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Jul 21st, 2017
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  1. local ME = {
  2.     SUPER_KAMEHAMEHA_CENTER_EW, --1
  3.     SUPER_KAMEHAMEHA_CENTER_NS, --2
  4.     SUPER_KAMEHAMEHA_END_W, --3
  5.     SUPER_KAMEHAMEHA_END_E, --4
  6.     SUPER_KAMEHAMEHA_END_N, --5
  7.     SUPER_KAMEHAMEHA_END_S, --6
  8.     SUPER_KAMEHAMEHA_START_N, --7
  9.     SUPER_KAMEHAMEHA_START_S, --8
  10.     SUPER_KAMEHAMEHA_START_E, --9
  11.     SUPER_KAMEHAMEHA_START_W --10
  12. }
  13.  
  14. local combat = {}
  15. for k = 1, 10 do
  16.     combat[k] = createCombatObject()
  17.     setCombatParam(combat[k], COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
  18.     setCombatParam(combat[k], COMBAT_PARAM_EFFECT, ME[k])
  19.     setCombatFormula(combat[k], COMBAT_FORMULA_LEVELMAGIC, -2.5, -30, -3.7, 0)
  20.     setCombatArea(combat[k], createCombatArea(AREA_SPECIAL_BEAM_CANON_CENTER))
  21. end
  22.  
  23. local dir = {
  24.     [0] = { --NORTH
  25.         [1] = combat[7],
  26.         [2] = combat[2],
  27.         [3] = combat[5]
  28.     },
  29.     [1] = { --EAST
  30.         [1] = combat[9],
  31.         [2] = combat[1],
  32.         [3] = combat[4]
  33.     },
  34.     [2] = { --SOUTH
  35.         [1] = combat[8],
  36.         [2] = combat[2],
  37.         [3] = combat[6]
  38.     },
  39.     [3] = { --WEST
  40.         [1] = combat[10],
  41.         [2] = combat[1],
  42.         [3] = combat[3]
  43.     }
  44. }
  45.  
  46. function onCastSpell(cid, var) --N 0,S 2,E 1,W 3    
  47.     doCombat(cid, dir[getCreatureLookDirection(cid)][1], var)
  48.     doCombat(cid, dir[getCreatureLookDirection(cid)][2], var)
  49.     doCombat(cid, dir[getCreatureLookDirection(cid)][3], var)
  50.     print(getCreatureLookDirection(cid))
  51.     return true
  52. end
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