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Jul 20th, 2017
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Lua 1.88 KB | None | 0 0
  1. local combat = createCombatObject()
  2. setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
  3. setCombatParam(combat, COMBAT_PARAM_EFFECT, 10)
  4. setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
  5. setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, 0, -50, 0, -100)
  6.  
  7. local combat2 = createCombatObject()
  8. setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
  9. setCombatParam(combat2, COMBAT_PARAM_EFFECT, 10)
  10. setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
  11. setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, 0, -50, 0, -150)
  12.  
  13. local combat3 = createCombatObject()
  14. setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
  15. setCombatParam(combat3, COMBAT_PARAM_EFFECT, 10)
  16. setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
  17. setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0, -50, 0, -200)
  18.  
  19. local condition = createConditionObject(CONDITION_ENERGY)
  20. setConditionParam(condition, CONDITION_PARAM_DELAYED, 1)
  21. addDamageCondition(condition, 1, 2000, -100)
  22. addDamageCondition(condition, 1, 2000, -50)
  23. addDamageCondition(condition, 1, 2000, -25)
  24. setCombatCondition(combat2, condition)
  25.  
  26. local condition = createConditionObject(CONDITION_ENERGY)
  27. setConditionParam(condition, CONDITION_PARAM_DELAYED, 1)
  28. addDamageCondition(condition, 1, 2000, -100)
  29. addDamageCondition(condition, 1, 2000, -50)
  30. addDamageCondition(condition, 1, 2000, -25)
  31. setCombatCondition(combat3, condition)
  32.  
  33. function onUseWeapon(cid, var)
  34. rand = math.random(1,100)
  35. if rand <= 4 then
  36. doSendAnimatedText(getPlayerPosition(cid), "Critical!", TEXTCOLOR_GREY)
  37. doCombat(cid, combat2, var)
  38. end
  39. rand = math.random(1,20)
  40. if rand <= 3 then
  41. doPlayerSay(cid, "Eletrifick!!",16)
  42. doSendAnimatedText(getPlayerPosition(cid), "Critical!", TEXTCOLOR_LIGHTGREY)
  43. rand = math.random(95,100)
  44. doCombat(cid, combat3, var)
  45. else
  46. doCombat(cid, combat, var)
  47. end
  48. end
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