[Spell] Elementz Here
Mar Jun 19, 2012 7:08 pm
Hola usuarios de OTHispano,
Hoy estaba aburrido, y decidi crear un spell con el spellMaker Dx, tambien para probarlo (Es muy bueno), bueno les dejo este que cree, no esta tan padre, como dije lo hice para probarlo..
Bien, data/spells/scripts/elementz.lua
XML:
Screen:
Creditos:
SpellMaker
Falcon
Hoy estaba aburrido, y decidi crear un spell con el spellMaker Dx, tambien para probarlo (Es muy bueno), bueno les dejo este que cree, no esta tan padre, como dije lo hice para probarlo..
Bien, data/spells/scripts/elementz.lua
- Código:
-- SpellCreator generated.
-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Ice = createCombatObject()
setCombatParam(combat0_Ice, COMBAT_PARAM_EFFECT, CONST_ME_ICETORNADO)
setCombatParam(combat0_Ice, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)
setCombatParam(combat0_Ice, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatArea(combat0_Ice,createCombatArea({{2},
{1}}))
function getDmg_Ice(cid, level, maglevel)
return (50)*-1,(100)*-1
end
setCombatCallback(combat0_Ice, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Ice")local combat0_Drowns = createCombatObject()
setCombatParam(combat0_Drowns, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)
setCombatParam(combat0_Drowns, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_THROWINGKNIFE)
setCombatParam(combat0_Drowns, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatArea(combat0_Drowns,createCombatArea({{0, 1},
{2, 0}}))
function getDmg_Drowns(cid, level, maglevel)
return (40)*-1,(50)*-1
end
setCombatCallback(combat0_Drowns, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Drowns")local combat0_Energy = createCombatObject()
setCombatParam(combat0_Energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatParam(combat0_Energy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
setCombatParam(combat0_Energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat0_Energy,createCombatArea({{2, 1}}))
function getDmg_Energy(cid, level, maglevel)
return (100)*-1,(200)*-1
end
setCombatCallback(combat0_Energy, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Energy")local combat0_Death = createCombatObject()
setCombatParam(combat0_Death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat0_Death, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
setCombatParam(combat0_Death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatArea(combat0_Death,createCombatArea({{1, 2}}))
function getDmg_Death(cid, level, maglevel)
return (150)*-1,(200)*-1
end
setCombatCallback(combat0_Death, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Death")local combat0_Terra = createCombatObject()
setCombatParam(combat0_Terra, COMBAT_PARAM_EFFECT, CONST_ME_CARNIPHILA)
setCombatParam(combat0_Terra, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_EARTH)
setCombatParam(combat0_Terra, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatArea(combat0_Terra,createCombatArea({{0, 2},
{1, 0}}))
function getDmg_Terra(cid, level, maglevel)
return (100)*-1,(150)*-1
end
setCombatCallback(combat0_Terra, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Terra")local combat0_Holy = createCombatObject()
setCombatParam(combat0_Holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA)
setCombatParam(combat0_Holy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLHOLY)
setCombatParam(combat0_Holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatArea(combat0_Holy,createCombatArea({{1, 0},
{0, 2}}))
function getDmg_Holy(cid, level, maglevel)
return (10)*-1,(20)*-1
end
setCombatCallback(combat0_Holy, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Holy")local combat0_Fire = createCombatObject()
setCombatParam(combat0_Fire, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat0_Fire, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatParam(combat0_Fire, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat0_Fire,createCombatArea({{2, 0},
{0, 1}}))
function getDmg_Fire(cid, level, maglevel)
return (100)*-1,(200)*-1
end
setCombatCallback(combat0_Fire, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire")local combat0_Physycal = createCombatObject()
setCombatParam(combat0_Physycal, COMBAT_PARAM_EFFECT, CONST_ME_BLOCKHIT)
setCombatParam(combat0_Physycal, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_LARGEROCK)
setCombatParam(combat0_Physycal, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Physycal,createCombatArea({{1},
{2}}))
function getDmg_Physycal(cid, level, maglevel)
return (100)*-1,(200)*-1
end
setCombatCallback(combat0_Physycal, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Physycal")
-- =============== CORE FUNCTIONS ===============
function RunPart(c,cid,var) -- Part
doCombat(cid, c, var)
end
function onCastSpell(cid, var)
RunPart(combat0_Ice,cid,var)
RunPart(combat0_Drowns,cid,var)
RunPart(combat0_Energy,cid,var)
RunPart(combat0_Death,cid,var)
RunPart(combat0_Terra,cid,var)
RunPart(combat0_Holy,cid,var)
RunPart(combat0_Fire,cid,var)
RunPart(combat0_Physycal,cid,var)
return true
end
XML:
- Código:
<instant name="Elementz" words="Elementz Here" lvl="1000" maglv="15" mana="25" exhaustion="1500" prem="0" needlearn="0" blockwalls="0" aggressive="1" event="script" value="Elementz.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>
Screen:
Creditos:
SpellMaker
Falcon
- MasakreMiembro
- Mensajes : 36
Re: [Spell] Elementz Here
Vie Jul 20, 2012 11:15 pm
¿El gift animado te lo muestra el mismo spell maker?
¿O es que usas algún programa para adherir las imágenes que vas sacando?
¿O es que usas algún programa para adherir las imágenes que vas sacando?
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