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Spell Exori Death

nestor483

New Member
Joined
Sep 7, 2011
Messages
13
Reaction score
2
Location
Thais


Preview

http://i.cubeupload.com/rrQzv0.gif




Place this script in spells.xml


Lua:
<instant name="Exori Death" words="exori death" lvl="15000" maglv="0" mana="3000" exhaustion="4000" prem="0" needlearn="0" blockwalls="0" aggressive="1" event="script" value="Exori Death.lua">
	<vocation id="1"/>
	<vocation id="2"/>
	<vocation id="5"/>
	<vocation id="6"/>
</instant>



And create a file with the name "Exori Death.lua"

Lua:
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combat0_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0}}))
function getDmg_Brush(cid, level, maglevel)
	return (15000)*-1,(30000)*-1 
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_SUDDENDEATH,4,0,0,4,-4,0,0,-4}

-- Areas/Combat for 100ms
local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combat1_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat1_Brush,createCombatArea({{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}}))
function getDmg_Brush(cid, level, maglevel)
	return (15000)*-1,(30000)*-1 
end
setCombatCallback(combat1_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat1_Brush = {CONST_ANI_SUDDENDEATH,-2,0,0,2,2,0,0,-2}

-- Areas/Combat for 200ms
local combat2_Brush = createCombatObject()
setCombatParam(combat2_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combat2_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat2_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 0},
{1, 0, 1, 2, 1, 0, 1},
{0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0}}))
function getDmg_Brush(cid, level, maglevel)
	return (15000)*-1,(30000)*-1 
end
setCombatCallback(combat2_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat2_Brush = {CONST_ANI_SUDDENDEATH,1,-1,-1,-1,0,-1,1,1,1,0,0,1,-1,1,-1,0,3,0,-3,0,0,3,0,-3}

-- Areas/Combat for 300ms
local combat3_Brush = createCombatObject()
setCombatParam(combat3_Brush, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combat3_Brush, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatParam(combat3_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat3_Brush,createCombatArea({{0, 0, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 0},
{1, 1, 0, 0, 0, 1, 1},
{1, 1, 0, 2, 0, 1, 1},
{1, 1, 0, 0, 0, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0}}))
function getDmg_Brush(cid, level, maglevel)
	return (15000)*-1,(30000)*-1 
end
setCombatCallback(combat3_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat3_Brush = {CONST_ANI_SUDDENDEATH,-1,-2,0,-2,1,-2,2,-2,2,-1,2,0,2,1,2,2,1,2,0,2,-1,2,-2,2,-2,1,-2,0,-2,-1,-2,-2,3,-1,3,0,3,1,1,3,0,3,-1,3,-3,1,-3,0,-3,-1,-1,-3,0,-3,1,-3}

-- Areas/Combat for 400ms
local combat4_Brush_2 = createCombatObject()
setCombatParam(combat4_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat4_Brush_2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
setCombatParam(combat4_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat4_Brush_2,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (500)*-1,(500)*-1 
end
setCombatCallback(combat4_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat4_Brush_2 = {CONST_ANI_DEATH,1,0,1,-1,0,-1,-1,-1,-1,0,-1,1,0,1,1,1}

-- Areas/Combat for 500ms
local combat5_Brush_2 = createCombatObject()
setCombatParam(combat5_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat5_Brush_2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
setCombatParam(combat5_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat5_Brush_2,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (500)*-1,(500)*-1 
end
setCombatCallback(combat5_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat5_Brush_2 = {CONST_ANI_DEATH,1,1,1,0,1,-1,0,-1,-1,-1,-1,0,-1,1,0,1}

-- Areas/Combat for 600ms
local combat6_Brush_2 = createCombatObject()
setCombatParam(combat6_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat6_Brush_2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
setCombatParam(combat6_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat6_Brush_2,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (500)*-1,(500)*-1 
end
setCombatCallback(combat6_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat6_Brush_2 = {CONST_ANI_DEATH,1,-1,1,0,1,1,-1,1,0,1,-1,0,-1,-1,0,-1}

-- Areas/Combat for 700ms
local combat7_Brush_2 = createCombatObject()
setCombatParam(combat7_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat7_Brush_2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
setCombatParam(combat7_Brush_2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat7_Brush_2,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_Brush_2(cid, level, maglevel)
	return (500)*-1,(500)*-1 
end
setCombatCallback(combat7_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
local dfcombat7_Brush_2 = {CONST_ANI_DEATH,-1,-1,0,-1,1,-1,1,0,1,1,-1,1,0,1,-1,0}

-- Areas/Combat for 800ms
local combat8_Brush_3 = createCombatObject()
setCombatParam(combat8_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_SMALLCLOUDS)
setCombatParam(combat8_Brush_3, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatParam(combat8_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat8_Brush_3,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{1, 1, 1, 0, 2, 0, 1, 1, 1},
{0, 0, 1, 0, 1, 0, 1, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0}}))
function getDmg_Brush_3(cid, level, maglevel)
	return (10)*-1,(20)*-1 
end
setCombatCallback(combat8_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
local dfcombat8_Brush_3 = {CONST_ANI_SUDDENDEATH,2,1,2,0,2,-1,2,-2,1,-2,0,-2,-1,-2,-2,-2,-2,-1,-2,0,-2,1,-2,2,-1,2,0,2,0,1,1,2,2,2,3,0,4,0,-3,0,-4,0,0,3,0,4,0,-3,0,-4}

-- Areas/Combat for 900ms
local combat9_Brush_3 = createCombatObject()
setCombatParam(combat9_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_SMALLCLOUDS)
setCombatParam(combat9_Brush_3, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatParam(combat9_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat9_Brush_3,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{1, 1, 1, 0, 2, 0, 1, 1, 1},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0}}))
function getDmg_Brush_3(cid, level, maglevel)
	return (10)*-1,(20)*-1 
end
setCombatCallback(combat9_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
local dfcombat9_Brush_3 = {CONST_ANI_SUDDENDEATH,0,4,0,3,0,2,1,2,2,2,2,0,2,1,2,-1,2,-2,1,-2,0,-2,-1,-2,-2,-2,-2,-1,-2,0,-2,1,-2,2,-3,0,-4,0,0,-4,0,-3,3,0,4,0,-1,2}

-- =============== 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)
	addEvent(RunPart,100,combat1_Brush,cid,var,dfcombat1_Brush,startPos)
	addEvent(RunPart,200,combat2_Brush,cid,var,dfcombat2_Brush,startPos)
	addEvent(RunPart,300,combat3_Brush,cid,var,dfcombat3_Brush,startPos)
	addEvent(RunPart,400,combat4_Brush_2,cid,var,dfcombat4_Brush_2,startPos)
	addEvent(RunPart,500,combat5_Brush_2,cid,var,dfcombat5_Brush_2,startPos)
	addEvent(RunPart,600,combat6_Brush_2,cid,var,dfcombat6_Brush_2,startPos)
	addEvent(RunPart,700,combat7_Brush_2,cid,var,dfcombat7_Brush_2,startPos)
	addEvent(RunPart,800,combat8_Brush_3,cid,var,dfcombat8_Brush_3,startPos)
	addEvent(RunPart,900,combat9_Brush_3,cid,var,dfcombat9_Brush_3,startPos)
	return true
end
 

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