Postado Janeiro 6, 2015 10 anos Então, eu queria uma script de spell de meteoro que caem do céu e o efeito é tipo da sd rune. se alguém conseguir eu ficarei grato! vlw! Editado Janeiro 6, 2015 10 anos por Veteran (veja o histórico de edições)
Postado Janeiro 6, 2015 10 anos Amigo, o título do seu tópico estava inadequado. Sem oferecer nenhuma ideia do que ele se trata, poucos vão se interessar em te ajudar. Da próxima vez, crie um tópico com um título que descreva o assunto dele. • 2.3 - Use títulos e ícones adequados: Ao criar um novo tópico no fórum, dê a ele um título que esteja relacionado ao conteúdo do tópico. Títulos como "Ajudaaa!" ou "Entrem aqui!" só pioram as coisas: ninguém vai saber do que se trata, e menos pessoas irão entrar para olhar o que você postou e também evite de usar o CAPSLOCK ao criar seu título. Leia e se preciso releia as Regras Gerais do fórum. The corrupt fear us. The honest support us. The heroic join us.
Postado Janeiro 6, 2015 10 anos Cara eu não entendi direito o jeito q você pediu na spell então eu fiz assim do meu jeito quando usar vai cair uns "meteoros" veja ai se gostar avise :3 em data/spells/scripts crie 1 pasta chamada meteor e poe isso dentro dela -- SpellCreator generated. -- =============== COMBAT VARS =============== -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Brush,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 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}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1}})) function getDmg_Brush(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") -- Areas/Combat for 100ms local combat1_Brush_2 = createCombatObject() setCombatParam(combat1_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_POFF) setCombatParam(combat1_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat1_Brush_2,createCombatArea({{1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1}})) function getDmg_Brush_2(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat1_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 300ms local combat3_Brush = createCombatObject() setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat3_Brush,createCombatArea({{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, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 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}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat3_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") -- Areas/Combat for 400ms local combat4_Brush_2 = createCombatObject() setCombatParam(combat4_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_POFF) setCombatParam(combat4_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat4_Brush_2,createCombatArea({{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0}, {1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush_2(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat4_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 600ms local combat6_Brush = createCombatObject() setCombatParam(combat6_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat6_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat6_Brush,createCombatArea({{0, 0, 0, 1}, {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}, {1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat6_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") -- Areas/Combat for 700ms local combat7_Brush_2 = createCombatObject() setCombatParam(combat7_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_POFF) setCombatParam(combat7_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat7_Brush_2,createCombatArea({{0, 0, 0, 1, 1, 1}, {0, 0, 0, 1, 0, 1}, {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, 2, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {1, 1, 1, 0, 0, 0}, {1, 0, 1, 0, 0, 0}, {1, 1, 1, 0, 0, 0}})) function getDmg_Brush_2(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat7_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 900ms local combat9_Brush = createCombatObject() setCombatParam(combat9_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat9_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat9_Brush,createCombatArea({{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, 2, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1}})) function getDmg_Brush(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat9_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") -- Areas/Combat for 1000ms local combat10_Brush_2 = createCombatObject() setCombatParam(combat10_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_POFF) setCombatParam(combat10_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat10_Brush_2,createCombatArea({{1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 1, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1}})) function getDmg_Brush_2(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat10_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 1200ms local combat12_Brush = createCombatObject() setCombatParam(combat12_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat12_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat12_Brush,createCombatArea({{1, 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, 1}})) function getDmg_Brush(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat12_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") -- Areas/Combat for 1300ms local combat13_Brush_2 = createCombatObject() setCombatParam(combat13_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_POFF) setCombatParam(combat13_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat13_Brush_2,createCombatArea({{1, 1, 1, 0, 0, 0}, {1, 0, 1, 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, 2, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 1}, {0, 0, 0, 1, 0, 1}, {0, 0, 0, 1, 1, 1}})) function getDmg_Brush_2(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat13_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 1500ms local combat15_Brush = createCombatObject() setCombatParam(combat15_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat15_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat15_Brush,createCombatArea({{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, 2, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat15_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") -- Areas/Combat for 1600ms local combat16_Brush_2 = createCombatObject() setCombatParam(combat16_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_POFF) setCombatParam(combat16_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat16_Brush_2,createCombatArea({{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1}, {1, 1, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}})) function getDmg_Brush_2(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat16_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 1800ms local combat18_Brush = createCombatObject() setCombatParam(combat18_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat18_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat18_Brush,createCombatArea({{1, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 2, 0}, {0, 0, 0, 1}})) function getDmg_Brush(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat18_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") -- Areas/Combat for 1900ms local combat19_Brush_2 = createCombatObject() setCombatParam(combat19_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_POFF) setCombatParam(combat19_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat19_Brush_2,createCombatArea({{1, 1, 1, 0, 0, 0}, {1, 0, 1, 0, 0, 0}, {1, 1, 1, 0, 0, 0}, {0, 0, 0, 3, 1, 1}, {0, 0, 0, 1, 0, 1}, {0, 0, 0, 1, 1, 1}})) function getDmg_Brush_2(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat19_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") -- Areas/Combat for 2100ms local combat21_Brush = createCombatObject() setCombatParam(combat21_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(combat21_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat21_Brush,createCombatArea({{0, 0, 0, 1}, {0, 0, 0, 0}, {0, 0, 2, 0}, {1, 0, 0, 0}})) function getDmg_Brush(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat21_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") -- Areas/Combat for 2200ms local combat22_Brush_2 = createCombatObject() setCombatParam(combat22_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_POFF) setCombatParam(combat22_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat22_Brush_2,createCombatArea({{0, 0, 0, 1, 1, 1}, {0, 0, 0, 1, 0, 1}, {0, 0, 0, 1, 1, 1}, {1, 1, 1, 2, 0, 0}, {1, 0, 1, 0, 0, 0}, {1, 1, 1, 0, 0, 0}})) function getDmg_Brush_2(cid, level, maglevel) return (30000)*-1,(50000)*-1 end setCombatCallback(combat22_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,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) addEvent(RunPart,100,combat1_Brush_2,cid,var) addEvent(RunPart,300,combat3_Brush,cid,var) addEvent(RunPart,400,combat4_Brush_2,cid,var) addEvent(RunPart,600,combat6_Brush,cid,var) addEvent(RunPart,700,combat7_Brush_2,cid,var) addEvent(RunPart,900,combat9_Brush,cid,var) addEvent(RunPart,1000,combat10_Brush_2,cid,var) addEvent(RunPart,1200,combat12_Brush,cid,var) addEvent(RunPart,1300,combat13_Brush_2,cid,var) addEvent(RunPart,1500,combat15_Brush,cid,var) addEvent(RunPart,1600,combat16_Brush_2,cid,var) addEvent(RunPart,1800,combat18_Brush,cid,var) addEvent(RunPart,1900,combat19_Brush_2,cid,var) addEvent(RunPart,2100,combat21_Brush,cid,var) addEvent(RunPart,2200,combat22_Brush_2,cid,var) return true end depois va em data/spells/spells.xml e coloque isso <instant name="Meteor" words="Meteor" lvl="1" maglv="1" mana="1" exhaustion="1000" prem="0" needlearn="0" selftarget="1" blockwalls="1" aggressive="1" event="script" value="meteor.lua"> <vocation id="1"/> <vocation id="2"/> <vocation id="3"/> <vocation id="4"/> <vocation id="5"/> <vocation id="6"/> <vocation id="7"/> <vocation id="8"/> </instant> ai vc escolhe o lvl o exaust a mana q vai gastar eu coloquei pra hitar entre 30.000 ~~ 50.000 se quiser q hite mais q isso ou menos me diz q eu arrumo ou vc msm vai ali na spell tem uumas liinhas assim --> return (30000)*-1,(50000)*-1 q é dano min e dano max respectivamente
Postado Janeiro 8, 2015 10 anos Autor Gostei desta sua script porém não era a que eu queria. a que eu queria ela cai do céu e bate no chão, o efeito é o mesmo de mort, e é mais grande, já vi ela na maioria dos baiak x999 só que esqueci o nome dela. 'só que sem essa fumaça plx' kk.
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