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[Graphical Spell Creator] Gallery

Maxens

Member
Joined
Apr 9, 2009
Messages
479
Reaction score
7
Location
Germany
Hey everyone! :)

I thought we could make a Gallery where everyone can show his selfmade-spells! :)

To post your .GIF pictures you could for example use this webiste:
PHP:
http://www.imgland.net

Go on and show your creativity here! :D

Okey I post my first spell! :)

It is called "Element X"

Here we go! :D

 
Something random;

testimg27.gif


:p
 
how do you make it so the circle looks so good?! Can you post the script for that spell? really liked it
 
Not have gif :(

Lua:
-- SpellCreator generated.

-- =============== COMBAT VARS ===============
-- Areas/Combat for 600ms
local combat6_fire_efecto = createCombatObject()
setCombatParam(combat6_fire_efecto, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat6_fire_efecto, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat6_fire_efecto,createCombatArea({{0, 2},
{0, 0},
{1, 0}}))
function getDmg_fire_efecto(cid, level, maglevel)
	return (10)*-1,(80)*-1 
end
setCombatCallback(combat6_fire_efecto, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_fire_efecto")

-- Areas/Combat for 500ms
local combat5_fire_efecto = createCombatObject()
setCombatParam(combat5_fire_efecto, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat5_fire_efecto, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat5_fire_efecto,createCombatArea({{2},
{1},
{1}}))
function getDmg_fire_efecto(cid, level, maglevel)
	return (10)*-1,(80)*-1 
end
setCombatCallback(combat5_fire_efecto, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_fire_efecto")

-- Areas/Combat for 400ms
local combat4_fire_efecto = createCombatObject()
setCombatParam(combat4_fire_efecto, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat4_fire_efecto, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat4_fire_efecto,createCombatArea({{2, 0},
{0, 0},
{0, 1}}))
function getDmg_fire_efecto(cid, level, maglevel)
	return (10)*-1,(80)*-1 
end
setCombatCallback(combat4_fire_efecto, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_fire_efecto")

-- Areas/Combat for 300ms
local combat3_fire_efecto = createCombatObject()
setCombatParam(combat3_fire_efecto, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat3_fire_efecto, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat3_fire_efecto,createCombatArea({{2, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 1, 1},
{0, 1, 0}}))
function getDmg_fire_efecto(cid, level, maglevel)
	return (10)*-1,(80)*-1 
end
setCombatCallback(combat3_fire_efecto, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_fire_efecto")

-- Areas/Combat for 200ms
local combat2_fire_efecto = createCombatObject()
setCombatParam(combat2_fire_efecto, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat2_fire_efecto, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat2_fire_efecto,createCombatArea({{2},
{0},
{0},
{0},
{1},
{1}}))
function getDmg_fire_efecto(cid, level, maglevel)
	return (10)*-1,(80)*-1 
end
setCombatCallback(combat2_fire_efecto, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_fire_efecto")

-- Areas/Combat for 100ms
local combat1_fire_efecto = createCombatObject()
setCombatParam(combat1_fire_efecto, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat1_fire_efecto, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat1_fire_efecto,createCombatArea({{0, 2},
{0, 0},
{0, 0},
{0, 0},
{1, 0}}))
function getDmg_fire_efecto(cid, level, maglevel)
	return (10)*-1,(80)*-1 
end
setCombatCallback(combat1_fire_efecto, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_fire_efecto")

-- Areas/Combat for 0ms
local combat0_fire_efecto = createCombatObject()
setCombatParam(combat0_fire_efecto, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat0_fire_efecto, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat0_fire_efecto,createCombatArea({{0, 0, 2},
{0, 0, 0},
{0, 0, 0},
{1, 1, 0}}))
function getDmg_fire_efecto(cid, level, maglevel)
	return (10)*-1,(80)*-1 
end
setCombatCallback(combat0_fire_efecto, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_fire_efecto")local combat0_orc_shaman_fire_efecto = createCombatObject()
setCombatParam(combat0_orc_shaman_fire_efecto, COMBAT_PARAM_EFFECT, CONST_ME_ORCSHAMAN_FIRE)
setCombatParam(combat0_orc_shaman_fire_efecto, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatArea(combat0_orc_shaman_fire_efecto,createCombatArea({{2},
{0},
{0},
{1}}))
function getDmg_orc_shaman_fire_efecto(cid, level, maglevel)
	return (70)*-1,(170)*-1 
end
setCombatCallback(combat0_orc_shaman_fire_efecto, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_orc_shaman_fire_efecto")

-- =============== CORE FUNCTIONS ===============
function RunPart(c,cid,var) -- Part
	doCombat(cid, c, var)
end

function onCastSpell(cid, var)
	addEvent(RunPart,600,combat6_fire_efecto,cid,var)
	addEvent(RunPart,500,combat5_fire_efecto,cid,var)
	addEvent(RunPart,400,combat4_fire_efecto,cid,var)
	addEvent(RunPart,300,combat3_fire_efecto,cid,var)
	addEvent(RunPart,200,combat2_fire_efecto,cid,var)
	addEvent(RunPart,100,combat1_fire_efecto,cid,var)
	RunPart(combat0_fire_efecto,cid,var)
	RunPart(combat0_orc_shaman_fire_efecto,cid,var)
	return true
end
 
first one's awesome
if the second one is truly random, then its awesome, if its always like that then its meh
third is meh
 
Could you honestly say that the visual representations of magic forces you've seen in movies, television, and animated series do not also look like fireworks? What's so surprising or unexpected?

I like T.Core's. It would be even more awesome if it was rotating, similar to TGYoshi's, counter-clockwise to accent the effect.
 
Could you honestly say that the visual representations of magic forces you've seen in movies, television, and animated series do not also look like fireworks? What's so surprising or unexpected?

I like T.Core's. It would be even more awesome if it was rotating, similar to TGYoshi's, counter-clockwise to accent the effect.

I don't watch this shit, so I wouldn't know.
 
first one's awesome
if the second one is truly random, then its awesome, if its always like that then its meh
third is meh

there are scripts that attacks random..
i like animated spells it gives some special feeling but i barely create animated spells for vocation
i give it most times to bosses so its like its casting a special spell or something you should avoid for..
 
I don't watch this shit, so I wouldn't know.

If you don't watch any form of media, how do you know who Justin Bieber is? Lol. Anyway, I guess the serious question is, what do you expect magic to look like?
 
If you don't watch any form of media, how do you know who Justin Bieber is? Lol. Anyway, I guess the serious question is, what do you expect magic to look like?

Who said I don't watch any form of media?

You said about magic in media. At least that's what I took from your text.
And what do you expect magic to look like? You expect it to be what the media portrays it to be.
 
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