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frl123

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  1. Ae velho, faz tempo que não posto mas eu vi seu sub no msn e resolvi fazer.. tai oh QUERO REP MANO
  2. frl123

    Se For Bebê,

    Muito obrigado ;D salve em seus favoritos e veja diariamente UHU
  3. frl123

    Se For Bebê,

    Olá, estou aqui para divulgar o blog Se for Bebê, É um blog de humor muito legal, vale a pena ver, com atualizações diarias. Criado por mim e por um amigo Acompanhe as atualizações pelo twitter: @seforbebe Entre logo, tá esperando oque?
  4. Maaan.
    As Letras do Meu tibia ta embaraçada
    ee eu testei akele post e nem funfou
    me ajuda ae '-'
  5. frl123

    [ Fechado ]

    Pra quem nao sabe oque é ---> Lockerz é um site de associados dentre eles a Apple, Marc Jacobs, EA, Ripstik,Nintendo que dá prêmios para os usuários, televisões, Notebooks, iphones, ipods, videogames entre outras coisas. PODE SER ENCONTRADO JOGOS DE WII, DE XBOX360 DE PSP. JOGOS CUSTAM GERALMENTE 100PTZ Realmente muito legal, procure sobre Lockerz no Google. Mas realmente funciona? Pelas screens que vi não parece ser falso não alem de que o site da bem feito e eles dão muito suporte pelo Twitter: http://twitpic.com/photos/lockerz Tem uma lista de premios, por exemplo um IPOD NANO vale 300 PTZ'S. O LOCKERZ já está lançado no Brasil possibilitando segundo a equipe que os produtos agoram possam ser enviados para cá . Para se cadastrar CLIQUE AQUI
  6. frl123

    Lockerz Br

    Pra quem nao sabe oque é ---> Lockerz é um site de associados dentre eles a Apple, Marc Jacobs, EA, Ripstik,Nintendo que dá prêmios para os usuários, televisões, Notebooks, iphones, ipods, videogames entre outras coisas. PODE SER ENCONTRADO JOGOS DE WII, DE XBOX360 DE PSP. JOGOS CUSTAM GERALMENTE 100PTZ Realmente muito legal, procure sobre Lockerz no Google. Mas realmente funciona? Pelas screens que vi não parece ser falso não alem de que o site da bem feito e eles dão muito suporte pelo Twitter: http://twitpic.com/photos/lockerz Tem uma lista de premios, por exemplo um IPOD NANO vale 300 PTZ'S. O LOCKERZ já está lançado no Brasil possibilitando segundo a equipe que os produtos agoram possam ser enviados para cá . Para se cadastrar CLIQUE AQUI
  7. LOL velho eu nao vi isso!!! vc troco as bola ae oq esta dentro do CODE vc tem q por num arquivo .LUA na pasta spells/scripts... e la onde ta <instant name... vc poe na spells.xml EEE pelo amor de deus putz spells apelona do kpta...sohh pra OT de 999999999.... neh observe otras spells q os cara posta, veja tutos de spells, pra nao faze +isso e otra coisa... SS por favor @Darkanso como vc fala q vc testo a spells, ta otima e ja vai aprovando? se vc testa logico q vai da errado se vc siguir as instrçoes dele... a nao ser q vc so poiz a spell no seu OT +sem ver oq ele escreveu alem dos scrpts pq se nao vc poderia AVISAR [/@] e foi mal ae se eu fui muito exigente xD FLW
  8. vlw ae e cade a galera comentando? o coment eh a motivaçao pros scripters se vcs nao comnetao niguem +vai faze script pot isso te poucos scripters akee COMENTEM AE JÁ CHEGO À +DE 120 VIEWS E NINGUEM COMENTA =/
  9. ae vlw + a ultimate death strike ehh a exori mort, porem ele fica batendo death por um tempo, qinem quando pisa no poison field, mas de death xD
  10. Ae galera! To ake pra postar algumas spells minhas!!! Ae vai GinkDama Nome: GinkDama Descrição: Se sinta o verdadeiro GOKU! Versão: 8.4x (talvez funcione em outras, + eu não testei) Tipo do script: Spells Servidor Testado: Slayer Yurots 84 v11 Autor: FeRall SS: Instalaçao: Primeiramente vá em ...data/spells/scripts e crie um arquivo .lua chamado ginkdama, entao add isso a ele: -~-GinkDama-~-by FeRall-~- -~-Já+Remova esses créditos-~- local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE) local combat8 = createCombatObject() setCombatParam(combat8, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE) local combat9 = createCombatObject() setCombatParam(combat9, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE) local combat10 = createCombatObject() setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat10, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA) setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -8.2, -60, -7.5, -50) arr1 = { {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0}, } arr2 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 1, 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, 1, 1, 1, 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, 1, 0, 0, 2, 0, 0, 1, 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, 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}, } arr4 = { {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0}, {1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1}, {0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0}, } arr5 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0}, {0, 1, 0, 0, 1, 3, 1, 0, 0, 1, 0}, {0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr6 = { {0, 0, 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, 0}, {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0}, {0, 0, 1, 0, 0, 3, 0, 0, 1, 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, 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}, } arr7 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 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, 0, 0, 0, 0}, {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}, {0, 0, 0, 0, 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}, } arr8 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 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, 1, 3, 1, 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, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr9 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr10 = { {0, 0, 0, 0, 1, 1, 1, 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}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 1, 2, 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, 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, 1, 1, 1, 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) local area8 = createCombatArea(arr8) local area9 = createCombatArea(arr9) local area10 = createCombatArea(arr10) setCombatArea(combat1, area1) setCombatArea(combat2, area2) setCombatArea(combat3, area3) setCombatArea(combat4, area4) setCombatArea(combat5, area5) setCombatArea(combat6, area6) setCombatArea(combat7, area7) setCombatArea(combat8, area8) setCombatArea(combat9, area9) setCombatArea(combat10, area10) local function onCastSpell1(parameters) doCombat(parameters.cid, parameters.combat1, parameters.var) end local function onCastSpell2(parameters) doCombat(parameters.cid, parameters.combat2, parameters.var) end local function onCastSpell3(parameters) doCombat(parameters.cid, parameters.combat3, parameters.var) end local function onCastSpell4(parameters) doCombat(parameters.cid, parameters.combat4, parameters.var) end local function onCastSpell5(parameters) doCombat(parameters.cid, parameters.combat5, parameters.var) end local function onCastSpell6(parameters) doCombat(parameters.cid, parameters.combat6, parameters.var) end local function onCastSpell7(parameters) doCombat(parameters.cid, parameters.combat7, parameters.var) end local function onCastSpell8(parameters) doCombat(parameters.cid, parameters.combat8, parameters.var) end local function onCastSpell9(parameters) doCombat(parameters.cid, parameters.combat9, parameters.var) end local function onCastSpell10(parameters) doCombat(parameters.cid, parameters.combat10, parameters.var) end function onCastSpell(cid, var) doSendAnimatedText(getPlayerPosition(cid), "GenkiDama", TEXTCOLOR_ORANGE) local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6, combat7 = combat7, combat8 = combat8, combat9 = combat9, combat10 = combat10 } addEvent(onCastSpell1, 0, parameters) addEvent(onCastSpell2, 200, parameters) addEvent(onCastSpell3, 400, parameters) addEvent(onCastSpell4, 600, parameters) addEvent(onCastSpell5, 800, parameters) addEvent(onCastSpell6, 1000, parameters) addEvent(onCastSpell7, 1200, parameters) addEvent(onCastSpell8, 1400, parameters) addEvent(onCastSpell9, 1600, parameters) addEvent(onCastSpell10, 1700, parameters) end Depois em spells.xml add: <instant name="GinkDama" words="ginkdama" lvl="800" mana="3000" soul="100" prem="1" selftarget="1" exhaustion="5200" needlearn="0" script="ginkdama.lua"> <vocation name="Master Sorcerer"/> <vocation name="Elder Druid"/> <vocation name="Elite Knight" /> <vocation name="Royal Paladin" /> </instant> Ultimate Death Strike Nome: Ultimate Death Strike Descriçao: Um Death Strike que deixa com status de Death(igual quando você passa pelo poison field, + de death) Versão: 8.4x (talvez funcione em outras, + eu não testei) Tipo do script: Spells Servidor Testado: Slayer Yurots 84 v11 Autor: FeRall SS: Instalaçao: Primeiramente vá em ...data/spells/scripts e crie um arquivo .lua chamado ultimate death strike, entao add isso a ele: -~-Ultimate Death Strike-~-by FeRall-~- -~-Já+Remova esses créditos-~- local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) function onGetFormulaValues(cid, level, maglevel) min = -level/3 - maglevel*7.4-10 max = -level/3 - maglevel*8.1-20 return min, max end setCombatCallback(combat, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues") local distanceCombat = createCombatObject() setCombatParam(distanceCombat, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(distanceCombat, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatParam(distanceCombat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH) function onGetFormulaValues(cid, level, maglevel) min = -level/3 - maglevel*6.4-10 max = -level/3 - maglevel*7.1-20 return min, max end setCombatCallback(distanceCombat, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues") local condition = createConditionObject(CONDITION_CURSED) setConditionParam(condition, CONDITION_PARAM_TICKS, 15000) setConditionParam(condition, CONDITION_PARAM_TICKINTERVAL, 1000) setConditionParam(condition, CONDITION_PARAM_MINVALUE, 4000) setConditionParam(condition, CONDITION_PARAM_MAXVALUE, 6500) setCombatCondition(distanceCombat, condition) setCombatCondition(combat, condition) function onCastSpell(cid, var) if(variantToNumber(var) ~= 0) then return doCombat(cid, distanceCombat, var) end return doCombat(cid, combat, var) end Depois em spells.xml add: <instant name="Ultimate Death Strike" words="exori mas mort" lvl="180" mana="800" prem="1" casterTargetOrDirection="1" blockwalls="1" exhaustion="1000" needlearn="0" script="ultimate death strike.lua"> <vocation name="Sorcerer"/> <vocation name="Master Sorcerer"/> <vocation name="Druid"/> <vocation name="Elder Druid"/> </instant> Haaa Nome: Haaa (Sem nome, se vc tiver uma sugestão, fale xD) Descriçao: Uma magia de todos os elementos, muito poderosa! Versão: 8.4x (talvez funcione em outras, + eu não testei) Tipo do script: Spells Servidor Testado: Slayer Yurots 84 v11 Autor: FeRall SS: Instalaçao: Primeiramente vá em ...data/spells/scripts e crie um arquivo .lua chamado haaa, entao add isso a ele: -~-Haaa(sem nome especifico)-~-by FeRall-~- -~-Já+Remova esses créditos-~- local combat1 = createCombatObject() setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat2 = createCombatObject() setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat3 = createCombatObject() setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK) setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat4 = createCombatObject() setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE) setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat5 = createCombatObject() setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat6 = createCombatObject() setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat7 = createCombatObject() setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT) setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat8 = createCombatObject() setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat8, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK) setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat9 = createCombatObject() setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat9, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE) setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat10 = createCombatObject() setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat10, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat11 = createCombatObject() setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat12 = createCombatObject() setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat12, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT) setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat13 = createCombatObject() setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat13, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK) setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat14 = createCombatObject() setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat14, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE) setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat15 = createCombatObject() setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat15, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat16 = createCombatObject() setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) setCombatParam(combat16, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat17 = createCombatObject() setCombatParam(combat17, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE) setCombatParam(combat17, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT) setCombatFormula(combat17, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat18 = createCombatObject() setCombatParam(combat18, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE) setCombatParam(combat18, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK) setCombatFormula(combat18, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat19 = createCombatObject() setCombatParam(combat19, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE) setCombatParam(combat19, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE) setCombatFormula(combat19, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -0) local combat20 = createCombatObject() setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) setCombatParam(combat20, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) setCombatFormula(combat20, COMBAT_FORMULA_LEVELMAGIC, -3.0, -10, -2.3, -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, 2, 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, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 2, 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, 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, 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, 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}, } 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, 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, 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, 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, 0}, {0, 0, 0, 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, 0, 0, 0, 0, 0, 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}, } arr6 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 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, 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, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr7 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 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, 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, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr8 = { {0, 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, 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, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr9 = { {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, 0, 0, 0, 0, 0}, {0, 0, 0, 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, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr10 = { {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, 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, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr11 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 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, 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, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr12 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 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, 1, 0, 2, 0, 0, 0, 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, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr13 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {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, 1, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0}, {0, 0, 1, 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, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr14 = { {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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 1, 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, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr15 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 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, 0, 0, 0, 0, 0, 0}, } arr16 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 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, 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}, } arr17 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 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, 2, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr18 = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 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, 1, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, } arr19 = { {0, 0, 0, 0, 0, 0, 0, 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, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0}, } arr20 = { {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, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {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) local area8 = createCombatArea(arr8) local area9 = createCombatArea(arr9) local area10 = createCombatArea(arr10) local area11 = createCombatArea(arr11) local area12 = createCombatArea(arr12) local area13 = createCombatArea(arr13) local area14 = createCombatArea(arr14) local area15 = createCombatArea(arr15) local area16 = createCombatArea(arr16) local area17 = createCombatArea(arr17) local area18 = createCombatArea(arr18) local area19 = createCombatArea(arr19) local area20 = createCombatArea(arr20) setCombatArea(combat1, area1) setCombatArea(combat2, area2) setCombatArea(combat3, area3) setCombatArea(combat4, area4) setCombatArea(combat5, area5) setCombatArea(combat6, area6) setCombatArea(combat7, area7) setCombatArea(combat8, area8) setCombatArea(combat9, area9) setCombatArea(combat10, area10) setCombatArea(combat11, area11) setCombatArea(combat12, area12) setCombatArea(combat13, area13) setCombatArea(combat14, area14) setCombatArea(combat15, area15) setCombatArea(combat16, area16) setCombatArea(combat17, area17) setCombatArea(combat18, area18) setCombatArea(combat19, area19) setCombatArea(combat20, area20) local function onCastSpell1(parameters) doCombat(parameters.cid, parameters.combat1, parameters.var) end local function onCastSpell2(parameters) doCombat(parameters.cid, parameters.combat2, parameters.var) end local function onCastSpell3(parameters) doCombat(parameters.cid, parameters.combat3, parameters.var) end local function onCastSpell4(parameters) doCombat(parameters.cid, parameters.combat4, parameters.var) end local function onCastSpell5(parameters) doCombat(parameters.cid, parameters.combat5, parameters.var) end local function onCastSpell6(parameters) doCombat(parameters.cid, parameters.combat6, parameters.var) end local function onCastSpell7(parameters) doCombat(parameters.cid, parameters.combat7, parameters.var) end local function onCastSpell8(parameters) doCombat(parameters.cid, parameters.combat8, parameters.var) end local function onCastSpell9(parameters) doCombat(parameters.cid, parameters.combat9, parameters.var) end local function onCastSpell10(parameters) doCombat(parameters.cid, parameters.combat10, parameters.var) end local function onCastSpell11(parameters) doCombat(parameters.cid, parameters.combat11, parameters.var) end local function onCastSpell12(parameters) doCombat(parameters.cid, parameters.combat12, parameters.var) end local function onCastSpell13(parameters) doCombat(parameters.cid, parameters.combat13, parameters.var) end local function onCastSpell14(parameters) doCombat(parameters.cid, parameters.combat14, parameters.var) end local function onCastSpell15(parameters) doCombat(parameters.cid, parameters.combat15, parameters.var) end local function onCastSpell16(parameters) doCombat(parameters.cid, parameters.combat16, parameters.var) end local function onCastSpell17(parameters) doCombat(parameters.cid, parameters.combat17, parameters.var) end local function onCastSpell18(parameters) doCombat(parameters.cid, parameters.combat18, parameters.var) end local function onCastSpell19(parameters) doCombat(parameters.cid, parameters.combat19, parameters.var) end local function onCastSpell20(parameters) doCombat(parameters.cid, parameters.combat20, parameters.var) end function onCastSpell(cid, var) doSendAnimatedText(getPlayerPosition(cid), "Haaaaaaaaaaaa!!!", TEXTCOLOR_ORANGE) local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6, combat7 = combat7, combat8 = combat8, combat9 = combat9, combat10 = combat10, combat11 = combat11, combat12 = combat12, combat13 = combat13, combat14 = combat14, combat15 = combat15, combat16 = combat16, combat17 = combat17, combat18 = combat18, combat19 = combat19, combat20 = combat20 } addEvent(onCastSpell1, 0, parameters) addEvent(onCastSpell2, 100, parameters) addEvent(onCastSpell3, 200, parameters) addEvent(onCastSpell4, 300, parameters) addEvent(onCastSpell5, 400, parameters) addEvent(onCastSpell6, 300, parameters) addEvent(onCastSpell7, 400, parameters) addEvent(onCastSpell8, 500, parameters) addEvent(onCastSpell9, 600, parameters) addEvent(onCastSpell10, 700, parameters) addEvent(onCastSpell11, 600, parameters) addEvent(onCastSpell12, 700, parameters) addEvent(onCastSpell13, 800, parameters) addEvent(onCastSpell14, 900, parameters) addEvent(onCastSpell15, 1000, parameters) addEvent(onCastSpell16, 900, parameters) addEvent(onCastSpell17, 1000, parameters) addEvent(onCastSpell18, 1100, parameters) addEvent(onCastSpell19, 1200, parameters) addEvent(onCastSpell20, 1300, parameters) end Depois em spells.xml add: <instant name="Haaa" words="haaa" lvl="800" mana="3000" prem="1" selftarget="1" exhaustion="1500" needlearn="0" script="haaa.lua"> <vocation name="Master Sorcerer"/> <vocation name="Elder Druid"/> <vocation name="Elite Knight" /> <vocation name="Royal Paladin" /> </instant> Essas são as Spells... Uff... Acho que é isso AGORA É COM VOCÊS, DIGAM O QUE ACHARAM SEM MEDO, COMENTEM. ALGUM ERRO, BUG? ME AVISEM... e quem tiver um nome criativo para minha spell "Haaa", deen sua sugestao, terá seus créditos...XD COMENTEM!!!
  11. ae cara sinceramente nao gostei ta muito estranho assim preto e essa bolinhas azuis
  12. Aff..... Pelo jeito você nem sabe o que é uma KUNAY. E não é nem Sword e nem Ring. LOL
  13. uahuehau Thx!!! Belo nome, se identifica bem com Axe! + galera estou um pouco parado na area de sprites, num estou fazendo muitos não, afinal o unico que ficou bom mesmo foi o Kunay. Eu estou parando de criar sprites, agora só estou criando outfitis, quem quiser é lá no Outfit Company. FLW
  14. o0 Legal se mexendo fica loco heim euahue FLW
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