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    [Spell] Supreme Energy (Sorcerer)

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    1default [Spell] Supreme Energy (Sorcerer) el Sáb Sep 07, 2013 9:55 am

    [Admin] God Maya

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    Name of magic: Supreme Energy
    Vocations: Sorcerer and Master Sorcerer
    The spell unleashes a energy magic attack. Occupies 50 sqm.
    Versions: 8.60+
    Hits 150 ~ 450



    data/spells/attack y crean supreme energy.lua.
    colocan esto dentro:

    Código:
    -------- SPELL CREATED BY @teev.  ---------

    -- =============== COMBAT VARS ===============
    -- Areas/Combat for 0ms
    local combat0_Brush = createCombatObject()
    setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
    setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
    setCombatArea(combat0_Brush,createCombatArea({{2}}))
    function getDmg_Brush(cid, level, maglevel)
     return (250)*-1,(500)*-1
    end
    setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
    local dfcombat0_Brush = {CONST_ANI_SMALLHOLY}local combat0_Brush = createCombatObject()
    setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
    setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
    setCombatArea(combat0_Brush,createCombatArea({{0, 2, 0},
    {1, 1, 1},
    {1, 1, 1},
    {1, 1, 1},
    {1, 1, 1}}))
    function getDmg_Brush(cid, level, maglevel)
     return (150)*-1,(450)*-1
    end
    setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
    local dfcombat0_Brush = {CONST_ANI_ENERGYBALL,0,1,0,2,0,3,0,4,1,1,1,2,1,3,1,4,-1,4,-1,3,-1,2,-1,1}local combat0_Brush_2 = createCombatObject()
    setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_PURPLEENERGY)
    setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
    setCombatArea(combat0_Brush_2,createCombatArea({{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, 0, 0, 0, 0, 0, 1, 0, 0},
    {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
    {1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1},
    {0, 0, 0, 1, 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, 0},
    {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}}))
    function getDmg_Brush_2(cid, level, maglevel)
     return (150)*-1,(450)*-1
    end
    setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
    local dfcombat0_Brush_2 = {CONST_ANI_ENERGY,-1,0,-2,1,-2,0,-2,-1,-3,2,-3,0,-3,-2,-4,3,-4,0,-4,-3,-5,4,-5,0,-5,-4,1,0,3,2,3,0,3,-2,2,1,4,0,4,3,4,-3,2,0,2,-1,5,4,5,-4,5,0}local combat0_Brush_3 = createCombatObject()
    setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_YELLOWENERGY)
    setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
    setCombatArea(combat0_Brush_3,createCombatArea({{1, 1, 1},
    {1, 1, 1},
    {1, 1, 1},
    {1, 1, 1},
    {0, 2, 0}}))
    function getDmg_Brush_3(cid, level, maglevel)
     return (150)*-1,(450)*-1
    end
    setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
    local dfcombat0_Brush_3 = {CONST_ANI_EXPLOSION,0,-1,1,-1,-1,-1,-1,-2,-1,-3,-1,-4,0,-4,0,-3,0,-2,1,-2,1,-3,1,-4}

    -- Areas/Combat for 1000ms
    local combat10_Brush_2 = createCombatObject()
    setCombatParam(combat10_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_PURPLEENERGY)
    setCombatParam(combat10_Brush_2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
    setCombatArea(combat10_Brush_2,createCombatArea({{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, 0, 0, 0, 0, 0, 1, 0, 0},
    {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
    {1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1},
    {0, 0, 0, 1, 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, 0},
    {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}}))
    function getDmg_Brush_2(cid, level, maglevel)
     return (150)*-1,(450)*-1
    end
    setCombatCallback(combat10_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
    local dfcombat10_Brush_2 = {CONST_ANI_ENERGY,5,4,5,0,5,-4,4,3,4,0,4,-3,3,2,3,0,3,-2,2,1,2,0,2,-1,1,0,-1,0,-2,1,-2,0,-2,-1,-3,2,-3,0,-3,-2,-4,3,-4,0,-4,-3,-5,4,-5,0,-5,-4}local combat10_Brush = createCombatObject()
    setCombatParam(combat10_Brush, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
    setCombatParam(combat10_Brush, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
    setCombatArea(combat10_Brush,createCombatArea({{0, 2, 0},
    {1, 1, 1},
    {1, 1, 1},
    {1, 1, 1},
    {1, 1, 1}}))
    function getDmg_Brush(cid, level, maglevel)
     return (150)*-1,(450)*-1
    end
    setCombatCallback(combat10_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
    local dfcombat10_Brush = {CONST_ANI_ENERGYBALL,1,4,1,3,1,2,1,1,0,4,0,3,0,2,0,1,-1,4,-1,3,-1,2,-1,1}local combat10_Brush_3 = createCombatObject()
    setCombatParam(combat10_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_YELLOWENERGY)
    setCombatParam(combat10_Brush_3, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
    setCombatArea(combat10_Brush_3,createCombatArea({{1, 1, 1},
    {1, 1, 1},
    {1, 1, 1},
    {1, 1, 1},
    {0, 2, 0}}))
    function getDmg_Brush_3(cid, level, maglevel)
     return (150)*-1,(450)*-1
    end
    setCombatCallback(combat10_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
    local dfcombat10_Brush_3 = {CONST_ANI_EXPLOSION,1,-1,1,-2,1,-3,1,-4,0,-1,0,-2,0,-3,0,-4,-1,-1,-1,-2,-1,-3,-1,-4}

    -- =============== CORE FUNCTIONS ===============
    local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
     if (isCreature(cid)) then
     doCombat(cid, c, var)
     if (dirList ~= nil) then -- Emit distance effects
     local i = 2;
     while (i < #dirList) do
     doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
     i = i + 2
     end
    end
     end
    end

    function onCastSpell(cid, var)
     local startPos = getCreaturePosition(cid)
     RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
     RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
     RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)
     RunPart(combat0_Brush_3,cid,var,dfcombat0_Brush_3,startPos)
     addEvent(RunPart,1000,combat10_Brush_2,cid,var,dfcombat10_Brush_2,startPos)
     addEvent(RunPart,1000,combat10_Brush,cid,var,dfcombat10_Brush,startPos)
     addEvent(RunPart,1000,combat10_Brush_3,cid,var,dfcombat10_Brush_3,startPos)
     return true
    end
    luego se van a data/spells/spells.xml
    y buscan la linea: <!-- Attack Spells -->
    y colan esto:
    <instant name="Supreme Energy" words="supreme energy" lvl="200" maglv="10" mana="1500" exhaustion="1000" prem="1" needlearn="0" blockwalls="0" aggressive="1" event="script" value="attack/supreme energy.lua">
    <vocation name="Sorcerer"/>
    <vocation name="Master Sorcerer"/>
    </instant>


    Creditos Tev



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    2default Re: [Spell] Supreme Energy (Sorcerer) el Jue Ene 05, 2017 2:17 am

    Fosfik

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    Miembro
    Miembro
    Muy buena spell amigo, pero me podrias ayudar a hacer spells con OTX?
    Me es dificil porque no entiendo eso del spellid

    Ver perfil de usuario

    3default Re: [Spell] Supreme Energy (Sorcerer) el Jue Ene 05, 2017 11:12 am

    [Admin] God Maya

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    Administrador
    Administrador
    [Tienes que estar registrado y conectado para ver este vínculo] escribió:Muy buena spell amigo, pero me podrias ayudar a hacer spells con OTX?
    Me es dificil porque no entiendo eso del spellid


    se refiere a esto



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    4default Re: [Spell] Supreme Energy (Sorcerer) el Jue Ene 05, 2017 7:38 pm

    Fosfik

    avatar
    Miembro
    Miembro
    [Tienes que estar registrado y conectado para ver este vínculo] escribió:
    [Tienes que estar registrado y conectado para ver este vínculo] escribió:Muy buena spell amigo, pero me podrias ayudar a hacer spells con OTX?
    Me es dificil porque no entiendo eso del spellid


    se refiere a esto

    Oh!! Muchas gracias amigo, guardare esta imagen como un tesoro.

    Por cierto no habrá una guía para crear spells grandes en otx? Ósea que duren varios segundos

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