Postado Abril 28, 2013 12 anos Mais uma spell nova pra vocês! Criei faz nem 10 minutos. Testado apenas em 8.60 e está funcional! Se forem postar em algum fórum, pedir permissão antes. Nome da magia: Hollysan A magia solta um "double" hit. Ocupa 35 sqm. OBS. Ela é forte! O efeito que hita mais é o das estrelas! OBS.² Quando selecionado à distancia, ela solta hit também. Seguinte, vá em data/spells/attack e crie um arquivo chamado hollysan.lua. Coloque isto: -------- SPELL CRIADA POR @teev. NÃO RETIRE OS CRÉDITOS! --------- -- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_STUN) setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_HOLY) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat0_Brush,createCombatArea({{1, 1, 1, 1, 1, 1, 1}, {0, 1, 0, 0, 0, 1, 0}, {0, 1, 0, 2, 0, 1, 0}, {0, 1, 0, 0, 0, 1, 0}, {1, 1, 1, 1, 1, 1, 1}})) function getDmg_Brush(cid, level, maglevel) return (300)*-1,(700)*-1 end setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con___combat0_Brush = createConditionObject(0) setCombatCondition(combat0_Brush, con___combat0_Brush) local dfcombat0_Brush = {CONST_ANI_HOLY,0,-2,2,1,2,2,1,2,-1,2,0,2,-2,2,-2,1,-2,0,-2,-1,2,-2,2,-1,1,-2,2,0,-1,-2,-2,-2,3,2,-3,2,-3,-2,3,-2}local combat0_Brush_2 = createCombatObject() setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE) setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Brush_2,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) function getDmg_Brush_2(cid, level, maglevel) return (100)*-1,(572)*-1 end setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")local combat0_Brush_3 = createCombatObject() setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Brush_3,createCombatArea({{1, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 2, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 1}})) function getDmg_Brush_3(cid, level, maglevel) return (300)*-1,(572)*-1 end setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3") -- Areas/Combat for 900ms local combat9_Brush = createCombatObject() setCombatParam(combat9_Brush, COMBAT_PARAM_EFFECT, CONST_ME_STUN) setCombatParam(combat9_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_HOLY) setCombatParam(combat9_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat9_Brush,createCombatArea({{1, 1, 1, 1, 1, 1, 1}, {0, 1, 0, 0, 0, 1, 0}, {0, 1, 0, 2, 0, 1, 0}, {0, 1, 0, 0, 0, 1, 0}, {1, 1, 1, 1, 1, 1, 1}})) function getDmg_Brush(cid, level, maglevel) return (300)*-1,(700)*-1 end setCombatCallback(combat9_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local con___combat9_Brush = createConditionObject(0) setCombatCondition(combat9_Brush, con___combat9_Brush) local dfcombat9_Brush = {CONST_ANI_HOLY,3,2,3,-2,2,2,2,1,2,0,2,-1,2,-2,1,2,1,-2,0,2,0,-2,-1,2,-1,-2,-2,2,-2,1,-2,0,-2,-1,-2,-2,-3,2,-3,-2}local combat9_Brush_3 = createCombatObject() setCombatParam(combat9_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED) setCombatParam(combat9_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat9_Brush_3,createCombatArea({{1, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 2, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 1}})) function getDmg_Brush_3(cid, level, maglevel) return (300)*-1,(572)*-1 end setCombatCallback(combat9_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat9_Brush_2 = createCombatObject() setCombatParam(combat9_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE) setCombatParam(combat9_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat9_Brush_2,createCombatArea({{1, 1, 1}, {1, 2, 1}, {1, 1, 1}})) function getDmg_Brush_2(cid, level, maglevel) return (100)*-1,(572)*-1 end setCombatCallback(combat9_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- =============== CORE FUNCTIONS =============== local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part if (isCreature(cid)) then doCombat(cid, c, var) if (dirList ~= nil) then -- Emit distance effects local i = 2; while (i < #dirList) do doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1]) i = i + 2 end end end end function onCastSpell(cid, var) local startPos = getCreaturePosition(cid) RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos) RunPart(combat0_Brush_2,cid,var) RunPart(combat0_Brush_3,cid,var) addEvent(RunPart,900,combat9_Brush,cid,var,dfcombat9_Brush,startPos) addEvent(RunPart,900,combat9_Brush_3,cid,var) addEvent(RunPart,900,combat9_Brush_2,cid,var) return true end Agora vá em data/spells e abra o arquivo spells.xml. Procure por <!-- Attack Spells --> e coloque isso: <instant name="Hollysan" words="hollysan" lvl="400" maglv="10" mana="2500" exhaustion="1000" prem="0" needlearn="0" blockwalls="0" aggressive="1" event="script" value="attack/hollysan.lua"> <vocation name="Paladin"/> <vocation name="Royal Paladin"/> </instant> Está configurado para level 400 para usá-la, então, modifique para sua preferência. É isso ai, flw! Crédtos: vmAth, @teev, tev (eu) Editado Abril 29, 2013 12 anos por zodiak (veja o histórico de edições)
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