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Spell Paralyzie

tev

Banned User
Joined
Apr 19, 2013
Messages
113
Reaction score
6
Name of magic: Paralyzie
Vocations: All Vocations
Occupies 8 sqm.
Versions: 8.60+
This spell don't give damage. Is only for paralyze!

C6qxrcI.gif

(https://i.imgur.com/C6qxrcI.gif)

Go to data/spells/attack and create paralyzie.lua.
Put this:

Code:
-------- SPELL CREATED BY @teev.  ---------

-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
	return (250)*-1,(500)*-1 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_SMALLHOLY}local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
	return (150)*-1,(450)*-1 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_ENERGYBALL}local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_PURPLEENERGY)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (150)*-1,(450)*-1 
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat0_Brush_2 = {CONST_ANI_ENERGY}local combat0_Brush_3 = createCombatObject()
setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_YELLOWENERGY)
setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat0_Brush_3,createCombatArea({{2}}))
function getDmg_Brush_3(cid, level, maglevel)
	return (150)*-1,(450)*-1 
end
setCombatCallback(combat0_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
local dfcombat0_Brush_3 = {CONST_ANI_EXPLOSION}local combat0_Brush_7 = createCombatObject()
setCombatParam(combat0_Brush_7, COMBAT_PARAM_EFFECT, CONST_ME_SLEEP)
setCombatParam(combat0_Brush_7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush_7,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_Brush_7(cid, level, maglevel)
	return (0)*-1,(0)*-1 
end
setCombatCallback(combat0_Brush_7, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_7")

local con_Paralyze__combat0_Brush_7 = createConditionObject(0+CONDITION_PARALYZE)
setCombatCondition(combat0_Brush_7, con_Paralyze__combat0_Brush_7)

-- Areas/Combat for 700ms
local combat7_Brush_7 = createCombatObject()
setCombatParam(combat7_Brush_7, COMBAT_PARAM_EFFECT, CONST_ME_SLEEP)
setCombatParam(combat7_Brush_7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat7_Brush_7,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_Brush_7(cid, level, maglevel)
	return (0)*-1,(0)*-1 
end
setCombatCallback(combat7_Brush_7, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_7")

local con_Paralyze__combat7_Brush_7 = createConditionObject(0+CONDITION_PARALYZE)
setCombatCondition(combat7_Brush_7, con_Paralyze__combat7_Brush_7)

-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
	if (isCreature(cid)) then
		doCombat(cid, c, var)
		if (dirList ~= nil) then -- Emit distance effects
			local i = 2;
			while (i < #dirList) do
				doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
				i = i + 2
			end		
		end
	end
end

function onCastSpell(cid, var)
	local startPos = getCreaturePosition(cid)
	RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
	RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
	RunPart(combat0_Brush_2,cid,var,dfcombat0_Brush_2,startPos)
	RunPart(combat0_Brush_3,cid,var,dfcombat0_Brush_3,startPos)
	RunPart(combat0_Brush_7,cid,var)
	addEvent(RunPart,700,combat7_Brush_7,cid,var)
	return true
end

Now go to data/spells/spells.xml
Find: <!-- Attack Spells -->
And put this below:
Code:
<instant name="Paralyzie" words="paralyzie" lvl="100" maglv="0" mana="500" exhaustion="1000" prem="1" needlearn="0" blockwalls="0" aggressive="0" event="script" value="attack/paralyzie.lua">
<vocation name="Paladin"/>
<vocation name="Royal Paladin"/>
<vocation name="Knight"/>
<vocation name="Elite Knight"/>
<vocation name="Sorcerer"/>
<vocation name="Master Sorcerer"/>
<vocation name="Druid"/>
<vocation name="Elder Druid"/>
</instant>

Configure the lvl and maglvl. This magic need premium account.

Spell by me
 
Nice i just took the Condition_Paralyze i will use it in one of my scripts
 
Wtf is this:

LUA:
-------- SPELL CREATED BY @teev.  ---------

-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
	return (250)*-1,(500)*-1 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_SMALLHOLY}local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
	return (150)*-1,(450)*-1 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_ENERGYBALL}local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_PURPLEENERGY)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (150)*-1,(450)*-1 
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat0_Brush_2 = {CONST_ANI_ENERGY}local combat0_Brush_3 = createCombatObject()
setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_YELLOWENERGY)
setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat0_Brush_3,createCombatArea({{2}}))
function getDmg_Brush_3(cid, level, maglevel)
	return (150)*-1,(450)*-1 
end

? Read your code before you post it. Also, don't remove TGYoshi's Spell Creator credits (that's just lame). Anyways nice spell (?)
 
Wtf is this:

LUA:
-------- SPELL CREATED BY @teev.  ---------

-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
	return (250)*-1,(500)*-1 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_SMALLHOLY}local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{2}}))
function getDmg_Brush(cid, level, maglevel)
	return (150)*-1,(450)*-1 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_ENERGYBALL}local combat0_Brush_2 = createCombatObject()
setCombatParam(combat0_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_PURPLEENERGY)
setCombatParam(combat0_Brush_2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat0_Brush_2,createCombatArea({{2}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (150)*-1,(450)*-1 
end
setCombatCallback(combat0_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat0_Brush_2 = {CONST_ANI_ENERGY}local combat0_Brush_3 = createCombatObject()
setCombatParam(combat0_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_YELLOWENERGY)
setCombatParam(combat0_Brush_3, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat0_Brush_3,createCombatArea({{2}}))
function getDmg_Brush_3(cid, level, maglevel)
	return (150)*-1,(450)*-1 
end

? Read your code before you post it. Also, don't remove TGYoshi's Spell Creator credits (that's just lame). Anyways nice spell (?)
????????????
 
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