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God Explosion

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May 12th, 2018
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  1. -- SpellCreator generated.
  2.  
  3. -- =============== COMBAT VARS ===============
  4. -- Areas/Combat for 1000ms
  5. local combat10_Brush = createCombatObject()
  6. setCombatParam(combat10_Brush, COMBAT_PARAM_EFFECT, 108)
  7. setCombatParam(combat10_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
  8. setCombatArea(combat10_Brush,createCombatArea({{1, 1, 1},
  9. {1, 1, 1},
  10. {1, 2, 1},
  11. {1, 1, 1},
  12. {1, 1, 1}}))
  13. function getDmg_Brush(cid, level, maglevel)
  14. return (30000)*-1,(50000)*-1
  15. end
  16. setCombatCallback(combat10_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
  17.  
  18. local con_teste__combat10_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY+CONDITION_HASTE+CONDITION_PARALYZE)
  19. addDamageCondition(con_teste__combat10_Brush, 3, 1000, -10)
  20. setCombatCondition(combat10_Brush, con_teste__combat10_Brush)
  21.  
  22. local con___combat10_Brush = createConditionObject(0)
  23. setCombatCondition(combat10_Brush, con___combat10_Brush)
  24. local dfcombat10_Brush = {CONST_ANI_POWERBOLT,0,2,-1,2,-1,1,-1,0,-1,-1,0,-1,1,-1,1,0,1,1,0,1,1,2,-1,-2,0,-2,1,-2}
  25.  
  26. -- Areas/Combat for 3200ms
  27. local combat32_Brush_3 = createCombatObject()
  28. setCombatParam(combat32_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
  29. setCombatParam(combat32_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
  30. setCombatArea(combat32_Brush_3,createCombatArea({{1, 1, 0, 0, 0, 1, 1},
  31. {0, 1, 0, 0, 1, 1, 0},
  32. {0, 0, 1, 0, 1, 0, 0},
  33. {0, 0, 1, 2, 0, 0, 0},
  34. {0, 0, 0, 1, 1, 0, 0},
  35. {0, 0, 1, 1, 1, 1, 0},
  36. {0, 1, 1, 0, 0, 1, 0},
  37. {1, 1, 0, 0, 0, 1, 1}}))
  38. function getDmg_Brush_3(cid, level, maglevel)
  39. return (30000)*-1,(50000)*-1
  40. end
  41. setCombatCallback(combat32_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
  42.  
  43. -- Areas/Combat for 1100ms
  44. local combat11_Brush = createCombatObject()
  45. setCombatParam(combat11_Brush, COMBAT_PARAM_EFFECT, 108)
  46. setCombatParam(combat11_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
  47. setCombatArea(combat11_Brush,createCombatArea({{1, 1, 1, 1, 1},
  48. {1, 1, 1, 1, 1},
  49. {1, 0, 0, 0, 1},
  50. {1, 0, 2, 0, 1},
  51. {1, 0, 0, 0, 1},
  52. {1, 1, 1, 1, 1},
  53. {1, 1, 1, 1, 1}}))
  54. function getDmg_Brush(cid, level, maglevel)
  55. return (30000)*-1,(50000)*-1
  56. end
  57. setCombatCallback(combat11_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
  58.  
  59. local con_teste__combat11_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY+CONDITION_HASTE+CONDITION_PARALYZE)
  60. addDamageCondition(con_teste__combat11_Brush, 3, 1000, -10)
  61. setCombatCondition(combat11_Brush, con_teste__combat11_Brush)
  62.  
  63. local con___combat11_Brush = createConditionObject(0)
  64. setCombatCondition(combat11_Brush, con___combat11_Brush)
  65. local dfcombat11_Brush = {CONST_ANI_POWERBOLT,-2,3,-2,2,-2,1,-2,0,-2,-1,-2,-2,-1,-2,0,-2,1,-2,2,-2,2,-1,2,0,2,1,2,2,2,3,1,3,0,3,-1,3,-2,-3,-1,-3,0,-3,1,-3,2,-3,1,2,0,2,-1,2}
  66.  
  67. -- Areas/Combat for 2300ms
  68. local combat23_Brush_2 = createCombatObject()
  69. setCombatParam(combat23_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_ASSASSIN)
  70. setCombatParam(combat23_Brush_2, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
  71. setCombatArea(combat23_Brush_2,createCombatArea({{1, 1, 1, 1, 1, 1, 1},
  72. {1, 1, 1, 1, 1, 1, 1},
  73. {1, 1, 0, 0, 0, 1, 1},
  74. {1, 1, 1, 1, 1, 1, 1},
  75. {1, 1, 1, 3, 1, 1, 1},
  76. {1, 1, 1, 1, 1, 1, 1},
  77. {1, 0, 1, 1, 1, 1, 1},
  78. {1, 0, 1, 1, 1, 1, 1},
  79. {1, 0, 1, 1, 1, 1, 1}}))
  80. function getDmg_Brush_2(cid, level, maglevel)
  81. return (30000)*-1,(50000)*-1
  82. end
  83. setCombatCallback(combat23_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
  84. local dfcombat23_Brush_2 = {CONST_ANI_THROWINGSTAR,-3,4,-3,3,-3,2,-3,1,-3,0,-3,-1,-3,-2,-3,-3,-3,-4,-2,-4,-1,-4,0,-4,1,-4,2,-4,3,-4,3,-3,3,-2,3,-1,3,0,3,1,3,2,3,3,3,4,2,4,1,4,0,4,-1,4,-1,3,0,3,1,3,2,3,2,2,2,1,1,1,1,2,0,2,-1,2,-1,1,0,1,0,0,1,-1,2,-1,2,-2,2,-3,1,-3,0,-3,-1,-3,-2,-3,-2,-1,-2,0,-1,0,1,0,2,0,-2,1,0,-1,-1,-1,-2,-2}
  85.  
  86. -- Areas/Combat for 1500ms
  87. local combat15_Brush = createCombatObject()
  88. setCombatParam(combat15_Brush, COMBAT_PARAM_EFFECT, 108)
  89. setCombatParam(combat15_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
  90. setCombatArea(combat15_Brush,createCombatArea({{1, 1, 1, 1, 1, 1, 1},
  91. {1, 0, 0, 0, 0, 0, 1},
  92. {1, 0, 0, 0, 0, 0, 1},
  93. {1, 0, 0, 0, 0, 0, 1},
  94. {1, 0, 0, 2, 0, 0, 1},
  95. {1, 0, 0, 0, 0, 0, 1},
  96. {1, 0, 0, 0, 0, 0, 1},
  97. {1, 0, 0, 0, 0, 0, 1},
  98. {1, 1, 1, 1, 1, 1, 1}}))
  99. function getDmg_Brush(cid, level, maglevel)
  100. return (30000)*-1,(50000)*-1
  101. end
  102. setCombatCallback(combat15_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
  103.  
  104. local con_teste__combat15_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY+CONDITION_HASTE+CONDITION_PARALYZE)
  105. addDamageCondition(con_teste__combat15_Brush, 3, 1000, -10)
  106. setCombatCondition(combat15_Brush, con_teste__combat15_Brush)
  107.  
  108. local con___combat15_Brush = createConditionObject(0)
  109. setCombatCondition(combat15_Brush, con___combat15_Brush)
  110. local dfcombat15_Brush = {CONST_ANI_POWERBOLT,-3,4,-3,3,-3,2,-3,1,-3,0,-3,-1,-3,-2,-3,-3,-3,-4,-2,-4,-1,-4,0,-4,1,-4,2,-4,3,-4,3,-3,3,-2,3,-1,3,0,3,1,3,2,3,3,3,4,2,4,1,4,0,4,-1,4,-2,4}
  111.  
  112. -- Areas/Combat for 2800ms
  113. local combat28_Brush_3 = createCombatObject()
  114. setCombatParam(combat28_Brush_3, COMBAT_PARAM_EFFECT, CONST_ME_GROUNDSHAKER)
  115. setCombatParam(combat28_Brush_3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
  116. setCombatArea(combat28_Brush_3,createCombatArea({{1, 1, 1, 1, 1, 1, 1},
  117. {1, 1, 1, 1, 1, 1, 1},
  118. {1, 1, 1, 1, 1, 1, 1},
  119. {1, 1, 1, 1, 1, 1, 1},
  120. {1, 1, 1, 3, 1, 1, 1},
  121. {1, 1, 1, 1, 1, 1, 1},
  122. {1, 1, 1, 1, 1, 1, 1},
  123. {1, 1, 1, 1, 1, 1, 1},
  124. {1, 1, 1, 1, 1, 1, 1}}))
  125. function getDmg_Brush_3(cid, level, maglevel)
  126. return (30000)*-1,(50000)*-1
  127. end
  128. setCombatCallback(combat28_Brush_3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_3")
  129.  
  130. -- Areas/Combat for 1900ms
  131. local combat19_Brush = createCombatObject()
  132. setCombatParam(combat19_Brush, COMBAT_PARAM_EFFECT, 108)
  133. setCombatParam(combat19_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
  134. setCombatArea(combat19_Brush,createCombatArea({{1, 0, 0, 0, 1},
  135. {0, 1, 0, 1, 0},
  136. {0, 1, 1, 1, 0},
  137. {0, 1, 2, 1, 0},
  138. {0, 1, 1, 1, 0},
  139. {0, 1, 0, 1, 0},
  140. {1, 0, 0, 0, 1}}))
  141. function getDmg_Brush(cid, level, maglevel)
  142. return (30000)*-1,(50000)*-1
  143. end
  144. setCombatCallback(combat19_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
  145.  
  146. local con_teste__combat19_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY+CONDITION_HASTE+CONDITION_PARALYZE)
  147. addDamageCondition(con_teste__combat19_Brush, 3, 1000, -10)
  148. setCombatCondition(combat19_Brush, con_teste__combat19_Brush)
  149.  
  150. local con___combat19_Brush = createConditionObject(0)
  151. setCombatCondition(combat19_Brush, con___combat19_Brush)
  152. local dfcombat19_Brush = {CONST_ANI_POWERBOLT,-1,-2,1,-2,-2,-3,-2,3,-1,2,1,2,2,3,2,-3,-1,1,-1,0,-1,-1,0,-1,1,-1,1,0,1,1,0,1}
  153.  
  154. -- Areas/Combat for 2200ms
  155. local combat22_Brush = createCombatObject()
  156. setCombatParam(combat22_Brush, COMBAT_PARAM_EFFECT, 108)
  157. setCombatParam(combat22_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
  158. setCombatArea(combat22_Brush,createCombatArea({{1, 1, 1, 1, 1, 1, 1},
  159. {1, 1, 1, 1, 1, 1, 1},
  160. {1, 1, 1, 1, 1, 1, 1},
  161. {1, 1, 1, 1, 1, 1, 1},
  162. {1, 1, 1, 3, 1, 1, 1},
  163. {1, 1, 1, 1, 1, 1, 1},
  164. {1, 1, 1, 1, 1, 1, 1},
  165. {1, 1, 1, 1, 1, 1, 1},
  166. {1, 1, 1, 1, 1, 1, 1}}))
  167. function getDmg_Brush(cid, level, maglevel)
  168. return (30000)*-1,(50000)*-1
  169. end
  170. setCombatCallback(combat22_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
  171.  
  172. local con_teste__combat22_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY+CONDITION_HASTE+CONDITION_PARALYZE)
  173. addDamageCondition(con_teste__combat22_Brush, 3, 1000, -10)
  174. setCombatCondition(combat22_Brush, con_teste__combat22_Brush)
  175.  
  176. local con___combat22_Brush = createConditionObject(0)
  177. setCombatCondition(combat22_Brush, con___combat22_Brush)
  178. local dfcombat22_Brush = {CONST_ANI_POWERBOLT,-3,3,-3,2,-3,1,-3,0,-3,-1,-3,-2,-3,-3,-3,-4,-2,-4,-1,-4,0,-4,1,-4,2,-4,3,-4,3,-3,3,-2,2,-2,2,-3,1,-3,0,-3,-1,-3,-2,-3,-2,-2,-1,-2,0,-2,1,-2,1,-1,0,-1,-1,-1,-2,-1,-2,0,-2,1,-2,2,-2,3,-1,3,-1,2,-1,1,0,1,0,2,0,3,1,3,2,3,3,3,3,2,3,1,3,0,3,-1,2,-1,2,0,2,1,2,2,1,2,0,0,1,0,1,1,-3,4,-2,4,-1,4,0,4,1,4,2,4,3,4,-1,0}
  179.  
  180. -- Areas/Combat for 2000ms
  181. local combat20_Brush_2 = createCombatObject()
  182. setCombatParam(combat20_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_ASSASSIN)
  183. setCombatParam(combat20_Brush_2, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
  184. setCombatArea(combat20_Brush_2,createCombatArea({{1, 0, 0, 0, 1},
  185. {1, 0, 0, 0, 1},
  186. {1, 0, 2, 0, 1},
  187. {1, 0, 0, 0, 1},
  188. {1, 0, 0, 0, 1}}))
  189. function getDmg_Brush_2(cid, level, maglevel)
  190. return (30000)*-1,(50000)*-1
  191. end
  192. setCombatCallback(combat20_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
  193. local dfcombat20_Brush_2 = {CONST_ANI_THROWINGSTAR,-2,2,-2,1,-2,0,-2,-1,-2,-2,2,-2,2,-1,2,0,2,1,2,2}
  194.  
  195. -- Areas/Combat for 700ms
  196. local combat7_Brush = createCombatObject()
  197. setCombatParam(combat7_Brush, COMBAT_PARAM_EFFECT, 108)
  198. setCombatParam(combat7_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
  199. setCombatArea(combat7_Brush,createCombatArea({{1, 0, 0, 0, 0, 0, 0, 0, 1},
  200. {0, 1, 0, 0, 0, 0, 0, 1, 0},
  201. {0, 0, 1, 0, 0, 0, 1, 0, 0},
  202. {0, 0, 0, 1, 0, 1, 0, 0, 0},
  203. {0, 0, 0, 0, 2, 0, 0, 0, 0},
  204. {0, 0, 0, 1, 0, 1, 0, 0, 0},
  205. {0, 0, 1, 0, 0, 0, 1, 0, 0},
  206. {0, 1, 0, 0, 0, 0, 0, 1, 0},
  207. {1, 0, 0, 0, 0, 0, 0, 0, 1}}))
  208. function getDmg_Brush(cid, level, maglevel)
  209. return (30000)*-1,(50000)*-1
  210. end
  211. setCombatCallback(combat7_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
  212.  
  213. local con_teste__combat7_Brush = createConditionObject(0+CONDITION_POISON+CONDITION_FIRE+CONDITION_ENERGY+CONDITION_HASTE+CONDITION_PARALYZE)
  214. addDamageCondition(con_teste__combat7_Brush, 3, 1000, -10)
  215. setCombatCondition(combat7_Brush, con_teste__combat7_Brush)
  216.  
  217. local con___combat7_Brush = createConditionObject(0)
  218. setCombatCondition(combat7_Brush, con___combat7_Brush)
  219. local dfcombat7_Brush = {CONST_ANI_POWERBOLT,1,1,-1,-1,2,2,3,3,-2,-2,-3,-3,-4,-4,-1,1,-2,2,-3,3,1,-1,2,-2,3,-3,4,-4,4,4,-4,4}
  220.  
  221. -- Areas/Combat for 900ms
  222. local combat9_Brush_2 = createCombatObject()
  223. setCombatParam(combat9_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_ASSASSIN)
  224. setCombatParam(combat9_Brush_2, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
  225. setCombatArea(combat9_Brush_2,createCombatArea({{1, 1, 1, 1, 1, 1, 1},
  226. {1, 0, 0, 0, 0, 0, 1},
  227. {1, 0, 1, 1, 1, 0, 1},
  228. {1, 0, 1, 2, 1, 0, 1},
  229. {1, 0, 1, 1, 1, 0, 1},
  230. {1, 0, 0, 0, 0, 0, 1},
  231. {1, 1, 1, 1, 1, 1, 1}}))
  232. function getDmg_Brush_2(cid, level, maglevel)
  233. return (30000)*-1,(50000)*-1
  234. end
  235. setCombatCallback(combat9_Brush_2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush_2")
  236. local dfcombat9_Brush_2 = {CONST_ANI_THROWINGSTAR,-1,1,0,1,1,1,1,0,1,-1,0,-1,-1,-1,-1,0,-3,2,-3,3,-2,3,-1,3,0,3,1,3,2,3,3,3,3,2,3,1,3,0,3,-1,3,-2,3,-3,2,-3,1,-3,0,-3,-1,-3,-2,-3,-3,-3,-3,-2,-3,-1,-3,0,-3,1}
  237.  
  238. -- =============== CORE FUNCTIONS ===============
  239. local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
  240. if (isCreature(cid)) then
  241. doCombat(cid, c, var)
  242. if (dirList ~= nil) then -- Emit distance effects
  243. local i = 2;
  244. while (i < #dirList) do
  245. doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
  246. i = i + 2
  247. end
  248. end
  249. end
  250. end
  251.  
  252. function onCastSpell(cid, var)
  253. local startPos = getCreaturePosition(cid)
  254. addEvent(RunPart,1000,combat10_Brush,cid,var,dfcombat10_Brush,startPos)
  255. addEvent(RunPart,3200,combat32_Brush_3,cid,var)
  256. addEvent(RunPart,1100,combat11_Brush,cid,var,dfcombat11_Brush,startPos)
  257. addEvent(RunPart,2300,combat23_Brush_2,cid,var,dfcombat23_Brush_2,startPos)
  258. addEvent(RunPart,1500,combat15_Brush,cid,var,dfcombat15_Brush,startPos)
  259. addEvent(RunPart,2800,combat28_Brush_3,cid,var)
  260. addEvent(RunPart,1900,combat19_Brush,cid,var,dfcombat19_Brush,startPos)
  261. addEvent(RunPart,2200,combat22_Brush,cid,var,dfcombat22_Brush,startPos)
  262. addEvent(RunPart,2000,combat20_Brush_2,cid,var,dfcombat20_Brush_2,startPos)
  263. addEvent(RunPart,700,combat7_Brush,cid,var,dfcombat7_Brush,startPos)
  264. addEvent(RunPart,900,combat9_Brush_2,cid,var,dfcombat9_Brush_2,startPos)
  265. return true
  266. end
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