• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

Need tfs 1.1 Spells

FLE

Member
Joined
Oct 5, 2008
Messages
422
Reaction score
24
Location
Vancouver Canada
Hey guys, im looking for some cool spells for tfs 1.1

I want a spell that looks like meteors coming from the top left of the screen turning into fire midscreen and firefields when it hits the ground

I seen this in a video one time, and have been looking and looking..

If anybody has something like this please share ^^

Thanks,
-Martin
 
take a look at Spell Creator thread on Otland, it's easy to use but it's for tfs >1.0 and you need to do little changes in script if you want new sprites and working on 1.1.
 
take a look at Spell Creator thread on Otland, it's easy to use but it's for tfs >1.0 and you need to do little changes in script if you want new sprites and working on 1.1.
We can't "Make changes" We don't have the sources for spellcreator.
 
LOL why?
Look at this simple spell, script generated by program.
Bk76KHH.gif

And now script:
Code:
-- SpellCreator generated.

-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
    return (10)*-1,(20)*-1
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_FIRE,0,1,1,1,1,0,1,-1,0,-1,-1,-1,-1,1,-1,0}

-- =============== 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)
    return true
end
To edit sprite of the spell just edit this:
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
Change FireArea for something other and that's it.
 
LOL why?
Look at this simple spell, script generated by program.
Bk76KHH.gif

And now script:
Code:
-- SpellCreator generated.

-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
    return (10)*-1,(20)*-1
end
setCombatCallback(combat0_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat0_Brush = {CONST_ANI_FIRE,0,1,1,1,1,0,1,-1,0,-1,-1,-1,-1,1,-1,0}

-- =============== 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)
    return true
end
To edit sprite of the spell just edit this:
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
Change FireArea for something other and that's it.
That sprites doesn't exist on 10.76. ;)
 
And then for example you test them, !z 3, !z, 20, !z 32
And you think the 20th is the best for your spell you just put the numer inside the line CONST_ME_20
 
Back
Top