Oto przedmioty i potwory ktore ja wymyslilem a kolega Oskar zrobil skryty .
Tutaj bedę pisał wszystkie moje propozycje :P
( Skrypty Made by Oskar1121 )
Nazwa:Blodcore Boss Po co on? Do najazdów jest bardzo mocny =]. Skrypt
<?xml version="1.0" encoding="UTF-8"?> <monster name="Blodcore Boss" nameDescription="an Blodcore Boss" race="blood" experience="666" speed="250" manacost="0"> <health now="100000000" max="100000000"/> <look type="273" head="94" body="94" legs="94" feet="94" addons="3" corpse="3058"/> <targetchange interval="5000" chance="6"/> <strategy attack="100" defense="0"/> <flags> <flag summonable="0"/> <flag attackable="1"/> <flag hostile="1"/> <flag illusionable="0"/> <flag convinceable="0"/> <flag pushable="0"/> <flag canpushitems="1"/> <flag canpushcreatures="1"/> <flag targetdistance="1"/> <flag staticattack="90"/> <flag runonhealth="250"/> </flags> <attacks> <attack name="melee" interval="2000" min="-1000000" max="-2000000"/> <attack name="fire" interval="2000" chance="14" radius="7" target="0" min="-1000000" max="-2000000"> <attribute key="shootEffect" value="fire"/> <attribute key="areaEffect" value="firearea"/> </attack> <attack name="ice" interval="2000" chance="14" radius="7" target="0" min="-1000000" max="-2000000"> <attribute key="shootEffect" value="ice"/> <attribute key="areaEffect" value="icetornado"/> </attack> <attack name="energy" interval="2000" chance="14" radius="7" target="0" min="-1000000" max="-2000000"> <attribute key="shootEffect" value="energy"/> <attribute key="areaEffect" value="bigclouds"/> </attack> </attacks> <defenses armor="22" defense="35"> <defense name="healing" interval="1000" chance="25" min="57" max="293"> <attribute key="areaEffect" value="blueshimmer"/> </defense> </defenses> <elements> <element firePercent="-30"/> <element earthPercent="100"/> <element energyPercent="50"/> <element deathPercent="0"/> <element holyPercent="-5"/> <element icePercent="40"/> <element psychicalPercent="25"/> </elements> <immunities> <immunity paralyze="1"/> <immunity invisible="1"/> <immunity drunk="1"/> </immunities> <voices interval="5000" chance="10"> <voice sentence="Zapraszam na forum blodcore.pun.pl" yell="1"/> <voice sentence="Graj graj to moze bedziesz najlepszy!" yell="1"/> </voices> <loot> <item id="2004" chance="100000"> --Bag <inside> <item id="2160" countmax="100" chance="100000"/> <item id="2160" countmax="100" chance="100000"/> <item id="2160" countmax="100" chance="100000"/> <item id="2160" countmax="100" chance="100000"/> <item id="2160" countmax="100" chance="100000"/> <item id="2160" countmax="100" chance="100000"/> <item id="2160" countmax="100" chance="100000"/> <item id="2160" countmax="100" chance="100000"/> <item id="2160" countmax="100" chance="100000"/> <item id="2160" countmax="100" chance="100000"/> <item id="2160" countmax="100" chance="80200"/> <item id="2160" countmax="100" chance="80200"/> <item id="2160" countmax="100" chance="80200"/> <item id="2160" countmax="100" chance="80200"/> <item id="2160" countmax="100" chance="80200"/> <item id="2160" countmax="100" chance="80200"/> <item id="2160" countmax="100" chance="80200"/> <item id="2160" countmax="100" chance="80200"/> <item id="2160" countmax="100" chance="80200"/> <item id="2160" countmax="100" chance="80200"/> </inside> </item> </loot> </monster>
Do momnster.xml
<monster name="Blodcore Boss" file="Blodcore Boss.xml"/>
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Nazawa:Szejk Po co on? Daje 3x wiecej exp od archa ale jest bardzo mocny =]. Skrypt:
<?xml version="1.0" encoding="UTF-8"?> <monster name="Szejk" nameDescription="Szejk" race="fire" experience="300000000" speed="900" manacost="0"> <health now="10000000" max="10000000"/> <look type="12" head="79" body="79" legs="79" feet="79" corpse="6068"/> <targetchange interval="10000" chance="5"/> <strategy attack="100" defense="0"/> <flags> <flag summonable="0"/> <flag attackable="1"/> <flag hostile="1"/> <flag illusionable="0"/> <flag convinceable="0"/> <flag pushable="0"/> <flag canpushitems="1"/> <flag canpushcreatures="1"/> <flag staticattack="85"/> <flag targetdistance="1"/> <flag runonhealth="0"/> </flags> <attacks> <attack name="melee" interval="2000" skill="220" attack="10000"/> <attack name="fire" interval="1000" chance="13" range="7" radius="8" target="1" min="0" max="-10200"> <attribute key="shootEffect" value="fire"/> <attribute key="areaEffect" value="firearea"/> </attack> <attack name="boom" interval="3000" chance="18" radius="8" target="0" min="-470000" max="-500000"> <attribute key="areaEffect" value="rednote"/> </attack> <attack name="exevo exori" interval="3000" chance="18" radius="8" target="0" min="-100000" max="-100000"> <attribute key="areaEffect" value="rednote"/> </attack> </attacks> <defenses armor="70" defense="70"> </defenses> <elements> <element physicalPercent="20"/> <element icePercent="-20"/> <element deathPercent="35"/> </elements> <immunities> <immunity energy="1"/> <immunity fire="1"/> <immunity poison="1"/> <immunity lifedrain="1"/> <immunity paralyze="1"/> <immunity invisible="1"/> </immunities> <summons maxSummons="6"> <summon name="demon" interval="2500" chance="25"/> </summons> <voices interval="5000" chance="10"> <voice sentence="Priv ignoruje!" yell="1"/> <voice sentence="Nie dam free items!"/> <voice sentence="Witam w piekle !"/> <voice sentence="I AM SZEJK, MR SZEJK!" yell="1"/> </voices> <loot> <item id="2160" chance="1000" countmax="100" /> -- crystal coin <item id="2160" chance="1000" countmax="100" /> -- crystal coin <item id="1987" chance="100000" > -- bag <inside> <item id="2494" chance="1000" /> -- demon armor <item id="8882" chance="500" /> -- earthborn titan armor <item if="8888" chance="100" /> -- master archer's armor </inside> </item> </loot> </monster>
Do monster.xml.
<monster name="Szejk" file="Szejk.xml"/>
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Potworów narazie tyle.
Teraz czary ^^
Nazwa:love Skrypt:
W spells.xml
<instant name="Love" words="love" lvl="8" mana="5000" prem="1" exhaustion="1000" selftarget="1" needlearn="0" script="nowe/love.lua"> <vocation name="Sorcerer" /> <vocation name="Druid" /> <vocation name="Paladin" /> <vocation name="Master Sorcerer" /> <vocation name="Elder Druid" /> <vocation name="Royal Paladin" /> <vocation name="Knight" /> <vocation name="Elite Knight" /> </instant>
love.lua
local acombat1 = createCombatObject() local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 35) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.4, -20000, -0.5, -30000) 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}, {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}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 1, 2, 1, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0}, {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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 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) setCombatArea(acombat1, area1) function onTargetTile(cid, pos) doCombat(cid,combat1,positionToVariant(pos)) end setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile") local function onCastSpell1(parameters) doCombat(parameters.cid, acombat1, parameters.var) end function onCastSpell(cid, var) local parameters = { cid = cid, var = var} addEvent(onCastSpell1, 0, parameters)
Nazwa:Assasin Bomb Skrypt:
w spells.xml
<instant name="Assasin Bomb" words="assasin bomb" lvl="30000" mana="10000" prem="1" exhaustion="1000" selftarget="1" needlearn="0"
script="nowe/assasin.lua"> <vocation name="Paladin" /> <vocation name="Royal Paladin" /> </instant>
w assasin.lua
local acombat1 = createCombatObject() local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 61) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.4, -10000, -0.5, -15000) arr1 = { {0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0}, {1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1}, {1, 0, 0, 0, 1, 0, 1, 1, 1, 0, 1, 0, 1, 0, 1}, {1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 1}, {1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1}, {1, 1, 0, 1, 0, 1, 1, 2, 1, 1, 0, 1, 0, 1, 1}, {1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1}, {1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 1}, {1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1}, {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1}, {0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0}, } local area1 = createCombatArea(arr1) setCombatArea(acombat1, area1) function onTargetTile(cid, pos) doCombat(cid,combat1,positionToVariant(pos)) end setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile") local function onCastSpell1(parameters) doCombat(parameters.cid, acombat1, parameters.var) end function onCastSpell(cid, var) local parameters = { cid = cid, var = var} addEvent(onCastSpell1, 0, parameters)
Nazwa: Ghost Return Skrypt:
w sells.xml
<instant name="Ghost return" words="ghost return" lvl="30000" mana="10000" prem="1" exhaustion="1000" selftarget="1" needlearn="0"
script="nowe/ghost.lua"> <vocation name="Sorcerer" /> <vocation name="Druid" /> <vocation name="Master Sorcerer" /> <vocation name="Royal Paladin" /> </instant>
w ghost.lua
local acombat1 = createCombatObject() local acombat2 = createCombatObject() local acombat3 = createCombatObject() local acombat4 = createCombatObject() local acombat5 = createCombatObject() local acombat6 = createCombatObject() local acombat7 = createCombatObject() local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 65) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.3, -150000, -0.4, -20000) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, 65) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -0.3, -13000, -0.4, 15000) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, 65) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -0.3, -11000, -0.4, -13000) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, 65) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -0.3, -10000, -0.4, -11000) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat5, COMBAT_PARAM_EFFECT, 65) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -0.3, -7000, -0.4, -10000) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat6, COMBAT_PARAM_EFFECT, 65) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -0.3, -5000, -0.4, -7000) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat7, COMBAT_PARAM_EFFECT, 65) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -0.3, -1000, -0.4, -5000) arr7 = { {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, } arr6 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 1, 1, 1, 1, 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}, } 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 1, 1, 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}, } 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 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}, } 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, 0, 0, 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, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 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, 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, 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}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 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, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 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) setCombatArea(acombat1, area1) setCombatArea(acombat2, area2) setCombatArea(acombat3, area3) setCombatArea(acombat4, area4) setCombatArea(acombat5, area5) setCombatArea(acombat6, area6) setCombatArea(acombat7, area7) 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 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") 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 function onCastSpell(cid, var) local parameters = { cid = cid, var = var} addEvent(onCastSpell1, 100, parameters) addEvent(onCastSpell2, 500, parameters) addEvent(onCastSpell3, 1000, parameters) addEvent(onCastSpell4, 1500, parameters) addEvent(onCastSpell5, 2000, parameters) addEvent(onCastSpell6, 2500, parameters) addEvent(onCastSpell7, 3000, parameters)
Nazwa:Dice Attack Skrypt:
w spells.xml
<instant name="Dice attack" words="dice attack" lvl="8" mana="10000" prem="1" exhaustion="1000" selftarget="1" needlearn="0" script="nowe/dice.lua"> <vocation name="Knight" /> <vocation name="Elite Knight" /> </instant>
dice.lua
local acombat1 = createCombatObject() local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, 26) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -0.4, -10000, -0.5, -25000) 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}, {0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 2, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 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, 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) setCombatArea(acombat1, area1) function onTargetTile(cid, pos) doCombat(cid,combat1,positionToVariant(pos)) end setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile") local function onCastSpell1(parameters) doCombat(parameters.cid, acombat1, parameters.var) end function onCastSpell(cid, var) local parameters = { cid = cid, var = var} addEvent(onCastSpell1, 0, parameters)
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skoro jest Szejk to niech bedzie disaster i czesio :D
Nazwa:Disaster Skrypt:
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Nazwa:Czesio Skrypt:
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a teraz kolejne rzeczy! Blodcore Set full + SWIETNE SKRYPTY I OPISY!
wiec zacznijmy =]
Item: Hełm Nazwa: Blodcore Helmet Wygląd: Wignet Helmet Ile Obrony: 150 Ile ataku: 0 Co dodaje: 10 % odpornosci na wszystkie zywioły. Dla jakiej profyla Kazdej. Skrypt:
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Item: Armor Nazwa: Blodcore Armor Wygląd: Dwarven Armor Ile Obrony: 200 Ile ataku: 0 Co dodaje: 10 % odpornosci na wszystkie zywioły. Dla jakiej profyla Kazdej. Skrypt: ________________________________________________________________________________
Item: Legs Nazwa: Blodcore Legs Wygląd: Dwarven Legs Ile Obrony: 150 Ile ataku: 0 Co dodaje: 10 % odpornosci na wszystkie zywioły. Dla jakiej profyla Kazdej. Skrypt:
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Item:buty Nazwa: Blodcore boots Wygląd: firewarkles boots takie ogniste buty :P Ile Obrony: 100 Ile ataku: 0 Co dodaje: 500+ szybkości. Dla jakiej profyla Kazdej. Skrypt:
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Item: tarcza Nazwa: Blodcore Shield Wygląd: Nightmare Shield Ile Obrony: 700 Ile ataku: 0 Co dodaje: 15 % odpornosci na wszystkie zywioły. Dla jakiej profyla Kazdej. Skrypt:
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Item: różczka Nazwa: Blodcore Staff Wygląd: twin axe Ile Obrony: 300 Ile ataku: 500 Co dodaje: bije na max odległość,bije z sily trujacej zatruwa. Dla jakiej profyla Maga i druid-a. Skrypt:
w weapons.xml usuwamy linijke:
a pod słowem
dodajemy takie: przed dodaniem edytowac trzeba:
Disaster chyba umie =]
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I to tyle o Blodcore Set =] ________________________________________________________________________________
Kolejny item! Nazwa:papucie Szejka Ile defa?: 500 Atak:0 Item:Buty Skrypt:
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