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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, -50, 0, -100)
- 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, -50, 0, -150)
- 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, -50, 0, -200)
- local condition = createConditionObject(CONDITION_ENERGY)
- setConditionParam(condition, CONDITION_PARAM_DELAYED, 1)
- addDamageCondition(condition, 1, 2000, -100)
- addDamageCondition(condition, 1, 2000, -50)
- addDamageCondition(condition, 1, 2000, -25)
- setCombatCondition(combat2, condition)
- local condition = createConditionObject(CONDITION_ENERGY)
- setConditionParam(condition, CONDITION_PARAM_DELAYED, 1)
- addDamageCondition(condition, 1, 2000, -100)
- addDamageCondition(condition, 1, 2000, -50)
- addDamageCondition(condition, 1, 2000, -25)
- setCombatCondition(combat3, condition)
- function onUseWeapon(cid, var)
- rand = math.random(1,100)
- if rand <= 4 then
- doSendAnimatedText(getPlayerPosition(cid), "Critical!", TEXTCOLOR_GREY)
- doCombat(cid, combat2, var)
- end
- rand = math.random(1,20)
- if rand <= 3 then
- doPlayerSay(cid, "Eletrifick!!",16)
- doSendAnimatedText(getPlayerPosition(cid), "Critical!", TEXTCOLOR_LIGHTGREY)
- rand = math.random(95,100)
- doCombat(cid, combat3, var)
- else
- doCombat(cid, combat, var)
- end
- end
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