Spelle z 8.50 s? teraz w 7.60!!!

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radziu973

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Maj 21, 2009
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Witam wszystkich. Mam przyjemno?? zaprezentowa? czary z Tibii 8.50 przeniesione na tibi? 7.6. B?d? dodawa? nowe co jaki? czas. Dodam r?wnie? kilka zabawnych czar?w zrobionych przeze mnie.

1. Exevo Mas San

Kod:
area = {
    {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
    {0, 0, 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, 1, 1, 1, 1, 1, 0, 0, 0},
    {0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
    {0, 0, 0, 1, 1, 1, 1, 1, 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},
    }

    attackType = ATTACK_PHYSICAL
    needDirection = false
    areaEffect = NM_ME_YELLOW_RINGS
    animationEffect = NM_ME_YELLOW_RINGS
    
    hitEffect = NM_ME_YELLOW_RINGS
    damageEffect = NM_ME_YELLOW_RINGS
    animationColor = BLUE
    offensive = true
    drawblood = true

    UltimateExplosionObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)
    
    function onCast(cid, creaturePos, level, maglv, var)
    centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
    n = tonumber(var)   -- try to convert it to a number
    if n ~= nil then
    	-- bugged
    	-- ultimateExplosionObject.minDmg = var+0
    	-- UltimateExplosionObject.maxDmg = var+0
    
    	UltimateExplosionObject.minDmg = 0
    	UltimateExplosionObject.maxDmg = 0 
    else
    	UltimateExplosionObject.minDmg = (level *5 + maglv * 2) * 2.3 - 30
    	UltimateExplosionObject.maxDmg = (level * 7 + maglv * 2) * 3.0 	
    end 
    
    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
    end



2. Exevo Tera Hur


Kod:
area = {
 {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, 0, 0, 0, 1, 1, 1, 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, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 2, 2, 2, 0, 0, 1, 0, 0, 3, 3, 3, 0, 0, 0},
 {0, 0, 0, 2, 2, 2, 2, 2, 0, 3, 3, 3, 3, 3, 0, 0, 0},
 {0, 0, 0, 2, 2, 2, 0, 0, 4, 0, 0, 3, 3, 3, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0},
 {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
 }
 
 -- area = {
    -- {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, 1, 0, 0, 0, 0, 0},
    -- {2, 2, 2, 0, 0, 1, 0, 0, 3, 3, 3},
    -- {2, 2, 2, 2, 2, 0, 3, 3, 3, 3, 3},
    -- {2, 2, 2, 0, 0, 4, 0, 0, 3, 3, 3},
    -- {0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0},
    -- {0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0},
    -- {0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0},
    -- {0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0}
    -- }
 
    attackType = ATTACK_PHYSICAL
 needDirection = true
areaEffect = NM_ME_POISONCLOUD
animationEffect = NM_ANI_NONE
 
 hitEffect = NM_ME_POISEN
 damageEffect = NM_ME_POISEN_RINGS
 animationColor = GREEN
 offensive = true
 needDirection = true
 drawblood = true
 
    EnergyWaveObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)
 
    function onCast(cid, creaturePos, level, maglv, var)
    centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
    EnergyWaveObject.minDmg = (level * 4 + maglv * 4) * 1.3
    EnergyWaveObject.maxDmg = (level * 4 + maglv * 4) * 1.7
 
    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, EnergyWaveObject:ordered())
    end
 
Odp: Spelle z 8.50 s? teraz w 7.60!!!

3. Exevo Gran Mas Tera

Kod:
area = {
    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
    {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, 0, 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, 0, 1, 1, 1, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
    }
    
 attackType = ATTACK_PHYSICAL
 needDirection = false
areaEffect = NM_ME_POISONCLOUD
animationEffect = NM_ANI_NONE
 
 hitEffect = NM_ME_POISEN
 damageEffect = NM_ME_POISEN_RINGS
 animationColor = GREEN
 offensive = true
 needDirection = false
 drawblood = false
    
    UltimateExplosionObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)
    
    function onCast(cid, creaturePos, level, maglv, var)
    centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
    n = tonumber(var)   -- try to convert it to a number
    if n ~= nil then
    	-- bugged
    	-- ultimateExplosionObject.minDmg = var+0
    	-- UltimateExplosionObject.maxDmg = var+0
    
    	UltimateExplosionObject.minDmg = 0
    	UltimateExplosionObject.maxDmg = 0 
    else
    	UltimateExplosionObject.minDmg = (level * 3 + maglv * 4) * 2.3 - 30
    	UltimateExplosionObject.maxDmg = (level * 4 + maglv * 4) * 3.0 	
    end 
    
    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
    end
 
Odp: Spelle z 8.50 s? teraz w 7.60!!!

4. Hate

Kod:
area = {
    {0, 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},
    {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
    {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
    {0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
    {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
    {0, 0, 0, 0, 1, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0},
    }
 
    attackType = ATTACK_PHYSICAL
    needDirection = false
    areaEffect = NM_ME_MORT_AREA
    animationEffect = NM_ANI_SUDDENDEATH
 
    hitEffect = NM_ME_MORT_AREA
    damageEffect = NM_ME_MORT_AREA
    animationColor = RED
    offensive = true
    drawblood = true
 
    UltimateExplosionObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)
 
    function onCast(cid, creaturePos, level, maglv, var)
    centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
    n = tonumber(var)   -- try to convert it to a number
    if n ~= nil then
    	-- bugged
    	-- ultimateExplosionObject.minDmg = var+0
    	-- UltimateExplosionObject.maxDmg = var+0
 
    	UltimateExplosionObject.minDmg = 0
    	UltimateExplosionObject.maxDmg = 0
    else
    	UltimateExplosionObject.minDmg = (level * 3 + maglv * 4) * 5.0
    	UltimateExplosionObject.maxDmg = (level * 4 + maglv * 4) * 6.0
    end
 
    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
   end



5. Love (kszta?t serduszka ;])

Kod:
area = {
    {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
    {0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
    {0, 1, 1, 1, 1, 0, 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, 0, 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, 0, 1, 1, 1, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
    }
    
    attackType = ATTACK_PHYSICAL
    needDirection = false
    areaEffect = NM_ME_EXPLOSION_AREA
    animationEffect = NM_ANI_NONE
    
    hitEffect = NM_ME_EXPLOSION_DAMAGE
    damageEffect = NM_ME_DRAW_BLOOD
    animationColor = RED
    offensive = true
    drawblood = true
    
    UltimateExplosionObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)
    
    function onCast(cid, creaturePos, level, maglv, var)
    centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
    n = tonumber(var)   -- try to convert it to a number
    if n ~= nil then
    	-- bugged
    	-- ultimateExplosionObject.minDmg = var+0
    	-- UltimateExplosionObject.maxDmg = var+0
    
    	UltimateExplosionObject.minDmg = 0
    	UltimateExplosionObject.maxDmg = 0 
    else
    	UltimateExplosionObject.minDmg = (level * 4 + maglv * 3) * 2.3 - 30
    	UltimateExplosionObject.maxDmg = (level * 4 + maglv * 3) * 3.0 	
    end 
    
    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
    end



6. Exora (stworzona na wz?r orygina?u)

Kod:
area = {
   {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, 1, 1, 1, 0, 0, 0, 0},
   {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, 0, 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, 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},
   }

   attackType = ATTACK_PHYSICAL
   needDirection = false
   areaEffect = NM_ME_HIT_AREA
   animationEffect = NM_ANI_NONE

   hitEffect = NM_ME_HIT_AREA
   damageEffect = NM_ME_HIT_AREA
   animationColor = RED
   offensive = true
   drawblood = true

   ExoriObject = 

MagicDamageObject(attackType, 

animationEffect, hitEffect, 

damageEffect, animationColor, 

offensive, drawblood, 0, 0)

   function onCast(cid, creaturePos, 

level, maglv, var)
   centerpos = {x=creaturePos.x, 

y=creaturePos.y, z=creaturePos.z}
   n = tonumber(var)   -- try to 

convert it to a number
   if n ~= nil then
   	-- bugged
   	-- ExoriObject.minDmg = var+0
   	-- ExoriObject.maxDmg = var+0

   	ExoriObject.minDmg = 0
   	ExoriObject.maxDmg = 0
   else
   	-- ExoriObject.minDmg = (level 

* 2 + maglv * 3) * 2.5 - 30
   	-- ExoriObject.maxDmg = (level 

* 2 + maglv * 3) * 3.2
	ExoriObject.minDmg = (level * 

1.5 + maglv * 1.5) * 1.4
	ExoriObject.maxDmg = (level * 

1.5 + maglv * 1.5) * 2.5
   end

   return doAreaMagic(cid, centerpos, 

needDirection, areaEffect, area, 

ExoriObject:ordered())
   end

B?DZIE ICH WI?CEJ ALE MUSZ? DODA?, ?E KA?DY Z TYCH SPELLI B?DZIE SUPER-OZDOB? KA?DEGO OTSA LUB WARA.:):):):):):):):):)

Notka moderatorska:
Wymuszanie reputacji jest zabronione.
 
Ostatnio edytowane przez moderatora:
Odp: Spelle z 8.50 s? teraz w 7.60!!!

zajebisty spis !!!!! 1000000/10 :D. My?l?, ?e ka?dy doceni Tw?j wysi?ek
 
Odp: Spelle z 8.50 s? teraz w 7.60!!!

Kurcze ziomek wielkie dzi?ki za czarki :p Mam nadzieje ?e b?dzie ich wi?cej :D
 
Odp: Spelle z 8.50 s? teraz w 7.60!!!

WoW super spis dlamnie 10/10 wykorzystam to do mojego oOTS ziomus jeste cool
 
Ostatnio edytowane przez moderatora:
Odp: Spelle z 8.50 s? teraz w 7.60!!!

Jak naprawd? zadzia?aj? jestem pe?en podziwu ;);)
Ju? sprawdzam
10/10
 
Odp: Spelle z 8.50 s? teraz w 7.60!!!

Jak Prawid?owo Doda? Czar:

1.Kopiujesz z tej stronki spell kt?ry ci? interesuje.
2. Wklejasz go do Notatnika, robisz zapisz jako, nazw? spella zapisujesz ma?ymi literami, na ko?cu stawiasz odpowiednie rozszerzenie (domy?lnie .lua)

Przyk?adowo:

Kod:
exevo mas san.lua

nazwa spella ma?ymi literami, rozszerzenie po kropce te?

3.Jako miejsce docelowe ustaw data/spells/instant (albo insant ;])
4.Zapisa?e?? ?wietnie! P?? roboty za tob?.
5.Wejd? w folder data/spells.
6.Prawym myszki kliknij na dokument o nazwie spells i zr?b Otw?rz Za Pomoc? - Notatnik.
7.Tam skopuij dowoln? linijk? jakiegokolwiek spella i pozamieniaj kopi? na dok?adne szczeg??y. Dla przyk?adu : je?eli najpierw linijka ze spellem wygl?da?a tak :


Kod:
<spell name="Mass Healing" words="exura gran mas res" maglv="20" mana="100" enabled="1"><vocation id="2" />
</spell>

To po przer?bce np. na zakl?cie exevo mas san powinna wygl?da? tak :


Kod:
<spell name="exevo mas san" words="exevo mas san" maglv="20" mana="300" enabled="1"><vocation id="3" />
</spell>


Wyja?nienie :
Spell name - nazwa zakl?cie - mo?e by? taka sama jak to drugie, ale nie musi - w zasadzie wszyscy na OTSie maj? gdzie? jak go nazwiesz ;]]
Words - s?owa, kt?re nale?y wypowiedzie? ?eby rzuci? zakl?cie.
Maglv - Poziom magiczny wymagany do rzucenia zakl?cia.
Mana - ilo?? energii magicznej (many) kt?ra zostanie zabrana dla gracza po rzuceniu zakl?cia.
enabled - Zostawiamy ;]
vocation - numer profesji kt?ra mo?e rzuci? zakl?cie - narazie radz? Wam, r?bcie po kilka spelli TYLKO dla jednej profesji - pracuj? na poradnikiem jak robi? zakl?cia do kilku profesji naraz.
Reszt? zostawiamy. Po przerobieniu i zapisaniu spelli w odpowiednim formacie mo?ecie cieszy? si? nowymi zakl?ciami na serwerze. Niniejszym te? ko?czy si? ten kr?tki poradnik. Mi?ego :):):):):p:p:p

UWAGA! Edytuj?. ?eby nie by?o problemu podaj? numery vocation dla wszystkich profesji :

1 - Sorcerer
2 - Druid
3 - Paladin
4 - Knight
 
Ostatnia edycja:
Odp: Spelle z 8.50 s? teraz w 7.60!!!

Gosciu jestes genialny reput leci! 10/10
 
Odp: Spelle z 8.50 s? teraz w 7.60!!!

dzieki bardzo dobry skrypt 100/10 daje :PP przydalo mi sie
 
Odp: Spelle z 8.50 s? teraz w 7.60!!!

to zalezy... w planach mam zrobienie wara ale jeszcze si? zastanawiam kt?re wybra? xDDD
 
Odp: Spelle z 8.50 s? teraz w 7.60!!!

Przyda ci sie? [USER][/USER]
Mnie to pomoglo wielkie THX masz koles reputa :)
 
Odp: Spelle z 8.50 s? teraz w 7.60!!!

Tak jak obieca?em : Ci?gDalszyNast?pi(teraz) ;D

Nast?pne spelle :

7.Dip Atk (rzecz jasna ;D)
Kod:
area = {
{0, 0, 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, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 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, 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},
}

attackType = ATTACK_DRUNKNESS
needDirection = false
areaEffect = NM_ME_LOOSE_ENERGY
animationEffect = NM_ANI_NONE

hitEffect = NM_ME_NONE
damageEffect = NM_ME_NONE
animationColor = ENERGY
offensive = true
drawblood = true

DiptrahDrunkWave = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)

function onCast(cid, creaturePos, level, maglv, var)
centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
n = tonumber(var)   -- try to convert it to a number
if n ~= nil then
	-- bugged
	-- DiptrahDrunkWave.minDmg = var+0
	-- DiptrahDrunkWave.maxDmg = var+0

	DiptrahDrunkWave.minDmg = 2000
	DiptrahDrunkWave.maxDmg = 3000 
else
	DiptrahDrunkWave.minDmg = 2000
	DiptrahDrunkWave.maxDmg = 3000
end 

return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, DiptrahDrunkWave:ordered())
end

8. Exevo Vita Mas Mort ( 100% by me ;D)
Kod:
area = {
    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
    {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
    {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
    {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
    {0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0},
    {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 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, 0, 1, 1, 1, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
    }
 
    attackType = ATTACK_PHYSICAL
    needDirection = false
    areaEffect = NM_ME_MORT_AREA
    animationEffect = NM_ANI_SUDDENDEATH
 
    hitEffect = NM_ME_MORT_AREA
    damageEffect = NM_ME_MORT_AREA
    animationColor = RED
    offensive = true
    drawblood = true
 
    UltimateExplosionObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)
 
    function onCast(cid, creaturePos, level, maglv, var)
    centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
    n = tonumber(var)   -- try to convert it to a number
    if n ~= nil then
    	-- bugged
    	-- ultimateExplosionObject.minDmg = var+0
    	-- UltimateExplosionObject.maxDmg = var+0
 
    	UltimateExplosionObject.minDmg = 0
    	UltimateExplosionObject.maxDmg = 0
    else
    	UltimateExplosionObject.minDmg = (level * 3 + maglv * 4) * 5.0
    	UltimateExplosionObject.maxDmg = (level * 4 + maglv * 4) * 6.0
    end
 
    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
    end

9. Exevo Vita Mas Pox ( 100% by Me ;D)
Kod:
area = {
 {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
 {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},
 {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
 {1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1},
 {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
 {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, 0, 0, 1, 0, 0, 0, 0, 0}
 }
 
 attackType = ATTACK_POISON
 needDirection = false
 areaEffect = NM_ME_POISEN_RINGS
 animationEffect = NM_ANI_NONE
 
 hitEffect = NM_ME_POISEN
 damageEffect = NM_ME_POISEN_RINGS
 animationColor = GREEN
 offensive = true
 needDirection = false
 drawblood = false
 minDmg = 20
 maxDmg = 20
 
 PoisonStormObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, minDmg, maxDmg)
 SubPoisonStormObject1 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 15, 15)
 SubPoisonStormObject2 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 10, 10)
 SubPoisonStormObject3 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 5, 5)
 
 function onCast(cid, creaturePos, level, maglv, var)
 	centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}

	PoisonStormObject.minDmg = (level * 2 + maglv * 3) * 1.5 - 30
 	PoisonStormObject.maxDmg = (level * 2 + maglv * 3) * 2
 
 	return doAreaExMagic(cid, centerpos, needDirection, areaEffect, area, PoisonStormObject:ordered(),
 		2000, 1, SubPoisonStormObject1:ordered(),
 		2000, 2, SubPoisonStormObject2:ordered(),
 		2000, 10, SubPoisonStormObject3:ordered(),
 		3)
 end

10. Perfect Exori (r?wnie? 100% by Me ;DD)
Kod:
area = {
   {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, 1, 1, 1, 1, 0, 0},
   {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
   {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
   {0, 0, 1, 1, 1, 0, 1, 1, 1,0, 0},
   {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
   {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
   {0, 0, 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, 0, 0, 0, 0, 0, 0},
   }

   attackType = 

ATTACK_PHYSICAL
   needDirection = false
   areaEffect = NM_ME_HIT_AREA
   animationEffect = 

NM_ANI_NONE

   hitEffect = NM_ME_HIT_AREA
   damageEffect = 

NM_ME_HIT_AREA
   animationColor = RED
   offensive = true
   drawblood = true

   ExoriObject = 

MagicDamageObject(attackType, 

animationEffect, hitEffect, 

damageEffect, animationColor, 

offensive, drawblood, 0, 0)

   function onCast(cid, 

creaturePos, level, maglv, 

var)
   centerpos = 

{x=creaturePos.x, 

y=creaturePos.y, 

z=creaturePos.z}
   n = tonumber(var)   -- try 

to convert it to a number
   if n ~= nil then
   	-- bugged
   	-- ExoriObject.minDmg 

= var+0
   	-- ExoriObject.maxDmg 

= var+0

   	ExoriObject.minDmg = 0
   	ExoriObject.maxDmg = 0
   else
   	-- ExoriObject.minDmg 

= (level * 2 + maglv * 3) * 

2.5 - 30
   	-- ExoriObject.maxDmg 

= (level * 2 + maglv * 3) * 

3.2
	ExoriObject.minDmg = 

(level * 1.5 + maglv * 1.5) * 

1.4
	ExoriObject.maxDmg = 

(level * 1.5 + maglv * 1.5) * 

2.5
   end

   return doAreaMagic(cid, 

centerpos, needDirection, 

areaEffect, area, 

ExoriObject:ordered())
   end

Narazie to by by?o na tyle ;D. Zapraszam do testowania. Pzdr, radziu973.

Kod:
Bez odbioru ;DD

P.S = Za wszelkie niedoci?gni?cia rzepraszam. M?j komputer jako? dziwnie si? zachowuje ;P.

UWAGA!! Edytuj? ?eby poda? wa?n? informacj?. Przy spellu Dip Atk mozemy regulowa? maksymalne i minimalne obra?enia w tej linijce :

Kod:
iptrahDrunkWave.minDmg = 2000
	DiptrahDrunkWave.maxDmg = 3000 
else
	DiptrahDrunkWave.minDmg = 2000
	DiptrahDrunkWave.maxDmg = 3000
end 

return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, DiptrahDrunkWave:ordered())
end

Wystarczy zmieni? minimalny damage i maxymalny damage w linijkach diptrah drunk wave minDmg to minimalne obra?enia, a maxDmg to maksymalne obra?enia. Tylko wa?ne jest ?eby ten dmg zmieni? w obu linijkach. ;D

Pzdr. Radziu973
 
Ostatnia edycja:
Odp: Spelle z 8.50 s? teraz w 7.60!!!

Nie dzia?a nic jak wpisze spela to nic sie nie dzieje :/
 
Odp: Spelle z 8.50 s? teraz w 7.60!!!

A instrukcj? prawid?owego dodania spella czyta?e???

Jak nie to si? z ni? zapoznaj jest jedn? stron? wcze?niej.

Czytaj wszystie posty uwa?niej.

Pzdr. radziu973:):)
 
Odp: Spelle z 8.50 s? teraz w 7.60!!!

radziu973 takich spis?w na TNET jest pe?no :). My?l? ?e kopiujesz i robisz nowe posty ?eby mie? ich jak najwi?cej ^^
 
Odp: Spelle z 8.50 s? teraz w 7.60!!!

Ty Basta4 sam masz bana wi?c my?l? ?e po prostu chcesz udowodni?, ?e jeste? fajny ;]]

Wsp??czuj?...
 
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