Postado Fevereiro 17, 2013 12 anos <p>wand multi elemento ao fala !arma hielo ou !arma death etc troka o elemento va em seu serve/mods copei e colo um arquivo .xml coloke o nome de multielementos e apage oq tem dentro e cole isso <?xml version="1.0" encoding="UTF-8"?> <mod name="Weapons Multi Elements" version="1.0" author="Angelshitho" contact="GamesOnCheats.net" enabled="yes"> <config name="config"><![CDATA[ config = { min1 = 0.2, -- multiplicador de tu ml min2 = 100, -- minimo de dano max1 = 1.2, -- multiplicador de tu lvl max2 = 300, -- maximo de dano stwea = 6998, -- storage value of Weapon stele = 6999, -- Storage value of Element bowid = 8858 -- Bow ID } wea = { ["sword"] = {vl = 1, id = 8931}, ["axe"] = {vl = 2, id = 8926}, ["hammer"] = {vl = 3, id = 8929}, ["arrow"] = {vl = 4, id = 2352}, ["wand"] = {vl = 5, id = 7451} } ele = { ["tera"] = {vl = 1, effect = CONST_ME_CARNIPHILA}, ["flam"] = {vl = 2, effect = CONST_ME_HITBYFIRE}, ["energy"] = {vl = 3, effect = CONST_ME_PURPLEENERGY}, ["holy"] = {vl = 4, effect = CONST_ME_HOLYDAMAGE}, ["mort"] = {vl = 5, effect = CONST_ME_MORTAREA}, ["frigo"] = {vl = 6, effect = CONST_ME_ICEATTACK}, ["drown"] = {vl = 7, effect = CONST_ME_LOSEENERGY}, ["fisico"] = {vl = 8, effect = CONST_ME_BLOCKHIT}, ["random"] = {vl = 9, effect = CONST_ME_CRAPS} } ]]></config> <talkaction words="!arma" event="script"><![CDATA[ domodlib('config') function onSay(cid, words, param, channel) local t = string.explode(param, ",") -- DONT TOUCH local weapon = wea[t[1]] -- DONT TOUCH local element = ele[t[2]] -- DONT TOUCH if element and weapon then if getPlayerItemCount(cid, weapon.id) == 0 then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Necesitas el ".. t[1].." para aplicar el elemento.") elseif getPlayerItemCount(cid, 2352) >= 1 and getPlayerItemCount(cid, config.bowid) == 0 then doPlayerSendCancel(cid, "Necesitas el Arco para poder usar la Arrow Multi Elementos") doSendMagicEffect(getCreaturePosition(cid), CONST_ME_POFF) elseif getPlayerItemCount(cid, weapon.id) >= 1 then setPlayerStorageValue(cid, config.stele, element.vl) doSendMagicEffect(getCreaturePosition(cid), element.effect) doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Tu ".. t[1] .." Esta usando un daño de ".. t[2] .."!.") else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "los comandos son tera, flam, energy, holy, mort, frigo, drown, fisico y random.") end end return true end ]]></talkaction> <wand id="7451" level="1" mana="2" event="script"><![CDATA[ domodlib('config') local tierra = createCombatObject() -- 1 setCombatParam(tierra, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(tierra, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON) setCombatParam(tierra, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_POISON) setCombatFormula(tierra, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local fuego = createCombatObject() -- 2 setCombatParam(fuego, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(fuego, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE) setCombatParam(fuego, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatFormula(fuego, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local energy = createCombatObject() -- 3 setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT) setCombatParam(energy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY) setCombatFormula(energy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local holy = createCombatObject() -- 4 setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE) setCombatParam(holy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLHOLY) setCombatFormula(holy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local death = createCombatObject() -- 5 setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(death, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH) setCombatFormula(death, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local hielo = createCombatObject() -- 6 setCombatParam(hielo, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(hielo, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK) setCombatParam(hielo, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE) setCombatFormula(hielo, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local drown = createCombatObject() -- 7 setCombatParam(drown, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatParam(drown, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY) setCombatParam(drown, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGYBALL) setCombatFormula(drown, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local fisico = createCombatObject() -- 8 setCombatParam(fisico, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(fisico, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD) setCombatParam(fisico, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDSWORD) setCombatFormula(fisico, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) function onUseWeapon(cid, var) local valor = getPlayerStorageValue(cid, config.stele) local lucky = math.random(1, 8) if valor == 9 then if lucky == 1 then doCombat(cid, tierra, var) elseif lucky == 2 then doCombat(cid, fuego, var) elseif lucky == 3 then doCombat(cid, energy, var) elseif lucky == 4 then doCombat(cid, holy, var) elseif lucky == 5 then doCombat(cid, death, var) elseif lucky == 6 then doCombat(cid, hielo, var) elseif lucky == 7 then doCombat(cid, drown, var) elseif lucky == 8 then doCombat(cid, fisico, var) end else doCombat(cid, valor == 1 and tierra or valor == 2 and fuego or valor == 3 and energy or valor == 4 and holy or valor == 5 and death or valor == 6 and hielo or valor == 7 and drown or fisico, var) end return true end ]]> <vocation id="1"/> <vocation id="2"/> </wand> <distance id="2352" event="script"><![CDATA[ domodlib('config') local tierra = createCombatObject() -- 1 setCombatParam(tierra, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(tierra, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON) setCombatParam(tierra, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_POISON) setCombatFormula(tierra, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local fuego = createCombatObject() -- 2 setCombatParam(fuego, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(fuego, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE) setCombatParam(fuego, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE) setCombatFormula(fuego, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local energy = createCombatObject() -- 3 setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT) setCombatParam(energy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY) setCombatFormula(energy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local holy = createCombatObject() -- 4 setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE) setCombatParam(holy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLHOLY) setCombatFormula(holy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local death = createCombatObject() -- 5 setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(death, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH) setCombatFormula(death, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local hielo = createCombatObject() -- 6 setCombatParam(hielo, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(hielo, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK) setCombatParam(hielo, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE) setCombatFormula(hielo, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local drown = createCombatObject() -- 7 setCombatParam(drown, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatParam(drown, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY) setCombatParam(drown, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGYBALL) setCombatFormula(drown, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local fisico = createCombatObject() -- 8 setCombatParam(fisico, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(fisico, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD) setCombatParam(fisico, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR) setCombatFormula(fisico, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) function onUseWeapon(cid, var) local valor = getPlayerStorageValue(cid, config.stele) local lucky = math.random(1, 8) if valor == 9 then if lucky == 1 then doCombat(cid, tierra, var) elseif lucky == 2 then doCombat(cid, fuego, var) elseif lucky == 3 then doCombat(cid, energy, var) elseif lucky == 4 then doCombat(cid, holy, var) elseif lucky == 5 then doCombat(cid, death, var) elseif lucky == 6 then doCombat(cid, hielo, var) elseif lucky == 7 then doCombat(cid, drown, var) elseif lucky == 8 then doCombat(cid, fisico, var) end else doCombat(cid, valor == 1 and tierra or valor == 2 and fuego or valor == 3 and energy or valor == 4 and holy or valor == 5 and death or valor == 6 and hielo or valor == 7 and drown or fisico, var) end return true end ]]> <vocation id="3"/> </distance> <melee id="8931" unproperly="1" event="script"><![CDATA[ domodlib('config') local tierra = createCombatObject() -- 1 setCombatParam(tierra, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(tierra, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON) setCombatFormula(tierra, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local fuego = createCombatObject() -- 2 setCombatParam(fuego, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(fuego, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE) setCombatFormula(fuego, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local energy = createCombatObject() -- 3 setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT) setCombatFormula(energy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local holy = createCombatObject() -- 4 setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE) setCombatFormula(holy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local death = createCombatObject() -- 5 setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatFormula(death, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local hielo = createCombatObject() -- 6 setCombatParam(hielo, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(hielo, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK) setCombatFormula(hielo, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local drown = createCombatObject() -- 7 setCombatParam(drown, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatParam(drown, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY) setCombatFormula(drown, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local fisico = createCombatObject() -- 8 setCombatParam(fisico, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(fisico, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD) setCombatFormula(fisico, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) function onUseWeapon(cid, var) local valor = getPlayerStorageValue(cid, config.stele) local lucky = math.random(1, 8) if valor == 9 then if lucky == 1 then doCombat(cid, tierra, var) elseif lucky == 2 then doCombat(cid, fuego, var) elseif lucky == 3 then doCombat(cid, energy, var) elseif lucky == 4 then doCombat(cid, holy, var) elseif lucky == 5 then doCombat(cid, death, var) elseif lucky == 6 then doCombat(cid, hielo, var) elseif lucky == 7 then doCombat(cid, drown, var) elseif lucky == 8 then doCombat(cid, fisico, var) end else doCombat(cid, valor == 1 and tierra or valor == 2 and fuego or valor == 3 and energy or valor == 4 and holy or valor == 5 and death or valor == 6 and hielo or valor == 7 and drown or fisico, var) end return true end ]]> <vocation id="4"/> </melee> <melee id="8926" unproperly="1" event="script"><![CDATA[ domodlib('config') local tierra = createCombatObject() -- 1 setCombatParam(tierra, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(tierra, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON) setCombatFormula(tierra, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local fuego = createCombatObject() -- 2 setCombatParam(fuego, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(fuego, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE) setCombatFormula(fuego, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local energy = createCombatObject() -- 3 setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT) setCombatFormula(energy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local holy = createCombatObject() -- 4 setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE) setCombatFormula(holy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local death = createCombatObject() -- 5 setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatFormula(death, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local hielo = createCombatObject() -- 6 setCombatParam(hielo, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(hielo, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK) setCombatFormula(hielo, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local drown = createCombatObject() -- 7 setCombatParam(drown, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatParam(drown, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY) setCombatFormula(drown, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local fisico = createCombatObject() -- 8 setCombatParam(fisico, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(fisico, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD) setCombatFormula(fisico, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) function onUseWeapon(cid, var) local valor = getPlayerStorageValue(cid, config.stele) local lucky = math.random(1, 8) if valor == 9 then if lucky == 1 then doCombat(cid, tierra, var) elseif lucky == 2 then doCombat(cid, fuego, var) elseif lucky == 3 then doCombat(cid, energy, var) elseif lucky == 4 then doCombat(cid, holy, var) elseif lucky == 5 then doCombat(cid, death, var) elseif lucky == 6 then doCombat(cid, hielo, var) elseif lucky == 7 then doCombat(cid, drown, var) elseif lucky == 8 then doCombat(cid, fisico, var) end else doCombat(cid, valor == 1 and tierra or valor == 2 and fuego or valor == 3 and energy or valor == 4 and holy or valor == 5 and death or valor == 6 and hielo or valor == 7 and drown or fisico, var) end return true end ]]> <vocation id="4"/> </melee> <melee id="8929" unproperly="1" event="script"><![CDATA[ domodlib('config') local tierra = createCombatObject() -- 1 setCombatParam(tierra, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) setCombatParam(tierra, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON) setCombatFormula(tierra, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local fuego = createCombatObject() -- 2 setCombatParam(fuego, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE) setCombatParam(fuego, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE) setCombatFormula(fuego, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local energy = createCombatObject() -- 3 setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT) setCombatFormula(energy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local holy = createCombatObject() -- 4 setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE) setCombatFormula(holy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local death = createCombatObject() -- 5 setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatFormula(death, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local hielo = createCombatObject() -- 6 setCombatParam(hielo, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(hielo, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK) setCombatFormula(hielo, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local drown = createCombatObject() -- 7 setCombatParam(drown, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE) setCombatParam(drown, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY) setCombatFormula(drown, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) local fisico = createCombatObject() -- 8 setCombatParam(fisico, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(fisico, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD) setCombatFormula(fisico, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2) function onUseWeapon(cid, var) local valor = getPlayerStorageValue(cid, config.stele) local lucky = math.random(1, 8) if valor == 9 then if lucky == 1 then doCombat(cid, tierra, var) elseif lucky == 2 then doCombat(cid, fuego, var) elseif lucky == 3 then doCombat(cid, energy, var) elseif lucky == 4 then doCombat(cid, holy, var) elseif lucky == 5 then doCombat(cid, death, var) elseif lucky == 6 then doCombat(cid, hielo, var) elseif lucky == 7 then doCombat(cid, drown, var) elseif lucky == 8 then doCombat(cid, fisico, var) end else doCombat(cid, valor == 1 and tierra or valor == 2 and fuego or valor == 3 and energy or valor == 4 and holy or valor == 5 and death or valor == 6 and hielo or valor == 7 and drown or fisico, var) end return true end ]]> <vocation id="4"/> </melee> </mod> Editado Fevereiro 17, 2013 12 anos por gristony (veja o histórico de edições)
Postado Fevereiro 19, 2013 12 anos Testei aqui e não funcionou! explica direito ae! e formate esse topíco que esta muito desorganizado! Que joga um ot de pokemon super rox? Cria sua acc agora! http://pokegx.zapto.org Te Ajudei, gostou de algo que fiz então REP+
Postado Julho 24, 2014 10 anos preciso de uma wand qe taca todos os elementos , e qe hite mais de acordo com o level , ela vais er vip , ela tem qe hitar um poko alto a damage... como fasso pra tirar os comandos de trocar de elementos e dechar ela trocando sosinha?
Postado Agosto 5, 2014 10 anos vai aprende fazer um post explica melhor essa poha nao enntendi nd krl po nao entendsi nd desse post
Participe da conversa
Você pode postar agora e se cadastrar mais tarde. Se você tem uma conta, faça o login para postar com sua conta.