Hello, i'm boring and i made these scripts, it damage the creature whith physical and elemental damage like tibia cip. Here is:
First, paste this in data/function.lua
Fierce Berserk (exori gran)
Berserk (exori)
Whirlwind Throw (exori hur)
Groundshaker (exori mas)
Note: These scripts doesn't have the real tibia formulas.
First, paste this in data/function.lua
Lua:
local fireWeapons = {7744, 7745, 7746, 7747, 7748, 7749, 7750, 7751, 7752, 7753, 7754, 7755, 7756, 7757, 7758}
local energyWeapons = {7869, 7870, 7871, 7872, 7873, 7874, 7875, 7876, 7877, 7878, 7879, 7880, 7881, 7882, 7883}
local earthWeapons = {7854, 7855, 7856, 7857, 7858, 7859, 7860, 7861, 7862, 7863, 7864, 7865, 7866, 7867, 7868}
local iceWeapons = {7763, 7764, 7765, 7766, 7767, 7768, 7769, 7770, 7771, 7772, 7773, 7774, 7775, 7776, 7777}
Fierce Berserk (exori gran)
Lua:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatParam(combat, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0.8, 0, 1.6, 0)
local combatPhysical = createCombatObject()
setCombatParam(combatPhysical, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combatPhysical, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatFormula(combatPhysical, COMBAT_FORMULA_SKILL, 0.6, 0, 1.4, 0)
local combatFire = createCombatObject()
setCombatParam(combatFire, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combatFire, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatParam(combatFire, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatFire, COMBAT_FORMULA_SKILL, 0.2, 0, 0.2, 0)
local combatIce = createCombatObject()
setCombatParam(combatIce, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combatIce, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatParam(combatIce, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatIce, COMBAT_FORMULA_SKILL, 0.2, 0, 0.2, 0)
local combatEarth = createCombatObject()
setCombatParam(combatEarth, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatParam(combatEarth, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatParam(combatEarth, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatEarth, COMBAT_FORMULA_SKILL, 0.2, 0, 0.2, 0)
local combatEnergy = createCombatObject()
setCombatParam(combatEnergy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combatEnergy, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatParam(combatEnergy, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatEnergy, COMBAT_FORMULA_SKILL, 0.2, 0, 0.2, 0)
local area = createCombatArea(AREA_SQUARE1X1)
setCombatArea(combat, area)
setCombatArea(combatFire, area)
setCombatArea(combatIce, area)
setCombatArea(combatEarth, area)
setCombatArea(combatEnergy, area)
setCombatArea(combatPhysical, area)
function onCastSpell(cid, var)
if isInArray(fireWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatFire, var)
doCombat(cid, combatPhysical, var)
elseif isInArray(energyWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatEnergy, var)
doCombat(cid, combatPhysical, var)
elseif isInArray(iceWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatIce, var)
doCombat(cid, combatPhysical, var)
elseif isInArray(earthWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatEarth, var)
doCombat(cid, combatPhysical, var)
else
doCombat(cid, combat, var)
end
end
Berserk (exori)
Lua:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatParam(combat, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0, -90, 0.7, -50)
local combatPhysical = createCombatObject()
setCombatParam(combatPhysical, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combatPhysical, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatFormula(combatPhysical, COMBAT_FORMULA_SKILL, 0, -88, 0.7, -55)
local combatFire = createCombatObject()
setCombatParam(combatFire, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combatFire, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatParam(combatFire, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatFire, COMBAT_FORMULA_SKILL, 0, -2, 0.2, -5)
local combatIce = createCombatObject()
setCombatParam(combatIce, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combatIce, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatParam(combatIce, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatIce, COMBAT_FORMULA_SKILL, 0, -2, 0.2, -5)
local combatEarth = createCombatObject()
setCombatParam(combatEarth, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatParam(combatEarth, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatParam(combatEarth, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatEarth, COMBAT_FORMULA_SKILL, 0, -2, 0.2, -5)
local combatEnergy = createCombatObject()
setCombatParam(combatEnergy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combatEnergy, COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
setCombatParam(combatEnergy, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatEnergy, COMBAT_FORMULA_SKILL, 0, -2, 0.2, -5)
local area = createCombatArea(AREA_SQUARE1X1)
setCombatArea(combat, area)
setCombatArea(combatFire, area)
setCombatArea(combatIce, area)
setCombatArea(combatEarth, area)
setCombatArea(combatEnergy, area)
setCombatArea(combatPhysical, area)
function onCastSpell(cid, var)
if isInArray(fireWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatFire, var)
doCombat(cid, combatPhysical, var)
elseif isInArray(energyWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatEnergy, var)
doCombat(cid, combatPhysical, var)
elseif isInArray(iceWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatIce, var)
doCombat(cid, combatPhysical, var)
elseif isInArray(earthWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatEarth, var)
doCombat(cid, combatPhysical, var)
else
doCombat(cid, combat, var)
end
end
Whirlwind Throw (exori hur)
Lua:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_BLOCKARMOR, TRUE)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WEAPONTYPE)
setCombatParam(combat, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0, -20, 0.5, 0)
local combatPhysical = createCombatObject()
setCombatParam(combatPhysical, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combatPhysical, COMBAT_PARAM_BLOCKARMOR, TRUE)
setCombatParam(combatPhysical, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WEAPONTYPE)
setCombatFormula(combatPhysical, COMBAT_FORMULA_SKILL, 0, -18, 0.4, 0)
local combatFire = createCombatObject()
setCombatParam(combatFire, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combatFire, COMBAT_PARAM_BLOCKARMOR, TRUE)
setCombatParam(combatFire, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WEAPONTYPE)
setCombatParam(combatFire, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatFire, COMBAT_FORMULA_SKILL, 0, -2, 0.1, 0)
local combatIce = createCombatObject()
setCombatParam(combatIce, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combatIce, COMBAT_PARAM_BLOCKARMOR, TRUE)
setCombatParam(combatIce, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WEAPONTYPE)
setCombatParam(combatIce, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatIce, COMBAT_FORMULA_SKILL, 0, -2, 0.1, 0)
local combatEarth = createCombatObject()
setCombatParam(combatEarth, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatParam(combatEarth, COMBAT_PARAM_BLOCKARMOR, TRUE)
setCombatParam(combatEarth, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WEAPONTYPE)
setCombatParam(combatEarth, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatEarth, COMBAT_FORMULA_SKILL, 0, -2, 0.1, 0)
local combatEnergy = createCombatObject()
setCombatParam(combatEnergy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combatEnergy, COMBAT_PARAM_BLOCKARMOR, TRUE)
setCombatParam(combatEnergy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WEAPONTYPE)
setCombatParam(combatEnergy, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatEnergy, COMBAT_FORMULA_SKILL, 0, -2, 0.1, 0)
function onCastSpell(cid, var)
if isInArray(fireWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatFire, var)
doCombat(cid, combatPhysical, var)
elseif isInArray(energyWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatEnergy, var)
doCombat(cid, combatPhysical, var)
elseif isInArray(iceWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatIce, var)
doCombat(cid, combatPhysical, var)
elseif isInArray(earthWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatEarth, var)
doCombat(cid, combatPhysical, var)
else
doCombat(cid, combat, var)
end
end
Groundshaker (exori mas)
Lua:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combat, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0.3, 0, 0.6, 0)
local combatPhysical = createCombatObject()
setCombatParam(combatPhysical, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combatPhysical, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatFormula(combatPhysical, COMBAT_FORMULA_SKILL, 0.2, 0, 0.5, 0)
local combatFire = createCombatObject()
setCombatParam(combatFire, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combatFire, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combatFire, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatFire, COMBAT_FORMULA_SKILL, 0.1, 0, 0.1, 0)
local combatIce = createCombatObject()
setCombatParam(combatIce, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combatIce, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combatIce, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatIce, COMBAT_FORMULA_SKILL, 0.1, 0, 0.1, 0)
local combatEarth = createCombatObject()
setCombatParam(combatEarth, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatParam(combatEarth, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combatEarth, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatEarth, COMBAT_FORMULA_SKILL, 0.1, 0, 0.1, 0)
local combatEnergy = createCombatObject()
setCombatParam(combatEnergy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combatEnergy, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
setCombatParam(combatEnergy, COMBAT_PARAM_USECHARGES, TRUE)
setCombatFormula(combatEnergy, COMBAT_FORMULA_SKILL, 0.1, 0, 0.1, 0)
local area = createCombatArea(AREA_CIRCLE3X3)
setCombatArea(combat, area)
setCombatArea(combatFire, area)
setCombatArea(combatIce, area)
setCombatArea(combatEarth, area)
setCombatArea(combatEnergy, area)
setCombatArea(combatPhysical, area)
function onCastSpell(cid, var)
if isInArray(fireWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatFire, var)
doCombat(cid, combatPhysical, var)
elseif isInArray(energyWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatEnergy, var)
doCombat(cid, combatPhysical, var)
elseif isInArray(iceWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatIce, var)
doCombat(cid, combatPhysical, var)
elseif isInArray(earthWeapons, getPlayerWeapon(cid).itemid) then
doCombat(cid, combatEarth, var)
doCombat(cid, combatPhysical, var)
else
doCombat(cid, combat, var)
end
end
Note: These scripts doesn't have the real tibia formulas.