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<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 por gristony (veja o histórico de edições)

Postado

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

 

logobyh.png

 

Te Ajudei, gostou de algo que fiz então  REP+

 

 

 

  • 1 year later...
Postado

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?

  • 2 weeks later...

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