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Spells Spirit Blast [tfs 0.3.5plr1 & DB ots]

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Rarzillo De Bonzo

Senior User
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Apr 10, 2009
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Witam, kolejny spell z mojej strony ,tym bardziej jest on jako runa i wykonuje tzn. fale typu kamehameha. Na wst?pie pisz? o tym ,?e trzeba zmieni? efekty pod swoje detale, gdy? ja mam to inaczej u?o?one ni? wy w kliencie.
Screen
imi495.jpg

W spells.xml, w moim przypadku.
Code:
<rune name="Spirit Blast" id="2285" allowfaruse="1" charges="3" lvl="14" maglv="0" mana="35" range="0" needtarget="1" exhaustion="2000" blocktype="solid" event="script" value="rewolution/super kamehameha.lua"/>
Tworzymy plik super kamehameha.lua i do niego wrzucamy zawarto?? poni?szego kodu.
Code:
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 69)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)

local 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, 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, 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, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}

local area1 = createCombatArea(arr1)

setCombatArea(combat1, area1)

local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 184)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)

local arr10 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 0},
{0, 0, 0, 1, 1, 2},
{0, 0, 0, 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},
}

local area10 = createCombatArea(arr10)

setCombatArea(combat10, area10)

local combat100 = createCombatObject()
setCombatParam(combat100, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat100, COMBAT_PARAM_EFFECT, 184)
setCombatFormula(combat100, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)

local arr100 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 0},
{0, 1, 1, 1, 1, 2},
{0, 0, 0, 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},
}

local area100 = createCombatArea(arr100)

setCombatArea(combat100, area100)

local combat1000 = createCombatObject()
setCombatParam(combat1000, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat1000, COMBAT_PARAM_EFFECT, 184)
setCombatFormula(combat1000, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)

local arr1000 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{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, 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},
}

local area1000 = createCombatArea(arr1000)

setCombatArea(combat1000, area1000)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 70)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)

local arr2 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{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, 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, 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 = createCombatArea(arr2)

setCombatArea(combat2, area2)

local combat20 = createCombatObject()
setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat20, COMBAT_PARAM_EFFECT, 184)
setCombatFormula(combat20, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)

local arr20 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{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},
{2, 1, 1, 1, 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, 0, 0, 0},
}

local area20 = createCombatArea(arr20)

setCombatArea(combat20, area20)

local combat200 = createCombatObject()
setCombatParam(combat200, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat200, COMBAT_PARAM_EFFECT, 184)
setCombatFormula(combat200, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)

local arr200 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 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, 1, 1, 1, 1, 2},
{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},
}

local area200 = createCombatArea(arr200)

setCombatArea(combat200, area200)

local combat2000 = createCombatObject()
setCombatParam(combat2000, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat2000, COMBAT_PARAM_EFFECT, 184)
setCombatFormula(combat2000, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)

local arr2000 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 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, 0, 0},
{2, 1, 1, 1, 1, 1},
{0, 0, 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},
}

local area2000 = createCombatArea(arr2000)

setCombatArea(combat2000, area2000)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 72)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)


local arr3 = {
{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, 0, 0, 0, 0},
}

local area3 = createCombatArea(arr3)

setCombatArea(combat3, area3)

local combat30 = createCombatObject()
setCombatParam(combat30, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat30, COMBAT_PARAM_EFFECT, 184)
setCombatFormula(combat30, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)

local arr30 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 0, 1, 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 area30 = createCombatArea(arr30)

setCombatArea(combat30, area30)

local combat300 = createCombatObject()
setCombatParam(combat300, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat300, COMBAT_PARAM_EFFECT, 184)
setCombatFormula(combat300, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)


local arr300 = {
{0, 0, 2, 0, 0, 0},
{0, 0, 1, 0, 0, 0},
{0, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}

local area300 = createCombatArea(arr300)

setCombatArea(combat300, area300)

local combat3000 = createCombatObject()
setCombatParam(combat3000, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat3000, COMBAT_PARAM_EFFECT, 184)
setCombatFormula(combat3000, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)


local arr3000 = {
{0, 0, 0, 2, 0, 0},
{0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0},
{0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}

local area3000 = createCombatArea(arr3000)

setCombatArea(combat3000, area3000)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 71)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)

local arr4 = {
{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, 2, 0, 0},
}
local area4 = createCombatArea(arr4)

setCombatArea(combat4, area4)

local combat40 = createCombatObject()
setCombatParam(combat40, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat40, COMBAT_PARAM_EFFECT, 184)
setCombatFormula(combat40, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)

local arr40 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 2, 1, 0},
}

local area40 = createCombatArea(arr40)

setCombatArea(combat40, area40)

local combat400 = createCombatObject()
setCombatParam(combat400, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat400, COMBAT_PARAM_EFFECT, 184)
setCombatFormula(combat400, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)

local arr400 = {
{0, 0, 1, 0, 0},
{0, 0, 1, 0, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 0, 1, 0, 0},
{0, 0, 2, 0, 0},
}

local area400 = createCombatArea(arr400)

setCombatArea(combat400, area400)

local combat4000 = createCombatObject()
setCombatParam(combat4000, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat4000, COMBAT_PARAM_EFFECT, 184)
setCombatFormula(combat4000, COMBAT_FORMULA_LEVELMAGIC, 0.0, -150, 0.0, -300)

local arr4000 = {
{0, 0, 1, 0, 0},
{0, 0, 1, 0, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 1, 1, 1, 0},
{0, 0, 1, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 2, 0, 0},
}

local area4000 = createCombatArea(arr4000)

setCombatArea(combat4000, area4000)

function goFala(cid)
if isPlayer(cid) == TRUE and
getPlayerLookDir(cid) == 1 then   
               
doCombat(cid, combat1, numberToVariant(cid))
doCombat(cid, combat10, numberToVariant(cid))
doCombat(cid, combat100, numberToVariant(cid))
doCombat(cid, combat1000, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 

elseif isPlayer(cid) == TRUE and
getPlayerLookDir(cid) == 2 then   
              
        doCombat(cid, combat4, numberToVariant(cid))
doCombat(cid, combat40, numberToVariant(cid))
doCombat(cid, combat400, numberToVariant(cid))
doCombat(cid, combat4000, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 

elseif isPlayer(cid) == TRUE and
getPlayerLookDir(cid) == 3 then   
                
        doCombat(cid, combat2, numberToVariant(cid))
doCombat(cid, combat20, numberToVariant(cid))
doCombat(cid, combat200, numberToVariant(cid))
doCombat(cid, combat2000, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 

elseif isPlayer(cid) == TRUE and
getPlayerLookDir(cid) == 0 then   
               
        doCombat(cid, combat3, numberToVariant(cid))
doCombat(cid, combat30, numberToVariant(cid))
doCombat(cid, combat300, numberToVariant(cid))
doCombat(cid, combat3000, numberToVariant(cid))
 doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1) 
     end
end

function four(cid) 
if isPlayer(cid) == TRUE then      
       doPlayerSay(cid, '..Blast!', TALKTYPE_ORANGE_1)                 
           addEvent(goFala,450,cid)
     end
     end
function three(cid)       
if isPlayer(cid) == TRUE then      
       doPlayerSay(cid, '', TALKTYPE_ORANGE_1)                 
           addEvent(four,450,cid)
     end
     end
function two(cid)       
if isPlayer(cid) == TRUE then      
       doPlayerSay(cid, '', TALKTYPE_ORANGE_1)                 
           addEvent(three,450,cid)
     end
     end
function one(cid)       
if isPlayer(cid) == TRUE then      
       doPlayerSay(cid, 'Spirit..', TALKTYPE_ORANGE_1)                 
           addEvent(two,450,cid)
     end
     end
function onCastSpell(cid, var)
if isPlayer(cid) == TRUE then      
     addEvent(one,0,cid)
return TRUE
     end
     end
 
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