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- local mu = 2
- local atak = {
- [1] = 5,
- [2] = 4,
- [3] = 6,
- [4] = 5
- }
- local gain = {
- [1] = 3,
- [2] = 2,
- [3] = 4,
- [4] = 3
- }
- local fisico = Combat()
- fisico:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
- fisico:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_EXPLOSION)
- fisico:setParameter(COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2])
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4])
- return min, max
- end
- fisico:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- local fisico2 = Combat()
- fisico2:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
- fisico2:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_EXPLOSION)
- fisico2:setParameter(COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2]) * mu
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4]) * mu
- return min, max
- end
- fisico2:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- function onUseWeapon(creature, var)
- if math.random(100) < 40 then
- return fisico2:execute(creature, var)
- else
- return fisico:execute(creature, var)
- end
- end
- local fuego = createCombatObject() -- 1
- setCombatParam(fuego, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
- setCombatParam(fuego, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
- fuego:setParameter(COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2])
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4])
- return min, max
- end
- fuego:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- local fuego2 = Combat()
- fuego2:setParameter(COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
- fuego2:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
- fuego2:setParameter(COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2]) * mu
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4]) * mu
- return min, max
- end
- fuego2:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- function onUseWeapon(creature, var)
- if math.random(100) < 40 then
- return fuego2:execute(creature, var)
- else
- return fuego:execute(creature, var)
- end
- end
- local tierra = createCombatObject() -- 2
- setCombatParam(tierra, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
- setCombatParam(tierra, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_EARTH)
- setCombatParam(tierra, COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2])
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4])
- return min, max
- end
- tierra:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- local tierra2 = Combat()
- tierra2:setParameter(COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
- tierra2:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_EARTH)
- tierra2:setParameter(COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2]) * mu
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4]) * mu
- return min, max
- end
- tierra2:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- function onUseWeapon(creature, var)
- if math.random(100) < 40 then
- return tierra2:execute(creature, var)
- else
- return tierra:execute(creature, var)
- end
- end
- local hielo = createCombatObject() -- 3
- setCombatParam(hielo, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
- setCombatParam(hielo, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)
- setCombatParam(hielo, COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2])
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4])
- return min, max
- end
- hielo:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- local hielo2 = Combat()
- hielo2:setParameter(COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
- hielo2:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)
- hielo2:setParameter(COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2]) * mu
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4]) * mu
- return min, max
- end
- hielo2:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- function onUseWeapon(creature, var)
- if math.random(100) < 40 then
- return hielo2:execute(creature, var)
- else
- return hielo:execute(creature, var)
- end
- end
- local energy = createCombatObject() -- 4
- setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
- setCombatParam(energy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGYBALL)
- setCombatParam(energy, COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2])
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4])
- return min, max
- end
- energy:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- local energy2 = Combat()
- energy2:setParameter(COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
- energy2:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGYBALL)
- energy2:setParameter(COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2]) * mu
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4]) * mu
- return min, max
- end
- energy2:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- function onUseWeapon(creature, var)
- if math.random(100) < 40 then
- return energy2:execute(creature, var)
- else
- return energy:execute(creature, var)
- end
- end
- local death = createCombatObject() -- 5
- setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
- setCombatParam(death, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
- setCombatParam(death, COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2])
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4])
- return min, max
- end
- death:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- local death2 = Combat()
- death2:setParameter(COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
- death2:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
- death2:setParameter(COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2]) * mu
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4]) * mu
- return min, max
- end
- death2:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- function onUseWeapon(creature, var)
- if math.random(100) < 40 then
- return death2:execute(creature, var)
- else
- return death:execute(creature, var)
- end
- end
- local holy = createCombatObject() -- 6
- setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
- setCombatParam(holy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_HOLY)
- setCombatParam(holy, COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2])
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4])
- return min, max
- end
- holy:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- local holy2 = Combat()
- holy2:setParameter(COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
- holy2:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_HOLY)
- holy2:setParameter(COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2]) * mu
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4]) * mu
- return min, max
- end
- holy2:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- function onUseWeapon(creature, var)
- if math.random(100) < 40 then
- return holy2:execute(creature, var)
- else
- return holy:execute(creature, var)
- end
- end
- local drown = createCombatObject() -- 7
- setCombatParam(drown, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
- setCombatParam(drown, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLICE)
- setCombatParam(drown, COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2])
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4])
- return min, max
- end
- drown:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- local drown2 = Combat()
- drown2:setParameter(COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
- drown2:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLICE)
- drown2:setParameter(COMBAT_PARAM_PVPDAMAGE, 100)
- function onGetFormulaValues(player, level, maglevel)
- min = -((level * 7.7) + (level / 3) + (maglevel * atak[1] + gain[1]) + atak[2] + gain[2]) * mu
- max = -((level * 8) + (level / 3) + (maglevel * atak[3] + gain[3]) + atak[4] + gain[4]) * mu
- return min, max
- end
- drown2:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
- function onUseWeapon(creature, var)
- if math.random(100) < 40 then
- return drown2:execute(creature, var)
- else
- return drown:execute(creature, var)
- end
- end
- local storage = 6999
- function onUseWeapon(cid, var)
- local valor = getPlayerStorageValue(cid, storage)
- if math.random(100) < 12 then
- return doCombat(cid, valor == 1 and fuego2 or valor == 2 and tierra2 or valor == 3 and hielo2 or valor == 4 and energy2 or valor == 5 and death2 or valor == 6 and holy2 or valor == 7 and drown2 or fisico2, var)
- else
- return doCombat(cid, valor == 1 and fuego or valor == 2 and tierra or valor == 3 and hielo or valor == 4 and energy or valor == 5 and death or valor == 6 and holy or valor == 7 and drown or fisico, var)
- end
- end
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