ars1 = {
{{1,2,0},
{0,0,0},
{0,0,}},
{{0,3,0},
{0,0,0},
{0,0,0}},
{{0,2,1},
{0,0,0},
{0,0,0}},
}
ars2 = {
{{0,2,1},
{0,0,0},
{0,0,0}},
{{0,3,0},
{0,0,0},
{0,0,0}},
{{1,2,0},
{0,0,0},
{0,0,0}},
}
ars3 = {
{{1,2,0},
{0,0,0},
{0,0,0}},
{{0,3,0},
{0,0,0},
{0,0,0}},
{{0,2,1},
{0,0,0},
{0,0,0}},
{{0,2,0},
{0,0,1},
{0,0,0}},
{{0,2,0},
{0,0,0},
{0,0,1}},
}
ars4 = {
{{0,2,1},
{0,0,0},
{0,0,0}},
{{0,3,0},
{0,0,0},
{0,0,0}},
{{1,2,0},
{0,0,0},
{0,0,0}},
{{0,2,0},
{1,0,0},
{0,0,0}},
{{0,2,0},
{0,0,0},
{1,0,0}},
}
ars5 = {
{{0,2,1},
{0,0,0},
{0,0,0}},
{{0,3,0},
{0,0,0},
{0,0,0}},
{{1,2,0},
{0,0,0},
{0,0,0}},
{{0,2,0},
{1,0,0},
{0,0,0}},
{{0,2,0},
{0,0,0},
{1,0,0}},
{{0,2,0},
{0,0,0},
{0,1,0}},
{{0,2,0},
{0,0,0},
{0,0,1}},
{{0,2,0},
{0,0,1},
{0,0,0}},
}
ars6 = {
{{0,2,0},
{0,0,0},
{0,1,0}},
{{0,2,0},
{0,0,0},
{0,0,1}},
{{0,2,0},
{0,0,0},
{0,0,0}},
{{0,2,0},
{0,0,1},
{0,0,0}},
{{0,2,1},
{0,0,0},
{0,0,0}},
{{0,3,0},
{0,0,0},
{0,0,0}},
{{1,2,0},
{0,0,0},
{0,0,0}},
{{0,2,0},
{1,0,0},
{0,0,0}},
}
combats1 = createCombatObjects(#ars1)
combats2 = createCombatObjects(#ars2)
combats3 = createCombatObjects(#ars3)
combats4 = createCombatObjects(#ars4)
combats5 = createCombatObjects(#ars5)
combats6 = createCombatObjects(#ars6)
for x=1,#combats1 do
setCombatParam(combats1[x], COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combats1[x], COMBAT_PARAM_EFFECT, 5)
setCombatFormula(combats1[x], COMBAT_FORMULA_LEVELMAGIC, -0.1, -2, -0.3, -4)
setCombatArea(combats1[x], createCombatArea(ars1[x]))
end
for x=1,#combats2 do
setCombatParam(combats2[x], COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combats2[x], COMBAT_PARAM_EFFECT, 5)
setCombatFormula(combats2[x], COMBAT_FORMULA_LEVELMAGIC, -0.1, -2, -0.3, -4)
setCombatArea(combats2[x], createCombatArea(ars2[x]))
end
for x=1,#combats3 do
setCombatParam(combats3[x], COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combats3[x], COMBAT_PARAM_EFFECT, 5)
setCombatFormula(combats3[x], COMBAT_FORMULA_LEVELMAGIC, -0.1, -2, -0.3, -4)
setCombatArea(combats3[x], createCombatArea(ars3[x]))
end
for x=1,#combats4 do
setCombatParam(combats4[x], COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combats4[x], COMBAT_PARAM_EFFECT, 5)
setCombatFormula(combats4[x], COMBAT_FORMULA_LEVELMAGIC, -0.1, -2, -0.3, -4)
setCombatArea(combats4[x], createCombatArea(ars5[x]))
end
for x=1,#combats5 do
setCombatParam(combats5[x], COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combats5[x], COMBAT_PARAM_EFFECT, 5)
setCombatFormula(combats5[x], COMBAT_FORMULA_LEVELMAGIC, -0.1, -2, -0.3, -4)
setCombatArea(combats5[x], createCombatArea(ars5[x]))
end
for x=1,#combats6 do
setCombatParam(combats6[x], COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combats6[x], COMBAT_PARAM_EFFECT, 5)
setCombatFormula(combats6[x], COMBAT_FORMULA_LEVELMAGIC, -0.1, -2, -0.3, -4)
setCombatArea(combats6[x], createCombatArea(ars6[x]))
end
combeaeats = {combats1, combats2, combats3, combats4, combats5, combats6}
function onCastSpell(cid, var)
local v = getPlayerStorageValue(cid, 150)
if v == -1 then v = 1 end
local xit = combeaeats[v]
for x=1,#xit do
addEvent(doCombat, 50*x, cid, xit[x], var)
end
setPlayerStorageValue(cid, 150, (v%#combeaeats)+1)
return TRUE
end
tenta essa se ajudei REP+