
Tibia Fans-Czyli serwis o OTS i swiecie Tibia.com

Dobra All już wiecie teraz skrypt:
data/spells/scripts tworzymy plik exevo pall.lua i wklejamy:
Spoiler:
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 29)
setCombatParam(combat1, COMBAT_PARAM_AGGRESSIVE, 1)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -8.0, -1500, -8.0, -1500)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 29)
setCombatParam(combat2, COMBAT_PARAM_AGGRESSIVE, 1)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -8.0, -1500, -8.0, -1500)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 29)
setCombatParam(combat3, COMBAT_PARAM_AGGRESSIVE, 1)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -8.0, -1500, -8.0, -1500)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 29)
setCombatParam(combat4, COMBAT_PARAM_AGGRESSIVE, 1)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -8.0, -1500, -8.0, -1500)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 29)
setCombatParam(combat5, COMBAT_PARAM_AGGRESSIVE, 1)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -8.0, -1500, -8.0, -1500)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 29)
setCombatParam(combat6, COMBAT_PARAM_AGGRESSIVE, 1)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -8.0, -1500, -8.0, -1500)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 29)
setCombatParam(combat7, COMBAT_PARAM_AGGRESSIVE, 1)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -8.0, -1500, -8.0, -1500)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 29)
setCombatParam(combat8, COMBAT_PARAM_AGGRESSIVE, 1)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -8.0, -1500, -8.0, -1500)
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, 29)
setCombatParam(combat9, COMBAT_PARAM_AGGRESSIVE, 1)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -8.0, -1500, -8.0, -1500)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 30)
setCombatParam(combat10, COMBAT_PARAM_AGGRESSIVE, 1)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -8.0, -1500, -8.0, -1500)
local combat11 = createCombatObject()
setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat11, COMBAT_PARAM_EFFECT, 28)
setCombatParam(combat11, COMBAT_PARAM_AGGRESSIVE, 1)
setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -8.0, -1500, -8.0, -1500)
arr1 = {
{1, 0, 0},
{0, 3, 0},
{0, 0, 0},
}
arr2 = {
{0, 1, 0},
{0, 2, 0},
{0, 0, 0},
}
arr3 = {
{0, 0, 1},
{0, 2, 0},
{0, 0, 0},
}
arr4 = {
{0, 0, 0},
{0, 2, 1},
{0, 0, 0},
}
arr5 = {
{0, 0, 0},
{0, 2, 0},
{0, 0, 1},
}
arr6 = {
{0, 0, 0},
{0, 2, 0},
{0, 1, 0},
}
arr7 = {
{0, 0, 0},
{0, 2, 0},
{1, 0, 0},
}
arr8 = {
{0, 0, 0},
{1, 2, 0},
{0, 0, 0},
}
arr9 = {
{1, 0, 0},
{0, 2, 0},
{0, 0, 0},
}
arr10 = {
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{1, 0, 2, 0, 1},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
}
arr11 = {
{0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 1, 0},
{1, 0, 0, 2, 0, 0, 1},
{0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 1, 0, 0},
{0, 0, 0, 1, 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)
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)
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
function onCastSpell(cid, var)
local parameters = { 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}
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 300, parameters)
addEvent(onCastSpell3, 600, parameters)
addEvent(onCastSpell4, 900, parameters)
addEvent(onCastSpell5, 1200, parameters)
addEvent(onCastSpell6, 1500, parameters)
addEvent(onCastSpell7, 1800, parameters)
addEvent(onCastSpell8, 2100, parameters)
addEvent(onCastSpell9, 2400, parameters)
addEvent(onCastSpell10, 1500, parameters)
addEvent(onCastSpell11, 1800, parameters)
end
Siema all przedstawiam wam mój autorski czar EXEVO PALL "... pewnie zastanawiacie się po co ten " i ... odpowiedz jest prosta czar działa tylko gdy podamy w co ma uderzyć ale jednak musi być to gracz a nie potwór!!! A gdy chcemy by czar zadziałał w około nas jak np. exevo mas san poprostu podajemy nasz nick.
Czyli podsumowując inkantacja tego czaru wygląda tak
a do spells.xml doklejamy taką linijkę:
<instant name="Pall Mass" words="exevo pall" aggressive="1" params="1" needtarget="1" lvl="60" maglv="30" mana="900" soul="0" exhaustion="0" prem="0" enabled="1" script="exevo pall.lua"><vocation id="3"/><vocation id="7"/></instant>
AHA te czerwone fajerwerki krążą wokoło celu:D
Teraz postaram się o filmik z czarem w akcji ale narazie ss musi wam wystarczyć
Jeśli ktoś stwierdzi, że warte jest to reputa to
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