Nie tylko o Tibii i OTS...
-- doTargetMagic
-- attackType: Type of attack
-- cid: creature id.
-- Targetpos: Target position.
-- animationEffect: Projectile animation.
-- damageEffect: Effect to show when spell hits a player.
-- animationColor: Color of the text that is shown above the player when hit.
-- offensive: Indicates if the spell is a healing/attack spell.
-- drawblood: Determines if the spell causes blood splash.
-- minDmg: Minimal damage.
-- maxDmg: Maximum damage.
-- returns true if the spell was casted.
attackType = ATTACK_PHYSICAL
animationEffect = NM_ANI_SUDDENDEATH
hitEffect = NM_ME_MAGIC_BLOOD
damageEffect = NM_ME_NONE
animationColor = ORANGE
offensive = true
drawblood = true
MagicBlastObject = 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}
MagicBlastObject.minDmg = (level * 1.50 + maglv *4) * 0.50
MagicBlastObject.maxDmg = (level * 1.50 + maglv *4) * 1.0
return doTargetMagic(cid, centerpos, MagicBlastObject:ordered())
end
Teraz w data/spells/instant tworzymy adevo con.lua i wpisujemy w nim:
function onCast(cid, creaturePos, level, maglv, var)
n = makeRune(cid,3101,2);
return n
end
Teraz dodajemy do spells.xml nastepujuce linijeczki:
<spell name="Magic Blast"words="adevo con"maglv="8"mana="150"enabled="1"><vocation id="1"/><vocation id="2"/></spell>
<rune name="Magic Blast"id="3101"charges="2"
Znajdz teraz w items.xml id 3101 i zamien to na to:
<item id="3101" name="adevo con" type="rune" maglevel="2" weight="0.1" />
I GOTOWE.
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powalony spell zal nawet nie dziala wiec nie potrzebnie sie wysilasz, a poza tym patrz na innych piszą inaczej niz ty i da sie ich zrozumiec, a ty napisales wszystko w jednym zdaniu i taki początkowy co ma ots (nie mowie o mnie) myslisz ze by sie zalapal o co kaman? dobry jestes ;]
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