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| Evento Dragon Knight - New Spell | |
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+4Sunroth Skysock Rout OX The God Of Legends 8 participantes | |
Autor | Mensagem |
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The God Of Legends The God
Mensagens : 194 Data de inscrição : 13/10/2008
Ficha do personagem Reputação: The God Of War
| Assunto: Evento Dragon Knight - New Spell Seg Jun 01, 2009 5:41 pm | |
| é o seguinte , estou criando a vocação Dragon Knight, mas só falta colocar as magias e uns outros pequenos detalhes, pra divertir os players e mostrar como é + ou - criar uma vocação, eu fiz este evento. - Spoiler:
funciona assim: Vo colocar aqui tudo o que um player precisa para criar uma magia, e o resto vcs se virem pq eu sei o mesmo tanto que vocês se vc não sabe inglês nem tenta. um script básico aki: Magia Light Strike de Crusaders. --By Heretic-- local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, 39) setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1.0, -45, -1.1, -88) local arr = { {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 3, 0} } local area = createCombatArea(arr) setCombatArea(combat, area) function onCastSpell(cid, var) doCombat(cid, combat, var) end agora uma magia meio complexa. Blessing Of Kings local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 49) setCombatParam(combat1, COMBAT_PARAM_TARGETCASTERORTOPMOST, 1) setCombatParam(combat1, COMBAT_PARAM_AGGRESSIVE, 0) setCombatParam(combat1, COMBAT_PARAM_DISPEL, CONDITION_REGENERATION) local condition = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(condition, CONDITION_PARAM_TICKS, 60 * 7000) setConditionParam(condition, CONDITION_PARAM_SUBID, 3) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setConditionParam(condition, CONDITION_PARAM_SKILL_MELEEPERCENT, 105) setConditionParam(condition, CONDITION_PARAM_SKILL_SHIELDPERCENT, 105) setConditionParam(condition, CONDITION_PARAM_STAT_MAXHEALTHPERCENT, 105) setConditionParam(condition, CONDITION_PARAM_STAT_MAXMANAPERCENT, 105) setConditionParam(condition, CONDITION_PARAM_STAT_MAGICLEVELPERCENT, 105) setCombatCondition(combat1, condition) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 7) setCombatParam(combat2, COMBAT_PARAM_TARGETCASTERORTOPMOST, 1) setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, 0) setCombatParam(combat2, COMBAT_PARAM_DISPEL, CONDITION_ATTRIBUTES) local condition = createConditionObject(CONDITION_REGENERATION) setConditionParam(condition, CONDITION_PARAM_SUBID, 3) setConditionParam(condition, CONDITION_PARAM_TICKS, 60 * 7000) setConditionParam(condition, CONDITION_PARAM_MANAGAIN, 0) setConditionParam(condition, CONDITION_PARAM_MANATICKS, 1000) setCombatCondition(combat2, condition) local function onCastSpell1(parameters) doCombat(parameters.cid, parameters.combat1, parameters.var) end local function onCastSpell2(parameters) doCombat(parameters.cid, parameters.combat2, parameters.var) end function onCastSpell(cid, var) local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2 } addEvent(onCastSpell1, 100, parameters) addEvent(onCastSpell2, 0, parameters) end Mais uma magia complexa, esta aqui é de Blaze Mage - Pyroblast local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 36) setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC , -2.2, -116, -2.4, -136) arr1 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 3, 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 combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 15) setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) 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, 3, 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 combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 36) local condition = createConditionObject(CONDITION_LIGHT) setConditionParam(condition, CONDITION_PARAM_LIGHT_LEVEL, 10) setConditionParam(condition, CONDITION_PARAM_LIGHT_COLOR, 144) setConditionParam(condition, CONDITION_PARAM_TICKS, ((11*60)+35)*1000) --11 minutes and 35 seconds(time in ms) setCombatCondition(combat3, condition) 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, 3, 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 combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) local condition = createConditionObject(CONDITION_FIRE) setConditionParam(condition, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition, 3, 3000, -300) setCombatCondition(combat4, condition) arr4 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 3, 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 combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat5, COMBAT_PARAM_EFFECT, 36) arr5 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 2, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0} } local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT) arr6 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 2, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 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) setCombatArea(combat1, area1) setCombatArea(combat2, area2) setCombatArea(combat3, area3) setCombatArea(combat4, area4) setCombatArea(combat5, area5) setCombatArea(combat6, area6) 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.combat6, parameters.var) end function onCastSpell(cid, var) local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6 } addEvent(onCastSpell1, 0, parameters) addEvent(onCastSpell2, 0, parameters) addEvent(onCastSpell3, 400, parameters) addEvent(onCastSpell4, 0, parameters) addEvent(onCastSpell5, 0, parameters) addEvent(onCastSpell6, 0, parameters) doSendAnimatedText(getPlayerPosition(cid),"BURN!!!",144) end
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| | | The God Of Legends The God
Mensagens : 194 Data de inscrição : 13/10/2008
Ficha do personagem Reputação: The God Of War
| Assunto: Re: Evento Dragon Knight - New Spell Seg Jun 01, 2009 5:42 pm | |
| AGORA 2 TEXTOS ESSENCIAIS PARA A CRIANÇÃO DE QUALQUER SCRIPT OU MAGIA:
NORTH = 0 EAST = 1 SOUTH = 2 WEST = 3 SOUTHWEST = 4 SOUTHEAST = 5 NORTHWEST = 6 NORTHEAST = 7
COMBAT_FORMULA_UNDEFINED = 0 COMBAT_FORMULA_LEVELMAGIC = 1 COMBAT_FORMULA_SKILL = 2 COMBAT_FORMULA_DAMAGE = 3
CONDITION_PARAM_OWNER = 1 CONDITION_PARAM_TICKS = 2 CONDITION_PARAM_OUTFIT = 3 CONDITION_PARAM_HEALTHGAIN = 4 CONDITION_PARAM_HEALTHTICKS = 5 CONDITION_PARAM_MANAGAIN = 6 CONDITION_PARAM_MANATICKS = 7 CONDITION_PARAM_DELAYED = 8 CONDITION_PARAM_SPEED = 9 CONDITION_PARAM_LIGHT_LEVEL = 10 CONDITION_PARAM_LIGHT_COLOR = 11 CONDITION_PARAM_SOULGAIN = 12 CONDITION_PARAM_SOULTICKS = 13 CONDITION_PARAM_MINVALUE = 14 CONDITION_PARAM_MAXVALUE = 15 CONDITION_PARAM_STARTVALUE = 16 CONDITION_PARAM_TICKINTERVAL = 17 CONDITION_PARAM_FORCEUPDATE = 18 CONDITION_PARAM_SKILL_MELEE = 19 CONDITION_PARAM_SKILL_FIST = 20 CONDITION_PARAM_SKILL_CLUB = 21 CONDITION_PARAM_SKILL_SWORD = 22 CONDITION_PARAM_SKILL_AXE = 23 CONDITION_PARAM_SKILL_DISTANCE = 24 CONDITION_PARAM_SKILL_SHIELD = 25 CONDITION_PARAM_SKILL_FISHING = 26 CONDITION_PARAM_STAT_MAXHEALTH = 27 CONDITION_PARAM_STAT_MAXMANA = 28 CONDITION_PARAM_STAT_SOUL = 29 CONDITION_PARAM_STAT_MAGICLEVEL = 30 CONDITION_PARAM_STAT_MAXHEALTHPERCENT = 31 CONDITION_PARAM_STAT_MAXMANAPERCENT = 32 CONDITION_PARAM_STAT_SOULPERCENT = 33 CONDITION_PARAM_STAT_MAGICLEVELPERCENT = 34 CONDITION_PARAM_SKILL_MELEEPERCENT = 35 CONDITION_PARAM_SKILL_FISTPERCENT = 36 CONDITION_PARAM_SKILL_CLUBPERCENT = 37 CONDITION_PARAM_SKILL_SWORDPERCENT = 38 CONDITION_PARAM_SKILL_AXEPERCENT = 39 CONDITION_PARAM_SKILL_DISTANCEPERCENT = 40 CONDITION_PARAM_SKILL_SHIELDPERCENT = 41 CONDITION_PARAM_SKILL_FISHINGPERCENT = 42 CONDITION_PARAM_PERIODICDAMAGE = 43 CONDITION_PARAM_BUFF = 44 CONDITION_PARAM_SUBID = 45
COMBAT_PARAM_TYPE = 1 COMBAT_PARAM_EFFECT = 2 COMBAT_PARAM_DISTANCEEFFECT = 3 COMBAT_PARAM_BLOCKSHIELD = 4 COMBAT_PARAM_BLOCKARMOR = 5 COMBAT_PARAM_TARGETCASTERORTOPMOST = 6 COMBAT_PARAM_CREATEITEM = 7 COMBAT_PARAM_AGGRESSIVE = 8 COMBAT_PARAM_DISPEL = 9 COMBAT_PARAM_USECHARGES = 10
CALLBACK_PARAM_LEVELMAGICVALUE = 1 CALLBACK_PARAM_SKILLVALUE = 2 CALLBACK_PARAM_TARGETTILE = 3 CALLBACK_PARAM_TARGETCREATURE = 4
COMBAT_NONE = 0 COMBAT_PHYSICALDAMAGE = 1 COMBAT_ENERGYDAMAGE = 2 COMBAT_EARTHDAMAGE = 4 COMBAT_POISONDAMAGE = 4 COMBAT_FIREDAMAGE = 8 COMBAT_UNDEFINEDDAMAGE = 16 COMBAT_LIFEDRAIN = 32 COMBAT_MANADRAIN = 64 COMBAT_HEALING = 128 COMBAT_DROWNDAMAGE = 256 COMBAT_ICEDAMAGE = 512 COMBAT_HOLYDAMAGE = 1024 COMBAT_DEATHDAMAGE = 2048
CONDITION_NONE = 0 CONDITION_POISON = 1 CONDITION_FIRE = 2 CONDITION_ENERGY = 4 CONDITION_PHYSICAL = 8 CONDITION_HASTE = 16 CONDITION_PARALYZE = 32 CONDITION_OUTFIT = 64 CONDITION_INVISIBLE = 128 CONDITION_LIGHT = 256 CONDITION_MANASHIELD = 512 CONDITION_INFIGHT = 1024 CONDITION_DRUNK = 2048 CONDITION_EXHAUST = 4096 CONDITION_FOOD = 8192 CONDITION_REGENERATION = 8192 CONDITION_SOUL = 16384 CONDITION_DROWN = 32768 CONDITION_MUTED = 65536 CONDITION_ATTRIBUTES = 131072 CONDITION_FREEZING = 262144 CONDITION_DAZZLED = 524288 CONDITION_CURSED = 1048576 CONDITION_PACIFIED = 2097152
CONST_SLOT_HEAD = 1 CONST_SLOT_NECKLACE = 2 CONST_SLOT_BACKPACK = 3 CONST_SLOT_ARMOR = 4 CONST_SLOT_RIGHT = 5 CONST_SLOT_LEFT = 6 CONST_SLOT_LEGS = 7 CONST_SLOT_FEET = 8 CONST_SLOT_RING = 9 CONST_SLOT_AMMO = 10
CONST_ME_DRAWBLOOD = 0 CONST_ME_LOSEENERGY = 1 CONST_ME_POFF = 2 CONST_ME_BLOCKHIT = 3 CONST_ME_EXPLOSIONAREA = 4 CONST_ME_EXPLOSIONHIT = 5 CONST_ME_FIREAREA = 6 CONST_ME_YELLOW_RINGS = 7 CONST_ME_GREEN_RINGS = 8 CONST_ME_HITAREA = 9 CONST_ME_TELEPORT = 10 CONST_ME_ENERGYHIT = 11 CONST_ME_MAGIC_BLUE = 12 CONST_ME_MAGIC_RED = 13 CONST_ME_MAGIC_GREEN = 14 CONST_ME_HITBYFIRE = 15 CONST_ME_HITBYPOISON = 16 CONST_ME_MORTAREA = 17 CONST_ME_SOUND_GREEN = 18 CONST_ME_SOUND_RED = 19 CONST_ME_POISONAREA = 20 CONST_ME_SOUND_YELLOW = 21 CONST_ME_SOUND_PURPLE = 22 CONST_ME_SOUND_BLUE = 23 CONST_ME_SOUND_WHITE = 24 CONST_ME_BUBBLES = 25 CONST_ME_CRAPS = 26 CONST_ME_GIFT_WRAPS = 27 CONST_ME_FIREWORK_YELLOW = 28 CONST_ME_FIREWORK_RED = 29 CONST_ME_FIREWORK_BLUE = 30 CONST_ME_STUN = 31 CONST_ME_SLEEP = 32 CONST_ME_WATERCREATURE = 33 CONST_ME_GROUNDSHAKER = 34 CONST_ME_HEARTS = 35 CONST_ME_FIREATTACK = 36 CONST_ME_ENERGYAREA = 37 CONST_ME_SMALLCLOUDS = 38 CONST_ME_HOLYDAMAGE = 39 CONST_ME_BIGCLOUDS = 40 CONST_ME_ICEAREA = 41 CONST_ME_ICETORNADO = 42 CONST_ME_ICEATTACK = 43 CONST_ME_STONES = 44 CONST_ME_SMALLPLANTS = 45 CONST_ME_CARNIPHILA = 46 CONST_ME_PURPLEENERGY = 47 CONST_ME_YELLOWENERGY = 48 CONST_ME_HOLYAREA = 49 CONST_ME_BIGPLANTS = 50 CONST_ME_CAKE = 51 CONST_ME_GIANTICE = 52 CONST_ME_WATERSPLASH = 53 CONST_ME_PLANTATTACK = 54 CONST_ME_TUTORIALARROW = 55 CONST_ME_TUTORIALSQUARE = 56 CONST_ME_MIRRORHORIZONTAL = 57 CONST_ME_MIRRORVERTICAL = 58 CONST_ME_SKULLHORIZONTAL = 59 CONST_ME_SKULLVERTICAL = 60 CONST_ME_ASSASSIN = 61 CONST_ME_STEPSHORIZONTAL = 62 CONST_ME_BLOODYSTEPS = 63 CONST_ME_STEPSVERTICAL = 64 CONST_ME_YALAHARIGHOST = 65 CONST_ME_BATS = 66 CONST_ME_NONE = 255
CONST_ANI_SPEAR = 0 CONST_ANI_BOLT = 1 CONST_ANI_ARROW = 2 CONST_ANI_FIRE = 3 CONST_ANI_ENERGY = 4 CONST_ANI_POISONARROW = 5 CONST_ANI_BURSTARROW = 6 CONST_ANI_THROWINGSTAR = 7 CONST_ANI_THROWINGKNIFE = 8 CONST_ANI_SMALLSTONE = 9 CONST_ANI_DEATH = 10 CONST_ANI_LARGEROCK = 11 CONST_ANI_SNOWBALL = 12 CONST_ANI_POWERBOLT = 13 CONST_ANI_POISON = 14 CONST_ANI_INFERNALBOLT = 15 CONST_ANI_HUNTINGSPEAR = 16 CONST_ANI_ENCHANTEDSPEAR = 17 CONST_ANI_REDSTAR = 18 CONST_ANI_GREENSTAR = 19 CONST_ANI_ROYALSPEAR = 20 CONST_ANI_SNIPERARROW = 21 CONST_ANI_ONYXARROW = 22 CONST_ANI_PIERCINGBOLT = 23 CONST_ANI_WHIRLWINDSWORD = 24 CONST_ANI_WHIRLWINDAXE = 25 CONST_ANI_WHIRLWINDCLUB = 26 CONST_ANI_ETHEREALSPEAR = 27 CONST_ANI_ICE = 28 CONST_ANI_EARTH = 29 CONST_ANI_HOLY = 30 CONST_ANI_SUDDENDEATH = 31 CONST_ANI_FLASHARROW = 32 CONST_ANI_FLAMMINGARROW = 33 CONST_ANI_SHIVERARROW = 34 CONST_ANI_ENERGYBALL = 35 CONST_ANI_SMALLICE = 36 CONST_ANI_SMALLHOLY = 37 CONST_ANI_SMALLEARTH = 38 CONST_ANI_EARTHARROW = 39 CONST_ANI_EXPLOSION = 40 CONST_ANI_CAKE = 41 CONST_ANI_WEAPONTYPE = 254 CONST_ANI_NONE = 255
PLAYERLOSS_EXPERIENCE = 0 PLAYERLOSS_MANA = 1 PLAYERLOSS_SKILL = 2 PLAYERLOSS_ITEMS = 3
STATSCHANGE_HEALTHGAIN = 1 STATSCHANGE_HEALTHLOSS = 2 STATSCHANGE_MANAGAIN = 3 STATSCHANGE_MANALOSS = 4
SKILL_FIST = 0 SKILL_CLUB = 1 SKILL_SWORD = 2 SKILL_AXE = 3 SKILL_DISTANCE = 4 SKILL_SHIELD = 5 SKILL_FISHING = 6 SKILL__MAGLEVEL = 7 SKILL__LEVEL = 8
GUILDLEVEL_MEMBER = 1 GUILDLEVEL_VICE = 2 GUILDLEVEL_LEADER = 3
SKULL_NONE = 0 SKULL_YELLOW = 1 SKULL_GREEN = 2 SKULL_WHITE = 3 SKULL_RED = 4
COMBAT_FORMULA_UNDEFINED = 0 COMBAT_FORMULA_LEVELMAGIC = 1 COMBAT_FORMULA_SKILL = 2 COMBAT_FORMULA_DAMAGE = 3
CONDITION_PARAM_OWNER = 1 CONDITION_PARAM_TICKS = 2 CONDITION_PARAM_OUTFIT = 3 CONDITION_PARAM_HEALTHGAIN = 4 CONDITION_PARAM_HEALTHTICKS = 5 CONDITION_PARAM_MANAGAIN = 6 CONDITION_PARAM_MANATICKS = 7 CONDITION_PARAM_DELAYED = 8 CONDITION_PARAM_SPEED = 9 CONDITION_PARAM_LIGHT_LEVEL = 10 CONDITION_PARAM_LIGHT_COLOR = 11 CONDITION_PARAM_SOULGAIN = 12 CONDITION_PARAM_SOULTICKS = 13 CONDITION_PARAM_MINVALUE = 14 CONDITION_PARAM_MAXVALUE = 15 CONDITION_PARAM_STARTVALUE = 16 CONDITION_PARAM_TICKINTERVAL = 17 CONDITION_PARAM_FORCEUPDATE = 18 CONDITION_PARAM_SKILL_MELEE = 19 CONDITION_PARAM_SKILL_FIST = 20 CONDITION_PARAM_SKILL_CLUB = 21 CONDITION_PARAM_SKILL_SWORD = 22 CONDITION_PARAM_SKILL_AXE = 23 CONDITION_PARAM_SKILL_DISTANCE = 24 CONDITION_PARAM_SKILL_SHIELD = 25 CONDITION_PARAM_SKILL_FISHING = 26 CONDITION_PARAM_STAT_MAXHEALTH = 27 CONDITION_PARAM_STAT_MAXMANA = 28 CONDITION_PARAM_STAT_SOUL = 29 CONDITION_PARAM_STAT_MAGICLEVEL = 30 CONDITION_PARAM_STAT_MAXHEALTHPERCENT = 31 CONDITION_PARAM_STAT_MAXMANAPERCENT = 32 CONDITION_PARAM_STAT_SOULPERCENT = 33 CONDITION_PARAM_STAT_MAGICLEVELPERCENT = 34 CONDITION_PARAM_SKILL_MELEEPERCENT = 35 CONDITION_PARAM_SKILL_FISTPERCENT = 36 CONDITION_PARAM_SKILL_CLUBPERCENT = 37 CONDITION_PARAM_SKILL_SWORDPERCENT = 38 CONDITION_PARAM_SKILL_AXEPERCENT = 39 CONDITION_PARAM_SKILL_DISTANCEPERCENT = 40 CONDITION_PARAM_SKILL_SHIELDPERCENT = 41 CONDITION_PARAM_SKILL_FISHINGPERCENT = 42 CONDITION_PARAM_PERIODICDAMAGE = 43 CONDITION_PARAM_BUFF = 44 CONDITION_PARAM_SUBID = 45
COMBAT_PARAM_TYPE = 1 COMBAT_PARAM_EFFECT = 2 COMBAT_PARAM_DISTANCEEFFECT = 3 COMBAT_PARAM_BLOCKSHIELD = 4 COMBAT_PARAM_BLOCKARMOR = 5 COMBAT_PARAM_TARGETCASTERORTOPMOST = 6 COMBAT_PARAM_CREATEITEM = 7 COMBAT_PARAM_AGGRESSIVE = 8 COMBAT_PARAM_DISPEL = 9 COMBAT_PARAM_USECHARGES = 10 COMBAT_PARAM_TARGETPLAYERSORSUMMONS = 11
CALLBACK_PARAM_LEVELMAGICVALUE = 1 CALLBACK_PARAM_SKILLVALUE = 2 CALLBACK_PARAM_TARGETTILE = 3 CALLBACK_PARAM_TARGETCREATURE = 4
COMBAT_NONE = 0 COMBAT_PHYSICALDAMAGE = 1 COMBAT_ENERGYDAMAGE = 2 COMBAT_EARTHDAMAGE = 4 COMBAT_POISONDAMAGE = 4 COMBAT_FIREDAMAGE = 8 COMBAT_UNDEFINEDDAMAGE = 16 COMBAT_LIFEDRAIN = 32 COMBAT_MANADRAIN = 64 COMBAT_HEALING = 128 COMBAT_DROWNDAMAGE = 256 COMBAT_ICEDAMAGE = 512 COMBAT_HOLYDAMAGE = 1024 COMBAT_DEATHDAMAGE = 2048
CONDITION_NONE = 0 CONDITION_POISON = 1 CONDITION_FIRE = 2 CONDITION_ENERGY = 4 CONDITION_PHYSICAL = 8 CONDITION_HASTE = 16 CONDITION_PARALYZE = 32 CONDITION_OUTFIT = 64 CONDITION_INVISIBLE = 128 CONDITION_LIGHT = 256 CONDITION_MANASHIELD = 512 CONDITION_INFIGHT = 1024 CONDITION_DRUNK = 2048 CONDITION_EXHAUST = 4096 CONDITION_FOOD = 8192 CONDITION_REGENERATION = 8192 CONDITION_SOUL = 16384 CONDITION_DROWN = 32768 CONDITION_MUTED = 65536 CONDITION_ATTRIBUTES = 131072 CONDITION_FREEZING = 262144 CONDITION_DAZZLED = 524288 CONDITION_CURSED = 1048576 CONDITION_PACIFIED = 2097152 CONDITION_GAMEMASTER = 4194304
EXHAUST_OTHER = 0 EXHAUST_COMBAT = 1 EXHAUST_HEALING = 2 EXHAUST_WEAPON = 3
MUTED_BUFFER = 0 MUTED_YELL = 1 MUTED_TRADE = 2 MUTED_TRADE_ROOK = 3 | |
| | | The God Of Legends The God
Mensagens : 194 Data de inscrição : 13/10/2008
Ficha do personagem Reputação: The God Of War
| Assunto: Re: Evento Dragon Knight - New Spell Seg Jun 01, 2009 5:42 pm | |
| agora Functions.lua
getPlayerFood(uid) -- Returns the food ticks of player getPlayerHealth(uid) -- Returns the player's health getPlayerMana(uid) -- Returns the player's mana getPlayerLevel(uid) -- Returns the player's level getPlayerMagLevel(uid) -- Returns the player's magic level getPlayerName(uid) -- Returns the player's name getPlayerAccess(uid) -- Returns the player's access getPlayerPosition(uid) -- Returns the player's position getPlayerSkill(uid,skillid) -- Returns the player's skill level of a skill getPlayerMasterPos(cid) -- Returns the player's temple position getPlayerTown(cid) -- Returns the player's town-id getPlayerVocation(cid) -- Returns the player's vocation getPlayerItemCount(cid,itemid) -- Returns the amount of an item that the player has getPlayerSoul(cid) -- Returns the player's soul getPlayerFreeCap(cid) -- Returns the player's free capacity getPlayerLight(cid) -- Returns the player's light ticks getPlayerSlotItem(cid, slot) -- Returns an item if an item is found in the slot getPlayerDepotItems(uid, depotid) -- Returns the player's depot items of a decent depot getPlayerSex(cid) -- Returns the player's gender getPlayerLookDir(cid) -- Returns the player's look direction getPlayerStorageValue(uid,valueid) -- Returns the value of the value id of a player setPlayerStorageValue(uid,valueid, newvalue) -- Adds a new value-id to the storage map of player getGlobalStorageValue(valueid) -- Returns the value of the value id setGlobalStorageValue(valueid, newvalue) -- Adds a new value-id to the storage map getTilePzInfo(pos) 1 is pz. 0 no pz. -- Returns the protection zone status of a tile getTileHouseInfo(pos). 0 no house. != 0 house id -- Returns the house status of a tile getItemRWInfo(uid) -- Check if the item is writeable getThingfromPos(pos) -- Returns something that matches the position getThingPos(uid) -- Returns the position of something doRemoveItem(uid,n) -- Removes any item (from the map or player doesn't matter) doPlayerFeed(uid,food) -- Increase the food ticks of a player doPlayerSendCancel(uid,text) -- Send any cancel message to a player doPlayerSendDefaultCancel(uid, ReturnValue) -- Send a cancel message to player doTeleportThing(uid,newpos) -- Teleports something to a position doTransformItem(uid,toitemid) -- Changes the item's id doPlayerSay(uid,text,type) -- Let's the player say any text doSendMagicEffect(position,type) -- Show a magic effect at a position doChangeTypeItem(uid,new_type) -- Change the type/count of an item doSetItemActionId(uid,actionid) -- Set the item's action id doSetItemText(uid,text) -- Set the text of an item if you open it doSetItemSpecialDescription(uid,desc) -- Set an item's description doSendAnimatedText(position,text,color) -- Show animated text at a position (any text or color) doPlayerAddSkillTry(cid,skillid,tries) -- Add skill tries to a decent skill doPlayerAddHealth(cid,health) -- Add health to a player doCreatureAddHealth(cid,health) -- Add health to a creature doPlayerAddMana(cid,mana) -- Add mana to a player doPlayerAddSoul(cid,soul) -- Add soul points to a player doPlayerAddItem(cid,itemid,count or type) -- Add an item to a player -- returns uid of the created item doPlayerSendTextMessage(cid,MessageClasses,message) -- Send a message to a player doPlayerRemoveMoney(cid,money) -- Remove money from a player doShowTextWindow(cid,maxlen,canWrite) -- Show a text dialog which is writable doShowTextDialog(cid,itemid,text) -- Show a text dialog to a player that contains text doDecayItem(uid) -- Start to decay an item doCreateItem(itemid,type or count,position) -- Only working on ground; Returns uid of the created item doSummonCreature(name, position) -- Creates a creature doMoveCreature(cid, direction) -- Move a creature to a decent direction doPlayerSetMasterPos(cid,pos) -- Set the player's temple position doPlayerSetTown(cid,townid) -- Set the player's town-id doPlayerSetVocation(cid,voc) -- Set the player's vocation doPlayerRemoveItem(cid,itemid,count) -- Remove an item from a player doPlayerAddExp(cid,exp) -- Add experience to a player doSetCreatureLight(cid, lightLevel, lightColor, time) -- Add a new light condtion to a player isPlayer(cid) -- Check if something is a creature isCreature(cid) -- Check if something is a creature isContainer(uid)-- Check if something is a container isMoveable(uid) -- Check if something is moveable getPlayerByName(name) -- Returns a player if the name matches any player on the server registerCreature(cid) -- Returns and adds a new creature to the script getContainerSize(uid) -- Returns the size of a container getContainerCap(uid) -- Returns the capacity of a container getContainerItem(uid, slot) -- Check if the slot contains a container doAddContainerItem(uid, itemid, count or subtype) -- Add an item to a container getHouseOwner(houseid) -- Returns the owner of a house getHouseName(houseid) -- Returns the name of a house getHouseEntry(houseid) -- Return the entry-position of a house getHouseRent(houseid) -- Returns the rent of a house getHouseTown(houseid) -- Returns the town-id of a house getHouseAccessList(houseod, listid) -- Returns the house-id of a house that matches the listid getHouseByPlayerName(playername) -- Returns the house-id of a house that matches the player's name setHouseAccessList(houseid, listid, listtext) -- Set the accesslist of a door or anything else in a house setHouseOwner(houseid, ownername) -- Set the owner of a house getWorldType() -- Returns the worldtype (0 = no-pvp, 1 = pvp, 2 = pvp-enf) getWorldTime() -- Returns the ingame time getWorldLight() -- Returns the light level of the server getWorldCreatures(type) Returns the amount of creatures (0 players, 1 monsters, 2 npcs, 3 all) getWorldUpTime() -- Returns the uptime of the server createCombatArea( {area}, {extArea} ) -- Create a new combat area createConditionObject(type) -- Creates a new condition (condition-type required) setCombatArea(combat, area) -- Set the area of a combat object setCombatCondition(combat, condition) -- Adds a condtion to a combat object setCombatParam(combat, key, value) -- Adds a parameter to a combat object with a decent value setConditionParam(condition, key, value) -- Adds a parameter to a condition with a decent value addDamageCondition(condition, key, rounds, time, value) -- Adds a damage value to a condtion addOutfitCondition(condition, lookTypeEx, lookType, lookHead, lookBody, lookLegs, lookFeet) -- Adds a new outfit condtion to a creature setCombatCallBack(combat, key, function_name) -- Set the callback of a combat object setCombatFormula(combat, type, mina, minb, maxa, maxb) -- Set the combat's formula setConditionFormula(combat, mina, minb, maxa, maxb) -- Set the condition's formula doCombat(cid, combat, param) -- Execute the combat object createCombatObject() -- Creates a new combat object doAreaCombatHealth(cid, type, pos, area, min, max, effect) -- Change any creature's health (area) doTargetCombatHealth(cid, target, type, min, max, effect) -- Change any creature's health (target) doAreaCombatMana(cid, pos, area, min, max, effect) -- Change any creature's mana (area) doTargetCombatMana(cid, target, min, max, effect) -- Change any creature's mana (target) doAreaCombatCondition(cid, pos, area, condition, effect) -- Adds a condition (area) doTargetCombatCondition(cid, target, condition, effect) -- Adds a condition (target) doAreaCombatDispel(cid, pos, area, type, effect) -- Removes a condition (area) doTargetCombatDispel(cid, target, type, effect) -- Removes a condition (target) doChallengeCreature(cid, target) -- Challenge a creature doConvinceCreature(cid, target) -- Convince a creature doChangeSpeed(cid, delta) -- Change the creature's speed doSetMonsterOutfit(cid, name, time) -- Sets the creature's outfit to a monster look doSetItemOutfit(cid, item, time) -- Sets the creature's outfit to an item doSetCreatureOutfit(cid, outfit, time) -- Sets the creature's outfit (table required) getCreatureOutfit(cid) -- Returns the creature's outfit (in a table) getCreaturePosition(cid) -- Returns the creature's position (in a table) getCreatureName(cid) -- Returns the name of a creature isItemStackable(itemid) -- Check if an item is stackable isItemRune(itemid) -- Check if an item is a rune isItemDoor(itemid) -- Check if an item is a door isItemContainer(itemid) -- Check if an item is a container isItemFluidContainer(itemid) -- Check if an item is a fluid getItemName(itemid) -- Returns the item's name getPlayerSkull(cid) -- Returns the skull-type of a player getPlayerConditionTicks(cid, conditionid) -- Returns the ticks of a decent condtion of a player doPlayerAddAddon(cid, looktype, addon) -- Add an addon to an outfit of the player getPlayerOutfitAddon(cid, looktype) -- Returns the addon-value of an outfit of a player getItemStackable(itemid) -- Check if the item is stackable isPremium(cid) -- Check if the player is premium addPremium(cid, days) -- Add x days to the player's account foundNewGuild(guildname) -- Create a new guild getPlayerGuildStatus(name) -- Returns the player's guild status setPlayerGuildStatus(guildstatus, name) -- Set the player's guild status getPlayerGuildName(name) -- Returns the guild's name if the player has a guild setPlayerGuild(name, guildstatus, guilrank, guildname) -- Edit the guild stats of a player clearPlayerGuild(name) -- Remove a player from a guild setPlayerGuildNick(name, guildnick) -- Set the nick of the player setPlayerGuildTitle(name, guildnick) -- Set the nick of the player doPlayerLearnSpell(cid, spellwords) -- Learn a spell to a player doPlayerAddBlesing(cid, blessid) -- Add a blessing to a player getPlayerBlessing(cid, blessid) -- Check if the player has this blessing debugPrint(text) -- Print a message in the console isInArray(array, value) -- Check if an array contains a decent value addEvent(callback, delay, parameter) -- Add an event stopEvent(eventid) -- Stops an added event getDataDir() -- Returns a string that is the data directory
--energy needs tera- tera needs fire - fire needs ice- 25 30 37 44 50
till lv 103
Boa sorte, o melhor script ganha um Dragon Knight e um item único para Dragon Knights lv alto.
[/spoiler] | |
| | | Rout OX The God
Mensagens : 66 Data de inscrição : 08/05/2009
| Assunto: Re: Evento Dragon Knight - New Spell Seg Jun 01, 2009 6:46 pm | |
| Hmmmmmmmmm......... tenho uma duvida, pra q esse tanto de letrinha? | |
| | | Skysock Recruit
Mensagens : 44 Data de inscrição : 18/04/2009 Idade : 29 Localização : Piumhi
Ficha do personagem Reputação: Civil
| Assunto: Re: Evento Dragon Knight - New Spell Seg Jun 01, 2009 7:49 pm | |
| aí intendi nada, oq é pra gente falar???? diz aí com mais detalhes q fica mais fácil | |
| | | The God Of Legends The God
Mensagens : 194 Data de inscrição : 13/10/2008
Ficha do personagem Reputação: The God Of War
| Assunto: Re: Evento Dragon Knight - New Spell Seg Jun 01, 2009 8:01 pm | |
| | |
| | | Skysock Recruit
Mensagens : 44 Data de inscrição : 18/04/2009 Idade : 29 Localização : Piumhi
Ficha do personagem Reputação: Civil
| Assunto: Re: Evento Dragon Knight - New Spell Seg Jun 01, 2009 8:09 pm | |
| intendi nada, mais por mim é isso aí
COMBAT_FORMULA_SKILL = 2 CONDITION_PARAM_SKILL_SWORD = 22 COMBAT_PARAM_EFFECT = 2 CALLBACK_PARAM_LEVELMAGICVALUE = 1 COMBAT_FIREDAMAGE = 8 CONDITION_FIRE = 2 CONST_SLOT_ARMOR = 4 CONST_ME_FIREATTACK = 36 CONST_ANI_FIRE = 3 SKILL_SWORD = 2 COMBAT_FORMULA_SKILL = 2 CONDITION_PARAM_HEALTHTICKS = 5 CONDITION_PARAM_SKILL_SWORDPERCENT = 38 COMBAT_PARAM_AGGRESSIVE = 8 CALLBACK_PARAM_LEVELMAGICVALUE = 1 COMBAT_FIREDAMAGE = 8 CONDITION_EXHAUST = 4096 EXHAUST_OTHER = 0
getPlayerHealth(uid) -- Returns the player's health doSendMagicEffect(position,type) -- Show a magic effect at a position isPlayer(cid) -- Check if something is a creature setCombatArea(combat, area) -- Set the area of a combat object doPlayerLearnSpell(cid, spellwords) -- Learn a spell to a player
37 | |
| | | The God Of Legends The God
Mensagens : 194 Data de inscrição : 13/10/2008
Ficha do personagem Reputação: The God Of War
| Assunto: Re: Evento Dragon Knight - New Spell Seg Jun 01, 2009 8:11 pm | |
| o dia q isso for uma magia eu vo me suiicidar. | |
| | | Skysock Recruit
Mensagens : 44 Data de inscrição : 18/04/2009 Idade : 29 Localização : Piumhi
Ficha do personagem Reputação: Civil
| Assunto: Re: Evento Dragon Knight - New Spell Seg Jun 01, 2009 8:24 pm | |
| adeus legends ;** AShusahhsausa desisto ^^ | |
| | | Sunroth The Legends
Mensagens : 7 Data de inscrição : 13/10/2008
Ficha do personagem Reputação: The Overlord
| Assunto: Re: Evento Dragon Knight - New Spell Seg Jun 01, 2009 8:41 pm | |
| - Citação :
-
- Citação :
- Omniknight Here!!
- Citação :
- Bem, fiz duas Spells bem básiquinhas aqui, uma de defesa e uma de ataque.
- Citação :
- Dragon Blood
- Spoiler:
local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 5) setCombatParam(combat1, COMBAT_PARAM_TARGETCASTERORTOPMOST, 1) setCombatParam(combat1, COMBAT_PARAM_AGGRESSIVE, 0) setCombatParam(combat1, COMBAT_PARAM_DISPEL, CONDITION_REGENERATION)
local condition = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(condition, CONDITION_PARAM_TICKS, 60 * 7000) setConditionParam(condition, CONDITION_PARAM_SUBID, 3) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setConditionParam(condition, CONDITION_PARAM_SKILL_MELEEPERCENT, 110) setConditionParam(condition, CONDITION_PARAM_SKILL_SHIELDPERCENT, 105) setConditionParam(condition, CONDITION_PARAM_STAT_MAXMANAPERCENT, 105) setConditionParam(condition, CONDITION_PARAM_STAT_MAGICLEVELPERCENT, 105) setCombatCondition(combat1, condition)
local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 15) setCombatParam(combat2, COMBAT_PARAM_TARGETCASTERORTOPMOST, 1) setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, 0) setCombatParam(combat2, COMBAT_PARAM_DISPEL, CONDITION_ATTRIBUTES)
local condition = createConditionObject(CONDITION_REGENERATION) setConditionParam(condition, CONDITION_PARAM_SUBID, 3) setConditionParam(condition, CONDITION_PARAM_TICKS, 60 * 7000) setConditionParam(condition, CONDITION_PARAM_MANAGAIN, 0) setConditionParam(condition, CONDITION_PARAM_MANATICKS, 1000) setCombatCondition(combat2, condition)
local function onCastSpell1(parameters) doCombat(parameters.cid, parameters.combat1, parameters.var) end
local function onCastSpell2(parameters) doCombat(parameters.cid, parameters.combat2, parameters.var) end
function onCastSpell(cid, var) local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2 } addEvent(onCastSpell1, 100, parameters) addEvent(onCastSpell2, 0, parameters)
end
- Citação :
- Dragon Strike
- Spoiler:
local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 0) setCombatFormula(combat1, COMBAT_FORMULA_SKILL, 1.2, -40, 1.2, -50)
local condition = createConditionObject(CONDITION_FIRE) setConditionParam(condition, CONDITION_PARAM_TICKS, 4000) addDamageCondition(condition, 3, 4000, -60) setCombatCondition(combat2, condition)
local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 0) setCombatFormula(combat2, COMBAT_FORMULA_SKILL, 1.2, -40, 1.2, -50)
local condition = createConditionObject(CONDITION_FIRE) setConditionParam(condition, CONDITION_PARAM_TICKS, 4000) addDamageCondition(condition, 3, 4000, -60) setCombatCondition(combat2, condition)
local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 0) setCombatFormula(combat3, COMBAT_FORMULA_SKILL, 1.2, -40, 1.2, -50)
local condition = createConditionObject(CONDITION_FIRE) setConditionParam(condition, CONDITION_PARAM_TICKS, 4000) addDamageCondition(condition, 3, 4000, -60) setCombatCondition(combat3, condition)
local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 0) setCombatFormula(combat4, COMBAT_FORMULA_SKILL, 1.2, -40, 1.2, -50)
local condition = createConditionObject(CONDITION_FIRE) setConditionParam(condition, CONDITION_PARAM_TICKS, 4000) addDamageCondition(condition, 3, 4000, -60) setCombatCondition(combat4, condition)
local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat5, COMBAT_PARAM_EFFECT, 0) setCombatFormula(combat5, COMBAT_FORMULA_SKILL, 1.2, -40, 1.2, -50)
local condition = createConditionObject(CONDITION_FIRE) setConditionParam(condition, CONDITION_PARAM_TICKS, 4000) addDamageCondition(condition, 3, 4000, -60) setCombatCondition(combat5, condition)
arr1 = { {0, 0, 0}, {0, 2, 1}, {0, 0, 0}, }
arr2 = { {0, 0, 1}, {0, 2, 0}, {0, 0, 0}, }
arr3 = { {0, 0, 0}, {0, 3, 0}, {0, 0, 0}, }
arr4 = { {1, 0, 0}, {0, 2, 0}, {0, 0, 0}, }
arr5 = { {0, 0, 0}, {1, 2, 0}, {0, 0, 0}, }
local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) local area3 = createCombatArea(arr3) local area4 = createCombatArea(arr4) local area5 = createCombatArea(arr5) setCombatArea(combat1, area1) setCombatArea(combat2, area2) setCombatArea(combat3, area3) setCombatArea(combat4, area4) setCombatArea(combat5, area5)
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
function onCastSpell(cid, var) local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5 } addEvent(onCastSpell1, 0, parameters) addEvent(onCastSpell2, 300, parameters) addEvent(onCastSpell3, 600, parameters) addEvent(onCastSpell4, 900, parameters) addEvent(onCastSpell5, 1200, parameters)
end
| |
| | | The God Of Legends The God
Mensagens : 194 Data de inscrição : 13/10/2008
Ficha do personagem Reputação: The God Of War
| Assunto: Re: Evento Dragon Knight - New Spell Seg Jun 01, 2009 8:51 pm | |
| | |
| | | Rout OX The God
Mensagens : 66 Data de inscrição : 08/05/2009
| Assunto: Re: Evento Dragon Knight - New Spell Seg Jun 01, 2009 9:37 pm | |
| Tipow, eu e o meu amigo fikamo um tempo pra faze uma magia, mais como eu nunca vi Dragon Knight em WOW, fiz uma magia q puxa as pessoas pra perto dele - Spoiler:
local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
arr = { {0, 0, 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, 3, 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}, }
local area = createCombatArea(arr) setCombatArea(combat, area)
function abs(i) if(i>0) then return i else return (i*(-1)) end end
function onCastSpell(cid, var) pos=getPlayerPosition(cid) player = getThingfromPos({x=pos.x,y=pos.y,z=pos.z,stackpos= 253}) raio=5 --alcance do buraco negro i=((pos.x)-raio) while(i<=((pos.x)+raio)) do j=((pos.y)-raio) while(j<=((pos.y)+raio)) do player=getThingfromPos({x=i,y=j,z=pos.z,stackpos=2 53}) if(((getPlayerLevel(player.uid)>0) or (isCreature(player.uid)==1))and ((abs(i-(pos.x)) > 1) or (abs(j-(pos.y)) > 1))) then
-- calcula novo X if(i<pos.x) then newx=i+1 elseif(i==pos.x) then newx=i else newx=i-1 end
-- calcula novo Y if(j<pos.y) then newy=j+1 elseif(j==pos.y) then newy=j else newy=j-1 end
npos={x=newx,y=newy,z=pos.z} doSendMagicEffect(npos,12) doTeleportThing(player.uid,npos) end j=j+1 end i=i+1 end doCombat(cid, combat, var) end
Creditos: EU e oYazoo. Colokei como nome Attracting of Dragon | |
| | | Rey Mysterio Soldier
Mensagens : 69 Data de inscrição : 25/02/2009 Localização : Sorocaba
Ficha do personagem Reputação: Civil
| Assunto: Re: Evento Dragon Knight - New Spell Ter Jun 02, 2009 12:33 am | |
| Legends... Eu Fiz Essa Magia,Ela é Tipo War Shout...Colokei O Nome De Dragon Shout.... - Spoiler:
local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 5) setCombatParam(combat1, COMBAT_PARAM_TARGETCASTERORTOPMOST, 1) setCombatParam(combat1, COMBAT_PARAM_AGGRESSIVE, 0) setCombatParam(combat1, COMBAT_PARAM_DISPEL, CONDITION_REGENERATION)
local condition = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(condition, CONDITION_PARAM_TICKS, 60 * 7000) setConditionParam(condition, CONDITION_PARAM_SUBID, 3) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setConditionParam(condition, CONDITION_PARAM_SKILL_MELEEPERCENT, 110) setConditionParam(condition, CONDITION_PARAM_STAT_MAXHEALTHPERCENT, 105) setConditionParam(condition, CONDITION_PARAM_SKILL_SHIELDPERCENT, 105) setConditionParam(condition, CONDITION_PARAM_STAT_MAXMANAPERCENT, 105) setConditionParam(condition, CONDITION_PARAM_STAT_MAGICLEVELPERCENT, 105) setCombatCondition(combat1, condition)
local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 36) setCombatParam(combat2, COMBAT_PARAM_TARGETCASTERORTOPMOST, 1) setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, 0) setCombatParam(combat2, COMBAT_PARAM_DISPEL, CONDITION_ATTRIBUTES)
local condition = createConditionObject(CONDITION_REGENERATION) setConditionParam(condition, CONDITION_PARAM_SUBID, 3) setConditionParam(condition, CONDITION_PARAM_TICKS, 60 * 7000) setConditionParam(condition, CONDITION_PARAM_MANAGAIN, 0) setConditionParam(condition, CONDITION_PARAM_MANATICKS, 1000) setCombatCondition(combat2, condition)
arr1 = { {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, 3, 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}, {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, 1, 0, 0, 1, 0, 0, 1, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 1, 1, 1, 3, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0}, {0, 0, 0, 0, 1, 1, 1, 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}, }
local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) setCombatArea(combat1, area1) setCombatArea(combat2, area2)
local function onCastSpell1(parameters) doCombat(parameters.cid, parameters.combat1, parameters.var) end
local function onCastSpell2(parameters) doCombat(parameters.cid, parameters.combat2, parameters.var) end
function onCastSpell(cid, var) local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2 } addEvent(onCastSpell1, 100, parameters) addEvent(onCastSpell2, 0, parameters) end
| |
| | | Pedro The God
Mensagens : 143 Data de inscrição : 25/01/2009 Idade : 31 Localização : Osasco - Sp
Ficha do personagem Reputação: Veteran
| Assunto: Re: Evento Dragon Knight - New Spell Ter Jun 02, 2009 12:25 pm | |
| Bom eu nunca fui muito bom com coisas assim , e tentar criar uma spell , é uma coisa meio que impossivel para min , mas eu tentei criar uma , botei somente informaçoes basicas , baseado em Warcraft 3 , no Mapa de jogo Online DOTA(consegui jogar ) e la eu joguei com Dragon Knight e tentei reproduzir uma de suas Magias , Dragon's Tail , Da um Dano e Deixa Stun , Mas ainda sim é muito complicado , mas dêm uma olhada e me digam se eu estou pelo menos no caminho Certo , porque eu nao faço a menor ideia do que fiz , apenas usei a magia light strike como base do Spoiler do The God Of Legends e ainda sim acho que fiz coisa errada , Nao custa Tentar ... Dragon's Tail local condition = createConditionObject() setCombatParam(combat,COMBAT_PARAM_TYPE,COMBAT_PHYSICALDAMAGE) setCombatParam(combat,COMBAT_PARAM_EFECT,20) <-- acho que isso ta bom ... será? setCombatFormula(combat,COMBAT_FORMULA_SKILL[nao sei o que botar aki]) local condition = createConditionObject() setCombatParam(combat,COMBAT_PARAM_AGGRESSIVE) setConstParam(const,CONST_ANI_LARGEROCK) setConstParam(const,CONST_ME_FIREATTACK) setConditionParam(condition,CONDITION_PARALYZE) setConditionParam(ccondition,CONDITION_MUTED) Como eu disse sao apenas Informaçoes Basicas , foi Maximo que eu consegui fazer ... fico espantado de saber que o Legends tem que lidar com esse tipo de coisa para se Criar apenas uma Spell , Mas para se alcançar Objetivos e Realizar sonhos temos de ultrapassar varios Obstaculos , e no momento esses Sçao os do Legends . Eu ando meio sumido no Server , nao sei se voces percebram ... eu to meio desanimado de jogar World Of Legends apesar de ainda jogar , depois de alguns Momentos que eu passei eu fiquei meio Chateado ... Algumas conversas e alguns momentos me levaram a esse estado ... mas nao se preocupem , vou tentar voltar a jogar frequentemente como antes , Porem por menos tempo ja que começei a Praticar Hapkido (cansa muito :/ ) mas ainda fico de Tarde para poder Jogar , mas vamos ter calma , ainda me sinto humilhado depois de perder uma Batalha "Ganha" ... Agente se ve Por ae . | |
| | | Rout OX The God
Mensagens : 66 Data de inscrição : 08/05/2009
| Assunto: Re: Evento Dragon Knight - New Spell Ter Jun 02, 2009 2:19 pm | |
| Cinceramente, Eu sabia q pra fazer spells era complicado, mais, com os novos efeitos do legends de da exasted healaing, attack e outras coisas, ficam mais complicadas, mais axei, boa a iniciativa do legends, so q ele tinha q fazer issu em TODAS as areas, tipow, nao so spells, podia ser com mappas, scriptes, pessoas q teem ideias boas mais n sabem faze nd " igual eu =xxxxx" Pedro q batalha foi essa ganha q seis perdeu? a q eu n tava? | |
| | | The God Of Legends The God
Mensagens : 194 Data de inscrição : 13/10/2008
Ficha do personagem Reputação: The God Of War
| Assunto: Re: Evento Dragon Knight - New Spell Ter Jun 02, 2009 2:44 pm | |
| pedro toda magia tem que ter um final ... function oncastSpell função ao usar magia, end...
CONST_ME significa o efeito de area q a magia vai ter , tipo CONST_ME_FIREATTACK CONST_ANI_ é o efeito de distância, exemplo CONST_ANI_ARROW
todas as condições tem que ser identificadas, e estar em 1 combat, para ter mais de uma condição por exemplo Paralyze e DRUNK são necessários 2 combats...como por exemplo a magia Pyroblast.
só to ajudando 1 poco, nunca tive ajuda... ROUT OX vo nem fala nada de como você é ridículo ao copiar a magia Dark Hole do Otserv.com.br mentiroso , cara de pau. | |
| | | Skysock Recruit
Mensagens : 44 Data de inscrição : 18/04/2009 Idade : 29 Localização : Piumhi
Ficha do personagem Reputação: Civil
| Assunto: Re: Evento Dragon Knight - New Spell Ter Jun 02, 2009 5:34 pm | |
| continuo sem intender nada :O boa sorte pro ganhador | |
| | | Rout OX The God
Mensagens : 66 Data de inscrição : 08/05/2009
| Assunto: Re: Evento Dragon Knight - New Spell Ter Jun 02, 2009 8:27 pm | |
| =P eu? colokei creditos ainda; so trouce a magia,p te um exemplo =P | |
| | | Rey Mysterio Soldier
Mensagens : 69 Data de inscrição : 25/02/2009 Localização : Sorocaba
Ficha do personagem Reputação: Civil
| Assunto: Re: Evento Dragon Knight - New Spell Ter Jun 02, 2009 8:55 pm | |
| - Citação :
- fiz uma magia q puxa as pessoas pra perto dele
entao vc escreveu errado | |
| | | Rout OX The God
Mensagens : 66 Data de inscrição : 08/05/2009
| Assunto: Re: Evento Dragon Knight - New Spell Qua Jun 03, 2009 1:46 pm | |
| Vo tenta cria uma pocaria de magia intaum Tenho umas duvidas as q eu tiver vo coloca uns ASTERISTICOS, e me falem se t o na direçao certa, vo fze igaul o pedro, faze magias de acordo com o DK do DOTA. Essa vai ser a transformaçao pra Dragon - Spoiler:
local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 49) setCombatParam(combat1, COMBAT_PARAM_TARGETCASTERORTOPMOST, 1) setCombatParam(combat1, COMBAT_PARAM_AGGRESSIVE, 0) setCombatParam(combat1, COMBAT_PARAM_DISPEL, CONDITION_REGENERATION)
local condition = createConditionObject(CONDITION_ATTRIBUTES) setConditionParam(condition, CONDITION_PARAM_TICKS, 60 * 7000) setConditionParam(condition, CONDITION_PARAM_SUBID, 3) doPlayerAddAddon(cid, looktype, addon) << preenche issu pra min? pra coloca ele Dragon, Dps Dragon lord, Frost Dragon e dps undead dragon ( so me fala como deve fikar se é setConditionParam(condition, doPlayerAddAddon ou outra coisa e os CID,LOOKTYPE,ADDOn dos bixos citados =P) Depenendo do lvl CLARO. setConditionParam(condition, CONDITION_PARAM_SKILL_MELEEPERCENT, 0) setConditionParam(condition, CONDITION_PARAM_SKILL_FISTPERCENT, 0) setConditionParam(condition, CONDITION_PARAM_SKILL_CLUBPERCENT, 0) setConditionParam(condition, CONDITION_PARAM_SKILL_SWORDPERCENT, 0) setConditionParam(condition, CONDITION_PARAM_SKILL_AXEPERCENT, 0) setConditionParam(condition, CONDITION_PARAM_BUFF, TRUE) setConditionParam(condition, CONDITION_PARAM_SKILL_DISTANCEPERCENT, 155)* ( n tenho noçao se ta muito, mais como dragon, no dota o carinha ataka de longe, e sem ser transformado de perto, intaum vc teria coloca q so pod treinar distance , qnd ta como dragao.) setConditionParam(condition, CONDITION_PARAM_SKILL_SHIELDPERCENT, 145) setConditionParam(condition, CONDITION_PARAM_STAT_MAXHEALTHPERCENT, 119) setConditionParam(condition, CONDITION_PARAM_STAT_MAXMANA, 100)******(ai coloca umas magias na transformaçao de dragon.) setConditionParam(condition, CONDITION_PARAM_STAT_MAGICLEVEL, 15) ( Parece Apelao, Mais ele vai q tipow virar um Paladin ( no tibia Real.) setCombatCondition(combat1, condition)
local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HEALING) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 7) setCombatParam(combat2, COMBAT_PARAM_TARGETCASTERORTOPMOST, 1) setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, 0) setCombatParam(combat2, COMBAT_PARAM_DISPEL, CONDITION_ATTRIBUTES)
local condition = createConditionObject(CONDITION_REGENERATION) setConditionParam(condition, CONDITION_PARAM_HEALTHGAIN, 0) setConditionParam(condition, CONDITION_PARAM_HEALTHTICKS, 60 * 7000)*** ( qq seria ticks?) setConditionParam(condition, CONDITION_PARAM_MANAGAIN, 0) setConditionParam(condition, CONDITION_PARAM_MANATICKS, 1000)*** ( qq seria ticks?) setCombatCondition(combat2, condition)
local function onCastSpell1(parameters) doCombat(parameters.cid, parameters.combat1, parameters.var) end
local function onCastSpell2(parameters) doCombat(parameters.cid, parameters.combat2, parameters.var) end
function onCastSpell(cid, var) local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2 } addEvent(onCastSpell1, 100, parameters) addEvent(onCastSpell2, 0, parameters) doSendAnimatedText(getPlayerPosition(cid),"Hearth of DRAGON!!!",144) end
Eu estou começando a começar a faze. Eu keria umas ajudas, como eu posso fazer uma coisa assin: se o player é lvl < X Transforma e Y id. se for Z < lvl > Z ( se for maior q tal lvl e menor q tal lvl) transofrma em W id Se for > Z transforma em K id ( id seria pra transforma em um mostro) E se for lvl 90 a 100 transforma em outro id E em Cd transformaçao, Fazer um Iten q tipow, na transformaçao X deixa poison ( uns 10% mais lento) na W ( ele fika dano de fogo e toma 18% a todos os danos, fisicos e magicos) Na K seria Deixa slow de 20 a 40% . E no lvl 90 a 100 deixa o cara com 10% menos Skills, e ml, Lento por 10% e deixa Todos os cursed, e muted por 0.5 sec POr atk. Todos ai seriam todos Por cada 1 Atk. E gostaria de saber, como eu posso colocar um tempo na transformaçao ( teria q SE o MESMO TEMPO do item citado a cima.) E DE BOA EU TO CRIADO ESSA IDEIAAAAAAA. | |
| | | Soul Burn Recruit
Mensagens : 2 Data de inscrição : 21/05/2009 Idade : 32
Ficha do personagem Reputação: Civil
| Assunto: Re: Evento Dragon Knight - New Spell Qua Jun 03, 2009 5:35 pm | |
| naum testei x.x' se vc kizer vê se funciona se funcionar vaum ser rox PS: primeiras spells da minha vida music: VErmillion, Slipknot(eu aprendi a toca no violão :LOL: )
- Spoiler:
- Código:
-
Dragons Extiction local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, CONST_ME_DRAWBLOOD, 0) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 34) setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_LARGEROCK, 11)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC , -1.0, -45, -1.1, -88)
arr1 = { {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} }
local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE, 2048) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 15) setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_LARGEROCK, 11)
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, 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} }
local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_LIFEDRAIN, 32) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 34) setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_LARGEROCK, 11)
local condition = createConditionObject(CONDITION_LIGHT) setConditionParam(condition, CONDITION_PARAM_LIGHT_LEVEL, 10) setConditionParam(condition, CONDITION_PARAM_LIGHT_COLOR, 143) setConditionParam(condition, CONDITION_PARAM_TICKS, ((10*60)+35)*1000) --10 minutes and 35 seconds(time in ms) setCombatCondition(combat3, condition)
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, 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} }
local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, CONST_ME_DRAWBLOOD, 0) setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT, 5)
local condition = createConditionObject(CONDITION_FIRE) setConditionParam(condition, CONDITION_PARAM_DELAYED, 8) addDamageCondition(condition, 3, 3000, -300) setCombatCondition(combat4, condition)
arr4 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 3, 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 combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, CONDITION_PARALYZE, 32 ) setCombatParam(combat5, COMBAT_PARAM_EFFECT, 36)
arr5 = { {0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 1, 1, 2, 1, 1, 0}, {0, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0} }
local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_LIFEDRAIN, 32) setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONHIT, 5) setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA, 5)
arr6 = { {3, 0, 0, 4, 0, 0, 0}, {0, 3, 0, 4, 0, 3, 0}, {0, 0, 3, 2, 3, 0, 0}, {0, 0, 2, 1, 2, 0, 0}, {0, 0, 3, 2, 3, 0, 0}, {0, 3, 0, 4, 0, 3, 0}, {3, 0, 0, 4, 0, 0, 3} }
local area1 = createCombatArea(arr1) local area2 = createCombatArea(arr2) local area3 = createCombatArea(arr3) local area4 = createCombatArea(arr4) local area5 = createCombatArea(arr5) local area6 = createCombatArea(arr6) setCombatArea(combat1, area1) setCombatArea(combat2, area2) setCombatArea(combat3, area3) setCombatArea(combat4, area4) setCombatArea(combat5, area5) setCombatArea(combat6, area6)
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.combat6, parameters.var) end
function onCastSpell(cid, var) local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6 } addEvent(onCastSpell1, 0, parameters) addEvent(onCastSpell2, 0, parameters) addEvent(onCastSpell3, 400, parameters) addEvent(onCastSpell4, 0, parameters) addEvent(onCastSpell5, 0, parameters) addEvent(onCastSpell6, 0, parameters) doSendAnimatedText(getPlayerPosition(cid),"End",144) end Hail! World of Legends!
outra
- Spoiler:
- Código:
-
[color=red]Knights Spear local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN, 64) setCombatParam(combat, COMBAT_PARAM_EFFECT,CONST_ME_YALAHARIGHOST, 65) setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1.0, -45, -1.1, -88)
local arr = { {0, 1, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 2, 0} }
local area = createCombatArea(arr) setCombatArea(combat, area)
function onCastSpell(cid, var) doCombat(cid, combat, var) end Hail![/color]
| |
| | | The God Of Death The God
Mensagens : 58 Data de inscrição : 06/02/2009
Ficha do personagem Reputação: The God Of War
| Assunto: Re: Evento Dragon Knight - New Spell Qua Jun 03, 2009 5:45 pm | |
| - Rout OX escreveu:
- Cinceramente, Eu sabia q pra fazer spells era complicado,
mais, com os novos efeitos do legends de da exasted healaing, attack e outras coisas, ficam mais complicadas, mais axei, boa a iniciativa do legends, so q ele tinha q fazer issu em TODAS as areas, tipow, nao so spells, podia ser com mappas, scriptes, pessoas q teem ideias boas mais n sabem faze nd " igual eu =xxxxx" Pedro q batalha foi essa ganha q seis perdeu? a q eu n tava? colokei um tópico pra vcs me darem idéiaas, se fizerem algum mapa bom, terei todo o prazer de olhara, me mandem pelo skype, tipow, faleem pelo ot q eu entro e recebo, as vezes players têm boas´idéias. | |
| | | Rout OX The God
Mensagens : 66 Data de inscrição : 08/05/2009
| Assunto: Re: Evento Dragon Knight - New Spell Qua Jun 03, 2009 6:51 pm | |
| No meu caso la, teria de ser mais de 1 magia neah? | |
| | | Skysock Recruit
Mensagens : 44 Data de inscrição : 18/04/2009 Idade : 29 Localização : Piumhi
Ficha do personagem Reputação: Civil
| Assunto: Re: Evento Dragon Knight - New Spell Qua Jun 03, 2009 9:56 pm | |
| aí legends, vou deixar 2 magias aki pra ti, meu clg me ajudou a fazer Dragon Bane:- Spoiler:
local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(combat, COMBAT_PARAM_CREATEITEM, 1487) setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA) setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -0.7, -50, -1.3, 0)
local arr = { {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, 0, 0, 0, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 2, 2, 3, 2, 2, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0}, {1, 1, 1, 1, 1, 1, 1, 2, 1, 0, 1, 1, 1, 1, 1, 0, 0}, {1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 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, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0},
local area = createCombatArea(arr) setCombatArea(combat, area)
function onCastSpell(cid, var) return doCombat(cid, combat, var) end Dragons Rage:- Spoiler:
local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatParam(combat, COMBAT_PARAM_CREATEITEM, 1397)
local area = createCombatArea( { {0, 1, 0}, {0, 1, 0}, {0, 1, 0}, {0, 3, 0} } ) setCombatArea(combat, area)
function onCastSpell(cid, var) return doCombat(cid, combat, var) end
é isso aí, espero q funcione | |
| | | Skysock Recruit
Mensagens : 44 Data de inscrição : 18/04/2009 Idade : 29 Localização : Piumhi
Ficha do personagem Reputação: Civil
| Assunto: Re: Evento Dragon Knight - New Spell Qua Jun 03, 2009 9:59 pm | |
| vixi eskeci umas coisas... pra magia Dragons Rage funcionar corretamente, será necessário: - Spoiler:
<item id="1397" article="a" name="mystic flame"> <attribute key="field" value="fire"> <attribute key="damage" value="130"/> <attribute key="ticks" value="4000"/> <attribute key="count" value="2"/> <attribute key="damage" value="65"/> </attribute> </item>
e isso para facilitar sua vida, meu amigo q falou... - Spoiler:
<instant name="Dragon Bane" words="exevo gran mas vis" lvl="60" maglv="40" mana="1200" soul="0" exhaustion="1" prem="0" enabled="1" script="Dragon Bane.lua"><vocation id="1"/><vocation id="5"/></instant> <instant name="Draconian Rage" words="draco vis flam" direction="1" lvl="50" maglv="14" mana="200" soul="0" exhaustion="1" prem="0" enabled="1" script="Dragon Rage.lua"><vocation id="5"/><vocation TOMARA Q DÊ SERTO AÍ, COMO ELE ME EXPLICOUCOM BASTANTE CALMA, SÃO ÓTIMAS SPELLS, MTO LEGAIS, Q VC PODE NÃO GOSTAR...se kiser contato com ele:bito_mauad@hotmail.comele disse q ser seu programador de fim de semana, vlws aí, fico feliz por participar... | |
| | | Conteúdo patrocinado
| Assunto: Re: Evento Dragon Knight - New Spell | |
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| | | | Evento Dragon Knight - New Spell | |
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