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[Pack] Los mejores spell's by Ledtheron Empty [Pack] Los mejores spell's by Ledtheron

Dom Abr 22, 2012 7:31 pm
Reputación del mensaje :100% (2 votos)
Ok... van a TUOT/mods y crean un archivo llamado LEDTHERON.xml y peguenle esto adentro
Código:

<?xml version="1.0" encoding="UTF-8"?>
<mod name="Spell Pack" version="1.2" author="Ledtheron" contact="otsuporter.com" enabled="yes">
        <instant name="Golpe solapado" words="exori solapado" lvl="500" mana="300" prem="1" exhaustion="500" needlearn="0" blockwalls="1" enabled="1" event="script">
                <vocation name="Sorcerer" />
      <vocation name="Druid" />
      <vocation name="Knight" />
      <vocation name="Paladin" />
                <vocation name="Master Sorcerer" />
                <vocation name="Elder Druid" />
                <vocation name="Elite Knight" />
                <vocation name="Royal Paladin" />
      <![CDATA[
function getRepelTiles(cid)
local tile = {
{10, 2},
}
table.sort(tile, function(a, b) return a[1] > b[1] end)
for _, t in ipairs(tile) do
if(getPlayerLevel(cid) >= t[1]) then
return t[2]
end
end
return tile[1][2]
end

function getNextPos(cid, tiles)
p = getCreaturePosition(cid)
x,y,z = p.x,p.y,p.z
local places = {
[0] = {x=x, y=(y-tiles), z=z, stackpos = 253},
[1] = {x=(x+tiles), y=y, z=z, stackpos = 253},
[2] = {x=x, y=(y+tiles), z=z, stackpos = 253},
[3] = {x=(x-tiles), y=y, z=z, stackpos = 253}}
return places[getPlayerLookDir(cid)]
end

function doRepel(cid, target, tiles)
if queryTileAddThing(cid, getNextPos(cid, 2)) == RETURNVALUE_NOERROR then
doCreatureSetLookDirection(target, getCreatureLookDirection(cid))
repeat
doTeleportThing(target, getNextPos(target, 1), true)
doSendMagicEffect(getCreaturePosition(target), 15)
tiles = tiles-1
until tiles == 0 or queryTileAddThing(target, getNextPos(target, 1)) ~= RETURNVALUE_NOERROR
end
end

function onCastSpell(cid, var)
targ = getThingfromPos(getNextPos(cid, 1))
if (isPlayer(targ.uid)) or (isMonster(targ.uid)) then
if queryTileAddThing(cid, getNextPos(cid, 2)) == RETURNVALUE_NOERROR then
if (isPlayer(targ.uid)) or (isMonster(targ.uid)) and getTilePzInfo(getCreaturePosition(cid)) == FALSE then
doRepel(cid, targ.uid, getRepelTiles(cid))
doCreatureAddHealth(targ.uid, -getPlayerLevel(cid))
doCreatureAddMana(cid, -10)
end
else
doPlayerSendCancel(cid, "Something is in the way to repel the target.")
end
else
doPlayerSendCancel(cid, "There is no target to repel.")
end
end
  ]]></instant>
<instant name="Mega energy" words="utori mas flam vis" lvl="300" mana="2000" prem="1" needtarget="1" blockwalls="1" exhaustion="1000" needlearn="0" event="script">
      <vocation name="Sorcerer" />
      <vocation name="Master sorcerer" />
      <![CDATA[
local acombat1 = createCombatObject()
local acombat2 = createCombatObject()
local acombat3 = createCombatObject()
local acombat4 = createCombatObject()
local acombat5 = createCombatObject()
local acombat6 = createCombatObject()
local acombat7 = createCombatObject()
local acombat8 = createCombatObject()

 
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 37)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 35)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50000, 1.6, -500000)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 37)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 35)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50000, 1.6, -500000)
 
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 37)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 35)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50000, 1.6, -500000)
 
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 37)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 35)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50000, 1.6, -500000)
 
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 37)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 35)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50000, 1.6, -500000)

local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 37)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 35)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50000, 1.6, -500000)

local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 37)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 35)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50000, 1.6, -500000)

local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 15)
setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, 18)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50000, 1.6, -500000)


arr1 = {
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0}
}
 
arr2 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
 
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, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 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}
}
 
arr4 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 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}
}
 
arr5 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 1, 2, 1, 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, 0, 0, 0, 0}
}
 
arr6 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}

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, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 3, 1, 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, 0, 0, 0, 0}
}
 
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, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 2, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 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}
}
 


 
 
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(acombat1, area1)
setCombatArea(acombat2, area2)
setCombatArea(acombat3, area3)
setCombatArea(acombat4, area4)
setCombatArea(acombat5, area5)
setCombatArea(acombat6, area6)
setCombatArea(acombat7, area7)
setCombatArea(acombat8, area8)


function onTargetTile(cid, pos)
    doCombat(cid,combat1,positionToVariant(pos))
end

function onTargetTile2(cid, pos)
    doCombat(cid,combat2,positionToVariant(pos))
end

function onTargetTile3(cid, pos)
    doCombat(cid,combat3,positionToVariant(pos))
end

function onTargetTile4(cid, pos)
    doCombat(cid,combat4,positionToVariant(pos))
end

function onTargetTile5(cid, pos)
    doCombat(cid,combat5,positionToVariant(pos))
end

function onTargetTile6(cid, pos)
    doCombat(cid,combat6,positionToVariant(pos))
end

function onTargetTile7(cid, pos)
    doCombat(cid,combat7,positionToVariant(pos))
end

function onTargetTile8(cid, pos)
    doCombat(cid,combat8,positionToVariant(pos))
end



setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")

setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")

setCombatCallback(acombat3, CALLBACK_PARAM_TARGETTILE, "onTargetTile3")

setCombatCallback(acombat4, CALLBACK_PARAM_TARGETTILE, "onTargetTile4")

setCombatCallback(acombat5, CALLBACK_PARAM_TARGETTILE, "onTargetTile5")

setCombatCallback(acombat6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6")

setCombatCallback(acombat7, CALLBACK_PARAM_TARGETTILE, "onTargetTile7")

setCombatCallback(acombat8, CALLBACK_PARAM_TARGETTILE, "onTargetTile8")



 
local function onCastSpell1(parameters)
    doCombat(parameters.cid, acombat1, parameters.var)
end
 
local function onCastSpell2(parameters)
    doCombat(parameters.cid, acombat2, parameters.var)
end
 
local function onCastSpell3(parameters)
    doCombat(parameters.cid, acombat3, parameters.var)
end
 
local function onCastSpell4(parameters)
    doCombat(parameters.cid, acombat4, parameters.var)
end
 
local function onCastSpell5(parameters)
    doCombat(parameters.cid, acombat5, parameters.var)
end
 
local function onCastSpell6(parameters)
    doCombat(parameters.cid, acombat6, parameters.var)
end
 
local function onCastSpell7(parameters)
    doCombat(parameters.cid, acombat7, parameters.var)
end
 
local function onCastSpell8(parameters)
    doCombat(parameters.cid, acombat8, parameters.var)
end
 

 

function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 200, parameters)
addEvent(onCastSpell2, 400, parameters)
addEvent(onCastSpell3, 600, parameters)
addEvent(onCastSpell4, 800, parameters)
addEvent(onCastSpell5, 1000, parameters)
addEvent(onCastSpell6, 1200, parameters)
addEvent(onCastSpell7, 1400, parameters)
addEvent(onCastSpell8, 1600, parameters)
return TRUE
end]]></instant>
        <instant name="Aura" words="exori frigo san" lvl="1000" mana="1000" prem="0" selftarget="1" exhaustion="2000" needlearn="0" event="script">
                <vocation name="Sorcerer" />
      <vocation name="Druid" />
      <vocation name="Knight" />
      <vocation name="Paladin" />
      <vocation name="Master Sorcerer" />
      <vocation name="Elder Druid" />
      <vocation name="Royal Paladin" />
      <vocation name="Elite Knight" />
      <![CDATA[local function getDamage(cid)
  min = (getPlayerLevel(cid) * 1 + getPlayerMagLevel(cid) * 1) * 0.6
  max = (getPlayerLevel(cid) * 1 + getPlayerMagLevel(cid) * 1) * 1
  return math.random(min, max)
end
 
local function efecto(x)
  local P, C = getCreaturePosition(x.cid), 0
  local From =
  {
      {x = P.x + 2, y = P.y, z = P.z},
      {x = P.x, y = P.y - 2, z = P.z},
      {x = P.x - 2, y = P.y, z = P.z},
      {x = P.x, y = P.y + 2, z = P.z},
      {x = P.x - 1, y = P.y - 1, z = P.z},
      {x = P.x - 1, y = P.y + 1, z = P.z},
      {x = P.x + 1, y = P.y + 1, z = P.z},
      {x = P.x + 1, y = P.y - 1, z = P.z}
  }
  local To = {2, 3, 4, 1, 6, 7, 8, 5}
  repeat
      for i = 1, (#From / 2) do
        local dmg = getDamage(x.cid)
        local to, f = From[To[i]], (C % 2 == 1) and true or false
        doSendDistanceShoot(From[i], to, 35)
        if f then doAreaCombatHealth(x.cid, COMBAT_ICEDAMAGE, to, 0, -(dmg / 2), -dmg, 42) end
        i = i + (#From / 2)
        local to = From[To[i]]
        doSendDistanceShoot(From[i], to, 30)
        if f then doAreaCombatHealth(x.cid, COMBAT_HOLYDAMAGE, to, 0, -1, -getDamage(x.cid),49) end
      end
      C = C + 1
  until C == 10
end
 
function onCastSpell(cid, var)
  for i = 1, 5 do
      addEvent(efecto, i * 400, {cid = cid})
  end
  return TRUE
end]]></instant>
        <instant name="Great Whirlwinds Throws" words="exori mas hur" lvl="300" mana="300" prem="1" selftarget="1" exhaustion="1000" needlearn="1" event="script">
      <vocation name="Knight"/> 
      <vocation name="Elite Knight" />
      <![CDATA[local acombat1 = createCombatObject()
local acombat2 = createCombatObject()
local acombat3 = createCombatObject()
local acombat4 = createCombatObject()
local acombat5 = createCombatObject()
local acombat6 = createCombatObject()
local acombat7 = createCombatObject()
local acombat8 = createCombatObject()

 
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 15)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 254)
setCombatFormula(combat1, COMBAT_FORMULA_SKILL, 0, -112, 0.82, -57)
 
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 15)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 254)
setCombatFormula(combat2, COMBAT_FORMULA_SKILL, 0, -112, 0.82, -57)
 
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 15)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 254)
setCombatFormula(combat3, COMBAT_FORMULA_SKILL, 0, -112, 0.82, -57)
 
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 15)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 254)
setCombatFormula(combat4, COMBAT_FORMULA_SKILL, 0, -112, 0.82, -57)
 
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 15)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 254)
setCombatFormula(combat5, COMBAT_FORMULA_SKILL, 0, -112, 0.82, -57)

local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 15)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 254)
setCombatFormula(combat6, COMBAT_FORMULA_SKILL, 0, -112, 0.82, -57)

local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 15)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 254)
setCombatFormula(combat7, COMBAT_FORMULA_SKILL, 0, -112, 0.82, -57)

local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 15)
setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, 254)
setCombatFormula(combat8, COMBAT_FORMULA_SKILL, 0, -112, 0.82, -57)


arr1 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 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}
}
 
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},
{0, 0, 0, 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, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 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}
}
 
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, 1, 1, 1, 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}
}
 
arr4 = {
{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, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 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}
}
 
arr5 = {
{0, 0, 0, 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, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 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}
}
 
arr6 = {
{0, 0, 0, 0, 0, 0, 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, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 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}
}

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


 
 
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(acombat1, area1)
setCombatArea(acombat2, area2)
setCombatArea(acombat3, area3)
setCombatArea(acombat4, area4)
setCombatArea(acombat5, area5)
setCombatArea(acombat6, area6)
setCombatArea(acombat7, area7)
setCombatArea(acombat8, area8)


function onTargetTile(cid, pos)
    doCombat(cid,combat1,positionToVariant(pos))
end

function onTargetTile2(cid, pos)
    doCombat(cid,combat2,positionToVariant(pos))
end

function onTargetTile3(cid, pos)
    doCombat(cid,combat3,positionToVariant(pos))
end

function onTargetTile4(cid, pos)
    doCombat(cid,combat4,positionToVariant(pos))
end

function onTargetTile5(cid, pos)
    doCombat(cid,combat5,positionToVariant(pos))
end

function onTargetTile6(cid, pos)
    doCombat(cid,combat6,positionToVariant(pos))
end

function onTargetTile7(cid, pos)
    doCombat(cid,combat7,positionToVariant(pos))
end

function onTargetTile8(cid, pos)
    doCombat(cid,combat8,positionToVariant(pos))
end



setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")

setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")

setCombatCallback(acombat3, CALLBACK_PARAM_TARGETTILE, "onTargetTile3")

setCombatCallback(acombat4, CALLBACK_PARAM_TARGETTILE, "onTargetTile4")

setCombatCallback(acombat5, CALLBACK_PARAM_TARGETTILE, "onTargetTile5")

setCombatCallback(acombat6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6")

setCombatCallback(acombat7, CALLBACK_PARAM_TARGETTILE, "onTargetTile7")

setCombatCallback(acombat8, CALLBACK_PARAM_TARGETTILE, "onTargetTile8")



 
local function onCastSpell1(parameters)
    doCombat(parameters.cid, acombat1, parameters.var)
end
 
local function onCastSpell2(parameters)
    doCombat(parameters.cid, acombat2, parameters.var)
end
 
local function onCastSpell3(parameters)
    doCombat(parameters.cid, acombat3, parameters.var)
end
 
local function onCastSpell4(parameters)
    doCombat(parameters.cid, acombat4, parameters.var)
end
 
local function onCastSpell5(parameters)
    doCombat(parameters.cid, acombat5, parameters.var)
end
 
local function onCastSpell6(parameters)
    doCombat(parameters.cid, acombat6, parameters.var)
end
 
local function onCastSpell7(parameters)
    doCombat(parameters.cid, acombat7, parameters.var)
end
 
local function onCastSpell8(parameters)
    doCombat(parameters.cid, acombat8, parameters.var)
end
 

 

function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 200, parameters)
addEvent(onCastSpell2, 400, parameters)
addEvent(onCastSpell3, 600, parameters)
addEvent(onCastSpell4, 800, parameters)
addEvent(onCastSpell5, 1000, parameters)
addEvent(onCastSpell6, 1200, parameters)
addEvent(onCastSpell7, 1400, parameters)
addEvent(onCastSpell8, 1600, parameters)
return TRUE
end]]></instant>
          <instant name="Gran prision" words="exevo gran prision" lvl="100000" mana="100" prem="1" needtarget="1" range="6" blockwalls="1" exhaustion="1000" needlearn="0" event="script">
      <vocation name="Sorcerer" />
      <vocation name="Master Sorcerer" />
      <![CDATA[local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE,COMBAT_HOLYDAMAGE)
setCombatParam(combat, COMBAT_PARAM_CREATEITEM,1498)
setCombatParam(combat, COMBAT_PARAM_EFFECT,34)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT,35)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50000, 1.6, -500000)

arr = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 1, 3, 1, 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},
}

local area = createCombatArea(arr)
setCombatArea(combat, area)

function onCastSpell(cid, var)
    return doCombat(cid, combat, var)
end]]></instant>
          <instant name="Gran prision" words="exevo gran prision" lvl="100000" mana="100" prem="1" needtarget="1" range="6" blockwalls="1" exhaustion="1000" needlearn="0" event="script">
      <vocation name="Sorcerer" />
      <vocation name="Master Sorcerer" />
      <![CDATA[local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE,COMBAT_HOLYDAMAGE)
setCombatParam(combat, COMBAT_PARAM_CREATEITEM,1498)
setCombatParam(combat, COMBAT_PARAM_EFFECT,34)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT,35)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50000, 1.6, -500000)

arr = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 1, 3, 1, 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},
}

local area = createCombatArea(arr)
setCombatArea(combat, area)

function onCastSpell(cid, var)
    return doCombat(cid, combat, var)
end]]></instant>
</mod>
Mod:
Creditos 100% Ledtheron...
Spells:
Creditos 100% Ledtheron...
Smock
Smock
Spriter
Mensajes Mensajes : 34

[Pack] Los mejores spell's by Ledtheron Empty Re: [Pack] Los mejores spell's by Ledtheron

Lun Abr 23, 2012 4:06 pm
que lindo scrip lo probare te ganaste rep man :B buen aporte
Carlos [Zipto]
Carlos [Zipto]
Aportador
Mensajes Mensajes : 233

[Pack] Los mejores spell's by Ledtheron Empty Re: [Pack] Los mejores spell's by Ledtheron

Lun Abr 23, 2012 4:09 pm
Reputación del mensaje :100% (1 voto)
am unas Imagenes we te dejare ++rep porque tu hases bien tus Post Very Happy
··¤Ledtheron¤··
··¤Ledtheron¤··
Miembro
Mensajes Mensajes : 32

[Pack] Los mejores spell's by Ledtheron Empty Re: [Pack] Los mejores spell's by Ledtheron

Lun Abr 23, 2012 6:14 pm
Me da weba pasar para aca las imagenes... saca de mi post en bt las imagenes
http://www.blacktibia.org/t7731-spells-by-sokix
chanfles97
chanfles97
Miembro
Mensajes Mensajes : 25

[Pack] Los mejores spell's by Ledtheron Empty Re: [Pack] Los mejores spell's by Ledtheron

Jue Abr 26, 2012 9:19 pm
Me encanto el Mod Bro +Rep ^^
Contenido patrocinado

[Pack] Los mejores spell's by Ledtheron Empty Re: [Pack] Los mejores spell's by Ledtheron

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