Bartii - 2007-02-14 13:19:29

area = {
    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
    {0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0},
    {0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0},
    {0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},
    {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
    {1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1},
    {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
    {0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0},
    {0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0},
    {0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0},
    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
    }

    attackType = ATTACK_ENERGY
    needDirection = false
    areaEffect = NM_ME_ENERGY_AREA
    animationEffect = NM_ANI_ENERGY

    hitEffect = NM_ME_ENERGY_AREA
    damageEffect = NM_ME_ENERGY_AREA
    animationColor = LIGHT_BLUE
    offensive = true
    drawblood = true

    UltimateExplosionObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)

    function onCast(cid, creaturePos, level, maglv, var)
    centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
    n = tonumber(var)   -- try to convert it to a number
    if n ~= nil then
        -- bugged
        -- ultimateExplosionObject.minDmg = var+0
        -- UltimateExplosionObject.maxDmg = var+0

        UltimateExplosionObject.minDmg = 0
        UltimateExplosionObject.maxDmg = 0
    else
        UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 4.0
        UltimateExplosionObject.maxDmg = (level * 2 + maglv * 3) * 5.0
    end

    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
    end

nie powinno byc bledow

Poprawiłem żeby inni się skapowali w tabliczki xd - Sir~

Guzur - 2007-02-14 18:24:04

Ja żeby nie robić niepotrzebnie nowego tematu napisze tutaj ulepszony czar "Exori Gran"
Robimy exori gran.lua w folderze data\spells\instant i wlkejamy to:

area = {
    {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, 1, 0, 0},
    {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
    {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
    {0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0},
    {0, 0, 0, 1, 1, 1, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
    }

    attackType = ATTACK_PHYSICAL
    needDirection = false
    areaEffect = NM_ME_HIT_AREA
    animationEffect = NM_ANI_NONE

    hitEffect = NM_ME_HIT_AREA
    damageEffect = NM_ME_HIT_AREA
    animationColor = RED
    offensive = true
    drawblood = true

    UltimateExplosionObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)

    function onCast(cid, creaturePos, level, maglv, var)
    centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
    n = tonumber(var)   -- try to convert it to a number
    if n ~= nil then
        -- bugged
        -- ultimateExplosionObject.minDmg = var+0
        -- UltimateExplosionObject.maxDmg = var+0

        UltimateExplosionObject.minDmg = 0
        UltimateExplosionObject.maxDmg = 0
    else
        -- UltimateExplosionObject.minDmg = (level * 1 + maglv * 2) * 3.3 - 30
        -- UltimateExplosionObject.maxDmg = (level * 1 + maglv * 3) * 4.0
    UltimateExplosionObject.minDmg = (level * 2 + maglv * 2) * 2.1
    UltimateExplosionObject.maxDmg = (level * 2 + maglv * 2) * 3.1
    end

    return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
    end

A następnie dopisujemy w pliku spells.xml (\data\spells) taką linijkę:

<spell name="Berserks"            words="exori gran"        maglv="8"    mana="450"    enabled="1"><vocation id="4" /></spell>

wojtek15 - 2007-07-08 17:30:21

Spoko czar ale ja wole jednak tradycyjne EXORI GRAN

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