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Skrypt Factory

 
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Autor Wiadomość
White Fang
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Dołączył: 14 Paź 2007
Posty: 106
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PostWysłany: Sob 14:44, 12 Sty 2008    Temat postu: Skrypt Factory

Pozwalam sobie zrobic ten temat a mianowicie bede tu zamieszcal skrypty dl gm Johna XD

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Dołączył: 14 Paź 2007
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PostWysłany: Sob 23:49, 12 Sty 2008    Temat postu:

kk no to tak 1 skrypcik nawet fajny na prawdziwe rpg
w data/actions robim skrypt speed potion

-- By White Fang no copy or DED XD#24
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, 0)

local condition = createConditionObject(CONDITION_HASTE)
setConditionParam(condition, CONDITION_PARAM_TICKS, 60000)
setConditionFormula(condition, 0.3, -24, 0.3, -24)
setCombatCondition(combat, condition)

function onUse(cid, item, frompos, item2, topos)
var = numberToVariant(cid)
doCombat(cid, combat, var)
doRemoveItem(item.uid,1)
doPlayerSay(cid, "Speeeeeeeeeeeeeeed...", 16)
return 1
end


A do actions.xml dodajemy

<action itemid="6558" script="speed potion.lua" />


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PostWysłany: Pią 18:06, 25 Sty 2008    Temat postu:

Dobra John tamten skrypt spiepszylem sprobuj ten XD




100% rl Tibia system plywania!

Skrypt testowany byl tylko na The Forgotten Server i watpie ze na innych silnikach zadziala

ze wzgledu na male mozliwosci funkcji LUA.

Ok, no wiec zaczynamy.

data/movements/scripts/swimming.lua

function onStepIn(cid, item, position, fromPosition)
plywavalue = 3330
nurek = { lookType = 267, lookHead = 0, lookBody = 0, lookLegs = 0, lookFeet = 0, lookAddons = 0 }
zwykly = { lookType = getPlayerStorageValue(cid, 3331), lookHead = getPlayerStorageValue(cid, 3332), lookBody = getPlayerStorageValue(cid, 3333), lookLegs = getPlayerStorageValue(cid, 3334), lookFeet = getPlayerStorageValue(cid, 3335), lookAddons = getPlayerStorageValue(cid, 3336) }
czyplywa = getPlayerStorageValue(cid, plywavalue)
if (czyplywa == -1) or (czyplywa == 2) then
pozycja = {x = 124, y = 58, z= 7}
if item.itemid == 4632 then
pozycja = {x = position.x, y = position.y - 2, z = position.z}
elseif item.itemid == 4633 then
pozycja = {x = position.x - 2, y = position.y, z = position.z}
elseif item.itemid == 4634 then
pozycja = {x = position.x, y = position.y + 2, z = position.z}
elseif item.itemid == 4635 then
pozycja = {x = position.x + 2, y = position.y, z = position.z}
elseif item.itemid == 4636 then
pozycja = {x = position.x + 2, y = position.y + 1, z = position.z}
elseif item.itemid == 4637 then
pozycja = {x = position.x - 2, y = position.y + 1, z = position.z}
elseif item.itemid == 4638 then
pozycja = {x = position.x + 2, y = position.y - 1, z = position.z}
elseif item.itemid == 4639 then
pozycja = {x = position.x - 2, y = position.y - 1, z = position.z}
elseif item.itemid == 4640 then
pozycja = {x = position.x + 2, y = position.y + 2, z = position.z}
elseif item.itemid == 4641 then
pozycja = {x = position.x - 2, y = position.y + 2, z = position.z}
elseif item.itemid == 4642 then
pozycja = {x = position.x + 2, y = position.y - 2, z = position.z}
elseif item.itemid == 4643 then
pozycja = {x = position.x - 2, y = position.y - 2, z = position.z}
end
setPlayerStorageValue(cid, 3331, getCreatureOutfit(cid).lookType)
setPlayerStorageValue(cid, 3332, getCreatureOutfit(cid).lookHead)
setPlayerStorageValue(cid, 3333, getCreatureOutfit(cid).lookBody)
setPlayerStorageValue(cid, 3334, getCreatureOutfit(cid).lookLegs)
setPlayerStorageValue(cid, 3335, getCreatureOutfit(cid).lookFeet)
setPlayerStorageValue(cid, 3336, getCreatureOutfit(cid).lookAddons)
setPlayerStorageValue(cid, plywavalue, 1)
doSetCreatureOutfit(cid, nurek, 600000)
doTeleportThing(cid, pozycja, TRUE)
doSendMagicEffect(position, 2)
doSendMagicEffect(pozycja, 53)
elseif czyplywa == 1 then
if item.itemid == 4632 then
kierunek = 2
elseif item.itemid == 4633 then
kierunek = 1
elseif item.itemid == 4634 then
kierunek = 0
elseif item.itemid == 4635 then
kierunek = 3
elseif item.itemid == 4636 then
kierunek = 3
elseif item.itemid == 4637 then
kierunek = 1
elseif item.itemid == 4638 then
kierunek = 3
elseif item.itemid == 4639 then
kierunek = 2
elseif item.itemid == 4640 then
kierunek = 3
elseif item.itemid == 4641 then
kierunek = 1
elseif item.itemid == 4642 then
kierunek = 3
elseif item.itemid == 4643 then
kierunek = 1
end
doSetCreatureOutfit(cid, zwykly, 1)
doMoveCreature(cid, kierunek)
setPlayerStorageValue(cid, plywavalue, 2)
end
return TRUE
end

































































































Teraz otwieramy data/movements/movements.xml - zeby zadeklarowac kratke na actionid.

Czyli dopisujemy:

<!-- Swimming -->
<movevent event="StepIn" actionid="3333" script="swimming.lua"/>







Skrypt dziala tylko na plazy. Jesli mamy juz gotowa to nadajemy jej actionid = 3333.

Zeby mozna bylo faktycznie plywac po wodzie, to musi ona miec id = 4622.

Pamietaj zeby na wodzie zrobic PROTECTION ZONE, w przeciwnym wypadku serwer najprawdopodobnie bedzie crashowal w momencie zabicia kogos!


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PostWysłany: Pią 18:09, 25 Sty 2008    Temat postu:

niemialem dlogo neta wiec napisalem ci taki skrypcik moze ci sie spodoba a mianowicie KAMIKAZE!!! ten spell robi fale ktor odchodzi od ciebie wali po oko 1000 i zabija cie XD

-- Made by White Fang for John.


local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -6.0, -300, -6.0, -300)

local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -6.0, -300, -6.0, -300)

local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -6.0, -300, -6.0, -300)

local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -6.0, -300, -6.0, -300)

local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_MANADRAIN)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_RED)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -6.0, -300, -6.0, -300)

local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -6.0, -300, -6.0, -300)

local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -6.0, -300, -6.0, -300)

local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -6.0, -300, -6.0, -300)

local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -6.0, -300, -6.0, -300)

local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -6.0, -300, -6.0, -300)

local combat11 = createCombatObject()
setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat11, COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -6.0, -300, -6.0, -300)

local combat12 = createCombatObject()
setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat12, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, -6.0, -300, -6.0, -300)

arr1 = {
{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},
{1, 0, 0, 0, 0, 2, 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, 1, 0, 0, 0, 0, 0},
}

arr2 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 0, 1, 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, 1, 0, 0, 0, 2, 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, 1, 0, 0, 0, 1, 0, 0, 0, 1, 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, 1, 0, 0, 1, 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, 1, 0, 0, 2, 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, 1, 0, 0, 1, 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},
}

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, 1, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 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, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 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},
}

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, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 1, 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},
}

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, 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},
}

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, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 1, 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},
}

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, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 1, 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},
}

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, 1, 1, 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, 0, 1, 0, 0, 2, 0, 0, 1, 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, 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},
}

arr10 = {
{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, 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},
{0, 1, 0, 0, 0, 2, 0, 0, 0, 1, 0},
{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, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}

arr11 = {
{0, 0, 0, 0, 1, 1, 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},
{1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1},
{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, 1, 1, 0, 0, 0, 0},
}

arr12 = {
{0, 0, 0, 0, 0, 0, 0, 0, 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},
{0, 0, 0, 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, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 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)
local area8 = createCombatArea(arr8)
local area9 = createCombatArea(arr9)
local area10 = createCombatArea(arr10)
local area11 = createCombatArea(arr11)
local area12 = createCombatArea(arr12)
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)

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)
doPlayerAddMana(parameters.cid, -getPlayerMana(parameters.cid))
doCreatureAddHealth(parameters.cid, -getCreatureHealth(parameters.cid))
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

function onCastSpell(cid, var)
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 }

addEvent(onCastSpell1, 1, parameters)
addEvent(onCastSpell2, 100, parameters)
addEvent(onCastSpell3, 200, parameters)
addEvent(onCastSpell4, 300, parameters)
addEvent(onCastSpell5, 400, parameters)
addEvent(onCastSpell6, 500, parameters)
addEvent(onCastSpell7, 600, parameters)
addEvent(onCastSpell8, 700, parameters)
addEvent(onCastSpell9, 800, parameters)
addEvent(onCastSpell10, 900, parameters)
addEvent(onCastSpell11, 1000, parameters)
addEvent(onCastSpell12, 1100, parameters)


end




a to do spells.xml

<instant name="Self Destruct" words="Self Destruct" lvl="50" maglv="10" mana="4000" soul="0" exhaustion="1" prem="0" enabled="1" script="self destruct.lua"><vocation id="1"/><vocation id="5"/><vocation id="9"/><vocation id="2"/><vocation id="6"/><vocation id="10"/><vocation id="3"/><vocation id="4"/><vocation id="7"/><vocation id="8"/><vocation id="11"/><vocation id="12"/></instant>


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