Mateorixis
Advanced User
- Joined
- Oct 30, 2010
- Messages
- 233
- Reaction score
- 12
Nie mia?em pomys?u na nazw? czaru wi?c da?em normalnie nazw? czar.
Czar jest 100% m?j w razie czego ju? m?wi?. Czar ma sze?? walni?? czyli troch? muli OTS ale jest fajny.
No to Zaczynamy
Robimy plik czar.lua w ../data/spells/scriptis i wklejamy do niego :
Czar jest zbilansowany odpowiednio do mojego OTS wi?c dmg najlepiej zmieni?.
Teraz dodajemy do .../data/spells/spells.xml linijk? :
No i to by by?o na tyle prosz? o komentarze pozytywne i negatywne.
[size=+3] Za nie d?ugo dodam SS-y[/size]
#edit
SSy : tylko tyle bo nie chc? mi si? robi? ale wida? mniej wi?cej jak wygl?da
[size=+4] [/size] Tu jest filmik jest strasznie szybko ale co? tam wida?
Czar jest 100% m?j w razie czego ju? m?wi?. Czar ma sze?? walni?? czyli troch? muli OTS ale jest fajny.
No to Zaczynamy
Robimy plik czar.lua w ../data/spells/scriptis i wklejamy do niego :
Code:
local atk1 = createCombatObject()
local atk2 = createCombatObject()
local atk3 = createCombatObject()
local atk4 = createCombatObject()
local atk5 = createCombatObject()
local atk6 = createCombatObject()
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGYBALL )
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -1.5, -19000, -1.6, -19000)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 36)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGYBALL )
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.5, -19000, -1.6, -19000)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT,CONST_ME_HEARTS)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 32)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.5, -19000, -1.6, -19000)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_FIREATTACK)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 32)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1.5, -19000, -1.6, -19000)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_GIANTICE)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 37)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -1.5, -19000, -1.6, -19000)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 37)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -1.5, -19000, -1.6, -19000)
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, 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},
}
arr2 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0},
{0, 1, 1, 0, 0, 2, 0, 0, 1, 1, 0},
{0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr3 = {
{1, 0, 0, 0, 0, 1, 0, 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, 0, 1, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 1, 0, 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, 0, 1, 0, 0, 0, 0, 1},
}
arr4 = {
{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, 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, 0, 1, 1, 2, 1, 1, 0, 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, 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},
}
arr5 = {
{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, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 2, 1, 1, 0, 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, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 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, 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},
{1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1},
{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)
setCombatArea(atk1, area1)
setCombatArea(atk2, area2)
setCombatArea(atk3, area3)
setCombatArea(atk4, area4)
setCombatArea(atk5, area5)
setCombatArea(atk6, area6)
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
setCombatCallback(atk1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
setCombatCallback(atk2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")
setCombatCallback(atk3, CALLBACK_PARAM_TARGETTILE, "onTargetTile3")
setCombatCallback(atk4, CALLBACK_PARAM_TARGETTILE, "onTargetTile4")
setCombatCallback(atk5, CALLBACK_PARAM_TARGETTILE, "onTargetTile5")
setCombatCallback(atk6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6")
local function onCastSpell1(parameters)
doCombat(parameters.cid, atk1, parameters.var)
end
local function onCastSpell2(parameters)
doCombat(parameters.cid, atk2, parameters.var)
end
local function onCastSpell3(parameters)
doCombat(parameters.cid, atk3, parameters.var)
end
local function onCastSpell4(parameters)
doCombat(parameters.cid, atk4, parameters.var)
end
local function onCastSpell5(parameters)
doCombat(parameters.cid, atk5, parameters.var)
end
local function onCastSpell6(parameters)
doCombat(parameters.cid, atk6, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 100, parameters)
addEvent(onCastSpell2, 250, parameters)
addEvent(onCastSpell3, 490, parameters)
addEvent(onCastSpell4, 600, parameters)
addEvent(onCastSpell5, 1200, parameters)
addEvent(onCastSpell6, 2000, parameters)
end
Teraz dodajemy do .../data/spells/spells.xml linijk? :
Code:
<instant name="Czar" words="czar" lvl="2000" maglv="10" mana="5000" soul="0" exhaustion="1" prem="1" enabled="1" script="czar.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>
[size=+3] Za nie d?ugo dodam SS-y[/size]
#edit
SSy : tylko tyle bo nie chc? mi si? robi? ale wida? mniej wi?cej jak wygl?da
[size=+4] [/size] Tu jest filmik jest strasznie szybko ale co? tam wida?