Kriss |
Wysłany: Sob 0:07, 22 Lip 2006 Temat postu: Fajny czar |
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1)Wchodzimy ots/data/spells/instant i tworzymy plik o nazwie mort atak.lua.Natepnie wklejamy do niego 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, 1, 1, 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, 0, 0, 1, 1, 1, 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, 2, 2, 2, 0, 0, 1, 0, 0, 3, 3, 3, 0, 0, 0},
{0, 0, 0, 2, 2, 2, 2, 2, 0, 3, 3, 3, 3, 3, 0, 0, 0},
{0, 0, 0, 2, 2, 2, 0, 0, 4, 0, 0, 3, 3, 3, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
-- area = {
-- {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
-- {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
-- {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
-- {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
-- {2, 2, 2, 0, 0, 1, 0, 0, 3, 3, 3},
-- {2, 2, 2, 2, 2, 0, 3, 3, 3, 3, 3},
-- {2, 2, 2, 0, 0, 4, 0, 0, 3, 3, 3},
-- {0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0},
-- {0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0},
-- {0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0},
-- {0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0}
-- }
attackType = ATTACK_PHYSICAL
needDirection = true
areaEffect = NM_ME_MORT_AREA
animationEffect = NM_ANI_SUDDENDEATH
hitEffect = NM_ME_MORT_AREA
damageEffect = NM_ME_MORT_AREA
animationColor = RED
offensive = true
drawblood = true
EnergyWaveObject = 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}
EnergyWaveObject.minDmg = (level * 2 + maglv * 3) * 1.3
EnergyWaveObject.maxDmg = (level * 2 + maglv * 3) * 1.7
return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, EnergyWaveObject:ordered())
end
2)wchodzimy ots/data/spells/spells.xml <---- to nalezy otwozyc w notatniku
wklejamy ten skrypt:
<spell name="Stanek Atak" words="mort atak" maglv="8" mana="200" enabled="1"><vocation id="1" /><vocation id="2" /></spell>
/\ to jeat tak jak exevo flam hr tylko strzelasz z sd . ![Wink](http://picsrv.fora.pl/images/smiles/icon_wink.gif) |
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Kriss |
Wysłany: Sob 0:06, 22 Lip 2006 Temat postu: Kilka runek |
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Sonar Rune:
Kod:
area = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}
}
attackType = ATTACK_FIRE
needDirection = false
areaEffect = NM_ME_SOUND
animationEffect = NM_ANI_NONE
hitEffect = NM_ME_EXPLOSION_DAMAGE
damageEffect = NM_ME_SOUND
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 * 2 + maglv * 2) * 1.3 - 30
-- UltimateExplosionObject.maxDmg = (level * 2 + maglv * 2) * 2.0
UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 2.3 - 30
UltimateExplosionObject.maxDmg = (level * 2 + maglv * 3) * 3.0
end
return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
end
Dym Rune :
Kod:
area = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}
}
attackType = ATTACK_PHYSICAL
needDirection = false
areaEffect = NM_ME_PUFF
animationEffect = NM_ANI_NONE
hitEffect = NM_ME_EXPLOSION_DAMAGE
damageEffect = NM_ME_PUFF
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 * 2 + maglv * 2) * 1.3 - 30
-- UltimateExplosionObject.maxDmg = (level * 2 + maglv * 2) * 2.0
UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 2.3 - 30
UltimateExplosionObject.maxDmg = (level * 2 + maglv * 3) * 3.0
end
return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
endUE Rune: (BTW. Gdzieś tam było ale dam i tutaj)
Kod:
area = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
}
attackType = ATTACK_PHYSICAL
needDirection = false
areaEffect = NM_ME_EXPLOSION_AREA
animationEffect = NM_ANI_FIRE
hitEffect = NM_ME_EXPLOSION_AREA
damageEffect = NM_ME_DRAW_BLOOD
animationColor = RED
offensive = true
drawblood = false
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}
UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 2.3 - 30
UltimateExplosionObject.maxDmg = (level * 2 + maglv * 3) * 3.0
return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
endSmile Rune: (Wygląda jak atak; trafienie w tarcze)
Kod:
area = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}
}
attackType = NM_ME_BLOCKHIT
needDirection = false
areaEffect = NM_ME_BLOCKHIT
animationEffect = NM_ANI_NONE
hitEffect = NM_ME_NONE
damageEffect = NM_ME_BLOCKHIT
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 * 2 + maglv * 2) * 1.3 - 30
-- UltimateExplosionObject.maxDmg = (level * 2 + maglv * 2) * 2.0
UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 2.3 - 30
UltimateExplosionObject.maxDmg = (level * 2 + maglv * 3) * 3.0
end
return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
endExura rune: (To samo co exura gran mas res tylko że w runie)
Kod:
area = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}
}
attackType = ATTACK_NONE
needDirection = false
areaEffect = NM_ME_MAGIC_ENERGIE
animationEffect = NM_ANI_NONE
hitEffect = NM_ME_NONE
damageEffect = NM_ME_MAGIC_ENERGIE
animationColor = GREEN
offensive = false
drawblood = false
MassHealingObject = 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
-- MassHealingObject.minDmg = var+0
-- MassHealingObject.maxDmg = var+0
MassHealingObject.minDmg = 0
MassHealingObject.maxDmg = 0
else
--MassHealingObject.minDmg = ((level+maglv)*3) * 1.0
--MassHealingObject.maxDmg = ((level+maglv)*3) * 2.2
MassHealingObject.minDmg = ((level+maglv)*3) * 1.6
MassHealingObject.maxDmg = ((level+maglv)*3) * 2.6
end
return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, MassHealingObject:ordered())
end
E-pox Rune:
Kod:
area = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
}
attackType = ATTACK_POISON
needDirection = false
areaEffect = NM_ME_POISEN_RINGS
animationEffect = NM_ANI_NONE
hitEffect = NM_ME_POISEN
damageEffect = NM_ME_POISEN_RINGS
animationColor = GREEN
offensive = true
needDirection = false
drawblood = false
minDmg = 30
maxDmg = 50
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}
UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 3.3 - 30
UltimateExplosionObject.maxDmg = (level * 2 + maglv * 3) * 4.5
return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
end
Water Rune:
Kod:
area = {
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
}
attackType = ATTACK_ENERGY
needDirection = true
areaEffect = NM_ME_LOOSE_ENERGY
animationEffect = NM_ANI_NONE
hitEffect = NM_ME_ENERGY_AREA
damageEffect = NM_ME_ENERGY_DAMAGE
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}
UltimateExplosionObject.minDmg = (level * 2 + maglv * 3) * 3.3 - 30
UltimateExplosionObject.maxDmg = (level * 2 + maglv * 3) * 4.5
return doAreaMagic(cid, centerpos, needDirection, areaEffect, area, UltimateExplosionObject:ordered())
endBig Bomb:
Kod:
area = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
}
attackType = ATTACK_ENERGY
needDirection = false
areaEffect = NM_ME_NONE
animationEffect = NM_ANI_ENERGY
hitEffect = NM_ME_ENERGY_DAMAGE
damageEffect = NM_ME_ENERGY_DAMAGE
animationColor = LIGHT_BLUE
offensive = true
drawblood = false
minDmg = 100
maxDmg = 200
EnergyBombObject = MagicDamageObject(attackType, animationEffect, hitEffect, damageEffect, animationColor, offensive, drawblood, 0, 0)
SubEnergyBombObject1 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, minDmg, maxDmg)
SubEnergyBombObject2 = MagicDamageObject(attackType, NM_ANI_NONE, NM_ME_NONE, damageEffect, animationColor, offensive, drawblood, 100, 100)
function onCast(cid, creaturePos, level, maglv, var)
centerpos = {x=creaturePos.x, y=creaturePos.y, z=creaturePos.z}
return doAreaGroundMagic(cid, centerpos, needDirection, areaEffect, area, EnergyBombObject:ordered(),
0, 1, SubEnergyBombObject1:ordered(),
5000, 1, SubEnergyBombObject2:ordered(),
2, 105000, 2105, 1)
end
Snow Ball Rune:
Kod:
--doTargetMagic
-- attackType: Type of attack.
-- cid: creature id.
-- Targetpos: Target position.
-- animationEffect: Projectile animation.
-- damageEffect: Effect to show when spell damage a creature.
-- hitEffect: Effect to show when spell hits a creature.
-- 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_ENERGY
animationEffect = NM_ANI_SNOWBALL
hitEffect = NM_ME_YELLOW_RINGS
damageEffect = NM_ME_ENERGY_DAMAGE
animationColor = BLACK_WHITE
offensive = true
drawblood = true
HeavyMagicMissileObject = 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}
HeavyMagicMissileObject.minDmg = (level * 1.5 + maglv *1.9) * 1.35
HeavyMagicMissileObject.maxDmg = (level * 1.5 + maglv *1.9) * 1.75
return doTargetMagic(cid, centerpos, HeavyMagicMissileObject:ordered())
end
I to wszystko a teraz dopisujemy do naszego pliku "spells.xml" :
Kod:
<rune name="Uerune" id="3140" charges="1" maglv="40" mana="0" enabled="1"></rune>
<rune name="Exori_Rune" id="3097" charges="100" maglv="8" mana="0" enabled="1"></rune>
<rune name="Exevo_pox" id="3113" charges="100" maglv="8" mana="0" enabled="1"></rune>
<rune name="SD_rune" id="3125" charges="100" maglv="8" mana="0" enabled="1"></rune>
<rune name="Exura_rune" id="3131" charges="100" maglv="8" mana="0" enabled="1"></rune>
<rune name="Sonar_rune" id="3132" charges="100" maglv="8" mana="0" enabled="1"></rune>
<rune name="dym_rune" id="3134" charges="100" maglv="8" mana="0" enabled="1"></rune>
<rune name="smile_rune" id="3139" charges="100" maglv="8" mana="0" enabled="1"></rune>
<rune name="Water_rune" id="3119" charges="100" maglv="8" mana="0" enabled="1"></rune>
<rune name=big bomb" id="3094" charges="100" maglv="8" mana="0" enabled="1"></rune>
<rune name="snow_ball" id="3089" charges="100" maglv="8" mana="0" enabled="1"></rune>Numerki Runek:
Sonar rune : 3132
Dym rune : 3134
UE rune : 3140
Smile rune : 3139
Exura rune : 3131
E-pox rune : 3113
Water rune : 3119
Big Bomb Rune : 3094
Snow Ball Rune : 3089
Edit:
Nie dawałem tutaj, żeby można było z blanka zrobić runke, ale napisz jak to zrobić ^^ (na przykładzie "Smile Rune"
Kod:
<spell name="smile_rune" words="smile gran" maglv="9" mana="600" enabled="1"><vocation id="1"/><vocation id="2"/><vocation id="3"/><vocation id="4"/></spell>Powyższe linijki wklejamy do "spells.xml"
Wyjaśnienie:
name="smile_rune" = zmieniamy nazwe jak nazwaliśmy rune w
.../data/spells/runes/
words="smile gran" = Jak ma być wymawiana runa
maglv="9" = od którego mlvl można robić rune
mana="600" = ile many potrzeba na runę
<vocation id="1"/> = kto może robić runę w tym przypadku wszyscy
vocation 1 = sorc
vocation 2 = druid
vocation 3 = palladyn
vocation 4 = knight
Robienie runki:
...data/spells/instant/
robimy tam nowy plik np. "smile gran.lua" i wpisujemy tam :
Kod:
function onCast(cid, creaturePos, level, maglv, var)
n = makeRune(cid,3139,99);
return n
end3139 Numer ID Runki która będzie pojawiać się z blanka
99 Ile użyć będzie miała runa
(jeżeli zmienisz wymawianie czaru to musisz zmienić i nazwe pliku :
...data/spells/instant/
np. words="asd"
to nazwa pliku będzie nazywać się "asd.lua" |
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