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Spell from 0.3.6 to 1.3

jajo1991

New Member
Joined
Sep 30, 2017
Messages
12
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Hi, could anyone help me to edit that script from 0.3.6 to 1.3. thanks for help
Lua:
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 12)
function onGetFormulaValues(cid, level, maglevel)
min = -(level * 1.1 + maglevel * 1.5) * 25.0
max = -(level * 1.1 + maglevel * 1.6) * 25.0
    return min, max
end
setCombatCallback(combat1, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")


local arr1 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{1, 2, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area1 = createCombatArea(arr1)

setCombatArea(combat1, area1)

local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 16)
function onGetFormulaValues(cid, level, maglevel)
min = -(level * 1.1 + maglevel * 1.5) * 25.0
max = -(level * 1.1 + maglevel * 1.6) * 25.0
    return min, max
end
setCombatCallback(combat10, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")


local arr10 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 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, 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},
}

local area10 = createCombatArea(arr10)

setCombatArea(combat10, area10)

local combat100 = createCombatObject()
setCombatParam(combat100, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat100, COMBAT_PARAM_EFFECT, 163)
function onGetFormulaValues(cid, level, maglevel)
min = -(level * 1.1 + maglevel * 1.5) * 25.0
max = -(level * 1.1 + maglevel * 1.6) * 25.0
    return min, max
end
setCombatCallback(combat100, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")


local arr100 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{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, 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},
}

local area100 = createCombatArea(arr100)

setCombatArea(combat100, area100)


local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 163)
function onGetFormulaValues(cid, level, maglevel)
min = -(level * 1.1 + maglevel * 1.5) * 25.0
max = -(level * 1.1 + maglevel * 1.6) * 25.0
    return min, max
end
setCombatCallback(combat2, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")


local arr2 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{2, 1, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area2 = createCombatArea(arr2)

setCombatArea(combat2, area2)



local combat20 = createCombatObject()
setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat20, COMBAT_PARAM_EFFECT, 16)
function onGetFormulaValues(cid, level, maglevel)
min = -(level * 1.1 + maglevel * 1.5) * 25.0
max = -(level * 1.1 + maglevel * 1.6) * 25.0
    return min, max
end
setCombatCallback(combat20, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")


local arr20 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 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, 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},
}

local area20 = createCombatArea(arr20)

setCombatArea(combat20, area20)

local combat200 = createCombatObject()
setCombatParam(combat200, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat200, COMBAT_PARAM_EFFECT, 12)
function onGetFormulaValues(cid, level, maglevel)
min = -(level * 1.1 + maglevel * 1.5) * 25.0
max = -(level * 1.1 + maglevel * 1.6) * 25.0
    return min, max
end
setCombatCallback(combat200, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")


local arr200 = {
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{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, 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},
}

local area200 = createCombatArea(arr200)

setCombatArea(combat200, area200)



local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 25)
function onGetFormulaValues(cid, level, maglevel)
min = -(level * 1.1 + maglevel * 1.5) * 25.0
max = -(level * 1.1 + maglevel * 1.6) * 25.0
    return min, max
end
setCombatCallback(combat3, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")



local arr3 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 2, 0},
{0, 0, 0, 1, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area3 = createCombatArea(arr3)

setCombatArea(combat3, area3)

local combat30 = createCombatObject()
setCombatParam(combat30, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat30, COMBAT_PARAM_EFFECT, 11)
function onGetFormulaValues(cid, level, maglevel)
min = -(level * 1.1 + maglevel * 1.5) * 25.0
max = -(level * 1.1 + maglevel * 1.6) * 25.0
    return min, max
end
setCombatCallback(combat30, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")


local arr30 = {
{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, 1, 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},
}

local area30 = createCombatArea(arr30)

setCombatArea(combat30, area30)


local combat300 = createCombatObject()
setCombatParam(combat300, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat300, COMBAT_PARAM_EFFECT, 14)
function onGetFormulaValues(cid, level, maglevel)
min = -(level * 1.1 + maglevel * 1.5) * 25.0
max = -(level * 1.1 + maglevel * 1.6) * 25.0
    return min, max
end
setCombatCallback(combat300, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")


local arr300 = {
{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, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}

local area300 = createCombatArea(arr300)

setCombatArea(combat300, area300)




local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 14)
function onGetFormulaValues(cid, level, maglevel)
min = -(level * 1.1 + maglevel * 1.5) * 25.0
max = -(level * 1.1 + maglevel * 1.6) * 25.0
    return min, max
end
setCombatCallback(combat4, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")


local arr4 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 1, 0},
{0, 0, 0, 2, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}

local area4 = createCombatArea(arr4)

setCombatArea(combat4, area4)



local combat40 = createCombatObject()
setCombatParam(combat40, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat40, COMBAT_PARAM_EFFECT, 11)
function onGetFormulaValues(cid, level, maglevel)
min = -(level * 1.1 + maglevel * 1.5) * 25.0
max = -(level * 1.1 + maglevel * 1.6) * 25.0
    return min, max
end
setCombatCallback(combat40, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")


local arr40 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 1, 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},
}


local area40 = createCombatArea(arr40)

setCombatArea(combat40, area40)


local combat400 = createCombatObject()
setCombatParam(combat400, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat400, COMBAT_PARAM_EFFECT, 25)
function onGetFormulaValues(cid, level, maglevel)
min = -(level * 1.1 + maglevel * 1.5) * 25.0
max = -(level * 1.1 + maglevel * 1.6) * 25.0
    return min, max
end
setCombatCallback(combat400, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")


local arr400 = {
{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, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}

local area400 = createCombatArea(arr400)

setCombatArea(combat400, area400)










function k5(cid)
   if (getTilePzInfo(getCreaturePosition(cid))) then
   doPlayerSendCancel(cid,"You are in protect area.")
else 
if getPlayerLookDir(cid) == 1 then   
                
doCombat(cid, combat1, numberToVariant(cid))
doCombat(cid, combat10, numberToVariant(cid))
doCombat(cid, combat100, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1)

elseif getPlayerLookDir(cid) == 2 then   
              
         doCombat(cid, combat4, numberToVariant(cid))
doCombat(cid, combat40, numberToVariant(cid))
doCombat(cid, combat400, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1)

elseif getPlayerLookDir(cid) == 3 then   
                
         doCombat(cid, combat2, numberToVariant(cid))
doCombat(cid, combat20, numberToVariant(cid))
doCombat(cid, combat200, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1)

elseif getPlayerLookDir(cid) == 0 then   
                
         doCombat(cid, combat3, numberToVariant(cid))
doCombat(cid, combat30, numberToVariant(cid))
doCombat(cid, combat300, numberToVariant(cid))
  doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1)
      end
end
end


function k4(cid)       
        doPlayerSay(cid, 'Me..!', TALKTYPE_ORANGE_1)                 
  addEvent(k5, 1000, cid)

      end

function k3(cid)       
        doPlayerSay(cid, 'Ha..!', TALKTYPE_ORANGE_1)                 
  addEvent(k4, 1000, cid)

      end

function k2(cid)       
        doPlayerSay(cid, 'Me..!', TALKTYPE_ORANGE_1)                 
  addEvent(k3, 1000, cid)

      end

function k1(cid)       
        doPlayerSay(cid, 'Ka..!', TALKTYPE_ORANGE_1)                 
  addEvent(k2, 1000, cid)

      end




function onCastSpell(cid, var)
  addEvent(k1, 1000, cid)
return TRUE
end
Post automatically merged:

Got it already
 
Last edited:
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