yoiker
Member
- Joined
- Jan 21, 2012
- Messages
- 194
- Solutions
- 1
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I need help from someone who knows the subject to spend a magic tfs 1.2, and if it's not too it by level and magic level please!!
Code:
local Config = {
Min = 0, -- Daño Mínimo asestado.
Max = 0, -- Daño Máximo asestado.
Combo = 50 -- Milisegundos que tardarán en aparecer los Combos.
}
local test = {
[1]={CONST_ME_ENERGYAREA, CONST_ANI_ENERGY, COMBAT_ENERGYDAMAGE}, -- Energy Stricke.
[2]={CONST_ME_ICEATTACK, CONST_ANI_SMALLICE, COMBAT_ICEDAMAGE}, -- Ice Stricke.
[3]={CONST_ME_MORTAREA, CONST_ANI_SUDDENDEATH, COMBAT_DEATHDAMAGE}, -- Death Stricke.
[4]={CONST_ME_FIREATTACK, CONST_ANI_FIRE, COMBAT_FIREDAMAGE}, -- Flame Stricke.
[5]={CONST_ME_CARNIPHILA, CONST_ANI_EARTH, COMBAT_EARTHDAMAGE} -- Terra Stricke.
}
local function ComboElectro(param) -- Energy Stricke.
doSendMagicEffect(param.pos, test[1][1])
doSendDistanceShoot(getThingPos(param.cid), param.pos, test[1][2])
doAreaCombatHealth(param.cid, test[1][3], param.pos, 0, -getPlayerMagicLevel(cid)*2, -getPlayerMagicLevel(cid)*4, CONST_ME_NONE)
end
local function ComboTierra(param) -- Terra Stricke.
doSendMagicEffect(param.pos, test[5][1])
doSendDistanceShoot(getThingPos(param.cid), param.pos, test[5][2])
doAreaCombatHealth(param.cid, test[5][3], param.pos, 0, -getPlayerMagicLevel(cid)*2, -getPlayerMagicLevel(cid)*4, CONST_ME_NONE)
end
local function ComboDeath(param) -- Death Stricke.
doSendMagicEffect(param.pos, test[3][1])
doSendDistanceShoot(getThingPos(param.cid), param.pos, test[3][2])
doAreaCombatHealth(param.cid, test[3][3], param.pos, 0, -getPlayerMagicLevel(cid)*2, -getPlayerMagicLevel(cid)*4, CONST_ME_NONE)
end
local function ComboHielo(param) -- Ice Stricke.
doSendMagicEffect(param.pos, test[2][1])
doSendDistanceShoot(getThingPos(param.cid), param.pos, test[2][2])
doAreaCombatHealth(param.cid, test[2][3], param.pos, 0, -getPlayerMagicLevel(cid)*2, -getPlayerMagicLevel(cid)*4, CONST_ME_NONE)
end
local function ComboFuego(param) -- Flame Stricke.
doSendMagicEffect(param.pos, test[4][1])
doSendDistanceShoot(getThingPos(param.cid), param.pos, test[4][2])
doAreaCombatHealth(param.cid, test[4][3], param.pos, 0, -getPlayerMagicLevel(cid)*2, -getPlayerMagicLevel(cid)*4, CONST_ME_NONE)
end
function spellCallback(param)
local p = test[math.random(#test)]
if math.random(1,50) == 1 then
ComboElectro (param)
addEvent (ComboTierra, Config.Combo, param)
elseif math.random(1,50) == 50 then
ComboElectro (param)
addEvent (ComboFuego, Config.Combo, param)
elseif math.random(1,50) == 50 then
ComboElectro (param)
addEvent (ComboDeath, Config.Combo, param)
elseif math.random(1,50) == 50 then
ComboElectro (param)
addEvent (ComboHielo, Config.Combo, param)
elseif math.random(1,50) == 50 then
ComboTierra (param)
addEvent (ComboHielo, Config.Combo, param)
elseif math.random(1,50) == 50 then
ComboTierra (param)
addEvent (ComboFuego, Config.Combo, param)
elseif math.random(1,50) == 50 then
ComboTierra (param)
addEvent (ComboDeath, Config.Combo, param)
elseif math.random(1,50) == 50 then
ComboTierra (param)
addEvent (ComboElectro, Config.Combo, param)
else
doSendMagicEffect(param.pos, p[1])
doSendDistanceShoot(getThingPos(param.cid), param.pos, p[2])
doAreaCombatHealth(param.cid, p[3], param.pos, 0, -getPlayerMagicLevel(cid)*2, -getPlayerMagicLevel(cid)*1, CONST_ME_NONE)
end
end
function onTargetTile(cid, pos)
local param = {}
param.cid = cid
param.pos = pos
spellCallback(param)
end
local combat = createCombatObject()
setCombatCallback(combat, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
function onCastSpell(cid, var)
return doCombat(cid, combat, var)
end
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