TenTypSwir
NNSTORY.EU Developer
- Joined
- Jun 8, 2010
- Messages
- 1,657
- Reaction score
- 117
Chcia?e? zrobi? chocia? kilka spelli z DBV?? Teraz masz okazje !!
*Skrypt i konfiguracja
Kod:
Konfiguracja:
Si?a ataku
Efekt ataku
Jak zapomnia?em czego? dopisa? to pisa? xD
data/spells/scripts/ i robimy deathflash.lua
*Skrypt i konfiguracja
Kod:
PHP:
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 196)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -10.0, 0, -10.5, 0)
local arr1 = {
{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},
}
local area1 = createCombatArea(arr1)
setCombatArea(combat1, area1)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 197)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -10.0, 0, -10.5, 0)
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, 0, 0, 0},
{0, 0, 1, 1, 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 area10 = createCombatArea(arr10)
setCombatArea(combat10, area10)
local combat100 = createCombatObject()
setCombatParam(combat100, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat100, COMBAT_PARAM_EFFECT, 198)
setCombatFormula(combat100, COMBAT_FORMULA_LEVELMAGIC, -10.0, 0, -10.5, 0)
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, 0, 0, 0},
{0, 1, 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 area100 = createCombatArea(arr100)
setCombatArea(combat100, area100)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 198)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -10.0, 0, -10.5, 0)
local arr2 = {
{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},
}
local area2 = createCombatArea(arr2)
setCombatArea(combat2, area2)
local combat20 = createCombatObject()
setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat20, COMBAT_PARAM_EFFECT, 197)
setCombatFormula(combat20, COMBAT_FORMULA_LEVELMAGIC, -10.0, 0, -10.5, 0)
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},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 2, 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, 0, 0, 0, 0, 0},
}
local area20 = createCombatArea(arr20)
setCombatArea(combat20, area20)
local combat200 = createCombatObject()
setCombatParam(combat200, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat200, COMBAT_PARAM_EFFECT, 196)
setCombatFormula(combat200, COMBAT_FORMULA_LEVELMAGIC, -10.0, 0, -10.5, 0)
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, 0, 0, 0, 0},
{2, 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},
}
local area200 = createCombatArea(arr200)
setCombatArea(combat200, area200)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 201)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -10.0, 0, -10.5, 0)
local arr3 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 2, 0},
{0, 0, 0, 1, 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_PHYSICALDAMAGE)
setCombatParam(combat30, COMBAT_PARAM_EFFECT, 200)
setCombatFormula(combat30, COMBAT_FORMULA_LEVELMAGIC, -10.0, 0, -10.5, 0)
local arr30 = {
{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, 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},
{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_PHYSICALDAMAGE)
setCombatParam(combat300, COMBAT_PARAM_EFFECT, 199)
setCombatFormula(combat300, COMBAT_FORMULA_LEVELMAGIC, -10.0, 0, -10.5, 0)
local arr300 = {
{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, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
local area300 = createCombatArea(arr300)
setCombatArea(combat300, area300)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 199)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -10.0, 0, -10.5, 0)
local arr4 = {
{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},
}
local area4 = createCombatArea(arr4)
setCombatArea(combat4, area4)
local combat40 = createCombatObject()
setCombatParam(combat40, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat40, COMBAT_PARAM_EFFECT, 200)
setCombatFormula(combat40, COMBAT_FORMULA_LEVELMAGIC, -10.0, 0, -10.5, 0)
local arr40 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 1, 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},
}
local area40 = createCombatArea(arr40)
setCombatArea(combat40, area40)
local combat400 = createCombatObject()
setCombatParam(combat400, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat400, COMBAT_PARAM_EFFECT, 201)
setCombatFormula(combat400, COMBAT_FORMULA_LEVELMAGIC, -10.0, 0, -10.5, 0)
local arr400 = {
{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, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
local area400 = createCombatArea(arr400)
setCombatArea(combat400, area400)
local combat1000 = createCombatObject()
setCombatParam(combat1000, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1000, COMBAT_PARAM_EFFECT, 2)
setCombatFormula(combat1000, COMBAT_FORMULA_LEVELMAGIC, -9.0, 0, -9.5, 0)
local combat2000 = createCombatObject()
setCombatParam(combat2000, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2000, COMBAT_PARAM_EFFECT, 2)
setCombatFormula(combat2000, COMBAT_FORMULA_LEVELMAGIC, -9.0, 0, -9.5, 0)
local combat3000 = createCombatObject()
setCombatParam(combat3000, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3000, COMBAT_PARAM_EFFECT, 2)
setCombatFormula(combat3000, COMBAT_FORMULA_LEVELMAGIC, -9.0, 0, -9.5, 0)
local combat4000 = createCombatObject()
setCombatParam(combat4000, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4000, COMBAT_PARAM_EFFECT, 2)
setCombatFormula(combat4000, COMBAT_FORMULA_LEVELMAGIC, -9.0, 0, -9.5, 0)
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, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 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},
}
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, 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, 1, 0, 0, 2, 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr3000 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
arr4000 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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, 2, 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},
{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)
local area2000 = createCombatArea(arr2000)
local area3000 = createCombatArea(arr3000)
local area4000 = createCombatArea(arr4000)
setCombatArea(combat1000, area1000)
setCombatArea(combat2000, area2000)
setCombatArea(combat3000, area3000)
setCombatArea(combat4000, area4000)
function deathflash(cid)
if getPatrzJacolos(cid) == 1 then
doCombat(cid, combat1, numberToVariant(cid))
doCombat(cid, combat10, numberToVariant(cid))
doCombat(cid, combat100, numberToVariant(cid))
doPlayerSay(cid, '', TALKTYPE_ORANGE_1)
elseif getPatrzJacolos(cid) == 2 then
doCombat(cid, combat4, numberToVariant(cid))
doCombat(cid, combat40, numberToVariant(cid))
doCombat(cid, combat400, numberToVariant(cid))
doPlayerSay(cid, '', TALKTYPE_ORANGE_1)
elseif getPatrzJacolos(cid) == 3 then
doCombat(cid, combat2, numberToVariant(cid))
doCombat(cid, combat20, numberToVariant(cid))
doCombat(cid, combat200, numberToVariant(cid))
doPlayerSay(cid, '', TALKTYPE_ORANGE_1)
elseif getPatrzJacolos(cid) == 0 then
doCombat(cid, combat3, numberToVariant(cid))
doCombat(cid, combat30, numberToVariant(cid))
doCombat(cid, combat300, numberToVariant(cid))
doPlayerSay(cid, '', TALKTYPE_ORANGE_1)
end
end
function df4(cid)
doPlayerSay(cid, '', TALKTYPE_ORANGE_1)
addEvent(deathflash,1250,cid)
end
function df3(cid)
doPlayerSay(cid, 'Death Flash', TALKTYPE_ORANGE_1)
addEvent(df4,0,cid)
end
function df2(cid)
doPlayerSay(cid, '', TALKTYPE_ORANGE_1)
addEvent(df3,0,cid)
end
function df1(cid)
doPlayerSay(cid, '', TALKTYPE_ORANGE_1)
addEvent(df2,0,cid)
end
local function onCastSpell1000(parameters)
doCombat(parameters.cid, parameters.combat1000, parameters.var)
end
local function onCastSpell2000(parameters)
doCombat(parameters.cid, parameters.combat2000, parameters.var)
end
local function onCastSpell3000(parameters)
doCombat(parameters.cid, parameters.combat3000, parameters.var)
end
local function onCastSpell4000(parameters)
doCombat(parameters.cid, parameters.combat4000, parameters.var)
end
function onCastSpell(cid, var)
addEvent(df1,0,cid)
local parameters = { cid = cid, var = var, combat1000 = combat1000, combat2000 = combat2000, combat3000 = combat3000, combat4000 = combat4000 }
addEvent(onCastSpell1000, 0, parameters)
addEvent(onCastSpell2000, 500, parameters)
addEvent(onCastSpell3000, 900, parameters)
addEvent(onCastSpell4000, 1200, parameters)
end
Konfiguracja:
Si?a ataku
COMBAT_FORMULA_LEVELMAGIC, -10.0, 0, -10.5, 0)
Efekt ataku
COMBAT_PARAM_EFFECT, 198)
Jak zapomnia?em czego? dopisa? to pisa? xD