Odp: Skrypty na zam?wienie.
Odp: Skrypty na zam?wienie.
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, 0)
local condition2 = createConditionObject(CONDITION_ATTRIBUTES)
setConditionParam(condition2, CONDITION_PARAM_TICKS, 20000000)
setConditionParam(condition2, CONDITION_PARAM_SKILL_MELEE, 200)
setCombatCondition(combat2, condition2)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_GREEN)
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_GREEN)
setCombatParam(combat1, COMBAT_PARAM_AGGRESSIVE, 0)
local condition = createConditionObject(CONDITION_HASTE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 22000000)
setConditionFormula(condition, 0.7, -56, 0.7, -56)
setCombatCondition(combat1, condition)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, 0)
local condition2 = createConditionObject(CONDITION_ATTRIBUTES)
setConditionParam(condition2, CONDITION_PARAM_TICKS, 20000000)
setConditionParam(condition2, CONDITION_PARAM_STAT_MAXHITPOINTS, 5000)
setCombatCondition(combat2, condition2)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_GREEN)
setCombatParam(combat3, COMBAT_PARAM_AGGRESSIVE, 0)
local condition3 = createConditionObject(CONDITION_OUTFIT)
setConditionParam(condition3, CONDITION_PARAM_TICKS, 20000000)
addOutfitCondition(condition3, 0, 16, 0, 0, 0, 0)
setCombatCondition(combat3, condition3)
local combat4 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, 0)
local condition4 = createConditionObject(CONDITION_ATTRIBUTES)
setConditionParam(condition2, CONDITION_PARAM_TICKS, 20000000)
setConditionParam(condition2, CONDITION_PARAM_STAT_MAXMANAPOINTS, 5000)
setCombatCondition(combat2, condition2)
local combat5 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, 0)
local condition5 = createConditionObject(CONDITION_ATTRIBUTES)
setConditionParam(condition2, CONDITION_PARAM_TICKS, 20000000)
setConditionParam(condition2, CONDITION_PARAM_SKILL_SWORD, 300)
setCombatCondition(combat2, condition2)
local combat6 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, 0)
local condition6 = createConditionObject(CONDITION_ATTRIBUTES)
setConditionParam(condition2, CONDITION_PARAM_TICKS, 20000000)
setConditionParam(condition2, CONDITION_PARAM_STAT_MAGICPOINTS, 60000)
setCombatCondition(combat2, condition2)
function onCastSpell(cid, var)
local ret = LUA_ERROR
if(doCombat(cid, combat1, var) == LUA_NO_ERROR) and (doCombat(cid, combat2, var) == LUA_NO_ERROR) and (doCombat(cid, combat3, var) == LUA_NO_ERROR) and (doCombat(cid, combat4, var) == LUA_NO_ERROR) and (doCombat(cid, combat5, var) == LUA_NO_ERROR) and (doCombat(cid, combat6, var) == LUA_NO_ERROR) then
ret = LUA_NO_ERROR
end
return ret
end
Czy Umial by ktos do tego dopisac zeby byl exhaused i sile magii np: ze wale z ue po 3k a po tym jak uzyje to wale po 6k ;]
Edit: zapmnialem dodac ma silnik world war 8.0