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Spell Mind Posion, Shockwave, Ice Nova, Life Fusion, Ultimate Explosion, NEW HASTE :)

orzeleagle

Member
Joined
Dec 21, 2009
Messages
183
Reaction score
7
Location
Poland
exanatera.jpg


.../data/spells/scripts/Mind Posion.lua
PHP:
local acombat1 = createCombatObject()
local acombat2 = createCombatObject()
local acombat3 = createCombatObject()
local acombat4 = createCombatObject()
local acombat5 = createCombatObject()
local acombat6 = createCombatObject()
local acombat7 = createCombatObject()
local acombat8 = createCombatObject()
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 21)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 37)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.0, -0, -0, -0)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 21)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 37)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.0, -0, -0, -0)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 21)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 37)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.0, -0, -0, -0)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 21)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 37)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.0, -0, -0, -0)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 7)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 37)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.0, -0, -0, -0)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 7)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 37)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.0, -0, -0, -0)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 7)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 37)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -0.0, -0, -0, -0)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 7)
setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, 37)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -0.0, -0, -0, -0)
local condition = createConditionObject(CONDITION_DRUNK)
setConditionParam(condition, CONDITION_PARAM_TICKS, 20000)
setCombatCondition(combat, condition)
setCombatCondition(combat1, condition)
setCombatCondition(combat2, condition)
setCombatCondition(combat3, condition)
setCombatCondition(combat4, condition)
setCombatCondition(combat5, condition)
setCombatCondition(combat6, condition)
setCombatCondition(combat7, condition)
setCombatCondition(combat8, condition)
arr1 = {
{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, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 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, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr2 = {
{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, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0}
}
arr3 = {
{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, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 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}
}
arr4 = {
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 2, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}
}
arr5 = {
{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, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 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, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr6 = {
{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, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0}
}
arr7 = {
{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, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 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}
}
arr8 = {
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 2, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}
}
local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
local area5 = createCombatArea(arr5)
local area6 = createCombatArea(arr6)
local area7 = createCombatArea(arr7)
local area8 = createCombatArea(arr8)
setCombatArea(acombat1, area1)
setCombatArea(acombat2, area2)
setCombatArea(acombat3, area3)
setCombatArea(acombat4, area4)
setCombatArea(acombat5, area5)
setCombatArea(acombat6, area6)
setCombatArea(acombat7, area7)
setCombatArea(acombat8, area8)
function onTargetTile(cid, pos)
	doCombat(cid,combat1,positionToVariant(pos))
end
function onTargetTile2(cid, pos)
	doCombat(cid,combat2,positionToVariant(pos))
end
function onTargetTile3(cid, pos)
	doCombat(cid,combat3,positionToVariant(pos))
end
function onTargetTile4(cid, pos)
	doCombat(cid,combat4,positionToVariant(pos))
end
function onTargetTile5(cid, pos)
	doCombat(cid,combat5,positionToVariant(pos))
end
function onTargetTile6(cid, pos)
	doCombat(cid,combat6,positionToVariant(pos))
end
function onTargetTile7(cid, pos)
	doCombat(cid,combat7,positionToVariant(pos))
end
function onTargetTile8(cid, pos)
	doCombat(cid,combat8,positionToVariant(pos))
end
setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")
setCombatCallback(acombat3, CALLBACK_PARAM_TARGETTILE, "onTargetTile3")
setCombatCallback(acombat4, CALLBACK_PARAM_TARGETTILE, "onTargetTile4")
setCombatCallback(acombat5, CALLBACK_PARAM_TARGETTILE, "onTargetTile5")
setCombatCallback(acombat6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6")
setCombatCallback(acombat7, CALLBACK_PARAM_TARGETTILE, "onTargetTile7")
setCombatCallback(acombat8, CALLBACK_PARAM_TARGETTILE, "onTargetTile8")
local function onCastSpell1(parameters)
    doCombat(parameters.cid, acombat1, parameters.var)
end
local function onCastSpell2(parameters)
    doCombat(parameters.cid, acombat2, parameters.var)
end
local function onCastSpell3(parameters)
    doCombat(parameters.cid, acombat3, parameters.var)
end
local function onCastSpell4(parameters)
    doCombat(parameters.cid, acombat4, parameters.var)
end
local function onCastSpell5(parameters)
    doCombat(parameters.cid, acombat5, parameters.var)
end
local function onCastSpell6(parameters)
    doCombat(parameters.cid, acombat6, parameters.var)
end
local function onCastSpell7(parameters)
    doCombat(parameters.cid, acombat7, parameters.var)
end
local function onCastSpell8(parameters)
    doCombat(parameters.cid, acombat8, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 200, parameters)
addEvent(onCastSpell3, 400, parameters)
addEvent(onCastSpell4, 600, parameters)
addEvent(onCastSpell5, 100, parameters)
addEvent(onCastSpell6, 300, parameters)
addEvent(onCastSpell7, 500, parameters)
addEvent(onCastSpell8, 700, parameters)
end

.../data/spells/spells.xml add:
Code:
		<instant name="Mind Poison" words="exana tera" lvl="60" mana="200" prem="1" exhaustion="2000" selftarget="1" needlearn="0" script="attack/mind poison.lua">
 
Shockwave

exorivishur.jpg


.../data/spells/scripts/Shockwave.lua

PHP:
local acombat1 = createCombatObject()
local acombat2 = createCombatObject()
local acombat3 = createCombatObject()
local acombat4 = createCombatObject()
local acombat5 = createCombatObject()
local acombat6 = createCombatObject()
local acombat7 = createCombatObject()
local acombat8 = createCombatObject()
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 255)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 254)
setCombatFormula(combat1, COMBAT_FORMULA_SKILL, -0.3, -25, -1.3, -46)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 255)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 254)
setCombatFormula(combat2, COMBAT_FORMULA_SKILL, -0.3, -25, -1.3, -46)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 255)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 254)
setCombatFormula(combat3, COMBAT_FORMULA_SKILL, -0.3, -25, -1.3, -46)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 255)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 254)
setCombatFormula(combat4, COMBAT_FORMULA_SKILL, -0.3, -25, -1.3, -46)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 255)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 254)
setCombatFormula(combat5, COMBAT_FORMULA_SKILL, -0.3, -25, -1.3, -46)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 255)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 255)
setCombatFormula(combat6, COMBAT_FORMULA_SKILL, -0.3, -25, -1.3, -46)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 255)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 35)
setCombatFormula(combat7, COMBAT_FORMULA_SKILL, -0.3, -25, -1.3, -46)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 255)
setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, 3)
setCombatFormula(combat8, COMBAT_FORMULA_SKILL, -0.3, -25, -1.3, -46)
arr1 = {
{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, 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, 2, 0, 0, 0, 0, 0},
{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, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr2 = {
{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, 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, 2, 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, 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}
}
arr3 = {
{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, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 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, 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}
}
arr4 = {
{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, 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, 2, 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, 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}
}
arr5 = {
{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, 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, 2, 0, 0, 0, 0, 0},
{0, 0, 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, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr6 = {
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 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, 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}
}
arr7 = {
{0, 1, 1, 1, 1, 1, 1, 1, 1, 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, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 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, 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}
}
arr8 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 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, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 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, 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}
}
local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
local area5 = createCombatArea(arr5)
local area6 = createCombatArea(arr6)
local area7 = createCombatArea(arr7)
local area8 = createCombatArea(arr8)
setCombatArea(acombat1, area1)
setCombatArea(acombat2, area2)
setCombatArea(acombat3, area3)
setCombatArea(acombat4, area4)
setCombatArea(acombat5, area5)
setCombatArea(acombat6, area6)
setCombatArea(acombat7, area7)
setCombatArea(acombat8, area8)
function onTargetTile(cid, pos)
    doCombat(cid,combat1,positionToVariant(pos))
end
function onTargetTile2(cid, pos)
    doCombat(cid,combat2,positionToVariant(pos))
end
function onTargetTile3(cid, pos)
    doCombat(cid,combat3,positionToVariant(pos))
end
function onTargetTile4(cid, pos)
    doCombat(cid,combat4,positionToVariant(pos))
end
function onTargetTile5(cid, pos)
    doCombat(cid,combat5,positionToVariant(pos))
end
function onTargetTile6(cid, pos)
    doCombat(cid,combat6,positionToVariant(pos))
end
function onTargetTile7(cid, pos)
    doCombat(cid,combat7,positionToVariant(pos))
end
function onTargetTile8(cid, pos)
    doCombat(cid,combat8,positionToVariant(pos))
end
setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")
setCombatCallback(acombat3, CALLBACK_PARAM_TARGETTILE, "onTargetTile3")
setCombatCallback(acombat4, CALLBACK_PARAM_TARGETTILE, "onTargetTile4")
setCombatCallback(acombat5, CALLBACK_PARAM_TARGETTILE, "onTargetTile5")
setCombatCallback(acombat6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6")
setCombatCallback(acombat7, CALLBACK_PARAM_TARGETTILE, "onTargetTile7")
setCombatCallback(acombat8, CALLBACK_PARAM_TARGETTILE, "onTargetTile8")
local function onCastSpell1(parameters)
    doCombat(parameters.cid, acombat1, parameters.var)
end
local function onCastSpell2(parameters)
    doCombat(parameters.cid, acombat2, parameters.var)
end
local function onCastSpell3(parameters)
    doCombat(parameters.cid, acombat3, parameters.var)
end
local function onCastSpell4(parameters)
    doCombat(parameters.cid, acombat4, parameters.var)
end
local function onCastSpell5(parameters)
    doCombat(parameters.cid, acombat5, parameters.var)
end
local function onCastSpell6(parameters)
    doCombat(parameters.cid, acombat6, parameters.var)
end
local function onCastSpell7(parameters)
    doCombat(parameters.cid, acombat7, parameters.var)
end
local function onCastSpell8(parameters)
    doCombat(parameters.cid, acombat8, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 150, parameters)
addEvent(onCastSpell3, 300, parameters)
addEvent(onCastSpell4, 450, parameters)
addEvent(onCastSpell5, 600, parameters)
addEvent(onCastSpell6, 320, parameters)
addEvent(onCastSpell7, 250, parameters)
addEvent(onCastSpell8, 280, parameters)
end

.../data/spells/spells.xml add:
Code:
    <instant name="Shockwave" words="exori vis hur" lvl="65" mana="580" prem="0" exhaustion="2000" direction="1" needlearn="0" script="Shockwave.lua">
 
Ice Nova

exorigranmasfrigo.jpg


.../data/spells/scripts/Ice Nova.lua
PHP:
local acombat1 = createCombatObject()
local acombat2 = createCombatObject()
local acombat3 = createCombatObject()
local acombat4 = createCombatObject()
local acombat5 = createCombatObject()
local acombat6 = createCombatObject()
local acombat7 = createCombatObject()
local acombat8 = createCombatObject()
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 52)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 28)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 52)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 28)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 52)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 28)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 52)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 28)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 41)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 36)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 41)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 36)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 41)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 36)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 41)
setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, 36)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -0.0, -80, -0, -127)
local condition = createConditionObject(CONDITION_PARALYZE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 20000)
--setConditionParam(condition, CONDITION_PARAM_SPEED, -200)
setConditionFormula(condition, -0.9, 0, -0.9, 0)
setCombatCondition(combat1, condition)
setCombatCondition(combat2, condition)
setCombatCondition(combat3, condition)
setCombatCondition(combat4, condition)
setCombatCondition(combat5, condition)
setCombatCondition(combat6, condition)
setCombatCondition(combat7, condition)
setCombatCondition(combat8, condition)
arr1 = {
{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, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 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, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr2 = {
{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, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0}
}
arr3 = {
{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, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 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}
}
arr4 = {
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 2, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}
}
arr5 = {
{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, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 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, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr6 = {
{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, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0}
}
arr7 = {
{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, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 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}
}
arr8 = {
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 2, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}
}
local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
local area5 = createCombatArea(arr5)
local area6 = createCombatArea(arr6)
local area7 = createCombatArea(arr7)
local area8 = createCombatArea(arr8)
setCombatArea(acombat1, area1)
setCombatArea(acombat2, area2)
setCombatArea(acombat3, area3)
setCombatArea(acombat4, area4)
setCombatArea(acombat5, area5)
setCombatArea(acombat6, area6)
setCombatArea(acombat7, area7)
setCombatArea(acombat8, area8)
function onTargetTile(cid, pos)
	doCombat(cid,combat1,positionToVariant(pos))
end
function onTargetTile2(cid, pos)
	doCombat(cid,combat2,positionToVariant(pos))
end
function onTargetTile3(cid, pos)
	doCombat(cid,combat3,positionToVariant(pos))
end
function onTargetTile4(cid, pos)
	doCombat(cid,combat4,positionToVariant(pos))
end
function onTargetTile5(cid, pos)
	doCombat(cid,combat5,positionToVariant(pos))
end
function onTargetTile6(cid, pos)
	doCombat(cid,combat6,positionToVariant(pos))
end
function onTargetTile7(cid, pos)
	doCombat(cid,combat7,positionToVariant(pos))
end
function onTargetTile8(cid, pos)
	doCombat(cid,combat8,positionToVariant(pos))
end
setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")
setCombatCallback(acombat3, CALLBACK_PARAM_TARGETTILE, "onTargetTile3")
setCombatCallback(acombat4, CALLBACK_PARAM_TARGETTILE, "onTargetTile4")
setCombatCallback(acombat5, CALLBACK_PARAM_TARGETTILE, "onTargetTile5")
setCombatCallback(acombat6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6")
setCombatCallback(acombat7, CALLBACK_PARAM_TARGETTILE, "onTargetTile7")
setCombatCallback(acombat8, CALLBACK_PARAM_TARGETTILE, "onTargetTile8")
local function onCastSpell1(parameters)
    doCombat(parameters.cid, acombat1, parameters.var)
end
local function onCastSpell2(parameters)
    doCombat(parameters.cid, acombat2, parameters.var)
end
local function onCastSpell3(parameters)
    doCombat(parameters.cid, acombat3, parameters.var)
end
local function onCastSpell4(parameters)
    doCombat(parameters.cid, acombat4, parameters.var)
end
local function onCastSpell5(parameters)
    doCombat(parameters.cid, acombat5, parameters.var)
end
local function onCastSpell6(parameters)
    doCombat(parameters.cid, acombat6, parameters.var)
end
local function onCastSpell7(parameters)
    doCombat(parameters.cid, acombat7, parameters.var)
end
local function onCastSpell8(parameters)
    doCombat(parameters.cid, acombat8, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 200, parameters)
addEvent(onCastSpell3, 400, parameters)
addEvent(onCastSpell4, 600, parameters)
addEvent(onCastSpell5, 700, parameters)
addEvent(onCastSpell6, 900, parameters)
addEvent(onCastSpell7, 1100, parameters)
addEvent(onCastSpell8, 1300, parameters)
end

.../data/spells/spells.xml add:
Code:
	<instant name="Ice nova" words="exori gran mas frigo" lvl="45" mana="355" prem="0"  exhaustion="2000" needlearn="0" script="ice nova.lua">
 
Life Fusion

exorigrantera.jpg


.../data/spells/scripts/Life Fusion.lua
PHP:
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 54)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -0.6, 0)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 54)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -0.6, 0)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 54)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -0.6, 0)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 50)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -0.6, 0)
setCombatParam(combat4, COMBAT_PARAM_CREATEITEM, 1499)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 50)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -0.6, 0)
setCombatParam(combat5, COMBAT_PARAM_CREATEITEM, 1499)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 50)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.5, -30, -0.6, 0)
setCombatParam(combat6, COMBAT_PARAM_CREATEITEM, 1499)
local condition = createConditionObject(CONDITION_POISON)
setConditionParam(condition, CONDITION_PARAM_DELAYED, TRUE)
setConditionParam(condition, CONDITION_PARAM_MINVALUE, 200)
setConditionParam(condition, CONDITION_PARAM_MAXVALUE, 350)
setConditionParam(condition, CONDITION_PARAM_STARTVALUE, 10)
setConditionParam(condition, CONDITION_PARAM_TICKINTERVAL, 1000)
setConditionParam(condition, CONDITION_PARAM_FORCEUPDATE, TRUE)
setCombatCondition(combat1, condition)
setCombatCondition(combat2, condition)
setCombatCondition(combat3, condition)
arr1 = {
{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, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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}
}
arr2 = {
{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, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0}
}
arr3 = {
{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, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 3, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr4 = {
{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, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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}
}
arr5 = {
{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, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0}
}
arr6 = {
{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, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 3, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
local area5 = createCombatArea(arr5)
local area6 = createCombatArea(arr6)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)
setCombatArea(combat6, area6)
local function onCastSpell1(parameters) 
doCombat(parameters.cid, parameters.combat1, parameters.var) 
end 
local function onCastSpell2(parameters) 
doCombat(parameters.cid, parameters.combat2, parameters.var) 
end 
local function onCastSpell3(parameters) 
doCombat(parameters.cid, parameters.combat3, parameters.var) 
end 
local function onCastSpell4(parameters) 
doCombat(parameters.cid, parameters.combat4, parameters.var) 
end 
local function onCastSpell5(parameters) 
doCombat(parameters.cid, parameters.combat5, parameters.var) 
end 
local function onCastSpell6(parameters) 
doCombat(parameters.cid, parameters.combat6, parameters.var) 
end 
function onCastSpell(cid, var) 
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6 } 
addEvent(onCastSpell1, 300, parameters) 
addEvent(onCastSpell2, 600, parameters) 
addEvent(onCastSpell3, 900, parameters) 
addEvent(onCastSpell4, 600, parameters) 
addEvent(onCastSpell5, 900, parameters)
addEvent(onCastSpell6, 1200, parameters)
end

.../data/spells/spells.xml add:
Code:
	<instant name="Life Fusion" words="exori gran tera" lvl="55" mana="250" prem="0" range="5" needtarget="1" blockwalls="0" exhaustion="2000" needlearn="0" script="life fusion.lua">
 
Ultimate Explosion

utevogranmasvis.jpg


.../data/spells/scripts/Ultimate Explosion.lua
PHP:
local acombat1 = createCombatObject()
local acombat2 = createCombatObject()
local acombat3 = createCombatObject()
local acombat4 = createCombatObject()
local acombat5 = createCombatObject()
local acombat6 = createCombatObject()
local acombat7 = createCombatObject()
local acombat8 = createCombatObject()
local combat = createCombatObject()
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 6)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 34)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 34)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 34)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 9)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -0.85, -80, -0.9, -127)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 255)
setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, 30)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -0.0, -0, -0, -0)
arr = {
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}
}
arr1 = {
{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, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 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, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr2 = {
{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, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0}
}
arr3 = {
{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, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 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}
}
arr4 = {
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 2, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}
}
arr5 = {
{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, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0},
{0, 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, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr6 = {
{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, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0}
}
arr7 = {
{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, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 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}
}
arr8 = {
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 2, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}
}
local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
local area5 = createCombatArea(arr5)
local area6 = createCombatArea(arr6)
local area7 = createCombatArea(arr7)
local area8 = createCombatArea(arr8)
local area = createCombatArea(arr)
setCombatArea(acombat1, area1)
setCombatArea(acombat2, area2)
setCombatArea(acombat3, area3)
setCombatArea(acombat4, area4)
setCombatArea(acombat5, area5)
setCombatArea(acombat6, area6)
setCombatArea(acombat7, area7)
setCombatArea(acombat8, area8)
setCombatArea(combat, area)
function onTargetTile1(cid, pos)
	doCombat(cid,combat1,positionToVariant(pos))
end
function onTargetTile2(cid, pos)
	doCombat(cid,combat2,positionToVariant(pos))
end
function onTargetTile3(cid, pos)
	doCombat(cid,combat3,positionToVariant(pos))
end
function onTargetTile4(cid, pos)
	doCombat(cid,combat4,positionToVariant(pos))
end
function onTargetTile5(cid, pos)
	doCombat(cid,combat5,positionToVariant(pos))
end
function onTargetTile6(cid, pos)
	doCombat(cid,combat6,positionToVariant(pos))
end
function onTargetTile7(cid, pos)
	doCombat(cid,combat7,positionToVariant(pos))
end
function onTargetTile8(cid, pos)
	doCombat(cid,combat8,positionToVariant(pos))
end
function onTargetTile(cid, pos)
	local param = {}
	param.cid = cid
	param.pos = pos
	param.count = 0
	spellCallback(param)
end
setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile1")
setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")
setCombatCallback(acombat3, CALLBACK_PARAM_TARGETTILE, "onTargetTile3")
setCombatCallback(acombat4, CALLBACK_PARAM_TARGETTILE, "onTargetTile4")
setCombatCallback(acombat5, CALLBACK_PARAM_TARGETTILE, "onTargetTile5")
setCombatCallback(acombat6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6")
setCombatCallback(acombat7, CALLBACK_PARAM_TARGETTILE, "onTargetTile7")
setCombatCallback(acombat8, CALLBACK_PARAM_TARGETTILE, "onTargetTile8")
setCombatCallback(combat, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
local function spellCallback(param)
	if param.count > 0 or math.random(0, 1) == 1 then
		doSendMagicEffect(param.pos, 34)
		doAreaCombatHealth(param.cid, COMBAT_PhysicalDAMAGE, param.pos, 0, -20, -40, 38)
	end
	if(param.count < 1) then
		param.count = param.count + 2
		addEvent(spellCallback, math.random(5, 10), param)
	end
end
local function onCastSpell1(parameters)
    doCombat(parameters.cid, acombat1, parameters.var)
end
local function onCastSpell2(parameters)
    doCombat(parameters.cid, acombat2, parameters.var)
end
local function onCastSpell3(parameters)
    doCombat(parameters.cid, acombat3, parameters.var)
end
local function onCastSpell4(parameters)
    doCombat(parameters.cid, acombat4, parameters.var)
end
local function onCastSpell5(parameters)
    doCombat(parameters.cid, acombat5, parameters.var)
end
local function onCastSpell6(parameters)
    doCombat(parameters.cid, acombat6, parameters.var)
end
local function onCastSpell7(parameters)
    doCombat(parameters.cid, acombat7, parameters.var)
end
local function onCastSpell8(parameters)
    doCombat(parameters.cid, acombat8, parameters.var)
end
local function onCastSpell9(parameters)
    doCombat(parameters.cid, combat, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 200, parameters)
addEvent(onCastSpell3, 400, parameters)
addEvent(onCastSpell4, 600, parameters)
addEvent(onCastSpell5, 100, parameters)
addEvent(onCastSpell6, 300, parameters)
addEvent(onCastSpell7, 500, parameters)
addEvent(onCastSpell8, 0, parameters)
addEvent(onCastSpell9, 400, parameters)
end

.../data/spells/spells.xml add:
Code:
	<instant name="Ultimate Explosion" words="Utevo gran mas vis" lvl="50" mana="900" prem="0" range="5" needtarget="1" blockwalls="0" exhaustion="2000" needlearn="0" script="Ultimate Explosion.lua">
 
AND NEW HASTE :)
here we go:

utaniflamhur.jpg


PHP:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, 0)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 36)
setCombatParam(combat, COMBAT_PARAM_CREATEITEM, 1494) 
local condition = createConditionObject(CONDITION_HASTE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 22000)
setConditionFormula(condition, 10.7, -156, 10.7, -156)
setCombatCondition(combat, condition)
local function fire(parameters)
doCombat(parameters.cid, parameters.combat, parameters.var)
end
function onCastSpell(cid, var)
	local delay = 100
	local seconds = 0
	local parameters = { cid = cid, var = var, combat = combat }
	repeat
		addEvent(fire, seconds, parameters)
		seconds = seconds + delay
	until seconds == 22000
end


REP ME :D
 
[04/06/2010 12:28:51] [Error - Spell Interface]
[04/06/2010 12:28:51] data/spells/scripts/attack/mind poison.lua
[04/06/2010 12:28:51] Description:
[04/06/2010 12:28:51] (luaSetCombatCondition) Combat not found
[04/06/2010 12:28:52] Reloaded spells.
 
...yes, they look exactly like Mindrage's Spells
 
this dude is always stealing spells from Mindrage...

GIVE MINDRAGE CREDITS
 
and this is not OTFANS
<...> stop migrating old threads
 
This is why mindrage doesnt like open tibia.
Thankless jerks like you! Why would you even consider posting these?
YOU CALL YOURSELF A MAN?!
 
How about a taste ;D



Lightning Storm

lightning bolt.jpg

Code:
local function isWalkable(cid,pos)
    local aux = pos
    aux.stackpos = 253
    if doTileQueryAdd(cid, pos) == 1 and getTilePzInfo(pos) == FALSE and isCreature(getThingFromPos(aux).uid) == FALSE then
        return TRUE
    end
    return FALSE
end


		local combatcrash1 = createCombatObject()
	setCombatParam(combatcrash1, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
    setCombatParam(combatcrash1, COMBAT_PARAM_EFFECT, 30)
    setCombatFormula(combatcrash1, COMBAT_FORMULA_LEVELMAGIC, -0.3, -200, -0.3, -300)
    
    		local combatcrash2 = createCombatObject()
	setCombatParam(combatcrash2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
    setCombatParam(combatcrash2, COMBAT_PARAM_EFFECT, 11)
    setCombatFormula(combatcrash2, COMBAT_FORMULA_LEVELMAGIC, -0.3, -100, -0.3, -100)
	
	    local combatcrash3 = createCombatObject()
	setCombatParam(combatcrash3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
    setCombatParam(combatcrash3, COMBAT_PARAM_EFFECT, 34)
    setCombatFormula(combatcrash3, COMBAT_FORMULA_LEVELMAGIC, -0.2, -200, -0.2, -200)
	


local crasharr1 = {
{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, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 3, 1, 0, 0, 0, 0},
{0, 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, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}

local crasharr2 = {
{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, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
{0, 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, 0, 0, 0, 0, 0, 0, 0}
}


local area1 = createCombatArea(crasharr1)

local area2 = createCombatArea(crasharr2)

setCombatArea(combatcrash1, area1)
setCombatArea(combatcrash3, area2)

local function chargeBolt(cid, pos)
for i = 1,6 do
addEvent(doSendDistanceShoot, 45 * i, { x = pos.x - 7, y = pos.y - 7, z = pos.z}, pos, 35)
end
addEvent(doCombat, 380, cid, combatcrash1, positionToVariant(pos))
addEvent(doCombat, 380, cid, combatcrash2, positionToVariant(pos))
addEvent(doCombat, 380, cid, combatcrash3, positionToVariant(pos))
end

local function onThunderStrike(parameters)
local amount = parameters.amount
local lenght = parameters.lenght

	if getCreatureTarget(parameters.cid) == 0 then
		if parameters.cidDir == 0 then 	-- North
			parameters.atkPos = { x = parameters.cidPos.x + math.random(-1, 1), y = parameters.cidPos.y - lenght, z = parameters.cidPos.z}
		elseif parameters.cidDir == 1 then -- East
			parameters.atkPos = { x = parameters.cidPos.x + lenght, y = parameters.cidPos.y + math.random(-1, 1), z = parameters.cidPos.z}
		elseif parameters.cidDir == 2 then -- South
			parameters.atkPos = { x = parameters.cidPos.x + math.random(-1, 1), y = parameters.cidPos.y + lenght, z = parameters.cidPos.z}
		elseif parameters.cidDir == 3 then -- West
			parameters.atkPos = { x = parameters.cidPos.x - lenght, y = parameters.cidPos.y + math.random(-1, 1), z = parameters.cidPos.z}
		end
	else
		parameters.atkPos = { x = parameters.targetPos.x + math.random(-2, 1), y = parameters.targetPos.y + math.random(-1, 2), z = parameters.targetPos.z}
	end

	if isWalkable(parameters.cid, parameters.atkPos) then
		chargeBolt(parameters.cid, parameters.atkPos)
	end
	
	parameters.amount = parameters.amount - 1
	if getCreatureTarget(parameters.cid) == 0 then
	parameters.lenght = ((parameters.maxamount - parameters.amount)/2)
	end
	
	if parameters.amount > 0 then
		addEvent(onThunderStrike, 75, parameters)
	end
end



function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, amount = getPlayerMagLevel(cid)/6, lenght = 1, toplenght = 8, maxamount = getPlayerMagLevel(cid)/6, cidPos = getCreaturePosition(cid), cidDir = getCreatureLookDirection(cid), targetPos = getCreaturePosition(cid), atkPos = getCreaturePosition(cid)}
	if getCreatureTarget(cid) ~= 0 then
			parameters.targetPos = getCreaturePosition(getCreatureTarget(cid))
	end
			addEvent(onThunderStrike, 50, parameters)
	return TRUE

end
 
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