Postado Dezembro 12, 2015 9 anos Preview É como se fosse um exevo mas san. Hitando de 100 à 290 ou dependendo do level até mais. Script data/spells/spells.xml <instant name="Swakgsan" words="swakgsan" lvl="150" maglv="3" mana="600" exhaustion="1000" prem="0" needlearn="0" blockwalls="0" aggressive="1" event="script" value="Swakgsan.lua"> <vocation id="3"/> ---Paladin <vocation id="7"/> ---Royal Paladin </instant> data/spells/scripts/Swakgsan.lua -- Areas/Combat for 0ms local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY) setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatArea(combat0_Brush,createCombatArea({{2}})) function getDmg_Brush(cid, level, maglevel) return (80)*-1,(180)*-1 end setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local dfcombat0_Brush = {CONST_ANI_SMALLICE}local combat0_Brush_2 = createCombatObject() setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_GREEN) setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Brush_2,createCombatArea({{2}})) function getDmg_Brush_2(cid, level, maglevel) return (80)*-1,(180)*-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_STUN) setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Brush_3,createCombatArea({{2}})) function getDmg_Brush_3(cid, level, maglevel) return (86)*-1,(200)*-1 end setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat0_Brush_2 = createCombatObject() setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER) setCombatParam(combat0_Brush_2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDCLUB) setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Brush_2,createCombatArea({{2}})) function getDmg_Brush_2(cid, level, maglevel) return (80)*-1,(200)*-1 end setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2") local dfcombat0_Brush_2 = {CONST_ANI_WHIRLWINDCLUB}local combat0_Brush = createCombatObject() setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_SMALLCLOUDS) setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_THROWINGKNIFE) setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Brush,createCombatArea({{2}})) function getDmg_Brush(cid, level, maglevel) return (95)*-1,(210)*-1 end setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") local dfcombat0_Brush = {CONST_ANI_SMALLEARTH}local combat0_Brush_6 = createCombatObject() setCombatParam(combat0_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS) setCombatParam(combat0_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat0_Brush_6,createCombatArea({{2}})) function getDmg_Brush_6(cid, level, maglevel) return (90)*-1,(280)*-1 end setCombatCallback(combat0_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat0_Brush_2 = createCombatObject() setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_BLOCKHIT) setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat0_Brush_2,createCombatArea({{1, 0, 1}, {0, 2, 0}, {1, 0, 1}})) function getDmg_Brush_2(cid, level, maglevel) return (100)*-1,(290)*-1 end setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")local combat0_Brush_5 = createCombatObject() setCombatParam(combat0_Brush_5, COMBAT_PARAM_EFFECT, CONST_ME_YELLOWENERGY) setCombatParam(combat0_Brush_5, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat0_Brush_5,createCombatArea({{0, 1, 0}, {1, 2, 1}, {0, 1, 0}})) function getDmg_Brush_5(cid, level, maglevel) return (100)*-1,(290)*-1 end setCombatCallback(combat0_Brush_5, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_5") local dfcombat0_Brush_5 = {CONST_ANI_SMALLHOLY,1,0,0,-1,-1,0,0,1} -- Areas/Combat for 400ms local combat4_Brush_6 = createCombatObject() setCombatParam(combat4_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS) setCombatParam(combat4_Brush_6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat4_Brush_6,createCombatArea({{2}})) function getDmg_Brush_6(cid, level, maglevel) return (90)*-1,(280)*-1 end setCombatCallback(combat4_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat4_Brush_3 = createCombatObject() setCombatParam(combat4_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_STUN) setCombatParam(combat4_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatArea(combat4_Brush_3,createCombatArea({{2}})) function getDmg_Brush_3(cid, level, maglevel) return (86)*-1,(200)*-1 end setCombatCallback(combat4_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat4_Brush_3 = createCombatObject() setCombatParam(combat4_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_YELLOW_RINGS) setCombatParam(combat4_Brush_3, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat4_Brush_3,createCombatArea({{0, 1, 0}, {1, 2, 1}, {0, 1, 0}})) function getDmg_Brush_3(cid, level, maglevel) return (100)*-1,(290)*-1 end setCombatCallback(combat4_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")local combat4_Brush = createCombatObject() setCombatParam(combat4_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREWORK_YELLOW) setCombatParam(combat4_Brush, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat4_Brush,createCombatArea({{1, 0, 1}, {0, 2, 0}, {1, 0, 1}})) function getDmg_Brush(cid, level, maglevel) return (100)*-1,(290)*-1 end setCombatCallback(combat4_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush") -- Areas/Combat for 200ms local combat2_Brush_6 = createCombatObject() setCombatParam(combat2_Brush_6, COMBAT_PARAM_EFFECT, CONST_ME_STUN) setCombatParam(combat2_Brush_6, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat2_Brush_6,createCombatArea({{1, 0, 1}, {0, 2, 0}, {1, 0, 1}})) function getDmg_Brush_6(cid, level, maglevel) return (100)*-1,(290)*-1 end setCombatCallback(combat2_Brush_6, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_6")local combat2_Brush_4 = createCombatObject() setCombatParam(combat2_Brush_4, COMBAT_PARAM_EFFECT, CONST_ME_SOUND_YELLOW) setCombatParam(combat2_Brush_4, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatArea(combat2_Brush_4,createCombatArea({{0, 1, 0}, {1, 2, 1}, {0, 1, 0}})) function getDmg_Brush_4(cid, level, maglevel) return (100)*-1,(290)*-1 end setCombatCallback(combat2_Brush_4, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_4") -- =============== 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) RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos) RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos) RunPart(combat0_Brush_6,cid,var) RunPart(combat0_Brush_2,cid,var) RunPart(combat0_Brush_5,cid,var,dfcombat0_Brush_5,startPos) addEvent(RunPart,400,combat4_Brush_6,cid,var) addEvent(RunPart,400,combat4_Brush_3,cid,var) addEvent(RunPart,400,combat4_Brush_3,cid,var) addEvent(RunPart,400,combat4_Brush,cid,var) addEvent(RunPart,200,combat2_Brush_6,cid,var) addEvent(RunPart,200,combat2_Brush_4,cid,var) return true end Créditos: Azhaurn
Postado Maio 20, 2017 8 anos @Azhaurn desculpa reviver o topico mas você usa programa pra criar suas spells?
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