Forum Forum servera ots Blizzard RPG Strona Główna
RejestracjaSzukajFAQUżytkownicyGrupyGalerieZaloguj
Lista nowych czarow dla kazdej z profesji
Idź do strony Poprzedni  1, 2, 3, 4  Następny
 
Odpowiedz do tematu    Forum Forum servera ots Blizzard RPG Strona Główna » Newsy Zobacz poprzedni temat
Zobacz następny temat
Lista nowych czarow dla kazdej z profesji
Autor Wiadomość
AvE
Miotacz Postów


Dołączył: 29 Cze 2007
Posty: 400
Przeczytał: 0 tematów

Pomógł: 1 raz
Ostrzeżeń: 5/5

Post
czar fire fury zamiast 450 powinien brać z 700 many
jest zadobry
mi uber bierze 1400 + :/
to niesprawiedliwe


Post został pochwalony 0 razy
Śro 14:11, 29 Sie 2007 Zobacz profil autora
LEwz
Miotacz Postów


Dołączył: 10 Paź 2007
Posty: 258
Przeczytał: 0 tematów

Pomógł: 5 razy
Ostrzeżeń: 2/5
Skąd: Brzeg

Post
Powinni doda nowe i lepsze czary dla palka...


Post został pochwalony 0 razy
Czw 23:07, 18 Paź 2007 Zobacz profil autora
pl4y3r
Newbie


Dołączył: 29 Sie 2007
Posty: 15
Przeczytał: 0 tematów

Ostrzeżeń: 0/5

Post
Mam 131 lvl i 67 magic i mi wyswietla ze mam za maly lvl zeby walnac mas visa


Post został pochwalony 0 razy
Śro 23:20, 24 Paź 2007 Zobacz profil autora
Didanis
Newbie


Dołączył: 24 Paź 2007
Posty: 8
Przeczytał: 0 tematów

Ostrzeżeń: 0/5
Skąd: Kraków

Post
lewz masz racje lepsze czary dla pallka


Post został pochwalony 0 razy
Czw 13:14, 25 Paź 2007 Zobacz profil autora
Harom
Newbie


Dołączył: 26 Paź 2007
Posty: 20
Przeczytał: 0 tematów

Ostrzeżeń: 0/5
Skąd: ---

Post
mysle ze knight ma dobre czary bo potrafi udezyc z phantas exory za 800 odrazu


Post został pochwalony 0 razy
Pią 22:52, 26 Paź 2007 Zobacz profil autora
Gauilpum
Zainteresowany


Dołączył: 12 Lis 2007
Posty: 53
Przeczytał: 0 tematów

Pomógł: 1 raz
Ostrzeżeń: 1/5

Post .
Wnosze postulat o nowe czary dla palladyna .


Post został pochwalony 0 razy
Czw 23:20, 13 Gru 2007 Zobacz profil autora
Barbapapa
Newbie


Dołączył: 28 Lis 2007
Posty: 5
Przeczytał: 0 tematów

Pomógł: 1 raz
Ostrzeżeń: 0/5

Post
nom,trzeba by zrobic chociaz 1 dobry czar np. od 200 ^^


Post został pochwalony 0 razy
Pią 0:51, 14 Gru 2007 Zobacz profil autora
Boa the Stryporm
Zainteresowany


Dołączył: 18 Wrz 2007
Posty: 33
Przeczytał: 0 tematów

Ostrzeżeń: 0/5

Post
MYsle ze palla exevo sonar to i tak zbojstwo wiec czego jeszcze chcecie xDDDD


Post został pochwalony 0 razy
Wto 0:39, 18 Gru 2007 Zobacz profil autora
JuDaSz
Miotacz Postów


Dołączył: 30 Paź 2007
Posty: 197
Przeczytał: 0 tematów

Pomógł: 1 raz
Ostrzeżeń: 0/5

Post
Zgodze sie z toba Boa


Post został pochwalony 0 razy

Ostatnio zmieniony przez JuDaSz dnia Wto 20:48, 18 Gru 2007, w całości zmieniany 1 raz
Wto 20:48, 18 Gru 2007 Zobacz profil autora
DiDi
Zainteresowany


Dołączył: 02 Lis 2007
Posty: 62
Przeczytał: 0 tematów

Ostrzeżeń: 0/5
Skąd: Się Biorą Nooby?

Post
Myśle Ze Gm powinien zrobic new czary dla all profesji Smile
dla kazdej profesji po 2-3 max
Shizo Odpisz czy jest taka mozliwosc


Post został pochwalony 0 razy
Śro 19:07, 19 Gru 2007 Zobacz profil autora
Shizo
Administrator


Dołączył: 07 Cze 2007
Posty: 521
Przeczytał: 0 tematów

Pomógł: 23 razy
Ostrzeżeń: 0/5

Post
@Didi
Jesli macie jakies dobre po,ysly to pewnie ze moge dodac nowe...


Post został pochwalony 1 raz
Śro 19:18, 19 Gru 2007 Zobacz profil autora
NaaP
Zainteresowany


Dołączył: 28 Cze 2007
Posty: 57
Przeczytał: 0 tematów

Pomógł: 3 razy
Ostrzeżeń: 0/5

Post PROPOZYJCA CZARU DLA SORCA
WIEMY ZE NIE MASZ CZASU WIEC OTO czar dla sorca z mojego otska, od lvl 350 ;] mojego pomslu ^^ OCZYWISCIE NA POTRZEBY TEGO OTSA TZEBA BY GO DOPRACOWAC LAV YA :*

W TALKACTION\script\talkacton.lua

function onSay(cid, words, param)

if words == "DooM!" then

local function mana(parameters)
if getPlayerHealth(cid) >= 1 then
local mana = getPlayerMana(cid)
doPlayerAddMana(cid,-mana)
else
stopEvent(mana)
end
end

local function death(parameters)
if getPlayerHealth(cid) >= 1 then
local health = getPlayerHealth(cid)
local mana = getPlayerMana(cid)
doPlayerSay(cid, "Take my soul!", 1)
doPlayerAddMana(cid,-mana)
doPlayerAddHealth(cid,-health+1)
else
stopEvent(death)
end
end

lvl = (getPlayerLevel(cid)-Cool*25

if getPlayerVocation(cid) == 1 and getPlayerMana(cid) >= lvl then
addEvent(mana, 0, parameters)
addEvent(death, 6000, parameters)

elseif getPlayerVocation(cid) == 5 and getPlayerMana(cid) >= lvl then
addEvent(mana, 0, parameters)
addEvent(death, 3001, parameters)
else
doPlayerSendCancel(cid,"You do not have the right vocation or mana.")
end
return 1
else
return 0
end
end

W TALKACTION\TALKACTION.TXT?

<talkaction words="DooM!" script="LAST SCREAM.lua" />
<talkaction words="Doom!" script="Last scream1.lua" />
<talkaction words="dooM!" script="Last scream2.lua" />
<talkaction words="doom!" script="Last scream3.lua" />
<talkaction words="dOoM!" script="Last scream4.lua" />
<talkaction words="dOom!" script="Last scream5.lua" />
<talkaction words="doOm!" script="Last scream6.lua" />
<talkaction words="doOM!" script="Last scream7.lua" />
<talkaction words="dOOM!" script="Last scream8.lua" />
<talkaction words="dOOm!" script="Last scream9.lua" />
<talkaction words="DOoM!" script="Last scream10.lua" />
<talkaction words="DOom!" script="Last scream11.lua" />
<talkaction words="DoOM!" script="Last scream12.lua" />
<talkaction words="DoOm!" script="Last scream13.lua" />
<talkaction words="DOOM!" script="Last scream14.lua" />
<talkaction words="DOOm!" script="Last scream15.lua" />


W SPELLS\SCRIPT

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -1.1, 0)


local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -1.1, 0)



local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -1.1, 0)



local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -1.1, 0)



local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)


local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)



local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)


local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, CONST_ME_YELLOW_RINGS)
local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 20000)
setConditionParam(condition, CONDITION_PARAM_SPEED, -400)
setConditionFormula(condition, 0, 0, 0, 0)
setCombatCondition(combat8, condition)

local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat9, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)

local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat10, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)


local combat11 = createCombatObject()
setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat11, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat11, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)


local combat12 = createCombatObject()
setCombatParam(combat12, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatParam(combat12, COMBAT_PARAM_AGGRESSIVE, 0)
local condition = createConditionObject(CONDITION_INVISIBLE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 20000)
setCombatCondition(combat12, condition)


local combat13 = createCombatObject()
setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat13, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat13, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)

local combat14 = createCombatObject()
setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat14, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat14, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)

local combat15 = createCombatObject()
setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat15, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat15, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)

local combat16 = createCombatObject()
setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat16, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)

local combat17 = createCombatObject()
setCombatParam(combat17, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat17, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatFormula(combat17, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)

local combat18 = createCombatObject()
setCombatParam(combat18, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat18, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatFormula(combat18, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)

local combat19 = createCombatObject()
setCombatParam(combat19, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat19, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatFormula(combat19, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)

local combat20 = createCombatObject()
setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat20, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatFormula(combat20, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)

local combat21 = createCombatObject()
setCombatParam(combat21, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat21, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatParam(combat21, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat21, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -1.1, 0)

local combat22 = createCombatObject()
setCombatParam(combat22, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat22, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatParam(combat22, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat22, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)

local combat23 = createCombatObject()
setCombatParam(combat23, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat23, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatParam(combat23, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat23, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)

local combat24 = createCombatObject()
setCombatParam(combat24, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat24, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatParam(combat24, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat24, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)

local combat25 = createCombatObject()
setCombatParam(combat25, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat25, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatParam(combat25, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat25, COMBAT_FORMULA_LEVELMAGIC, -3.0, -250, -2.6, -250)





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, 1, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 2, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 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, 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, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 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},
}

arr3 = {
{0, 0, 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, 0},
{0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 1, 2, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0},
{0, 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, 0, 0},
}

arr4 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 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, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0},
}

arr5 = {
{0, 0, 0, 0, 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, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0},
}

arr6 = {
{0, 0, 0, 0, 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, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0},
}

arr7 = {
{0, 0, 0, 0, 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, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0},
}

arr8 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 2, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}

arr9 = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
}

arr10 = {
{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},
{1, 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, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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},
}

arr11 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 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, 1, 0},
{0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 0},
{0, 1, 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, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}

arr12 = {
{0, 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, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 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},
}

arr13 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 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, 0, 0, 0, 0},
}

arr14 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 0, 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, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}

arr15 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 2, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}

arr16 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 0, 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, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}

arr17 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 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, 0, 0, 0, 0},
}

arr18 = {
{0, 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, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 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},
}

arr19 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 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, 1, 0},
{0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 0},
{0, 1, 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, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}

arr20 = {
{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},
{1, 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, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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},
}


arr21 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 0, 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, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}

arr22 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 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, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 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, 0, 0, 0, 0},
}

arr23 = {
{0, 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, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 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},
}

arr24 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 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, 1, 0},
{0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 0},
{0, 1, 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, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}

arr25 = {
{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},
{1, 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, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 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},
}


local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
local area5 = createCombatArea(arr5)
local area6 = createCombatArea(arr6)
local area7 = createCombatArea(arr7)
local area8 = createCombatArea(arr8)
local area9 = createCombatArea(arr9)
local area10 = createCombatArea(arr10)
local area11 = createCombatArea(arr11)
local area12 = createCombatArea(arr12)
local area13 = createCombatArea(arr13)
local area14 = createCombatArea(arr14)
local area15 = createCombatArea(arr15)
local area16 = createCombatArea(arr16)
local area17 = createCombatArea(arr17)
local area18 = createCombatArea(arr18)
local area19 = createCombatArea(arr19)
local area20 = createCombatArea(arr20)
local area21 = createCombatArea(arr21)
local area22 = createCombatArea(arr22)
local area23 = createCombatArea(arr23)
local area24 = createCombatArea(arr24)
local area25 = createCombatArea(arr25)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)
setCombatArea(combat6, area6)
setCombatArea(combat7, area7)
setCombatArea(combat8, area8)
setCombatArea(combat9, area9)
setCombatArea(combat10, area10)
setCombatArea(combat11, area11)
setCombatArea(combat12, area12)
setCombatArea(combat13, area13)
setCombatArea(combat14, area14)
setCombatArea(combat15, area15)
setCombatArea(combat16, area16)
setCombatArea(combat17, area17)
setCombatArea(combat18, area18)
setCombatArea(combat19, area19)
setCombatArea(combat20, area20)
setCombatArea(combat21, area21)
setCombatArea(combat22, area22)
setCombatArea(combat23, area23)
setCombatArea(combat24, area24)
setCombatArea(combat25, area25)

local function onCastSpell1(parameters)
doCombat(parameters.cid, parameters.combat1, parameters.var)
end

local function onCastSpell2(parameters)
doCombat(parameters.cid, parameters.combat2, parameters.var)
end

local function onCastSpell3(parameters)
doCombat(parameters.cid, parameters.combat3, parameters.var)
end

local function onCastSpell4(parameters)
doCombat(parameters.cid, parameters.combat4, parameters.var)
end

local function onCastSpell5(parameters)
doCombat(parameters.cid, parameters.combat5, parameters.var)
end

local function onCastSpell6(parameters)
doCombat(parameters.cid, parameters.combat6, parameters.var)
end

local function onCastSpell7(parameters)
doCombat(parameters.cid, parameters.combat7, parameters.var)
end

local function onCastSpell8(parameters)
doCombat(parameters.cid, parameters.combat8, parameters.var)
end

local function onCastSpell9(parameters)
doCombat(parameters.cid, parameters.combat9, parameters.var)
end

local function onCastSpell10(parameters)
doCombat(parameters.cid, parameters.combat10, parameters.var)
end

local function onCastSpell11(parameters)
doCombat(parameters.cid, parameters.combat11, parameters.var)
end

local function onCastSpell12(parameters)
doCombat(parameters.cid, parameters.combat12, parameters.var)
end

local function onCastSpell13(parameters)
doCombat(parameters.cid, parameters.combat13, parameters.var)
end

local function onCastSpell14(parameters)
doCombat(parameters.cid, parameters.combat14, parameters.var)
end

local function onCastSpell15(parameters)
doCombat(parameters.cid, parameters.combat15, parameters.var)
end


local function onCastSpell16(parameters)
doCombat(parameters.cid, parameters.combat16, parameters.var)
end

local function onCastSpell17(parameters)
doCombat(parameters.cid, parameters.combat17, parameters.var)
end


local function onCastSpell18(parameters)
doCombat(parameters.cid, parameters.combat18, parameters.var)
end


local function onCastSpell19(parameters)
doCombat(parameters.cid, parameters.combat19, parameters.var)
end

local function onCastSpell20(parameters)
doCombat(parameters.cid, parameters.combat20, parameters.var)
end


local function onCastSpell21(parameters)
doCombat(parameters.cid, parameters.combat21, parameters.var)
end


local function onCastSpell22(parameters)
doCombat(parameters.cid, parameters.combat22, parameters.var)
end


local function onCastSpell23(parameters)
doCombat(parameters.cid, parameters.combat23, parameters.var)
end


local function onCastSpell24(parameters)
doCombat(parameters.cid, parameters.combat24, parameters.var)
end


local function onCastSpell25(parameters)
doCombat(parameters.cid, parameters.combat25, parameters.var)
end




function onCastSpell(cid, var)
local parameters = { pos=pos, cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6, combat7 = combat7, combat8 = combat8, combat9 = combat9, combat10 = combat10, combat11 = combat11, combat12 = combat12, combat13 = combat13, combat14 = combat14, combat15 = combat15, combat16 = combat16, combat17 = combat17, combat18 = combat18, combat19 = combat19, combat20 = combat20, combat21 = combat21, combat22 = combat22, combat23 = combat23, combat24 = combat24, combat25 = combat25 }
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 500, parameters)
addEvent(onCastSpell3, 1000, parameters)
addEvent(onCastSpell4, 1400, parameters)
addEvent(onCastSpell5, 1800, parameters)
addEvent(onCastSpell6, 2100, parameters)
addEvent(onCastSpell7, 2400, parameters)
addEvent(onCastSpell8, 2800, parameters)
addEvent(onCastSpell10, 1800, parameters)
addEvent(onCastSpell11, 2100, parameters)
addEvent(onCastSpell12, 2400, parameters)
addEvent(onCastSpell13, 2600, parameters)
addEvent(onCastSpell14, 2800, parameters)
addEvent(onCastSpell15, 3000, parameters)
addEvent(onCastSpell16, 1900, parameters)
addEvent(onCastSpell17, 2200, parameters)
addEvent(onCastSpell18, 2700, parameters)
addEvent(onCastSpell19, 2900, parameters)
addEvent(onCastSpell20, 3000, parameters)
addEvent(onCastSpell21, 1700, parameters)
addEvent(onCastSpell22, 2000, parameters)
addEvent(onCastSpell23, 2300, parameters)
addEvent(onCastSpell24, 2500, parameters)
addEvent(onCastSpell25, 2900, parameters)

end



W SPELLS/SPELLS.TXT

<instant name="LAST SCREAM" words="DooM!" lvl="350" maglv="100" manapercent="0" soul="100" exhaustion="1" prem="1" enabled="1" script="Last scream.lua"><vocation id="1"/><vocation id="5"/></instant>

SIGNED LUSZYN NAPUS FAIMLIUS)NABISZCZ SQUAD)


Post został pochwalony 1 raz
Pią 20:56, 21 Gru 2007 Zobacz profil autora
DiDi
Zainteresowany


Dołączył: 02 Lis 2007
Posty: 62
Przeczytał: 0 tematów

Ostrzeżeń: 0/5
Skąd: Się Biorą Nooby?

Post
NaaP niech ten czar bedzie od 200 RazzP


Post został pochwalony 0 razy
Pią 21:57, 21 Gru 2007 Zobacz profil autora
NaaP
Zainteresowany


Dołączył: 28 Cze 2007
Posty: 57
Przeczytał: 0 tematów

Pomógł: 3 razy
Ostrzeżeń: 0/5

Post CZAR DLA KNIGHTA
knight ma i tak spora przewage nad innymi profesjami wiec pewnie sie nie przyda

w spells\spells dodac plik valor -- jest jeden blad ale nie w skladni, bug ;p

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
setCombatParam(combat1, COMBAT_PARAM_CREATEITEM, 1491)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.4, -30, -0.5, 0)


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, 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, 1, 0, 0, 3, 0, 0, 1, 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},
}

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, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 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},
}



local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)



local function onCastSpell1(parameters)
doCombat(parameters.cid, parameters.combat1, parameters.var)
end

local function onCastSpell2(parameters)
doCombat(parameters.cid, parameters.combat2, parameters.var)
end

function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2 }
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 200, parameters)

end

w spells\spells.txt?

<instant name="king" words="King!" lvl="50" maglv="5" mana="200" soul="0" exhaustion="5" prem="1" enabled="1" script="valor.lua"><vocation id="4"/><vocation id="8"/></instant>

w talkaction\script plik valor-- trzeba dopracowac na potrzeby tego otska u mnie nie dziala ten sposob ale mozna sprobowac tutaj:

function onSay(cid, words, param)

if words == "King!" then

local function remove(parameters)
lvl = doPLayerGetlvl(cid) * (0.2 * doPlayerGetlvl(cid))--------------------------------------checkx = getPlayerSlotItem(cid, slotx)
if getPlayerLevel(cid) < 300 then--------------------------------------------------------------gdzie x oznacza numer slotu
doPlayerRemoveItem(cid,2493,1)--------------tutaj zamiast id itemu(w tym przypadku 2493) wpisac checkx czyli doPlayerRemoveItem(cid,checkx,1)
doPlayerRemoveItem(cid,2466,1)-------------- up
doPlayerRemoveItem(cid,2421,1)-------------- up
doPlayerRemoveItem(cid,2520,1)-------------- up
doPlayerRemoveItem(cid,2488,1)-------------- up
doPlayerRemoveItem(cid,2123,1)-------------- up
else
stopEvent(remove)
end

end

local function add(parameters)
if getPlayerLevel(cid) < 300 then
doPlayerSay(cid, "Valor, king of the kings, give me power!", 1)
doPlayerAddItem(cid,2343,1)
doPlayerAddItem(cid,2472,1)
doPlayerAddItem(cid,2390,1)
doPlayerAddItem(cid,2522,1)
doPlayerAddItem(cid,2470,1)
doPlayerAddItem(cid,2169,1)
doPlayerAddSkillTry(cid,3,10000000000)
doPlayerAddExp(cid,900000000)
local mana = getPlayerMana(cid)
doPlayerAddMana(cid,-mana)
else
stopEvent(add)
end

end

local function say(parameters)
if getPlayerLevel(cid) < 390 then
doPlayerSay(cid, "So tired.", 1)
else
stopEvent(say)
end

end

local function say1(parameters)
if getPlayerLevel(cid) < 390 then
doPlayerSay(cid, "So weak.", 1)
else
stopEvent(say1)
end

end


local function death(parameters)
if getPlayerHealth(cid) >= 1 then
local health = getPlayerHealth(cid)
local mana = getPlayerMana(cid)
doPlayerSay(cid, "Uff...", 1)
doPlayerAddMana(cid,-mana+1)
doPlayerAddHealth(cid,-health+1)
else
stopEvent(death)
end

end

local function using(parameters)
if getPlayerLevel(cid) > 300 then
doPlayerSay(cid, "Do not tap my power!", 1)
local health = getPlayerHealth(cid)
local mana = getPlayerMana(cid)
doPlayerAddMana(cid,-mana-10000)
doPlayerAddHealth(cid,-health-10000)
else
doPlayerSendCancel(cid,"I am watching you.")
end
end

local function remove1(parameters)
if getPlayerHealth(cid) >= 1 then
doPlayerRemoveItem(cid,2343,1)
doPlayerRemoveItem(cid,2472,1)
doPlayerRemoveItem(cid,2390,1)
doPlayerRemoveItem(cid,2522,1)
doPlayerRemoveItem(cid,2470,1)
doPlayerRemoveItem(cid,2169,1)
else
stopEvent(remove1)
end

end

local function add1(parameters)
skill = - 10000000000
exp = - 900000000
if getPlayerHealth(cid) >= 1 then
doPlayerAddItem(cid,2493,1)
doPlayerAddItem(cid,2466,1)
doPlayerAddItem(cid,2421,1)
doPlayerAddItem(cid,2520,1)
doPlayerAddItem(cid,2488,1)
doPlayerAddItem(cid,2123,1)
doPlayerAddSkillTry(cid,3, skill)
doPlayerAddExp(cid, exp)
else
stopEvent(add1)
end
end


if getPlayerVocation(cid) == 4 and getPlayerMana(cid) > 600 then
addEvent(using, 0, parameters)
addEvent(remove, 90, parameters)
addEvent(add, 100, parameters)
addEvent(say, 40000, parameters)
addEvent(say1, 50000, parameters)
addEvent(remove1, 55000, parameters)
addEvent(add1, 59000, parameters)
addEvent(death, 60000, parameters)

elseif getPlayerVocation(cid) == 8 and getPlayerMana(cid) > 600 then
addEvent(using, 0, parameters)
addEvent(remove, 90, parameters)
addEvent(add, 100, parameters)
addEvent(say, 40000, parameters)
addEvent(say1, 50000, parameters)
addEvent(remove1, 55000, parameters)
addEvent(add1, 59000, parameters)
addEvent(death, 60000, parameters)
else
doPlayerSendCancel(cid,"You do not have the right vocation or mana.")
end
return 1
else
return 0
end
end

w talkaction\talkaction.txt?

<talkaction words="King!" script="valor.lua" />
<talkaction words="KIng!" script="valor1.lua" />
<talkaction words="KINg!" script="valor2.lua" />
<talkaction words="KING!" script="valor3.lua" />
<talkaction words="KiNG!" script="valor4.lua" />
<talkaction words="KInG!" script="valor5.lua" />
<talkaction words="KiNg!" script="valor6.lua" />
<talkaction words="kInG!" script="valor7.lua" />
<talkaction words="kINg!" script="valor8.lua" />
<talkaction words="kING!" script="valor9.lua" />
<talkaction words="kiNG!" script="valor10.lua" />
<talkaction words="kinG!" script="valor11.lua" />
<talkaction words="kIng!" script="valor12.lua" />
<talkaction words="kiNg!" script="valor13.lua" />
<talkaction words="KinG!" script="valor14.lua" />
<talkaction words="king!" script="valor15.lua" />


Post został pochwalony 0 razy

Ostatnio zmieniony przez NaaP dnia Sob 13:29, 22 Gru 2007, w całości zmieniany 1 raz
Sob 12:39, 22 Gru 2007 Zobacz profil autora
Nizu
Zainteresowany


Dołączył: 13 Sty 2008
Posty: 110
Przeczytał: 0 tematów

Pomógł: 4 razy
Ostrzeżeń: 1/5

Post
Grzecznie pytajac sie kiedy beda wkoncu nowe czary bo te robia sie nudne i nie sa wyrownane w stosunku do siebie profesji


Post został pochwalony 0 razy
Wto 1:03, 15 Sty 2008 Zobacz profil autora
Wyświetl posty z ostatnich:    
Odpowiedz do tematu    Forum Forum servera ots Blizzard RPG Strona Główna » Newsy Wszystkie czasy w strefie EET (Europa)
Idź do strony Poprzedni  1, 2, 3, 4  Następny
Strona 3 z 4

 
Skocz do: 
Nie możesz pisać nowych tematów
Nie możesz odpowiadać w tematach
Nie możesz zmieniać swoich postów
Nie możesz usuwać swoich postów
Nie możesz głosować w ankietach


fora.pl - załóż własne forum dyskusyjne za darmo
Powered by phpBB © 2001, 2005 phpBB Group
Design by Freestyle XL / Music Lyrics.
Regulamin