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deleted thread

const.h:
Code:
enum TextColor_t
{
	TEXTCOLOR_BLUE		= 5,
	TEXTCOLOR_GREEN		= 18,
	TEXTCOLOR_TEAL		= 35,
	TEXTCOLOR_LIGHTGREEN	= 66,
	TEXTCOLOR_DARKBROWN	= 78,
	TEXTCOLOR_LIGHTBLUE	= 89,
	TEXTCOLOR_DARKPURPLE	= 112,
	TEXTCOLOR_BROWN		= 120,
	TEXTCOLOR_GREY		= 129,
	TEXTCOLOR_DARKRED	= 144,
	TEXTCOLOR_DARKPINK	= 152,
	TEXTCOLOR_PURPLE	= 154,
	TEXTCOLOR_DARKORANGE	= 156,
	TEXTCOLOR_RED		= 180,
	TEXTCOLOR_PINK		= 190,
	TEXTCOLOR_ORANGE	= 192,
	TEXTCOLOR_DARKYELLOW	= 205,
	TEXTCOLOR_YELLOW	= 210,
	TEXTCOLOR_WHITE		= 215,

	TEXTCOLOR_NONE		= 255
};

game.cpp:
Code:
				switch(combatType)
				{
					case COMBAT_PHYSICALDAMAGE:
					{
						Item* splash = NULL;
						switch(target->getRace())
						{
							case RACE_VENOM:
								textColor = TEXTCOLOR_LIGHTGREEN;
								hitEffect = NM_ME_POISON;
								splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN);
								break;

							case RACE_BLOOD:
								textColor = TEXTCOLOR_RED;
								hitEffect = NM_ME_DRAW_BLOOD;
								splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
								break;

							case RACE_UNDEAD:
								textColor = TEXTCOLOR_GREY;
								hitEffect = NM_ME_HIT_AREA;
								break;

							case RACE_FIRE:
								textColor = TEXTCOLOR_ORANGE;
								hitEffect = NM_ME_DRAW_BLOOD;
								break;

							default:
								break;
						}

						if(splash)
						{
							internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT);
							startDecay(splash);
						}
						break;
					}

					case COMBAT_ENERGYDAMAGE:
					{
						textColor = TEXTCOLOR_PURPLE;
						hitEffect = NM_ME_ENERGY_DAMAGE;
						break;
					}

					case COMBAT_EARTHDAMAGE:
					{
						textColor = TEXTCOLOR_LIGHTGREEN;
						hitEffect = NM_ME_POISON_RINGS;
						break;
					}

					case COMBAT_DROWNDAMAGE:
					{
						textColor = TEXTCOLOR_LIGHTBLUE;
						hitEffect = NM_ME_LOSE_ENERGY;
						break;
					}

					case COMBAT_FIREDAMAGE:
					{
						textColor = TEXTCOLOR_ORANGE;
						hitEffect = NM_ME_HITBY_FIRE;
						break;
					}

					case COMBAT_ICEDAMAGE:
					{
						textColor = TEXTCOLOR_TEAL;
						hitEffect = NM_ME_ICEATTACK;
						break;
					}

					case COMBAT_HOLYDAMAGE:
					{
						textColor = TEXTCOLOR_YELLOW;
						hitEffect = NM_ME_HOLYDAMAGE;
						break;
					}

					case COMBAT_DEATHDAMAGE:
					{
						textColor = TEXTCOLOR_DARKRED;
						hitEffect = NM_ME_SMALLCLOUDS;
						break;
					}

					case COMBAT_LIFEDRAIN:
					{
						textColor = TEXTCOLOR_RED;
						hitEffect = NM_ME_MAGIC_BLOOD;
						break;
					}

					default:
						break;
				}
 
const.h:
Code:
enum TextColor_t
{
	TEXTCOLOR_BLUE		= 5,
	TEXTCOLOR_GREEN		= 18,
	TEXTCOLOR_TEAL		= 35,
	TEXTCOLOR_LIGHTGREEN	= 66,
	TEXTCOLOR_DARKBROWN	= 78,
	TEXTCOLOR_LIGHTBLUE	= 89,
	TEXTCOLOR_DARKPURPLE	= 112,
	TEXTCOLOR_BROWN		= 120,
	TEXTCOLOR_GREY		= 129,
	TEXTCOLOR_DARKRED	= 144,
	TEXTCOLOR_DARKPINK	= 152,
	TEXTCOLOR_PURPLE	= 154,
	TEXTCOLOR_DARKORANGE	= 156,
	TEXTCOLOR_RED		= 180,
	TEXTCOLOR_PINK		= 190,
	TEXTCOLOR_ORANGE	= 192,
	TEXTCOLOR_DARKYELLOW	= 205,
	TEXTCOLOR_YELLOW	= 210,
	TEXTCOLOR_WHITE		= 215,

	TEXTCOLOR_NONE		= 255
};

game.cpp:
Code:
				switch(combatType)
				{
					case COMBAT_PHYSICALDAMAGE:
					{
						Item* splash = NULL;
						switch(target->getRace())
						{
							case RACE_VENOM:
								textColor = TEXTCOLOR_LIGHTGREEN;
								hitEffect = NM_ME_POISON;
								splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN);
								break;

							case RACE_BLOOD:
								textColor = TEXTCOLOR_RED;
								hitEffect = NM_ME_DRAW_BLOOD;
								splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
								break;

							case RACE_UNDEAD:
								textColor = TEXTCOLOR_GREY;
								hitEffect = NM_ME_HIT_AREA;
								break;

							case RACE_FIRE:
								textColor = TEXTCOLOR_ORANGE;
								hitEffect = NM_ME_DRAW_BLOOD;
								break;

							default:
								break;
						}

						if(splash)
						{
							internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT);
							startDecay(splash);
						}
						break;
					}

					case COMBAT_ENERGYDAMAGE:
					{
						textColor = TEXTCOLOR_PURPLE;
						hitEffect = NM_ME_ENERGY_DAMAGE;
						break;
					}

					case COMBAT_EARTHDAMAGE:
					{
						textColor = TEXTCOLOR_LIGHTGREEN;
						hitEffect = NM_ME_POISON_RINGS;
						break;
					}

					case COMBAT_DROWNDAMAGE:
					{
						textColor = TEXTCOLOR_LIGHTBLUE;
						hitEffect = NM_ME_LOSE_ENERGY;
						break;
					}

					case COMBAT_FIREDAMAGE:
					{
						textColor = TEXTCOLOR_ORANGE;
						hitEffect = NM_ME_HITBY_FIRE;
						break;
					}

					case COMBAT_ICEDAMAGE:
					{
						textColor = TEXTCOLOR_TEAL;
						hitEffect = NM_ME_ICEATTACK;
						break;
					}

					case COMBAT_HOLYDAMAGE:
					{
						textColor = TEXTCOLOR_YELLOW;
						hitEffect = NM_ME_HOLYDAMAGE;
						break;
					}

					case COMBAT_DEATHDAMAGE:
					{
						textColor = TEXTCOLOR_DARKRED;
						hitEffect = NM_ME_SMALLCLOUDS;
						break;
					}

					case COMBAT_LIFEDRAIN:
					{
						textColor = TEXTCOLOR_RED;
						hitEffect = NM_ME_MAGIC_BLOOD;
						break;
					}

					default:
						break;
				}

if looking for rl tibia colors you should use this

in const.h:
Code:
enum TextColor_t
{
	TEXTCOLOR_BLUE		= 5,
	TEXTCOLOR_GREEN		= 18,
	TEXTCOLOR_TEAL		= 143,
	TEXTCOLOR_LIGHTGREEN	= 66,
	TEXTCOLOR_DARKBROWN	= 78,
	TEXTCOLOR_LIGHTBLUE	= 89,
	TEXTCOLOR_DARKPURPLE	= 112,
	TEXTCOLOR_BROWN		= 120,
	TEXTCOLOR_GREY		= 129,
	TEXTCOLOR_DARKRED	= 108,
	TEXTCOLOR_DARKPINK	= 152,
	TEXTCOLOR_PURPLE	= 154,
	TEXTCOLOR_DARKORANGE	= 156,
	TEXTCOLOR_RED		= 180,
	TEXTCOLOR_PINK		= 190,
	TEXTCOLOR_ORANGE	= 198,
	TEXTCOLOR_DARKYELLOW	= 205,
	TEXTCOLOR_YELLOW	= 210,
	TEXTCOLOR_WHITE		= 215,

	TEXTCOLOR_NONE		= 255
};

game.cpp:
Code:
				switch(combatType)
				{
					case COMBAT_PHYSICALDAMAGE:
					{
						Item* splash = NULL;
						switch(target->getRace())
						{
							case RACE_VENOM:
								textColor = TEXTCOLOR_LIGHTGREEN;
								hitEffect = NM_ME_POISON;
								splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN);
								break;

							case RACE_BLOOD:
								textColor = TEXTCOLOR_RED;
								hitEffect = NM_ME_DRAW_BLOOD;
								splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
								break;

							case RACE_UNDEAD:
								textColor = TEXTCOLOR_GREY;
								hitEffect = NM_ME_HIT_AREA;
								break;

							case RACE_FIRE:
								textColor = TEXTCOLOR_ORANGE;
								hitEffect = NM_ME_DRAW_BLOOD;
								break;

							default:
								break;
						}

						if(splash)
						{
							internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT);
							startDecay(splash);
						}
						break;
					}

					case COMBAT_ENERGYDAMAGE:
					{
						textColor = TEXTCOLOR_PURPLE;
						hitEffect = NM_ME_ENERGY_DAMAGE;
						break;
					}

					case COMBAT_EARTHDAMAGE:
					{
						textColor = TEXTCOLOR_LIGHTGREEN;
						hitEffect = NM_ME_POISON_RINGS;
						break;
					}

					case COMBAT_DROWNDAMAGE:
					{
						textColor = TEXTCOLOR_LIGHTBLUE;
						hitEffect = NM_ME_LOSE_ENERGY;
						break;
					}

					case COMBAT_FIREDAMAGE:
					{
						textColor = TEXTCOLOR_ORANGE;
						hitEffect = NM_ME_HITBY_FIRE;
						break;
					}

					case COMBAT_ICEDAMAGE:
					{
						textColor = TEXTCOLOR_TEAL;
						hitEffect = NM_ME_ICEATTACK;
						break;
					}

					case COMBAT_HOLYDAMAGE:
					{
						textColor = TEXTCOLOR_YELLOW;
						hitEffect = NM_ME_HOLYDAMAGE;
						break;
					}

					case COMBAT_DEATHDAMAGE:
					{
						textColor = TEXTCOLOR_DARKRED;
						hitEffect = NM_ME_SMALLCLOUDS;
						break;
					}

					case COMBAT_LIFEDRAIN:
					{
						textColor = TEXTCOLOR_RED;
						hitEffect = NM_ME_MAGIC_BLOOD;
						break;
					}

					default:
						break;
				}
 
Oie hablan español o entiendes un poquillo el español????? es que tengo duda mi ot no tiene source donde veo eso de los coloreS? a y me gustaria si me explicarian para crear nuevas condition quiero crear condition stun
 
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_HITCOLOR, 35)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_NONE)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -3.50, -35, -3.50, -35)
 
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