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[Pedido]Spells de 7.6 a 8.7

[Pedido]Spells de 7.6 a 8.7

#1 [Pedido]Spells de 7.6 a 8.7 el Vie Abr 11, 2014 5:37 pm

Fooxql


Miembro
Tengo algunas spells que son version 7.6 :c, alguien me las podria pasar a version 8.7?   son algunas   

Código:
area = {
    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
    {0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0},
    {0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0},
    {0, 0, 1, 1, 0, 1, 0, 1, 1, 0, 0},
    {0, 1, 1, 0, 1, 1, 1, 0, 1, 1, 0},
    {1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1},
    {0, 1, 1, 0, 1, 1, 1, 0, 1, 1, 0},
    {0, 0, 1, 1, 0, 1, 0, 1, 1, 0, 0},
    {0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0},
    {0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0},
    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
    }
 
attackType = ATTACK_PHYSICAL
needDirection = false
areaEffect = NM_ME_BLOCKHIT
animationEffect = NM_ANI_NONE

hitEffect = NM_ME_DRAW_BLOOD
damageEffect = NM_ME_BLOCKHIT
animationColor = DARK_BLUE
offensive = true
drawblood = false
 
     EnergyWaveObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)
 
 function onCast(cid, creaturePos, level, maglv, var)
 centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
 EnergyWaveObject.minDmg = (level * 2 + maglv * 3) * 8.3
 EnergyWaveObject.maxDmg = (level * 2 + maglv * 3) * 8.9
 
 return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, EnergyWaveObject:ordered())
 end  
 

Código:
area = {
{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, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},
{0, 1, 1, 1, 1, 2, 1, 1, 1, 1, 0},
{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 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},
}


    attackType = ATTACK_PHYSICAL
    needDirection = false
    areaEffect = NM_ME_FIRE_AREA
    animationEffect = NM_ANI_FIRE
 
    hitEffect = NM_ME_FIRE_AREA
    damageEffect = NM_ME_HITBY_FIRE
    animationColor = RED
    offensive = true
    drawblood = true
 
    EnergyWaveObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)
 
    function onCast(cid, creaturePos, level, maglv, var)
    centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
    EnergyWaveObject.minDmg = (level * 2 + maglv * 3) * 8.0
    EnergyWaveObject.maxDmg = (level * 2 + maglv * 3) * 7.9
 
    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, EnergyWaveObject:ordered())
    end
 

Código:
area = {
{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, 1, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0, 1, 1, 1, 0, 0, 0, 3, 0, 0, 0},
{0, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 2, 2, 2, 2, 2, 0, 3, 3, 3, 3, 3, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 4, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 2, 0, 0, 0, 4, 0, 0, 0, 3, 0, 0, 0, 0},
{0, 0, 0, 2, 0, 0, 0, 4, 4, 4, 0, 0, 0, 3, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}

-- area = {
   -- {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
   -- {0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},
   -- {2, 0, 0, 0, 1, 1, 0, 0, 0, 0, 3},
   -- {0, 2, 0, 0, 0, 1, 0, 0, 0, 3, 0},
   -- {0, 0, 2, 0, 0, 1, 0, 0, 3, 0, 0},
   -- {2, 2, 2, 2, 2, 0, 3, 3, 3, 3, 3},
   -- {0, 0, 2, 0, 0, 4, 0, 0, 3, 0, 0},
   -- {0, 2, 0, 0, 0, 4, 0, 0, 0, 3, 0},
   -- {2, 0, 0, 0, 4, 4, 4, 0, 0, 0, 3},
   -- {0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0},
   -- {0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0}
   -- }
 
 attackType = ATTACK_PHYSICAL
needDirection = true
areaEffect = NM_ME_MAGIC_POISEN
animationEffect = NM_ANI_NONE

hitEffect = NM_ME_MAGIC_POISEN
damageEffect = NM_ME_MAGIC_POISEN
animationColor = ENERGY
offensive = true
drawblood = false
 
     EnergyWaveObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)
 
 function onCast(cid, creaturePos, level, maglv, var)
 centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
 EnergyWaveObject.minDmg = (level * 2 + maglv * 3) * 10.3
 EnergyWaveObject.maxDmg = (level * 2 + maglv * 3) * 10.7
 
 return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, EnergyWaveObject:ordered())
 end  
 

Código:
area = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 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, 0, 0, 0, 0, 0, 1, 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, 0, 0, 0, 0, 0, 2, 0, 1, 0, 3, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 2, 2, 2, 2, 0, 3, 3, 3, 3, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 2, 0, 4, 0, 3, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}

-- area = {
   -- {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
   -- {0, 0, 0, 0, 1, 1, 1, 0, 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},
   -- {2, 2, 2, 0, 0, 1, 0, 0, 3, 3, 3},
   -- {2, 2, 2, 2, 2, 0, 3, 3, 3, 3, 3},
   -- {2, 2, 2, 0, 0, 4, 0, 0, 3, 3, 3},
   -- {0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0},
   -- {0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0},
   -- {0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0},
   -- {0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0}
   -- }


 attackType = ATTACK_PHYSICAL
needDirection = true
areaEffect = NM_ME_LOOSE_ENERGY
animationEffect = NM_ANI_NONE

hitEffect = NM_ME_EXPLOSION_DAMAGE
damageEffect = NM_ME_LOOSE_ENERGY
animationColor = ENERGY
offensive = true
drawblood = false
 
    EnergyWaveObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)
 
    function onCast(cid, creaturePos, level, maglv, var)
    centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
    EnergyWaveObject.minDmg = (level * 2 + maglv * 3) * 7.3
    EnergyWaveObject.maxDmg = (level * 2 + maglv * 3) * 7.7
 
    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, EnergyWaveObject:ordered())
    end
 

Código:
area = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 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, 1, 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, 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, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}


   attackType = ATTACK_PHYSICAL
   needDirection = false
   areaEffect = NM_ME_HIT_AREA
   animationEffect = NM_ANI_NONE

   hitEffect = NM_ME_HIT_AREA
   damageEffect = NM_ME_HIT_AREA
   animationColor = RED
   offensive = true
   drawblood = true
    
    UltimateExplosionObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)
    
    function onCast(cid, creaturePos, level, maglv, var)
    centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
    n = tonumber(var)   -- try to convert it to a number
    if n ~= nil then
       -- bugged
       -- ultimateExplosionObject.minDmg = var+0
       -- UltimateExplosionObject.maxDmg = var+0
    
       UltimateExplosionObject.minDmg = 0
       UltimateExplosionObject.maxDmg = 0
    else
       UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 9.3
       UltimateExplosionObject.maxDmg = (level * 2 + maglv * 3) * 9.1    
    end
    
    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
    end  

#2 Re: [Pedido]Spells de 7.6 a 8.7 el Sáb Abr 12, 2014 1:11 pm

Fooxql


Miembro
Super hyper mega BUMP D:! Los nesesito porfavor :c

#3 Re: [Pedido]Spells de 7.6 a 8.7 el Lun Abr 14, 2014 12:22 pm

Fooxql


Miembro
BUMP
BUMP
BUMP
BUMP huehue D:

#4 Re: [Pedido]Spells de 7.6 a 8.7 Hoy a las 6:12 pm

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