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 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, 0, 0, 0},
{0, 0, 0, 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, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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},
}
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, 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, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr9 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{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, 2, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 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},
}
arr10 = {
{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, 1, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 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},
}
arr11 = {
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 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, 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, 1, 1, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0},
}
arr12 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 1, 1, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 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},
}

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)
local area10 = createCombatArea(arr10)
local area11 = createCombatArea(arr11)
local area12 = createCombatArea(arr12)
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)
setCombatArea(combat10, area10)
setCombatArea(combat11, area11)
setCombatArea(combat12, area12)

local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 20000)
setConditionParam(condition, CONDITION_PARAM_SPEED, -350)
setConditionParam(condition, CONDITION_PARAM_OUTFIT, 64)
setConditionParam(condition, CONDITION_PARAM_SKILL_DISTANCE, 1)
setConditionFormula(condition, 0, 0, 0, 0)
setCombatCondition(combat1, condition)
setCombatCondition(combat2, condition)
setCombatCondition(combat3, condition)
setCombatCondition(combat4, condition)
setCombatCondition(combat5, condition)
setCombatCondition(combat6, condition)
setCombatCondition(combat7, condition)
setCombatCondition(combat8, condition)
setCombatCondition(combat9, condition)
setCombatCondition(combat10, condition)
setCombatCondition(combat11, condition)
setCombatCondition(combat12, condition)

function onUseWeapon(cid, var)
doSendMagicEffect(getPlayerPosition(cid), 46)
return1 = doCombat(cid, combat1, var)
return2 = doCombat(cid, combat2, var)
return3 = doCombat(cid, combat3, var)
return4 = doCombat(cid, combat4, var)
return5 = doCombat(cid, combat5, var)
return6 = doCombat(cid, combat6, var)
return7 = doCombat(cid, combat7, var)
return8 = doCombat(cid, combat8, var)
return9 = doCombat(cid, combat9, var)
return10 = doCombat(cid, combat10, var)
return11 = doCombat(cid, combat11, var)
return12 = doCombat(cid, combat12, var)
end
Teraz do weapons.xml/<!-- Distance weapons --> wklejamy to:
Kod:
<distance id="7250" range="7" mana="30" hitchance="100" script="hydra head rod.lua"><vocation id="1"/><vocation id="5"/><vocation id="2"/><vocation id="6"/></distance>
Mam nadzieje ?e si? przyda:D
Scren:
hydraheadroddc9.jpg
 
Ostatnia edycja:
Odp: [8.1] Hydra Head Rod!!!:D

Od?wie?am!
I zapraszam do oceniania:p
 
Odp: [8.1] Hydra Head Rod!!!:D

Przecie? to atakuje wszystkich na polu gry... To raczej powinien by? spell, a nie wand. Bo wand to na kilka hit?w pada ca?y team/room monster?w. Wed?ug mnie por?bane.

Pozdro,
Gelio
 
Odp: [8.1] Hydra Head Rod!!!:D

Zgadzam si? z Gelio.
I za du?o tych efekt?w.
Totalnie bez sensu.
 
Odp: [8.1] Hydra Head Rod!!!:D

mnie najbardziej razi.. to ze to bedzie lagi robilo..
wyobraz sobie tak 3 graczy na non pvp fast atack.. (o ile dziala na to f atack) masakra...;/ teoretycznie fajne ale..;/
 
Odp: [8.1] Hydra Head Rod!!!:D

wojti124 thx za rozge daje +.
 
Odp: [8.1] Hydra Head Rod!!!:D

ta rozdka to bardziej czar i to tez w stylu otsa 999 exp :D
 
Odp: [8.1] Hydra Head Rod!!!:D

komenda code kolego. Prosze administratorow o wstawienie tego znaczka :)
 
Odp: [8.1] Hydra Head Rod!!!:D

R??czka super wygl?d nawet te? tylko ?e bije na kilka kratek... to mi si? nie podoba tylko w ten r??czce a tak to spoko...
Moja ocena: 8/10
 
Odp: [8.1] Hydra Head Rod!!!:D

No tak atak tej r??d?ki nie jest najlepszy.
Mo?esz przerobi? to na czar wtedy by?o by lepiej.
 
Odp: [8.1] Hydra Head Rod!!!:D

mi sie podoba do sms shop da? i niech nooby kupuj? :D ale wygl?d itema to s?aby jaki? krzak
8/10
 
Ostatnia edycja:
Odp: [8.1] Hydra Head Rod!!!:D

Wielkie dzi?ki 10/10 przyda sie na serverze.Oby tak dalej.Pozdro
 
Odp: [8.1] Hydra Head Rod!!!:D

Hmm lol ;] To wyobraz sobie te open battle ;] ich moze bydz 20 z cla Sd ustawionym ;] tamtych bedzie 3-2 i ich z samych rozg rozjebia lol2 ;] ale pomysl dobry ;;P
 
Odp: [8.1] Hydra Head Rod!!!:D

Mo?e ambicje go?? ma niez?e, ale wykonanie denne. Ten ca?y skrypt mo?na by by?o napisa? 4 razy kr?cej i wydajniej, gdyby autor wiedzia? co to jest p?tla for.

A tak to.. dno. Bezu?yteczny na RPG, powa?nych serwerach, kt?rych sk?ad dba o naprawd? sensowne szczeg??y.
 
Odp: [8.1] Hydra Head Rod!!!:D

bede zgrEEdedm ; <<
zr?bane ze tak powiem dobre na no0b otaa.
 
Odp: [8.1] Hydra Head Rod!!!:D

Bardzo fajna bro? jak na pvp 9/10 bo zawsze morze by? lepiej :)
 
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