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Berserk exori!

Exotis

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Ok now that I have your attention :) We all know the spell berserk works kinda crap...since the script is:

PHP:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0, -90, 0.7, -50)

local area = createCombatArea(AREA_SQUARE1X1)
setCombatArea(combat, area)

function onCastSpell(cid, var)
	return doCombat(cid, combat, var)
end

This script bases the spell on the player's skills, so a level 5000 would hit the same as a level 70 if they ahve the same skills.

PHP:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, 0, -90, -0.7, -50)

local area = createCombatArea(AREA_SQUARE1X1)
setCombatArea(combat, area)

function onCastSpell(cid, var)
	return doCombat(cid, combat, var)
end

This script bases the spell on level+magic. So a level 1000 with crappy skills would hit WAY much more than a level 100 with extreme skills.

My question is, is it possible to base the spell on levelmagic AND skills?

Thanks for reading, I hope you can help me :D
 
yes , take a look at that script:
Lua:
--Calculed by ta4e--
--For tibia 8.31--
--Made in 07/11/08--

local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HOLYAREA)


function getCombatFormulas(cid, lv, maglv)
	local formula_min = -((lv*1 + maglv*4) * 1.15)
	local formula_max = -((lv*1 + maglv*4) * 1.23)

	if(formula_max < formula_min) then
		local tmp = formula_max
		formula_max = formula_min
		formula_min = tmp
	end
	return formula_min, formula_max
end

local area = createCombatArea(AREA_CIRCLE3X3)
setCombatArea(combat, area)

setCombatCallback(combat, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombatFormulas")


function onCastSpell(cid, var)
	return doCombat(cid, combat, var)
end
as we can see there is lvl*1 + mlvl*4 :>
 
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