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- local combatPoison = createCombatObject()
- setCombatParam(combatPoison, COMBAT_PARAM_BLOCKARMOR, 1)
- setCombatParam(combatPoison, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
- setCombatParam(combatPoison, COMBAT_PARAM_DISTANCEEFFECT, 2)
- setCombatFormula(combatPoison, COMBAT_FORMULA_SKILL, 1, 0, 1, 0)
- local poison = createConditionObject(CONDITION_POISON)
- setConditionParam(poison, CONDITION_PARAM_DELAYED, true)
- for i = 1, 21 do
- addDamageCondition(poison, 1, 2000, (-22) + i)
- end
- setCombatCondition(combatPoison, poison)
- -- [[ /\ COMBAT POISON /\ ]] --
- local combatFire = createCombatObject()
- setCombatParam(combatFire, COMBAT_PARAM_BLOCKARMOR, 1)
- setCombatParam(combatFire, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
- setCombatParam(combatFire, COMBAT_PARAM_DISTANCEEFFECT, 2)
- setCombatFormula(combatFire, COMBAT_FORMULA_SKILL, 1, 0, 1, 0)
- local fire = createConditionObject(CONDITION_FIRE)
- setConditionParam(fire, CONDITION_PARAM_DELAYED, true)
- for i = 1, 21 do
- addDamageCondition(fire, 1, 2000, (-22) + i)
- end
- setCombatCondition(combatFire, fire)
- -- [[ /\ COMBAT FIRE /\ ]] --
- local combatNormal = createCombatObject()
- setCombatParam(combatNormal, COMBAT_PARAM_BLOCKARMOR, 1)
- setCombatParam(combatNormal, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
- setCombatParam(combatNormal, COMBAT_PARAM_DISTANCEEFFECT, 2)
- setCombatFormula(combatNormal, COMBAT_FORMULA_SKILL, 1, 0, 1, 0)
- local normal = createConditionObject(COMBAT_PHYSICALDAMAGE)
- setConditionParam(normal, CONDITION_PARAM_DELAYED, 1)
- setCombatCondition(combatNormal, normal)
- function onUseWeapon(cid, var)
- local bowsList = {
- [5656] = {ammo = 2544, value = 1, name = combatPoison}, -- [ID_BOW] {ammo=ARROW_ID, name="Nome do Evento"}
- [5655] = {ammo = 2544, value = 2, name = combatFire},
- }
- check = bowsList[getPlayerSlotItem(cid, CONST_SLOT_RIGHT).itemid]
- if check then
- if getPlayerSlotItem(cid, CONST_SLOT_AMMO).itemid == check.ammo then
- if check.value == 1 then
- return doCombat(cid, combatPoison, var)
- elseif check.value == 2 then
- return doCombat(cid, combatFire, var)
- end
- else
- return doCombat(cid, combatNormal, var)
- end
- end
- return doCombat(cid, combatNormal, var)
- end
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