local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TARGETCASTERORTOPMOST, true)
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 136)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 141)
function tsubi(cid, level, maglevel)
local min = -(level * 2.0+ maglevel * 4 +50)
local max = -(level * 2.0+ maglevel * 4.5 +50)
return min, max
end
setCombatCallback(combat1, CALLBACK_PARAM_LEVELMAGICVALUE, "tsubi")
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TARGETCASTERORTOPMOST, true)
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 136)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 141)
function tsubi1(cid, level, maglevel)
local min = -(level * 2.0+ maglevel * 4 +50)
local max = -(level * 2.0+ maglevel * 4.5 +50)
return min, max
end
setCombatCallback(combat2, CALLBACK_PARAM_LEVELMAGICVALUE, "tsubi1")
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TARGETCASTERORTOPMOST, true)
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 136)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 141)
function tsubi1(cid, level, maglevel)
local min = -(level * 2.0+ maglevel * 4 +50)
local max = -(level * 2.0+ maglevel * 4.5 +50)
return min, max
end
setCombatCallback(combat3, CALLBACK_PARAM_LEVELMAGICVALUE, "tsubi1")
local combat4 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TARGETCASTERORTOPMOST, true)
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 136)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 141)
function tsubi1(cid, level, maglevel)
local min = -(level * 2.0+ maglevel * 4 +50)
local max = -(level * 2.0+ maglevel * 4.5 +50)
return min, max
end
setCombatCallback(combat3, CALLBACK_PARAM_LEVELMAGICVALUE, "tsubi1")
local combat5 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TARGETCASTERORTOPMOST, true)
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 136)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 141)
function tsubi1(cid, level, maglevel)
local min = -(level * 2.0+ maglevel * 4 +50)
local max = -(level * 2.0+ maglevel * 4.5 +50)
return min, max
end
setCombatCallback(combat3, CALLBACK_PARAM_LEVELMAGICVALUE, "tsubi1")
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
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5 }
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 200, parameters)
addEvent(onCastSpell3, 400, parameters)
addEvent(onCastSpell3, 500, parameters)
addEvent(onCastSpell3, 600, parameters)
return true
end
Como os efeitos são desproporcionais no meu serve algumas sprtis saem erradas, gostaria de ter o controle da position delas!