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Spell Energy Blast

Rielx

FOOL
Joined
Aug 23, 2010
Messages
67
Reaction score
1
Simple spell made with Mindrage's Spellmaker.

I got idea for this one from League of Legends, Lux's Ultimate spell;
You charge energy beam for 1 second and then you fire it at direction;

Enegy Blast.lua

Code:
-----------------This Spell was made with Mindrage's Spell Maker v0.56b ---------
--Do not post the spells in any forum without this line or you will be caught!---
--This Software is free to use and can't be for for real-life values!------------
local combat1 = createCombatObject() 
setCombatParam(combat1, COMBAT_PARAM_TYPE, 1)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 1)

setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC,  0,  0,  0,  0)
--=======================================================================
local combat2 = createCombatObject() 
setCombatParam(combat2, COMBAT_PARAM_TYPE, 1)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 1)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC,  0,  0,  0,  0)
--=======================================================================
local combat3 = createCombatObject() 
setCombatParam(combat3, COMBAT_PARAM_TYPE, 1)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 1)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC,  0,  0,  0,  0)
--=======================================================================
local combat4 = createCombatObject() 
setCombatParam(combat4, COMBAT_PARAM_TYPE, 1)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 1)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC,  0,  0,  0,  0)
--=======================================================================
local combat5 = createCombatObject() 
setCombatParam(combat5, COMBAT_PARAM_TYPE, 1)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 1)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC,  0,  0,  0,  0)
--=======================================================================
local combat6 = createCombatObject() 
setCombatParam(combat6, COMBAT_PARAM_TYPE, 2)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 37)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -8, -2, -10, -2)
--=======================================================================




local area1 = {
{0},
{0},
{0},
{0},
{1},
{3}}
--=======================================
local area2 = {
{0},
{0},
{0},
{1},
{0},
{2}}
--=======================================
local area3 = {
{0},
{0},
{1},
{0},
{0},
{2}}
--=======================================
local area4 = {
{0},
{1},
{0},
{0},
{0},
{2}}
--=======================================
local area5 = {
{1},
{0},
{0},
{0},
{0},
{2}}
--=======================================
local area6 = {
{1},
{1},
{1},
{1},
{1},
{3}}

--=======================================




setCombatArea(combat1, createCombatArea(area1))
setCombatArea(combat2, createCombatArea(area2))
setCombatArea(combat3, createCombatArea(area3))
setCombatArea(combat4, createCombatArea(area4))
setCombatArea(combat5, createCombatArea(area5))
setCombatArea(combat6, createCombatArea(area6))



function onCastSpell(cid, var)
addEvent(doCombat, 0, cid, combat1, var)
addEvent(doCombat, 100, cid, combat2, var)
addEvent(doCombat, 200, cid, combat3, var)
addEvent(doCombat, 300, cid, combat4, var)
addEvent(doCombat, 400, cid, combat5, var)
addEvent(doCombat, 1000, cid, combat6, var)
return TRUE
end

Add to spells.xml
Code:
<instant name="Enegy Blast" words="exori duco vis" lvl="47" mana="220" prem="1" direction="1"  blockwalls="1" exhaustion="2000" needlearn="0" event="script" value="Enegy Blast.lua">
<vocation id="5"/>
</instant>

Video : YouTube - Energy Blast
 
Haha, nice idea, it works just like Lux' ulti indeed, the caster can move when casting it though :/
 
Haha, nice idea, it works just like Lux' ulti indeed, the caster can move when casting it though :/

Thats easy to fix;

this will not allow player to move until spell is casted'

Code:
-----------------This Spell was made with Mindrage's Spell Maker v0.56b ---------
--Do not post the spells in any forum without this line or you will be caught!---
--This Software is free to use and can't be for for real-life values!------------
local combat1 = createCombatObject() 
setCombatParam(combat1, COMBAT_PARAM_TYPE, 1)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 1)

setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC,  0,  0,  0,  0)
--=======================================================================
local combat2 = createCombatObject() 
setCombatParam(combat2, COMBAT_PARAM_TYPE, 1)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 1)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC,  0,  0,  0,  0)
--=======================================================================
local combat3 = createCombatObject() 
setCombatParam(combat3, COMBAT_PARAM_TYPE, 1)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 1)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC,  0,  0,  0,  0)
--=======================================================================
local combat4 = createCombatObject() 
setCombatParam(combat4, COMBAT_PARAM_TYPE, 1)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 1)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC,  0,  0,  0,  0)
--=======================================================================
local combat5 = createCombatObject() 
setCombatParam(combat5, COMBAT_PARAM_TYPE, 1)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 1)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC,  0,  0,  0,  0)
--=======================================================================
local combat6 = createCombatObject() 
setCombatParam(combat6, COMBAT_PARAM_TYPE, 2)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 37)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -8, -2, -10, -2)
--=======================================================================




local area1 = {
{0},
{0},
{0},
{0},
{1},
{3}}
--=======================================
local area2 = {
{0},
{0},
{0},
{1},
{0},
{2}}
--=======================================
local area3 = {
{0},
{0},
{1},
{0},
{0},
{2}}
--=======================================
local area4 = {
{0},
{1},
{0},
{0},
{0},
{2}}
--=======================================
local area5 = {
{1},
{0},
{0},
{0},
{0},
{2}}
--=======================================
local area6 = {
{1},
{1},
{1},
{1},
{1},
{3}}

--=======================================




setCombatArea(combat1, createCombatArea(area1))
setCombatArea(combat2, createCombatArea(area2))
setCombatArea(combat3, createCombatArea(area3))
setCombatArea(combat4, createCombatArea(area4))
setCombatArea(combat5, createCombatArea(area5))
setCombatArea(combat6, createCombatArea(area6))


local function canmove()
doCreatureSetNoMove(player, 0)
end

function onCastSpell(cid, var)
doCreatureSetNoMove(cid, 1)
addEvent(doCombat, 0, cid, combat1, var)
addEvent(doCombat, 100, cid, combat2, var)
addEvent(doCombat, 200, cid, combat3, var)
addEvent(doCombat, 300, cid, combat4, var)
addEvent(doCombat, 400, cid, combat5, var)
addEvent(doCombat, 1000, cid, combat6, var)
addEvent(canmove, 1000)
player = cid
return TRUE
end
 
What did you mean about this line :

--This Software is free to use and can't be for for real-life values!------------

What real-life values?

Also screenshot? ;)
 
Thats tag of mindrage's, that says u can edit anything u want as long u don't delete his signature in code.
No screenshot, since its animated spell, and the best way to see it it is with video.
 
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