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- local combat = createCombatObject()
- setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
- setCombatParam(combat, COMBAT_PARAM_EFFECT, 10)
- setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
- setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -150)
- local combat2 = createCombatObject()
- setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
- setCombatParam(combat2, COMBAT_PARAM_EFFECT, 10)
- setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
- setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, 0, -150, 0, -200)
- local combat3 = createCombatObject()
- setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
- setCombatParam(combat3, COMBAT_PARAM_EFFECT, 10)
- setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
- setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0, -150, 0, -200)
- local combat4 = createCombatObject()
- setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
- setCombatParam(combat4, COMBAT_PARAM_EFFECT, 10)
- setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
- setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, 0, -150, 0, -200)
- function onUseWeapon(cid, var)
- local rand = math.random(1,4)
- local combats = {combat1, combat2, combat3, combat4}
- for x = 1,#combats do
- if rand == x then
- doCombat(cid, combats[x], var)
- return true
- end
- end
- end
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