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Magias para seu ot


mansonn
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Bom vou postar algumas magias para deixar seu ot mtu rox com explicaçao

 

 

1ºSpells exevo mas res tera: - crie um arquivo.lua chamado fury of nature

Conteudo:

local combat1 = createCombatObject()

setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)

setCombatParam(combat1, COMBAT_PARAM_EFFECT, 14)

setCombatParam(combat1, COMBAT_PARAM_CREATEITEM, 1499)

setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)

local combat2 = createCombatObject()

setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)

setCombatParam(combat2, COMBAT_PARAM_EFFECT, 8)

setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -5.2, -180, -5.3, -120)

local combat3 = createCombatObject()

setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_HEALING)

setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)

setCombatParam(combat3, COMBAT_PARAM_AGGRESSIVE, 0)

setCombatParam(combat3, COMBAT_PARAM_TARGETCASTERORTOPMOST, 1)

setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0.6, -30, 1.2, 0)

local condition3 = createConditionObject(CONDITION_FOOD)

setConditionParam(condition3, CONDITION_PARAM_TICKS, 20000)

setConditionParam(condition3, CONDITION_PARAM_HEALTHGAIN, 100)

setCombatCondition(combat3, condition3)

local combat4 = createCombatObject()

setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)

setCombatParam(combat4, COMBAT_PARAM_EFFECT, 8)

setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)

local combat5 = createCombatObject()

setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)

setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)

setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)

local acombat6 = createCombatObject()

local combat6 = createCombatObject()

setCombatParam(combat6, COMBAT_PARAM_EFFECT, 34)

setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 11)

setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)

 

local combat7 = createCombatObject()

setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)

setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)

setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)

local condition7 = createConditionObject(CONDITION_DROWN)

setConditionParam(condition7, CONDITION_PARAM_DELAYED, 1)

addDamageCondition(condition7, 10, 5000, -10)

setCombatCondition(combat7, condition7)

local combat8 = createCombatObject()

setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)

setCombatParam(combat8, COMBAT_PARAM_EFFECT, 20)

setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -3.1, -180, -2.6, -120)

local condition8 = createConditionObject(CONDITION_POISON)

setConditionParam(condition8, CONDITION_PARAM_DELAYED, 1)

addDamageCondition(condition8, 1, 3000, -50)

addDamageCondition(condition8, 1, 3000, -49)

addDamageCondition(condition8, 1, 3000, -48)

addDamageCondition(condition8, 1, 3000, -47)

addDamageCondition(condition8, 1, 3000, -46)

addDamageCondition(condition8, 1, 3000, -45)

addDamageCondition(condition8, 1, 3000, -44)

addDamageCondition(condition8, 1, 3000, -43)

addDamageCondition(condition8, 1, 3000, -42)

addDamageCondition(condition8, 1, 3000, -41)

addDamageCondition(condition8, 1, 3000, -40)

addDamageCondition(condition8, 1, 3000, -39)

addDamageCondition(condition8, 1, 3000, -38)

addDamageCondition(condition8, 1, 3000, -37)

addDamageCondition(condition8, 1, 3000, -36)

addDamageCondition(condition8, 1, 3000, -35)

addDamageCondition(condition8, 1, 3000, -34)

addDamageCondition(condition8, 1, 3000, -33)

addDamageCondition(condition8, 1, 3000, -32)

addDamageCondition(condition8, 1, 3000, -31)

addDamageCondition(condition8, 1, 3000, -30)

addDamageCondition(condition8, 1, 3000, -29)

addDamageCondition(condition8, 1, 3000, -28)

addDamageCondition(condition8, 1, 3000, -27)

addDamageCondition(condition8, 1, 3000, -26)

addDamageCondition(condition8, 1, 3000, -25)

addDamageCondition(condition8, 1, 3000, -24)

addDamageCondition(condition8, 1, 3000, -23)

addDamageCondition(condition8, 1, 3000, -22)

addDamageCondition(condition8, 1, 3000, -21)

addDamageCondition(condition8, 1, 3000, -20)

addDamageCondition(condition8, 1, 3000, -19)

addDamageCondition(condition8, 1, 3000, -18)

addDamageCondition(condition8, 1, 3000, -17)

addDamageCondition(condition8, 1, 3000, -16)

addDamageCondition(condition8, 1, 3000, -15)

addDamageCondition(condition8, 1, 3000, -14)

addDamageCondition(condition8, 1, 3000, -13)

addDamageCondition(condition8, 1, 3000, -12)

addDamageCondition(condition8, 1, 3000, -11)

addDamageCondition(condition8, 1, 3000, -10)

addDamageCondition(condition8, 1, 3000, -9)

addDamageCondition(condition8, 1, 3000, -8)

addDamageCondition(condition8, 1, 3000, -7)

addDamageCondition(condition8, 1, 3000, -6)

addDamageCondition(condition8, 2, 3000, -5)

addDamageCondition(condition8, 3, 3000, -4)

addDamageCondition(condition8, 5, 3000, -3)

addDamageCondition(condition8, 10, 3000, -2)

addDamageCondition(condition8, 20, 3000, -1)

setCombatCondition(combat8, condition8)

 

local arr1 = {

{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},

{0, 0, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0},

{0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0},

{0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0},

{0, 0, 1, 0, 1, 0, 0, 2, 0, 0, 1, 0, 1, 0, 0},

{0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0},

{0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0},

{0, 0, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0},

{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

}

 

local arr2 = {

{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, 1, 1, 1, 0, 0, 1, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 2, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 1, 0, 0, 1, 1, 1, 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},

}

 

local arr3 = {

{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, 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, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

}

local arr4 = {

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0},

{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},

{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},

{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},

{0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0},

{0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

}

local arr5 = {

{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0},

{0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0},

{0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0},

{0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0},

{0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0},

{0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0},

{0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},

{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

}

local arr6 = {

{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

{0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0},

{0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},

{0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0},

{0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0},

{0, 0, 0, 1, 0, 3, 0, 1, 0, 0, 0},

{0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0},

{0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0},

{0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0},

{0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0},

{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},

}

local arr7 = {

{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, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 2, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 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},

}

local arr8 = {

{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, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 2, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 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},

}

 

local area1 = createCombatArea(arr1)

local area2 = createCombatArea(arr2)

local area3 = createCombatArea(arr3)

local area4 = createCombatArea(arr4)

local area5 = createCombatArea(arr5)

local area6 = createCombatArea(arr6)

local area7 = createCombatArea(arr7)

local area8 = createCombatArea(arr8)

setCombatArea(combat1, area1)

setCombatArea(combat2, area2)

setCombatArea(combat3, area3)

setCombatArea(combat4, area4)

setCombatArea(combat5, area5)

setCombatArea(acombat6, area6)

setCombatArea(combat7, area7)

setCombatArea(combat8, area8)

function onTargetTile6(cid, pos)

doCombat(cid,combat6,positionToVariant(pos))

end

setCombatCallback(acombat6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6")

 

local function onCastSpell1(parameters)

doCombat(parameters.cid, parameters.combat1, parameters.var)

end

local function onCastSpell2(parameters)

doCombat(parameters.cid, parameters.combat2, parameters.var)

end

local function onCastSpell3(parameters)

doCombat(parameters.cid, parameters.combat3, parameters.var)

end

local function onCastSpell4(parameters)

doCombat(parameters.cid, parameters.combat4, parameters.var)

end

local function onCastSpell5(parameters)

doCombat(parameters.cid, parameters.combat5, parameters.var)

end

local function onCastSpell6(parameters)

doCombat(parameters.cid, parameters.acombat6, parameters.var)

end

local function onCastSpell7(parameters)

doCombat(parameters.cid, parameters.combat7, parameters.var)

doSetCreatureLight(parameters.cid, 9, 101, 60000)

end

local function onCastSpell8(parameters)

doCombat(parameters.cid, parameters.combat8, parameters.var)

end

 

function onCastSpell(cid, var, position)

local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, acombat6 = acombat6, combat7 = combat7, combat8 = combat8 }

addEvent(onCastSpell1, 0, parameters)

addEvent(onCastSpell2, 200, parameters)

addEvent(onCastSpell3, 400, parameters)

addEvent(onCastSpell4, 600, parameters)

addEvent(onCastSpell5, 800, parameters)

addEvent(onCastSpell6, 1000, parameters)

addEvent(onCastSpell7, 1200, parameters)

addEvent(onCastSpell8, 1400, parameters)

 

end

 

dps disso va em spells.xml e coloke isso :

<instant name="Fury of Nature" words="exevo mas res tera" lvl="90" maglv="40" manapercent="85" soul="0" exhaustion="2000" prem="1" enabled="1" script="fury of nature.lua"><vocation id="2"/><vocation id="6"/></instant>

 

pronto a uma das magias esta feita

 

 

 

 

2ºSpells Morre Fdp -cria um arquivo chamado whatahell.lua e cole oq esta abaixo

Conteudo:

local combat = createCombatObject()

setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HEARTS)

setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)

setCombatFormula(combat, COMBAT_FORMULA_SKILL, 3.2, 26, 4.2, 2)

 

local arr = {

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},

{0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0},

{0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0},

{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},

{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},

{1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1},

{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},

{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},

{0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0},

{0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0},

{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}

}

 

local area = createCombatArea(arr)

setCombatArea(combat, area)

 

function onCastSpell(cid, var)

doSendAnimatedText(getPlayerPosition(cid), "MORRE FDP", TEXTCOLOR_RED)

doPlayerAddExp(cid,1)

return doCombat(cid, combat, var)

end

 

 

 

dps va em spells.xml e coloque isso

Conteudo:

<instant name="MORRE FDP" words="MORRE FDP" lvl="1" mana="350" prem="1" selftarget="1" exhaustion="800" needlearn="0" script="attack/whatahell.lua">

 

 

 

essas magias sao recomendadas a ots xp alto

 

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