- chanfles97Miembro
- Mensajes : 25
[Spells] Star Missile ^^
Jue Abr 26, 2012 8:12 pm
Bueno, como dije, en total serán 4 Spells Posteados 1 a 1 los que pondré y este es el tercero ^^
Imágenes ^^:
Script! ^^:
Spells.XML ^^:
Bueno Ojala les guste ^^
Se llama Star Missile ^^
Imágenes ^^:
- Imagen 1 ^^:
- Imagen 2 ^^:
- Imagen 3 ^^:
- Imagen 4 ^^:
Script! ^^:
- Script! ^^:
- Código:
Spoiler:
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 5)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLICE)
function getCombat1Formulas(cid, lv, maglv)
local formula_min = -((lv*2.50 + maglv*1.1) * 1.5)
local formula_max = -((lv*2.75 + maglv*1.3) * 2.3)
if(formula_max < formula_min) then
local tmp = formula_max
formula_max = formula_min
formula_min = tmp
end
return formula_min, formula_max
end
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 65)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 4)
function getCombat2Formulas(cid, lv, maglv)
local formula_min = -((lv*2.50 + maglv*1.1) * 1.5)
local formula_max = -((lv*2.75 + maglv*1.3) * 2.3)
if(formula_max < formula_min) then
local tmp = formula_max
formula_max = formula_min
formula_min = tmp
end
return formula_min, formula_max
end
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 52)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 31)
function getCombat3Formulas(cid, lv, maglv)
local formula_min = -((lv*3.50 + maglv*1.1) * 1.5)
local formula_max = -((lv*3.75 + maglv*1.3) * 2.3)
if(formula_max < formula_min) then
local tmp = formula_max
formula_max = formula_min
formula_min = tmp
end
return formula_min, formula_max
end
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 53)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 30)
function getCombat4Formulas(cid, lv, maglv)
local formula_min = -((lv*3.50 + maglv*1.1) * 1.5)
local formula_max = -((lv*4.75 + maglv*1.3) * 2.3)
if(formula_max < formula_min) then
local tmp = formula_max
formula_max = formula_min
formula_min = tmp
end
return formula_min, formula_max
end
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT,6)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 27)
function getCombat5Formulas(cid, lv, maglv)
local formula_min = -((lv*7.50 + maglv*1.1) * 1.5)
local formula_max = -((lv*8.75 + maglv*1.3) * 2.3)
if(formula_max < formula_min) then
local tmp = formula_max
formula_max = formula_min
formula_min = tmp
end
return formula_min, formula_max
end
setCombatCallback(combat1, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombat1Formulas")
setCombatCallback(combat2, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombat2Formulas")
setCombatCallback(combat3, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombat3Formulas")
setCombatCallback(combat4, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombat4Formulas")
setCombatCallback(combat5, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombat5Formulas")
local area1 = {
{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 3, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
}
local area2 = {
{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 0, 0},
{1, 1, 1, 1, 0, 1, 1, 1, 1},
{0, 1, 0, 0, 3, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 1, 0, 1, 0, 0},
{0, 0, 1, 1, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
}
local area3 = {
{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 3, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
}
local area4 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 3, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
}
local area5 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 3, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
}
setCombatArea(combat1, createCombatArea(area1))
setCombatArea(combat2, createCombatArea(area2))
setCombatArea(combat3, createCombatArea(area3))
setCombatArea(combat4, createCombatArea(area4))
setCombatArea(combat5, createCombatArea(area5))
function onCastSpell(cid, var)
addEvent(doCombat, 0, cid, combat1, var)
addEvent(doCombat, 400, cid, combat2, var)
addEvent(doCombat, 800, cid, combat3, var)
addEvent(doCombat, 1500, cid, combat4, var)
addEvent(doCombat, 1000, cid, combat5, var)
return TRUE
end
Spells.XML ^^:
- Spells.XML ^^:
- Código:
<instant name="Star Missile" words="Star Missile" lvl="800" mana="500" prem="1" range="9" casterTargetOrDirection="1" blockwalls="1" exhaustion="1500" needlearn="0" script="Star Missile.lua">
<vocation name="Sorcerer"/>
<vocation name="Master Sorcerer"/>
<vocation name="Druid"/>
<vocation name="Elder Druid"/>
<vocation name="Paladin"/>
<vocation name="Royal Paladin"/>
<vocation name="Knight"/>
<vocation name="Elite Knight"/>
</instant>
Bueno Ojala les guste ^^
Creditos 100% Mii ^^
- Carlos [Zipto]Aportador
- Mensajes : 233
Re: [Spells] Star Missile ^^
Jue Abr 26, 2012 9:00 pm
lo vi en Black tibia xD
- chanfles97Miembro
- Mensajes : 25
Re: [Spells] Star Missile ^^
Jue Abr 26, 2012 9:10 pm
@Up, Si, es mio ^^
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