- chanfles97Miembro
- Mensajes : 25
[Spells] 4 Elements Final Health
Dom Abr 29, 2012 11:57 am
Bueno, este Spell consiste en un Ataque con los Effects de los 4 Elementos normales intercalados, pero con todos los Damages, Exeptuando el Mana Drain.
Imágenes ^^:
Script! ^^:
Spells.XML ^^:
Bueno Ojala les guste ^^
Se llama 4 Elements Final Health ^^
Imágenes ^^:
- Imagen 1 ^^:
- Imagen 2 ^^:
- Imagen 3 ^^:
Script! ^^:
- Script! ^^:
- Código:
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 41)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT,36)
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_ICEDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 43)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 28)
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_HOLYDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 52)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 28)
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_DEATHDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 36)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 3)
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,5)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 3)
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
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_UNDEFINEDDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT,6)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 3)
function getCombat6Formulas(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
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT,47)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 35)
function getCombat7Formulas(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
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_LIFEDRAIN)
setCombatParam(combat8, COMBAT_PARAM_EFFECT,10)
setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, 35)
function getCombat8Formulas(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
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT,37)
setCombatParam(combat9, COMBAT_PARAM_DISTANCEEFFECT, 35)
function getCombat9Formulas(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
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT,44)
setCombatParam(combat10, COMBAT_PARAM_DISTANCEEFFECT, 29)
function getCombat10Formulas(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
local combat11 = createCombatObject()
setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat11, COMBAT_PARAM_EFFECT,45)
setCombatParam(combat11, COMBAT_PARAM_DISTANCEEFFECT, 29)
function getCombat11Formulas(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
local combat12 = createCombatObject()
setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_UNDEFINEDDAMAGE)
setCombatParam(combat12, COMBAT_PARAM_EFFECT,50)
setCombatParam(combat12, COMBAT_PARAM_DISTANCEEFFECT, 29)
function getCombat12Formulas(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
local combat13 = createCombatObject()
setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_HEALING)
setCombatParam(combat13, COMBAT_PARAM_EFFECT, 66)
setCombatParam(combat13, COMBAT_PARAM_AGGRESSIVE, FALSE)
setCombatParam(combat13, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE)
function getCombat13Formulas(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")
setCombatCallback(combat6, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombat6Formulas")
setCombatCallback(combat7, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombat7Formulas")
setCombatCallback(combat8, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombat8Formulas")
setCombatCallback(combat9, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombat9Formulas")
setCombatCallback(combat10, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombat10Formulas")
setCombatCallback(combat11, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombat11Formulas")
setCombatCallback(combat12, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombat12Formulas")
setCombatCallback(combat13, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombat13Formulas")
local area1 = {
{0, 0, 0, 0, 0, 0, 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, 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},
}
local area2 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
}
local area3 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 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, 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},
}
local area4 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 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, 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},
}
local area5 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{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, 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},
}
local area6 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
}
local area7 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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 area8 = {
{0, 0, 0, 0, 0, 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, 1, 0, 2, 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},
}
local area9 = {
{0, 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, 1, 0},
{0, 0, 0, 0, 2, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 1, 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},
}
local area10 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 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, 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},
}
local area11 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{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, 2, 0, 1, 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},
}
local area12 = {
{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, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 2, 0, 0, 0, 0},
{0, 1, 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},
}
local area13 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 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},
}
setCombatArea(combat1, createCombatArea(area1))
setCombatArea(combat2, createCombatArea(area2))
setCombatArea(combat3, createCombatArea(area3))
setCombatArea(combat4, createCombatArea(area4))
setCombatArea(combat5, createCombatArea(area5))
setCombatArea(combat6, createCombatArea(area6))
setCombatArea(combat7, createCombatArea(area7))
setCombatArea(combat8, createCombatArea(area8))
setCombatArea(combat9, createCombatArea(area9))
setCombatArea(combat10, createCombatArea(area10))
setCombatArea(combat11, createCombatArea(area11))
setCombatArea(combat12, createCombatArea(area12))
setCombatArea(combat13, createCombatArea(area13))
function onCastSpell(cid, var)
addEvent(doCombat, 0, cid, combat1, var)
addEvent(doCombat, 100, cid, combat2, var)
addEvent(doCombat, 200, cid, combat3, var)
addEvent(doCombat, 0, cid, combat4, var)
addEvent(doCombat, 100, cid, combat5, var)
addEvent(doCombat, 200, cid, combat6, var)
addEvent(doCombat, 0, cid, combat7, var)
addEvent(doCombat, 100, cid, combat8, var)
addEvent(doCombat, 200, cid, combat9, var)
addEvent(doCombat, 0, cid, combat10, var)
addEvent(doCombat, 100, cid, combat11, var)
addEvent(doCombat, 200, cid, combat12, var)
addEvent(doCombat, 800, cid, combat13, var)
return TRUE
end
Spells.XML ^^:
- Spells.XML ^^:
- Código:
<instant name="4 Elements Final Health" words="4 Elements Final Health" lvl="550" mana="450" selftarget="1" prem="1" exhaustion="1000" needlearn="0" event="script" value="Enviar/4 Elements Final Health.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>
Bueno Ojala les guste ^^
Creditos 100% Mii ^^
- Carlos [Zipto]Aportador
- Mensajes : 233
Re: [Spells] 4 Elements Final Health
Lun Abr 30, 2012 12:33 pm
jojo Sta +/- we 8/10 pero ++rep
- KriissMiembro
- Mensajes : 54
Re: [Spells] 4 Elements Final Health
Vie Mayo 04, 2012 5:17 pm
buena man
exelente aporte
exelente aporte
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